module BABYLON { export class MeshBuilder { public static CreateBox(name: string, options: { width?: number, height?: number, depth?: number, faceUV?: Vector4[], faceColors?: Color4[], sideOrientation?: number, updatable?: boolean }, scene: Scene): Mesh { var box = new Mesh(name, scene); var vertexData = VertexData.CreateBox(options); vertexData.applyToMesh(box, options.updatable); return box; } public static CreateSphere(name: string, options: { segments?: number, diameter?: number, diameterX?: number, diameterY?: number, diameterZ?: number, arc?: number, slice?: number, sideOrientation?: number, updatable?: boolean }, scene: any): Mesh { var sphere = new Mesh(name, scene); var vertexData = VertexData.CreateSphere(options); vertexData.applyToMesh(sphere, options.updatable); return sphere; } public static CreateDisc(name: string, options: { radius?: number, tessellation?: number, arc?: number, updatable?: boolean, sideOrientation?: number }, scene: Scene): Mesh { var disc = new Mesh(name, scene); var vertexData = VertexData.CreateDisc(options); vertexData.applyToMesh(disc, options.updatable); return disc; } public static CreateIcoSphere(name: string, options: { radius?: number, radiusX?: number, radiusY?: number, radiusZ?: number, flat?: number, subdivisions?: number, sideOrientation?: number, updatable?: boolean }, scene: Scene): Mesh { var sphere = new Mesh(name, scene); var vertexData = VertexData.CreateIcoSphere(options); vertexData.applyToMesh(sphere, options.updatable); return sphere; }; public static CreateRibbon(name: string, options: { pathArray: Vector3[][], closeArray?: boolean, closePath?: boolean, offset?: number, updatable?: boolean, sideOrientation?: number, instance?: Mesh }, scene?: Scene): Mesh { var pathArray = options.pathArray; var closeArray = options.closeArray; var closePath = options.closePath; var offset = options.offset; var sideOrientation = options.sideOrientation; var instance = options.instance; var updatable = options.updatable; if (instance) { // existing ribbon instance update // positionFunction : ribbon case // only pathArray and sideOrientation parameters are taken into account for positions update var positionFunction = positions => { var minlg = pathArray[0].length; var i = 0; var ns = (instance.sideOrientation === Mesh.DOUBLESIDE) ? 2 : 1; for (var si = 1; si <= ns; si++) { for (var p = 0; p < pathArray.length; p++) { var path = pathArray[p]; var l = path.length; minlg = (minlg < l) ? minlg : l; var j = 0; while (j < minlg) { positions[i] = path[j].x; positions[i + 1] = path[j].y; positions[i + 2] = path[j].z; j++; i += 3; } if ((instance)._closePath) { positions[i] = path[0].x; positions[i + 1] = path[0].y; positions[i + 2] = path[0].z; i += 3; } } } }; var positions = instance.getVerticesData(VertexBuffer.PositionKind); positionFunction(positions); instance.updateVerticesData(VertexBuffer.PositionKind, positions, false, false); if (!(instance.areNormalsFrozen)) { var indices = instance.getIndices(); var normals = instance.getVerticesData(VertexBuffer.NormalKind); VertexData.ComputeNormals(positions, indices, normals); if ((instance)._closePath) { var indexFirst: number = 0; var indexLast: number = 0; for (var p = 0; p < pathArray.length; p++) { indexFirst = (instance)._idx[p] * 3; if (p + 1 < pathArray.length) { indexLast = ((instance)._idx[p + 1] - 1) * 3; } else { indexLast = normals.length - 3; } normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5; normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5; normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5; normals[indexLast] = normals[indexFirst]; normals[indexLast + 1] = normals[indexFirst + 1]; normals[indexLast + 2] = normals[indexFirst + 2]; } } instance.updateVerticesData(VertexBuffer.NormalKind, normals, false, false); } return instance; } else { // new ribbon creation var ribbon = new Mesh(name, scene); ribbon.sideOrientation = sideOrientation; var