babylon.mesh.js 39 KB

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  1. var __extends = this.__extends || function (d, b) {
  2. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  3. function __() { this.constructor = d; }
  4. __.prototype = b.prototype;
  5. d.prototype = new __();
  6. };
  7. var BABYLON;
  8. (function (BABYLON) {
  9. var _InstancesBatch = (function () {
  10. function _InstancesBatch() {
  11. this.mustReturn = false;
  12. this.visibleInstances = new Array();
  13. this.renderSelf = new Array();
  14. }
  15. return _InstancesBatch;
  16. })();
  17. BABYLON._InstancesBatch = _InstancesBatch;
  18. var Mesh = (function (_super) {
  19. __extends(Mesh, _super);
  20. function Mesh(name, scene) {
  21. _super.call(this, name, scene);
  22. // Members
  23. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  24. this.instances = new Array();
  25. this._onBeforeRenderCallbacks = new Array();
  26. this._onAfterRenderCallbacks = new Array();
  27. this._visibleInstances = {};
  28. this._renderIdForInstances = new Array();
  29. this._batchCache = new _InstancesBatch();
  30. this._instancesBufferSize = 32 * 16 * 4;
  31. }
  32. Mesh.prototype.getTotalVertices = function () {
  33. if (!this._geometry) {
  34. return 0;
  35. }
  36. return this._geometry.getTotalVertices();
  37. };
  38. Mesh.prototype.getVerticesData = function (kind) {
  39. if (!this._geometry) {
  40. return null;
  41. }
  42. return this._geometry.getVerticesData(kind);
  43. };
  44. Mesh.prototype.getVertexBuffer = function (kind) {
  45. if (!this._geometry) {
  46. return undefined;
  47. }
  48. return this._geometry.getVertexBuffer(kind);
  49. };
  50. Mesh.prototype.isVerticesDataPresent = function (kind) {
  51. if (!this._geometry) {
  52. if (this._delayInfo) {
  53. return this._delayInfo.indexOf(kind) !== -1;
  54. }
  55. return false;
  56. }
  57. return this._geometry.isVerticesDataPresent(kind);
  58. };
  59. Mesh.prototype.getVerticesDataKinds = function () {
  60. if (!this._geometry) {
  61. var result = [];
  62. if (this._delayInfo) {
  63. for (var kind in this._delayInfo) {
  64. result.push(kind);
  65. }
  66. }
  67. return result;
  68. }
  69. return this._geometry.getVerticesDataKinds();
  70. };
  71. Mesh.prototype.getTotalIndices = function () {
  72. if (!this._geometry) {
  73. return 0;
  74. }
  75. return this._geometry.getTotalIndices();
  76. };
  77. Mesh.prototype.getIndices = function () {
  78. if (!this._geometry) {
  79. return [];
  80. }
  81. return this._geometry.getIndices();
  82. };
  83. Mesh.prototype.isReady = function () {
  84. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  85. return false;
  86. }
  87. return _super.prototype.isReady.call(this);
  88. };
  89. Mesh.prototype.isDisposed = function () {
  90. return this._isDisposed;
  91. };
  92. // Methods
  93. Mesh.prototype._preActivate = function () {
  94. var sceneRenderId = this.getScene().getRenderId();
  95. if (this._preActivateId == sceneRenderId) {
  96. return;
  97. }
  98. this._preActivateId = sceneRenderId;
  99. this._visibleInstances = null;
  100. };
  101. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  102. if (!this._visibleInstances) {
  103. this._visibleInstances = {};
  104. this._visibleInstances.defaultRenderId = renderId;
  105. this._visibleInstances.selfDefaultRenderId = this._renderId;
  106. }
  107. if (!this._visibleInstances[renderId]) {
  108. this._visibleInstances[renderId] = new Array();
  109. }
  110. this._visibleInstances[renderId].push(instance);
  111. };
  112. Mesh.prototype.refreshBoundingInfo = function () {
  113. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  114. if (data) {
  115. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices());
  116. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  117. }
  118. if (this.subMeshes) {
  119. for (var index = 0; index < this.subMeshes.length; index++) {
  120. this.subMeshes[index].refreshBoundingInfo();
  121. }
  122. }
  123. this._updateBoundingInfo();
  124. };
  125. Mesh.prototype._createGlobalSubMesh = function () {
  126. var totalVertices = this.getTotalVertices();
  127. if (!totalVertices || !this.getIndices()) {
  128. return null;
  129. }
  130. this.releaseSubMeshes();
  131. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  132. };
  133. Mesh.prototype.subdivide = function (count) {
  134. if (count < 1) {
  135. return;
  136. }
