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- import { Tools } from "../Misc/tools";
- import { Observable } from "../Misc/observable";
- import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "../types";
- import { Camera } from "../Cameras/camera";
- import { Scene, IDisposable } from "../scene";
- import { Quaternion, Matrix, Vector3, TmpVectors, Vector2 } from "../Maths/math.vector";
- import { Engine } from "../Engines/engine";
- import { Node } from "../node";
- import { VertexBuffer } from "../Meshes/buffer";
- import { VertexData, IGetSetVerticesData } from "../Meshes/mesh.vertexData";
- import { TransformNode } from "../Meshes/transformNode";
- import { SubMesh } from "../Meshes/subMesh";
- import { PickingInfo } from "../Collisions/pickingInfo";
- import { IntersectionInfo } from "../Collisions/intersectionInfo";
- import { ICullable, BoundingInfo } from "../Culling/boundingInfo";
- import { Material } from "../Materials/material";
- import { MaterialDefines } from "../Materials/materialDefines";
- import { Light } from "../Lights/light";
- import { Skeleton } from "../Bones/skeleton";
- import { IEdgesRenderer } from "../Rendering/edgesRenderer";
- import { SolidParticle } from "../Particles/solidParticle";
- import { Constants } from "../Engines/constants";
- import { AbstractActionManager } from '../Actions/abstractActionManager';
- import { _MeshCollisionData } from '../Collisions/meshCollisionData';
- import { _DevTools } from '../Misc/devTools';
- import { RawTexture } from '../Materials/Textures/rawTexture';
- import { extractMinAndMax } from '../Maths/math.functions';
- import { Color3, Color4 } from '../Maths/math.color';
- import { Epsilon } from '../Maths/math.constants';
- import { Plane } from '../Maths/math.plane';
- import { Axis } from '../Maths/math.axis';
- import { IParticleSystem } from '../Particles/IParticleSystem';
- declare type Ray = import("../Culling/ray").Ray;
- declare type Collider = import("../Collisions/collider").Collider;
- declare type TrianglePickingPredicate = import("../Culling/ray").TrianglePickingPredicate;
- declare type RenderingGroup = import("../Rendering/renderingGroup").RenderingGroup;
- /** @hidden */
- class _FacetDataStorage {
- // facetData private properties
- public facetPositions: Vector3[]; // facet local positions
- public facetNormals: Vector3[]; // facet local normals
- public facetPartitioning: number[][]; // partitioning array of facet index arrays
- public facetNb: number = 0; // facet number
- public partitioningSubdivisions: number = 10; // number of subdivisions per axis in the partioning space
- public partitioningBBoxRatio: number = 1.01; // the partioning array space is by default 1% bigger than the bounding box
- public facetDataEnabled: boolean = false; // is the facet data feature enabled on this mesh ?
- public facetParameters: any = {}; // keep a reference to the object parameters to avoid memory re-allocation
- public bbSize: Vector3 = Vector3.Zero(); // bbox size approximated for facet data
- public subDiv = { // actual number of subdivisions per axis for ComputeNormals()
- max: 1,
- X: 1,
- Y: 1,
- Z: 1
- };
- public facetDepthSort: boolean = false; // is the facet depth sort to be computed
- public facetDepthSortEnabled: boolean = false; // is the facet depth sort initialized
- public depthSortedIndices: IndicesArray; // copy of the indices array to store them once sorted
- public depthSortedFacets: { ind: number, sqDistance: number }[]; // array of depth sorted facets
- public facetDepthSortFunction: (f1: { ind: number, sqDistance: number }, f2: { ind: number, sqDistance: number }) => number; // facet depth sort function
- public facetDepthSortFrom: Vector3; // location where to depth sort from
- public facetDepthSortOrigin: Vector3; // same as facetDepthSortFrom but expressed in the mesh local space
- public invertedMatrix: Matrix; // Inverted world matrix.
- }
- /**
- * @hidden
- **/
- class _InternalAbstractMeshDataInfo {
- public _hasVertexAlpha = false;
- public _useVertexColors = true;
- public _numBoneInfluencers = 4;
- public _applyFog = true;
- public _receiveShadows = false;
- public _facetData = new _FacetDataStorage();
- public _visibility = 1.0;
- public _skeleton: Nullable<Skeleton> = null;
- public _layerMask: number = 0x0FFFFFFF;
- public _computeBonesUsingShaders = true;
- public _isActive = false;
- public _onlyForInstances = false;
- public _isActiveIntermediate = false;
- public _onlyForInstancesIntermediate = false;
- public _actAsRegularMesh = false;
- }
- /**
- * Class used to store all common mesh properties
- */
- export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
- /** No occlusion */
- public static OCCLUSION_TYPE_NONE = 0;
- /** Occlusion set to optimisitic */
- public static OCCLUSION_TYPE_OPTIMISTIC = 1;
- /** Occlusion set to strict */
- public static OCCLUSION_TYPE_STRICT = 2;
- /** Use an accurante occlusion algorithm */
- public static OCCLUSION_ALGORITHM_TYPE_ACCURATE = 0;
- /** Use a conservative occlusion algorithm */
- public static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE = 1;
- /** Default culling strategy : this is an exclusion test and it's the more accurate.
- * Test order :
- * Is the bounding sphere outside the frustum ?
- * If not, are the bounding box vertices outside the frustum ?
- * It not, then the cullable object is in the frustum.
- */
- public static readonly CULLINGSTRATEGY_STANDARD = Constants.MESHES_CULLINGSTRATEGY_STANDARD;
- /** Culling strategy : Bounding Sphere Only.
- * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
- * It's also less accurate than the standard because some not visible objects can still be selected.
- * Test : is the bounding sphere outside the frustum ?
- * If not, then the cullable object is in the frustum.
- */
- public static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = Constants.MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY;
- /** Culling strategy : Optimistic Inclusion.
- * This in an inclusion test first, then the standard exclusion test.
- * This can be faster when a cullable object is expected to be almost always in the camera frustum.
- * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
- * Anyway, it's as accurate as the standard strategy.
- * Test :
- * Is the cullable object bounding sphere center in the frustum ?
- * If not, apply the default culling strategy.
- */
- public static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION = Constants.MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION;
- /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
- * This in an inclusion test first, then the bounding sphere only exclusion test.
- * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
- * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
- * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
- * Test :
- * Is the cullable object bounding sphere center in the frustum ?
- * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
- */
- public static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY = Constants.MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY;
- /**
- * No billboard
- */
- public static get BILLBOARDMODE_NONE(): number {
- return TransformNode.BILLBOARDMODE_NONE;
- }
- /** Billboard on X axis */
- public static get BILLBOARDMODE_X(): number {
- return TransformNode.BILLBOARDMODE_X;
- }
- /** Billboard on Y axis */
- public static get BILLBOARDMODE_Y(): number {
- return TransformNode.BILLBOARDMODE_Y;
- }
- /** Billboard on Z axis */
- public static get BILLBOARDMODE_Z(): number {
- return TransformNode.BILLBOARDMODE_Z;
- }
- /** Billboard on all axes */
- public static get BILLBOARDMODE_ALL(): number {
- return TransformNode.BILLBOARDMODE_ALL;
- }
- /** Billboard on using position instead of orientation */
- public static get BILLBOARDMODE_USE_POSITION(): number {
- return TransformNode.BILLBOARDMODE_USE_POSITION;
- }
- // Internal data
- /** @hidden */
- public _internalAbstractMeshDataInfo = new _InternalAbstractMeshDataInfo();
- /**
- * The culling strategy to use to check whether the mesh must be rendered or not.
- * This value can be changed at any time and will be used on the next render mesh selection.
- * The possible values are :
- * - AbstractMesh.CULLINGSTRATEGY_STANDARD
- * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
- * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
- * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
- * Please read each static variable documentation to get details about the culling process.
- * */
- public cullingStrategy = AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY;
- /**
- * Gets the number of facets in the mesh
- * @see https://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
- */
- public get facetNb(): number {
- return this._internalAbstractMeshDataInfo._facetData.facetNb;
- }
- /**
- * Gets or set the number (integer) of subdivisions per axis in the partioning space
- * @see https://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
- */
- public get partitioningSubdivisions(): number {
- return this._internalAbstractMeshDataInfo._facetData.partitioningSubdivisions;
- }
- public set partitioningSubdivisions(nb: number) {
- this._internalAbstractMeshDataInfo._facetData.partitioningSubdivisions = nb;
- }
- /**
- * The ratio (float) to apply to the bouding box size to set to the partioning space.
- * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
- * @see https://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
- */
- public get partitioningBBoxRatio(): number {
- return this._internalAbstractMeshDataInfo._facetData.partitioningBBoxRatio;
- }
- public set partitioningBBoxRatio(ratio: number) {
- this._internalAbstractMeshDataInfo._facetData.partitioningBBoxRatio = ratio;
- }
- /**
- * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
- * Works only for updatable meshes.
- * Doesn't work with multi-materials
- * @see https://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
- */
- public get mustDepthSortFacets(): boolean {
- return this._internalAbstractMeshDataInfo._facetData.facetDepthSort;
- }
- public set mustDepthSortFacets(sort: boolean) {
- this._internalAbstractMeshDataInfo._facetData.facetDepthSort = sort;
- }
- /**
- * The location (Vector3) where the facet depth sort must be computed from.
- * By default, the active camera position.
- * Used only when facet depth sort is enabled
- * @see https://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
- */
- public get facetDepthSortFrom(): Vector3 {
- return this._internalAbstractMeshDataInfo._facetData.facetDepthSortFrom;
- }
- public set facetDepthSortFrom(location: Vector3) {
- this._internalAbstractMeshDataInfo._facetData.facetDepthSortFrom = location;
- }
- /**
- * gets a boolean indicating if facetData is enabled
- * @see https://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
- */
- public get isFacetDataEnabled(): boolean {
- return this._internalAbstractMeshDataInfo._facetData.facetDataEnabled;
- }
- /** @hidden */
- public _updateNonUniformScalingState(value: boolean): boolean {
- if (!super._updateNonUniformScalingState(value)) {
- return false;
- }
- this._markSubMeshesAsMiscDirty();
- return true;
- }
- // Events
- /**
- * An event triggered when this mesh collides with another one
- */
- public onCollideObservable = new Observable<AbstractMesh>();
- /** Set a function to call when this mesh collides with another one */
- public set onCollide(callback: () => void) {
- if (this._meshCollisionData._onCollideObserver) {
- this.onCollideObservable.remove(this._meshCollisionData._onCollideObserver);
- }
- this._meshCollisionData._onCollideObserver = this.onCollideObservable.add(callback);
- }
- /**
- * An event triggered when the collision's position changes
- */
- public onCollisionPositionChangeObservable = new Observable<Vector3>();
- /** Set a function to call when the collision's position changes */
- public set onCollisionPositionChange(callback: () => void) {
- if (this._meshCollisionData._onCollisionPositionChangeObserver) {
- this.onCollisionPositionChangeObservable.remove(this._meshCollisionData._onCollisionPositionChangeObserver);
- }
- this._meshCollisionData._onCollisionPositionChangeObserver = this.onCollisionPositionChangeObservable.add(callback);
- }
- /**
- * An event triggered when material is changed
- */
- public onMaterialChangedObservable = new Observable<AbstractMesh>();
- // Properties
- /**
- * Gets or sets the orientation for POV movement & rotation
- */
- public definedFacingForward = true;
- /** @hidden */
- public _occlusionQuery: Nullable<WebGLQuery> = null;
- /** @hidden */
- public _renderingGroup: Nullable<RenderingGroup> = null;
- /**
- * Gets or sets mesh visibility between 0 and 1 (default is 1)
- */
- public get visibility(): number {
- return this._internalAbstractMeshDataInfo._visibility;
- }
- /**
- * Gets or sets mesh visibility between 0 and 1 (default is 1)
- */
- public set visibility(value: number) {
- if (this._internalAbstractMeshDataInfo._visibility === value) {
- return;
- }
- this._internalAbstractMeshDataInfo._visibility = value;
- this._markSubMeshesAsMiscDirty();
- }
- /** Gets or sets the alpha index used to sort transparent meshes
- * @see https://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
- */
- public alphaIndex = Number.MAX_VALUE;
- /**
- * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
- */
- public isVisible = true;
- /**
- * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
- */
- public isPickable = true;
- /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
- public showSubMeshesBoundingBox = false;
- /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
- * @see https://doc.babylonjs.com/how_to/how_to_use_lens_flares
- */
- public isBlocker = false;
- /**
- * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
- */
- public enablePointerMoveEvents = false;
- /**
- * Specifies the rendering group id for this mesh (0 by default)
- * @see https://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
- */
- public renderingGroupId = 0;
- private _material: Nullable<Material> = null;
- /** Gets or sets current material */
- public get material(): Nullable<Material> {
- return this._material;
- }
- public set material(value: Nullable<Material>) {
- if (this._material === value) {
- return;
- }
- // remove from material mesh map id needed
- if (this._material && this._material.meshMap) {
- this._material.meshMap[this.uniqueId] = undefined;
- }
- this._material = value;
- if (value && value.meshMap) {
- value.meshMap[this.uniqueId] = this;
- }
- if (this.onMaterialChangedObservable.hasObservers()) {
- this.onMaterialChangedObservable.notifyObservers(this);
- }
- if (!this.subMeshes) {
- return;
- }
- this._unBindEffect();
- }
- /**
- * Gets or sets a boolean indicating that this mesh can receive realtime shadows
- * @see https://doc.babylonjs.com/babylon101/shadows
- */
- public get receiveShadows(): boolean {
- return this._internalAbstractMeshDataInfo._receiveShadows;
- }
- public set receiveShadows(value: boolean) {
- if (this._internalAbstractMeshDataInfo._receiveShadows === value) {
- return;
- }
- this._internalAbstractMeshDataInfo._receiveShadows = value;
- this._markSubMeshesAsLightDirty();
- }
- /** Defines color to use when rendering outline */
- public outlineColor = Color3.Red();
- /** Define width to use when rendering outline */
- public outlineWidth = 0.02;
- /** Defines color to use when rendering overlay */
- public overlayColor = Color3.Red();
- /** Defines alpha to use when rendering overlay */
- public overlayAlpha = 0.5;
- /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
- public get hasVertexAlpha(): boolean {
- return this._internalAbstractMeshDataInfo._hasVertexAlpha;
- }
- public set hasVertexAlpha(value: boolean) {
- if (this._internalAbstractMeshDataInfo._hasVertexAlpha === value) {
- return;
- }
- this._internalAbstractMeshDataInfo._hasVertexAlpha = value;
- this._markSubMeshesAsAttributesDirty();
- this._markSubMeshesAsMiscDirty();
- }
- /** Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry) */
- public get useVertexColors(): boolean {
- return this._internalAbstractMeshDataInfo._useVertexColors;
- }
- public set useVertexColors(value: boolean) {
- if (this._internalAbstractMeshDataInfo._useVertexColors === value) {
- return;
- }
- this._internalAbstractMeshDataInfo._useVertexColors = value;
- this._markSubMeshesAsAttributesDirty();
- }
- /**
- * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
- */
- public get computeBonesUsingShaders(): boolean {
- return this._internalAbstractMeshDataInfo._computeBonesUsingShaders;
- }
- public set computeBonesUsingShaders(value: boolean) {
- if (this._internalAbstractMeshDataInfo._computeBonesUsingShaders === value) {
- return;
- }
- this._internalAbstractMeshDataInfo._computeBonesUsingShaders = value;
- this._markSubMeshesAsAttributesDirty();
- }
- /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
- public get numBoneInfluencers(): number {
- return this._internalAbstractMeshDataInfo._numBoneInfluencers;
- }
- public set numBoneInfluencers(value: number) {
- if (this._internalAbstractMeshDataInfo._numBoneInfluencers === value) {
- return;
- }
- this._internalAbstractMeshDataInfo._numBoneInfluencers = value;
- this._markSubMeshesAsAttributesDirty();
- }
- /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
- public get applyFog(): boolean {
- return this._internalAbstractMeshDataInfo._applyFog;
- }
- public set applyFog(value: boolean) {
- if (this._internalAbstractMeshDataInfo._applyFog === value) {
- return;
- }
- this._internalAbstractMeshDataInfo._applyFog = value;
- this._markSubMeshesAsMiscDirty();
- }
- /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
- public useOctreeForRenderingSelection = true;
- /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
- public useOctreeForPicking = true;
- /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
- public useOctreeForCollisions = true;
- /**
- * Gets or sets the current layer mask (default is 0x0FFFFFFF)
- * @see https://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
- */
- public get layerMask(): number {
- return this._internalAbstractMeshDataInfo._layerMask;
- }
- public set layerMask(value: number) {
- if (value === this._internalAbstractMeshDataInfo._layerMask) {
- return;
- }
- this._internalAbstractMeshDataInfo._layerMask = value;
- this._resyncLightSources();
- }
- /**
- * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
- */
- public alwaysSelectAsActiveMesh = false;
- /**
- * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
- */
- public doNotSyncBoundingInfo = false;
- /**
- * Gets or sets the current action manager
- * @see https://doc.babylonjs.com/how_to/how_to_use_actions
- */
- public actionManager: Nullable<AbstractActionManager> = null;
- // Collisions
- private _meshCollisionData = new _MeshCollisionData();
- /**
- * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
- * @see https://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
- */
- public ellipsoid = new Vector3(0.5, 1, 0.5);
- /**
- * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
- * @see https://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
- */
- public ellipsoidOffset = new Vector3(0, 0, 0);
- /**
- * Gets or sets a collision mask used to mask collisions (default is -1).
- * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
- */
- public get collisionMask(): number {
- return this._meshCollisionData._collisionMask;
- }
- public set collisionMask(mask: number) {
- this._meshCollisionData._collisionMask = !isNaN(mask) ? mask : -1;
- }
- /**
- * Gets or sets the current collision group mask (-1 by default).
- * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
- */
- public get collisionGroup(): number {
- return this._meshCollisionData._collisionGroup;
- }
- public set collisionGroup(mask: number) {
- this._meshCollisionData._collisionGroup = !isNaN(mask) ? mask : -1;
- }
- /**
- * Gets or sets current surrounding meshes (null by default).
- *
- * By default collision detection is tested against every mesh in the scene.
- * It is possible to set surroundingMeshes to a defined list of meshes and then only these specified
- * meshes will be tested for the collision.
- *
- * Note: if set to an empty array no collision will happen when this mesh is moved.
- */
- public get surroundingMeshes(): Nullable<AbstractMesh[]> {
- return this._meshCollisionData._surroundingMeshes;
- }
- public set surroundingMeshes(meshes: Nullable<AbstractMesh[]>) {
- this._meshCollisionData._surroundingMeshes = meshes;
- }
- // Edges
- /**
- * Defines edge width used when edgesRenderer is enabled
- * @see https://www.babylonjs-playground.com/#10OJSG#13
- */
- public edgesWidth = 1;
- /**
- * Defines edge color used when edgesRenderer is enabled
- * @see https://www.babylonjs-playground.com/#10OJSG#13
- */
- public edgesColor = new Color4(1, 0, 0, 1);
- /** @hidden */
- public _edgesRenderer: Nullable<IEdgesRenderer> = null;
- /** @hidden */
- public _masterMesh: Nullable<AbstractMesh> = null;
- /** @hidden */
- public _boundingInfo: Nullable<BoundingInfo> = null;
- /** @hidden */
- public _renderId = 0;
- /**
- * Gets or sets the list of subMeshes
- * @see https://doc.babylonjs.com/how_to/multi_materials
- */
- public subMeshes: SubMesh[];
- /** @hidden */
- public _intersectionsInProgress = new Array<AbstractMesh>();
- /** @hidden */
- public _unIndexed = false;
- /** @hidden */
- public _lightSources = new Array<Light>();
- /** Gets the list of lights affecting that mesh */
- public get lightSources(): Light[] {
- return this._lightSources;
- }
- /** @hidden */
- public get _positions(): Nullable<Vector3[]> {
- return null;
- }
- // Loading properties
- /** @hidden */
- public _waitingData: {
- lods: Nullable<any>,
- actions: Nullable<any>
- freezeWorldMatrix: Nullable<boolean>
- } = {
- lods: null,
- actions: null,
- freezeWorldMatrix: null
- };
- /** @hidden */
- public _bonesTransformMatrices: Nullable<Float32Array> = null;
- /** @hidden */
- public _transformMatrixTexture: Nullable<RawTexture> = null;
- /**
- * Gets or sets a skeleton to apply skining transformations
- * @see https://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
- */
- public set skeleton(value: Nullable<Skeleton>) {
- let skeleton = this._internalAbstractMeshDataInfo._skeleton;
- if (skeleton && skeleton.needInitialSkinMatrix) {
- skeleton._unregisterMeshWithPoseMatrix(this);
- }
- if (value && value.needInitialSkinMatrix) {
- value._registerMeshWithPoseMatrix(this);
- }
- this._internalAbstractMeshDataInfo._skeleton = value;
- if (!this._internalAbstractMeshDataInfo._skeleton) {
- this._bonesTransformMatrices = null;
- }
- this._markSubMeshesAsAttributesDirty();
- }
- public get skeleton(): Nullable<Skeleton> {
- return this._internalAbstractMeshDataInfo._skeleton;
- }
- /**
- * An event triggered when the mesh is rebuilt.
- */
- public onRebuildObservable = new Observable<AbstractMesh>();
- // Constructor
- /**
- * Creates a new AbstractMesh
- * @param name defines the name of the mesh
- * @param scene defines the hosting scene
- */
- constructor(name: string, scene: Nullable<Scene> = null) {
- super(name, scene, false);
- this.getScene().addMesh(this);
- this._resyncLightSources();
- }
- /**
- * Returns the string "AbstractMesh"
- * @returns "AbstractMesh"
- */
- public getClassName(): string {
- return "AbstractMesh";
- }
- /**
- * Gets a string representation of the current mesh
- * @param fullDetails defines a boolean indicating if full details must be included
- * @returns a string representation of the current mesh
- */
- public toString(fullDetails?: boolean): string {
- var ret = "Name: " + this.name + ", isInstance: " + (this.getClassName() !== "InstancedMesh" ? "YES" : "NO");
- ret += ", # of submeshes: " + (this.subMeshes ? this.subMeshes.length : 0);
- let skeleton = this._internalAbstractMeshDataInfo._skeleton;
- if (skeleton) {
- ret += ", skeleton: " + skeleton.name;
- }
- if (fullDetails) {
- ret += ", billboard mode: " + (["NONE", "X", "Y", null, "Z", null, null, "ALL"])[this.billboardMode];
- ret += ", freeze wrld mat: " + (this._isWorldMatrixFrozen || this._waitingData.freezeWorldMatrix ? "YES" : "NO");
- }
- return ret;
- }
- /**
- * @hidden
- */
- protected _getEffectiveParent(): Nullable<Node> {
- if (this._masterMesh && this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
- return this._masterMesh;
- }
- return super._getEffectiveParent();
- }
- /** @hidden */
- public _getActionManagerForTrigger(trigger?: number, initialCall = true): Nullable<AbstractActionManager> {
- if (this.actionManager && (initialCall || this.actionManager.isRecursive)) {
- if (trigger) {
- if (this.actionManager.hasSpecificTrigger(trigger)) {
- return this.actionManager;
- }
- }
- else {
- return this.actionManager;
- }
- }
- if (!this.parent) {
- return null;
- }
- return this.parent._getActionManagerForTrigger(trigger, false);
- }
- /** @hidden */
- public _rebuild(): void {
- this.onRebuildObservable.notifyObservers(this);
- if (this._occlusionQuery) {
- this._occlusionQuery = null;
- }
- if (!this.subMeshes) {
- return;
- }
- for (var subMesh of this.subMeshes) {
- subMesh._rebuild();
- }
- }
- /** @hidden */
- public _resyncLightSources(): void {
- this._lightSources.length = 0;
- for (var light of this.getScene().lights) {
- if (!light.isEnabled()) {
- continue;
- }
- if (light.canAffectMesh(this)) {
- this._lightSources.push(light);
- }
- }
- this._markSubMeshesAsLightDirty();
- }
- /** @hidden */
- public _resyncLightSource(light: Light): void {
- var isIn = light.isEnabled() && light.canAffectMesh(this);
- var index = this._lightSources.indexOf(light);
- var removed = false;
- if (index === -1) {
- if (!isIn) {
- return;
- }
- this._lightSources.push(light);
- } else {
- if (isIn) {
- return;
- }
- removed = true;
- this._lightSources.splice(index, 1);
- }
- this._markSubMeshesAsLightDirty(removed);
- }
- /** @hidden */
- public _unBindEffect() {
- for (var subMesh of this.subMeshes) {
- subMesh.setEffect(null);
- }
- }
- /** @hidden */
- public _removeLightSource(light: Light, dispose: boolean): void {
- var index = this._lightSources.indexOf(light);
- if (index === -1) {
- return;
- }
- this._lightSources.splice(index, 1);
- this._markSubMeshesAsLightDirty(dispose);
- }
- private _markSubMeshesAsDirty(func: (defines: MaterialDefines) => void) {
- if (!this.subMeshes) {
- return;
- }
- for (var subMesh of this.subMeshes) {
- if (subMesh._materialDefines) {
- func(subMesh._materialDefines);
- }
- }
- }
- /** @hidden */
- public _markSubMeshesAsLightDirty(dispose: boolean = false) {
- this._markSubMeshesAsDirty((defines) => defines.markAsLightDirty(dispose));
- }
- /** @hidden */
- public _markSubMeshesAsAttributesDirty() {
- this._markSubMeshesAsDirty((defines) => defines.markAsAttributesDirty());
- }
- /** @hidden */
- public _markSubMeshesAsMiscDirty() {
- this._markSubMeshesAsDirty((defines) => defines.markAsMiscDirty());
- }
- /**
- * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
- */
- public get scaling(): Vector3 {
- return this._scaling;
- }
- public set scaling(newScaling: Vector3) {
- this._scaling = newScaling;
- }
- // Methods
- /**
- * Returns true if the mesh is blocked. Implemented by child classes
- */
- public get isBlocked(): boolean {
- return false;
- }
- /**
- * Returns the mesh itself by default. Implemented by child classes
- * @param camera defines the camera to use to pick the right LOD level
- * @returns the currentAbstractMesh
- */
- public getLOD(camera: Camera): Nullable<AbstractMesh> {
- return this;
- }
- /**
- * Returns 0 by default. Implemented by child classes
- * @returns an integer
- */
- public getTotalVertices(): number {
- return 0;
- }
- /**
- * Returns a positive integer : the total number of indices in this mesh geometry.
