var __extends = this.__extends || function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; function __() { this.constructor = d; } __.prototype = b.prototype; d.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); function Mesh(name, scene) { _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; } // Methods 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; }); }; Mesh.prototype.addLODLevel = function (distance, mesh) { var level = new BABYLON.Internals.MeshLODLevel(distance, mesh); this._LODLevels.push(level); if (mesh) { mesh._attachedLODLevel = level; } this._sortLODLevels(); return this; }; Mesh.prototype.removeLODLevel = function (mesh) { if (mesh && !mesh._attachedLODLevel) { return this; } var index; if (mesh) { index = this._LODLevels.indexOf(mesh._attachedLODLevel); mesh._attachedLODLevel = null; this._LODLevels.splice(index, 1); this._sortLODLevels(); } else { for (index = 0; index < this._LODLevels.length; index++) { if (this._LODLevels[index].mesh === null) { this._LODLevels.splice(index, 1); break; } } } return this; }; Mesh.prototype.getLOD = function (camera) { if (!this._LODLevels || this._LODLevels.length === 0) { return this; } var distanceToCamera = this.getBoundingInfo().boundingSphere.centerWorld.subtract(camera.position).length(); if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) { 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._worldMatrix = this._worldMatrix; } return level.mesh; } } 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) { if (!this._geometry) { return null; } return this._geometry.getVerticesData(kind); }; 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 () { if (!this._geometry) { return []; } return this._geometry.getIndices(); }; Object.defineProperty(Mesh.prototype, "isBlocked", { get: function () { return this._attachedLODLevel !== null && this._attachedLODLevel !== 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; }; // 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; 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 (kind instanceof Array) { var temp = data; data = kind; kind = temp; BABYLON.Tools.Warn("Deprecated usage of setVerticesData detected (since v1.12). Current signature is setVerticesData(kind, data, updatable)."); } 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, makeItUnique) { if (!this._geometry) { return; } if (!makeItUnique) { this._geometry.updateVerticesDataDirectly(kind, data); } else { this.makeGeometryUnique(); this.updateVerticesDataDirectly(kind, data, 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) { 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); } }; Mesh.prototype._bind = function (subMesh, effect, fillMode) { var engine = this.getScene().getEngine(); // Wireframe var indexToBind; 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._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(); switch (fillMode) { case BABYLON.Material.PointFillMode: engine.drawPointClouds(subMesh.verticesStart, subMesh.verticesCount, instancesCount); break; case BABYLON.Material.WireFrameFillMode: engine.draw(false, 0, subMesh.linesIndexCount, instancesCount); break; default: 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 = this._visibleInstances.defaultRenderId; selfRenderId = this._visibleInstances.selfDefaultRenderId; } 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 matricesCount = this.instances.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++; } var visibleInstances = batch.visibleInstances[subMesh._id]; 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.render = function (subMesh) { 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; } for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) { this._onBeforeRenderCallbacks[callbackIndex](); } var engine = scene.getEngine(); var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null); // 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); } effectiveMaterial._preBind(); var effect = effectiveMaterial.getEffect(); // Bind var fillMode = engine.forceWireframe ? BABYLON.Material.WireFrameFillMode : effectiveMaterial.fillMode; this._bind(subMesh, effect, fillMode); var world = this.getWorldMatrix(); effectiveMaterial.bind(world, this); // Instances rendering if (hardwareInstancedRendering) { this._renderWithInstances(subMesh, fillMode, batch, effect, engine); } else { if (batch.renderSelf[subMesh._id]) { // Draw 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 world = instance.getWorldMatrix(); effectiveMaterial.bindOnlyWorldMatrix(world); // Draw this._draw(subMesh, fillMode); } } } // Unbind effectiveMaterial.unbind(); // Outline - step 2 if (this.renderOutline && savedDepthWrite) { engine.setDepthWrite(true); engine.setColorWrite(false); scene.getOutlineRenderer().render(subMesh, batch); engine.setColorWrite(true); } for (callbackIndex = 0; callbackIndex < this._onAfterRenderCallbacks.length; callbackIndex++) { this._onAfterRenderCallbacks[callbackIndex](); } }; 