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- "use strict";
- var BABYLON = BABYLON || {};
- (function () {
- BABYLON.Mesh = function (name, scene) {
- BABYLON.Node.call(this, scene);
- this.name = name;
- this.id = name;
- this._totalVertices = 0;
- this._worldMatrix = BABYLON.Matrix.Identity();
- scene.meshes.push(this);
- this.position = new BABYLON.Vector3(0, 0, 0);
- this.rotation = new BABYLON.Vector3(0, 0, 0);
- this.rotationQuaternion = null;
- this.scaling = new BABYLON.Vector3(1, 1, 1);
- this._pivotMatrix = BABYLON.Matrix.Identity();
- this._indices = [];
- this.subMeshes = [];
- this._renderId = 0;
- this._onBeforeRenderCallbacks = [];
- // Animations
- this.animations = [];
- // Cache
- this._positions = null;
- BABYLON.Mesh.prototype._initCache.call(this);
- this._localScaling = BABYLON.Matrix.Zero();
- this._localRotation = BABYLON.Matrix.Zero();
- this._localTranslation = BABYLON.Matrix.Zero();
- this._localBillboard = BABYLON.Matrix.Zero();
- this._localPivotScaling = BABYLON.Matrix.Zero();
- this._localPivotScalingRotation = BABYLON.Matrix.Zero();
- this._localWorld = BABYLON.Matrix.Zero();
- this._worldMatrix = BABYLON.Matrix.Zero();
- this._rotateYByPI = BABYLON.Matrix.RotationY(Math.PI);
- this._collisionsTransformMatrix = BABYLON.Matrix.Zero();
- this._collisionsScalingMatrix = BABYLON.Matrix.Zero();
- this._absolutePosition = BABYLON.Vector3.Zero();
- };
- BABYLON.Mesh.prototype = Object.create(BABYLON.Node.prototype);
- // Constants
- BABYLON.Mesh.BILLBOARDMODE_NONE = 0;
- BABYLON.Mesh.BILLBOARDMODE_X = 1;
- BABYLON.Mesh.BILLBOARDMODE_Y = 2;
- BABYLON.Mesh.BILLBOARDMODE_Z = 4;
- BABYLON.Mesh.BILLBOARDMODE_ALL = 7;
- // Members
- BABYLON.Mesh.prototype.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
- BABYLON.Mesh.prototype.material = null;
- BABYLON.Mesh.prototype.isVisible = true;
- BABYLON.Mesh.prototype.isPickable = true;
- BABYLON.Mesh.prototype.visibility = 1.0;
- BABYLON.Mesh.prototype.billboardMode = BABYLON.Mesh.BILLBOARDMODE_NONE;
- BABYLON.Mesh.prototype.checkCollisions = false;
- BABYLON.Mesh.prototype.receiveShadows = false;
- BABYLON.Mesh.prototype._isDisposed = false;
- BABYLON.Mesh.prototype.onDispose = null;
- BABYLON.Mesh.prototype.skeleton = null;
- BABYLON.Mesh.prototype.renderingGroupId = 0;
- BABYLON.Mesh.prototype.infiniteDistance = false;
- // Properties
- BABYLON.Mesh.prototype.getBoundingInfo = function () {
- return this._boundingInfo;
- };
- BABYLON.Mesh.prototype.getScene = function () {
- return this._scene;
- };
- BABYLON.Mesh.prototype.getWorldMatrix = function () {
- if (this._currentRenderId !== this._scene.getRenderId()) {
- this.computeWorldMatrix();
- }
- return this._worldMatrix;
- };
- BABYLON.Mesh.prototype.rotate = function (axis, amount, space) {
- if (!this.rotationQuaternion) {
- this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
- this.rotation = BABYLON.Vector3.Zero();
- }
- if (!space || space == BABYLON.Space.LOCAL) {
- var rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, amount);
- this.rotationQuaternion = this.rotationQuaternion.multiply(rotationQuaternion);
- }
- else {
- if (this.parent) {
- var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
- invertParentWorldMatrix.invert();
- axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
- }
- var rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, amount);
- this.rotationQuaternion = rotationQuaternion.multiply(this.rotationQuaternion);
- }
- };
- BABYLON.Mesh.prototype.translate = function (axis, distance, space) {
- var displacementVector = axis.scale(distance);
- if (!space || space == BABYLON.Space.LOCAL) {
- var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
- this.setPositionWithLocalVector(tempV3);
- }
- else {
- this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
- }
- };
- BABYLON.Mesh.prototype.getAbsolutePosition = function () {
- this.computeWorldMatrix();
- return this._absolutePosition;
- };
- BABYLON.Mesh.prototype.setAbsolutePosition = function (absolutePosition) {
- if (!absolutePosition) {
- return;
- }
- var absolutePositionX;
- var absolutePositionY;
- var absolutePositionZ;
- if (absolutePosition.x === undefined) {
- if (arguments.length < 3) {
- return;
- }
- absolutePositionX = arguments[0];
- absolutePositionY = arguments[1];
- absolutePositionZ = arguments[2];
- }
- else {
