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- var BABYLON;
- (function (BABYLON) {
- var VertexData = (function () {
- function VertexData() {
- }
- VertexData.prototype.set = function (data, kind) {
- switch (kind) {
- case BABYLON.VertexBuffer.PositionKind:
- this.positions = data;
- break;
- case BABYLON.VertexBuffer.NormalKind:
- this.normals = data;
- break;
- case BABYLON.VertexBuffer.UVKind:
- this.uvs = data;
- break;
- case BABYLON.VertexBuffer.UV2Kind:
- this.uv2s = data;
- break;
- case BABYLON.VertexBuffer.ColorKind:
- this.colors = data;
- break;
- case BABYLON.VertexBuffer.MatricesIndicesKind:
- this.matricesIndices = data;
- break;
- case BABYLON.VertexBuffer.MatricesWeightsKind:
- this.matricesWeights = data;
- break;
- }
- };
- VertexData.prototype.applyToMesh = function (mesh, updatable) {
- this._applyTo(mesh, updatable);
- };
- VertexData.prototype.applyToGeometry = function (geometry, updatable) {
- this._applyTo(geometry, updatable);
- };
- VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
- this._update(mesh);
- };
- VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
- this._update(geometry);
- };
- VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
- if (this.positions) {
- meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
- }
- if (this.normals) {
- meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
- }
- if (this.uvs) {
- meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
- }
- if (this.uv2s) {
- meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uv2s, updatable);
- }
- if (this.colors) {
- meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
- }
- if (this.matricesIndices) {
- meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
- }
- if (this.matricesWeights) {
- meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
- }
- if (this.indices) {
- meshOrGeometry.setIndices(this.indices);
- }
- };
- VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
- if (this.positions) {
- meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
- }
- if (this.normals) {
- meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
- }
- if (this.uvs) {
- meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
- }
- if (this.uv2s) {
- meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uv2s, updateExtends, makeItUnique);
- }
- if (this.colors) {
- meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
- }
- if (this.matricesIndices) {
- meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
- }
- if (this.matricesWeights) {
- meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
- }
- if (this.indices) {
- meshOrGeometry.setIndices(this.indices);
- }
- };
- VertexData.prototype.transform = function (matrix) {
- var transformed = BABYLON.Vector3.Zero();
- if (this.positions) {
- var position = BABYLON.Vector3.Zero();
- for (var index = 0; index < this.positions.length; index += 3) {
- BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
- BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
- this.positions[index] = transformed.x;
- this.positions[index + 1] = transformed.y;
- this.positions[index + 2] = transformed.z;
- }
- }
- if (this.normals) {
- var normal = BABYLON.Vector3.Zero();
- for (index = 0; index < this.normals.length; index += 3) {
- BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
- BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
- this.normals[index] = transformed.x;
- this.normals[index + 1] = transformed.y;
- this.normals[index + 2] = transformed.z;
- }
- }
- };
- VertexData.prototype.merge = function (other) {
- if (other.indices) {
- if (!this.indices) {
- this.indices = [];
- }
- var offset = this.positions ? this.positions.length / 3 : 0;
- for (var index = 0; index < other.indices.length; index++) {
- this.indices.push(other.indices[index] + offset);
- }
- }
- if (other.positions) {
- if (!this.positions) {
- this.positions = [];
- }
- for (index = 0; index < other.positions.length; index++) {
- this.positions.push(other.positions[index]);
- }
- }
- if (other.normals) {
- if (!this.normals) {
- this.normals = [];
- }
- for (index = 0; index < other.normals.length; index++) {
- this.normals.push(other.normals[index]);
- }
- }
- if (other.uvs) {
- if (!this.uvs) {
- this.uvs = [];
