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);
/**
* @param {string} name - The value used by scene.getMeshByName() to do a lookup.
* @param {BABYLON.Scene} scene - The scene to add this mesh to.
* @param {BABYLON.Node} parent - The parent of this mesh, if it has one
* @param {BABYLON.Mesh} source - An optional Mesh from which geometry is shared, cloned.
* @param {boolean} doNotCloneChildren - When cloning, skip cloning child meshes of source, default False.
* When false, achieved by calling a clone(), also passing False.
* This will make creation of children, recursive.
*/
function Mesh(name, scene, parent, source, doNotCloneChildren) {
if (typeof parent === "undefined") { parent = null; }
_super.call(this, name, scene);
// Members
this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
this.instances = new Array();
this._LODLevels = new Array();
this._onBeforeRenderCallbacks = new Array();
this._onAfterRenderCallbacks = new Array();
this._visibleInstances = {};
this._renderIdForInstances = new Array();
this._batchCache = new _InstancesBatch();
this._instancesBufferSize = 32 * 16 * 4;
if (source) {
// Geometry
if (source._geometry) {
source._geometry.applyToMesh(this);
}
// Deep copy
BABYLON.Tools.DeepCopy(source, this, ["name", "material", "skeleton"], []);
// Material
this.material = source.material;
if (!doNotCloneChildren) {
for (var index = 0; index < scene.meshes.length; index++) {
var mesh = scene.meshes[index];
if (mesh.parent === source) {
// doNotCloneChildren is always going to be False
var newChild = mesh.clone(name + "." + mesh.name, this, doNotCloneChildren);
}
}
}
for (index = 0; index < scene.particleSystems.length; index++) {
var system = scene.particleSystems[index];
if (system.emitter === source) {
system.clone(system.name, this);
}
}
this.computeWorldMatrix(true);
}
// Parent
if (parent !== null) {
this.parent = parent;
}
}
Mesh.prototype._clone = function () {
};
Object.defineProperty(Mesh.prototype, "hasLODLevels", {
// Methods
get: function () {
return this._LODLevels.length > 0;
},
enumerable: true,
configurable: true
});
Mesh.prototype._sortLODLevels = function () {
this._LODLevels.sort(function (a, b) {
if (a.distance < b.distance) {
return 1;
}
if (a.distance > b.distance) {
return -1;
}
return 0;
});
};
Mesh.prototype.addLODLevel = function (distance, mesh) {
if (mesh && mesh._masterMesh) {
BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
return this;
}
var level = new BABYLON.Internals.MeshLODLevel(distance, mesh);
this._LODLevels.push(level);
if (mesh) {
mesh._masterMesh = this;
}
this._sortLODLevels();
return this;
};
Mesh.prototype.removeLODLevel = function (mesh) {
for (var index = 0; index < this._LODLevels.length; index++) {
if (this._LODLevels[index].mesh === mesh) {
this._LODLevels.splice(index, 1);
if (mesh) {
mesh._masterMesh = null;
}
}
}
this._sortLODLevels();
return this;
};
Mesh.prototype.getLOD = function (camera, boundingSphere) {
if (!this._LODLevels || this._LODLevels.length === 0) {
return this;
}
var distanceToCamera = (boundingSphere ? boundingSphere : this.getBoundingInfo().boundingSphere).centerWorld.subtract(camera.position).length();
if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
return this;
}
for (var index = 0; index < this._LODLevels.length; index++) {
var level = this._LODLevels[index];
if (level.distance < distanceToCamera) {
if (level.mesh) {
level.mesh._preActivate();
level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
}
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._masterMesh !== null && this._masterMesh !== undefined;
},
enumerable: true,
configurable: true
});
Mesh.prototype.isReady = function () {
if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
return false;
}
return _super.prototype.isReady.call(this);
};
Mesh.prototype.isDisposed = function () {
return this._isDisposed;
};
// 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, offset, makeItUnique) {
if (!this._geometry) {
return;
}
if (!makeItUnique) {
this._geometry.updateVerticesDataDirectly(kind, data, offset);
} else {
this.makeGeometryUnique();
this.updateVerticesDataDirectly(kind, data, offset, false);
}
};
Mesh.prototype.makeGeometryUnique = function () {
if (!this._geometry) {
return;
}
var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
geometry.applyToMesh(this);
};
Mesh.prototype.setIndices = function (indices, totalVertices) {
if (!this._geometry) {
var vertexData = new BABYLON.VertexData();
vertexData.indices = indices;
var scene = this.getScene();
new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, false, this);
} else {
this._geometry.setIndices(indices, totalVertices);
}
};
Mesh.prototype._bind = function (subMesh, effect, fillMode) {
var engine = this.getScene().getEngine();
// Wireframe
var indexToBind;
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 = Math.max(this._visibleInstances.defaultRenderId, currentRenderId);
selfRenderId = Math.max(this._visibleInstances.selfDefaultRenderId, currentRenderId);
}
if (this._batchCache.visibleInstances[subMeshId] && this._batchCache.visibleInstances[subMeshId].length) {
if (this._renderIdForInstances[subMeshId] === currentRenderId) {