  137. var totalIndices = this.getTotalIndices();
  138. var subdivisionSize = (totalIndices / count) | 0;
  139. var offset = 0;
  140. while (subdivisionSize % 3 != 0) {
  141. subdivisionSize++;
  142. }
  143. this.releaseSubMeshes();
  144. for (var index = 0; index < count; index++) {
  145. if (offset >= totalIndices) {
  146. break;
  147. }
  148. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  149. offset += subdivisionSize;
  150. }
  151. this.synchronizeInstances();
  152. };
  153. Mesh.prototype.setVerticesData = function (kind, data, updatable) {
  154. if (kind instanceof Array) {
  155. var temp = data;
  156. data = kind;
  157. kind = temp;
  158. BABYLON.Tools.Warn("Deprecated usage of setVerticesData detected (since v1.12). Current signature is setVerticesData(kind, data, updatable).");
  159. }
  160. if (!this._geometry) {
  161. var vertexData = new BABYLON.VertexData();
  162. vertexData.set(data, kind);
  163. var scene = this.getScene();
  164. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  165. } else {
  166. this._geometry.setVerticesData(kind, data, updatable);
  167. }
  168. };
  169. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  170. if (!this._geometry) {
  171. return;
  172. }
  173. if (!makeItUnique) {
  174. this._geometry.updateVerticesData(kind, data, updateExtends);
  175. } else {
  176. this.makeGeometryUnique();
  177. this.updateVerticesData(kind, data, updateExtends, false);
  178. }
  179. };
  180. Mesh.prototype.updateVerticesDataDirectly = function (kind, data, makeItUnique) {
  181. if (!this._geometry) {
  182. return;
  183. }
  184. if (!makeItUnique) {
  185. this._geometry.updateVerticesDataDirectly(kind, data);
  186. } else {
  187. this.makeGeometryUnique();
  188. this.updateVerticesDataDirectly(kind, data, false);
  189. }
  190. };
  191. Mesh.prototype.makeGeometryUnique = function () {
  192. if (!this._geometry) {
  193. return;
  194. }
  195. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  196. geometry.applyToMesh(this);
  197. };
  198. Mesh.prototype.setIndices = function (indices) {
  199. if (!this._geometry) {
  200. var vertexData = new BABYLON.VertexData();
  201. vertexData.indices = indices;
  202. var scene = this.getScene();
  203. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, false, this);
  204. } else {
  205. this._geometry.setIndices(indices);
  206. }
  207. };
  208. Mesh.prototype._bind = function (subMesh, effect, wireframe) {
  209. var engine = this.getScene().getEngine();
  210. // Wireframe
  211. var indexToBind = this._geometry.getIndexBuffer();
  212. if (wireframe) {
  213. indexToBind = subMesh.getLinesIndexBuffer(this.getIndices(), engine);
  214. }
  215. // VBOs
  216. engine.bindMultiBuffers(this._geometry.getVertexBuffers(), indexToBind, effect);
  217. };
  218. Mesh.prototype._draw = function (subMesh, useTriangles, instancesCount) {
  219. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  220. return;
  221. }
  222. var engine = this.getScene().getEngine();
  223. // Draw order
  224. engine.draw(useTriangles, useTriangles ? subMesh.indexStart : 0, useTriangles ? subMesh.indexCount : subMesh.linesIndexCount, instancesCount);
  225. };
  226. Mesh.prototype._fullDraw = function (subMesh, useTriangles, instancesCount) {
  227. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  228. return;
  229. }
  230. var engine = this.getScene().getEngine();
  231. // Draw order
  232. engine.draw(useTriangles, useTriangles ? subMesh.indexStart : 0, useTriangles ? subMesh.indexCount : subMesh.linesIndexCount, instancesCount);
  233. };
  234. Mesh.prototype.registerBeforeRender = function (func) {
  235. this._onBeforeRenderCallbacks.push(func);
  236. };
  237. Mesh.prototype.unregisterBeforeRender = function (func) {
  238. var index = this._onBeforeRenderCallbacks.indexOf(func);
  239. if (index > -1) {
  240. this._onBeforeRenderCallbacks.splice(index, 1);
  241. }
  242. };
  243. Mesh.prototype.registerAfterRender = function (func) {
  244. this._onAfterRenderCallbacks.push(func);
  245. };
  246. Mesh.prototype.unregisterAfterRender = function (func) {
  247. var index = this._onAfterRenderCallbacks.indexOf(func);
  248. if (index > -1) {
  249. this._onAfterRenderCallbacks.splice(index, 1);
  250. }
  251. };
  252. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  253. var scene = this.getScene();
  254. this._batchCache.mustReturn = false;
