module BABYLON { export class VertexData { public positions: number[]; public normals: number[]; public uvs: number[]; public uv2s: number[]; public colors: number[]; public matricesIndices: number[]; public matricesWeights: number[]; public indices: number[]; public applyToMesh(mesh: Mesh, updatable?: boolean): void { if (this.positions) { mesh.setVerticesData(this.positions, BABYLON.VertexBuffer.PositionKind, updatable); } if (this.normals) { mesh.setVerticesData(this.normals, BABYLON.VertexBuffer.NormalKind, updatable); } if (this.uvs) { mesh.setVerticesData(this.uvs, BABYLON.VertexBuffer.UVKind, updatable); } if (this.uv2s) { mesh.setVerticesData(this.uv2s, BABYLON.VertexBuffer.UV2Kind, updatable); } if (this.colors) { mesh.setVerticesData(this.colors, BABYLON.VertexBuffer.ColorKind, updatable); } if (this.matricesIndices) { mesh.setVerticesData(this.matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind, updatable); } if (this.matricesWeights) { mesh.setVerticesData(this.matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind, updatable); } if (this.indices) { mesh.setIndices(this.indices); } } public transform(matrix: Matrix): void { var transformed = BABYLON.Vector3.Zero(); if (this.positions) { var position = BABYLON.Vector3.Zero(); for (var index = 0; index < this.positions.length; index += 3) { BABYLON.Vector3.FromArrayToRef(this.positions, index, position); BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed); this.positions[index] = transformed.x; this.positions[index + 1] = transformed.y; this.positions[index + 2] = transformed.z; } } if (this.normals) { var normal = BABYLON.Vector3.Zero(); for (index = 0; index < this.normals.length; index += 3) { BABYLON.Vector3.FromArrayToRef(this.normals, index, normal); BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed); this.normals[index] = transformed.x; this.normals[index + 1] = transformed.y; this.normals[index + 2] = transformed.z; } } } public merge(other: VertexData): void { if (other.indices) { if (!this.indices) { this.indices = []; } var offset = this.positions ? this.positions.length / 3 : 0; for (var index = 0; index < other.indices.length; index++) { this.indices.push(other.indices[index] + offset); } } if (other.positions) { if (!this.positions) { this.positions = []; } for (index = 0; index < other.positions.length; index++) { this.positions.push(other.positions[index]); } } if (other.normals) { if (!this.normals) { this.normals = []; } for (index = 0; index < other.normals.length; index++) { this.normals.push(other.normals[index]); } } if (other.uvs) { if (!this.uvs) { this.uvs = []; } for (index = 0; index < other.uvs.length; index++) { this.uvs.push(other.uvs[index]); } } if (other.uv2s) { if (!this.uv2s) { this.uv2s = []; } for (index = 0; index < other.uv2s.length; index++) { this.uv2s.push(other.uv2s[index]); } } if (other.matricesIndices) { if (!this.matricesIndices) { this.matricesIndices = []; } for (index = 0; index < other.matricesIndices.length; index++) { this.matricesIndices.push(other.matricesIndices[index]); } } if (other.matricesWeights) { if (!this.matricesWeights) { this.matricesWeights = []; } for (index = 0; index < other.matricesWeights.length; index++) { this.matricesWeights.push(other.matricesWeights[index]); } } if (other.colors) { if (!this.colors) { this.colors = []; } for (index = 0; index < other.colors.length; index++) { this.colors.push(other.colors[index]); } } } // Statics public static ExtractFromMesh(mesh: Mesh): VertexData { var result = new BABYLON.VertexData(); if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) { result.positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind); } if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) { result.normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind); } if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) { result.uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind); } if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) { result.uv2s = mesh.getVerticesData(BABYLON.VertexBuffer.UV2Kind); } if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) { result.colors = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind); } if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) { result.matricesIndices = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind); } if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) { result.matricesWeights = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind); } result.indices = mesh.getIndices(); return result; } public static CreateBox(size: number): VertexData { var normalsSource = [ new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, 1, 0), new BABYLON.Vector3(0, -1, 0) ]; var indices = []; var positions = []; var normals = []; var uvs = []; size = size || 1; // Create each face in turn. for (var index = 0; index < normalsSource.length; index++) { var normal = normalsSource[index]; // Get two vectors perpendicular to the face normal and to each other. