var __extends = (this && this.__extends) || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
};
var BABYLON;
(function (BABYLON) {
var _InstancesBatch = (function () {
function _InstancesBatch() {
this.mustReturn = false;
this.visibleInstances = new Array();
this.renderSelf = new Array();
}
return _InstancesBatch;
})();
BABYLON._InstancesBatch = _InstancesBatch;
var Mesh = (function (_super) {
__extends(Mesh, _super);
/**
* @constructor
* @param {string} name - The value used by scene.getMeshByName() to do a lookup.
* @param {Scene} scene - The scene to add this mesh to.
* @param {Node} parent - The parent of this mesh, if it has one
* @param {Mesh} source - An optional Mesh from which geometry is shared, cloned.
* @param {boolean} doNotCloneChildren - When cloning, skip cloning child meshes of source, default False.
* When false, achieved by calling a clone(), also passing False.
* This will make creation of children, recursive.
*/
function Mesh(name, scene, parent, source, doNotCloneChildren) {
if (parent === void 0) { parent = null; }
_super.call(this, name, scene);
// Members
this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
this.instances = new Array();
this._LODLevels = new Array();
this._onBeforeRenderCallbacks = new Array();
this._onAfterRenderCallbacks = new Array();
this._visibleInstances = {};
this._renderIdForInstances = new Array();
this._batchCache = new _InstancesBatch();
this._instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances
this._sideOrientation = Mesh._DEFAULTSIDE;
this._areNormalsFrozen = false; // Will be used by ribbons mainly
if (source) {
// Geometry
if (source._geometry) {
source._geometry.applyToMesh(this);
}
// Deep copy
BABYLON.Tools.DeepCopy(source, this, ["name", "material", "skeleton", "instances"], []);
this.id = name + "." + source.id;
// Material
this.material = source.material;
var index;
if (!doNotCloneChildren) {
// Children
for (index = 0; index < scene.meshes.length; index++) {
var mesh = scene.meshes[index];
if (mesh.parent === source) {
// doNotCloneChildren is always going to be False
var newChild = mesh.clone(name + "." + mesh.name, this, doNotCloneChildren);
}
}
}
// Particles
for (index = 0; index < scene.particleSystems.length; index++) {
var system = scene.particleSystems[index];
if (system.emitter === source) {
system.clone(system.name, this);
}
}
this.computeWorldMatrix(true);
}
// Parent
if (parent !== null) {
this.parent = parent;
}
}
Object.defineProperty(Mesh, "FRONTSIDE", {
get: function () {
return Mesh._FRONTSIDE;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Mesh, "BACKSIDE", {
get: function () {
return Mesh._BACKSIDE;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Mesh, "DOUBLESIDE", {
get: function () {
return Mesh._DOUBLESIDE;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Mesh, "DEFAULTSIDE", {
get: function () {
return Mesh._DEFAULTSIDE;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Mesh, "NO_CAP", {
get: function () {
return Mesh._NO_CAP;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Mesh, "CAP_START", {
get: function () {
return Mesh._CAP_START;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Mesh, "CAP_END", {
get: function () {
return Mesh._CAP_END;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Mesh, "CAP_ALL", {
get: function () {
return Mesh._CAP_ALL;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Mesh.prototype, "hasLODLevels", {
// Methods
get: function () {
return this._LODLevels.length > 0;
},
enumerable: true,
configurable: true
});
Mesh.prototype._sortLODLevels = function () {
this._LODLevels.sort(function (a, b) {
if (a.distance < b.distance) {
return 1;
}
if (a.distance > b.distance) {
return -1;
}
return 0;
});
};
/**
* Add a mesh as LOD level triggered at the given distance.
* @param {number} distance - the distance from the center of the object to show this level
* @param {Mesh} mesh - the mesh to be added as LOD level
* @return {Mesh} this mesh (for chaining)
*/
Mesh.prototype.addLODLevel = function (distance, mesh) {
if (mesh && mesh._masterMesh) {
BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
return this;
}
var level = new BABYLON.Internals.MeshLODLevel(distance, mesh);
this._LODLevels.push(level);
if (mesh) {
mesh._masterMesh = this;
}
this._sortLODLevels();
return this;
};
Mesh.prototype.getLODLevelAtDistance = function (distance) {
for (var index = 0; index < this._LODLevels.length; index++) {
var level = this._LODLevels[index];
if (level.distance === distance) {
return level.mesh;
}
}
return null;
};
/**
* Remove a mesh from the LOD array
* @param {Mesh} mesh - the mesh to be removed.
