babylon.subMesh.ts 4.9 KB

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  1. module BABYLON {
  2. export class SubMesh {
  3. public linesIndexCount: number;
  4. private _mesh: Mesh;
  5. private _boundingInfo: BoundingInfo;
  6. private _linesIndexBuffer: WebGLBuffer;
  7. public _lastColliderWorldVertices: Vector3[];
  8. public _trianglePlanes: Plane[];
  9. public _lastColliderTransformMatrix: Matrix;
  10. constructor(public materialIndex: number, public verticesStart: number, public verticesCount: number, public indexStart, public indexCount: number, mesh: Mesh) {
  11. this._mesh = mesh;
  12. mesh.subMeshes.push(this);
  13. this.refreshBoundingInfo();
  14. }
  15. public getBoundingInfo(): BoundingInfo {
  16. return this._boundingInfo;
  17. }
  18. public getMesh(): Mesh {
  19. return this._mesh;
  20. }
  21. public getMaterial(): Material {
  22. var rootMaterial = this._mesh.material;
  23. if (rootMaterial && rootMaterial.getSubMaterial) {
  24. return rootMaterial.getSubMaterial(this.materialIndex);
  25. }
  26. if (!rootMaterial) {
  27. return this._mesh.getScene().defaultMaterial;
  28. }
  29. return rootMaterial;
  30. }
  31. // Methods
  32. public refreshBoundingInfo(): void {
  33. var data = this._mesh.getVerticesData(VertexBuffer.PositionKind);
  34. if (!data) {
  35. return;
  36. }
  37. var extend = BABYLON.Tools.ExtractMinAndMax(data, this.verticesStart, this.verticesCount);
  38. this._boundingInfo = new BoundingInfo(extend.minimum, extend.maximum);
  39. }
  40. public _checkCollision(collider: Collider): boolean {
  41. return this._boundingInfo._checkCollision(collider);
  42. }
  43. public updateBoundingInfo(world: Matrix): void {
  44. this._boundingInfo._update(world);
  45. }
  46. public isInFrustum(frustumPlanes: Plane[]): boolean {
  47. return this._boundingInfo.isInFrustum(frustumPlanes);
  48. }
  49. public render(): void {
  50. this._mesh.render(this);
  51. }
  52. public getLinesIndexBuffer(indices: number[], engine): WebGLBuffer {
  53. if (!this._linesIndexBuffer) {
  54. var linesIndices = [];
  55. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  56. linesIndices.push(indices[index], indices[index + 1],
  57. indices[index + 1], indices[index + 2],
  58. indices[index + 2], indices[index]);
  59. }
  60. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  61. this.linesIndexCount = linesIndices.length;
  62. }
  63. return this._linesIndexBuffer;
  64. }
  65. public canIntersects(ray: Ray): boolean {
  66. return ray.intersectsBox(this._boundingInfo.boundingBox);
  67. }
  68. public intersects(ray: Ray, positions: Vector3[], indices: number[], fastCheck?: boolean): IntersectionInfo {
  69. var intersectInfo: IntersectionInfo = null;
  70. // Triangles test
  71. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  72. var p0 = positions[indices[index]];
  73. var p1 = positions[indices[index + 1]];
  74. var p2 = positions[indices[index + 2]];
  75. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  76. if (currentIntersectInfo) {
  77. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  78. intersectInfo = currentIntersectInfo;
  79. intersectInfo.faceId = index / 3;
  80. if (fastCheck) {
  81. break;
  82. }
  83. }
  84. }
  85. }
  86. return intersectInfo;
  87. }
  88. // Clone
  89. public clone(newMesh: Mesh): SubMesh {
  90. return new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh);
  91. }
  92. // Statics
  93. public static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: Mesh): SubMesh {
  94. var minVertexIndex = Number.MAX_VALUE;
  95. var maxVertexIndex = -Number.MAX_VALUE;
  96. var indices = mesh.getIndices();
  97. for (var index = startIndex; index < startIndex + indexCount; index++) {
  98. var vertexIndex = indices[index];
  99. if (vertexIndex < minVertexIndex)
  100. minVertexIndex = vertexIndex;
  101. else if (vertexIndex > maxVertexIndex)
  102. maxVertexIndex = vertexIndex;
  103. }
  104. return new BABYLON.SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex, startIndex, indexCount, mesh);
  105. }
  106. }
  107. }