  255. this._batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  256. this._batchCache.visibleInstances[subMeshId] = null;
  257. if (this._visibleInstances) {
  258. var currentRenderId = scene.getRenderId();
  259. this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[currentRenderId];
  260. var selfRenderId = this._renderId;
  261. if (!this._batchCache.visibleInstances[subMeshId] && this._visibleInstances.defaultRenderId) {
  262. this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[this._visibleInstances.defaultRenderId];
  263. currentRenderId = this._visibleInstances.defaultRenderId;
  264. selfRenderId = this._visibleInstances.selfDefaultRenderId;
  265. }
  266. if (this._batchCache.visibleInstances[subMeshId] && this._batchCache.visibleInstances[subMeshId].length) {
  267. if (this._renderIdForInstances[subMeshId] === currentRenderId) {
  268. this._batchCache.mustReturn = true;
  269. return this._batchCache;
  270. }
  271. if (currentRenderId !== selfRenderId) {
  272. this._batchCache.renderSelf[subMeshId] = false;
  273. }
  274. }
  275. this._renderIdForInstances[subMeshId] = currentRenderId;
  276. }
  277. return this._batchCache;
  278. };
  279. Mesh.prototype._renderWithInstances = function (subMesh, wireFrame, batch, effect, engine) {
  280. var matricesCount = this.instances.length + 1;
  281. var bufferSize = matricesCount * 16 * 4;
  282. while (this._instancesBufferSize < bufferSize) {
  283. this._instancesBufferSize *= 2;
  284. }
  285. if (!this._worldMatricesInstancesBuffer || this._worldMatricesInstancesBuffer.capacity < this._instancesBufferSize) {
  286. if (this._worldMatricesInstancesBuffer) {
  287. engine.deleteInstancesBuffer(this._worldMatricesInstancesBuffer);
  288. }
  289. this._worldMatricesInstancesBuffer = engine.createInstancesBuffer(this._instancesBufferSize);
  290. this._worldMatricesInstancesArray = new Float32Array(this._instancesBufferSize / 4);
  291. }
  292. var offset = 0;
  293. var instancesCount = 0;
  294. var world = this.getWorldMatrix();
  295. if (batch.renderSelf[subMesh._id]) {
  296. world.copyToArray(this._worldMatricesInstancesArray, offset);
  297. offset += 16;
  298. instancesCount++;
  299. }
  300. var visibleInstances = batch.visibleInstances[subMesh._id];
  301. if (visibleInstances) {
  302. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  303. var instance = visibleInstances[instanceIndex];
  304. instance.getWorldMatrix().copyToArray(this._worldMatricesInstancesArray, offset);
  305. offset += 16;
  306. instancesCount++;
  307. }
  308. }
  309. var offsetLocation0 = effect.getAttributeLocationByName("world0");
  310. var offsetLocation1 = effect.getAttributeLocationByName("world1");
  311. var offsetLocation2 = effect.getAttributeLocationByName("world2");
  312. var offsetLocation3 = effect.getAttributeLocationByName("world3");
  313. var offsetLocations = [offsetLocation0, offsetLocation1, offsetLocation2, offsetLocation3];
  314. engine.updateAndBindInstancesBuffer(this._worldMatricesInstancesBuffer, this._worldMatricesInstancesArray, offsetLocations);
  315. this._draw(subMesh, !wireFrame, instancesCount);
  316. engine.unBindInstancesBuffer(this._worldMatricesInstancesBuffer, offsetLocations);
  317. };
  318. Mesh.prototype.render = function (subMesh) {
  319. var scene = this.getScene();
  320. // Managing instances
  321. var batch = this._getInstancesRenderList(subMesh._id);
  322. if (batch.mustReturn) {
  323. return;
  324. }
  325. // Checking geometry state
  326. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  327. return;
  328. }
  329. for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
  330. this._onBeforeRenderCallbacks[callbackIndex]();
  331. }
  332. var engine = scene.getEngine();
  333. var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null);
  334. // Material
  335. var effectiveMaterial = subMesh.getMaterial();
  336. if (!effectiveMaterial || !effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  337. return;
  338. }
  339. // Outline - step 1
  340. var savedDepthWrite = engine.getDepthWrite();
  341. if (this.renderOutline) {
  342. engine.setDepthWrite(false);
  343. scene.getOutlineRenderer().render(subMesh, batch);
  344. }
  345. effectiveMaterial._preBind();
  346. var effect = effectiveMaterial.getEffect();
  347. // Bind
  348. var wireFrame = engine.forceWireframe || effectiveMaterial.wireframe;
  349. this._bind(subMesh, effect, wireFrame);
  350. var world = this.getWorldMatrix();
