module BABYLON { export class Mesh extends Node implements IGetSetVerticesData { // Statics public static BILLBOARDMODE_NONE = 0; public static BILLBOARDMODE_X = 1; public static BILLBOARDMODE_Y = 2; public static BILLBOARDMODE_Z = 4; public static BILLBOARDMODE_ALL = 7; // Members public position = new BABYLON.Vector3(0, 0, 0); public rotation = new BABYLON.Vector3(0, 0, 0); public rotationQuaternion = null; public scaling = new BABYLON.Vector3(1, 1, 1); public delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE; public material = null; public isVisible = true; public isPickable = true; public visibility = 1.0; public billboardMode = BABYLON.Mesh.BILLBOARDMODE_NONE; public checkCollisions = false; public receiveShadows = false; public _isDisposed = false; public onDispose = null; public skeleton = null; public renderingGroupId = 0; public infiniteDistance = false; public showBoundingBox = false; public subMeshes: SubMesh[]; public delayLoadingFile: string; public actionManager: ActionManager; // Cache private _positions = null; private _localScaling = BABYLON.Matrix.Zero(); private _localRotation = BABYLON.Matrix.Zero(); private _localTranslation = BABYLON.Matrix.Zero(); private _localBillboard = BABYLON.Matrix.Zero(); private _localPivotScaling = BABYLON.Matrix.Zero(); private _localPivotScalingRotation = BABYLON.Matrix.Zero(); private _localWorld = BABYLON.Matrix.Zero(); private _worldMatrix = BABYLON.Matrix.Zero(); private _rotateYByPI = BABYLON.Matrix.RotationY(Math.PI); private _collisionsTransformMatrix = BABYLON.Matrix.Zero(); private _collisionsScalingMatrix = BABYLON.Matrix.Zero(); private _absolutePosition = BABYLON.Vector3.Zero(); private _isDirty = false; // Physics public _physicImpostor = PhysicsEngine.NoImpostor; public _physicsMass: number; public _physicsFriction: number; public _physicRestitution: number; // Private public _geometry: Geometry; public _boundingInfo: BoundingInfo; private _pivotMatrix = BABYLON.Matrix.Identity(); private _renderId = 0; private _onBeforeRenderCallbacks = []; private _delayInfo; //ANY private _animationStarted = false; private _delayLoadingFunction: (any, Mesh) => void; constructor(name: string, scene: Scene) { super(name, scene); scene.meshes.push(this); } public getBoundingInfo(): BoundingInfo { return this._boundingInfo; } public getWorldMatrix(): Matrix { if (this._currentRenderId !== this.getScene().getRenderId()) { this.computeWorldMatrix(); } return this._worldMatrix; } public rotate(axis: Vector3, amount: number, space: Space): void { if (!this.rotationQuaternion) { this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z); this.rotation = BABYLON.Vector3.Zero(); } if (!space || space == BABYLON.Space.LOCAL) { var rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, amount); this.rotationQuaternion = this.rotationQuaternion.multiply(rotationQuaternion); } else { if (this.parent) { var invertParentWorldMatrix = this.parent.getWorldMatrix().clone(); invertParentWorldMatrix.invert(); axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix); } rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, amount); this.rotationQuaternion = rotationQuaternion.multiply(this.rotationQuaternion); } } public translate(axis: Vector3, distance: number, space: Space): void { var displacementVector = axis.scale(distance); if (!space || space == BABYLON.Space.LOCAL) { var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector); this.setPositionWithLocalVector(tempV3); } else { this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector)); } } public getAbsolutePosition(): Vector3 { this.computeWorldMatrix(); return this._absolutePosition; } public setAbsolutePosition(absolutePosition: Vector3): void { if (!absolutePosition) { return; } var absolutePositionX; var absolutePositionY; var absolutePositionZ; if (absolutePosition.x === undefined) { if (arguments.length < 3) { return; } absolutePositionX = arguments[0]; absolutePositionY = arguments[1]; absolutePositionZ = arguments[2]; } else { absolutePositionX = absolutePosition.x; absolutePositionY = absolutePosition.y; absolutePositionZ = absolutePosition.z; } if (this.parent) { var invertParentWorldMatrix = this.parent.getWorldMatrix().clone(); invertParentWorldMatrix.invert(); var worldPosition = new BABYLON.Vector3(absolutePositionX, absolutePositionY, absolutePositionZ); this.position = BABYLON.Vector3.TransformCoordinates(worldPosition, invertParentWorldMatrix); } else { this.position.x = absolutePositionX; this.position.y = absolutePositionY; this.position.z = absolutePositionZ; } } public getTotalVertices(): number { if (!this._geometry) { return 0; } return this._geometry.getTotalVertices(); } public getVerticesData(kind): number[] { if (!this._geometry) { return null; } return this._geometry.getVerticesData(kind); } public getVertexBuffer(kind): VertexBuffer { if (!this._geometry) { return undefined; } return this._geometry.getVertexBuffer(kind); } public isVerticesDataPresent(kind: string): boolean { if (!this._geometry) { if (this._delayInfo) { return this._delayInfo.indexOf(kind) !