- absolutePositionX = absolutePosition.x;
- absolutePositionY = absolutePosition.y;
- absolutePositionZ = absolutePosition.z;
- }
- if (this.parent) {
- var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
- invertParentWorldMatrix.invert();
- var worldPosition = new BABYLON.Vector3(absolutePositionX, absolutePositionY, absolutePositionZ);
- this.position = BABYLON.Vector3.TransformCoordinates(worldPosition, invertParentWorldMatrix);
- } else {
- this.position.x = absolutePositionX;
- this.position.y = absolutePositionY;
- this.position.z = absolutePositionZ;
- }
- };
- BABYLON.Mesh.prototype.getTotalVertices = function () {
- return this._totalVertices;
- };
- BABYLON.Mesh.prototype.getVerticesData = function (kind) {
- return this._vertexBuffers[kind].getData();
- };
- BABYLON.Mesh.prototype.getVertexBuffer = function (kind) {
- return this._vertexBuffers[kind];
- };
- BABYLON.Mesh.prototype.isVerticesDataPresent = function (kind) {
- if (!this._vertexBuffers) {
- if (this._delayInfo) {
- return this._delayInfo.indexOf(kind) !== -1;
- }
- return false;
- }
- return this._vertexBuffers[kind] !== undefined;
- };
- BABYLON.Mesh.prototype.getVerticesDataKinds = function () {
- var result = [];
- if (!this._vertexBuffers && this._delayInfo) {
- for (var kind in this._delayInfo) {
- result.push(kind);
- }
- } else {
- for (var kind in this._vertexBuffers) {
- result.push(kind);
- }
- }
- return result;
- };
- BABYLON.Mesh.prototype.getTotalIndices = function () {
- return this._indices.length;
- };
- BABYLON.Mesh.prototype.getIndices = function () {
- return this._indices;
- };
- BABYLON.Mesh.prototype.getVertexStrideSize = function () {
- return this._vertexStrideSize;
- };
- BABYLON.Mesh.prototype.setPivotMatrix = function (matrix) {
- this._pivotMatrix = matrix;
- this._cache.pivotMatrixUpdated = true;
- };
- BABYLON.Mesh.prototype.getPivotMatrix = function () {
- return this._pivotMatrix;
- };
- BABYLON.Mesh.prototype._isSynchronized = function () {
- if (this.billboardMode !== BABYLON.Mesh.BILLBOARDMODE_NONE)
- return false;
- if (this._cache.pivotMatrixUpdated) {
- return false;
- }
- if (this.infiniteDistance) {
- return false;
- }
- if (!this._cache.position.equals(this.position))
- return false;
- if (this.rotationQuaternion) {
- if (!this._cache.rotationQuaternion.equals(this.rotationQuaternion))
- return false;
- } else {
- if (!this._cache.rotation.equals(this.rotation))
- return false;
- }
- if (!this._cache.scaling.equals(this.scaling))
- return false;
- return true;
- };
- BABYLON.Mesh.prototype.isReady = function () {
- return this._isReady;
- };
- BABYLON.Mesh.prototype.isAnimated = function () {
- return this._animationStarted;
- };
- BABYLON.Mesh.prototype.isDisposed = function () {
- return this._isDisposed;
- };
- // Methods
- BABYLON.Mesh.prototype._initCache = function () {
- this._cache.localMatrixUpdated = false;
- this._cache.position = BABYLON.Vector3.Zero();
- this._cache.scaling = BABYLON.Vector3.Zero();
- this._cache.rotation = BABYLON.Vector3.Zero();
- this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
- };
- BABYLON.Mesh.prototype.markAsDirty = function (property) {
- if (property === "rotation") {
- this.rotationQuaternion = null;
- }
- this._currentRenderId = -1;
- };
- BABYLON.Mesh.prototype.refreshBoundingInfo = function () {
- var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
- if (!data) {
- return;
- }
- var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices);
- this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
- for (var index = 0; index < this.subMeshes.length; index++) {
- this.subMeshes[index].refreshBoundingInfo();
- }
- this._updateBoundingInfo();
- };
- BABYLON.Mesh.prototype._updateBoundingInfo = function () {
- this._boundingInfo = this._boundingInfo || new BABYLON.BoundingInfo(this._absolutePosition, this._absolutePosition);
- this._scaleFactor = Math.max(this.scaling.x, this.scaling.y);
- this._scaleFactor = Math.max(this._scaleFactor, this.scaling.z);
- if (this.parent && this.parent._scaleFactor)
- this._scaleFactor = this._scaleFactor * this.parent._scaleFactor;
- this._boundingInfo._update(this._worldMatrix, this._scaleFactor);
- for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
- var subMesh = this.subMeshes[subIndex];
- subMesh.updateBoundingInfo(this._worldMatrix, this._scaleFactor);
- }
- };