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x); var side2 = BABYLON.Vector3.Cross(normal, side1); // Six indices (two triangles) per face. var verticesLength = positions.length / 3; indices.push(verticesLength); indices.push(verticesLength + 1); indices.push(verticesLength + 2); indices.push(verticesLength); indices.push(verticesLength + 2); indices.push(verticesLength + 3); // Four vertices per face. var vertex = normal.subtract(side1).subtract(side2).scale(size / 2); positions.push(vertex.x, vertex.y, vertex.z); normals.push(normal.x, normal.y, normal.z); uvs.push(1.0, 1.0); vertex = normal.subtract(side1).add(side2).scale(size / 2); positions.push(vertex.x, vertex.y, vertex.z); normals.push(normal.x, normal.y, normal.z); uvs.push(0.0, 1.0); vertex = normal.add(side1).add(side2).scale(size / 2); positions.push(vertex.x, vertex.y, vertex.z); normals.push(normal.x, normal.y, normal.z); uvs.push(0.0, 0.0); vertex = normal.add(side1).subtract(side2).scale(size / 2); positions.push(vertex.x, vertex.y, vertex.z); normals.push(normal.x, normal.y, normal.z); uvs.push(1.0, 0.0); } // Result var vertexData = new BABYLON.VertexData(); vertexData.indices = indices; vertexData.positions = positions; vertexData.normals = normals; vertexData.uvs = uvs; return vertexData; } public static CreateSphere(segments: number, diameter: number): VertexData { segments = segments || 32; diameter = diameter || 1; var radius = diameter / 2; var totalZRotationSteps = 2 + segments; var totalYRotationSteps = 2 * totalZRotationSteps; var indices = []; var positions = []; var normals = []; var uvs = []; for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) { var normalizedZ = zRotationStep / totalZRotationSteps; var angleZ = (normalizedZ * Math.PI); for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) { var normalizedY = yRotationStep / totalYRotationSteps; var angleY = normalizedY * Math.PI * 2; var rotationZ = BABYLON.Matrix.RotationZ(-angleZ); var rotationY = BABYLON.Matrix.RotationY(angleY); var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ); var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY); var vertex = complete.scale(radius); var normal = BABYLON.Vector3.Normalize(vertex); positions.push(vertex.x, vertex.y, vertex.z); normals.push(normal.x, normal.y, normal.z); uvs.push(normalizedZ, normalizedY); } if (zRotationStep > 0) { var verticesCount = positions.length / 3; for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) { indices.push((firstIndex)); indices.push((firstIndex + 1)); indices.push(firstIndex + totalYRotationSteps + 1); indices.push((firstIndex + totalYRotationSteps + 1)); indices.push((firstIndex + 1)); indices.push((firstIndex + totalYRotationSteps + 2)); } } } // Result var vertexData = new BABYLON.VertexData(); vertexData.indices = indices; vertexData.positions = positions; vertexData.normals = normals; vertexData.uvs = uvs; return vertexData; } public static CreateCylinder(height: number, diameterTop: number, diameterBottom: number, tessellation: number): VertexData { var radiusTop = diameterTop / 2; var radiusBottom = diameterBottom / 2; var indices = []; var positions = []; var normals = []; var uvs = []; height = height || 1; diameterTop = diameterTop || 0.5; diameterBottom = diameterBottom || 1; tessellation = tessellation || 16; var getCircleVector = i => { var angle = (i * 2.0 * Math.PI / tessellation); var dx = Math.sin(angle); var dz = Math.cos(angle); return new BABYLON.Vector3(dx, 0, dz); }; var createCylinderCap = isTop => { var radius = isTop ? radiusTop : radiusBottom; if (radius == 0) { return; } // Create cap indices. for (var i = 0; i < tessellation - 2; i++) { var i1 = (i + 1) % tessellation; var i2 = (i + 2) % tessellation; if (!isTop) { var tmp = i1; i1 = i2; i2 = tmp; } var vbase = positions.length / 3; indices.push(vbase); indices.push(vbase + i1); indices.push(vbase + i2); } // Which end of the cylinder is this? var normal = new BABYLON.Vector3(0, -1, 