== -1; } return false; } return this._geometry.isVerticesDataPresent(kind); } public getVerticesDataKinds(): string[] { if (!this._geometry) { var result = []; if (this._delayInfo) { for (var kind in this._delayInfo) { result.push(kind); } } return result; } return this._geometry.getVerticesDataKinds(); } public getTotalIndices(): number { if (!this._geometry) { return 0; } return this._geometry.getTotalIndices(); } public getIndices(): number[] { if (!this._geometry) { return []; } return this._geometry.getIndices(); } public setPivotMatrix(matrix: Matrix): void { this._pivotMatrix = matrix; this._cache.pivotMatrixUpdated = true; } public getPivotMatrix(): Matrix { return this._pivotMatrix; } public _isSynchronized(): boolean { if (this._isDirty) { return false; } if (this.billboardMode !== Mesh.BILLBOARDMODE_NONE) return false; if (this._cache.pivotMatrixUpdated) { return false; } if (this.infiniteDistance) { return false; } if (!this._cache.position.equals(this.position)) return false; if (this.rotationQuaternion) { if (!this._cache.rotationQuaternion.equals(this.rotationQuaternion)) return false; } else { if (!this._cache.rotation.equals(this.rotation)) return false; } if (!this._cache.scaling.equals(this.scaling)) return false; return true; } public isReady(): boolean { return this._isReady; } public isAnimated(): boolean { return this._animationStarted; } public isDisposed(): boolean { return this._isDisposed; } // Methods public _initCache() { super._initCache(); this._cache.localMatrixUpdated = false; this._cache.position = BABYLON.Vector3.Zero(); this._cache.scaling = BABYLON.Vector3.Zero(); this._cache.rotation = BABYLON.Vector3.Zero(); this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0); } public markAsDirty(property: string): void { if (property === "rotation") { this.rotationQuaternion = null; } this._currentRenderId = Number.MAX_VALUE; this._isDirty = true; } public refreshBoundingInfo(): void { 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(); } public _updateBoundingInfo(): void { this._boundingInfo = this._boundingInfo || new BABYLON.BoundingInfo(this._absolutePosition, this._absolutePosition); this._boundingInfo._update(this._worldMatrix); if (!this.subMeshes) { return; } for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) { var subMesh = this.subMeshes[subIndex]; subMesh.updateBoundingInfo(this._worldMatrix); } } public computeWorldMatrix(force?: boolean): Matrix { if (!force && (this._currentRenderId == this.getScene().getRenderId() || this.isSynchronized(true))) { return this._worldMatrix; } this._cache.position.copyFrom(this.position); this._cache.scaling.copyFrom(this.scaling); this._cache.pivotMatrixUpdated = false; this._currentRenderId = this.getScene().getRenderId(); this._isDirty = false; // Scaling BABYLON.Matrix.ScalingToRef(this.scaling.x, this.scaling.y, this.scaling.z, this._localScaling); // Rotation if (this.rotationQuaternion) { this.rotationQuaternion.toRotationMatrix(this._localRotation); this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion); } else { BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._localRotation); this._cache.rotation.copyFrom(this.rotation); } // Translation if (this.infiniteDistance && !this.parent) { var camera = this.getScene().activeCamera; var cameraWorldMatrix = camera.getWorldMatrix(); var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]); BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, this._localTranslation); } else { BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._localTranslation); } // Composing transformations this._pivotMatrix.multiplyToRef(this._localScaling, this._localPivotScaling); this._localPivotScaling.multiplyToRef(this._localRotation, this._localPivotScalingRotation); // Billboarding if (this.billboardMode !