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@@ -1,26 +1,23 @@
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-"use strict";
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+"use strict";
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var BABYLON = BABYLON || {};
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// Constructive Solid Geometry for BABYLON
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// Based on https://github.com/evanw/csg.js/
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-(function() {
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+(function () {
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// Unique ID when we import meshes from Babylon to CSG
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var _currentCSGMeshId = 0;
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- BABYLON.CSG = function() {
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+ BABYLON.CSG = function () {
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this.polygons = [];
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};
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// Convert BABYLON.Mesh to BABYLON.CSG
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- BABYLON.CSG.FromMesh = function( mesh ) {
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- var vertex, normal, uv, position,
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- polygon,
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- polygons = [],
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- vertices;
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+ BABYLON.CSG.FromMesh = function (mesh) {
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+ var vertex, normal, uv, position, polygon, polygons = [], vertices;
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- if ( mesh instanceof BABYLON.Mesh ) {
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+ if (mesh instanceof BABYLON.Mesh) {
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mesh.computeWorldMatrix(true);
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this.matrix = mesh.getWorldMatrix();
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this.position = mesh.position.clone();
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@@ -37,53 +34,53 @@ var BABYLON = BABYLON || {};
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var subMeshes = mesh.subMeshes;
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- for ( var sm = 0, sml = subMeshes.length; sm < sml; sm++ ) {
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- for ( var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3 ) {
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+ for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
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+ for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
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vertices = [];
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for (var j = 0; j < 3; j++) {
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normal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
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uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
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- position = new BABYLON.Vector3( positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
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+ position = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
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position = BABYLON.Vector3.TransformCoordinates(position, this.matrix);
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normal = BABYLON.Vector3.TransformNormal(normal, this.matrix);
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- vertex = new BABYLON.CSG.Vertex( position, normal, uv );
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- vertices.push( vertex );
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+ vertex = new BABYLON.CSG.Vertex(position, normal, uv);
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+ vertices.push(vertex);
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}
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- polygon = new BABYLON.CSG.Polygon(vertices, { subMeshId : sm, meshId : _currentCSGMeshId, materialIndex : subMeshes[sm].materialIndex });
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- polygons.push( polygon );
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+ polygon = new BABYLON.CSG.Polygon(vertices, { subMeshId: sm, meshId: _currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
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+ polygons.push(polygon);
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}
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}
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- var csg = BABYLON.CSG.fromPolygons( polygons );
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+ var csg = BABYLON.CSG.fromPolygons(polygons);
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csg.copyTransformAttributes(this);
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- _currentCSGMeshId++
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+ _currentCSGMeshId++;
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return csg;
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};
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// Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
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- BABYLON.CSG.fromPolygons = function(polygons) {
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+ BABYLON.CSG.fromPolygons = function (polygons) {
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var csg = new BABYLON.CSG();
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csg.polygons = polygons;
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return csg;
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};
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BABYLON.CSG.prototype = {
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- clone: function() {
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+ clone: function () {
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var csg = new BABYLON.CSG();
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- csg.polygons = this.polygons.map(function(p) { return p.clone(); });
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+ csg.polygons = this.polygons.map(function (p) { return p.clone(); });
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csg.copyTransformAttributes(this);
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return csg;
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},
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- toPolygons: function() {
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+ toPolygons: function () {
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return this.polygons;
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},
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- union: function(csg) {
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+ union: function (csg) {
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var a = new BABYLON.CSG.Node(this.clone().polygons);
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var b = new BABYLON.CSG.Node(csg.clone().polygons);
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a.clipTo(b);
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@@ -95,7 +92,7 @@ var BABYLON = BABYLON || {};
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return BABYLON.CSG.fromPolygons(a.allPolygons()).copyTransformAttributes(this);
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},
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- subtract: function(csg) {
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+ subtract: function (csg) {
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var a = new BABYLON.CSG.Node(this.clone().polygons);
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var b = new BABYLON.CSG.Node(csg.clone().polygons);
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a.invert();
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@@ -109,7 +106,7 @@ var BABYLON = BABYLON || {};
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return BABYLON.CSG.fromPolygons(a.allPolygons()).copyTransformAttributes(this);
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},
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- intersect: function(csg) {
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+ intersect: function (csg) {
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var a = new BABYLON.CSG.Node(this.clone().polygons);
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var b = new BABYLON.CSG.Node(csg.clone().polygons);
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a.invert();
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@@ -124,9 +121,9 @@ var BABYLON = BABYLON || {};
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// Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
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// not modified.