vertexData = VertexData.CreateRibbon(options); if (closePath) { (ribbon)._idx = (vertexData)._idx; } (ribbon)._closePath = closePath; (ribbon)._closeArray = closeArray; vertexData.applyToMesh(ribbon, updatable); return ribbon; } } public static CreateCylinder(name: string, options: { height?: number, diameterTop?: number, diameterBottom?: number, diameter?: number, tessellation?: number, subdivisions?: number, arc?: number, faceColors?: Color4[], faceUV?: Vector4[], updatable?: boolean, hasRings?: boolean, enclose?: boolean, sideOrientation?: number }, scene: any): Mesh { var cylinder = new Mesh(name, scene); var vertexData = VertexData.CreateCylinder(options); vertexData.applyToMesh(cylinder, options.updatable); return cylinder; } public static CreateTorus(name: string, options: { diameter?: number, thickness?: number, tessellation?: number, updatable?: boolean, sideOrientation?: number }, scene: any): Mesh { var torus = new Mesh(name, scene); var vertexData = VertexData.CreateTorus(options); vertexData.applyToMesh(torus, options.updatable); return torus; } public static CreateTorusKnot(name: string, options: { radius?: number, tube?: number, radialSegments?: number, tubularSegments?: number, p?: number, q?: number, updatable?: boolean, sideOrientation?: number }, scene: any): Mesh { var torusKnot = new Mesh(name, scene); var vertexData = VertexData.CreateTorusKnot(options); vertexData.applyToMesh(torusKnot, options.updatable); return torusKnot; } public static CreateLines(name: string, options: { points: Vector3[], updatable?: boolean, instance?: LinesMesh }, scene: Scene): LinesMesh { var instance = options.instance; var points = options.points; if (instance) { // lines update var positionFunction = positions => { var i = 0; for (var p = 0; p < points.length; p++) { positions[i] = points[p].x; positions[i + 1] = points[p].y; positions[i + 2] = points[p].z; i += 3; } }; instance.updateMeshPositions(positionFunction, false); return instance; } // lines creation var lines = new LinesMesh(name, scene); var vertexData = VertexData.CreateLines(options); vertexData.applyToMesh(lines, options.updatable); return lines; } public static CreateDashedLines(name: string, options: { points: Vector3[], dashSize?: number, gapSize?: number, dashNb?: number, updatable?: boolean, instance?: LinesMesh }, scene: Scene): LinesMesh { var points = options.points; var instance = options.instance; var gapSize = options.gapSize; var dashNb = options.dashNb; var dashSize = options.dashSize; if (instance) { // dashed lines update var positionFunction = (positions: number[]): void => { var curvect = Vector3.Zero(); var nbSeg = positions.length / 6; var lg = 0; var nb = 0; var shft = 0; var dashshft = 0; var curshft = 0; var p = 0; var i = 0; var j = 0; for (i = 0; i < points.length - 1; i++) { points[i + 1].subtractToRef(points[i], curvect); lg += curvect.length(); } shft = lg / nbSeg; dashshft = (instance).dashSize * shft / ((instance).dashSize + (instance).gapSize); for (i = 0; i < points.length - 1; i++) { points[i + 1].subtractToRef(points[i], curvect); nb = Math.floor(curvect.length() / shft); curvect.normalize(); j = 0; while (j < nb && p < positions.length) { curshft = shft * j; positions[p] = points[i].x + curshft * curvect.x; positions[p + 1] = points[i].y + curshft * curvect.y; positions[p + 2] = points[i].z + curshft * curvect.z; positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x; positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y; positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z; p += 6; j++; } } while (p < positions.length) { positions[p] = points[i].x; positions[p + 1] = points[i].y; positions[p + 2] = points[i].z; p += 3; } }; instance.updateMeshPositions(positionFunction, false); return instance; } // dashed lines creation var dashedLines = new LinesMesh(name, scene); var vertexData = VertexData.CreateDashedLines(options); vertexData.applyToMesh(dashedLines, options.updatable); (dashedLines).dashSize = dashSize; (dashedLines).gapSize = gapSize; return dashedLines; } public static ExtrudeShape(name: string, options: { shape: Vector3[], path: Vector3[], scale?: number, rotation?: number, cap?: number, updatable?: boolean, sideOrientation?: number, instance?: Mesh }, scene: Scene): Mesh { var path = options.path; var shape = options.shape; var scale = options.scale || 1; var rotation = options.rotation || 0; var cap = (options.cap === 0) ? 