  351. effectiveMaterial.bind(world, this);
  352. // Instances rendering
  353. if (hardwareInstancedRendering) {
  354. this._renderWithInstances(subMesh, wireFrame, batch, effect, engine);
  355. } else {
  356. if (batch.renderSelf[subMesh._id]) {
  357. // Draw
  358. this._draw(subMesh, !wireFrame);
  359. }
  360. if (batch.visibleInstances[subMesh._id]) {
  361. for (var instanceIndex = 0; instanceIndex < batch.visibleInstances[subMesh._id].length; instanceIndex++) {
  362. var instance = batch.visibleInstances[subMesh._id][instanceIndex];
  363. // World
  364. world = instance.getWorldMatrix();
  365. effectiveMaterial.bindOnlyWorldMatrix(world);
  366. // Draw
  367. this._draw(subMesh, !wireFrame);
  368. }
  369. }
  370. }
  371. // Unbind
  372. effectiveMaterial.unbind();
  373. // Outline - step 2
  374. if (this.renderOutline && savedDepthWrite) {
  375. engine.setDepthWrite(true);
  376. engine.setColorWrite(false);
  377. scene.getOutlineRenderer().render(subMesh, batch);
  378. engine.setColorWrite(true);
  379. }
  380. for (callbackIndex = 0; callbackIndex < this._onAfterRenderCallbacks.length; callbackIndex++) {
  381. this._onAfterRenderCallbacks[callbackIndex]();
  382. }
  383. };
  384. Mesh.prototype.getEmittedParticleSystems = function () {
  385. var results = new Array();
  386. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  387. var particleSystem = this.getScene().particleSystems[index];
  388. if (particleSystem.emitter === this) {
  389. results.push(particleSystem);
  390. }
  391. }
  392. return results;
  393. };
  394. Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  395. var results = new Array();
  396. var descendants = this.getDescendants();
  397. descendants.push(this);
  398. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  399. var particleSystem = this.getScene().particleSystems[index];
  400. if (descendants.indexOf(particleSystem.emitter) !== -1) {
  401. results.push(particleSystem);
  402. }
  403. }
  404. return results;
  405. };
  406. Mesh.prototype.getChildren = function () {
  407. var results = [];
  408. for (var index = 0; index < this.getScene().meshes.length; index++) {
  409. var mesh = this.getScene().meshes[index];
  410. if (mesh.parent == this) {
  411. results.push(mesh);
  412. }
  413. }
  414. return results;
  415. };
  416. Mesh.prototype._checkDelayState = function () {
  417. var _this = this;
  418. var that = this;
  419. var scene = this.getScene();
  420. if (this._geometry) {
  421. this._geometry.load(scene);
  422. } else if (that.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  423. that.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  424. scene._addPendingData(that);
  425. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1) ? true : false;
  426. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  427. if (data instanceof ArrayBuffer) {
  428. _this._delayLoadingFunction(data, _this);
  429. } else {
  430. _this._delayLoadingFunction(JSON.parse(data), _this);
  431. }
  432. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  433. scene._removePendingData(_this);
  434. }, function () {
  435. }, scene.database, getBinaryData);
  436. }
  437. };
  438. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  439. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  440. return false;
  441. }
  442. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  443. return false;
  444. }
  445. this._checkDelayState();
  446. return true;
  447. };
  448. Mesh.prototype.setMaterialByID = function (id) {
  449. var materials = this.getScene().materials;
  450. for (var index = 0; index < materials.length; index++) {
  451. if (materials[index].id == id) {
  452. this.material = materials[index];
  453. return;
  454. }
  455. }
  456. // Multi
  457. var multiMaterials = this.getScene().multiMaterials;
  458. for (index = 0; index < multiMaterials.length; index++) {
  459. if (multiMaterials[index].id == id) {
  460. this.material = multiMaterials[index];
  461. return;
  462. }
  463. }
  464. };
  465. Mesh.prototype.getAnimatables = function () {
  466. var results = [];
  467. if (this.material) {
  468. results.push(this.material);
  469. }
  470. if (this.skeleton) {
  471. results.push(this.skeleton);
  472. }
  473. return results;
  474. };
  475. // Geometry
  476. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  477. // Position