- }
- for (index = 0; index < other.uvs.length; index++) {
- this.uvs.push(other.uvs[index]);
- }
- }
- if (other.uv2s) {
- if (!this.uv2s) {
- this.uv2s = [];
- }
- for (index = 0; index < other.uv2s.length; index++) {
- this.uv2s.push(other.uv2s[index]);
- }
- }
- if (other.matricesIndices) {
- if (!this.matricesIndices) {
- this.matricesIndices = [];
- }
- for (index = 0; index < other.matricesIndices.length; index++) {
- this.matricesIndices.push(other.matricesIndices[index]);
- }
- }
- if (other.matricesWeights) {
- if (!this.matricesWeights) {
- this.matricesWeights = [];
- }
- for (index = 0; index < other.matricesWeights.length; index++) {
- this.matricesWeights.push(other.matricesWeights[index]);
- }
- }
- if (other.colors) {
- if (!this.colors) {
- this.colors = [];
- }
- for (index = 0; index < other.colors.length; index++) {
- this.colors.push(other.colors[index]);
- }
- }
- };
- // Statics
- VertexData.ExtractFromMesh = function (mesh) {
- return VertexData._ExtractFrom(mesh);
- };
- VertexData.ExtractFromGeometry = function (geometry) {
- return VertexData._ExtractFrom(geometry);
- };
- VertexData._ExtractFrom = function (meshOrGeometry) {
- var result = new BABYLON.VertexData();
- if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
- result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind);
- }
- if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
- result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind);
- }
- if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
- result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind);
- }
- if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
- result.uv2s = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind);
- }
- if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
- result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind);
- }
- if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
- result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
- }
- if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
- result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
- }
- result.indices = meshOrGeometry.getIndices();
- return result;
- };
- VertexData.CreateBox = function (size) {
- var normalsSource = [
- new BABYLON.Vector3(0, 0, 1),
- new BABYLON.Vector3(0, 0, -1),
- new BABYLON.Vector3(1, 0, 0),
- new BABYLON.Vector3(-1, 0, 0),
- new BABYLON.Vector3(0, 1, 0),
- new BABYLON.Vector3(0, -1, 0)
- ];
- var indices = [];
- var positions = [];
- var normals = [];
- var uvs = [];
- size = size || 1;
- for (var index = 0; index < normalsSource.length; index++) {
- var normal = normalsSource[index];
- // Get two vectors perpendicular to the face normal and to each other.
- var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
- var side2 = BABYLON.Vector3.Cross(normal, side1);
- // Six indices (two triangles) per face.
- var verticesLength = positions.length / 3;
- indices.push(verticesLength);
- indices.push(verticesLength + 1);
- indices.push(verticesLength + 2);
- indices.push(verticesLength);
- indices.push(verticesLength + 2);
- indices.push(verticesLength + 3);
- // Four vertices per face.
- var vertex = normal.subtract(side1).subtract(side2).scale(size / 2);
- positions.push(vertex.x, vertex.y, vertex.z);
- normals.push(normal.x, normal.y, normal.z);
- uvs.push(1.0, 1.0);
- vertex = normal.subtract(side1).add(side2).scale(size / 2);
- positions.push(vertex.x, vertex.y, vertex.z);
- normals.push(normal.x, normal.y, normal.z);
- uvs.push(0.0, 1.0);
- vertex = normal.add(side1).add(side2).scale(size / 2);
- positions.push(vertex.x, vertex.y, vertex.z);
- normals.push(normal.x, normal.y, normal.z);
- uvs.push(0.0, 0.0);
- vertex = normal.add(side1).subtract(side2).scale(size / 2);
- positions.push(vertex.x, vertex.y, vertex.z);
- normals.push(normal.x, normal.y, normal.z);
- uvs.push(1.0, 0.0);
- }
- // Result
- var vertexData = new BABYLON.VertexData();
- vertexData.indices = indices;
- vertexData.positions = positions;
- vertexData.normals = normals;
- vertexData.uvs = uvs;
- return vertexData;
- };
- VertexData.CreateSphere = function (segments, diameter) {
- segments = segments || 32;
- diameter = diameter || 1;
- var radius = diameter / 2;
- var totalZRotationSteps = 2 + segments;