0 : options.cap || Mesh.NO_CAP; var updatable = options.updatable; var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || Mesh.DEFAULTSIDE; var instance = options.instance; return MeshBuilder._ExtrudeShapeGeneric(name, shape, path, scale, rotation, null, null, false, false, cap, false, scene, updatable, sideOrientation, instance); } public static ExtrudeShapeCustom(name: string, options: { shape: Vector3[], path: Vector3[], scaleFunction?, rotationFunction?, ribbonCloseArray?: boolean, ribbonClosePath?: boolean, cap?: number, updatable?: boolean, sideOrientation?: number, instance?: Mesh }, scene: Scene): Mesh { var path = options.path; var shape = options.shape; var scaleFunction = options.scaleFunction || (() => { return 1; }); var rotationFunction = options.rotationFunction || (() => { return 0; }); var ribbonCloseArray = options.ribbonCloseArray || false; var ribbonClosePath = options.ribbonClosePath || false; var cap = (options.cap === 0) ? 0 : options.cap || Mesh.NO_CAP; var updatable = options.updatable; var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || Mesh.DEFAULTSIDE; var instance = options.instance; return MeshBuilder._ExtrudeShapeGeneric(name, shape, path, null, null, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, true, scene, updatable, sideOrientation, instance); } public static CreateLathe(name: string, options: { shape: Vector3[], radius?: number, tessellation?: number, arc?: number, closed?: boolean, updatable?: boolean, sideOrientation?: number, cap?: number }, scene: Scene): Mesh { var arc: number = (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0; var closed: boolean = (options.closed === undefined) ? true : options.closed; var shape = options.shape; var radius = options.radius || 1; var tessellation = options.tessellation || 64; var updatable = options.updatable; var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || Mesh.DEFAULTSIDE; var cap = options.cap || Mesh.NO_CAP; var pi2 = Math.PI * 2; var paths = new Array(); var i = 0; var p = 0; var step = pi2 / tessellation * arc; var rotated; var path = new Array();; for (i = 0; i <= tessellation; i++) { var path: Vector3[] = []; if (cap == Mesh.CAP_START || cap == Mesh.CAP_ALL) { path.push(new Vector3(0, shape[0].y, 0)); path.push(new Vector3(shape[0].x, shape[0].y, shape[0].x)); } for (p = 0; p < shape.length; p++) { rotated = new Vector3(Math.cos(i * step) * shape[p].x * radius, shape[p].y, Math.sin(i * step) * shape[p].x * radius); path.push(rotated); } if (cap == Mesh.CAP_END || cap == Mesh.CAP_ALL) { path.push(new Vector3(Math.cos(i * step) * shape[shape.length - 1].x * radius, shape[shape.length - 1].y, Math.sin(i * step) * shape[shape.length - 1].x * radius)); path.push(new Vector3(0, shape[shape.length - 1].y, 0)); } paths.push(path); } // lathe ribbon var lathe = MeshBuilder.CreateRibbon(name, { pathArray: paths, closeArray: closed, sideOrientation: sideOrientation, updatable: updatable }, scene); return lathe; } public static CreatePlane(name: string, options: { size?: number, width?: number, height?: number, sideOrientation?: number, updatable?: boolean, sourcePlane?: Plane }, scene: Scene): Mesh { var plane = new Mesh(name, scene); var vertexData = VertexData.CreatePlane(options); vertexData.applyToMesh(plane, options.updatable); if (options.sourcePlane) { plane.translate(options.sourcePlane.normal, options.sourcePlane.d); var product = Math.acos(Vector3.Dot(options.sourcePlane.normal, Axis.Z)); var