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+"use strict";
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+
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+var BABYLON = BABYLON || {};
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+
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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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+
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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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+
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+ BABYLON.CSG = function() {
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+ this.polygons = [];
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+ };
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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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+
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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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+ this.rotation = mesh.rotation.clone();
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+ this.scaling = mesh.scaling.clone();
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+ } else {
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+ throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
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+ }
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+
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+ var indices = mesh.getIndices(),
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+ positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind),
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+ normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind),
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+ uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
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+
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+ var subMeshes = mesh.subMeshes;
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+
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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 = BABYLON.Vector3.TransformCoordinates(position, this.matrix);
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+ normal = BABYLON.Vector3.TransformNormal(normal, this.matrix);
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+
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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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+
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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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+
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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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+
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+ return csg;
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+ };
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+
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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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+ 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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+
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+ BABYLON.CSG.prototype = {
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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.copyTransformAttributes(this);
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+ return csg;
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+ },
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+
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+ toPolygons: function() {
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+ return this.polygons;
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+ },
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+
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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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+ b.clipTo(a);
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+ b.invert();
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+ b.clipTo(a);
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+ b.invert();
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+ a.build(b.allPolygons());
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+ return BABYLON.CSG.fromPolygons(a.allPolygons()).copyTransformAttributes(this);
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+ },
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+
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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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+ a.clipTo(b);
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+ b.clipTo(a);
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+ b.invert();
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+ b.clipTo(a);
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+ b.invert();
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+ a.build(b.allPolygons());
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+ a.invert();
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+ return BABYLON.CSG.fromPolygons(a.allPolygons()).copyTransformAttributes(this);
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+ },
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+
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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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+ b.clipTo(a);
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+ b.invert();
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+ a.clipTo(b);
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+ b.clipTo(a);
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+ a.build(b.allPolygons());
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+ a.invert();
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+ return BABYLON.CSG.fromPolygons(a.allPolygons()).copyTransformAttributes(this);
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+ },
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+
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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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+ var csg = this.clone();
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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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+
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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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+ 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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+
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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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+ var matrix = this.matrix.clone();
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+ matrix.invert();
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+
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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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+ normals = [],
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+ uvs = [],
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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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+ vertice_dict = {},
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+ vertex_idx,
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+ currentIndex = 0,
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+ subMesh_dict = {},
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+ subMesh_obj;
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+
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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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+ return a.shared.meshId - b.shared.meshId;
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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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+ polygon = polygons[i];
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+
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+ // Building SubMeshes
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+ if (!subMesh_dict[polygon.shared.meshId]) {
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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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+ }
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+ subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
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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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+
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+ for (var k = 0; k < 3; k++) {
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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 = 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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+ // Check if 2 points can be merged
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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.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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+ }
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+
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+ indices.push(vertex_idx);
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+
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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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+ }
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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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+ mesh.setVerticesData(normals, BABYLON.VertexBuffer.NormalKind);
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+ mesh.setVerticesData(uvs, BABYLON.VertexBuffer.UVKind);
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+ mesh.setIndices(indices);
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+
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+ if (keepSubMeshes) {
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+ // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
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+ var materialIndexOffset = 0,
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+ materialMaxIndex;
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+
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+ mesh.subMeshes.length = 0;
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+
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+ for (var m in subMesh_dict) {
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+ materialMaxIndex = -1;
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+ for (var sm in subMesh_dict[m]) {
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+ subMesh_obj = subMesh_dict[m][sm];
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+ BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
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+ materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
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+ }
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+ materialIndexOffset += ++materialMaxIndex;
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+ }
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+ }
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+
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+ return mesh;
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+ };
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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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+ var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
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+
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+ mesh.material = material;
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+
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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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+ return mesh;
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+ };
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+
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+ // # class Vector
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+
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+ // Represents a 3D vector.