- BABYLON.Mesh.prototype.computeWorldMatrix = function (force) {
- if (!force && (this._currentRenderId == this._scene.getRenderId() || this.isSynchronized(true))) {
- this._currentRenderId = this._scene.getRenderId();
- return this._worldMatrix;
- }
- this._cache.position.copyFrom(this.position);
- this._cache.scaling.copyFrom(this.scaling);
- this._cache.pivotMatrixUpdated = false;
- this._currentRenderId = this._scene.getRenderId();
- // Scaling
- BABYLON.Matrix.ScalingToRef(this.scaling.x, this.scaling.y, this.scaling.z, this._localScaling);
- // Rotation
- if (this.rotationQuaternion) {
- this.rotationQuaternion.toRotationMatrix(this._localRotation);
- this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
- } else {
- BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._localRotation);
- this._cache.rotation.copyFrom(this.rotation);
- }
- // Translation
- if (this.infiniteDistance && !this.parent) {
- var camera = this._scene.activeCamera;
- var cameraWorldMatrix = camera.getWorldMatrix();
- var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
- BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, this._localTranslation);
- } else {
- BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._localTranslation);
- }
- // Composing transformations
- this._pivotMatrix.multiplyToRef(this._localScaling, this._localPivotScaling);
- this._localPivotScaling.multiplyToRef(this._localRotation, this._localPivotScalingRotation);
- // Billboarding
- if (this.billboardMode !== BABYLON.Mesh.BILLBOARDMODE_NONE) {
- var localPosition = this.position.clone();
- var zero = this._scene.activeCamera.position.clone();
- if (this.parent && this.parent.position) {
- localPosition.addInPlace(this.parent.position);
- BABYLON.Matrix.TranslationToRef(localPosition.x, localPosition.y, localPosition.z, this._localTranslation);
- }
- if (this.billboardMode & BABYLON.Mesh.BILLBOARDMODE_ALL === BABYLON.Mesh.BILLBOARDMODE_ALL) {
- zero = this._scene.activeCamera.position;
- } else {
- if (this.billboardMode & BABYLON.Mesh.BILLBOARDMODE_X)
- zero.x = localPosition.x + BABYLON.Engine.epsilon;
- if (this.billboardMode & BABYLON.Mesh.BILLBOARDMODE_Y)
- zero.y = localPosition.y + BABYLON.Engine.epsilon;
- if (this.billboardMode & BABYLON.Mesh.BILLBOARDMODE_Z)
- zero.z = localPosition.z + BABYLON.Engine.epsilon;
- }
- BABYLON.Matrix.LookAtLHToRef(localPosition, zero, BABYLON.Vector3.Up(), this._localBillboard);
- this._localBillboard.m[12] = this._localBillboard.m[13] = this._localBillboard.m[14] = 0;
- this._localBillboard.invert();
- this._localPivotScalingRotation.multiplyToRef(this._localBillboard, this._localWorld);
- this._rotateYByPI.multiplyToRef(this._localWorld, this._localPivotScalingRotation);
- }
- // Local world
- this._localPivotScalingRotation.multiplyToRef(this._localTranslation, this._localWorld);
- // Parent
- if (this.parent && this.parent.getWorldMatrix && this.billboardMode === BABYLON.Mesh.BILLBOARDMODE_NONE) {
- this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
- } else {
- this._worldMatrix.copyFrom(this._localWorld);
- }
- // Bounding info
- this._updateBoundingInfo();
- // Absolute position
- this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
- return this._worldMatrix;
- };
- BABYLON.Mesh.prototype._createGlobalSubMesh = function () {
- if (!this._totalVertices || !this._indices) {
- return null;
- }
- this.subMeshes = [];
- return new BABYLON.SubMesh(0, 0, this._totalVertices, 0, this._indices.length, this);
- };
- BABYLON.Mesh.prototype.subdivide = function (count) {
- if (count < 1) {
- return;
- }
- var subdivisionSize = this._indices.length / count;
- var offset = 0;
- this.subMeshes = [];
- for (var index = 0; index < count; index++) {
- BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, this._indices.length - offset), this);
- offset += subdivisionSize;
- }
- };
- BABYLON.Mesh.prototype.setVerticesData = function (data, kind, updatable) {
- if (!this._vertexBuffers) {
- this._vertexBuffers = {};
- }
- if (this._vertexBuffers[kind]) {
- this._vertexBuffers[kind].dispose();
- }
- this._vertexBuffers[kind] = new BABYLON.VertexBuffer(this, data, kind, updatable);
- if (kind === BABYLON.VertexBuffer.PositionKind) {
- var stride = this._vertexBuffers[kind].getStrideSize();
- this._totalVertices = data.length / stride;
- var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices);
