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- "use strict";
- var BABYLON = BABYLON || {};
- (function () {
- BABYLON.Mesh = function (name, scene) {
- this.name = name;
- this.id = name;
- this._scene = scene;
- this._totalVertices = 0;
- this._worldMatrix = BABYLON.Matrix.Identity();
- scene.meshes.push(this);
- this.position = new BABYLON.Vector3(0, 0, 0);
- this.rotation = new BABYLON.Vector3(0, 0, 0);
- this.rotationQuaternion = null;
- this.scaling = new BABYLON.Vector3(1, 1, 1);
- this._pivotMatrix = BABYLON.Matrix.Identity();
- this._indices = [];
- this.subMeshes = [];
- this._renderId = 0;
- this._onBeforeRenderCallbacks = [];
-
- // Animations
- this.animations = [];
- // Cache
- this._positions = null;
- this._cache = {
- localMatrixUpdated: false,
- infiniteDistance: true,
- position: BABYLON.Vector3.Zero(),
- scaling: BABYLON.Vector3.Zero(),
- rotation: BABYLON.Vector3.Zero(),
- rotationQuaternion: new BABYLON.Quaternion(0, 0, 0, 0)
- };
- this._childrenFlag = false;
- this._localScaling = BABYLON.Matrix.Zero();
- this._localRotation = BABYLON.Matrix.Zero();
- this._localTranslation = BABYLON.Matrix.Zero();
- this._localBillboard = BABYLON.Matrix.Zero();
- this._localPivotScaling = BABYLON.Matrix.Zero();
- this._localPivotScalingRotation = BABYLON.Matrix.Zero();
- this._localWorld = BABYLON.Matrix.Zero();
- this._worldMatrix = BABYLON.Matrix.Zero();
- this._rotateYByPI = BABYLON.Matrix.RotationY(Math.PI);
- this._collisionsTransformMatrix = BABYLON.Matrix.Zero();
- this._collisionsScalingMatrix = BABYLON.Matrix.Zero();
- this._absolutePosition = BABYLON.Vector3.Zero();
- };
-
- BABYLON.Mesh.prototype = Object.create(BABYLON.Node.prototype);
- // Constants
- BABYLON.Mesh.BILLBOARDMODE_NONE = 0;
- BABYLON.Mesh.BILLBOARDMODE_X = 1;
- BABYLON.Mesh.BILLBOARDMODE_Y = 2;
- BABYLON.Mesh.BILLBOARDMODE_Z = 4;
- BABYLON.Mesh.BILLBOARDMODE_ALL = 7;
- // Members
- BABYLON.Mesh.prototype.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
- BABYLON.Mesh.prototype.material = null;
- BABYLON.Mesh.prototype.isVisible = true;
- BABYLON.Mesh.prototype.isPickable = true;
- BABYLON.Mesh.prototype.visibility = 1.0;
- BABYLON.Mesh.prototype.billboardMode = BABYLON.Mesh.BILLBOARDMODE_NONE;
- BABYLON.Mesh.prototype.checkCollisions = false;
- BABYLON.Mesh.prototype.receiveShadows = false;
- BABYLON.Mesh.prototype._isDisposed = false;
- BABYLON.Mesh.prototype.onDispose = null;
- BABYLON.Mesh.prototype.skeleton = null;
-
- BABYLON.Mesh.prototype.renderingGroupId = 0;
-
- BABYLON.Mesh.prototype.infiniteDistance = false;
- // Properties
- BABYLON.Mesh.prototype.getBoundingInfo = function () {
- return this._boundingInfo;
- };
- BABYLON.Mesh.prototype.getScene = function () {
- return this._scene;
- };
- BABYLON.Mesh.prototype.getWorldMatrix = function () {
- if (this._currentRenderId !== this._scene.getRenderId()) {
- this.computeWorldMatrix();
- }
- return this._worldMatrix;
- };
-
- BABYLON.Mesh.prototype.getAbsolutePosition = function () {
- return this._absolutePosition;
- };
-
- BABYLON.Mesh.prototype.getTotalVertices = function () {
- return this._totalVertices;
- };
- BABYLON.Mesh.prototype.getVerticesData = function (kind) {
- return this._vertexBuffers[kind].getData();
- };
- BABYLON.Mesh.prototype.isVerticesDataPresent = function (kind) {
- if (!this._vertexBuffers && this._delayInfo) {
- return this._delayInfo.indexOf(kind) !== -1;
- }
- return this._vertexBuffers[kind] !== undefined;
- };
- BABYLON.Mesh.prototype.getTotalIndices = function () {
- return this._indices.length;
- };
- BABYLON.Mesh.prototype.getIndices = function () {
- return this._indices;
- };
- BABYLON.Mesh.prototype.getVertexStrideSize = function () {
- return this._vertexStrideSize;
- };
- BABYLON.Mesh.prototype.setPivotMatrix = function (matrix) {
- this._pivotMatrix = matrix;
- this._cache.pivotMatrixUpdated = true;
- };
- BABYLON.Mesh.prototype.getPivotMatrix = function () {
- return this._localMatrix;
- };
- BABYLON.Mesh.prototype.isSynchronized = function () {
- if (this.billboardMode !== BABYLON.Mesh.BILLBOARDMODE_NONE)