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- inverse: function() {
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+ inverse: function () {
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var csg = this.clone();
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- csg.polygons.map(function(p) { p.flip(); });
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+ csg.polygons.map(function (p) { p.flip(); });
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return csg;
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}
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};
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@@ -134,27 +131,27 @@ var BABYLON = BABYLON || {};
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// This is used to keep meshes transformations so they can be restored
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// when we build back a Babylon Mesh
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// NB : All CSG operations are performed in world coordinates
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- BABYLON.CSG.prototype.copyTransformAttributes = function (object) {
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+ BABYLON.CSG.prototype.copyTransformAttributes = function(object) {
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this.matrix = object.matrix;
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this.position = object.position;
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this.rotation = object.rotation;
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this.scaling = object.scaling;
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return this;
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- }
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+ };
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// Build Raw mesh from CSG
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// Coordinates here are in world space
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- BABYLON.CSG.prototype.buildMeshGeometry = function(name, scene, keepSubMeshes) {
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+ BABYLON.CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
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var matrix = this.matrix.clone();
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matrix.invert();
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var mesh = new BABYLON.Mesh(name, scene),
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- vertices = [],
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- indices = [],
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+ vertices = [],
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+ indices = [],
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normals = [],
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uvs = [],
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- vertex, normal, uv,
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+ vertex, normal, uv,
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polygons = this.polygons,
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polygonIndices = [0, 0, 0],
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polygon,
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@@ -166,15 +163,16 @@ var BABYLON = BABYLON || {};
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if (keepSubMeshes) {
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// Sort Polygons, since subMeshes are indices range
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- polygons.sort(function (a,b) {
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- if (a.shared.meshId === b.shared.meshId)
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- return a.shared.subMeshId - b.shared.subMeshId;
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- else
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+ polygons.sort(function (a, b) {
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+ if (a.shared.meshId === b.shared.meshId) {
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+ return a.shared.subMeshId - b.shared.subMeshId;
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+ } else {
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return a.shared.meshId - b.shared.meshId;
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- });
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+ }
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+ });
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}
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- for ( var i = 0, il = polygons.length; i < il; i++ ) {
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+ for (var i = 0, il = polygons.length; i < il; i++) {
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polygon = polygons[i];
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// Building SubMeshes
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@@ -182,16 +180,17 @@ var BABYLON = BABYLON || {};
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subMesh_dict[polygon.shared.meshId] = {};
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}
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if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
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- subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = { indexStart : +Infinity,
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- indexEnd : -Infinity,
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- materialIndex : polygon.shared.materialIndex
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- };
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+ subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
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+ indexStart: +Infinity,
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+ indexEnd: -Infinity,
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+ materialIndex: polygon.shared.materialIndex
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+ };
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}
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subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
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-
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- for ( var j = 2, jl = polygon.vertices.length; j < jl; j++ ) {
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-
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+
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+ for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
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+
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polygonIndices[0] = 0;
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polygonIndices[1] = j - 1;
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polygonIndices[2] = j;
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@@ -200,36 +199,35 @@ var BABYLON = BABYLON || {};
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vertex = polygon.vertices[polygonIndices[k]].pos;
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normal = polygon.vertices[polygonIndices[k]].normal;
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uv = polygon.vertices[polygonIndices[k]].uv;
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- vertex = new BABYLON.Vector3( vertex.x, vertex.y, vertex.z );
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- normal = new BABYLON.Vector3( normal.x, normal.y, normal.z );
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+ vertex = new BABYLON.Vector3(vertex.x, vertex.y, vertex.z);
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+ normal = new BABYLON.Vector3(normal.x, normal.y, normal.z);
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vertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
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normal = BABYLON.Vector3.TransformNormal(normal, matrix);
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-
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- vertex_idx = vertice_dict[ vertex.x + ',' + vertex.y + ',' + vertex.z ];
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+
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+ vertex_idx = vertice_dict[vertex.x + ',' + vertex.y + ',' + vertex.z];
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// Check if 2 points can be merged
