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- module BABYLON {
- // Unique ID when we import meshes from Babylon to CSG
- var currentCSGMeshId = 0;
- // # class Vertex
- // Represents a vertex of a polygon. Use your own vertex class instead of this
- // one to provide additional features like texture coordinates and vertex
- // colors. Custom vertex classes need to provide a `pos` property and `clone()`,
- // `flip()`, and `interpolate()` methods that behave analogous to the ones
- // defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
- // functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
- // is not used anywhere else.
- // Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
- class Vertex {
- constructor(public pos: Vector3, public normal: Vector3, public uv: Vector2) {
- }
- public clone(): Vertex {
- return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
- }
- // Invert all orientation-specific data (e.g. vertex normal). Called when the
- // orientation of a polygon is flipped.
- public flip(): void {
- this.normal = this.normal.scale(-1);
- }
- // Create a new vertex between this vertex and `other` by linearly
- // interpolating all properties using a parameter of `t`. Subclasses should
- // override this to interpolate additional properties.
- public interpolate(other, t): Vertex {
- return new Vertex(Vector3.Lerp(this.pos, other.pos, t),
- Vector3.Lerp(this.normal, other.normal, t),
- Vector2.Lerp(this.uv, other.uv, t)
- );
- }
- }
- // # class Plane
- // Represents a plane in 3D space.
- class Plane {
- constructor(public normal: Vector3, public w: number) {
- }
- // `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
- // point is on the plane.
- static EPSILON = 1e-5;
- public static FromPoints(a: Vector3, b: Vector3, c: Vector3): Plane {
- var v0 = c.subtract(a);
- var v1 = b.subtract(a);
- if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
- return null;
- }
- var n = Vector3.Normalize(Vector3.Cross(v0, v1));
- return new Plane(n, Vector3.Dot(n, a));
- }
- public clone(): Plane {
- return new Plane(this.normal.clone(), this.w);
- }
- public flip() {
- this.normal.scaleInPlace(-1);
- this.w = -this.w;
- }
- // Split `polygon` by this plane if needed, then put the polygon or polygon
- // fragments in the appropriate lists. Coplanar polygons go into either
- // `coplanarFront` or `coplanarBack` depending on their orientation with
- // respect to this plane. Polygons in front or in back of this plane go into
- // either `front` or `back`.
- public splitPolygon(polygon: Polygon, coplanarFront: Polygon[], coplanarBack: Polygon[], front: Polygon[], back: Polygon[]): void {
- var COPLANAR = 0;
- var FRONT = 1;
- var BACK = 2;
- var SPANNING = 3;
- // Classify each point as well as the entire polygon into one of the above
- // four classes.
- var polygonType = 0;
- var types = [];
- for (var i = 0; i < polygon.vertices.length; i++) {
- var t = Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
- var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
- polygonType |= type;
- types.push(type);
- }
- // Put the polygon in the correct list, splitting it when necessary.
- switch (polygonType) {
- case COPLANAR:
- (Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
- break;
- case FRONT:
- front.push(polygon);
- break;
- case BACK:
- back.push(polygon);
- break;
- case SPANNING:
- var f = [], b = [];
- for (i = 0; i < polygon.vertices.length; i++) {
- var j = (i + 1) % polygon.vertices.length;
- var ti = types[i], tj = types[j];
- var vi = polygon.vertices[i], vj = polygon.vertices[j];
- if (ti != BACK) f.push(vi);
- if (ti != FRONT) b.push(ti != BACK ? vi.clone() : vi);
- if ((ti | tj) == SPANNING) {
- t = (this.w - Vector3.Dot(this.normal, vi.pos)) / Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
- var v = vi.interpolate(vj, t);
- f.push(v);
- b.push(v.clone());
- }
- }
- if (f.length >= 3) {
- var poly = new Polygon(f, polygon.shared);
- if (poly.plane)
- front.push(poly);
- }
- if (b.length >= 3) {
- poly = new Polygon(b, polygon.shared);
- if (poly.plane)
- back.push(poly);
- }
- break;
- }
- }
- }
- // # class Polygon
- // Represents a convex polygon. The vertices used to initialize a polygon must
- // be coplanar and form a convex loop.
- //
- // Each convex polygon has a `shared` property, which is shared between all
- // polygons that are clones of each other or were split from the same polygon.