- return false;
- if (this._cache.pivotMatrixUpdated) {
- return false;
- }
-
- if (this._cache.infiniteDistance !== this.infiniteDistance) {
- return false;
- }
- if (!this._cache.position.equals(this.position))
- return false;
- if (this.rotationQuaternion) {
- if (!this._cache.rotationQuaternion.equals(this.rotationQuaternion))
- return false;
- } else {
- if (!this._cache.rotation.equals(this.rotation))
- return false;
- }
- if (!this._cache.scaling.equals(this.scaling))
- return false;
- if (this.parent)
- return !this.parent._needToSynchonizeChildren();
- return true;
- };
- BABYLON.Mesh.prototype.isReady = function () {
- return this._isReady;
- };
- BABYLON.Mesh.prototype.isAnimated = function () {
- return this._animationStarted;
- };
- BABYLON.Mesh.prototype.isDisposed = function () {
- return this._isDisposed;
- };
-
- // Methods
- BABYLON.Mesh.prototype.markAsDirty = function (property) {
- if (property === "rotation") {
- this.rotationQuaternion = null;
- }
- this._childrenFlag = true;
- };
-
- BABYLON.Mesh.prototype.refreshBoundingInfo = function () {
- var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
- if (!data) {
- return;
- }
- var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices);
- this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
- for (var index = 0; index < this.subMeshes.length; index++) {
- this.subMeshes[index].refreshBoundingInfo();
- }
-
- this._updateBoundingInfo();
- };
- BABYLON.Mesh.prototype._updateBoundingInfo = function() {
- if (this._boundingInfo) {
- this._scaleFactor = Math.max(this.scaling.x, this.scaling.y);
- this._scaleFactor = Math.max(this._scaleFactor, this.scaling.z);
- if (this.parent && this.parent._scaleFactor)
- this._scaleFactor = this._scaleFactor * this.parent._scaleFactor;
- this._boundingInfo._update(this._worldMatrix, this._scaleFactor);
- for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
- var subMesh = this.subMeshes[subIndex];
- subMesh.updateBoundingInfo(this._worldMatrix, this._scaleFactor);
- }
- }
- };
- BABYLON.Mesh.prototype.computeWorldMatrix = function (force) {
- if (this._currentRenderId == this._scene.getRenderId() || !force && this.isSynchronized()) {
- this._childrenFlag = false;
- return this._worldMatrix;
- }
- this._childrenFlag = true;
- this._cache.infiniteDistance = this.infiniteDistance;
- this._cache.position.copyFrom(this.position);
- this._cache.scaling.copyFrom(this.scaling);
- this._cache.pivotMatrixUpdated = false;
- this._currentRenderId = this._scene.getRenderId();
- // Scaling
- BABYLON.Matrix.ScalingToRef(this.scaling.x, this.scaling.y, this.scaling.z, this._localScaling);
- // Rotation
- if (this.rotationQuaternion) {
- this.rotationQuaternion.toRotationMatrix(this._localRotation);
- this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
- } else {
- BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._localRotation);
- this._cache.rotation.copyFrom(this.rotation);
- }
- // Translation
- if (this.infiniteDistance) {
- var camera = this._scene.activeCamera;
- BABYLON.Matrix.TranslationToRef(this.position.x + camera.position.x, this.position.y + camera.position.y, this.position.z + camera.position.z, this._localTranslation);
- } else {
- BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._localTranslation);
- }
- // Composing transformations
- this._pivotMatrix.multiplyToRef(this._localScaling, this._localPivotScaling);
- this._localPivotScaling.multiplyToRef(this._localRotation, this._localPivotScalingRotation);
- // Billboarding
- if (this.billboardMode !== BABYLON.Mesh.BILLBOARDMODE_NONE) {
- var localPosition = this.position.clone();
- var zero = this._scene.activeCamera.position.clone();
- if (this.parent && this.parent.position) {
- localPosition.addInPlace(this.parent.position);
- BABYLON.Matrix.TranslationToRef(localPosition.x, localPosition.y, localPosition.z, this._localTranslation);
- }
- if (this.billboardMode & BABYLON.Mesh.BILLBOARDMODE_ALL === BABYLON.Mesh.BILLBOARDMODE_ALL) {
- zero = this._scene.activeCamera.position;
- } else {
- if (this.billboardMode & BABYLON.Mesh.BILLBOARDMODE_X)