* @return {Mesh} this mesh (for chaining)
*/
Mesh.prototype.removeLODLevel = function (mesh) {
for (var index = 0; index < this._LODLevels.length; index++) {
if (this._LODLevels[index].mesh === mesh) {
this._LODLevels.splice(index, 1);
if (mesh) {
mesh._masterMesh = null;
}
}
}
this._sortLODLevels();
return this;
};
Mesh.prototype.getLOD = function (camera, boundingSphere) {
if (!this._LODLevels || this._LODLevels.length === 0) {
return this;
}
var distanceToCamera = (boundingSphere ? boundingSphere : this.getBoundingInfo().boundingSphere).centerWorld.subtract(camera.position).length();
if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
if (this.onLODLevelSelection) {
this.onLODLevelSelection(distanceToCamera, this, this._LODLevels[this._LODLevels.length - 1].mesh);
}
return this;
}
for (var index = 0; index < this._LODLevels.length; index++) {
var level = this._LODLevels[index];
if (level.distance < distanceToCamera) {
if (level.mesh) {
level.mesh._preActivate();
level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
}
if (this.onLODLevelSelection) {
this.onLODLevelSelection(distanceToCamera, this, level.mesh);
}
return level.mesh;
}
}
if (this.onLODLevelSelection) {
this.onLODLevelSelection(distanceToCamera, this, this);
}
return this;
};
Object.defineProperty(Mesh.prototype, "geometry", {
get: function () {
return this._geometry;
},
enumerable: true,
configurable: true
});
Mesh.prototype.getTotalVertices = function () {
if (!this._geometry) {
return 0;
}
return this._geometry.getTotalVertices();
};
Mesh.prototype.getVerticesData = function (kind, copyWhenShared) {
if (!this._geometry) {
return null;
}
return this._geometry.getVerticesData(kind, copyWhenShared);
};
Mesh.prototype.getVertexBuffer = function (kind) {
if (!this._geometry) {
return undefined;
}
return this._geometry.getVertexBuffer(kind);
};
Mesh.prototype.isVerticesDataPresent = function (kind) {
if (!this._geometry) {
if (this._delayInfo) {
return this._delayInfo.indexOf(kind) !== -1;
}
return false;
}
return this._geometry.isVerticesDataPresent(kind);
};
Mesh.prototype.getVerticesDataKinds = function () {
if (!this._geometry) {
var result = [];
if (this._delayInfo) {
for (var kind in this._delayInfo) {
result.push(kind);
}
}
return result;
}
return this._geometry.getVerticesDataKinds();
};
Mesh.prototype.getTotalIndices = function () {
if (!this._geometry) {
return 0;
}
return this._geometry.getTotalIndices();
};
Mesh.prototype.getIndices = function (copyWhenShared) {
if (!this._geometry) {
return [];
}
return this._geometry.getIndices(copyWhenShared);
};
Object.defineProperty(Mesh.prototype, "isBlocked", {
get: function () {
return this._masterMesh !== null && this._masterMesh !== undefined;
},
enumerable: true,
configurable: true
});
Mesh.prototype.isReady = function () {
if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
return false;
}
return _super.prototype.isReady.call(this);
};
Mesh.prototype.isDisposed = function () {
return this._isDisposed;
};
Object.defineProperty(Mesh.prototype, "sideOrientation", {
get: function () {
return this._sideOrientation;
},
set: function (sideO) {
this._sideOrientation = sideO;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Mesh.prototype, "areNormalsFrozen", {
get: function () {
return this._areNormalsFrozen;
},
enumerable: true,
configurable: true
});
/** This function affects parametric shapes on update only : ribbons, tubes, etc. It has no effect at all on other shapes */
Mesh.prototype.freezeNormals = function () {
this._areNormalsFrozen = true;
};
/** This function affects parametric shapes on update only : ribbons, tubes, etc. It has no effect at all on other shapes */
Mesh.prototype.unfreezeNormals = function () {
this._areNormalsFrozen = false;
};
// Methods
Mesh.prototype._preActivate = function () {
var sceneRenderId = this.getScene().getRenderId();
if (this._preActivateId === sceneRenderId) {
return;
}
this._preActivateId = sceneRenderId;
this._visibleInstances = null;
};
Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
if (!this._visibleInstances) {
this._visibleInstances = {};
this._visibleInstances.defaultRenderId = renderId;
this._visibleInstances.selfDefaultRenderId = this._renderId;
}
if (!this._visibleInstances[renderId]) {
this._visibleInstances[renderId] = new Array();
}
this._visibleInstances[renderId].push(instance);
};
Mesh.prototype.refreshBoundingInfo = function () {
var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
if (data) {
var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices());
this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
}
if (this.subMeshes) {
for (var index = 0; index < this.subMeshes.length; index++) {
this.subMeshes[index].refreshBoundingInfo();
}
}
this._updateBoundingInfo();
};
Mesh.prototype._createGlobalSubMesh = function () {
var totalVertices = this.getTotalVertices();
if (!totalVertices || !this.getIndices()) {
return null;
}
this.releaseSubMeshes();
return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
};
Mesh.prototype.subdivide = function (count) {
if (count < 1) {
return;
}
var totalIndices = this.getTotalIndices();
var subdivisionSize = (totalIndices / count) | 0;
var offset = 0;
// Ensure that subdivisionSize is a multiple of 3
while (subdivisionSize % 3 !== 0) {
subdivisionSize++;
}
this.releaseSubMeshes();
for (var index = 0; index < count; index++) {
if (offset >= totalIndices) {
break;
}
BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
offset += subdivisionSize;
}
this.synchronizeInstances();
};
Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
if (!this._geometry) {
var vertexData = new BABYLON.VertexData();
vertexData.set(data, kind);
var scene = this.getScene();
new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
}
else {
this._geometry.setVerticesData(kind, data, updatable, stride);
}
};
Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
if (!this._geometry) {
return;
}
if (!makeItUnique) {
this._geometry.updateVerticesData(kind, data, updateExtends);
}
else {
this.makeGeometryUnique();
this.updateVerticesData(kind, data, updateExtends, false);
}
};
Mesh.prototype.updateVerticesDataDirectly = function (kind, data, offset, makeItUnique) {
BABYLON.Tools.Warn("Mesh.updateVerticesDataDirectly deprecated since 2.3.");
if (!this._geometry) {
return;
}
if (!makeItUnique) {
this._geometry.updateVerticesDataDirectly(kind, data, offset);
}
else {
this.makeGeometryUnique();
this.updateVerticesDataDirectly(kind, data, offset, false);
}
};
// Mesh positions update function :
// updates the mesh positions according to the positionFunction returned values.
// The positionFunction argument must be a javascript function accepting the mesh "positions" array as parameter.
// This dedicated positionFunction computes new mesh positions according to the given mesh type.
Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {
if (computeNormals === void 0) { computeNormals = true; }
var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
positionFunction(positions);
this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
if (computeNormals) {
var indices = this.getIndices();
var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
BABYLON.VertexData.ComputeNormals(positions, indices, normals);
this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
}
};
Mesh.prototype.makeGeometryUnique = function () {
if (!this._geometry) {
return;
}
var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
geometry.applyToMesh(this);
};
Mesh.prototype.setIndices = function (indices, totalVertices) {
if (!this._geometry) {
var vertexData = new BABYLON.VertexData();
vertexData.indices = indices;
var scene = this.getScene();
new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, false, this);
}
else {
this._geometry.setIndices(indices, totalVertices);
}
};
Mesh.prototype._bind = function (subMesh, effect, fillMode) {
var engine = this.getScene().getEngine();
// Wireframe
var indexToBind;
if (this._unIndexed) {
indexToBind = null;
}
else {
switch (fillMode) {
case BABYLON.Material.PointFillMode:
indexToBind = null;
break;
case BABYLON.Material.WireFrameFillMode:
indexToBind = subMesh.getLinesIndexBuffer(this.getIndices(), engine);
break;
default:
case BABYLON.Material.TriangleFillMode:
indexToBind = this._unIndexed ? null : this._geometry.getIndexBuffer();
break;
}
}
// VBOs
engine.bindMultiBuffers(this._geometry.getVertexBuffers(), indexToBind, effect);
};
Mesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
return;
}
var engine = this.getScene().getEngine();
// Draw order
switch (fillMode) {
case BABYLON.Material.PointFillMode:
engine.drawPointClouds(subMesh.verticesStart, subMesh.verticesCount, instancesCount);
break;
case BABYLON.Material.WireFrameFillMode:
if (this._unIndexed) {
engine.drawUnIndexed(false, subMesh.verticesStart, subMesh.verticesCount, instancesCount);
}
else {
engine.draw(false, 0, subMesh.linesIndexCount, instancesCount);
}
break;
default:
if (this._unIndexed) {
engine.drawUnIndexed(true, subMesh.verticesStart, subMesh.verticesCount, instancesCount);
}
else {
engine.draw(true, subMesh.indexStart, subMesh.indexCount, instancesCount);
}
}
};
Mesh.prototype.registerBeforeRender = function (func) {
this._onBeforeRenderCallbacks.push(func);
};
Mesh.prototype.unregisterBeforeRender = function (func) {
var index = this._onBeforeRenderCallbacks.indexOf(func);
if (index > -1) {
this._onBeforeRenderCallbacks.splice(index, 1);
}
};
Mesh.prototype.registerAfterRender = function (func) {
this._onAfterRenderCallbacks.push(func);
};
Mesh.prototype.unregisterAfterRender = function (func) {
var index = this._onAfterRenderCallbacks.indexOf(func);
if (index > -1) {
this._onAfterRenderCallbacks.splice(index, 1);
}
};
Mesh.prototype._getInstancesRenderList = function (subMeshId) {
var scene = this.getScene();
this._batchCache.mustReturn = false;
this._batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
this._batchCache.visibleInstances[subMeshId] = null;
if (this._visibleInstances) {
var currentRenderId = scene.getRenderId();
this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[currentRenderId];
var selfRenderId = this._renderId;
if (!this._batchCache.visibleInstances[subMeshId] && this._visibleInstances.defaultRenderId) {
this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[this._visibleInstances.defaultRenderId];
currentRenderId = Math.max(this._visibleInstances.defaultRenderId, currentRenderId);
selfRenderId = Math.max(this._visibleInstances.selfDefaultRenderId, currentRenderId);
}
if (this._batchCache.visibleInstances[subMeshId] && this._batchCache.visibleInstances[subMeshId].length) {
if (this._renderIdForInstances[subMeshId] === currentRenderId) {
this._batchCache.mustReturn = true;
return this._batchCache;
}
if (currentRenderId !== selfRenderId) {
this._batchCache.renderSelf[subMeshId] = false;
}
}
this._renderIdForInstances[subMeshId] = currentRenderId;
}
return this._batchCache;
};
Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
var visibleInstances = batch.visibleInstances[subMesh._id];
var matricesCount = visibleInstances.length + 1;
var bufferSize = matricesCount * 16 * 4;
while (this._instancesBufferSize < bufferSize) {
this._instancesBufferSize *= 2;
}
if (!this._worldMatricesInstancesBuffer || this._worldMatricesInstancesBuffer.capacity < this._instancesBufferSize) {
if (this._worldMatricesInstancesBuffer) {
engine.deleteInstancesBuffer(this._worldMatricesInstancesBuffer);
}
this._worldMatricesInstancesBuffer = engine.createInstancesBuffer(this._instancesBufferSize);
this._worldMatricesInstancesArray = new Float32Array(this._instancesBufferSize / 4);
}
var offset = 0;
var instancesCount = 0;
var world = this.getWorldMatrix();
if (batch.renderSelf[subMesh._id]) {
world.copyToArray(this._worldMatricesInstancesArray, offset);
offset += 16;
instancesCount++;
}
if (visibleInstances) {
for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
var instance = visibleInstances[instanceIndex];
instance.getWorldMatrix().copyToArray(this._worldMatricesInstancesArray, offset);
offset += 16;
instancesCount++;
}
}
var offsetLocation0 = effect.getAttributeLocationByName("world0");
var offsetLocation1 = effect.getAttributeLocationByName("world1");
var offsetLocation2 = effect.getAttributeLocationByName("world2");
var offsetLocation3 = effect.getAttributeLocationByName("world3");
var offsetLocations = [offsetLocation0, offsetLocation1, offsetLocation2, offsetLocation3];
engine.updateAndBindInstancesBuffer(this._worldMatricesInstancesBuffer, this._worldMatricesInstancesArray, offsetLocations);
this._draw(subMesh, fillMode, instancesCount);
engine.unBindInstancesBuffer(this._worldMatricesInstancesBuffer, offsetLocations);
};
Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw) {
var scene = this.getScene();
var engine = scene.getEngine();