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- if (!(typeof vertex_idx !== 'undefined' &&
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+ if (!(typeof vertex_idx !== 'undefined' &&
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normals[vertex_idx * 3] === normal.x &&
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normals[vertex_idx * 3 + 1] === normal.y &&
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normals[vertex_idx * 3 + 2] === normal.z &&
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uvs[vertex_idx * 2] === uv.x &&
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- uvs[vertex_idx * 2 + 1] === uv.y))
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- {
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- vertices.push( vertex.x, vertex.y, vertex.z );
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+ uvs[vertex_idx * 2 + 1] === uv.y)) {
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+ vertices.push(vertex.x, vertex.y, vertex.z);
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uvs.push(uv.x, uv.y);
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normals.push(normal.x, normal.y, normal.z);
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- vertex_idx = vertice_dict[ vertex.x + ',' + vertex.y + ',' + vertex.z ] = (vertices.length / 3) - 1;
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+ vertex_idx = vertice_dict[vertex.x + ',' + vertex.y + ',' + vertex.z] = (vertices.length / 3) - 1;
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}
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indices.push(vertex_idx);
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subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
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subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
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- currentIndex++
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+ currentIndex++;
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}
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}
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-
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+
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}
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mesh.setVerticesData(vertices, BABYLON.VertexBuffer.PositionKind);
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@@ -259,16 +257,16 @@ var BABYLON = BABYLON || {};
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};
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// Build Mesh from CSG taking material and transforms into account
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- BABYLON.CSG.prototype.toMesh = function( name, material, scene, keepSubMeshes ) {
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+ BABYLON.CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
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var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
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-
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+
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mesh.material = material;
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mesh.position.copyFrom(this.position);
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mesh.rotation.copyFrom(this.rotation);
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mesh.scaling.copyFrom(this.scaling);
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mesh.computeWorldMatrix(true);
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-
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+
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return mesh;
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};
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@@ -282,7 +280,7 @@ var BABYLON = BABYLON || {};
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// new BABYLON.CSG.Vector([1, 2, 3]);
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// new BABYLON.CSG.Vector({ x: 1, y: 2, z: 3 });
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- BABYLON.CSG.Vector = function(x, y, z) {
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+ BABYLON.CSG.Vector = function (x, y, z) {
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if (arguments.length == 3) {
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this.x = x;
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this.y = y;
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@@ -299,47 +297,47 @@ var BABYLON = BABYLON || {};
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};
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BABYLON.CSG.Vector.prototype = {
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- clone: function() {
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+ clone: function () {
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return new BABYLON.CSG.Vector(this.x, this.y, this.z);
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},
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- negated: function() {
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+ negated: function () {
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return new BABYLON.CSG.Vector(-this.x, -this.y, -this.z);
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},
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- plus: function(a) {
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+ plus: function (a) {
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return new BABYLON.CSG.Vector(this.x + a.x, this.y + a.y, this.z + a.z);
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},
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- minus: function(a) {
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+ minus: function (a) {
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return new BABYLON.CSG.Vector(this.x - a.x, this.y - a.y, this.z - a.z);
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},
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- times: function(a) {
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+ times: function (a) {
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return new BABYLON.CSG.Vector(this.x * a, this.y * a, this.z * a);
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},
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- dividedBy: function(a) {
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+ dividedBy: function (a) {
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return new BABYLON.CSG.Vector(this.x / a, this.y / a, this.z / a);
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},
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- dot: function(a) {
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+ dot: function (a) {
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return this.x * a.x + this.y * a.y + this.z * a.z;
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},
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- lerp: function(a, t) {
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+ lerp: function (a, t) {
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return this.plus(a.minus(this).times(t));
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},
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- length: function() {
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+ length: function () {
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return Math.sqrt(this.dot(this));
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},
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- unit: function() {
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+ unit: function () {
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return this.dividedBy(this.length());
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},
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- cross: function(a) {
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+ cross: function (a) {
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return new BABYLON.CSG.Vector(
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this.y * a.z - this.z * a.y,
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this.z * a.x - this.x * a.z,
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@@ -359,27 +357,27 @@ var BABYLON = BABYLON || {};
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// is not used anywhere else.