vectorProduct = Vector3.Cross(Axis.Z, options.sourcePlane.normal); plane.rotate(vectorProduct, product); } return plane; } public static CreateGround(name: string, options: { width?: number, height?: number, subdivisions?: number, updatable?: boolean }, scene: any): Mesh { var ground = new GroundMesh(name, scene); ground._setReady(false); ground._subdivisions = options.subdivisions || 1; ground._width = options.width || 1; ground._height = options.height || 1; ground._maxX = ground._width / 2; ground._maxZ = ground._height / 2; ground._minX = -ground._maxX; ground._minZ = -ground._maxZ; var vertexData = VertexData.CreateGround(options); vertexData.applyToMesh(ground, options.updatable); ground._setReady(true); return ground; } public static CreateTiledGround(name: string, options: { xmin: number, zmin: number, xmax: number, zmax: number, subdivisions?: { w: number; h: number; }, precision?: { w: number; h: number; }, updatable?: boolean }, scene: Scene): Mesh { var tiledGround = new Mesh(name, scene); var vertexData = VertexData.CreateTiledGround(options); vertexData.applyToMesh(tiledGround, options.updatable); return tiledGround; } public static CreateGroundFromHeightMap(name: string, url: string, options: { width?: number, height?: number, subdivisions?: number, minHeight?: number, maxHeight?: number, updatable?: boolean, onReady?: (mesh: GroundMesh) => void }, scene: Scene): GroundMesh { var width = options.width || 10; var height = options.height || 10; var subdivisions = options.subdivisions || 1; var minHeight = options.minHeight; var maxHeight = options.maxHeight || 10; var updatable = options.updatable; var onReady = options.onReady; var ground = new GroundMesh(name, scene); ground._subdivisions = subdivisions; ground._width = width; ground._height = height; ground._maxX = ground._width / 2; ground._maxZ = ground._height / 2; ground._minX = -ground._maxX; ground._minZ = -ground._maxZ; ground._setReady(false); var onload = img => { // Getting height map data var canvas = document.createElement("canvas"); var context = canvas.getContext("2d"); var bufferWidth = img.width; var bufferHeight = img.height; canvas.width = bufferWidth; canvas.height = bufferHeight; 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, bufferWidth, bufferHeight).data); var vertexData = VertexData.CreateGroundFromHeightMap({ width, height, subdivisions, minHeight, maxHeight, buffer, bufferWidth, bufferHeight }); vertexData.applyToMesh(ground, updatable); ground._setReady(true); //execute ready callback, if set if (onReady) { onReady(ground); } }; Tools.LoadImage(url, onload, () => { }, scene.database); return ground; } public static CreateTube(name: string, options: { path: Vector3[], radius?: number, tessellation?: number, radiusFunction?: { (i: number, distance: number): number; }, cap?: number, arc?: number, updatable?: boolean, sideOrientation?: number, instance?: Mesh }, scene: Scene): Mesh { var path = options.path; var radius = options.radius || 1; var tessellation = options.tessellation || 64; var radiusFunction = options.radiusFunction; var cap = options.cap || Mesh.NO_CAP; var updatable = options.updatable; var sideOrientation = options.sideOrientation || Mesh.DEFAULTSIDE; var instance = options.instance; options.arc = (options.arc <= 0 || options.arc > 1) ? 1 : options.arc || 1; // tube geometry var tubePathArray = (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap, arc) => { var tangents = path3D.getTangents(); var normals = path3D.getNormals(); var distances = path3D.getDistances(); var pi2 = Math.PI * 2; var step = pi2 / tessellation * arc; var returnRadius: { (i: number, distance: number): number; } = () => radius; var radiusFunctionFinal: { (i: number, distance: number): number; } = radiusFunction || returnRadius; var circlePath: Vector3[]; var rad: number; var normal: Vector3; var rotated: Vector3; var rotationMatrix: Matrix = Matrix.Zero(); var index = (cap === Mesh._NO_CAP || cap === Mesh.CAP_END) ? 