- // This can be used to define per-polygon properties (such as surface color).
- class Polygon {
- public vertices: Vertex[];
- public shared;
- public plane: Plane;
- constructor(vertices: Vertex[], shared) {
- this.vertices = vertices;
- this.shared = shared;
- this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
- }
- public clone(): Polygon {
- var vertices = this.vertices.map(v => v.clone());
- return new Polygon(vertices, this.shared);
- }
- public flip() {
- this.vertices.reverse().map(v => { v.flip(); });
- this.plane.flip();
- }
- }
- // # class Node
- // Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
- // by picking a polygon to split along. That polygon (and all other coplanar
- // polygons) are added directly to that node and the other polygons are added to
- // the front and/or back subtrees. This is not a leafy BSP tree since there is
- // no distinction between internal and leaf nodes.
- class Node {
- private plane = null;
- private front = null;
- private back = null;
- private polygons = [];
- constructor(polygons?) {
- if (polygons) {
- this.build(polygons);
- }
- }
- public clone(): Node {
- var node = new Node();
- node.plane = this.plane && this.plane.clone();
- node.front = this.front && this.front.clone();
- node.back = this.back && this.back.clone();
- node.polygons = this.polygons.map(p => p.clone());
- return node;
- }
- // Convert solid space to empty space and empty space to solid space.
- public invert(): void {
- for (var i = 0; i < this.polygons.length; i++) {
- this.polygons[i].flip();
- }
- if (this.plane) {
- this.plane.flip();
- }
- if (this.front) {
- this.front.invert();
- }
- if (this.back) {
- this.back.invert();
- }
- var temp = this.front;
- this.front = this.back;
- this.back = temp;
- }
- // Recursively remove all polygons in `polygons` that are inside this BSP
- // tree.
- clipPolygons(polygons: Polygon[]) {
- if (!this.plane) return polygons.slice();
- var front = [], back = [];
- for (var i = 0; i < polygons.length; i++) {
- this.plane.splitPolygon(polygons[i], front, back, front, back);
- }
- if (this.front) {
- front = this.front.clipPolygons(front);
- }
- if (this.back) {
- back = this.back.clipPolygons(back);
- } else {
- back = [];
- }
- return front.concat(back);
- }
- // Remove all polygons in this BSP tree that are inside the other BSP tree
- // `bsp`.
- clipTo(bsp: Node): void {
- this.polygons = bsp.clipPolygons(this.polygons);
- if (this.front) this.front.clipTo(bsp);
- if (this.back) this.back.clipTo(bsp);
- }
- // Return a list of all polygons in this BSP tree.
- allPolygons(): Polygon[] {
- var polygons = this.polygons.slice();
- if (this.front) polygons = polygons.concat(this.front.allPolygons());
- if (this.back) polygons = polygons.concat(this.back.allPolygons());
- return polygons;
- }
- // Build a BSP tree out of `polygons`. When called on an existing tree, the
- // new polygons are filtered down to the bottom of the tree and become new
- // nodes there. Each set of polygons is partitioned using the first polygon
- // (no heuristic is used to pick a good split).