- var totalYRotationSteps = 2 * totalZRotationSteps;
- var indices = [];
- var positions = [];
- var normals = [];
- var uvs = [];
- for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
- var normalizedZ = zRotationStep / totalZRotationSteps;
- var angleZ = (normalizedZ * Math.PI);
- for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
- var normalizedY = yRotationStep / totalYRotationSteps;
- var angleY = normalizedY * Math.PI * 2;
- var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
- var rotationY = BABYLON.Matrix.RotationY(angleY);
- var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
- var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
- var vertex = complete.scale(radius);
- var normal = BABYLON.Vector3.Normalize(vertex);
- positions.push(vertex.x, vertex.y, vertex.z);
- normals.push(normal.x, normal.y, normal.z);
- uvs.push(normalizedZ, normalizedY);
- }
- if (zRotationStep > 0) {
- var verticesCount = positions.length / 3;
- for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
- indices.push((firstIndex));
- indices.push((firstIndex + 1));
- indices.push(firstIndex + totalYRotationSteps + 1);
- indices.push((firstIndex + totalYRotationSteps + 1));
- indices.push((firstIndex + 1));
- indices.push((firstIndex + totalYRotationSteps + 2));
- }
- }
- }
- // Result
- var vertexData = new BABYLON.VertexData();
- vertexData.indices = indices;
- vertexData.positions = positions;
- vertexData.normals = normals;
- vertexData.uvs = uvs;
- return vertexData;
- };
- VertexData.CreateCylinder = function (height, diameterTop, diameterBottom, tessellation) {
- var radiusTop = diameterTop / 2;
- var radiusBottom = diameterBottom / 2;
- var indices = [];
- var positions = [];
- var normals = [];
- var uvs = [];
- height = height || 1;
- diameterTop = diameterTop || 0.5;
- diameterBottom = diameterBottom || 1;
- tessellation = tessellation || 16;
- var getCircleVector = function (i) {
- var angle = (i * 2.0 * Math.PI / tessellation);
- var dx = Math.sin(angle);
- var dz = Math.cos(angle);
- return new BABYLON.Vector3(dx, 0, dz);
- };
- var createCylinderCap = function (isTop) {
- var radius = isTop ? radiusTop : radiusBottom;
- if (radius == 0) {
- return;
- }
- for (var i = 0; i < tessellation - 2; i++) {
- var i1 = (i + 1) % tessellation;
- var i2 = (i + 2) % tessellation;
- if (!isTop) {
- var tmp = i1;
- i1 = i2;
- i2 = tmp;
- }
- var vbase = positions.length / 3;
- indices.push(vbase);
- indices.push(vbase + i1);
- indices.push(vbase + i2);
- }
- // Which end of the cylinder is this?
- var normal = new BABYLON.Vector3(0, -1, 0);
- var textureScale = new BABYLON.Vector2(-0.5, -0.5);
- if (!isTop) {
- normal = normal.scale(-1);
- textureScale.x = -textureScale.x;
- }
- for (i = 0; i < tessellation; i++) {
- var circleVector = getCircleVector(i);
- var position = circleVector.scale(radius).add(normal.scale(height));
- var textureCoordinate = new BABYLON.Vector2(circleVector.x * textureScale.x + 0.5, circleVector.z * textureScale.y + 0.5);
- positions.push(position.x, position.y, position.z);
- normals.push(normal.x, normal.y, normal.z);
- uvs.push(textureCoordinate.x, textureCoordinate.y);
- }
- };
- height /= 2;
- var topOffset = new BABYLON.Vector3(0, 1, 0).scale(height);
- var stride = tessellation + 1;
- for (var i = 0; i <= tessellation; i++) {
- var normal = getCircleVector(i);
- var sideOffsetBottom = normal.scale(radiusBottom);
- var sideOffsetTop = normal.scale(radiusTop);
- var textureCoordinate = new BABYLON.Vector2(i / tessellation, 0);
- var position = sideOffsetBottom.add(topOffset);
- positions.push(position.x, position.y, position.z);
- normals.push(normal.x, normal.y, normal.z);
- uvs.push(textureCoordinate.x, textureCoordinate.y);
- position = sideOffsetTop.subtract(topOffset);
- textureCoordinate.y += 1;
- positions.push(position.x, position.y, position.z);
- normals.push(normal.x, normal.y, normal.z);
- uvs.push(textureCoordinate.x, textureCoordinate.y);
- indices.push(i * 2);
- indices.push((i * 2 + 2) % (stride * 2));
- indices.push(i * 2 + 1);
- indices.push(i * 2 + 1);
- indices.push((i * 2 + 2) % (stride * 2));
- indices.push((i * 2 + 3) % (stride * 2));
- }
- // Create flat triangle fan caps to seal the top and bottom.