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) ? true : false; 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; 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; } } }; 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 = []; for (var 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); for (index = 0; index < data.length; index += 3) { BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index); } this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable()); }; // 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) { var result = new BABYLON.Mesh(name, this.getScene()); // Geometry this._geometry.applyToMesh(result); // Deep copy BABYLON.Tools.DeepCopy(this, result, ["name", "material", "skeleton"], []); // Material result.material = this.material; // Parent if (newParent) { result.parent = newParent; } if (!doNotCloneChildren) { 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); } } } 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 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) { 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 var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data; _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight); }; 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; 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(); 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)); 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); 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(); }; // 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(); } }; // Statics Mesh.CreateBox = function (name, size, scene, updatable) { var box = new BABYLON.Mesh(name, scene); var vertexData = BABYLON.VertexData.CreateBox(size); vertexData.applyToMesh(box, updatable); return box; }; Mesh.CreateSphere = function (name, segments, diameter, scene, updatable) { 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) Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable) { // subdivisions is a new parameter, we need to support old signature if (scene === undefined || !(scene instanceof BABYLON.Scene)) { if (scene !== undefined) { updatable = scene; } scene = subdivisions; subdivisions = 1; } var cylinder = new BABYLON.Mesh(name, scene); var vertexData = BABYLON.VertexData.CreateCylinder(height, diameterTop, diameterBottom, tessellation, subdivisions); vertexData.applyToMesh(cylinder, updatable); return cylinder; }; // Torus (Code from SharpDX.org) Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable) { var torus = new BABYLON.Mesh(name, scene); var vertexData = BABYLON.VertexData.CreateTorus(diameter, thickness, tessellation); vertexData.applyToMesh(torus, updatable); return torus; }; Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable) { var torusKnot = new BABYLON.Mesh(name, scene); var vertexData = BABYLON.VertexData.CreateTorusKnot(radius, tube, radialSegments, tubularSegments, p, q); vertexData.applyToMesh(torusKnot, updatable); return torusKnot; }; // Lines Mesh.CreateLines = function (name, points, scene, updatable) { var lines = new BABYLON.LinesMesh(name, scene, updatable); var vertexData = BABYLON.VertexData.CreateLines(points); vertexData.applyToMesh(lines, updatable); return lines; }; // Plane & ground Mesh.CreatePlane = function (name, size, scene, updatable) { var plane = new BABYLON.Mesh(name, scene); var vertexData = BABYLON.VertexData.CreatePlane(size); vertexData.applyToMesh(plane, updatable); return plane; }; Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) { var ground = new BABYLON.GroundMesh(name, scene); ground._setReady(false); ground._subdivisions = subdivisions; var vertexData = BABYLON.VertexData.CreateGround(width, height, subdivisions); vertexData.applyToMesh(ground, updatable); ground._setReady(true); return ground; }; Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) { var tiledGround = new BABYLON.Mesh(name, scene); var vertexData = BABYLON.VertexData.CreateTiledGround(xmin, zmin, xmax, zmax, subdivisions, precision); vertexData.applyToMesh(tiledGround, updatable); return tiledGround; }; Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable) { var ground = new BABYLON.GroundMesh(name, scene); ground._subdivisions = subdivisions; ground._setReady(false); 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 var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data; var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap(width, height, subdivisions, minHeight, maxHeight, buffer, heightMapWidth, heightMapHeight); vertexData.applyToMesh(ground, updatable); ground._setReady(true); }; BABYLON.Tools.LoadImage(url, onload, function () { }, scene.database); return ground; }; // 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 : BABYLON.Mesh.MinMax(meshesOrMinMaxVector); return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max); }; return Mesh; })(BABYLON.AbstractMesh); BABYLON.Mesh = Mesh; })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.mesh.js.map