import { Scene } from "../../scene"; import { Vector3, Vector2, Vector4 } from "../../Maths/math.vector"; import { Color4 } from '../../Maths/math.color'; import { Mesh, _CreationDataStorage } from "../mesh"; import { VertexData } from "../mesh.vertexData"; import { PolygonMeshBuilder } from "../polygonMesh"; import { FloatArray, IndicesArray, Nullable } from "../../types"; import { VertexBuffer } from "../../Meshes/buffer"; import { EngineStore } from '../../Engines/engineStore'; declare var earcut: any; VertexData.CreatePolygon = function(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4, wrp?: boolean) { var faceUV: Vector4[] = fUV || new Array(3); var faceColors = fColors; var colors = []; var wrap: boolean = wrp || false; // default face colors and UV if undefined for (var f = 0; f < 3; f++) { if (faceUV[f] === undefined) { faceUV[f] = new Vector4(0, 0, 1, 1); } if (faceColors && faceColors[f] === undefined) { faceColors[f] = new Color4(1, 1, 1, 1); } } var positions = polygon.getVerticesData(VertexBuffer.PositionKind); var normals = polygon.getVerticesData(VertexBuffer.NormalKind); var uvs = polygon.getVerticesData(VertexBuffer.UVKind); var indices = polygon.getIndices(); var startIndex = positions.length / 9; var disp = 0; var distX = 0; var distZ = 0; var dist = 0; var totalLen = 0; var cumulate = [0]; if (wrap) { for (var idx = startIndex; idx < positions.length / 3; idx += 4) { distX = positions[3 * (idx + 2)] - positions[3 * idx]; distZ = positions[3 * (idx + 2) + 2] - positions[3 * idx + 2]; dist = Math.sqrt(distX * distX + distZ * distZ); totalLen += dist; cumulate.push(totalLen); } } // set face colours and textures var idx: number = 0; var face: number = 0; for (var index = 0; index < normals.length; index += 3) { //Edge Face no. 1 if (Math.abs(normals[index + 1]) < 0.001) { face = 1; } //Top Face no. 0 if (Math.abs(normals[index + 1] - 1) < 0.001) { face = 0; } //Bottom Face no. 2 if (Math.abs(normals[index + 1] + 1) < 0.001) { face = 2; } idx = index / 3; if (face === 1) { disp = idx - startIndex; if (disp % 4 < 1.5) { if (wrap) { uvs[2 * idx] = faceUV[face].x + (faceUV[face].z - faceUV[face].x) * cumulate[Math.floor(disp / 4)] / totalLen; } else { uvs[2 * idx] = faceUV[face].x; } } else { if (wrap) { uvs[2 * idx] = faceUV[face].x + (faceUV[face].z - faceUV[face].x) * cumulate[Math.floor(disp / 4) + 1] / totalLen; } else { uvs[2 * idx] = faceUV[face].z; } } if (disp % 2 === 0) { uvs[2 * idx + 1] = faceUV[face].w; } else { uvs[2 * idx + 1] = faceUV[face].y; } } else { uvs[2 * idx] = (1 - uvs[2 * idx]) * faceUV[face].x + uvs[2 * idx] * faceUV[face].z; uvs[2 * idx + 1] = (1 - uvs[2 * idx + 1]) * faceUV[face].y + uvs[2 * idx + 1] * faceUV[face].w; } if (faceColors) { colors.push(faceColors[face].r, faceColors[face].g, faceColors[face].b, faceColors[face].a); } } // sides VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs); // Result var vertexData = new VertexData(); vertexData.indices = indices; vertexData.positions = positions; vertexData.normals = normals; vertexData.uvs = uvs; if (faceColors) { var totalColors = (sideOrientation === VertexData.DOUBLESIDE) ? colors.concat(colors) : colors; vertexData.colors = totalColors; } return vertexData; }; Mesh.CreatePolygon = (name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection = earcut): Mesh => { var options = { shape: shape, holes: holes, updatable: updatable, sideOrientation: sideOrientation }; return PolygonBuilder.CreatePolygon(name, options, scene, earcutInjection); }; Mesh.ExtrudePolygon = (name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection = earcut): Mesh => { var options = { shape: shape, holes: holes, depth: depth, updatable: updatable, sideOrientation: sideOrientation }; return PolygonBuilder.ExtrudePolygon(name, options, scene, earcutInjection); }; /** * Class containing static functions to help procedurally build meshes */ export class PolygonBuilder { /** * Creates a polygon mesh * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4) * * Remember you can only change the shape positions, not their number when updating a polygon * @param name defines the name of the mesh * @param options defines the options used to create the mesh * @param scene defines the hosting scene * @param earcutInjection can be used to inject your own earcut reference * @returns the polygon mesh */ public static CreatePolygon(name: string, options: { shape: Vector3[], holes?: Vector3[][], depth?: number, faceUV?: Vector4[], faceColors?: Color4[], updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, wrap?: boolean}, scene: Nullable = null, earcutInjection = earcut): Mesh { options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation); var shape = options.shape; var holes = options.holes || []; var depth = options.depth || 0; var contours: Array = []; var hole: Array = []; for (var i = 0; i < shape.length; i++) { contours[i] = new Vector2(shape[i].x, shape[i].z); } var epsilon = 0.00000001; if (contours[0].equalsWithEpsilon(contours[contours.length - 1], epsilon)) { contours.pop(); } var polygonTriangulation = new PolygonMeshBuilder(name, contours, scene || EngineStore.LastCreatedScene!, earcutInjection); for (var hNb = 0; hNb < holes.length; hNb++) { hole = []; for (var hPoint = 0; hPoint < holes[hNb].length; hPoint++) { hole.push(new Vector2(holes[hNb][hPoint].x, holes[hNb][hPoint].z)); } polygonTriangulation.addHole(hole); } var polygon = polygonTriangulation.build(options.updatable, depth); polygon._originalBuilderSideOrientation = options.sideOrientation; var vertexData = VertexData.CreatePolygon(polygon, options.sideOrientation, options.faceUV, options.faceColors, options.frontUVs, options.backUVs, options.wrap); vertexData.applyToMesh(polygon, options.updatable); return polygon; } /** * Creates an extruded polygon mesh, with depth in the Y direction. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements) * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors * @param name defines the name of the mesh * @param options defines the options used to create the mesh * @param scene defines the hosting scene * @param earcutInjection can be used to inject your own earcut reference * @returns the polygon mesh */ public static ExtrudePolygon(name: string, options: { shape: Vector3[], holes?: Vector3[][], depth?: number, faceUV?: Vector4[], faceColors?: Color4[], updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, wrap?: boolean }, scene: Nullable = null, earcutInjection = earcut): Mesh { return PolygonBuilder.CreatePolygon(name, options, scene, earcutInjection); } }