123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828 |
- import { Nullable, FloatArray, IndicesArray } from "../types";
- import { Scene } from "../scene";
- import { Quaternion, Matrix, Vector3, Vector2 } from "../Maths/math.vector";
- import { VertexBuffer } from "../Meshes/buffer";
- import { AbstractMesh } from "../Meshes/abstractMesh";
- import { SubMesh } from "../Meshes/subMesh";
- import { Mesh } from "../Meshes/mesh";
- import { Material } from "../Materials/material";
- import { Color4 } from '../Maths/math.color';
- /**
- * Unique ID when we import meshes from Babylon to CSG
- */
- var currentCSGMeshId = 0;
- /**
- * 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 {
- /**
- * Initializes the vertex
- * @param pos The position of the vertex
- * @param normal The normal of the vertex
- * @param uv The texture coordinate of the vertex
- * @param vertColor The RGBA color of the vertex
- */
- constructor(
- /**
- * The position of the vertex
- */
- public pos: Vector3,
- /**
- * The normal of the vertex
- */
- public normal: Vector3,
- /**
- * The texture coordinate of the vertex
- */
- public uv: Vector2,
- /**
- * The texture coordinate of the vertex
- */
- public vertColor?: Color4) {
- }
- /**
- * Make a clone, or deep copy, of the vertex
- * @returns A new Vertex
- */
- public clone(): Vertex {
- return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone(), this.vertColor?.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.
- * @param other the vertex to interpolate against
- * @param t The factor used to linearly interpolate between the vertices
- */
- public interpolate(other: Vertex, t: number): 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),
- this.vertColor && other.vertColor ? Color4.Lerp(this.vertColor, other.vertColor, t) : undefined
- );
- }
- }
- /**
- * Represents a plane in 3D space.
- */
- class Plane {
- /**
- * Initializes the plane
- * @param normal The normal for the plane
- * @param w
- */
- constructor(public normal: Vector3, public w: number) {
- }
- /**
- * `CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
- * point is on the plane
- */
- static EPSILON = 1e-5;
- /**
- * Construct a plane from three points
- * @param a Point a
- * @param b Point b
- * @param c Point c
- */
- public static FromPoints(a: Vector3, b: Vector3, c: Vector3): Nullable<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));
- }
- /**
- * Clone, or make a deep copy of the plane
- * @returns a new Plane
- */
- public clone(): Plane {
- return new Plane(this.normal.clone(), this.w);
- }
- /**
- * Flip the face of the plane
- */
- 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`
- * @param polygon The polygon to be split
- * @param coplanarFront Will contain polygons coplanar with the plane that are oriented to the front of the plane
- * @param coplanarBack Will contain polygons coplanar with the plane that are oriented to the back of the plane
- * @param front Will contain the polygons in front of the plane
- * @param back Will contain the polygons begind the plane
- */
- 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 = [];
- var i: number;
- var t: number;
- for (i = 0; i < polygon.vertices.length; i++) {
- 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());
- }
- }
- var poly: Polygon;
- if (f.length >= 3) {
- 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;
- }
- }
- }
- /**
- * 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 {
- /**
- * Vertices of the polygon
- */
- public vertices: Vertex[];
- /**
- * Properties that are shared across all polygons
- */
- public shared: any;
- /**
- * A plane formed from the vertices of the polygon
- */
- public plane: Plane;
- /**
- * Initializes the polygon
- * @param vertices The vertices of the polygon
- * @param shared The properties shared across all polygons
- */
- constructor(vertices: Vertex[], shared: any) {
- this.vertices = vertices;
- this.shared = shared;
- this.plane = <Plane>Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
- }
- /**
- * Clones, or makes a deep copy, or the polygon
- */
- public clone(): Polygon {
- var vertices = this.vertices.map((v) => v.clone());
- return new Polygon(vertices, this.shared);
- }
- /**
- * Flips the faces of the polygon
- */
- public flip() {
- this.vertices.reverse().map((v) => { v.flip(); });
- this.plane.flip();
- }
- }
- /**
- * 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: Nullable<Plane> = null;
- private front: Nullable<Node> = null;
- private back: Nullable<Node> = null;
- private polygons = new Array<Polygon>();
- /**
- * Initializes the node
- * @param polygons A collection of polygons held in the node
- */
- constructor(polygons?: Array<Polygon>) {
- if (polygons) {
- this.build(polygons);
- }
- }
- /**
- * Clones, or makes a deep copy, of the node
- * @returns The cloned node
- */
- 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.