- this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
- this._createGlobalSubMesh();
- }
- };
- BABYLON.Mesh.prototype.updateVerticesData = function (kind, data) {
- if (this._vertexBuffers[kind]) {
- this._vertexBuffers[kind].update(data);
- }
- };
- BABYLON.Mesh.prototype.setIndices = function (indices) {
- if (this._indexBuffer) {
- this._scene.getEngine()._releaseBuffer(this._indexBuffer);
- }
- this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
- this._indices = indices;
- this._createGlobalSubMesh();
- };
- BABYLON.Mesh.prototype.bindAndDraw = function (subMesh, effect, wireframe) {
- var engine = this._scene.getEngine();
- // Wireframe
- var indexToBind = this._indexBuffer;
- var useTriangles = true;
- if (wireframe) {
- indexToBind = subMesh.getLinesIndexBuffer(this._indices, engine);
- useTriangles = false;
- }
- // VBOs
- engine.bindMultiBuffers(this._vertexBuffers, indexToBind, effect);
- // Draw order
- engine.draw(useTriangles, useTriangles ? subMesh.indexStart : 0, useTriangles ? subMesh.indexCount : subMesh.linesIndexCount);
- };
- BABYLON.Mesh.prototype.registerBeforeRender = function (func) {
- this._onBeforeRenderCallbacks.push(func);
- };
- BABYLON.Mesh.prototype.unregisterBeforeRender = function (func) {
- var index = this._onBeforeRenderCallbacks.indexOf(func);
- if (index > -1) {
- this._onBeforeRenderCallbacks.splice(index, 1);
- }
- };
- BABYLON.Mesh.prototype.render = function (subMesh) {
- if (!this._vertexBuffers || !this._indexBuffer) {
- return;
- }
- for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
- this._onBeforeRenderCallbacks[callbackIndex]();
- }
- // World
- var world = this.getWorldMatrix();
- // Material
- var effectiveMaterial = subMesh.getMaterial();
- if (!effectiveMaterial || !effectiveMaterial.isReady(this)) {
- return;
- }
- effectiveMaterial._preBind();
- effectiveMaterial.bind(world, this);
- // Bind and draw
- var engine = this._scene.getEngine();
- this.bindAndDraw(subMesh, effectiveMaterial.getEffect(), engine.forceWireframe || effectiveMaterial.wireframe);
- // Unbind
- effectiveMaterial.unbind();
- };
- BABYLON.Mesh.prototype.getEmittedParticleSystems = function () {
- var results = [];
- for (var index = 0; index < this._scene.particleSystems.length; index++) {
- var particleSystem = this._scene.particleSystems[index];
- if (particleSystem.emitter === this) {
- results.push(particleSystem);
- }
- }
- return results;
- };
- BABYLON.Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
- var results = [];
- var descendants = this.getDescendants();
- descendants.push(this);
- for (var index = 0; index < this._scene.particleSystems.length; index++) {
- var particleSystem = this._scene.particleSystems[index];
- if (descendants.indexOf(particleSystem.emitter) !== -1) {
- results.push(particleSystem);
- }
- }
- return results;
- };
- BABYLON.Mesh.prototype.getChildren = function () {
- var results = [];
- for (var index = 0; index < this._scene.meshes.length; index++) {
- var mesh = this._scene.meshes[index];
- if (mesh.parent == this) {
- results.push(mesh);
- }
- }
- return results;
- };
- BABYLON.Mesh.prototype.isInFrustum = function (frustumPlanes) {
- if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
- return false;
- }
- var result = this._boundingInfo.isInFrustum(frustumPlanes);
- if (result && this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
- this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
- var that = this;
- this._scene._addPendingData(this);
- BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
- that._delayLoadingFunction(JSON.parse(data), that);
- that.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
- that._scene._removePendingData(that);
- }, function () { }, this._scene.database);
- }
- return result;
- };
- BABYLON.Mesh.prototype.setMaterialByID = function (id) {
- var materials = this._scene.materials;
- for (var index = 0; index < materials.length; index++) {
- if (materials[index].id == id) {
- this.material = materials[index];
- return;
- }
- }
- // Multi
- var multiMaterials = this._scene.multiMaterials;
- for (var index = 0; index < multiMaterials.length; index++) {
- if (multiMaterials[index].id == id) {
- this.material = multiMaterials[index];
- return;
- }
- }
- };
- BABYLON.Mesh.prototype.getAnimatables = function () {
- var results = [];
- if (this.material) {