  478. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  479. return;
  480. }
  481. this._resetPointsArrayCache();
  482. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  483. var temp = [];
  484. for (var index = 0; index < data.length; index += 3) {
  485. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  486. }
  487. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  488. // Normals
  489. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  490. return;
  491. }
  492. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  493. for (index = 0; index < data.length; index += 3) {
  494. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  495. }
  496. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  497. };
  498. // Cache
  499. Mesh.prototype._resetPointsArrayCache = function () {
  500. this._positions = null;
  501. };
  502. Mesh.prototype._generatePointsArray = function () {
  503. if (this._positions)
  504. return true;
  505. this._positions = [];
  506. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  507. if (!data) {
  508. return false;
  509. }
  510. for (var index = 0; index < data.length; index += 3) {
  511. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  512. }
  513. return true;
  514. };
  515. // Clone
  516. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  517. var result = new BABYLON.Mesh(name, this.getScene());
  518. // Geometry
  519. this._geometry.applyToMesh(result);
  520. // Deep copy
  521. BABYLON.Tools.DeepCopy(this, result, ["name", "material", "skeleton"], []);
  522. // Material
  523. result.material = this.material;
  524. // Parent
  525. if (newParent) {
  526. result.parent = newParent;
  527. }
  528. if (!doNotCloneChildren) {
  529. for (var index = 0; index < this.getScene().meshes.length; index++) {
  530. var mesh = this.getScene().meshes[index];
  531. if (mesh.parent == this) {
  532. mesh.clone(mesh.name, result);
  533. }
  534. }
  535. }
  536. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  537. var system = this.getScene().particleSystems[index];
  538. if (system.emitter == this) {
  539. system.clone(system.name, result);
  540. }
  541. }
  542. result.computeWorldMatrix(true);
  543. return result;
  544. };
  545. // Dispose
  546. Mesh.prototype.dispose = function (doNotRecurse) {
  547. if (this._geometry) {
  548. this._geometry.releaseForMesh(this, true);
  549. }
  550. // Instances
  551. if (this._worldMatricesInstancesBuffer) {
  552. this.getEngine().deleteInstancesBuffer(this._worldMatricesInstancesBuffer);
  553. this._worldMatricesInstancesBuffer = null;
  554. }
  555. while (this.instances.length) {
  556. this.instances[0].dispose();
  557. }
  558. _super.prototype.dispose.call(this, doNotRecurse);
  559. };
  560. // Geometric tools
  561. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight) {
  562. var _this = this;
  563. var scene = this.getScene();
  564. var onload = function (img) {
  565. // Getting height map data
  566. var canvas = document.createElement("canvas");
  567. var context = canvas.getContext("2d");
  568. var heightMapWidth = img.width;
  569. var heightMapHeight = img.height;
  570. canvas.width = heightMapWidth;
  571. canvas.height = heightMapHeight;
  572. context.drawImage(img, 0, 0);
  573. // Create VertexData from map data
  574. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  575. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight);
  576. };
  577. BABYLON.Tools.LoadImage(url, onload, function () {
  578. }, scene.database);
  579. };
  580. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight) {
  581. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind) || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  582. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  583. return;
  584. }
  585. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  586. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  587. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  588. var position = BABYLON.Vector3.Zero();
  589. var normal = BABYLON.Vector3.Zero();
  590. var uv = BABYLON.Vector2.Zero();
  591. for (var index = 0; index < positions.length; index += 3) {
  592. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  593. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  594. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  595. // Compute height
  596. var u = ((Math.abs(uv.x) * heightMapWidth) % heightMapWidth) | 0;