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// Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
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- BABYLON.CSG.Vertex = function(pos, normal, uv) {
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+ BABYLON.CSG.Vertex = function (pos, normal, uv) {
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this.pos = new BABYLON.CSG.Vector(pos);
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this.normal = new BABYLON.CSG.Vector(normal);
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this.uv = new BABYLON.CSG.Vector(uv.x, uv.y, 0);
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};
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BABYLON.CSG.Vertex.prototype = {
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- clone: function() {
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+ clone: function () {
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return new BABYLON.CSG.Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
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},
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// Invert all orientation-specific data (e.g. vertex normal). Called when the
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// orientation of a polygon is flipped.
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- flip: function() {
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+ flip: function () {
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this.normal = this.normal.negated();
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},
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// Create a new vertex between this vertex and `other` by linearly
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// interpolating all properties using a parameter of `t`. Subclasses should
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// override this to interpolate additional properties.
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- interpolate: function(other, t) {
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+ interpolate: function (other, t) {
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return new BABYLON.CSG.Vertex(
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this.pos.lerp(other.pos, t),
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this.normal.lerp(other.normal, t),
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@@ -392,7 +390,7 @@ var BABYLON = BABYLON || {};
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// Represents a plane in 3D space.
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- BABYLON.CSG.Plane = function(normal, w) {
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+ BABYLON.CSG.Plane = function (normal, w) {
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this.normal = normal;
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this.w = w;
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};
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@@ -401,17 +399,17 @@ var BABYLON = BABYLON || {};
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// point is on the plane.
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BABYLON.CSG.Plane.EPSILON = 1e-5;
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- BABYLON.CSG.Plane.fromPoints = function(a, b, c) {
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+ BABYLON.CSG.Plane.fromPoints = function (a, b, c) {
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var n = c.minus(a).cross(b.minus(a)).unit();
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return new BABYLON.CSG.Plane(n, n.dot(a));
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};
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BABYLON.CSG.Plane.prototype = {
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- clone: function() {
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+ clone: function () {
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return new BABYLON.CSG.Plane(this.normal.clone(), this.w);
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},
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- flip: function() {
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+ flip: function () {
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this.normal = this.normal.negated();
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this.w = -this.w;
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},
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@@ -421,7 +419,7 @@ var BABYLON = BABYLON || {};
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// `coplanarFront` or `coplanarBack` depending on their orientation with
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// respect to this plane. Polygons in front or in back of this plane go into
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// either `front` or `back`.
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- splitPolygon: function(polygon, coplanarFront, coplanarBack, front, back) {
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+ splitPolygon: function (polygon, coplanarFront, coplanarBack, front, back) {
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var COPLANAR = 0;
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var FRONT = 1;
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var BACK = 2;
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@@ -482,20 +480,20 @@ var BABYLON = BABYLON || {};
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// polygons that are clones of each other or were split from the same polygon.