- results.push(this.material);
- }
- return results;
- };
- // Geometry
- BABYLON.Mesh.prototype.setPositionWithLocalVector = function (vector3) {
- this.computeWorldMatrix();
- this.position = BABYLON.Vector3.TransformNormal(vector3, this._localWorld);
- };
- BABYLON.Mesh.prototype.getPositionExpressedInLocalSpace = function () {
- this.computeWorldMatrix();
- var invLocalWorldMatrix = this._localWorld.clone();
- invLocalWorldMatrix.invert();
- return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
- };
- BABYLON.Mesh.prototype.locallyTranslate = function (vector3) {
- this.computeWorldMatrix();
- this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld);
- };
- BABYLON.Mesh.prototype.bakeTransformIntoVertices = function (transform) {
- // Position
- if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
- return;
- }
- this._resetPointsArrayCache();
- var data = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind].getData();
- var temp = new BABYLON.MatrixType(data.length);
- for (var index = 0; index < data.length; index += 3) {
- BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
- }
- this.setVerticesData(temp, BABYLON.VertexBuffer.PositionKind, this._vertexBuffers[BABYLON.VertexBuffer.PositionKind].isUpdatable());
- // Normals
- if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
- return;
- }
- data = this._vertexBuffers[BABYLON.VertexBuffer.NormalKind].getData();
- for (var index = 0; index < data.length; index += 3) {
- BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
- }
- this.setVerticesData(temp, BABYLON.VertexBuffer.NormalKind, this._vertexBuffers[BABYLON.VertexBuffer.NormalKind].isUpdatable());
- };
- BABYLON.Mesh.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor) {
- /// <summary>Orients a mesh towards a target point. Mesh must be drawn facing user.</summary>
- /// <param name="targetPoint" type="BABYLON.Vector3">The position (must be in same space as current mesh) to look at</param>
- /// <param name="yawCor" type="Number">optional yaw (y-axis) correction in radians</param>
- /// <param name="pitchCor" type="Number">optional pitch (x-axis) correction in radians</param>
- /// <param name="rollCor" type="Number">optional roll (z-axis) correction in radians</param>
- /// <returns>Mesh oriented towards targetMesh</returns>
- yawCor = yawCor || 0; // default to zero if undefined
- pitchCor = pitchCor || 0;
- rollCor = rollCor || 0;
- var dv = targetPoint.subtract(this.position);
- var yaw = -Math.atan2(dv.z, dv.x) - Math.PI / 2;
- var len = Math.sqrt(dv.x * dv.x + dv.z * dv.z);
- var pitch = Math.atan2(dv.y, len);
- this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(yaw + yawCor, pitch + pitchCor, rollCor);
- };
- // Cache
- BABYLON.Mesh.prototype._resetPointsArrayCache = function () {
- this._positions = null;
- };
- BABYLON.Mesh.prototype._generatePointsArray = function () {
- if (this._positions)
- return;
- this._positions = [];
- var data = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind].getData();
- for (var index = 0; index < data.length; index += 3) {
- this._positions.push(BABYLON.Vector3.FromArray(data, index));
- }
- };
- // Collisions
- BABYLON.Mesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
- this._generatePointsArray();
- // Transformation
- if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
- subMesh._lastColliderTransformMatrix = transformMatrix;
- subMesh._lastColliderWorldVertices = [];
- var start = subMesh.verticesStart;
- var end = (subMesh.verticesStart + subMesh.verticesCount);
- for (var i = start; i < end; i++) {
- subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
- }
- }
- // Collide
- collider._collide(subMesh, subMesh._lastColliderWorldVertices, this._indices, subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart);
- };
- BABYLON.Mesh.prototype._processCollisionsForSubModels = function (collider, transformMatrix) {
- for (var index = 0; index < this.subMeshes.length; index++) {
- var subMesh = this.subMeshes[index];
- // Bounding test
- if (this.subMeshes.length > 1 && !subMesh._checkCollision(collider))
- continue;
- this._collideForSubMesh(subMesh, transformMatrix, collider);
- }
- };
- BABYLON.Mesh.prototype._checkCollision = function (collider) {
- // Bounding box test
- if (!this._boundingInfo._checkCollision(collider))
- return;
- // Transformation matrix