== Mesh.BILLBOARDMODE_NONE) { var localPosition = this.position.clone(); var zero = this.getScene().activeCamera.position.clone(); if (this.parent && (this.parent).position) { localPosition.addInPlace((this.parent).position); BABYLON.Matrix.TranslationToRef(localPosition.x, localPosition.y, localPosition.z, this._localTranslation); } if ((this.billboardMode & Mesh.BILLBOARDMODE_ALL) === Mesh.BILLBOARDMODE_ALL) { zero = this.getScene().activeCamera.position; } else { if (this.billboardMode & BABYLON.Mesh.BILLBOARDMODE_X) zero.x = localPosition.x + BABYLON.Engine.Epsilon; if (this.billboardMode & BABYLON.Mesh.BILLBOARDMODE_Y) zero.y = localPosition.y + 0.001; if (this.billboardMode & BABYLON.Mesh.BILLBOARDMODE_Z) zero.z = localPosition.z + 0.001; } BABYLON.Matrix.LookAtLHToRef(localPosition, zero, BABYLON.Vector3.Up(), this._localBillboard); this._localBillboard.m[12] = this._localBillboard.m[13] = this._localBillboard.m[14] = 0; this._localBillboard.invert(); this._localPivotScalingRotation.multiplyToRef(this._localBillboard, this._localWorld); this._rotateYByPI.multiplyToRef(this._localWorld, this._localPivotScalingRotation); } // Local world this._localPivotScalingRotation.multiplyToRef(this._localTranslation, this._localWorld); // Parent if (this.parent && this.parent.getWorldMatrix && this.billboardMode === BABYLON.Mesh.BILLBOARDMODE_NONE) { this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix); } else { this._worldMatrix.copyFrom(this._localWorld); } // Bounding info this._updateBoundingInfo(); // Absolute position this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]); return this._worldMatrix; } public _createGlobalSubMesh(): SubMesh { var totalVertices = this.getTotalVertices(); if (!totalVertices || !this.getIndices()) { return null; } this.subMeshes = []; return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this); } public subdivide(count: number): void { if (count < 1) { return; } var totalIndices = this.getTotalIndices(); var subdivisionSize = totalIndices / count; var offset = 0; this.subMeshes = []; for (var index = 0; index < count; index++) { BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this); offset += subdivisionSize; } } public setVerticesData(data: number[], kind: string, updatable?: boolean): void { if (!this._geometry) { var vertexData = new BABYLON.VertexData(); vertexData.set(data, kind); var scene = this.getScene(); new BABYLON.Geometry(Geometry.RandomId(), scene.getEngine(), vertexData, updatable, this); } else { this._geometry.setVerticesData(data, kind, updatable); } } public updateVerticesData(kind: string, data: number[], updateExtends?: boolean, makeItUnique?: boolean): void { if (!this._geometry) { return; } if (!makeItUnique) { this._geometry.updateVerticesData(kind, data, updateExtends); } else { this.makeGeometryUnique(); this.updateVerticesData(kind, data, updateExtends, false); } } public makeGeometryUnique() { if (!this._geometry) { return; } var geometry = this._geometry.copy(Geometry.RandomId()); geometry.applyToMesh(this); } public setIndices(indices: number[]): void { if (!this._geometry) { var vertexData = new BABYLON.VertexData(); vertexData.indices = indices; var scene = this.getScene(); new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene.getEngine(), vertexData, false, this); } else { this._geometry.setIndices(indices); } } // ANY public bindAndDraw(subMesh: SubMesh, effect, wireframe?: boolean): void { if (!this._geometry) { return; } var engine = this.getScene().getEngine(); // Wireframe var indexToBind = this._geometry.getIndexBuffer(); var useTriangles = true; if (wireframe) { indexToBind = subMesh.getLinesIndexBuffer(this.getIndices(), engine); useTriangles = false; } // VBOs engine.bindMultiBuffers(this._geometry.getVertexBuffers(), indexToBind, effect); // Draw order engine.draw(useTriangles, useTriangles ? subMesh.indexStart : 0, useTriangles ? subMesh.indexCount : subMesh.linesIndexCount); } public registerBeforeRender(func: () => void): void { this._onBeforeRenderCallbacks.push(func); } public unregisterBeforeRender(func: () => void): void { var index = this._onBeforeRenderCallbacks.indexOf(func); if (index > -1) { this._onBeforeRenderCallbacks.splice(index, 1); } } public render(subMesh: SubMesh): void { if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) { return; } for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) { this._onBeforeRenderCallbacks[callbackIndex](); } // World var world = this.getWorldMatrix(); // Material var effectiveMaterial = subMesh.getMaterial(); if (!effectiveMaterial || !effectiveMaterial.isReady(this)) { return; } effectiveMaterial._preBind(); effectiveMaterial.bind(world, this); // Bind and draw var engine = this.getScene().getEngine(); this.bindAndDraw(subMesh, effectiveMaterial.getEffect(), engine.forceWireframe || effectiveMaterial.wireframe); // Unbind effectiveMaterial.unbind(); } public getEmittedParticleSystems(): ParticleSystem[] { 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; } public getHierarchyEmittedParticleSystems(): ParticleSystem[] { 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; } public getChildren(): Node[] { 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; } public isInFrustum(frustumPlanes: Plane[]): boolean { if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) { return false; } if (!this._boundingInfo.isInFrustum(frustumPlanes)) { return false; } 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); BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) { that._delayLoadingFunction(JSON.parse(data), that); that.