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// This can be used to define per-polygon properties (such as surface color).
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- BABYLON.CSG.Polygon = function(vertices, shared) {
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+ BABYLON.CSG.Polygon = function (vertices, shared) {
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this.vertices = vertices;
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this.shared = shared;
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this.plane = BABYLON.CSG.Plane.fromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
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};
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BABYLON.CSG.Polygon.prototype = {
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- clone: function() {
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- var vertices = this.vertices.map(function(v) { return v.clone(); });
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+ clone: function () {
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+ var vertices = this.vertices.map(function (v) { return v.clone(); });
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return new BABYLON.CSG.Polygon(vertices, this.shared);
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},
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- flip: function() {
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- this.vertices.reverse().map(function(v) { v.flip(); });
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+ flip: function () {
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+ this.vertices.reverse().map(function (v) { v.flip(); });
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this.plane.flip();
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}
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};
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@@ -508,7 +506,7 @@ var BABYLON = BABYLON || {};
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// the front and/or back subtrees. This is not a leafy BSP tree since there is
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// no distinction between internal and leaf nodes.
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- BABYLON.CSG.Node = function(polygons) {
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+ BABYLON.CSG.Node = function (polygons) {
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this.plane = null;
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this.front = null;
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this.back = null;
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@@ -517,17 +515,17 @@ var BABYLON = BABYLON || {};
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};
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BABYLON.CSG.Node.prototype = {
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- clone: function() {
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+ clone: function () {
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var node = new BABYLON.CSG.Node();
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node.plane = this.plane && this.plane.clone();
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node.front = this.front && this.front.clone();
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node.back = this.back && this.back.clone();
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- node.polygons = this.polygons.map(function(p) { return p.clone(); });
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+ node.polygons = this.polygons.map(function (p) { return p.clone(); });
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return node;
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},
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// Convert solid space to empty space and empty space to solid space.
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- invert: function() {
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+ invert: function () {
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for (var i = 0; i < this.polygons.length; i++) {
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this.polygons[i].flip();
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}
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@@ -541,28 +539,31 @@ var BABYLON = BABYLON || {};
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// Recursively remove all polygons in `polygons` that are inside this BSP
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// tree.
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- clipPolygons: function(polygons) {
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+ clipPolygons: function (polygons) {
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if (!this.plane) return polygons.slice();
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var front = [], back = [];
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for (var i = 0; i < polygons.length; i++) {
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this.plane.splitPolygon(polygons[i], front, back, front, back);
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}
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if (this.front) front = this.front.clipPolygons(front);
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- if (this.back) back = this.back.clipPolygons(back);
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- else back = [];
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+ if (this.back) {
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+ back = this.back.clipPolygons(back);
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+ } else {
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+ back = [];
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+ }
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return front.concat(back);
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},
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// Remove all polygons in this BSP tree that are inside the other BSP tree
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// `bsp`.
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- clipTo: function(bsp) {
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+ clipTo: function (bsp) {
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this.polygons = bsp.clipPolygons(this.polygons);
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if (this.front) this.front.clipTo(bsp);
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if (this.back) this.back.clipTo(bsp);
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},
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// Return a list of all polygons in this BSP tree.
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- allPolygons: function() {
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+ allPolygons: function () {
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var polygons = this.polygons.slice();
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if (this.front) polygons = polygons.concat(this.front.allPolygons());
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if (this.back) polygons = polygons.concat(this.back.allPolygons());
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@@ -573,7 +574,7 @@ var BABYLON = BABYLON || {};
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// new polygons are filtered down to the bottom of the tree and become new
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// nodes there. Each set of polygons is partitioned using the first polygon
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// (no heuristic is used to pick a good split).
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- build: function(polygons) {
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+ build: function (polygons) {
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if (!polygons.length) return;
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if (!this.plane) this.plane = polygons[0].plane.clone();
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var front = [], back = [];
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