- BABYLON.Matrix.ScalingToRef(1.0 / collider.radius.x, 1.0 / collider.radius.y, 1.0 / collider.radius.z, this._collisionsScalingMatrix);
- this._worldMatrix.multiplyToRef(this._collisionsScalingMatrix, this._collisionsTransformMatrix);
- this._processCollisionsForSubModels(collider, this._collisionsTransformMatrix);
- };
- BABYLON.Mesh.prototype.intersectsMesh = function (mesh, precise) {
- if (!this._boundingInfo || !mesh._boundingInfo) {
- return false;
- }
- return this._boundingInfo.intersects(mesh._boundingInfo, precise);
- };
- BABYLON.Mesh.prototype.intersectsPoint = function (point) {
- if (!this._boundingInfo) {
- return false;
- }
- return this._boundingInfo.intersectsPoint(point);
- };
- // Picking
- BABYLON.Mesh.prototype.intersects = function (ray, fastCheck) {
- var pickingInfo = new BABYLON.PickingInfo();
- if (!this._boundingInfo || !ray.intersectsSphere(this._boundingInfo.boundingSphere) || !ray.intersectsBox(this._boundingInfo.boundingBox)) {
- return pickingInfo;
- }
- this._generatePointsArray();
- var intersectInfo = null;
- for (var index = 0; index < this.subMeshes.length; index++) {
- var subMesh = this.subMeshes[index];
- // Bounding test
- if (this.subMeshes.length > 1 && !subMesh.canIntersects(ray))
- continue;
- var currentIntersectInfo = subMesh.intersects(ray, this._positions, this._indices, fastCheck);
- if (currentIntersectInfo) {
- if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
- intersectInfo = currentIntersectInfo;
- if (fastCheck) {
- break;
- }
- }
- }
- }
- if (intersectInfo) {
- // Get picked point
- var world = this.getWorldMatrix();
- var worldOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, world);
- var direction = ray.direction.clone();
- direction.normalize();
- direction = direction.scale(intersectInfo.distance);
- var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
- var pickedPoint = worldOrigin.add(worldDirection);
- // Return result
- pickingInfo.hit = true;
- pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
- pickingInfo.pickedPoint = pickedPoint;
- pickingInfo.pickedMesh = this;
- pickingInfo.bu = intersectInfo.bu;
- pickingInfo.bv = intersectInfo.bv;
- pickingInfo.faceId = intersectInfo.faceId;
- return pickingInfo;
- }
- return pickingInfo;
- };
- // Clone
- BABYLON.Mesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
- var result = new BABYLON.Mesh(name, this._scene);
- // Buffers
- result._vertexBuffers = this._vertexBuffers;
- for (var kind in result._vertexBuffers) {
- result._vertexBuffers[kind]._buffer.references++;
- }
- result._indexBuffer = this._indexBuffer;
- this._indexBuffer.references++;
- // Deep copy
- BABYLON.Tools.DeepCopy(this, result, ["name", "material", "skeleton"], ["_indices", "_totalVertices"]);
- // Bounding info
- var extend = BABYLON.Tools.ExtractMinAndMax(this.getVerticesData(BABYLON.VertexBuffer.PositionKind), 0, this._totalVertices);
- result._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
- // Material
- result.material = this.material;
- // Parent
- if (newParent) {
- result.parent = newParent;
- }
- if (!doNotCloneChildren) {
- // Children
- for (var index = 0; index < this._scene.meshes.length; index++) {
- var mesh = this._scene.meshes[index];
- if (mesh.parent == this) {
- mesh.clone(mesh.name, result);
- }
- }
- }
- // Particles
- for (var index = 0; index < this._scene.particleSystems.length; index++) {
- var system = this._scene.particleSystems[index];
- if (system.emitter == this) {
- system.clone(system.name, result);
- }
- }
- result.computeWorldMatrix(true);
- return result;
- };
- // Dispose
- BABYLON.Mesh.prototype.dispose = function (doNotRecurse) {
- if (this._vertexBuffers) {
- for (var vbKind in this._vertexBuffers) {
- this._vertexBuffers[vbKind].dispose();
- }
- this._vertexBuffers = null;
- }
- if (this._indexBuffer) {
- this._scene.getEngine()._releaseBuffer(this._indexBuffer);
- this._indexBuffer = null;
- }
- // Physics
- if (this.getPhysicsImpostor() != BABYLON.PhysicsEngine.NoImpostor) {
- this.setPhysicsState({ impostor: BABYLON.PhysicsEngine.NoImpostor });
- }
- // Remove from scene
- var index = this._scene.meshes.indexOf(this);
- this._scene.meshes.splice(index, 1);
- if (!doNotRecurse) {
- // Particles
- for (var index = 0; index < this._scene.particleSystems.length; index++) {
- if (this._scene.particleSystems[index].emitter == this) {