if (hardwareInstancedRendering) {
this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
}
else {
if (batch.renderSelf[subMesh._id]) {
// Draw
if (onBeforeDraw) {
onBeforeDraw(false, this.getWorldMatrix());
}
this._draw(subMesh, fillMode);
}
if (batch.visibleInstances[subMesh._id]) {
for (var instanceIndex = 0; instanceIndex < batch.visibleInstances[subMesh._id].length; instanceIndex++) {
var instance = batch.visibleInstances[subMesh._id][instanceIndex];
// World
var world = instance.getWorldMatrix();
if (onBeforeDraw) {
onBeforeDraw(true, world);
}
// Draw
this._draw(subMesh, fillMode);
}
}
}
};
Mesh.prototype.render = function (subMesh, enableAlphaMode) {
var scene = this.getScene();
// Managing instances
var batch = this._getInstancesRenderList(subMesh._id);
if (batch.mustReturn) {
return;
}
// Checking geometry state
if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
return;
}
var callbackIndex;
for (callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
this._onBeforeRenderCallbacks[callbackIndex](this);
}
var engine = scene.getEngine();
var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
// Material
var effectiveMaterial = subMesh.getMaterial();
if (!effectiveMaterial || !effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
return;
}
// Outline - step 1
var savedDepthWrite = engine.getDepthWrite();
if (this.renderOutline) {
engine.setDepthWrite(false);
scene.getOutlineRenderer().render(subMesh, batch);
engine.setDepthWrite(savedDepthWrite);
}
effectiveMaterial._preBind();
var effect = effectiveMaterial.getEffect();
// Bind
var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : effectiveMaterial.fillMode);
this._bind(subMesh, effect, fillMode);
var world = this.getWorldMatrix();
effectiveMaterial.bind(world, this);
// Alpha mode
if (enableAlphaMode) {
engine.setAlphaMode(effectiveMaterial.alphaMode);
}
// Draw
this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, function (isInstance, world) {
if (isInstance) {
effectiveMaterial.bindOnlyWorldMatrix(world);
}
});
// Unbind
effectiveMaterial.unbind();
// Outline - step 2
if (this.renderOutline && savedDepthWrite) {
engine.setDepthWrite(true);
engine.setColorWrite(false);
scene.getOutlineRenderer().render(subMesh, batch);
engine.setColorWrite(true);
}
// Overlay
if (this.renderOverlay) {
var currentMode = engine.getAlphaMode();
engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
scene.getOutlineRenderer().render(subMesh, batch, true);
engine.setAlphaMode(currentMode);
}
for (callbackIndex = 0; callbackIndex < this._onAfterRenderCallbacks.length; callbackIndex++) {
this._onAfterRenderCallbacks[callbackIndex](this);
}
};
Mesh.prototype.getEmittedParticleSystems = function () {
var results = new Array();
for (var index = 0; index < this.getScene().particleSystems.length; index++) {
var particleSystem = this.getScene().particleSystems[index];
if (particleSystem.emitter === this) {
results.push(particleSystem);
}
}
return results;
};
Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
var results = new Array();
var descendants = this.getDescendants();
descendants.push(this);
for (var index = 0; index < this.getScene().particleSystems.length; index++) {
var particleSystem = this.getScene().particleSystems[index];
if (descendants.indexOf(particleSystem.emitter) !== -1) {
results.push(particleSystem);
}
}
return results;
};
Mesh.prototype.getChildren = function () {
var results = [];
for (var index = 0; index < this.getScene().meshes.length; index++) {
var mesh = this.getScene().meshes[index];
if (mesh.parent === this) {
results.push(mesh);
}
}
return results;
};
Mesh.prototype._checkDelayState = function () {
var _this = this;
var that = this;
var scene = this.getScene();
if (this._geometry) {
this._geometry.load(scene);
}
else if (that.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
that.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
scene._addPendingData(that);
var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1);
BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
if (data instanceof ArrayBuffer) {
_this._delayLoadingFunction(data, _this);
}
else {
_this._delayLoadingFunction(JSON.parse(data), _this);
}
_this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
scene._removePendingData(_this);
}, function () { }, scene.database, getBinaryData);
}
};
Mesh.prototype.isInFrustum = function (frustumPlanes) {
if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
return false;
}
if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
return false;
}
this._checkDelayState();
return true;
};
Mesh.prototype.setMaterialByID = function (id) {
var materials = this.getScene().materials;
var index;
for (index = 0; index < materials.length; index++) {
if (materials[index].id === id) {
this.material = materials[index];
return;
}
}
// Multi
var multiMaterials = this.getScene().multiMaterials;
for (index = 0; index < multiMaterials.length; index++) {
if (multiMaterials[index].id === id) {
this.material = multiMaterials[index];
return;
}
}
};
Mesh.prototype.getAnimatables = function () {
var results = [];
if (this.material) {
results.push(this.material);
}
if (this.skeleton) {
results.push(this.skeleton);
}
return results;
};
// Geometry
Mesh.prototype.bakeTransformIntoVertices = function (transform) {
// Position
if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
return;
}
this._resetPointsArrayCache();
var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
var temp = [];
var index;
for (index = 0; index < data.length; index += 3) {
BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
}
this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
// Normals
if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
return;
}
data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
temp = [];
for (index = 0; index < data.length; index += 3) {
BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);
}
this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
// flip faces?