- zero.x = localPosition.x + BABYLON.Engine.epsilon;
- if (this.billboardMode & BABYLON.Mesh.BILLBOARDMODE_Y)
- zero.y = localPosition.y + BABYLON.Engine.epsilon;
- if (this.billboardMode & BABYLON.Mesh.BILLBOARDMODE_Z)
- zero.z = localPosition.z + BABYLON.Engine.epsilon;
- }
- BABYLON.Matrix.LookAtLHToRef(localPosition, zero, BABYLON.Vector3.Up(), this._localBillboard);
- this._localBillboard.m[12] = this._localBillboard.m[13] = this._localBillboard.m[14] = 0;
- this._localBillboard.invert();
- this._localPivotScalingRotation.multiplyToRef(this._localBillboard, this._localWorld);
- this._rotateYByPI.multiplyToRef(this._localWorld, this._localPivotScalingRotation);
- }
- // Parent
- if (this.parent && this.parent.getWorldMatrix && this.billboardMode === BABYLON.Mesh.BILLBOARDMODE_NONE) {
- this._localPivotScalingRotation.multiplyToRef(this._localTranslation, this._localWorld);
- var parentWorld = this.parent.getWorldMatrix();
- this._localWorld.multiplyToRef(parentWorld, this._worldMatrix);
- } else {
- this._localPivotScalingRotation.multiplyToRef(this._localTranslation, this._worldMatrix);
- }
- // Bounding info
- this._updateBoundingInfo();
- // Absolute position
- this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
- return this._worldMatrix;
- };
- BABYLON.Mesh.prototype._createGlobalSubMesh = function () {
- if (!this._totalVertices || !this._indices) {
- return null;
- }
- this.subMeshes = [];
- return new BABYLON.SubMesh(0, 0, this._totalVertices, 0, this._indices.length, this);
- };
- BABYLON.Mesh.prototype.subdivide = function (count) {
- if (count < 1) {
- return;
- }
- var subdivisionSize = this._indices.length / count;
- var offset = 0;
- this.subMeshes = [];
- for (var index = 0; index < count; index++) {
- BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, this._indices.length - offset), this);
- offset += subdivisionSize;
- }
- };
- BABYLON.Mesh.prototype.setVerticesData = function (data, kind, updatable) {
- if (!this._vertexBuffers) {
- this._vertexBuffers = {};
- }
- if (this._vertexBuffers[kind]) {
- this._vertexBuffers[kind].dispose();
- }
- this._vertexBuffers[kind] = new BABYLON.VertexBuffer(this, data, kind, updatable);
- if (kind === BABYLON.VertexBuffer.PositionKind) {
- var stride = this._vertexBuffers[kind].getStrideSize();
- this._totalVertices = data.length / stride;
- var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices);
- this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
- this._createGlobalSubMesh();
- }
- };
- BABYLON.Mesh.prototype.updateVerticesData = function (kind, data) {
- if (this._vertexBuffers[kind]) {
- this._vertexBuffers[kind].update(data);
- }
- };
- BABYLON.Mesh.prototype.setIndices = function (indices) {
- if (this._indexBuffer) {
- this._scene.getEngine()._releaseBuffer(this._indexBuffer);
- }
- this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
- this._indices = indices;
- this._createGlobalSubMesh();
- };
- BABYLON.Mesh.prototype.bindAndDraw = function (subMesh, effect, wireframe) {
- var engine = this._scene.getEngine();
- // Wireframe
- var indexToBind = this._indexBuffer;
- var useTriangles = true;
- if (wireframe) {
- indexToBind = subMesh.getLinesIndexBuffer(this._indices, engine);
- useTriangles = false;
- }
- // VBOs
- engine.bindMultiBuffers(this._vertexBuffers, indexToBind, effect);
- // Draw order
- engine.draw(useTriangles, useTriangles ? subMesh.indexStart : 0, useTriangles ? subMesh.indexCount : subMesh.linesIndexCount);
- };
-
- BABYLON.Mesh.prototype.registerBeforeRender = function (func) {
- this._onBeforeRenderCallbacks.push(func);
- };
- BABYLON.Mesh.prototype.unregisterBeforeRender = function (func) {
- var index = this._onBeforeRenderCallbacks.indexOf(func);
- if (index > -1) {
- this._onBeforeRenderCallbacks.splice(index, 1);
- }
- };
- BABYLON.Mesh.prototype.render = function (subMesh) {
- if (!this._vertexBuffers || !this._indexBuffer) {
- return;
- }
-
- for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
- this._onBeforeRenderCallbacks[callbackIndex]();
- }
-
- // World