- this._scene.particleSystems[index].dispose();
- index--;
- }
- }
- // Children
- var objects = this._scene.meshes.slice(0);
- for (var index = 0; index < objects.length; index++) {
- if (objects[index].parent == this) {
- objects[index].dispose();
- }
- }
- } else {
- for (var index = 0; index < this._scene.meshes.length; index++) {
- var obj = this._scene.meshes[index];
- if (obj.parent === this) {
- obj.parent = null;
- obj.computeWorldMatrix(true);
- }
- }
- }
- this._isDisposed = true;
- // Callback
- if (this.onDispose) {
- this.onDispose();
- }
- };
- // Physics
- BABYLON.Mesh.prototype.setPhysicsState = function (options) {
- if (!this._scene._physicsEngine) {
- return;
- }
- options.impostor = options.impostor || BABYLON.PhysicsEngine.NoImpostor;
- options.mass = options.mass || 0;
- options.friction = options.friction || 0.2;
- options.restitution = options.restitution || 0.9;
- this._physicImpostor = options.impostor;
- this._physicsMass = options.mass;
- this._physicsFriction = options.friction;
- this._physicRestitution = options.restitution;
- if (options.impostor === BABYLON.PhysicsEngine.NoImpostor) {
- this._scene._physicsEngine._unregisterMesh(this);
- return;
- }
- this._scene._physicsEngine._registerMesh(this, options);
- };
- BABYLON.Mesh.prototype.getPhysicsImpostor = function () {
- if (!this._physicImpostor) {
- return BABYLON.PhysicsEngine.NoImpostor;
- }
- return this._physicImpostor;
- };
- BABYLON.Mesh.prototype.getPhysicsMass = function () {
- if (!this._physicsMass) {
- return 0;
- }
- return this._physicsMass;
- };
- BABYLON.Mesh.prototype.getPhysicsFriction = function () {
- if (!this._physicsFriction) {
- return 0;
- }
- return this._physicsFriction;
- };
- BABYLON.Mesh.prototype.getPhysicsRestitution = function () {
- if (!this._physicRestitution) {
- return 0;
- }
- return this._physicRestitution;
- };
- BABYLON.Mesh.prototype.applyImpulse = function (force, contactPoint) {
- if (!this._physicImpostor) {
- return;
- }
- this._scene._physicsEngine._applyImpulse(this, force, contactPoint);
- };
- BABYLON.Mesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2) {
- if (!this._physicImpostor) {
- return;
- }
- this._scene._physicsEngine._createLink(this, otherMesh, pivot1, pivot2);
- };
- // Geometric tools
- BABYLON.Mesh.prototype.convertToFlatShadedMesh = function () {
- /// <summary>Update normals and vertices to get a flat shading rendering.</summary>
- /// <summary>Warning: This may imply adding vertices to the mesh in order to get exactly 3 vertices per face</summary>
- 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];
- if (kind === BABYLON.VertexBuffer.NormalKind) {
- updatableNormals = this.getVertexBuffer(kind).isUpdatable();
- kinds.splice(kindIndex, 1);
- kindIndex--;
- continue;
- }
- vbs[kind] = this.getVertexBuffer(kind);
- data[kind] = vbs[kind].getData();
- newdata[kind] = [];
- }
- // Save previous submeshes
- var previousSubmeshes = this.subMeshes.slice(0);
- var indices = this.getIndices();
- // Generating unique vertices per face
- for (var index = 0; index < indices.length; index++) {
- var vertexIndex = indices[index];
- for (var kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
- var 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 < indices.length; 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));
- // Store same normals for every vertex
- for (var localIndex = 0; localIndex < 3; localIndex++) {
- normals.push(normal.x);
- normals.push(normal.y);
- normals.push(normal.z);
- }
- }
- this.setIndices(indices);
- this.setVerticesData(normals, BABYLON.VertexBuffer.NormalKind, updatableNormals);
- // Updating vertex buffers
- for (var kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
- var kind = kinds[kindIndex];
- this.setVerticesData(newdata[kind], kind, vbs[kind].isUpdatable());
- }
- // Updating submeshes
- this.subMeshes = [];
- 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);
- }
- };
- // Statics
- BABYLON.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;
- };
- BABYLON.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)
- BABYLON.Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, scene, updatable) {
- var cylinder = new BABYLON.Mesh(name, scene);
- var vertexData = BABYLON.VertexData.CreateCylinder(height, diameterTop, diameterBottom, tessellation);
- vertexData.applyToMesh(cylinder, updatable);