if (transform.m[0] * transform.m[5] * transform.m[10] < 0) {
this.flipFaces();
}
};
// Will apply current transform to mesh and reset world matrix
Mesh.prototype.bakeCurrentTransformIntoVertices = function () {
this.bakeTransformIntoVertices(this.computeWorldMatrix(true));
this.scaling.copyFromFloats(1, 1, 1);
this.position.copyFromFloats(0, 0, 0);
this.rotation.copyFromFloats(0, 0, 0);
//only if quaternion is already set
if (this.rotationQuaternion) {
this.rotationQuaternion = BABYLON.Quaternion.Identity();
}
this._worldMatrix = BABYLON.Matrix.Identity();
};
// Cache
Mesh.prototype._resetPointsArrayCache = function () {
this._positions = null;
};
Mesh.prototype._generatePointsArray = function () {
if (this._positions)
return true;
this._positions = [];
var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
if (!data) {
return false;
}
for (var index = 0; index < data.length; index += 3) {
this._positions.push(BABYLON.Vector3.FromArray(data, index));
}
return true;
};
// Clone
Mesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren);
};
// Dispose
Mesh.prototype.dispose = function (doNotRecurse) {
if (this._geometry) {
this._geometry.releaseForMesh(this, true);
}
// Instances
if (this._worldMatricesInstancesBuffer) {
this.getEngine().deleteInstancesBuffer(this._worldMatricesInstancesBuffer);
this._worldMatricesInstancesBuffer = null;
}
while (this.instances.length) {
this.instances[0].dispose();
}
_super.prototype.dispose.call(this, doNotRecurse);
};
// Geometric tools
Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess) {
var _this = this;
var scene = this.getScene();
var onload = function (img) {
// Getting height map data
var canvas = document.createElement("canvas");
var context = canvas.getContext("2d");
var heightMapWidth = img.width;
var heightMapHeight = img.height;
canvas.width = heightMapWidth;
canvas.height = heightMapHeight;
context.drawImage(img, 0, 0);
// Create VertexData from map data
//Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
_this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight);
//execute success callback, if set
if (onSuccess) {
onSuccess(_this);
}
};
BABYLON.Tools.LoadImage(url, onload, function () { }, scene.database);
};
Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight) {
if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)
|| !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)
|| !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
return;
}
var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
var position = BABYLON.Vector3.Zero();
var normal = BABYLON.Vector3.Zero();
var uv = BABYLON.Vector2.Zero();
for (var index = 0; index < positions.length; index += 3) {
BABYLON.Vector3.FromArrayToRef(positions, index, position);
BABYLON.Vector3.FromArrayToRef(normals, index, normal);
BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
// Compute height
var u = ((Math.abs(uv.x) * heightMapWidth) % heightMapWidth) | 0;
var v = ((Math.abs(uv.y) * heightMapHeight) % heightMapHeight) | 0;
var pos = (u + v * heightMapWidth) * 4;
var r = buffer[pos] / 255.0;
var g = buffer[pos + 1] / 255.0;
var b = buffer[pos + 2] / 255.0;
var gradient = r * 0.3 + g * 0.59 + b * 0.11;
normal.normalize();
normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
position = position.add(normal);
position.toArray(positions, index);
}
BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
};
Mesh.prototype.convertToFlatShadedMesh = function () {
/// Update normals and vertices to get a flat shading rendering.
/// Warning: This may imply adding vertices to the mesh in order to get exactly 3 vertices per face
var kinds = this.getVerticesDataKinds();
var vbs = [];
var data = [];
var newdata = [];
var updatableNormals = false;
var kindIndex;
var kind;
for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
kind = kinds[kindIndex];
var vertexBuffer = this.getVertexBuffer(kind);
if (kind === BABYLON.VertexBuffer.NormalKind) {
updatableNormals = vertexBuffer.isUpdatable();
kinds.splice(kindIndex, 1);
kindIndex--;
continue;
}
vbs[kind] = vertexBuffer;
data[kind] = vbs[kind].getData();
newdata[kind] = [];
}
// Save previous submeshes
var previousSubmeshes = this.subMeshes.slice(0);
var indices = this.getIndices();
var totalIndices = this.getTotalIndices();
// Generating unique vertices per face
var index;
for (index = 0; index < totalIndices; index++) {
var vertexIndex = indices[index];
for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
kind = kinds[kindIndex];
var stride = vbs[kind].getStrideSize();
for (var offset = 0; offset < stride; offset++) {
newdata[kind].push(data[kind][vertexIndex * stride + offset]);
}
}
}
// Updating faces & normal
var normals = [];
var positions = newdata[BABYLON.VertexBuffer.PositionKind];
for (index = 0; index < totalIndices; index += 3) {
indices[index] = index;
indices[index + 1] = index + 1;
indices[index + 2] = index + 2;
var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
var p1p2 = p1.subtract(p2);
var p3p2 = p3.subtract(p2);
var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
// Store same normals for every vertex
for (var localIndex = 0; localIndex < 3; localIndex++) {
normals.push(normal.x);
normals.push(normal.y);
normals.push(normal.z);
}
}
this.setIndices(indices);
this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
// Updating vertex buffers
for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
kind = kinds[kindIndex];
this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
}
// Updating submeshes
this.releaseSubMeshes();
for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
var previousOne = previousSubmeshes[submeshIndex];
var subMesh = new BABYLON.SubMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
}
this.synchronizeInstances();
};
Mesh.prototype.convertToUnIndexedMesh = function () {
/// Remove indices by unfolding faces into buffers
/// Warning: This implies adding vertices to the mesh in order to get exactly 3 vertices per face
var kinds = this.getVerticesDataKinds();
var vbs = [];
var data = [];
var newdata = [];
var updatableNormals = false;
var kindIndex;
var kind;
for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
kind = kinds[kindIndex];
var vertexBuffer = this.getVertexBuffer(kind);
vbs[kind] = vertexBuffer;
data[kind] = vbs[kind].getData();
newdata[kind] = [];
}
// Save previous submeshes
var previousSubmeshes = this.subMeshes.slice(0);
var indices = this.getIndices();
var totalIndices = this.getTotalIndices();
// Generating unique vertices per face
var index;
for (index = 0; index < totalIndices; index++) {
var vertexIndex = indices[index];
for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
kind = kinds[kindIndex];
var stride = vbs[kind].getStrideSize();
for (var offset = 0; offset < stride; offset++) {
newdata[kind].push(data[kind][vertexIndex * stride + offset]);
}
}
}
// Updating indices
for (index = 0; index < totalIndices; index += 3) {
indices[index] = index;
indices[index + 1] = index + 1;
indices[index + 2] = index + 2;
}
this.setIndices(indices);
// Updating vertex buffers
for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
kind = kinds[kindIndex];
this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
}
// Updating submeshes
this.releaseSubMeshes();
for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
var previousOne = previousSubmeshes[submeshIndex];
var subMesh = new BABYLON.SubMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
}
this._unIndexed = true;
this.synchronizeInstances();
};
// will inverse faces orientations, and invert normals too if specified
Mesh.prototype.flipFaces = function (flipNormals) {
if (flipNormals === void 0) { flipNormals = false; }
var vertex_data = BABYLON.VertexData.ExtractFromMesh(this);
var i;
if (flipNormals && this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
for (i = 0; i < vertex_data.normals.length; i++) {
vertex_data.normals[i] *= -1;
}
}
var temp;
for (i = 0; i < vertex_data.indices.length; i += 3) {
// reassign indices
temp = vertex_data.indices[i + 1];
vertex_data.indices[i + 1] = vertex_data.indices[i + 2];
vertex_data.indices[i + 2] = temp;
}
vertex_data.applyToMesh(this);
};
// Instances
Mesh.prototype.createInstance = function (name) {
return new BABYLON.InstancedMesh(name, this);
};
Mesh.prototype.synchronizeInstances = function () {
for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
var instance = this.instances[instanceIndex];
instance._syncSubMeshes();
}
};
/**
* Simplify the mesh according to the given array of settings.