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED; scene._removePendingData(that); }, function () { }, scene.database); } return true; } public setMaterialByID(id: string): void { var materials = this.getScene().materials; for (var 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; } } } public getAnimatables(): IAnimatable[] { var results = []; if (this.material) { results.push(this.material); } return results; } // Geometry public setPositionWithLocalVector(vector3: Vector3): void { this.computeWorldMatrix(); this.position = BABYLON.Vector3.TransformNormal(vector3, this._localWorld); } public getPositionExpressedInLocalSpace(): Vector3 { this.computeWorldMatrix(); var invLocalWorldMatrix = this._localWorld.clone(); invLocalWorldMatrix.invert(); return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix); } public locallyTranslate(vector3: Vector3): void { this.computeWorldMatrix(); this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld); } public bakeTransformIntoVertices(transform: Matrix): void { // Position if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) { return; } this._resetPointsArrayCache(); var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind); var temp = []; for (var index = 0; index < data.length; index += 3) { BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index); } this.setVerticesData(temp, BABYLON.VertexBuffer.PositionKind, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable()); // Normals if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) { return; } data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind); for (index = 0; index < data.length; index += 3) { BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index); } this.setVerticesData(temp, BABYLON.VertexBuffer.NormalKind, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable()); } public lookAt(targetPoint: Vector3, yawCor: number, pitchCor: number, rollCor: number): void { /// Orients a mesh towards a target point. Mesh must be drawn facing user. /// The position (must be in same space as current mesh) to look at /// optional yaw (y-axis) correction in radians /// optional pitch (x-axis) correction in radians /// optional roll (z-axis) correction in radians /// Mesh oriented towards targetMesh yawCor = yawCor || 0; // default to zero if undefined pitchCor = pitchCor || 0; rollCor = rollCor || 0; var dv = targetPoint.subtract(this.position); var yaw = -Math.atan2(dv.z, dv.x) - Math.PI / 2; var len = Math.sqrt(dv.x * dv.x + dv.z * dv.z); var pitch = Math.atan2(dv.y, len); this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(yaw + yawCor, pitch + pitchCor, rollCor); } // Cache public _resetPointsArrayCache(): void { this._positions = null; } public _generatePointsArray(): void { if (this._positions) return; this._positions = []; var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind); for (var index = 0; index < data.length; index += 3) { this._positions.push(BABYLON.Vector3.FromArray(data, index)); } } // Collisions public _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): void { this._generatePointsArray(); // Transformation if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) { subMesh._lastColliderTransformMatrix = transformMatrix.clone(); subMesh._lastColliderWorldVertices = []; subMesh._trianglePlanes = []; var start = subMesh.verticesStart; var end = (subMesh.verticesStart + subMesh.verticesCount); for (var i = start; i < end; i++) { subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix)); } } // Collide collider._collide(subMesh, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart); } public _processCollisionsForSubModels(collider: Collider, transformMatrix: Matrix): void { for (var index = 0; index < this.subMeshes.length; index++) { var subMesh = this.subMeshes[index]; // Bounding test if (this.subMeshes.length > 1 && !subMesh._checkCollision(collider)) continue; this._collideForSubMesh(subMesh, transformMatrix, collider); } } public _checkCollision(collider: Collider): void { // Bounding box test if (!this._boundingInfo._checkCollision(collider)) return; // Transformation matrix BABYLON.Matrix.ScalingToRef(1.0 / collider.radius.x, 1.0 / collider.radius.y, 1.0 / collider.radius.z, this._collisionsScalingMatrix); this._worldMatrix.multiplyToRef(this._collisionsScalingMatrix, this._collisionsTransformMatrix); this._processCollisionsForSubModels(collider, this._collisionsTransformMatrix); } public