0 : 2; for (var i = 0; i < path.length; i++) { rad = radiusFunctionFinal(i, distances[i]); // current radius circlePath = Array(); // current circle array normal = normals[i]; // current normal for (var t = 0; t < tessellation; t++) { Matrix.RotationAxisToRef(tangents[i], step * t, rotationMatrix); rotated = Vector3.TransformCoordinates(normal, rotationMatrix).scaleInPlace(rad).add(path[i]); circlePath.push(rotated); } circlePaths[index] = circlePath; index++; } // cap var capPath = (nbPoints, pathIndex) => { var pointCap = Array(); for (var i = 0; i < nbPoints; i++) { pointCap.push(path[pathIndex]); } return pointCap; }; switch (cap) { case Mesh.NO_CAP: break; case Mesh.CAP_START: circlePaths[0] = capPath(tessellation, 0); circlePaths[1] = circlePaths[2].slice(0); break; case Mesh.CAP_END: circlePaths[index] = circlePaths[index - 1].slice(0); circlePaths[index + 1] = capPath(tessellation, path.length - 1); break; case Mesh.CAP_ALL: circlePaths[0] = capPath(tessellation, 0); circlePaths[1] = circlePaths[2].slice(0); circlePaths[index] = circlePaths[index - 1].slice(0); circlePaths[index + 1] = capPath(tessellation, path.length - 1); break; default: break; } return circlePaths; }; var path3D; var pathArray; if (instance) { // tube update var arc = options.arc || (instance).arc; path3D = ((instance).path3D).update(path); pathArray = tubePathArray(path, path3D, (instance).pathArray, radius, (instance).tessellation, radiusFunction, (instance).cap, arc); instance = MeshBuilder.CreateRibbon(null, { pathArray: pathArray, instance: instance }); (instance).path3D = path3D; (instance).pathArray = pathArray; (instance).arc = arc; return instance; } // tube creation path3D = new Path3D(path); var newPathArray = new Array>(); cap = (cap < 0 || cap > 3) ? 0 : cap; pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap, options.arc); var tube = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closePath: true, closeArray: false, updatable: updatable, sideOrientation: sideOrientation }, scene); (tube).pathArray = pathArray; (tube).path3D = path3D; (tube).tessellation = tessellation; (tube).cap = cap; (tube).arc = options.arc; return tube; } public static CreatePolyhedron(name: string, options: { type?: number, size?: number, sizeX?: number, sizeY?: number, sizeZ?: number, custom?: any, faceUV?: Vector4[], faceColors?: Color4[], flat?: boolean, updatable?: boolean, sideOrientation?: number }, scene: Scene): Mesh { var polyhedron = new Mesh(name, scene); var vertexData = VertexData.CreatePolyhedron(options); vertexData.applyToMesh(polyhedron, options.updatable); return polyhedron; } public static CreateDecal(name: string, sourceMesh: AbstractMesh, options: { position?: Vector3, normal?: Vector3, size?: Vector3, angle?: number }): Mesh { var indices = sourceMesh.getIndices(); var positions = sourceMesh.getVerticesData(VertexBuffer.PositionKind); var normals = sourceMesh.getVerticesData(VertexBuffer.NormalKind); var position = options.position || Vector3.Zero(); var normal = options.normal || Vector3.Up(); var size = options.size || new Vector3(1, 1, 1); var angle = options.angle || 0; // Getting correct rotation if (!normal) { var target = new Vector3(0, 0, 1); var camera = sourceMesh.getScene().activeCamera; var cameraWorldTarget = Vector3.TransformCoordinates(target, camera.getWorldMatrix()); normal = camera.globalPosition.subtract(cameraWorldTarget); } var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2; var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z); var pitch = Math.atan2(normal.y, len); // Matrix var decalWorldMatrix = Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(Matrix.Translation(position.x, position.y, position.z)); var inverseDecalWorldMatrix = Matrix.Invert(decalWorldMatrix); var meshWorldMatrix = sourceMesh.getWorldMatrix(); var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix); var