* Function will return immediately and will simplify async.
* @param settings a collection of simplification settings.
* @param parallelProcessing should all levels calculate parallel or one after the other.
* @param type the type of simplification to run.
* @param successCallback optional success callback to be called after the simplification finished processing all settings.
*/
Mesh.prototype.simplify = function (settings, parallelProcessing, simplificationType, successCallback) {
if (parallelProcessing === void 0) { parallelProcessing = true; }
if (simplificationType === void 0) { simplificationType = BABYLON.SimplificationType.QUADRATIC; }
this.getScene().simplificationQueue.addTask({
settings: settings,
parallelProcessing: parallelProcessing,
mesh: this,
simplificationType: simplificationType,
successCallback: successCallback
});
};
/**
* Optimization of the mesh's indices, in case a mesh has duplicated vertices.
* The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
* This should be used together with the simplification to avoid disappearing triangles.
* @param successCallback an optional success callback to be called after the optimization finished.
*/
Mesh.prototype.optimizeIndices = function (successCallback) {
var _this = this;
var indices = this.getIndices();
var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
var vectorPositions = [];
for (var pos = 0; pos < positions.length; pos = pos + 3) {
vectorPositions.push(BABYLON.Vector3.FromArray(positions, pos));
}
var dupes = [];
BABYLON.AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {
var realPos = vectorPositions.length - 1 - iteration;
var testedPosition = vectorPositions[realPos];
for (var j = 0; j < realPos; ++j) {
var againstPosition = vectorPositions[j];
if (testedPosition.equals(againstPosition)) {
dupes[realPos] = j;
break;
}
}
}, function () {
for (var i = 0; i < indices.length; ++i) {
indices[i] = dupes[indices[i]] || indices[i];
}
//indices are now reordered
var originalSubMeshes = _this.subMeshes.slice(0);
_this.setIndices(indices);
_this.subMeshes = originalSubMeshes;
if (successCallback) {
successCallback(_this);
}
});
};
// Statics
Mesh.Parse = function (parsedMesh, scene, rootUrl) {
var mesh = new Mesh(parsedMesh.name, scene);
mesh.id = parsedMesh.id;
BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
if (parsedMesh.rotationQuaternion) {
mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
}
else if (parsedMesh.rotation) {
mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
}
mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
if (parsedMesh.localMatrix) {
mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
}
else if (parsedMesh.pivotMatrix) {
mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
}
mesh.setEnabled(parsedMesh.isEnabled);
mesh.isVisible = parsedMesh.isVisible;
mesh.infiniteDistance = parsedMesh.infiniteDistance;
mesh.showBoundingBox = parsedMesh.showBoundingBox;
mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
if (parsedMesh.applyFog !== undefined) {
mesh.applyFog = parsedMesh.applyFog;
}
if (parsedMesh.pickable !== undefined) {
mesh.isPickable = parsedMesh.pickable;
}
if (parsedMesh.alphaIndex !== undefined) {
mesh.alphaIndex = parsedMesh.alphaIndex;
}
mesh.receiveShadows = parsedMesh.receiveShadows;
mesh.billboardMode = parsedMesh.billboardMode;
if (parsedMesh.visibility !== undefined) {
mesh.visibility = parsedMesh.visibility;
}
mesh.checkCollisions = parsedMesh.checkCollisions;
mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
// freezeWorldMatrix
if (parsedMesh.freezeWorldMatrix) {
mesh._waitingFreezeWorldMatrix = parsedMesh.freezeWorldMatrix;
}
// Parent
if (parsedMesh.parentId) {
mesh._waitingParentId = parsedMesh.parentId;
}
// Actions
if (parsedMesh.actions !== undefined) {
mesh._waitingActions = parsedMesh.actions;
}
// Geometry
mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
if (parsedMesh.delayLoadingFile) {
mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
if (parsedMesh._binaryInfo) {
mesh._binaryInfo = parsedMesh._binaryInfo;
}
mesh._delayInfo = [];
if (parsedMesh.hasUVs) {
mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
}
if (parsedMesh.hasUVs2) {
mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
}
if (parsedMesh.hasUVs3) {
mesh._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
}
if (parsedMesh.hasUVs4) {
mesh._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
}
if (parsedMesh.hasUVs5) {
mesh._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
}
if (parsedMesh.hasUVs6) {
mesh._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
}
if (parsedMesh.hasColors) {
mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
}
if (parsedMesh.hasMatricesIndices) {
mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
}
if (parsedMesh.hasMatricesWeights) {
mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
}
mesh._delayLoadingFunction = BABYLON.Geometry.ImportGeometry;
if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
mesh._checkDelayState();
}
}
else {
BABYLON.Geometry.ImportGeometry(parsedMesh, mesh);
}
// Material
if (parsedMesh.materialId) {
mesh.setMaterialByID(parsedMesh.materialId);
}
else {
mesh.material = null;
}
// Skeleton
if (parsedMesh.skeletonId > -1) {
mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
if (parsedMesh.numBoneInfluencers) {
mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;
}
}
// Physics
if (parsedMesh.physicsImpostor) {
if (!scene.isPhysicsEnabled()) {
scene.enablePhysics();
}
mesh.setPhysicsState({ impostor: parsedMesh.physicsImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
}
// Animations
if (parsedMesh.animations) {
for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
var parsedAnimation = parsedMesh.animations[animationIndex];
mesh.animations.push(BABYLON.Animation.Parse(parsedAnimation));
}
}
if (parsedMesh.autoAnimate) {
scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
}
// Layer Mask
if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
}
else {
mesh.layerMask = 0x0FFFFFFF;
}
// Instances
if (parsedMesh.instances) {
for (var index = 0; index < parsedMesh.instances.length; index++) {
var parsedInstance = parsedMesh.instances[index];
var instance = mesh.createInstance(parsedInstance.name);
BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