- * @returns the numner of indices or zero if the mesh has no geometry.
- */
- public getTotalIndices(): number {
- return 0;
- }
- /**
- * Returns null by default. Implemented by child classes
- * @returns null
- */
- public getIndices(): Nullable<IndicesArray> {
- return null;
- }
- /**
- * Returns the array of the requested vertex data kind. Implemented by child classes
- * @param kind defines the vertex data kind to use
- * @returns null
- */
- public getVerticesData(kind: string): Nullable<FloatArray> {
- return null;
- }
- /**
- * Sets the vertex data of the mesh geometry for the requested `kind`.
- * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
- * Note that a new underlying VertexBuffer object is created each call.
- * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
- * @param kind defines vertex data kind:
- * * VertexBuffer.PositionKind
- * * VertexBuffer.UVKind
- * * VertexBuffer.UV2Kind
- * * VertexBuffer.UV3Kind
- * * VertexBuffer.UV4Kind
- * * VertexBuffer.UV5Kind
- * * VertexBuffer.UV6Kind
- * * VertexBuffer.ColorKind
- * * VertexBuffer.MatricesIndicesKind
- * * VertexBuffer.MatricesIndicesExtraKind
- * * VertexBuffer.MatricesWeightsKind
- * * VertexBuffer.MatricesWeightsExtraKind
- * @param data defines the data source
- * @param updatable defines if the data must be flagged as updatable (or static)
- * @param stride defines the vertex stride (size of an entire vertex). Can be null and in this case will be deduced from vertex data kind
- * @returns the current mesh
- */
- public setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh {
- return this;
- }
- /**
- * Updates the existing vertex data of the mesh geometry for the requested `kind`.
- * If the mesh has no geometry, it is simply returned as it is.
- * @param kind defines vertex data kind:
- * * VertexBuffer.PositionKind
- * * VertexBuffer.UVKind
- * * VertexBuffer.UV2Kind
- * * VertexBuffer.UV3Kind
- * * VertexBuffer.UV4Kind
- * * VertexBuffer.UV5Kind
- * * VertexBuffer.UV6Kind
- * * VertexBuffer.ColorKind
- * * VertexBuffer.MatricesIndicesKind
- * * VertexBuffer.MatricesIndicesExtraKind
- * * VertexBuffer.MatricesWeightsKind
- * * VertexBuffer.MatricesWeightsExtraKind
- * @param data defines the data source
- * @param updateExtends If `kind` is `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed
- * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
- * @returns the current mesh
- */
- public updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh {
- return this;
- }
- /**
- * Sets the mesh indices,
- * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
- * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
- * @param totalVertices Defines the total number of vertices
- * @returns the current mesh
- */
- public setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh {
- return this;
- }
- /**
- * Gets a boolean indicating if specific vertex data is present
- * @param kind defines the vertex data kind to use
- * @returns true is data kind is present
- */
- public isVerticesDataPresent(kind: string): boolean {
- return false;
- }
- /**
- * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
- * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
- * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
- * @returns a BoundingInfo
- */
- public getBoundingInfo(): BoundingInfo {
- if (this._masterMesh) {
- return this._masterMesh.getBoundingInfo();
- }
- if (!this._boundingInfo) {
- // this._boundingInfo is being created here
- this._updateBoundingInfo();
- }
- // cannot be null.
- return this._boundingInfo!;
- }
- /**
- * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
- * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
- * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
- * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
- * @returns the current mesh
- */
- public normalizeToUnitCube(includeDescendants = true, ignoreRotation = false, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh {
- return <AbstractMesh>super.normalizeToUnitCube(includeDescendants, ignoreRotation, predicate);
- }
- /**
- * Overwrite the current bounding info
- * @param boundingInfo defines the new bounding info
- * @returns the current mesh
- */
- public setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh {
- this._boundingInfo = boundingInfo;
- return this;
- }
- /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
- public get useBones(): boolean {
- return (<boolean>(this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(VertexBuffer.MatricesWeightsKind)));
- }
- /** @hidden */
- public _preActivate(): void {
- }
- /** @hidden */
- public _preActivateForIntermediateRendering(renderId: number): void {
- }
- /** @hidden */
- public _activate(renderId: number, intermediateRendering: boolean): boolean {
- this._renderId = renderId;
- return true;
- }
- /** @hidden */
- public _postActivate(): void {
- // Do nothing
- }
- /** @hidden */
- public _freeze() {
- // Do nothing
- }
- /** @hidden */
- public _unFreeze() {
- // Do nothing
- }
- /**
- * Gets the current world matrix
- * @returns a Matrix
- */
- public getWorldMatrix(): Matrix {
- if (this._masterMesh && this.billboardMode === TransformNode.BILLBOARDMODE_NONE) {
- return this._masterMesh.getWorldMatrix();
- }
- return super.getWorldMatrix();
- }
- /** @hidden */
- public _getWorldMatrixDeterminant(): number {
- if (this._masterMesh) {
- return this._masterMesh._getWorldMatrixDeterminant();
- }
- return super._getWorldMatrixDeterminant();
- }
- /**
- * Gets a boolean indicating if this mesh is an instance or a regular mesh
- */
- public get isAnInstance(): boolean {
- return false;
- }
- /**
- * Gets a boolean indicating if this mesh has instances
- */
- public get hasInstances(): boolean {
- return false;
- }
- /**
- * Gets a boolean indicating if this mesh has thin instances
- */
- public get hasThinInstances(): boolean {
- return false;
- }
- // ================================== Point of View Movement =================================
- /**
- * Perform relative position change from the point of view of behind the front of the mesh.
- * This is performed taking into account the meshes current rotation, so you do not have to care.
- * Supports definition of mesh facing forward or backward
- * @param amountRight defines the distance on the right axis
- * @param amountUp defines the distance on the up axis
- * @param amountForward defines the distance on the forward axis
- * @returns the current mesh
- */
- public movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh {
- this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
- return this;
- }
- /**
- * Calculate relative position change from the point of view of behind the front of the mesh.
- * This is performed taking into account the meshes current rotation, so you do not have to care.
- * Supports definition of mesh facing forward or backward
- * @param amountRight defines the distance on the right axis
- * @param amountUp defines the distance on the up axis
- * @param amountForward defines the distance on the forward axis
- * @returns the new displacement vector
- */
- public calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3 {
- var rotMatrix = new Matrix();
- var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
- rotQuaternion.toRotationMatrix(rotMatrix);
- var translationDelta = Vector3.Zero();
- var defForwardMult = this.definedFacingForward ? -1 : 1;
- Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
- return translationDelta;
- }
- // ================================== Point of View Rotation =================================
- /**
- * Perform relative rotation change from the point of view of behind the front of the mesh.
- * Supports definition of mesh facing forward or backward
- * @param flipBack defines the flip
- * @param twirlClockwise defines the twirl
- * @param tiltRight defines the tilt
- * @returns the current mesh
- */
- public rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh {
- this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
- return this;
- }
- /**
- * Calculate relative rotation change from the point of view of behind the front of the mesh.
- * Supports definition of mesh facing forward or backward.
- * @param flipBack defines the flip
- * @param twirlClockwise defines the twirl
- * @param tiltRight defines the tilt
- * @returns the new rotation vector
- */
- public calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3 {
- var defForwardMult = this.definedFacingForward ? 1 : -1;
- return new Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
- }
- /**
- * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
- * This means the mesh underlying bounding box and sphere are recomputed.
- * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
- * @returns the current mesh
- */
- public refreshBoundingInfo(applySkeleton: boolean = false): AbstractMesh {
- if (this._boundingInfo && this._boundingInfo.isLocked) {
- return this;
- }
- this._refreshBoundingInfo(this._getPositionData(applySkeleton), null);
- return this;
- }
- /** @hidden */
- public _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void {
- if (data) {
- var extend = extractMinAndMax(data, 0, this.getTotalVertices(), bias);
- if (this._boundingInfo) {
- this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
- }
- else {
- this._boundingInfo = new BoundingInfo(extend.minimum, extend.maximum);
- }
- }
- if (this.subMeshes) {
- for (var index = 0; index < this.subMeshes.length; index++) {
- this.subMeshes[index].refreshBoundingInfo(data);
- }
- }
- this._updateBoundingInfo();
- }
- /** @hidden */
- public _getPositionData(applySkeleton: boolean): Nullable<FloatArray> {
- var data = this.getVerticesData(VertexBuffer.PositionKind);
- if (data && applySkeleton && this.skeleton) {
- data = Tools.Slice(data);
- this._generatePointsArray();
- var matricesIndicesData = this.getVerticesData(VertexBuffer.MatricesIndicesKind);
- var matricesWeightsData = this.getVerticesData(VertexBuffer.MatricesWeightsKind);
- if (matricesWeightsData && matricesIndicesData) {
- var needExtras = this.numBoneInfluencers > 4;
- var matricesIndicesExtraData = needExtras ? this.getVerticesData(VertexBuffer.MatricesIndicesExtraKind) : null;
- var matricesWeightsExtraData = needExtras ? this.getVerticesData(VertexBuffer.MatricesWeightsExtraKind) : null;
- this.skeleton.prepare();
- var skeletonMatrices = this.skeleton.getTransformMatrices(this);
- var tempVector = TmpVectors.Vector3[0];
- var finalMatrix = TmpVectors.Matrix[0];
- var tempMatrix = TmpVectors.Matrix[1];
- var matWeightIdx = 0;
- for (var index = 0; index < data.length; index += 3, matWeightIdx += 4) {
- finalMatrix.reset();
- var inf: number;
- var weight: number;
- for (inf = 0; inf < 4; inf++) {
- weight = matricesWeightsData[matWeightIdx + inf];
- if (weight > 0) {
- Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
- finalMatrix.addToSelf(tempMatrix);
- }
- }
- if (needExtras) {
- for (inf = 0; inf < 4; inf++) {
- weight = matricesWeightsExtraData![matWeightIdx + inf];
- if (weight > 0) {
- Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData![matWeightIdx + inf] * 16), weight, tempMatrix);
- finalMatrix.addToSelf(tempMatrix);
- }
- }
- }
- Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], finalMatrix, tempVector);
- tempVector.toArray(data, index);
- if (this._positions) {
- this._positions[index / 3].copyFrom(tempVector);
- }
- }
- }
- }
- return data;
- }
- /** @hidden */
- public _updateBoundingInfo(): AbstractMesh {
- const effectiveMesh = this._effectiveMesh;
- if (this._boundingInfo) {
- this._boundingInfo.update(effectiveMesh.worldMatrixFromCache);
- }
- else {
- this._boundingInfo = new BoundingInfo(this.absolutePosition, this.absolutePosition, effectiveMesh.worldMatrixFromCache);
- }
- this._updateSubMeshesBoundingInfo(effectiveMesh.worldMatrixFromCache);
- return this;
- }
- /** @hidden */
- public _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh {
- if (!this.subMeshes) {
- return this;
- }
- let count = this.subMeshes.length;
- for (var subIndex = 0; subIndex < count; subIndex++) {
- var subMesh = this.subMeshes[subIndex];
- if (count > 1 || !subMesh.IsGlobal) {
- subMesh.updateBoundingInfo(matrix);
- }
- }
- return this;
- }
- /** @hidden */
- protected _afterComputeWorldMatrix(): void {
- if (this.doNotSyncBoundingInfo) {
- return;
- }
- // Bounding info
- this._updateBoundingInfo();
- }
- /** @hidden */
- public get _effectiveMesh(): AbstractMesh {
- return (this.skeleton && this.skeleton.overrideMesh) || this;
- }
- /**
- * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
- * A mesh is in the frustum if its bounding box intersects the frustum
- * @param frustumPlanes defines the frustum to test
- * @returns true if the mesh is in the frustum planes
- */
- public isInFrustum(frustumPlanes: Plane[]): boolean {
- return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);
- }
- /**
- * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
- * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
- * @param frustumPlanes defines the frustum to test
- * @returns true if the mesh is completely in the frustum planes
- */
- public isCompletelyInFrustum(frustumPlanes: Plane[]): boolean {
- return this._boundingInfo !== null && this._boundingInfo.isCompletelyInFrustum(frustumPlanes);
- }
- /**
- * True if the mesh intersects another mesh or a SolidParticle object
- * @param mesh defines a target mesh or SolidParticle to test
- * @param precise Unless the parameter `precise` is set to `true` the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes)
- * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
- * @returns true if there is an intersection
- */
- public intersectsMesh(mesh: AbstractMesh | SolidParticle, precise: boolean = false, includeDescendants?: boolean): boolean {
- if (!this._boundingInfo || !mesh._boundingInfo) {
- return false;
- }
- if (this._boundingInfo.intersects(mesh._boundingInfo, precise)) {
- return true;
- }
- if (includeDescendants) {
- for (var child of this.getChildMeshes()) {
- if (child.intersectsMesh(mesh, precise, true)) {
- return true;
- }
- }
- }
- return false;
- }
- /**
- * Returns true if the passed point (Vector3) is inside the mesh bounding box
- * @param point defines the point to test
- * @returns true if there is an intersection
- */
- public intersectsPoint(point: Vector3): boolean {
- if (!this._boundingInfo) {
- return false;
- }
- return this._boundingInfo.intersectsPoint(point);
- }
- // Collisions
- /**
- * Gets or sets a boolean indicating that this mesh can be used in the collision engine
- * @see https://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
- */
- public get checkCollisions(): boolean {
- return this._meshCollisionData._checkCollisions;
- }
- public set checkCollisions(collisionEnabled: boolean) {
- this._meshCollisionData._checkCollisions = collisionEnabled;
- }
- /**
- * Gets Collider object used to compute collisions (not physics)
- * @see https://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
- */
- public get collider(): Nullable<Collider> {
- return this._meshCollisionData._collider;
- }
- /**
- * Move the mesh using collision engine
- * @see https://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
- * @param displacement defines the requested displacement vector
- * @returns the current mesh
- */
- public moveWithCollisions(displacement: Vector3): AbstractMesh {
- var globalPosition = this.getAbsolutePosition();
- globalPosition.addToRef(this.ellipsoidOffset, this._meshCollisionData._oldPositionForCollisions);
- let coordinator = this.getScene().collisionCoordinator;
- if (!this._meshCollisionData._collider) {
- this._meshCollisionData._collider = coordinator.createCollider();
- }
- this._meshCollisionData._collider._radius = this.ellipsoid;
- coordinator.getNewPosition(this._meshCollisionData._oldPositionForCollisions, displacement, this._meshCollisionData._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);
- return this;
- }
- private _onCollisionPositionChange = (collisionId: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh> = null) => {
- newPosition.subtractToRef(this._meshCollisionData._oldPositionForCollisions, this._meshCollisionData._diffPositionForCollisions);
- if (this._meshCollisionData._diffPositionForCollisions.length() > Engine.CollisionsEpsilon) {
- this.position.addInPlace(this._meshCollisionData._diffPositionForCollisions);
- }
- if (collidedMesh) {
- this.onCollideObservable.notifyObservers(collidedMesh);
- }
- this.onCollisionPositionChangeObservable.notifyObservers(this.position);
- }
- // Collisions
- /** @hidden */
- public _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh {
- this._generatePointsArray();
- if (!this._positions) {
- return this;
- }
- // Transformation
- if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix!.equals(transformMatrix)) {
- subMesh._lastColliderTransformMatrix = transformMatrix.clone();
- subMesh._lastColliderWorldVertices = [];
- subMesh._trianglePlanes = [];
- var start = subMesh.verticesStart;
- var end = (subMesh.verticesStart + subMesh.verticesCount);
- for (var i = start; i < end; i++) {
- subMesh._lastColliderWorldVertices.push(Vector3.TransformCoordinates(this._positions[i], transformMatrix));
- }
- }
- // Collide
- collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, (<IndicesArray>this.getIndices()), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial(), this);
- return this;
- }
- /** @hidden */
- public _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh {
- const subMeshes = this._scene.getCollidingSubMeshCandidates(this, collider);
- const len = subMeshes.length;
- for (var index = 0; index < len; index++) {
- var subMesh = subMeshes.data[index];
- // Bounding test
- if (len > 1 && !subMesh._checkCollision(collider)) {
- continue;
- }
- this._collideForSubMesh(subMesh, transformMatrix, collider);
- }