- var world = this.getWorldMatrix();
- // Material
- var effectiveMaterial = subMesh.getMaterial();
- if (!effectiveMaterial || !effectiveMaterial.isReady(this)) {
- return;
- }
- effectiveMaterial._preBind();
- effectiveMaterial.bind(world, this);
- // Bind and draw
- var engine = this._scene.getEngine();
- this.bindAndDraw(subMesh, effectiveMaterial.getEffect(), engine.forceWireframe || effectiveMaterial.wireframe);
- // Unbind
- effectiveMaterial.unbind();
- };
- BABYLON.Mesh.prototype.getEmittedParticleSystems = function () {
- var results = [];
- for (var index = 0; index < this._scene.particleSystems.length; index++) {
- var particleSystem = this._scene.particleSystems[index];
- if (particleSystem.emitter === this) {
- results.push(particleSystem);
- }
- }
- return results;
- };
- BABYLON.Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
- var results = [];
- var descendants = this.getDescendants();
- descendants.push(this);
- for (var index = 0; index < this._scene.particleSystems.length; index++) {
- var particleSystem = this._scene.particleSystems[index];
- if (descendants.indexOf(particleSystem.emitter) !== -1) {
- results.push(particleSystem);
- }
- }
- return results;
- };
- BABYLON.Mesh.prototype.getChildren = function () {
- var results = [];
- for (var index = 0; index < this._scene.meshes.length; index++) {
- var mesh = this._scene.meshes[index];
- if (mesh.parent == this) {
- results.push(mesh);
- }
- }
- return results;
- };
- BABYLON.Mesh.prototype.isInFrustrum = function (frustumPlanes) {
- if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
- return false;
- }
- var result = this._boundingInfo.isInFrustrum(frustumPlanes);
-
- if (result && this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
- this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
- var that = this;
- this._scene._addPendingData(this);
- BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
- BABYLON.SceneLoader._ImportGeometry(JSON.parse(data), that);
- that.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
- that._scene._removePendingData(that);
- }, function () { }, this._scene.database);
- }
- return result;
- };
- BABYLON.Mesh.prototype.setMaterialByID = function (id) {
- var materials = this._scene.materials;
- for (var index = 0; index < materials.length; index++) {
- if (materials[index].id == id) {
- this.material = materials[index];
- return;
- }
- }
- // Multi
- var multiMaterials = this._scene.multiMaterials;
- for (var index = 0; index < multiMaterials.length; index++) {
- if (multiMaterials[index].id == id) {
- this.material = multiMaterials[index];
- return;
- }
- }
- };
- BABYLON.Mesh.prototype.getAnimatables = function () {
- var results = [];
- if (this.material) {
- results.push(this.material);
- }
- return results;
- };
- // Geometry
- BABYLON.Mesh.prototype.setLocalTranslation = function(vector3) {
- this.computeWorldMatrix();
- var worldMatrix = this._worldMatrix.clone();
- worldMatrix.setTranslation(BABYLON.Vector3.Zero());
- this.position = BABYLON.Vector3.TransformCoordinates(vector3, worldMatrix);
- };
-
- BABYLON.Mesh.prototype.getLocalTranslation = function () {
- this.computeWorldMatrix();
- var invWorldMatrix = this._worldMatrix.clone();
- invWorldMatrix.setTranslation(BABYLON.Vector3.Zero());
- invWorldMatrix.invert();
- return BABYLON.Vector3.TransformCoordinates(this.position, invWorldMatrix);
- };
- BABYLON.Mesh.prototype.bakeTransformIntoVertices = function (transform) {
- // Position
- if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
- return;
- }
- this._resetPointsArrayCache();
- var data = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind].getData();
- var temp = new BABYLON.MatrixType(data.length);
- for (var index = 0; index < data.length; index += 3) {
- BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
- }
- this.setVerticesData(temp, BABYLON.VertexBuffer.PositionKind, this._vertexBuffers[BABYLON.VertexBuffer.PositionKind].isUpdatable());
- // Normals
- if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
- return;
- }