- return cylinder;
- };
- // Torus (Code from SharpDX.org)
- BABYLON.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;
- };
- // Plane & ground
- BABYLON.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;
- };
- BABYLON.Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
- var ground = new BABYLON.Mesh(name, scene);
- var vertexData = BABYLON.VertexData.CreateGround(width, height, subdivisions);
- vertexData.applyToMesh(ground, updatable);
- return ground;
- };
- BABYLON.Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable) {
- var ground = new BABYLON.Mesh(name, scene);
- var onload = function (img) {
- var indices = [];
- var positions = [];
- var normals = [];
- var uvs = [];
- var row, col;
- // 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);
- var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
- // Vertices
- for (row = 0; row <= subdivisions; row++) {
- for (col = 0; col <= subdivisions; col++) {
- var position = new BABYLON.Vector3((col * width) / subdivisions - (width / 2.0), 0, ((subdivisions - row) * height) / subdivisions - (height / 2.0));
- // Compute height
- var heightMapX = (((position.x + width / 2) / width) * (heightMapWidth - 1)) | 0;
- var heightMapY = ((1.0 - (position.z + height / 2) / height) * (heightMapHeight - 1)) | 0;
- var pos = (heightMapX + heightMapY * 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;
- position.y = minHeight + (maxHeight - minHeight) * gradient;
- // Add vertex
- positions.push(position.x, position.y, position.z);
- normals.push(0, 0, 0);
- uvs.push(col / subdivisions, 1.0 - row / subdivisions);
- }
- }
- // Indices
- for (row = 0; row < subdivisions; row++) {
- for (col = 0; col < subdivisions; col++) {
- indices.push(col + 1 + (row + 1) * (subdivisions + 1));
- indices.push(col + 1 + row * (subdivisions + 1));
- indices.push(col + row * (subdivisions + 1));
- indices.push(col + (row + 1) * (subdivisions + 1));
- indices.push(col + 1 + (row + 1) * (subdivisions + 1));
- indices.push(col + row * (subdivisions + 1));
- }
- }
- // Normals
- BABYLON.Mesh.ComputeNormal(positions, normals, indices);
- // Transfer
- ground.setVerticesData(positions, BABYLON.VertexBuffer.PositionKind, updatable);
- ground.setVerticesData(normals, BABYLON.VertexBuffer.NormalKind, updatable);
- ground.setVerticesData(uvs, BABYLON.VertexBuffer.UVKind, updatable);
- ground.setIndices(indices);
- ground._isReady = true;
- };
- BABYLON.Tools.LoadImage(url, onload, scene.database);
- ground._isReady = false;
- return ground;
- };
- // Tools
- BABYLON.Mesh.ComputeNormal = function (positions, normals, indices) {
- var positionVectors = [];
- var facesOfVertices = [];
- var index;
- for (index = 0; index < positions.length; index += 3) {
- var vector3 = new BABYLON.Vector3(positions[index], positions[index + 1], positions[index + 2]);
- positionVectors.push(vector3);
- facesOfVertices.push([]);
- }
- // Compute normals
- var facesNormals = [];
- for (index = 0; index < indices.length / 3; index++) {
- var i1 = indices[index * 3];
- var i2 = indices[index * 3 + 1];
- var i3 = indices[index * 3 + 2];
- var p1 = positionVectors[i1];
- var p2 = positionVectors[i2];
- var p3 = positionVectors[i3];
- var p1p2 = p1.subtract(p2);
- var p3p2 = p3.subtract(p2);
- facesNormals[index] = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
- facesOfVertices[i1].push(index);
- facesOfVertices[i2].push(index);
- facesOfVertices[i3].push(index);
- }
- for (index = 0; index < positionVectors.length; index++) {
- var faces = facesOfVertices[index];
- var normal = BABYLON.Vector3.Zero();
- for (var faceIndex = 0; faceIndex < faces.length; faceIndex++) {
- normal.addInPlace(facesNormals[faces[faceIndex]]);
- }
- normal = BABYLON.Vector3.Normalize(normal.scale(1.0 / faces.length));
- normals[index * 3] = normal.x;
- normals[index * 3 + 1] = normal.y;
- normals[index * 3 + 2] = normal.z;
- }
- };
- BABYLON.Mesh.MinMax = function(meshes) {
- var minVector;
- var maxVector;
- 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
- };
- };
- BABYLON.Mesh.Center = function(meshesOrMinMaxVector) {
- var minMaxVector = meshesOrMinMaxVector.min !== undefined ? meshesOrMinMaxVector : BABYLON.Mesh.MinMax(meshesOrMinMaxVector);
- return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
- };
- })();
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