  597. var v = ((Math.abs(uv.y) * heightMapHeight) % heightMapHeight) | 0;
  598. var pos = (u + v * heightMapWidth) * 4;
  599. var r = buffer[pos] / 255.0;
  600. var g = buffer[pos + 1] / 255.0;
  601. var b = buffer[pos + 2] / 255.0;
  602. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  603. normal.normalize();
  604. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  605. position = position.add(normal);
  606. position.toArray(positions, index);
  607. }
  608. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  609. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  610. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  611. };
  612. Mesh.prototype.convertToFlatShadedMesh = function () {
  613. /// <summary>Update normals and vertices to get a flat shading rendering.</summary>
  614. /// <summary>Warning: This may imply adding vertices to the mesh in order to get exactly 3 vertices per face</summary>
  615. var kinds = this.getVerticesDataKinds();
  616. var vbs = [];
  617. var data = [];
  618. var newdata = [];
  619. var updatableNormals = false;
  620. for (var kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  621. var kind = kinds[kindIndex];
  622. var vertexBuffer = this.getVertexBuffer(kind);
  623. if (kind === BABYLON.VertexBuffer.NormalKind) {
  624. updatableNormals = vertexBuffer.isUpdatable();
  625. kinds.splice(kindIndex, 1);
  626. kindIndex--;
  627. continue;
  628. }
  629. vbs[kind] = vertexBuffer;
  630. data[kind] = vbs[kind].getData();
  631. newdata[kind] = [];
  632. }
  633. // Save previous submeshes
  634. var previousSubmeshes = this.subMeshes.slice(0);
  635. var indices = this.getIndices();
  636. var totalIndices = this.getTotalIndices();
  637. for (index = 0; index < totalIndices; index++) {
  638. var vertexIndex = indices[index];
  639. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  640. kind = kinds[kindIndex];
  641. var stride = vbs[kind].getStrideSize();
  642. for (var offset = 0; offset < stride; offset++) {
  643. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  644. }
  645. }
  646. }
  647. // Updating faces & normal
  648. var normals = [];
  649. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  650. for (var index = 0; index < totalIndices; index += 3) {
  651. indices[index] = index;
  652. indices[index + 1] = index + 1;
  653. indices[index + 2] = index + 2;
  654. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  655. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  656. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  657. var p1p2 = p1.subtract(p2);
  658. var p3p2 = p3.subtract(p2);
  659. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  660. for (var localIndex = 0; localIndex < 3; localIndex++) {
  661. normals.push(normal.x);
  662. normals.push(normal.y);
  663. normals.push(normal.z);
  664. }
  665. }
  666. this.setIndices(indices);
  667. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  668. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  669. kind = kinds[kindIndex];
  670. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  671. }
  672. // Updating submeshes
  673. this.releaseSubMeshes();
  674. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  675. var previousOne = previousSubmeshes[submeshIndex];
  676. var subMesh = new BABYLON.SubMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  677. }
  678. this.synchronizeInstances();
  679. };
  680. // Instances
  681. Mesh.prototype.createInstance = function (name) {
  682. return new BABYLON.InstancedMesh(name, this);
  683. };
  684. Mesh.prototype.synchronizeInstances = function () {
  685. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  686. var instance = this.instances[instanceIndex];
  687. instance._syncSubMeshes();
  688. }
  689. };
  690. // Statics
  691. Mesh.CreateBox = function (name, size, scene, updatable) {
  692. var box = new BABYLON.Mesh(name, scene);
  693. var vertexData = BABYLON.VertexData.CreateBox(size);
  694. vertexData.applyToMesh(box, updatable);
  695. return box;
  696. };
  697. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable) {
  698. var sphere = new BABYLON.Mesh(name, scene);
  699. var vertexData = BABYLON.VertexData.CreateSphere(segments, diameter);
  700. vertexData.applyToMesh(sphere, updatable);
  701. return sphere;
  702. };
  703. // Cylinder and cone (Code inspired by SharpDX.org)
  704. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable) {