if (parsedInstance.rotationQuaternion) {
instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
}
else if (parsedInstance.rotation) {
instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
}
instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
instance.checkCollisions = mesh.checkCollisions;
if (parsedMesh.animations) {
for (animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
parsedAnimation = parsedMesh.animations[animationIndex];
instance.animations.push(BABYLON.Animation.Parse(parsedAnimation));
}
}
}
}
return mesh;
};
Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, instance) {
return BABYLON.MeshBuilder.CreateRibbon(name, {
pathArray: pathArray,
closeArray: closeArray,
closePath: closePath,
offset: offset,
updatable: updatable,
sideOrientation: sideOrientation,
instance: instance
}, scene);
};
Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {
var options = {
radius: radius,
tessellation: tessellation,
sideOrientation: sideOrientation,
updatable: updatable
};
return BABYLON.MeshBuilder.CreateDisc(name, options, scene);
};
Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {
var options = {
size: size,
sideOrientation: sideOrientation,
updatable: updatable
};
return BABYLON.MeshBuilder.CreateBox(name, options, scene);
};
Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {
var options = {
segments: segments,
diameterX: diameter,
diameterY: diameter,
diameterZ: diameter,
sideOrientation: sideOrientation,
updatable: updatable
};
return BABYLON.MeshBuilder.CreateSphere(name, options, scene);
};
// Cylinder and cone
Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
if (scene !== undefined) {
sideOrientation = updatable || Mesh.DEFAULTSIDE;
updatable = scene;
}
scene = subdivisions;
subdivisions = 1;
}
var options = {
height: height,
diameterTop: diameterTop,
diameterBottom: diameterBottom,
tessellation: tessellation,
subdivisions: subdivisions,
sideOrientation: sideOrientation,
updatable: updatable
};
return BABYLON.MeshBuilder.CreateCylinder(name, options, scene);
};
// Torus (Code from SharpDX.org)
Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
var options = {
diameter: diameter,
thickness: thickness,
tessellation: tessellation,
sideOrientation: sideOrientation,
updatable: updatable
};
return BABYLON.MeshBuilder.CreateTorus(name, options, scene);
};
Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
var options = {
radius: radius,
tube: tube,
radialSegments: radialSegments,
tubularSegments: tubularSegments,
p: p,
q: q,
sideOrientation: sideOrientation,
updatable: updatable
};
return BABYLON.MeshBuilder.CreateTorusKnot(name, options, scene);
};
// Lines
Mesh.CreateLines = function (name, points, scene, updatable, instance) {
var options = {
points: points,
updatable: updatable,
instance: instance
};
return BABYLON.MeshBuilder.CreateLines(name, options, scene);
};
// Dashed Lines
Mesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) {
var options = {
points: points,
dashSize: dashSize,
gapSize: gapSize,
dashNb: dashNb,
updatable: updatable
};
return BABYLON.MeshBuilder.CreateDashedLines(name, options, scene);
};
// Extrusion
Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) {
var options = {
shape: shape,
path: path,
scale: scale,
rotation: rotation,
cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
sideOrientation: sideOrientation,
instance: instance,
updatable: updatable
};
return BABYLON.MeshBuilder.ExtrudeShape(name, options, scene);
};
Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) {
var options = {
shape: shape,
path: path,
scaleFunction: scaleFunction,
rotationFunction: rotationFunction,
ribbonCloseArray: ribbonCloseArray,
ribbonClosePath: ribbonClosePath,
cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
sideOrientation: sideOrientation,
instance: instance,
updatable: updatable
};
return BABYLON.MeshBuilder.ExtrudeShapeCustom(name, options, scene);
};
// Lathe
Mesh.CreateLathe = function (name, shape, radius, tessellation, scene, updatable, sideOrientation) {
var options = {
shape: shape,
radius: radius,
tessellation: tessellation,
sideOrientation: sideOrientation,
updatable: updatable
};
return BABYLON.MeshBuilder.CreateLathe(name, options, scene);
};
// Plane & ground
Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {
var options = {
size: size,
width: size,
height: size,
sideOrientation: sideOrientation,
updatable: updatable
};
return BABYLON.MeshBuilder.CreatePlane(name, options, scene);
};
Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
var options = {
width: width,
height: height,
subdivisions: subdivisions,
updatable: updatable
};
return BABYLON.MeshBuilder.CreateGround(name, options, scene);
};
Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
var options = {
xmin: xmin,
zmin: zmin,
xmax: xmax,
zmax: zmax,
subdivisions: subdivisions,
precision: precision,
updatable: updatable
};
return BABYLON.MeshBuilder.CreateTiledGround(name, options, scene);
};
Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady) {
var options = {
width: width,
height: height,
subdivisions: subdivisions,
minHeight: minHeight,
maxHeight: maxHeight,
updatable: updatable,
onReady: onReady
};
return BABYLON.MeshBuilder.CreateGroundFromHeightMap(name, url, options, scene);
};
Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) {
var options = {
path: path,
radius: radius,
tessellation: tessellation,
radiusFunction: radiusFunction,
arc: 1,
cap: cap,
updatable: updatable,
sideOrientation: sideOrientation,
instance: instance
};
return BABYLON.MeshBuilder.CreateTube(name, options, scene);
};
Mesh.CreatePolyhedron = function (name, options, scene) {
return BABYLON.MeshBuilder.CreatePolyhedron(name, options, scene);
};
Mesh.CreateIcoSphere = function (name, options, scene) {
return BABYLON.MeshBuilder.CreateIcoSphere(name, options, scene);
};
// Decals
Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {
var options = {
position: position,
normal: normal,
size: size,
angle: angle
};
return BABYLON.MeshBuilder.CreateDecal(name, sourceMesh, options);
};
// Skeletons
/**
* @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
*/
Mesh.prototype.setPositionsForCPUSkinning = function () {
var source;
if (!this._sourcePositions) {
source = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