- data = this._vertexBuffers[BABYLON.VertexBuffer.NormalKind].getData();
- for (var index = 0; index < data.length; index += 3) {
- BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
- }
- this.setVerticesData(temp, BABYLON.VertexBuffer.NormalKind, this._vertexBuffers[BABYLON.VertexBuffer.NormalKind].isUpdatable());
- };
- // Cache
- BABYLON.Mesh.prototype._resetPointsArrayCache = function () {
- this._positions = null;
- };
- BABYLON.Mesh.prototype._generatePointsArray = function () {
- if (this._positions)
- return;
- this._positions = [];
- var data = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind].getData();
- for (var index = 0; index < data.length; index += 3) {
- this._positions.push(BABYLON.Vector3.FromArray(data, index));
- }
- };
- // Collisions
- BABYLON.Mesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
- this._generatePointsArray();
- // Transformation
- if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
- subMesh._lastColliderTransformMatrix = transformMatrix;
- subMesh._lastColliderWorldVertices = [];
- var start = subMesh.verticesStart;
- var end = (subMesh.verticesStart + subMesh.verticesCount);
- for (var i = start; i < end; i++) {
- subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
- }
- }
- // Collide
- collider._collide(subMesh, subMesh._lastColliderWorldVertices, this._indices, subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart);
- };
- BABYLON.Mesh.prototype._processCollisionsForSubModels = function (collider, transformMatrix) {
- for (var index = 0; index < this.subMeshes.length; index++) {
- var subMesh = this.subMeshes[index];
- // Bounding test
- if (this.subMeshes.length > 1 && !subMesh._checkCollision(collider))
- continue;
- this._collideForSubMesh(subMesh, transformMatrix, collider);
- }
- };
- BABYLON.Mesh.prototype._checkCollision = function (collider) {
- // Bounding box test
- if (!this._boundingInfo._checkCollision(collider))
- return;
- // Transformation matrix
- BABYLON.Matrix.ScalingToRef(1.0 / collider.radius.x, 1.0 / collider.radius.y, 1.0 / collider.radius.z, this._collisionsScalingMatrix);
- this._worldMatrix.multiplyToRef(this._collisionsScalingMatrix, this._collisionsTransformMatrix);
- this._processCollisionsForSubModels(collider, this._collisionsTransformMatrix);
- };
- BABYLON.Mesh.prototype.intersectsMesh = function (mesh, precise) {
- if (!this._boundingInfo || !mesh._boundingInfo) {
- return false;
- }
- return this._boundingInfo.intersects(mesh._boundingInfo, precise);
- };
- BABYLON.Mesh.prototype.intersectsPoint = function (point) {
- if (!this._boundingInfo) {
- return false;
- }
- return this._boundingInfo.intersectsPoint(point);
- };
- // Picking
- BABYLON.Mesh.prototype.intersects = function (ray, fastCheck) {
- var pickingInfo = new BABYLON.PickingInfo();
- if (!this._boundingInfo || !ray.intersectsSphere(this._boundingInfo.boundingSphere) || !ray.intersectsBox(this._boundingInfo.boundingBox)) {
- return pickingInfo;
- }
- this._generatePointsArray();
- var distance = Number.MAX_VALUE;
- for (var index = 0; index < this.subMeshes.length; index++) {
- var subMesh = this.subMeshes[index];
- // Bounding test
- if (this.subMeshes.length > 1 && !subMesh.canIntersects(ray))
- continue;
- var currentDistance = subMesh.intersects(ray, this._positions, this._indices, fastCheck);
- if (currentDistance > 0) {
- if (fastCheck || currentDistance < distance) {
- distance = currentDistance;
- if (fastCheck) {
- break;
- }
- }
- }
- }
- if (distance >= 0 && distance < Number.MAX_VALUE) {
- // Get picked point
- var world = this.getWorldMatrix();
- var worldOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, world);
- var direction = ray.direction.clone();
- direction.normalize();
- direction = direction.scale(distance);
- var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
- var pickedPoint = worldOrigin.add(worldDirection);
- // Return result
- pickingInfo.hit = true;
- pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
- pickingInfo.pickedPoint = pickedPoint;
- pickingInfo.pickedMesh = this;
- return pickingInfo;
- }