- build(polygons: Polygon[]) {
- if (!polygons.length) return;
- if (!this.plane) this.plane = polygons[0].plane.clone();
- var front = [], back = [];
- for (var i = 0; i < polygons.length; i++) {
- this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
- }
- if (front.length) {
- if (!this.front) this.front = new Node();
- this.front.build(front);
- }
- if (back.length) {
- if (!this.back) this.back = new Node();
- this.back.build(back);
- }
- }
- }
- export class CSG {
- private polygons = new Array<Polygon>();
- public matrix: Matrix;
- public position: Vector3;
- public rotation: Vector3;
- public rotationQuaternion: Quaternion;
- public scaling: Vector3;
- // Convert BABYLON.Mesh to BABYLON.CSG
- public static FromMesh(mesh: Mesh): CSG {
- var vertex: Vertex, normal: Vector3, uv: Vector2, position: Vector3,
- polygon: Polygon,
- polygons = new Array<Polygon>(),
- vertices;
- var matrix : Matrix,
- meshPosition : Vector3,
- meshRotation : Vector3,
- meshRotationQuaternion: Quaternion,
- meshScaling: Vector3;
-
- if (mesh instanceof Mesh) {
- mesh.computeWorldMatrix(true);
- matrix = mesh.getWorldMatrix();
- meshPosition = mesh.position.clone();
- meshRotation = mesh.rotation.clone();
- if(mesh.rotationQuaternion) {
- meshRotationQuaternion = mesh.rotationQuaternion.clone();
- }
- meshScaling = mesh.scaling.clone();
- } else {
- throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
- }
- var indices = mesh.getIndices(),
- positions = mesh.getVerticesData(VertexBuffer.PositionKind),
- normals = mesh.getVerticesData(VertexBuffer.NormalKind),
- uvs = mesh.getVerticesData(VertexBuffer.UVKind);
- var subMeshes = mesh.subMeshes;
- for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
- for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
- vertices = [];
- for (var j = 0; j < 3; j++) {
- var sourceNormal = new Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
- uv = new Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
- var sourcePosition = new Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
- position = Vector3.TransformCoordinates(sourcePosition, matrix);
- normal = Vector3.TransformNormal(sourceNormal, matrix);
- vertex = new Vertex(position, normal, uv);
- vertices.push(vertex);
- }
- polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
- // To handle the case of degenerated triangle
- // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
- if (polygon.plane)
- polygons.push(polygon);
- }
- }
- var csg = CSG.FromPolygons(polygons);
- csg.matrix = matrix;
- csg.position = meshPosition;
- csg.rotation = meshRotation;
- csg.scaling = meshScaling;
- csg.rotationQuaternion = meshRotationQuaternion;
- currentCSGMeshId++;
- return csg;
- }
- // Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
- private static FromPolygons(polygons: Polygon[]): CSG {
- var csg = new CSG();
- csg.polygons = polygons;
- return csg;
- }
- public clone(): CSG {
- var csg = new CSG();
- csg.polygons = this.polygons.map(p => p.clone());
- csg.copyTransformAttributes(this);
- return csg;
- }
- private toPolygons(): Polygon[] {
- return this.polygons;
- }
- public union(csg: CSG): CSG {
- var a = new Node(this.clone().polygons);
- var b = new Node(csg.clone().polygons);
- a.clipTo(b);
- b.clipTo(a);
- b.invert();
- b.clipTo(a);
- b.invert();
- a.build(b.allPolygons());
- return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
- }
- public unionInPlace(csg: CSG): void {
- var a = new Node(this.polygons);
- var b = new Node(csg.polygons);
- a.clipTo(b);
- b.clipTo(a);
- b.invert();
- b.clipTo(a);
- b.invert();
- a.build(b.allPolygons());
- this.polygons = a.allPolygons();
- }
- public subtract(csg: CSG): CSG {
- var a = new Node(this.clone().polygons);
- var b = new Node(csg.clone().polygons);
- a.invert();
- a.clipTo(b);
- b.clipTo(a);
- b.invert();
- b.clipTo(a);
- b.invert();
- a.build(b.allPolygons());
- a.invert();
- return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
- }
- public subtractInPlace(csg: CSG): void {
- var a = new Node(this.polygons);
- var b = new Node(csg.polygons);
- a.invert();
- a.clipTo(b);
- b.clipTo(a);
- b.invert();
- b.clipTo(a);
- b.invert();
- a.build(b.allPolygons());
- a.invert();
- this.polygons = a.allPolygons();
- }
- public intersect(csg: CSG): CSG {
- var a = new Node(this.clone().polygons);
- var b = new Node(csg.clone().polygons);
- a.invert();
- b.clipTo(a);
- b.invert();
- a.clipTo(b);
- b.clipTo(a);
- a.build(b.allPolygons());
- a.invert();
- return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
- }
- public intersectInPlace(csg: CSG): void {
- var a = new Node(this.polygons);
- var b = new Node(csg.polygons);
- a.invert();
- b.clipTo(a);
- b.invert();
- a.clipTo(b);
- b.clipTo(a);
- a.build(b.allPolygons());
- a.invert();
- this.polygons = a.allPolygons();
- }
- // Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
- // not modified.