this._batchCache.mustReturn = true;
return this._batchCache;
}
if (currentRenderId !== selfRenderId) {
this._batchCache.renderSelf[subMeshId] = false;
}
}
this._renderIdForInstances[subMeshId] = currentRenderId;
}
return this._batchCache;
};
Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
var visibleInstances = batch.visibleInstances[subMesh._id];
var matricesCount = visibleInstances.length + 1;
var bufferSize = matricesCount * 16 * 4;
while (this._instancesBufferSize < bufferSize) {
this._instancesBufferSize *= 2;
}
if (!this._worldMatricesInstancesBuffer || this._worldMatricesInstancesBuffer.capacity < this._instancesBufferSize) {
if (this._worldMatricesInstancesBuffer) {
engine.deleteInstancesBuffer(this._worldMatricesInstancesBuffer);
}
this._worldMatricesInstancesBuffer = engine.createInstancesBuffer(this._instancesBufferSize);
this._worldMatricesInstancesArray = new Float32Array(this._instancesBufferSize / 4);
}
var offset = 0;
var instancesCount = 0;
var world = this.getWorldMatrix();
if (batch.renderSelf[subMesh._id]) {
world.copyToArray(this._worldMatricesInstancesArray, offset);
offset += 16;
instancesCount++;
}
if (visibleInstances) {
for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
var instance = visibleInstances[instanceIndex];
instance.getWorldMatrix().copyToArray(this._worldMatricesInstancesArray, offset);
offset += 16;
instancesCount++;
}
}
var offsetLocation0 = effect.getAttributeLocationByName("world0");
var offsetLocation1 = effect.getAttributeLocationByName("world1");
var offsetLocation2 = effect.getAttributeLocationByName("world2");
var offsetLocation3 = effect.getAttributeLocationByName("world3");
var offsetLocations = [offsetLocation0, offsetLocation1, offsetLocation2, offsetLocation3];
engine.updateAndBindInstancesBuffer(this._worldMatricesInstancesBuffer, this._worldMatricesInstancesArray, offsetLocations);
this._draw(subMesh, fillMode, instancesCount);
engine.unBindInstancesBuffer(this._worldMatricesInstancesBuffer, offsetLocations);
};
Mesh.prototype.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) && (batch.visibleInstances[subMesh._id] !== undefined);
// Material
var effectiveMaterial = subMesh.getMaterial();
if (!effectiveMaterial || !effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
return;
}
// Outline - step 1
var savedDepthWrite = engine.getDepthWrite();
if (this.renderOutline) {
engine.setDepthWrite(false);
scene.getOutlineRenderer().render(subMesh, batch);
engine.setDepthWrite(savedDepthWrite);
}
effectiveMaterial._preBind();
var effect = effectiveMaterial.getEffect();
// Bind
var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : effectiveMaterial.fillMode);
this._bind(subMesh, effect, fillMode);
var world = this.getWorldMatrix();
effectiveMaterial.bind(world, this);
// 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);
}
// Overlay
if (this.renderOverlay) {
var currentMode = engine.getAlphaMode();
engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
scene.getOutlineRenderer().render(subMesh, batch, true);
engine.setAlphaMode(currentMode);
}
for (callbackIndex = 0; callbackIndex < this._onAfterRenderCallbacks.length; callbackIndex++) {
this._onAfterRenderCallbacks[callbackIndex]();
}
};
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) {
return new BABYLON.Mesh(name, this.getScene(), newParent, this, doNotCloneChildren);
};
// Dispose
Mesh.prototype.dispose = function (doNotRecurse) {
if (this._geometry) {
this._geometry.releaseForMesh(this, true);
}
// Instances
if (this._worldMatricesInstancesBuffer) {
this.getEngine().deleteInstancesBuffer(this._worldMatricesInstancesBuffer);
this._worldMatricesInstancesBuffer = null;
}
while (this.instances.length) {
this.instances[0].dispose();
}
_super.prototype.dispose.call(this, doNotRecurse);
};
// Geometric tools
Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight) {
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);
};
Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices) {
if (typeof disposeSource === "undefined") { disposeSource = true; }
var source = meshes[0];
var material = source.material;
var scene = source.getScene();
if (!allow32BitsIndices) {
var totalVertices = 0;
for (var index = 0; index < meshes.length; index++) {
totalVertices += meshes[index].getTotalVertices();
if (totalVertices > 65536) {
BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
return null;
}
}
}
// Merge
var vertexData = BABYLON.VertexData.ExtractFromMesh(source);
vertexData.transform(source.getWorldMatrix());
for (index = 1; index < meshes.length; index++) {
var otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index]);
otherVertexData.transform(meshes[index].getWorldMatrix());
vertexData.merge(otherVertexData);
}
var newMesh = new Mesh(source.name + "_merged", scene);
vertexData.applyToMesh(newMesh);
// Setting properties
newMesh.material = material;
newMesh.checkCollisions = source.checkCollisions;
// Cleaning
if (disposeSource) {
for (index = 0; index < meshes.length; index++) {
meshes[index].dispose();
}
}
return newMesh;
};
return Mesh;
})(BABYLON.AbstractMesh);
BABYLON.Mesh = Mesh;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.mesh.js.map