this._sourcePositions = new Float32Array(source);
if (!this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable()) {
this.setVerticesData(BABYLON.VertexBuffer.PositionKind, source, true);
}
}
return this._sourcePositions;
};
/**
* @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
*/
Mesh.prototype.setNormalsForCPUSkinning = function () {
var source;
if (!this._sourceNormals) {
source = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
this._sourceNormals = new Float32Array(source);
if (!this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable()) {
this.setVerticesData(BABYLON.VertexBuffer.NormalKind, source, true);
}
}
return this._sourceNormals;
};
/**
* Update the vertex buffers by applying transformation from the bones
* @param {skeleton} skeleton to apply
*/
Mesh.prototype.applySkeleton = function (skeleton) {
if (!this.geometry) {
return;
}
if (this.geometry._softwareSkinningRenderId == this.getScene().getRenderId()) {
return;
}
this.geometry._softwareSkinningRenderId = this.getScene().getRenderId();
if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
return this;
}
if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
return this;
}
if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
return this;
}
if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
return this;
}
if (!this._sourcePositions) {
this.setPositionsForCPUSkinning();
}
if (!this._sourceNormals) {
this.setNormalsForCPUSkinning();
}
// positionsData checks for not being Float32Array will only pass at most once
var positionsData = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
if (!(positionsData instanceof Float32Array)) {
positionsData = new Float32Array(positionsData);
}
// normalsData checks for not being Float32Array will only pass at most once
var normalsData = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
if (!(normalsData instanceof Float32Array)) {
normalsData = new Float32Array(normalsData);
}
var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
var needExtras = this.numBoneInfluencers > 4;
var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
var skeletonMatrices = skeleton.getTransformMatrices();
var tempVector3 = BABYLON.Vector3.Zero();
var finalMatrix = new BABYLON.Matrix();
var tempMatrix = new BABYLON.Matrix();
var matWeightIdx = 0;
var inf;
for (var index = 0; index < positionsData.length; index += 3, matWeightIdx += 4) {
var weight;
for (inf = 0; inf < 4; inf++) {
weight = matricesWeightsData[matWeightIdx + inf];
if (weight > 0) {
BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, matricesIndicesData[matWeightIdx + inf] * 16, weight, tempMatrix);
finalMatrix.addToSelf(tempMatrix);
}
else
break;
}
if (needExtras) {
for (inf = 0; inf < 4; inf++) {
weight = matricesWeightsExtraData[matWeightIdx + inf];
if (weight > 0) {
BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, matricesIndicesExtraData[matWeightIdx + inf] * 16, weight, tempMatrix);
finalMatrix.addToSelf(tempMatrix);
}
else
break;
}
}
BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(this._sourcePositions[index], this._sourcePositions[index + 1], this._sourcePositions[index + 2], finalMatrix, tempVector3);
tempVector3.toArray(positionsData, index);
BABYLON.Vector3.TransformNormalFromFloatsToRef(this._sourceNormals[index], this._sourceNormals[index + 1], this._sourceNormals[index + 2], finalMatrix, tempVector3);
tempVector3.toArray(normalsData, index);
finalMatrix.reset();
}
this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData);
this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData);
return this;
};
// Tools
Mesh.MinMax = function (meshes) {
var minVector = null;
var maxVector = null;
for (var i in meshes) {
var mesh = meshes[i];
var boundingBox = mesh.getBoundingInfo().boundingBox;
if (!minVector) {
minVector = boundingBox.minimumWorld;
maxVector = boundingBox.maximumWorld;
continue;
}
minVector.MinimizeInPlace(boundingBox.minimumWorld);
maxVector.MaximizeInPlace(boundingBox.maximumWorld);
}
return {
min: minVector,
max: maxVector
};
};
Mesh.Center = function (meshesOrMinMaxVector) {
var minMaxVector = meshesOrMinMaxVector.min !== undefined ? meshesOrMinMaxVector : Mesh.MinMax(meshesOrMinMaxVector);
return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
};
/**
* Merge the array of meshes into a single mesh for performance reasons.
* @param {Array} meshes - The vertices source. They should all be of the same material. Entries can empty
* @param {boolean} disposeSource - When true (default), dispose of the vertices from the source meshes
* @param {boolean} allow32BitsIndices - When the sum of the vertices > 64k, this must be set to true.
* @param {Mesh} meshSubclass - When set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
*/
Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass) {
if (disposeSource === void 0) { disposeSource = true; }
var index;
if (!allow32BitsIndices) {
var totalVertices = 0;
// Counting vertices
for (index = 0; index < meshes.length; index++) {
if (meshes[index]) {
totalVertices += meshes[index].getTotalVertices();
if (totalVertices > 65536) {
BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
return null;
}
}
}
}
// Merge
var vertexData;
var otherVertexData;
var source;
for (index = 0; index < meshes.length; index++) {
if (meshes[index]) {
meshes[index].computeWorldMatrix(true);
otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index], true);
otherVertexData.transform(meshes[index].getWorldMatrix());
if (vertexData) {
vertexData.merge(otherVertexData);
}
else {
vertexData = otherVertexData;
source = meshes[index];
}
}
}
if (!meshSubclass) {
meshSubclass = new Mesh(source.name + "_merged", source.getScene());
}
vertexData.applyToMesh(meshSubclass);
// Setting properties
meshSubclass.material = source.material;
meshSubclass.checkCollisions = source.checkCollisions;
// Cleaning
if (disposeSource) {
for (index = 0; index < meshes.length; index++) {
if (meshes[index]) {
meshes[index].dispose();
}
}
}
return meshSubclass;
};
// Consts
Mesh._FRONTSIDE = 0;
Mesh._BACKSIDE = 1;
Mesh._DOUBLESIDE = 2;
Mesh._DEFAULTSIDE = 0;
Mesh._NO_CAP = 0;
Mesh._CAP_START = 1;
Mesh._CAP_END = 2;
Mesh._CAP_ALL = 3;
return Mesh;
})(BABYLON.AbstractMesh);
BABYLON.Mesh = Mesh;
})(BABYLON || (BABYLON = {}));