- return this;
- }
- /** @hidden */
- public _checkCollision(collider: Collider): AbstractMesh {
- // Bounding box test
- if (!this._boundingInfo || !this._boundingInfo._checkCollision(collider)) {
- return this;
- }
- // Transformation matrix
- const collisionsScalingMatrix = TmpVectors.Matrix[0];
- const collisionsTransformMatrix = TmpVectors.Matrix[1];
- Matrix.ScalingToRef(1.0 / collider._radius.x, 1.0 / collider._radius.y, 1.0 / collider._radius.z, collisionsScalingMatrix);
- this.worldMatrixFromCache.multiplyToRef(collisionsScalingMatrix, collisionsTransformMatrix);
- this._processCollisionsForSubMeshes(collider, collisionsTransformMatrix);
- return this;
- }
- // Picking
- /** @hidden */
- public _generatePointsArray(): boolean {
- return false;
- }
- /**
- * Checks if the passed Ray intersects with the mesh
- * @param ray defines the ray to use
- * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
- * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
- * @param onlyBoundingInfo defines a boolean indicating if picking should only happen using bounding info (false by default)
- * @returns the picking info
- * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
- */
- public intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate, onlyBoundingInfo = false): PickingInfo {
- var pickingInfo = new PickingInfo();
- const intersectionThreshold = this.getClassName() === "InstancedLinesMesh" || this.getClassName() === "LinesMesh" ? (this as any).intersectionThreshold : 0;
- const boundingInfo = this._boundingInfo;
- if (!this.subMeshes || !boundingInfo || !ray.intersectsSphere(boundingInfo.boundingSphere, intersectionThreshold) || !ray.intersectsBox(boundingInfo.boundingBox, intersectionThreshold)) {
- return pickingInfo;
- }
- if (onlyBoundingInfo) {
- pickingInfo.hit = true;
- pickingInfo.pickedMesh = this;
- pickingInfo.distance = Vector3.Distance(ray.origin, boundingInfo.boundingSphere.center);
- pickingInfo.subMeshId = 0;
- return pickingInfo;
- }
- if (!this._generatePointsArray()) {
- return pickingInfo;
- }
- var intersectInfo: Nullable<IntersectionInfo> = null;
- var subMeshes = this._scene.getIntersectingSubMeshCandidates(this, ray);
- var len: number = subMeshes.length;
- for (var index = 0; index < len; index++) {
- var subMesh = subMeshes.data[index];
- // Bounding test
- if (len > 1 && !subMesh.canIntersects(ray)) {
- continue;
- }
- var currentIntersectInfo = subMesh.intersects(ray, (<Vector3[]>this._positions),
- (<IndicesArray>this.getIndices()), fastCheck,
- trianglePredicate);
- if (currentIntersectInfo) {
- if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
- intersectInfo = currentIntersectInfo;
- intersectInfo.subMeshId = index;
- if (fastCheck) {
- break;
- }
- }
- }
- }
- if (intersectInfo) {
- // Get picked point
- const world = this.skeleton && this.skeleton.overrideMesh ? this.skeleton.overrideMesh.getWorldMatrix() : this.getWorldMatrix();
- const worldOrigin = TmpVectors.Vector3[0];
- const direction = TmpVectors.Vector3[1];
- Vector3.TransformCoordinatesToRef(ray.origin, world, worldOrigin);
- ray.direction.scaleToRef(intersectInfo.distance, direction);
- const worldDirection = Vector3.TransformNormal(direction, world);
- const pickedPoint = worldDirection.addInPlace(worldOrigin);
- // Return result
- pickingInfo.hit = true;
- pickingInfo.distance = Vector3.Distance(worldOrigin, pickedPoint);
- pickingInfo.pickedPoint = pickedPoint;
- pickingInfo.pickedMesh = this;
- pickingInfo.bu = intersectInfo.bu || 0;
- pickingInfo.bv = intersectInfo.bv || 0;
- pickingInfo.subMeshFaceId = intersectInfo.faceId;
- pickingInfo.faceId = intersectInfo.faceId + subMeshes.data[intersectInfo.subMeshId].indexStart / (this.getClassName().indexOf("LinesMesh") !== -1 ? 2 : 3);
- pickingInfo.subMeshId = intersectInfo.subMeshId;
- return pickingInfo;
- }
- return pickingInfo;
- }
- /**
- * Clones the current mesh
- * @param name defines the mesh name
- * @param newParent defines the new mesh parent
- * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
- * @returns the new mesh
- */
- public clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh> {
- return null;
- }
- /**
- * Disposes all the submeshes of the current meshnp
- * @returns the current mesh
- */
- public releaseSubMeshes(): AbstractMesh {
- if (this.subMeshes) {
- while (this.subMeshes.length) {
- this.subMeshes[0].dispose();
- }
- } else {
- this.subMeshes = new Array<SubMesh>();
- }
- return this;
- }
- /**
- * Releases resources associated with this abstract mesh.
- * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
- * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
- */
- public dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false): void {
- var index: number;
- // mesh map release.
- if (this._scene.useMaterialMeshMap) {
- // remove from material mesh map id needed
- if (this._material && this._material.meshMap) {
- this._material.meshMap[this.uniqueId] = undefined;
- }
- }
- // Smart Array Retainers.
- this.getScene().freeActiveMeshes();
- this.getScene().freeRenderingGroups();
- // Action manager
- if (this.actionManager !== undefined && this.actionManager !== null) {
- this.actionManager.dispose();
- this.actionManager = null;
- }
- // Skeleton
- this._internalAbstractMeshDataInfo._skeleton = null;
- if (this._transformMatrixTexture) {
- this._transformMatrixTexture.dispose();
- this._transformMatrixTexture = null;
- }
- // Intersections in progress
- for (index = 0; index < this._intersectionsInProgress.length; index++) {
- var other = this._intersectionsInProgress[index];
- var pos = other._intersectionsInProgress.indexOf(this);
- other._intersectionsInProgress.splice(pos, 1);
- }
- this._intersectionsInProgress = [];
- // Lights
- var lights = this.getScene().lights;
- lights.forEach((light: Light) => {
- var meshIndex = light.includedOnlyMeshes.indexOf(this);
- if (meshIndex !== -1) {
- light.includedOnlyMeshes.splice(meshIndex, 1);
- }
- meshIndex = light.excludedMeshes.indexOf(this);
- if (meshIndex !== -1) {
- light.excludedMeshes.splice(meshIndex, 1);
- }
- // Shadow generators
- var generator = light.getShadowGenerator();
- if (generator) {
- var shadowMap = generator.getShadowMap();
- if (shadowMap && shadowMap.renderList) {
- meshIndex = shadowMap.renderList.indexOf(this);
- if (meshIndex !== -1) {
- shadowMap.renderList.splice(meshIndex, 1);
- }
- }
- }
- });
- // SubMeshes
- if (this.getClassName() !== "InstancedMesh" || this.getClassName() !== "InstancedLinesMesh") {
- this.releaseSubMeshes();
- }
- // Query
- let engine = this.getScene().getEngine();
- if (this._occlusionQuery) {
- this.isOcclusionQueryInProgress = false;
- engine.deleteQuery(this._occlusionQuery);
- this._occlusionQuery = null;
- }
- // Engine
- engine.wipeCaches();
- // Remove from scene
- this.getScene().removeMesh(this);
- if (disposeMaterialAndTextures) {
- if (this.material) {
- if (this.material.getClassName() === "MultiMaterial") {
- this.material.dispose(false, true, true);
- } else {
- this.material.dispose(false, true);
- }
- }
- }
- if (!doNotRecurse) {
- // Particles
- for (index = 0; index < this.getScene().particleSystems.length; index++) {
- if (this.getScene().particleSystems[index].emitter === this) {
- this.getScene().particleSystems[index].dispose();
- index--;
- }
- }
- }
- // facet data
- if (this._internalAbstractMeshDataInfo._facetData.facetDataEnabled) {
- this.disableFacetData();
- }
- this.onAfterWorldMatrixUpdateObservable.clear();
- this.onCollideObservable.clear();
- this.onCollisionPositionChangeObservable.clear();
- this.onRebuildObservable.clear();
- super.dispose(doNotRecurse, disposeMaterialAndTextures);
- }
- /**
- * Adds the passed mesh as a child to the current mesh
- * @param mesh defines the child mesh
- * @returns the current mesh
- */
- public addChild(mesh: AbstractMesh): AbstractMesh {
- mesh.setParent(this);
- return this;
- }
- /**
- * Removes the passed mesh from the current mesh children list
- * @param mesh defines the child mesh
- * @returns the current mesh
- */
- public removeChild(mesh: AbstractMesh): AbstractMesh {
- mesh.setParent(null);
- return this;
- }
- // Facet data
- /** @hidden */
- private _initFacetData(): AbstractMesh {
- const data = this._internalAbstractMeshDataInfo._facetData;
- if (!data.facetNormals) {
- data.facetNormals = new Array<Vector3>();
- }
- if (!data.facetPositions) {
- data.facetPositions = new Array<Vector3>();
- }
- if (!data.facetPartitioning) {
- data.facetPartitioning = new Array<number[]>();
- }
- data.facetNb = ((<IndicesArray>this.getIndices()).length / 3) | 0;
- data.partitioningSubdivisions = (data.partitioningSubdivisions) ? data.partitioningSubdivisions : 10; // default nb of partitioning subdivisions = 10
- data.partitioningBBoxRatio = (data.partitioningBBoxRatio) ? data.partitioningBBoxRatio : 1.01; // default ratio 1.01 = the partitioning is 1% bigger than the bounding box
- for (var f = 0; f < data.facetNb; f++) {
- data.facetNormals[f] = Vector3.Zero();
- data.facetPositions[f] = Vector3.Zero();
- }
- data.facetDataEnabled = true;
- return this;
- }
- /**
- * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
- * This method can be called within the render loop.