- public inverse(): CSG {
- var csg = this.clone();
- csg.inverseInPlace();
- return csg;
- }
- public inverseInPlace(): void {
- this.polygons.map(p => { p.flip(); });
- }
- // This is used to keep meshes transformations so they can be restored
- // when we build back a Babylon Mesh
- // NB : All CSG operations are performed in world coordinates
- public copyTransformAttributes(csg: CSG): CSG {
- this.matrix = csg.matrix;
- this.position = csg.position;
- this.rotation = csg.rotation;
- this.scaling = csg.scaling;
- this.rotationQuaternion = csg.rotationQuaternion;
- return this;
- }
- // Build Raw mesh from CSG
- // Coordinates here are in world space
- public buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh {
- var matrix = this.matrix.clone();
- matrix.invert();
- var mesh = new Mesh(name, scene),
- vertices = [],
- indices = [],
- normals = [],
- uvs = [],
- vertex = Vector3.Zero(),
- normal = Vector3.Zero(),
- uv = Vector2.Zero(),
- polygons = this.polygons,
- polygonIndices = [0, 0, 0], polygon,
- vertice_dict = {},
- vertex_idx,
- currentIndex = 0,
- subMesh_dict = {},
- subMesh_obj;
- if (keepSubMeshes) {
- // Sort Polygons, since subMeshes are indices range
- polygons.sort((a, b) => {
- if (a.shared.meshId === b.shared.meshId) {
- return a.shared.subMeshId - b.shared.subMeshId;
- } else {
- return a.shared.meshId - b.shared.meshId;
- }
- });
- }
- for (var i = 0, il = polygons.length; i < il; i++) {
- polygon = polygons[i];
- // Building SubMeshes
- if (!subMesh_dict[polygon.shared.meshId]) {
- subMesh_dict[polygon.shared.meshId] = {};
- }
- if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
- subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
- indexStart: +Infinity,
- indexEnd: -Infinity,
- materialIndex: polygon.shared.materialIndex
- };
- }
- subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
- for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
- polygonIndices[0] = 0;
- polygonIndices[1] = j - 1;
- polygonIndices[2] = j;
- for (var k = 0; k < 3; k++) {
- vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
- normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
- uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
- var localVertex = Vector3.TransformCoordinates(vertex, matrix);
- var localNormal = Vector3.TransformNormal(normal, matrix);
- vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
- // Check if 2 points can be merged
- if (!(typeof vertex_idx !== 'undefined' &&
- normals[vertex_idx * 3] === localNormal.x &&
- normals[vertex_idx * 3 + 1] === localNormal.y &&
- normals[vertex_idx * 3 + 2] === localNormal.z &&
- uvs[vertex_idx * 2] === uv.x &&
- uvs[vertex_idx * 2 + 1] === uv.y)) {
- vertices.push(localVertex.x, localVertex.y, localVertex.z);
- uvs.push(uv.x, uv.y);
- normals.push(normal.x, normal.y, normal.z);
- vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
- }
- indices.push(vertex_idx);
- subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
- subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
- currentIndex++;
- }
- }
- }
- mesh.setVerticesData(VertexBuffer.PositionKind, vertices);
- mesh.setVerticesData(VertexBuffer.NormalKind, normals);
- mesh.setVerticesData(VertexBuffer.UVKind, uvs);
- mesh.setIndices(indices);
- if (keepSubMeshes) {
- // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
- var materialIndexOffset = 0,
- materialMaxIndex;
- mesh.subMeshes.length = 0;
- for (var m in subMesh_dict) {
- materialMaxIndex = -1;
- for (var sm in subMesh_dict[m]) {
- subMesh_obj = subMesh_dict[m][sm];
- SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
- materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
- }
- materialIndexOffset += ++materialMaxIndex;
- }
- }
- return mesh;
- }
- // Build Mesh from CSG taking material and transforms into account
- public toMesh(name: string, material: Material, scene: Scene, keepSubMeshes: boolean): Mesh {
- var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
- mesh.material = material;
- mesh.position.copyFrom(this.position);
- mesh.rotation.copyFrom(this.rotation);
- if(this.rotationQuaternion) {
- mesh.rotationQuaternion = this.rotationQuaternion.clone();
- }
- mesh.scaling.copyFrom(this.scaling);
- mesh.computeWorldMatrix(true);
- return mesh;
- }
- }
- }
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