0); var textureScale = new BABYLON.Vector2(-0.5, -0.5); if (!isTop) { normal = normal.scale(-1); textureScale.x = -textureScale.x; } // Create cap vertices. for (i = 0; i < tessellation; i++) { var circleVector = getCircleVector(i); var position = circleVector.scale(radius).add(normal.scale(height)); var textureCoordinate = new BABYLON.Vector2(circleVector.x * textureScale.x + 0.5, circleVector.z * textureScale.y + 0.5); positions.push(position.x, position.y, position.z); normals.push(normal.x, normal.y, normal.z); uvs.push(textureCoordinate.x, textureCoordinate.y); } }; height /= 2; var topOffset = new BABYLON.Vector3(0, 1, 0).scale(height); var stride = tessellation + 1; // Create a ring of triangles around the outside of the cylinder. for (var i = 0; i <= tessellation; i++) { var normal = getCircleVector(i); var sideOffsetBottom = normal.scale(radiusBottom); var sideOffsetTop = normal.scale(radiusTop); var textureCoordinate = new BABYLON.Vector2(i / tessellation, 0); var position = sideOffsetBottom.add(topOffset); positions.push(position.x, position.y, position.z); normals.push(normal.x, normal.y, normal.z); uvs.push(textureCoordinate.x, textureCoordinate.y); position = sideOffsetTop.subtract(topOffset); textureCoordinate.y += 1; positions.push(position.x, position.y, position.z); normals.push(normal.x, normal.y, normal.z); uvs.push(textureCoordinate.x, textureCoordinate.y); indices.push(i * 2); indices.push((i * 2 + 2) % (stride * 2)); indices.push(i * 2 + 1); indices.push(i * 2 + 1); indices.push((i * 2 + 2) % (stride * 2)); indices.push((i * 2 + 3) % (stride * 2)); } // Create flat triangle fan caps to seal the top and bottom. createCylinderCap(true); createCylinderCap(false); // Result var vertexData = new BABYLON.VertexData(); vertexData.indices = indices; vertexData.positions = positions; vertexData.normals = normals; vertexData.uvs = uvs; return vertexData; } public static CreateTorus(diameter, thickness, tessellation) { var indices = []; var positions = []; var normals = []; var uvs = []; diameter = diameter || 1; thickness = thickness || 0.5; tessellation = tessellation || 16; var stride = tessellation + 1; for (var i = 0; i <= tessellation; i++) { var u = i / tessellation; var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0; var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle)); for (var j = 0; j <= tessellation; j++) { var v = 1 - j / tessellation; var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI; var dx = Math.cos(innerAngle); var dy = Math.sin(innerAngle); // Create a vertex. var normal = new BABYLON.Vector3(dx, dy, 0); var position = normal.scale(thickness / 2); var textureCoordinate = new BABYLON.Vector2(u, v); position = BABYLON.Vector3.TransformCoordinates(position, transform); normal = BABYLON.Vector3.TransformNormal(normal, transform); positions.push(position.x, position.y, position.z); normals.push(normal.x, normal.y, normal.z); uvs.push(textureCoordinate.x, textureCoordinate.y); // And create indices for two triangles. var nextI = (i + 1) % stride; var nextJ = (j + 1) % stride; indices.push(i * stride + j); indices.push(i * stride + nextJ); indices.push(nextI * stride + j); indices.push(i * stride + nextJ); indices.push(nextI * stride + nextJ); indices.push(nextI * stride + j); } } // Result var vertexData = new BABYLON.VertexData(); vertexData.indices = indices; vertexData.positions = positions; vertexData.normals = normals; vertexData.uvs = uvs; return vertexData; } public static CreateGround(width: number, height: number, subdivisions: number): VertexData { var indices = []; var positions = []; var normals = []; var uvs = []; var row, col; width = width || 1; height = height || 1; subdivisions = subdivisions || 1; for (row = 0; row <= subdivisions; row++) { for (col = 0; col <= subdivisions; col++) { var position = new BABYLON.Vector3((col * width) / subdivisions - (width / 2.0), 0, ((subdivisions - row) * height) / subdivisions - (height / 2.0)); var normal = new BABYLON.Vector3(0, 1.0, 0); positions.push(position.x, position.y, position.z); normals.push(normal.x, normal.y, normal.z); uvs.push(col / subdivisions, 1.0 - row / subdivisions); } } for (row = 0; row < subdivisions; row++) { for (col = 0; col < subdivisions; col++) { indices.push(col + 1 + (row + 1) * (subdivisions + 1)); indices.push(col + 1 + row * (subdivisions + 1)); indices.push(col + row * (subdivisions + 1)); indices.push(col + (row + 1) * (subdivisions + 1)); indices.push(col + 1 + (row + 1) * (subdivisions + 1)); indices.push(col + row * (subdivisions + 1)); } } // Result var vertexData = new BABYLON.VertexData(); vertexData.indices = indices; vertexData.positions = positions; vertexData.normals = normals; vertexData.uvs = uvs; return vertexData; } public static CreatePlane(size: number): VertexData { var indices = []; var positions = []; var normals = []; var uvs = []; size = size || 1; // Vertices var halfSize = size / 2.0; positions.push(-halfSize, -halfSize, 0); normals.push(0, 0, -1.0); uvs.push(0.0, 0.0); positions.push(halfSize, -halfSize, 0); normals.push(0, 0, -1.0); uvs.push(1.0, 0.0); positions.push(halfSize, halfSize, 0); normals.push(0, 0, -1.0); uvs.push(1.0, 1.0); positions.push(-halfSize, halfSize, 0); normals.push(0, 0, -1.0); uvs.push(0.0, 1.0); // Indices indices.push(0); indices.push(1); indices.push(2); indices.push(0); indices.push(2); indices.push(3); // Result var vertexData = new BABYLON.VertexData(); vertexData.indices = indices; vertexData.positions = positions; vertexData.normals = normals; vertexData.uvs = uvs; return vertexData; } // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473 public static CreateTorusKnot(radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number): VertexData { var indices = []; var positions = []; var normals = []; var uvs = []; radius = radius || 2; tube = tube || 0.5; radialSegments = radialSegments || 32; tubularSegments = tubularSegments || 32; p = p || 2; q = q || 3; // Helper var getPos = (angle) => { var cu = Math.cos(angle); var su = Math.sin(angle); var quOverP = q / p * angle; var cs = Math.cos(quOverP); var tx = radius * (2 + cs) * 0.5 * cu; var ty = radius * (2 + cs) * su * 0.5; var tz = radius * Math.sin(quOverP) * 0.5; return new BABYLON.Vector3(tx, ty, tz); }; // Vertices for (var i = 0; i <= radialSegments; i++) { var modI = i % radialSegments; var u = modI / radialSegments * 2 * p * Math.PI; var p1 = getPos(u); var p2 = getPos(u + 0.01); var tang = p2.subtract(p1); var n = p2.add(p1); var bitan = BABYLON.Vector3.Cross(tang, n); n = BABYLON.Vector3.Cross(bitan, tang); bitan.normalize(); n.normalize(); for (var j = 0; j < tubularSegments; j++) { var modJ = j % tubularSegments; var v = modJ / tubularSegments * 2 * Math.PI; var cx = -tube * Math.cos(v); var cy = tube * Math.sin(v); positions.push(p1.x + cx * n.x + cy * bitan.x); positions.push(p1.y + cx * n.y + cy * bitan.y); positions.push(p1.z + cx * n.z + cy * bitan.z); uvs.push(i / radialSegments); uvs.push(j / tubularSegments); } } for (i = 0; i < radialSegments; i++) { for (j = 0; j < tubularSegments; j++) { var jNext = (j + 1) % tubularSegments; var a = i * tubularSegments + j; var b = (i + 1) * tubularSegments + j; var c = (i + 1) * tubularSegments + jNext; var d = i * tubularSegments + jNext; indices.push(d); indices.push(b); indices.push(a); indices.push(d); indices.push(c); indices.push(b); } } // Normals BABYLON.VertexData.ComputeNormals(positions, indices, normals); // Result var vertexData = new BABYLON.VertexData(); vertexData.indices = indices; vertexData.positions = positions; vertexData.normals = normals; vertexData.uvs = uvs; return vertexData; } // Tools public static ComputeNormals(positions: number[], indices: number[], normals: number[]) { var positionVectors = []; var facesOfVertices = []; var index; for (index = 0; index < positions.length; index += 3) { var vector3 = new BABYLON.Vector3(positions[index], positions[index + 1], positions[index + 2]); positionVectors.push(vector3); facesOfVertices.push([]); } // Compute normals var facesNormals = []; for (index = 0; index < indices.length / 3; index++) { var i1 = indices[index * 3]; var i2 = indices[index * 3 + 1]; var i3 = indices[index * 3 + 2]; var p1 = positionVectors[i1]; var p2 = positionVectors[i2]; var p3 = positionVectors[i3]; var p1p2 = p1.subtract(p2); var p3p2 = p3.subtract(p2); facesNormals[index] = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2)); facesOfVertices[i1].push(index); facesOfVertices[i2].push(index); facesOfVertices[i3].push(index); } for (index = 0; index < positionVectors.length; index++) { var faces = facesOfVertices[index]; var normal = BABYLON.Vector3.Zero(); for (var faceIndex = 0; faceIndex < faces.length; faceIndex++) { normal.addInPlace(facesNormals[faces[faceIndex]]); } normal = BABYLON.Vector3.Normalize(normal.scale(1.0 / faces.length)); normals[index * 3] = normal.x; normals[index * 3 + 1] = normal.y; normals[index * 3 + 2] = normal.z; } } } }