- * You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation
- * @returns the current mesh
- * @see https://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- public updateFacetData(): AbstractMesh {
- const data = this._internalAbstractMeshDataInfo._facetData;
- if (!data.facetDataEnabled) {
- this._initFacetData();
- }
- var positions = this.getVerticesData(VertexBuffer.PositionKind);
- var indices = this.getIndices();
- var normals = this.getVerticesData(VertexBuffer.NormalKind);
- var bInfo = this.getBoundingInfo();
- if (data.facetDepthSort && !data.facetDepthSortEnabled) {
- // init arrays, matrix and sort function on first call
- data.facetDepthSortEnabled = true;
- if (indices instanceof Uint16Array) {
- data.depthSortedIndices = new Uint16Array(indices!);
- }
- else if (indices instanceof Uint32Array) {
- data.depthSortedIndices = new Uint32Array(indices!);
- }
- else {
- var needs32bits = false;
- for (var i = 0; i < indices!.length; i++) {
- if (indices![i] > 65535) {
- needs32bits = true;
- break;
- }
- }
- if (needs32bits) {
- data.depthSortedIndices = new Uint32Array(indices!);
- }
- else {
- data.depthSortedIndices = new Uint16Array(indices!);
- }
- }
- data.facetDepthSortFunction = function(f1, f2) {
- return (f2.sqDistance - f1.sqDistance);
- };
- if (!data.facetDepthSortFrom) {
- var camera = this.getScene().activeCamera;
- data.facetDepthSortFrom = (camera) ? camera.position : Vector3.Zero();
- }
- data.depthSortedFacets = [];
- for (var f = 0; f < data.facetNb; f++) {
- var depthSortedFacet = { ind: f * 3, sqDistance: 0.0 };
- data.depthSortedFacets.push(depthSortedFacet);
- }
- data.invertedMatrix = Matrix.Identity();
- data.facetDepthSortOrigin = Vector3.Zero();
- }
- data.bbSize.x = (bInfo.maximum.x - bInfo.minimum.x > Epsilon) ? bInfo.maximum.x - bInfo.minimum.x : Epsilon;
- data.bbSize.y = (bInfo.maximum.y - bInfo.minimum.y > Epsilon) ? bInfo.maximum.y - bInfo.minimum.y : Epsilon;
- data.bbSize.z = (bInfo.maximum.z - bInfo.minimum.z > Epsilon) ? bInfo.maximum.z - bInfo.minimum.z : Epsilon;
- var bbSizeMax = (data.bbSize.x > data.bbSize.y) ? data.bbSize.x : data.bbSize.y;
- bbSizeMax = (bbSizeMax > data.bbSize.z) ? bbSizeMax : data.bbSize.z;
- data.subDiv.max = data.partitioningSubdivisions;
- data.subDiv.X = Math.floor(data.subDiv.max * data.bbSize.x / bbSizeMax); // adjust the number of subdivisions per axis
- data.subDiv.Y = Math.floor(data.subDiv.max * data.bbSize.y / bbSizeMax); // according to each bbox size per axis
- data.subDiv.Z = Math.floor(data.subDiv.max * data.bbSize.z / bbSizeMax);
- data.subDiv.X = data.subDiv.X < 1 ? 1 : data.subDiv.X; // at least one subdivision
- data.subDiv.Y = data.subDiv.Y < 1 ? 1 : data.subDiv.Y;
- data.subDiv.Z = data.subDiv.Z < 1 ? 1 : data.subDiv.Z;
- // set the parameters for ComputeNormals()
- data.facetParameters.facetNormals = this.getFacetLocalNormals();
- data.facetParameters.facetPositions = this.getFacetLocalPositions();
- data.facetParameters.facetPartitioning = this.getFacetLocalPartitioning();
- data.facetParameters.bInfo = bInfo;
- data.facetParameters.bbSize = data.bbSize;
- data.facetParameters.subDiv = data.subDiv;
- data.facetParameters.ratio = this.partitioningBBoxRatio;
- data.facetParameters.depthSort = data.facetDepthSort;
- if (data.facetDepthSort && data.facetDepthSortEnabled) {
- this.computeWorldMatrix(true);
- this._worldMatrix.invertToRef(data.invertedMatrix);
- Vector3.TransformCoordinatesToRef(data.facetDepthSortFrom, data.invertedMatrix, data.facetDepthSortOrigin);
- data.facetParameters.distanceTo = data.facetDepthSortOrigin;
- }
- data.facetParameters.depthSortedFacets = data.depthSortedFacets;
- VertexData.ComputeNormals(positions, indices, normals, data.facetParameters);
- if (data.facetDepthSort && data.facetDepthSortEnabled) {
- data.depthSortedFacets.sort(data.facetDepthSortFunction);
- var l = (data.depthSortedIndices.length / 3) | 0;
- for (var f = 0; f < l; f++) {
- var sind = data.depthSortedFacets[f].ind;
- data.depthSortedIndices[f * 3] = indices![sind];
- data.depthSortedIndices[f * 3 + 1] = indices![sind + 1];
- data.depthSortedIndices[f * 3 + 2] = indices![sind + 2];
- }
- this.updateIndices(data.depthSortedIndices, undefined, true);
- }
- return this;
- }
- /**
- * Returns the facetLocalNormals array.
- * The normals are expressed in the mesh local spac
- * @returns an array of Vector3
- * @see https://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- public getFacetLocalNormals(): Vector3[] {
- let facetData = this._internalAbstractMeshDataInfo._facetData;
- if (!facetData.facetNormals) {
- this.updateFacetData();
- }
- return facetData.facetNormals;
- }
- /**
- * Returns the facetLocalPositions array.
- * The facet positions are expressed in the mesh local space
- * @returns an array of Vector3
- * @see https://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- public getFacetLocalPositions(): Vector3[] {
- let facetData = this._internalAbstractMeshDataInfo._facetData;
- if (!facetData.facetPositions) {
- this.updateFacetData();
- }
- return facetData.facetPositions;
- }
- /**
- * Returns the facetLocalPartioning array
- * @returns an array of array of numbers
- * @see https://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- public getFacetLocalPartitioning(): number[][] {
- let facetData = this._internalAbstractMeshDataInfo._facetData;
- if (!facetData.facetPartitioning) {
- this.updateFacetData();
- }
- return facetData.facetPartitioning;
- }
- /**
- * Returns the i-th facet position in the world system.
- * This method allocates a new Vector3 per call
- * @param i defines the facet index
- * @returns a new Vector3
- * @see https://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- public getFacetPosition(i: number): Vector3 {
- var pos = Vector3.Zero();
- this.getFacetPositionToRef(i, pos);
- return pos;
- }
- /**
- * Sets the reference Vector3 with the i-th facet position in the world system
- * @param i defines the facet index
- * @param ref defines the target vector
- * @returns the current mesh
- * @see https://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- public getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh {
- var localPos = (this.getFacetLocalPositions())[i];
- var world = this.getWorldMatrix();
- Vector3.TransformCoordinatesToRef(localPos, world, ref);
- return this;
- }
- /**
- * Returns the i-th facet normal in the world system.