intersectsMesh(mesh: Mesh, precise?: boolean): boolean { if (!this._boundingInfo || !mesh._boundingInfo) { return false; } return this._boundingInfo.intersects(mesh._boundingInfo, precise); } public intersectsPoint(point: Vector3): boolean { if (!this._boundingInfo) { return false; } return this._boundingInfo.intersectsPoint(point); } // Picking public intersects(ray: Ray, fastCheck?: boolean): PickingInfo { var pickingInfo = new BABYLON.PickingInfo(); if (!this._boundingInfo || !ray.intersectsSphere(this._boundingInfo.boundingSphere) || !ray.intersectsBox(this._boundingInfo.boundingBox)) { return pickingInfo; } this._generatePointsArray(); var intersectInfo: IntersectionInfo = null; for (var index = 0; index < this.subMeshes.length; index++) { var subMesh = this.subMeshes[index]; // Bounding test if (this.subMeshes.length > 1 && !subMesh.canIntersects(ray)) continue; var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck); if (currentIntersectInfo) { if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) { intersectInfo = currentIntersectInfo; if (fastCheck) { break; } } } } if (intersectInfo) { // Get picked point var world = this.getWorldMatrix(); var worldOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, world); var direction = ray.direction.clone(); direction.normalize(); direction = direction.scale(intersectInfo.distance); var worldDirection = BABYLON.Vector3.TransformNormal(direction, world); var pickedPoint = worldOrigin.add(worldDirection); // Return result pickingInfo.hit = true; pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint); pickingInfo.pickedPoint = pickedPoint; pickingInfo.pickedMesh = this; pickingInfo.bu = intersectInfo.bu; pickingInfo.bv = intersectInfo.bv; pickingInfo.faceId = intersectInfo.faceId; return pickingInfo; } return pickingInfo; } // Clone public clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Mesh { var result = new BABYLON.Mesh(name, this.getScene()); // Geometry this._geometry.applyToMesh(result); // Deep copy BABYLON.Tools.DeepCopy(this, result, ["name", "material", "skeleton"], []); // Bounding info var extend = BABYLON.Tools.ExtractMinAndMax(this.getVerticesData(BABYLON.VertexBuffer.PositionKind), 0, this.getTotalVertices()); result._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum); // Material result.material = this.material; // Parent if (newParent) { result.parent = newParent; } if (!doNotCloneChildren) { // Children for (var index = 0; index < this.getScene().meshes.length; index++) { var mesh = this.getScene().meshes[index]; if (mesh.parent == this) { mesh.clone(mesh.name, result); } } } // Particles for (index = 0; index < this.getScene().particleSystems.length; index++) { var system = this.getScene().particleSystems[index]; if (system.emitter == this) { system.clone(system.name, result); } } result.computeWorldMatrix(true); return result; } // Dispose public dispose(doNotRecurse?: boolean): void { if (this._geometry) { this._geometry.releaseForMesh(this); } // Physics if (this.getPhysicsImpostor() != PhysicsEngine.NoImpostor) { this.setPhysicsState(PhysicsEngine.NoImpostor); } // Remove from scene var index = this.getScene().meshes.indexOf(this); this.getScene().meshes.splice(index, 1); if (!doNotRecurse) { // Particles for (index = 0; index < this.getScene().particleSystems.length; index++) { if (this.getScene().particleSystems[index].emitter == this) { this.getScene().particleSystems[index].dispose(); index--; } } // Children var objects = this.getScene().meshes.slice(0); for (index = 0; index < objects.length; index++) { if (objects[index].parent == this) { objects[index].dispose(); } } } else { for (index = 0; index < this.getScene().meshes.length; index++) { var obj = this.getScene().meshes[index]; if (obj.parent === this) { obj.parent = null; obj.computeWorldMatrix(true); } } } this._isDisposed = true; // Callback if (this.onDispose) { this.onDispose(); } } // Physics public setPhysicsState(impostor?: any, options?: PhysicsBodyCreationOptions): void { var physicsEngine = this.getScene().getPhysicsEngine(); if (!physicsEngine) { return; } if (impostor.impostor) { // Old API options = impostor; impostor = impostor.impostor; } impostor = impostor || PhysicsEngine.NoImpostor; options.mass = options.mass || 0; options.friction = options.friction || 0.2; options.restitution = options.restitution || 0.9; this._physicImpostor = impostor; this._physicsMass = options.mass; this._physicsFriction = options.friction; this._physicRestitution = options.restitution; if (impostor === BABYLON.PhysicsEngine.NoImpostor) { physicsEngine._unregisterMesh(this); return; } physicsEngine._registerMesh(this, impostor, options); } public