- createCylinderCap(true);
- createCylinderCap(false);
- // Result
- var vertexData = new BABYLON.VertexData();
- vertexData.indices = indices;
- vertexData.positions = positions;
- vertexData.normals = normals;
- vertexData.uvs = uvs;
- return vertexData;
- };
- VertexData.CreateTorus = function (diameter, thickness, tessellation) {
- var indices = [];
- var positions = [];
- var normals = [];
- var uvs = [];
- diameter = diameter || 1;
- thickness = thickness || 0.5;
- tessellation = tessellation || 16;
- var stride = tessellation + 1;
- for (var i = 0; i <= tessellation; i++) {
- var u = i / tessellation;
- var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
- var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
- for (var j = 0; j <= tessellation; j++) {
- var v = 1 - j / tessellation;
- var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
- var dx = Math.cos(innerAngle);
- var dy = Math.sin(innerAngle);
- // Create a vertex.
- var normal = new BABYLON.Vector3(dx, dy, 0);
- var position = normal.scale(thickness / 2);
- var textureCoordinate = new BABYLON.Vector2(u, v);
- position = BABYLON.Vector3.TransformCoordinates(position, transform);
- normal = BABYLON.Vector3.TransformNormal(normal, transform);
- positions.push(position.x, position.y, position.z);
- normals.push(normal.x, normal.y, normal.z);
- uvs.push(textureCoordinate.x, textureCoordinate.y);
- // And create indices for two triangles.
- var nextI = (i + 1) % stride;
- var nextJ = (j + 1) % stride;
- indices.push(i * stride + j);
- indices.push(i * stride + nextJ);
- indices.push(nextI * stride + j);
- indices.push(i * stride + nextJ);
- indices.push(nextI * stride + nextJ);
- indices.push(nextI * stride + j);
- }
- }
- // Result
- var vertexData = new BABYLON.VertexData();
- vertexData.indices = indices;
- vertexData.positions = positions;
- vertexData.normals = normals;
- vertexData.uvs = uvs;
- return vertexData;
- };
- VertexData.CreateGround = function (width, height, subdivisions) {
- var indices = [];
- var positions = [];
- var normals = [];
- var uvs = [];
- var row, col;
- width = width || 1;
- height = height || 1;
- subdivisions = subdivisions || 1;
- 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));
- var normal = new BABYLON.Vector3(0, 1.0, 0);
- positions.push(position.x, position.y, position.z);
- normals.push(normal.x, normal.y, normal.z);
- uvs.push(col / subdivisions, 1.0 - row / subdivisions);
- }
- }
- 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));
- }
- }
- // Result
- var vertexData = new BABYLON.VertexData();
- vertexData.indices = indices;
- vertexData.positions = positions;
- vertexData.normals = normals;
- vertexData.uvs = uvs;
- return vertexData;
- };
- VertexData.CreateGroundFromHeightMap = function (width, height, subdivisions, minHeight, maxHeight, buffer, bufferWidth, bufferHeight) {
- var indices = [];
- var positions = [];
- var normals = [];
- var uvs = [];
- var row, col;
- 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) * (bufferWidth - 1)) | 0;
- var heightMapY = ((1.0 - (position.z + height / 2) / height) * (bufferHeight - 1)) | 0;
- var pos = (heightMapX + heightMapY * bufferWidth) * 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);
- }
- }
- 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.VertexData.ComputeNormals(positions, indices, normals);
- // Result
- var vertexData = new BABYLON.VertexData();
- vertexData.indices = indices;
- vertexData.positions = positions;