- * This method allocates a new Vector3 per call
- * @param i defines the facet index
- * @returns a new Vector3
- * @see https://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- public getFacetNormal(i: number): Vector3 {
- var norm = Vector3.Zero();
- this.getFacetNormalToRef(i, norm);
- return norm;
- }
- /**
- * Sets the reference Vector3 with the i-th facet normal in the world system
- * @param i defines the facet index
- * @param ref defines the target vector
- * @returns the current mesh
- * @see https://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- public getFacetNormalToRef(i: number, ref: Vector3) {
- var localNorm = (this.getFacetLocalNormals())[i];
- Vector3.TransformNormalToRef(localNorm, this.getWorldMatrix(), ref);
- return this;
- }
- /**
- * Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)
- * @param x defines x coordinate
- * @param y defines y coordinate
- * @param z defines z coordinate
- * @returns the array of facet indexes
- * @see https://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- public getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]> {
- var bInfo = this.getBoundingInfo();
- const data = this._internalAbstractMeshDataInfo._facetData;
- var ox = Math.floor((x - bInfo.minimum.x * data.partitioningBBoxRatio) * data.subDiv.X * data.partitioningBBoxRatio / data.bbSize.x);
- var oy = Math.floor((y - bInfo.minimum.y * data.partitioningBBoxRatio) * data.subDiv.Y * data.partitioningBBoxRatio / data.bbSize.y);
- var oz = Math.floor((z - bInfo.minimum.z * data.partitioningBBoxRatio) * data.subDiv.Z * data.partitioningBBoxRatio / data.bbSize.z);
- if (ox < 0 || ox > data.subDiv.max || oy < 0 || oy > data.subDiv.max || oz < 0 || oz > data.subDiv.max) {
- return null;
- }
- return data.facetPartitioning[ox + data.subDiv.max * oy + data.subDiv.max * data.subDiv.max * oz];
- }
- /**
- * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
- * @param projected sets as the (x,y,z) world projection on the facet
- * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
- * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
- * @param x defines x coordinate
- * @param y defines y coordinate
- * @param z defines z coordinate
- * @returns the face index if found (or null instead)
- * @see https://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- public getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace: boolean = false, facing: boolean = true): Nullable<number> {
- var world = this.getWorldMatrix();
- var invMat = TmpVectors.Matrix[5];
- world.invertToRef(invMat);
- var invVect = TmpVectors.Vector3[8];
- Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, invMat, invVect); // transform (x,y,z) to coordinates in the mesh local space
- var closest = this.getClosestFacetAtLocalCoordinates(invVect.x, invVect.y, invVect.z, projected, checkFace, facing);
- if (projected) {
- // tranform the local computed projected vector to world coordinates
- Vector3.TransformCoordinatesFromFloatsToRef(projected.x, projected.y, projected.z, world, projected);
- }
- return closest;
- }
- /**
- * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
- * @param projected sets as the (x,y,z) local projection on the facet
- * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
- * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
- * @param x defines x coordinate
- * @param y defines y coordinate
- * @param z defines z coordinate
- * @returns the face index if found (or null instead)
- * @see https://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- public getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace: boolean = false, facing: boolean = true): Nullable<number> {
- var closest = null;
- var tmpx = 0.0;
- var tmpy = 0.0;
- var tmpz = 0.0;
- var d = 0.0; // tmp dot facet normal * facet position
- var t0 = 0.0;
- var projx = 0.0;
- var projy = 0.0;
- var projz = 0.0;
- // Get all the facets in the same partitioning block than (x, y, z)
- var facetPositions = this.getFacetLocalPositions();
- var facetNormals = this.getFacetLocalNormals();
- var facetsInBlock = this.getFacetsAtLocalCoordinates(x, y, z);
- if (!facetsInBlock) {
- return null;
- }
- // Get the closest facet to (x, y, z)
- var shortest = Number.MAX_VALUE; // init distance vars
- var tmpDistance = shortest;
- var fib; // current facet in the block
- var norm; // current facet normal
- var p0; // current facet barycenter position
- // loop on all the facets in the current partitioning block
- for (var idx = 0; idx < facetsInBlock.length; idx++) {
- fib = facetsInBlock[idx];
- norm = facetNormals[fib];
- p0 = facetPositions[fib];
- d = (x - p0.x) * norm.x + (y - p0.y) * norm.y + (z - p0.z) * norm.z;
- if (!checkFace || (checkFace && facing && d >= 0.0) || (checkFace && !facing && d <= 0.0)) {
- // compute (x,y,z) projection on the facet = (projx, projy, projz)
- d = norm.x * p0.x + norm.y * p0.y + norm.z * p0.z;
- t0 = -(norm.x * x + norm.y * y + norm.z * z - d) / (norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);
- projx = x + norm.x * t0;
- projy = y + norm.y * t0;
- projz = z + norm.z * t0;
- tmpx = projx - x;
- tmpy = projy - y;
- tmpz = projz - z;
- tmpDistance = tmpx * tmpx + tmpy * tmpy + tmpz * tmpz; // compute length between (x, y, z) and its projection on the facet
- if (tmpDistance < shortest) { // just keep the closest facet to (x, y, z)
- shortest = tmpDistance;
- closest = fib;
- if (projected) {
- projected.x = projx;
- projected.y = projy;
- projected.z = projz;
- }
- }
- }
- }
- return closest;
- }
- /**
- * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
- * @returns the parameters
- * @see https://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- public getFacetDataParameters(): any {
- return this._internalAbstractMeshDataInfo._facetData.facetParameters;
- }
- /**
- * Disables the feature FacetData and frees the related memory
- * @returns the current mesh
- * @see https://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- public disableFacetData(): AbstractMesh {
- let facetData = this._internalAbstractMeshDataInfo._facetData;
- if (facetData.facetDataEnabled) {
- facetData.facetDataEnabled = false;
- facetData.facetPositions = new Array<Vector3>();
- facetData.facetNormals = new Array<Vector3>();
- facetData.facetPartitioning = new Array<number[]>();
- facetData.facetParameters = null;
- facetData.depthSortedIndices = new Uint32Array(0);
- }
- return this;
- }
- /**
- * Updates the AbstractMesh indices array
- * @param indices defines the data source
- * @param offset defines the offset in the index buffer where to store the new data (can be null)
- * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
- * @returns the current mesh
- */
- public updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly = false): AbstractMesh {
- return this;
- }
- /**
- * Creates new normals data for the mesh
- * @param updatable defines if the normal vertex buffer must be flagged as updatable
- * @returns the current mesh
- */
- public createNormals(updatable: boolean): AbstractMesh {
- var positions = this.getVerticesData(VertexBuffer.PositionKind);
- var indices = this.getIndices();
- var normals: FloatArray;
- if (this.isVerticesDataPresent(VertexBuffer.NormalKind)) {
- normals = (<FloatArray>this.getVerticesData(VertexBuffer.NormalKind));
- } else {
- normals = [];
- }
- VertexData.ComputeNormals(positions, indices, normals, { useRightHandedSystem: this.getScene().useRightHandedSystem });
- this.setVerticesData(VertexBuffer.NormalKind, normals, updatable);
- return this;
- }
- /**
- * Align the mesh with a normal
- * @param normal defines the normal to use
- * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
- * @returns the current mesh
- */
- public alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh {
- if (!upDirection) {
- upDirection = Axis.Y;
- }
- var axisX = TmpVectors.Vector3[0];
- var axisZ = TmpVectors.Vector3[1];
- Vector3.CrossToRef(upDirection, normal, axisZ);
- Vector3.CrossToRef(normal, axisZ, axisX);
- if (this.rotationQuaternion) {
- Quaternion.RotationQuaternionFromAxisToRef(axisX, normal, axisZ, this.rotationQuaternion);
- } else {
- Vector3.RotationFromAxisToRef(axisX, normal, axisZ, this.rotation);
- }
- return this;
- }
- /** @hidden */
- public _checkOcclusionQuery(): boolean { // Will be replaced by correct code if Occlusion queries are referenced
- return false;
- }
- /**
- * Disables the mesh edge rendering mode
- * @returns the currentAbstractMesh
- */
- disableEdgesRendering(): AbstractMesh {
- throw _DevTools.WarnImport("EdgesRenderer");
- }
- /**
- * Enables the edge rendering mode on the mesh.
- * This mode makes the mesh edges visible
- * @param epsilon defines the maximal distance between two angles to detect a face
- * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
- * @returns the currentAbstractMesh
- * @see https://www.babylonjs-playground.com/#19O9TU#0
- */
- enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh {
- throw _DevTools.WarnImport("EdgesRenderer");
- }
- /**
- * This function returns all of the particle systems in the scene that use the mesh as an emitter.
- * @returns an array of particle systems in the scene that use the mesh as an emitter
- */
- public getConnectedParticleSystems(): IParticleSystem[] {
- return this._scene.particleSystems.filter((particleSystem) => particleSystem.emitter === this);
- }
- }
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