vertexData = new VertexData(); vertexData.indices = []; vertexData.positions = []; vertexData.normals = []; vertexData.uvs = []; var currentVertexDataIndex = 0; var extractDecalVector3 = (indexId: number): PositionNormalVertex => { var vertexId = indices[indexId]; var result = new PositionNormalVertex(); result.position = new Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]); // Send vector to decal local world result.position = Vector3.TransformCoordinates(result.position, transformMatrix); // Get normal result.normal = new Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]); return result; }; // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js var clip = (vertices: PositionNormalVertex[], axis: Vector3): PositionNormalVertex[]=> { if (vertices.length === 0) { return vertices; } var clipSize = 0.5 * Math.abs(Vector3.Dot(size, axis)); var clipVertices = (v0: PositionNormalVertex, v1: PositionNormalVertex): PositionNormalVertex => { var clipFactor = Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize); return new PositionNormalVertex( Vector3.Lerp(v0.position, v1.position, clipFactor), Vector3.Lerp(v0.normal, v1.normal, clipFactor) ); }; var result = new Array(); for (var index = 0; index < vertices.length; index += 3) { var v1Out: boolean; var v2Out: boolean; var v3Out: boolean; var total = 0; var nV1: PositionNormalVertex, nV2: PositionNormalVertex, nV3: PositionNormalVertex, nV4: PositionNormalVertex; var d1 = Vector3.Dot(vertices[index].position, axis) - clipSize; var d2 = Vector3.Dot(vertices[index + 1].position, axis) - clipSize; var d3 = Vector3.Dot(vertices[index + 2].position, axis) - clipSize; v1Out = d1 > 0; v2Out = d2 > 0; v3Out = d3 > 0; total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0); switch (total) { case 0: result.push(vertices[index]); result.push(vertices[index + 1]); result.push(vertices[index + 2]); break; case 1: if (v1Out) { nV1 = vertices[index + 1]; nV2 = vertices[index + 2]; nV3 = clipVertices(vertices[index], nV1); nV4 = clipVertices(vertices[index], nV2); } if (v2Out) { nV1 = vertices[index]; nV2 = vertices[index + 2]; nV3 = clipVertices(vertices[index + 1], nV1); nV4 = clipVertices(vertices[index + 1], nV2); result.push(nV3); result.push(nV2.clone()); result.push(nV1.clone()); result.push(nV2.clone()); result.push(nV3.clone()); result.push(nV4); break; } if (v3Out) { nV1 = vertices[index]; nV2 = vertices[index + 1]; nV3 = clipVertices(vertices[index + 2], nV1); nV4 = clipVertices(vertices[index + 2], nV2); } result.push(nV1.clone()); result.push(nV2.clone()); result.push(nV3); result.push(nV4); result.push(nV3.clone()); result.push(nV2.clone()); break; case 2: if (!v1Out) { nV1 = vertices[index].clone(); nV2 = clipVertices(nV1, vertices[index + 1]); nV3 = clipVertices(nV1, vertices[index + 2]); result.push(nV1); result.push(nV2); result.push(nV3); } if (!v2Out) { nV1 = vertices[index + 1].clone(); nV2 = clipVertices(nV1, vertices[index + 2]); nV3 = clipVertices(nV1, vertices[index]); result.push(nV1); result.push(nV2); result.push(nV3); } if (!v3Out) { nV1 = vertices[index + 2].clone(); nV2 = clipVertices(nV1, vertices[index]); nV3 = clipVertices(nV1, vertices[index + 1]); result.push(nV1); result.push(nV2); result.push(nV3); } break; case 3: break; } } return result; }; for (var index = 0; index < indices.length; index += 3) { var faceVertices = new Array(); faceVertices.push(extractDecalVector3(index)); faceVertices.push(extractDecalVector3(index + 1)); faceVertices.push(extractDecalVector3(index + 2)); // Clip faceVertices = clip(faceVertices, new Vector3(1, 0, 0)); faceVertices = clip(faceVertices, new Vector3(-1, 0, 0)); faceVertices = clip(faceVertices, new Vector3(0, 1, 0)); faceVertices = clip(faceVertices, new Vector3(0, -1, 0)); faceVertices = clip(faceVertices, new Vector3(0, 0, 1)); faceVertices = clip(faceVertices, new Vector3(0, 0, -1)); if (faceVertices.length === 0) { continue; } // Add