- vertexData.normals = normals;
- vertexData.uvs = uvs;
- return vertexData;
- };
- VertexData.CreatePlane = function (size) {
- var indices = [];
- var positions = [];
- var normals = [];
- var uvs = [];
- size = size || 1;
- // Vertices
- var halfSize = size / 2.0;
- positions.push(-halfSize, -halfSize, 0);
- normals.push(0, 0, -1.0);
- uvs.push(0.0, 0.0);
- positions.push(halfSize, -halfSize, 0);
- normals.push(0, 0, -1.0);
- uvs.push(1.0, 0.0);
- positions.push(halfSize, halfSize, 0);
- normals.push(0, 0, -1.0);
- uvs.push(1.0, 1.0);
- positions.push(-halfSize, halfSize, 0);
- normals.push(0, 0, -1.0);
- uvs.push(0.0, 1.0);
- // Indices
- indices.push(0);
- indices.push(1);
- indices.push(2);
- indices.push(0);
- indices.push(2);
- indices.push(3);
- // Result
- var vertexData = new BABYLON.VertexData();
- vertexData.indices = indices;
- vertexData.positions = positions;
- vertexData.normals = normals;
- vertexData.uvs = uvs;
- return vertexData;
- };
- // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
- VertexData.CreateTorusKnot = function (radius, tube, radialSegments, tubularSegments, p, q) {
- var indices = [];
- var positions = [];
- var normals = [];
- var uvs = [];
- radius = radius || 2;
- tube = tube || 0.5;
- radialSegments = radialSegments || 32;
- tubularSegments = tubularSegments || 32;
- p = p || 2;
- q = q || 3;
- // Helper
- var getPos = function (angle) {
- var cu = Math.cos(angle);
- var su = Math.sin(angle);
- var quOverP = q / p * angle;
- var cs = Math.cos(quOverP);
- var tx = radius * (2 + cs) * 0.5 * cu;
- var ty = radius * (2 + cs) * su * 0.5;
- var tz = radius * Math.sin(quOverP) * 0.5;
- return new BABYLON.Vector3(tx, ty, tz);
- };
- for (var i = 0; i <= radialSegments; i++) {
- var modI = i % radialSegments;
- var u = modI / radialSegments * 2 * p * Math.PI;
- var p1 = getPos(u);
- var p2 = getPos(u + 0.01);
- var tang = p2.subtract(p1);
- var n = p2.add(p1);
- var bitan = BABYLON.Vector3.Cross(tang, n);
- n = BABYLON.Vector3.Cross(bitan, tang);
- bitan.normalize();
- n.normalize();
- for (var j = 0; j < tubularSegments; j++) {
- var modJ = j % tubularSegments;
- var v = modJ / tubularSegments * 2 * Math.PI;
- var cx = -tube * Math.cos(v);
- var cy = tube * Math.sin(v);
- positions.push(p1.x + cx * n.x + cy * bitan.x);
- positions.push(p1.y + cx * n.y + cy * bitan.y);
- positions.push(p1.z + cx * n.z + cy * bitan.z);
- uvs.push(i / radialSegments);
- uvs.push(j / tubularSegments);
- }
- }
- for (i = 0; i < radialSegments; i++) {
- for (j = 0; j < tubularSegments; j++) {
- var jNext = (j + 1) % tubularSegments;
- var a = i * tubularSegments + j;
- var b = (i + 1) * tubularSegments + j;
- var c = (i + 1) * tubularSegments + jNext;
- var d = i * tubularSegments + jNext;
- indices.push(d);
- indices.push(b);
- indices.push(a);
- indices.push(d);
- indices.push(c);
- indices.push(b);
- }
- }
- // Normals
- BABYLON.VertexData.ComputeNormals(positions, indices, normals);
- // Result
- var vertexData = new BABYLON.VertexData();
- vertexData.indices = indices;
- vertexData.positions = positions;
- vertexData.normals = normals;
- vertexData.uvs = uvs;
- return vertexData;
- };
- // Tools
- VertexData.ComputeNormals = function (positions, indices, normals) {
- 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;
- }
- };
- return VertexData;
- })();
- BABYLON.VertexData = VertexData;
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.mesh.vertexData.js.map
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