- * @param polygons Polygons to remove from the BSP
- * @returns Polygons clipped from the BSP
- */
- clipPolygons(polygons: Polygon[]): Polygon[] {
- if (!this.plane) { return polygons.slice(); }
- var front = new Array<Polygon>(), back = new Array<Polygon>();
- 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`.
- * @param bsp BSP containing polygons to remove from this 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
- * @returns 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)
- * @param polygons Polygons used to construct the BSP tree
- */
- build(polygons: Polygon[]): void {
- if (!polygons.length) { return; }
- if (!this.plane) { this.plane = polygons[0].plane.clone(); }
- var front = new Array<Polygon>(), back = new Array<Polygon>();
- 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);
- }
- }
- }
- /**
- * Class for building Constructive Solid Geometry
- */
- export class CSG {
- private polygons = new Array<Polygon>();
- /**
- * The world matrix
- */
- public matrix: Matrix;
- /**
- * Stores the position
- */
- public position: Vector3;
- /**
- * Stores the rotation
- */
- public rotation: Vector3;
- /**
- * Stores the rotation quaternion
- */
- public rotationQuaternion: Nullable<Quaternion>;
- /**
- * Stores the scaling vector
- */
- public scaling: Vector3;
- /**
- * Convert the Mesh to CSG
- * @param mesh The Mesh to convert to CSG
- * @returns A new CSG from the Mesh
- */
- public static FromMesh(mesh: Mesh): CSG {
- var vertex: Vertex, normal: Vector3, uv: Vector2, position: Vector3, vertColor: Color4,
- polygon: Polygon,
- polygons = new Array<Polygon>(),
- vertices;
- var matrix: Matrix,
- meshPosition: Vector3,
- meshRotation: Vector3,
- meshRotationQuaternion: Nullable<Quaternion> = null,
- 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 = <IndicesArray>mesh.getIndices(),
- positions = <FloatArray>mesh.getVerticesData(VertexBuffer.PositionKind),
- normals = <FloatArray>mesh.getVerticesData(VertexBuffer.NormalKind),
- uvs = <FloatArray>mesh.getVerticesData(VertexBuffer.UVKind),
- vertColors = <FloatArray>mesh.getVerticesData(VertexBuffer.ColorKind);
- 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]);
- if (vertColors) {
- vertColor = new Color4(vertColors[indices[i + j] * 4], vertColors[indices[i + j] * 4 + 1], vertColors[indices[i + j] * 4 + 2], vertColors[indices[i + j] * 4 + 3]);
- }
- 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, vertColor!);
- 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 CSG solid from a list of `CSG.Polygon` instances.
- * @param polygons Polygons used to construct a CSG solid
- */
- private static FromPolygons(polygons: Polygon[]): CSG {
- var csg = new CSG();
- csg.polygons = polygons;
- return csg;
- }
- /**
- * Clones, or makes a deep copy, of the CSG
- * @returns A new CSG
- */
- public clone(): CSG {
- var csg = new CSG();
- csg.polygons = this.polygons.map((p) => p.clone());
- csg.copyTransformAttributes(this);
- return csg;
- }
- /**
- * Unions this CSG with another CSG
- * @param csg The CSG to union against this CSG
- * @returns The unioned CSG
- */
- 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);
- }
- /**
- * Unions this CSG with another CSG in place
- * @param csg The CSG to union against this CSG
- */
- 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();
- }
- /**
- * Subtracts this CSG with another CSG
- * @param csg The CSG to subtract against this CSG
- * @returns A new CSG
- */
- 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);
- }
- /**
- * Subtracts this CSG with another CSG in place
- * @param csg The CSG to subtact against this CSG
- */
- 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();
- }
- /**
- * Intersect this CSG with another CSG
- * @param csg The CSG to intersect against this CSG
- * @returns A new CSG
- */
- 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);
- }
- /**
- * Intersects this CSG with another CSG in place
- * @param csg The CSG to intersect against this CSG
- */
- 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 CSG solid with solid and empty space switched. This solid is
- * not modified.