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+ //
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+ // Example usage:
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+ //
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+ // new BABYLON.CSG.Vector(1, 2, 3);
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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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+
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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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+ this.z = z;
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+ } else if ('x' in x) {
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+ this.x = x.x;
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+ this.y = x.y;
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+ this.z = x.z;
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+ } else {
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+ this.x = x[0];
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+ this.y = x[1];
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+ this.z = x[2];
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+ }
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+ };
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+
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+ BABYLON.CSG.Vector.prototype = {
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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+ length: function() {
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+ return Math.sqrt(this.dot(this));
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+ },
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+
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+ unit: function() {
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+ return this.dividedBy(this.length());
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+ },
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+
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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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+ this.x * a.y - this.y * a.x
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+ );
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+ }
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+ };
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+
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+ // # class Vertex
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+
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+ // Represents a vertex of a polygon. Use your own vertex class instead of this
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+ // one to provide additional features like texture coordinates and vertex
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+ // colors. Custom vertex classes need to provide a `pos` property and `clone()`,
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+ // `flip()`, and `interpolate()` methods that behave analogous to the ones
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+ // defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
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+ // functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
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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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+
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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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+
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+ BABYLON.CSG.Vertex.prototype = {
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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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+
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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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+ this.normal = this.normal.negated();
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+ },
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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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+ return new BABYLON.CSG.Vertex(
|
|
|
+ this.pos.lerp(other.pos, t),
|
|
|
+ this.normal.lerp(other.normal, t),
|
|
|
+ this.uv.lerp(other.uv, t)
|
|
|
+ );
|
|
|
+ }
|
|
|
+ };
|
|
|
+
|
|
|
+ // # class Plane
|
|
|
+
|
|
|
+ // Represents a plane in 3D space.
|
|
|
+
|
|
|
+ BABYLON.CSG.Plane = function(normal, w) {
|
|
|
+ this.normal = normal;
|
|
|
+ this.w = w;
|
|
|
+ };
|
|
|
+
|
|
|
+ // `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
|
|
|
+ // point is on the plane.
|
|
|
+ BABYLON.CSG.Plane.EPSILON = 1e-5;
|
|
|
+
|
|
|
+ BABYLON.CSG.Plane.fromPoints = function(a, b, c) {
|
|
|
+ var n = c.minus(a).cross(b.minus(a)).unit();
|
|
|
+ return new BABYLON.CSG.Plane(n, n.dot(a));
|
|
|
+ };
|
|
|
+
|
|
|
+ BABYLON.CSG.Plane.prototype = {
|
|
|
+ clone: function() {
|
|
|
+ return new BABYLON.CSG.Plane(this.normal.clone(), this.w);
|
|
|
+ },
|
|
|
+
|
|
|
+ flip: function() {
|
|
|
+ this.normal = this.normal.negated();
|
|
|
+ this.w = -this.w;
|
|
|
+ },
|
|
|
+
|
|
|
+ // Split `polygon` by this plane if needed, then put the polygon or polygon
|
|
|
+ // fragments in the appropriate lists. Coplanar polygons go into either
|
|
|
+ // `coplanarFront` or `coplanarBack` depending on their orientation with
|
|
|
+ // respect to this plane. Polygons in front or in back of this plane go into
|
|
|
+ // either `front` or `back`.
|
|
|
+ splitPolygon: function(polygon, coplanarFront, coplanarBack, front, back) {
|
|
|
+ var COPLANAR = 0;
|
|
|
+ var FRONT = 1;
|
|
|
+ var BACK = 2;
|
|
|
+ var SPANNING = 3;
|
|
|
+
|
|
|
+ // Classify each point as well as the entire polygon into one of the above
|
|
|
+ // four classes.
|
|
|
+ var polygonType = 0;
|
|
|
+ var types = [];
|
|
|
+ for (var i = 0; i < polygon.vertices.length; i++) {
|
|
|
+ var t = this.normal.dot(polygon.vertices[i].pos) - this.w;
|
|
|
+ var type = (t < -BABYLON.CSG.Plane.EPSILON) ? BACK : (t > BABYLON.CSG.Plane.EPSILON) ? FRONT : COPLANAR;
|
|
|
+ polygonType |= type;
|
|
|
+ types.push(type);
|
|
|
+ }
|
|
|
+
|
|
|
+ // Put the polygon in the correct list, splitting it when necessary.