  705. // subdivisions is a new parameter, we need to support old signature
  706. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  707. if (scene !== undefined) {
  708. updatable = scene;
  709. }
  710. scene = subdivisions;
  711. subdivisions = 1;
  712. }
  713. var cylinder = new BABYLON.Mesh(name, scene);
  714. var vertexData = BABYLON.VertexData.CreateCylinder(height, diameterTop, diameterBottom, tessellation, subdivisions);
  715. vertexData.applyToMesh(cylinder, updatable);
  716. return cylinder;
  717. };
  718. // Torus (Code from SharpDX.org)
  719. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable) {
  720. var torus = new BABYLON.Mesh(name, scene);
  721. var vertexData = BABYLON.VertexData.CreateTorus(diameter, thickness, tessellation);
  722. vertexData.applyToMesh(torus, updatable);
  723. return torus;
  724. };
  725. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable) {
  726. var torusKnot = new BABYLON.Mesh(name, scene);
  727. var vertexData = BABYLON.VertexData.CreateTorusKnot(radius, tube, radialSegments, tubularSegments, p, q);
  728. vertexData.applyToMesh(torusKnot, updatable);
  729. return torusKnot;
  730. };
  731. // Lines
  732. Mesh.CreateLines = function (name, points, scene, updatable) {
  733. var lines = new BABYLON.LinesMesh(name, scene, updatable);
  734. var vertexData = BABYLON.VertexData.CreateLines(points);
  735. vertexData.applyToMesh(lines, updatable);
  736. return lines;
  737. };
  738. // Plane & ground
  739. Mesh.CreatePlane = function (name, size, scene, updatable) {
  740. var plane = new BABYLON.Mesh(name, scene);
  741. var vertexData = BABYLON.VertexData.CreatePlane(size);
  742. vertexData.applyToMesh(plane, updatable);
  743. return plane;
  744. };
  745. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  746. var ground = new BABYLON.GroundMesh(name, scene);
  747. ground._setReady(false);
  748. ground._subdivisions = subdivisions;
  749. var vertexData = BABYLON.VertexData.CreateGround(width, height, subdivisions);
  750. vertexData.applyToMesh(ground, updatable);
  751. ground._setReady(true);
  752. return ground;
  753. };
  754. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  755. var tiledGround = new BABYLON.Mesh(name, scene);
  756. var vertexData = BABYLON.VertexData.CreateTiledGround(xmin, zmin, xmax, zmax, subdivisions, precision);
  757. vertexData.applyToMesh(tiledGround, updatable);
  758. return tiledGround;
  759. };
  760. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable) {
  761. var ground = new BABYLON.GroundMesh(name, scene);
  762. ground._subdivisions = subdivisions;
  763. ground._setReady(false);
  764. var onload = function (img) {
  765. // Getting height map data
  766. var canvas = document.createElement("canvas");
  767. var context = canvas.getContext("2d");
  768. var heightMapWidth = img.width;
  769. var heightMapHeight = img.height;
  770. canvas.width = heightMapWidth;
  771. canvas.height = heightMapHeight;
  772. context.drawImage(img, 0, 0);
  773. // Create VertexData from map data
  774. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  775. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap(width, height, subdivisions, minHeight, maxHeight, buffer, heightMapWidth, heightMapHeight);
  776. vertexData.applyToMesh(ground, updatable);
  777. ground._setReady(true);
  778. };
  779. BABYLON.Tools.LoadImage(url, onload, function () {
  780. }, scene.database);
  781. return ground;
  782. };
  783. // Tools
  784. Mesh.MinMax = function (meshes) {
  785. var minVector = null;
  786. var maxVector = null;
  787. for (var i in meshes) {
  788. var mesh = meshes[i];
  789. var boundingBox = mesh.getBoundingInfo().boundingBox;
  790. if (!minVector) {
  791. minVector = boundingBox.minimumWorld;
  792. maxVector = boundingBox.maximumWorld;
  793. continue;
  794. }
  795. minVector.MinimizeInPlace(boundingBox.minimumWorld);
  796. maxVector.MaximizeInPlace(boundingBox.maximumWorld);
  797. }
  798. return {
  799. min: minVector,
  800. max: maxVector
  801. };
  802. };
  803. Mesh.Center = function (meshesOrMinMaxVector) {
  804. var minMaxVector = meshesOrMinMaxVector.min !== undefined ? meshesOrMinMaxVector : BABYLON.Mesh.MinMax(meshesOrMinMaxVector);
  805. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  806. };
  807. return Mesh;
  808. })(BABYLON.AbstractMesh);
  809. BABYLON.Mesh = Mesh;
  810. })(BABYLON || (BABYLON = {}));
  811. //# sourceMappingURL=babylon.mesh.js.map