getPhysicsImpostor(): number { if (!this._physicImpostor) { return BABYLON.PhysicsEngine.NoImpostor; } return this._physicImpostor; } public getPhysicsMass(): number { if (!this._physicsMass) { return 0; } return this._physicsMass; } public getPhysicsFriction(): number { if (!this._physicsFriction) { return 0; } return this._physicsFriction; } public getPhysicsRestitution(): number { if (!this._physicRestitution) { return 0; } return this._physicRestitution; } public applyImpulse(force: Vector3, contactPoint: Vector3): void { if (!this._physicImpostor) { return; } this.getScene().getPhysicsEngine()._applyImpulse(this, force, contactPoint); } public setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3): void { if (!this._physicImpostor) { return; } this.getScene().getPhysicsEngine()._createLink(this, otherMesh, pivot1, pivot2); } // Geometric tools public convertToFlatShadedMesh(): void { /// 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; for (var kindIndex = 0; kindIndex < kinds.length; kindIndex++) { var 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 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 (var 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(normals, BABYLON.VertexBuffer.NormalKind, updatableNormals); // Updating vertex buffers for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) { kind = kinds[kindIndex]; this.setVerticesData(newdata[kind], kind, vbs[kind].isUpdatable()); } // Updating submeshes this.subMeshes = []; 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); } } // Statics public static CreateBox(name: string, size: number, scene: Scene, updatable?: boolean): Mesh { var box = new BABYLON.Mesh(name, scene); var vertexData = BABYLON.VertexData.CreateBox(size); vertexData.applyToMesh(box, updatable); return box; } public static CreateSphere(name: string, segments: number, diameter: number, scene: Scene, updatable?: boolean): Mesh { var sphere = new BABYLON.Mesh(name, scene); var vertexData = BABYLON.VertexData.CreateSphere(segments, diameter); vertexData.applyToMesh(sphere, updatable); return sphere; } // Cylinder and cone (Code inspired by SharpDX.org) public static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, scene: Scene, updatable?: boolean): Mesh { var cylinder = new BABYLON.Mesh(name, scene); var vertexData = BABYLON.VertexData.CreateCylinder(height, diameterTop, diameterBottom, tessellation); vertexData.applyToMesh(cylinder, updatable); return cylinder; } // Torus (Code from SharpDX.org) public static CreateTorus(name: string, diameter, thickness: number, tessellation: number, scene: Scene, updatable?: boolean): Mesh { var torus = new BABYLON.Mesh(name, scene); var vertexData = BABYLON.VertexData.CreateTorus(diameter, thickness, tessellation); vertexData.applyToMesh(torus, updatable); return torus; } public static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene: Scene, updatable?: boolean): Mesh { var torusKnot = new BABYLON.Mesh(name, scene); var vertexData = BABYLON.VertexData.CreateTorusKnot(radius, tube, radialSegments, tubularSegments, p, q); vertexData.applyToMesh(torusKnot, updatable); return torusKnot; } // Plane & ground public static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean): Mesh { var plane = new BABYLON.Mesh(name, scene); var vertexData = BABYLON.VertexData.CreatePlane(size); vertexData.applyToMesh(plane, updatable); return plane; } public static CreateGround(name: string, width: number, height: number, subdivisions: number, scene: Scene, updatable?: boolean): Mesh { var ground = new BABYLON.Mesh(name, scene); var vertexData = BABYLON.VertexData.CreateGround(width, height, subdivisions); vertexData.applyToMesh(ground, updatable); return ground; } public static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean): Mesh { var ground = new BABYLON.Mesh(name, scene); var onload = 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 var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data; var vertexData = VertexData.CreateGroundFromHeightMap(width, height, subdivisions, minHeight, maxHeight, buffer, heightMapWidth, heightMapHeight); vertexData.applyToMesh(ground, updatable); ground._isReady = true; }; Tools.LoadImage(url, onload, () => {}, scene.database); ground._isReady = false; return ground; } // Tools public static MinMax(meshes: Mesh[]): {min: Vector3; max: Vector3} { 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 }; } public static Center(meshesOrMinMaxVector): Vector3 { var minMaxVector = meshesOrMinMaxVector.min !== undefined ? meshesOrMinMaxVector : BABYLON.Mesh.MinMax(meshesOrMinMaxVector); return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max); } } }