|
|
|
+ switch (polygonType) {
|
|
|
+ case COPLANAR:
|
|
|
+ (this.normal.dot(polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
|
|
|
+ break;
|
|
|
+ case FRONT:
|
|
|
+ front.push(polygon);
|
|
|
+ break;
|
|
|
+ case BACK:
|
|
|
+ back.push(polygon);
|
|
|
+ break;
|
|
|
+ case SPANNING:
|
|
|
+ var f = [], b = [];
|
|
|
+ for (var i = 0; i < polygon.vertices.length; i++) {
|
|
|
+ var j = (i + 1) % polygon.vertices.length;
|
|
|
+ var ti = types[i], tj = types[j];
|
|
|
+ var vi = polygon.vertices[i], vj = polygon.vertices[j];
|
|
|
+ if (ti != BACK) f.push(vi);
|
|
|
+ if (ti != FRONT) b.push(ti != BACK ? vi.clone() : vi);
|
|
|
+ if ((ti | tj) == SPANNING) {
|
|
|
+ var t = (this.w - this.normal.dot(vi.pos)) / this.normal.dot(vj.pos.minus(vi.pos));
|
|
|
+ var v = vi.interpolate(vj, t);
|
|
|
+ f.push(v);
|
|
|
+ b.push(v.clone());
|
|
|
+ }
|
|
|
+ }
|
|
|
+ if (f.length >= 3) front.push(new BABYLON.CSG.Polygon(f, polygon.shared));
|
|
|
+ if (b.length >= 3) back.push(new BABYLON.CSG.Polygon(b, polygon.shared));
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ };
|
|
|
+
|
|
|
+ // # class Polygon
|
|
|
+
|
|
|
+ // Represents a convex polygon. The vertices used to initialize a polygon must
|
|
|
+ // be coplanar and form a convex loop. They do not have to be `BABYLON.CSG.Vertex`
|
|
|
+ // instances but they must behave similarly (duck typing can be used for
|
|
|
+ // customization).
|
|
|
+ //
|
|
|
+ // Each convex polygon has a `shared` property, which is shared between all
|
|
|
+ // polygons that are clones of each other or were split from the same polygon.
|
|
|
+ // This can be used to define per-polygon properties (such as surface color).
|
|
|
+
|
|
|
+ BABYLON.CSG.Polygon = function(vertices, shared) {
|
|
|
+ this.vertices = vertices;
|
|
|
+ this.shared = shared;
|
|
|
+ this.plane = BABYLON.CSG.Plane.fromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
|
|
|
+ };
|
|
|
+
|
|
|
+ BABYLON.CSG.Polygon.prototype = {
|
|
|
+ clone: function() {
|
|
|
+ var vertices = this.vertices.map(function(v) { return v.clone(); });
|
|
|
+ return new BABYLON.CSG.Polygon(vertices, this.shared);
|
|
|
+ },
|
|
|
+
|
|
|
+ flip: function() {
|
|
|
+ this.vertices.reverse().map(function(v) { v.flip(); });
|
|
|
+ this.plane.flip();
|
|
|
+ }
|
|
|
+ };
|
|
|
+
|
|
|
+ // # class Node
|
|
|
+
|
|
|
+ // Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
|
|
|
+ // by picking a polygon to split along. That polygon (and all other coplanar
|
|
|
+ // polygons) are added directly to that node and the other polygons are added to
|
|
|
+ // the front and/or back subtrees. This is not a leafy BSP tree since there is
|
|
|
+ // no distinction between internal and leaf nodes.