- * @returns A new CSG solid with solid and empty space switched
- */
- public inverse(): CSG {
- var csg = this.clone();
- csg.inverseInPlace();
- return csg;
- }
- /**
- * Inverses the CSG in place
- */
- 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
- * @param csg The CSG to copy the transform attributes from
- * @returns This CSG
- */
- 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
- * @param name The name of the mesh geometry
- * @param scene The Scene
- * @param keepSubMeshes Specifies if the submeshes should be kept
- * @returns A new Mesh
- */
- public buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh {
- var matrix = this.matrix.clone();
- matrix.invert();
- var mesh = new Mesh(name, scene);
- var vertices = [];
- var indices = [];
- var normals = [];
- var uvs = [];
- var vertColors: Nullable<FloatArray> = null;
- var vertex = Vector3.Zero();
- var normal = Vector3.Zero();
- var uv = Vector2.Zero();
- var vertColor = new Color4(0, 0, 0, 0);
- var polygons = this.polygons;
- var polygonIndices = [0, 0, 0], polygon;
- var vertice_dict = {};
- var vertex_idx;
- var currentIndex = 0;
- var subMesh_dict = {};
- var 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 (!(<any>subMesh_dict)[polygon.shared.meshId]) {
- (<any>subMesh_dict)[polygon.shared.meshId] = {};
- }
- if (!(<any>subMesh_dict)[polygon.shared.meshId][polygon.shared.subMeshId]) {
- (<any>subMesh_dict)[polygon.shared.meshId][polygon.shared.subMeshId] = {
- indexStart: +Infinity,
- indexEnd: -Infinity,
- materialIndex: polygon.shared.materialIndex
- };
- }
- subMesh_obj = (<any>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);
- if (polygon.vertices[polygonIndices[k]].vertColor) {
- if (!vertColors) {
- vertColors = [];
- }
- vertColor.copyFrom(polygon.vertices[polygonIndices[k]].vertColor!);
- }
- var localVertex = Vector3.TransformCoordinates(vertex, matrix);
- var localNormal = Vector3.TransformNormal(normal, matrix);
- vertex_idx = (<any>vertice_dict)[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
- let areColorsDifferent = false;
- if (vertColors &&
- !(vertColors[vertex_idx * 4] === vertColor.r ||
- vertColors[vertex_idx * 4 + 1] === vertColor.g ||
- vertColors[vertex_idx * 4 + 2] === vertColor.b ||
- vertColors[vertex_idx * 4 + 3] === vertColor.a)) {
- areColorsDifferent = true;
- }
- // 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) || areColorsDifferent) {
- vertices.push(localVertex.x, localVertex.y, localVertex.z);
- uvs.push(uv.x, uv.y);
- normals.push(normal.x, normal.y, normal.z);
- if (vertColors) {
- vertColors.push(vertColor.r, vertColor.g, vertColor.b, vertColor.a);
- }
- vertex_idx = (<any>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);
- if (vertColors) {
- mesh.setVerticesData(VertexBuffer.ColorKind, vertColors);
- }
- mesh.setIndices(indices, null);
- if (keepSubMeshes) {
- // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
- var materialIndexOffset = 0,
- materialMaxIndex;
- mesh.subMeshes = new Array<SubMesh>();
- for (var m in subMesh_dict) {
- materialMaxIndex = -1;
- for (var sm in (<any>subMesh_dict)[m]) {
- subMesh_obj = (<any>subMesh_dict)[m][sm];
- SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, <AbstractMesh>mesh);
- materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
- }
- materialIndexOffset += ++materialMaxIndex;
- }
- }
- return mesh;
- }
- /**
- * Build Mesh from CSG taking material and transforms into account
- * @param name The name of the Mesh
- * @param material The material of the Mesh
- * @param scene The Scene
- * @param keepSubMeshes Specifies if submeshes should be kept
- * @returns The new Mesh
- */
- public toMesh(name: string, material: Nullable<Material> = null, 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;
- }
- }
|