UVs and get back to world for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) { var vertex = faceVertices[vIndex]; //TODO check for Int32Array (vertexData.indices).push(currentVertexDataIndex); vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3); vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3); (vertexData.uvs).push(0.5 + vertex.position.x / size.x); (vertexData.uvs).push(0.5 + vertex.position.y / size.y); currentVertexDataIndex++; } } // Return mesh var decal = new Mesh(name, sourceMesh.getScene()); vertexData.applyToMesh(decal); decal.position = position.clone(); decal.rotation = new Vector3(pitch, yaw, angle); return decal; } // Privates private static _ExtrudeShapeGeneric(name: string, shape: Vector3[], curve: Vector3[], scale: number, rotation: number, scaleFunction: { (i: number, distance: number): number; }, rotateFunction: { (i: number, distance: number): number; }, rbCA: boolean, rbCP: boolean, cap: number, custom: boolean, scene: Scene, updtbl: boolean, side: number, instance: Mesh): Mesh { // extrusion geometry var extrusionPathArray = (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom) => { var tangents = path3D.getTangents(); var normals = path3D.getNormals(); var binormals = path3D.getBinormals(); var distances = path3D.getDistances(); var angle = 0; var returnScale: { (i: number, distance: number): number; } = () => { return scale; }; var returnRotation: { (i: number, distance: number): number; } = () => { return rotation; }; var rotate: { (i: number, distance: number): number; } = custom ? rotateFunction : returnRotation; var scl: { (i: number, distance: number): number; } = custom ? scaleFunction : returnScale; var index = (cap === Mesh.NO_CAP || cap === Mesh.CAP_END) ? 0 : 2; var rotationMatrix: Matrix = Matrix.Zero(); for (var i = 0; i < curve.length; i++) { var shapePath = new Array(); var angleStep = rotate(i, distances[i]); var scaleRatio = scl(i, distances[i]); for (var p = 0; p < shape.length; p++) { Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix); var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y))); var rotated = Vector3.TransformCoordinates(planed, rotationMatrix).scaleInPlace(scaleRatio).add(curve[i]); shapePath.push(rotated); } shapePaths[index] = shapePath; angle += angleStep; index++; } // cap var capPath = shapePath => { var pointCap = Array(); var barycenter = Vector3.Zero(); var i: number; for (i = 0; i < shapePath.length; i++) { barycenter.addInPlace(shapePath[i]); } barycenter.scaleInPlace(1 / shapePath.length); for (i = 0; i < shapePath.length; i++) { pointCap.push(barycenter); } return pointCap; }; switch (cap) { case Mesh.NO_CAP: break; case Mesh.CAP_START: shapePaths[0] = capPath(shapePaths[2]); shapePaths[1] = shapePaths[2].slice(0); break; case Mesh.CAP_END: shapePaths[index] = shapePaths[index - 1]; shapePaths[index + 1] = capPath(shapePaths[index - 1]); break; case Mesh.CAP_ALL: shapePaths[0] = capPath(shapePaths[2]); shapePaths[1] = shapePaths[2].slice(0); shapePaths[index] = shapePaths[index - 1]; shapePaths[index + 1] = capPath(shapePaths[index - 1]); break; default: break; } return shapePaths; }; var path3D; var pathArray; if (instance) { // instance update path3D = ((instance).path3D).update(curve); pathArray = extrusionPathArray(shape, curve, (instance).path3D, (instance).pathArray, scale, rotation, scaleFunction, rotateFunction, (instance).cap, custom); instance = Mesh.CreateRibbon(null, pathArray, null, null, null, null, null, null, instance); return instance; } // extruded shape creation path3D = new Path3D(curve); var newShapePaths = new Array>(); cap = (cap < 0 || cap > 3) ? 0 : cap; pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom); var extrudedGeneric = Mesh.CreateRibbon(name, pathArray, rbCA, rbCP, 0, scene, updtbl, side); (extrudedGeneric).pathArray = pathArray; (extrudedGeneric).path3D = path3D; (extrudedGeneric).cap = cap; return extrudedGeneric; } } }