|
|
|
+
|
|
|
+ BABYLON.CSG.Node = function(polygons) {
|
|
|
+ this.plane = null;
|
|
|
+ this.front = null;
|
|
|
+ this.back = null;
|
|
|
+ this.polygons = [];
|
|
|
+ if (polygons) this.build(polygons);
|
|
|
+ };
|
|
|
+
|
|
|
+ BABYLON.CSG.Node.prototype = {
|
|
|
+ clone: function() {
|
|
|
+ var node = new BABYLON.CSG.Node();
|
|
|
+ node.plane = this.plane && this.plane.clone();
|
|
|
+ node.front = this.front && this.front.clone();
|
|
|
+ node.back = this.back && this.back.clone();
|
|
|
+ node.polygons = this.polygons.map(function(p) { return p.clone(); });
|
|
|
+ return node;
|
|
|
+ },
|
|
|
+
|
|
|
+ // Convert solid space to empty space and empty space to solid space.
|
|
|
+ invert: function() {
|
|
|
+ for (var i = 0; i < this.polygons.length; i++) {
|
|
|
+ this.polygons[i].flip();
|
|
|
+ }
|
|
|
+ this.plane.flip();
|
|
|
+ if (this.front) this.front.invert();
|
|
|
+ if (this.back) this.back.invert();
|
|
|
+ var temp = this.front;
|
|
|
+ this.front = this.back;
|
|
|
+ this.back = temp;
|
|
|
+ },
|
|
|
+
|
|
|
+ // Recursively remove all polygons in `polygons` that are inside this BSP
|
|
|
+ // tree.
|
|
|
+ clipPolygons: function(polygons) {
|
|
|
+ if (!this.plane) return polygons.slice();
|
|
|
+ var front = [], back = [];
|
|
|
+ for (var i = 0; i < polygons.length; i++) {
|
|
|
+ this.plane.splitPolygon(polygons[i], front, back, front, back);
|
|
|
+ }
|
|
|
+ if (this.front) front = this.front.clipPolygons(front);
|
|
|
+ if (this.back) back = this.back.clipPolygons(back);
|
|
|
+ else back = [];
|
|
|
+ return front.concat(back);
|
|
|
+ },
|
|
|
+
|
|
|
+ // Remove all polygons in this BSP tree that are inside the other BSP tree
|
|
|
+ // `bsp`.
|
|
|
+ clipTo: function(bsp) {
|
|
|
+ this.polygons = bsp.clipPolygons(this.polygons);
|
|
|
+ if (this.front) this.front.clipTo(bsp);
|
|
|
+ if (this.back) this.back.clipTo(bsp);
|
|
|
+ },
|
|
|
+
|
|
|
+ // Return a list of all polygons in this BSP tree.
|
|
|
+ allPolygons: function() {
|
|
|
+ var polygons = this.polygons.slice();
|
|
|
+ if (this.front) polygons = polygons.concat(this.front.allPolygons());
|
|
|
+ if (this.back) polygons = polygons.concat(this.back.allPolygons());
|
|
|
+ return polygons;
|
|
|
+ },
|
|
|
+
|
|
|
+ // Build a BSP tree out of `polygons`. When called on an existing tree, the
|
|
|
+ // new polygons are filtered down to the bottom of the tree and become new
|
|
|
+ // nodes there. Each set of polygons is partitioned using the first polygon
|
|
|
+ // (no heuristic is used to pick a good split).
|
|
|
+ build: function(polygons) {
|
|
|
+ if (!polygons.length) return;
|
|
|
+ if (!this.plane) this.plane = polygons[0].plane.clone();
|
|
|
+ var front = [], back = [];
|
|
|
+ for (var i = 0; i < polygons.length; i++) {
|
|
|
+ this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
|
|
|
+ }
|
|
|
+ if (front.length) {
|
|
|
+ if (!this.front) this.front = new BABYLON.CSG.Node();
|
|
|
+ this.front.build(front);
|
|
|
+ }
|
|
|
+ if (back.length) {
|
|
|
+ if (!this.back) this.back = new BABYLON.CSG.Node();
|
|
|
+ this.back.build(back);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ };
|
|
|
+
|
|
|
+})();
|