- return pickingInfo;
- };
- // Clone
- BABYLON.Mesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
- var result = new BABYLON.Mesh(name, this._scene);
- // Buffers
- result._vertexBuffers = this._vertexBuffers;
- for (var kind in result._vertexBuffers) {
- result._vertexBuffers[kind].references++;
- }
- result._indexBuffer = this._indexBuffer;
- this._indexBuffer.references++;
- // Deep copy
- BABYLON.Tools.DeepCopy(this, result, ["name", "material", "skeleton"], ["_indices", "_totalVertices"]);
- // Bounding info
- var extend = BABYLON.Tools.ExtractMinAndMax(this.getVerticesData(BABYLON.VertexBuffer.PositionKind), 0, this._totalVertices);
- result._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
- // Material
- result.material = this.material;
- // Parent
- if (newParent) {
- result.parent = newParent;
- }
- if (!doNotCloneChildren) {
- // Children
- for (var index = 0; index < this._scene.meshes.length; index++) {
- var mesh = this._scene.meshes[index];
- if (mesh.parent == this) {
- mesh.clone(mesh.name, result);
- }
- }
- }
- // Particles
- for (var index = 0; index < this._scene.particleSystems.length; index++) {
- var system = this._scene.particleSystems[index];
- if (system.emitter == this) {
- system.clone(system.name, result);
- }
- }
- return result;
- };
- // Dispose
- BABYLON.Mesh.prototype.dispose = function (doNotRecurse) {
- if (this._vertexBuffers) {
- for (var index = 0; index < this._vertexBuffers.length; index++) {
- this._vertexBuffers[index].dispose();
- }
- this._vertexBuffers = null;
- }
- if (this._indexBuffer) {
- this._scene.getEngine()._releaseBuffer(this._indexBuffer);
- this._indexBuffer = null;
- }
- // Remove from scene
- var index = this._scene.meshes.indexOf(this);
- this._scene.meshes.splice(index, 1);
- if (!doNotRecurse) {
- // Particles
- for (var index = 0; index < this._scene.particleSystems.length; index++) {
- if (this._scene.particleSystems[index].emitter == this) {
- this._scene.particleSystems[index].dispose();
- index--;
- }
- }
- // Children
- var objects = this._scene.meshes.slice(0);
- for (var index = 0; index < objects.length; index++) {
- if (objects[index].parent == this) {
- objects[index].dispose();
- }
- }
- }
- this._isDisposed = true;
- // Callback
- if (this.onDispose) {
- this.onDispose();
- }
- };
- // Statics
- BABYLON.Mesh.CreateBox = function (name, size, scene, updatable) {
- var box = new BABYLON.Mesh(name, scene);
- 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 = [];
- // Create each face in turn.
- 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);
- }
- box.setVerticesData(positions, BABYLON.VertexBuffer.PositionKind, updatable);
- box.setVerticesData(normals, BABYLON.VertexBuffer.NormalKind, updatable);
- box.setVerticesData(uvs, BABYLON.VertexBuffer.UVKind, updatable);
- box.setIndices(indices);
- return box;
- };
- BABYLON.Mesh.CreateSphere = function (name, segments, diameter, scene, updatable) {
- var sphere = new BABYLON.Mesh(name, scene);
- 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));
- }
- }
- }
- sphere.setVerticesData(positions, BABYLON.VertexBuffer.PositionKind, updatable);
- sphere.setVerticesData(normals, BABYLON.VertexBuffer.NormalKind, updatable);
- sphere.setVerticesData(uvs, BABYLON.VertexBuffer.UVKind, updatable);
- sphere.setIndices(indices);
- return sphere;
- };
- // Cylinder and cone (Code inspired by SharpDX.org)
- BABYLON.Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, scene, updatable) {
- var radiusTop = diameterTop / 2;
- var radiusBottom = diameterBottom / 2;
- var indices = [];
- var positions = [];
- var normals = [];
- var uvs = [];
- var cylinder = new BABYLON.Mesh(name, scene);
- 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
- }
- // Create cap indices.
- for (var i = 0; i < tessellation - 2; i++) {
- var i1 = (i + 1) % tessellation;
- var i2 = (i + 2) % tessellation;
- if (!isTop) {
- var tmp = i1;
- var 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;
- }
- // Create cap vertices.
- for (var 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;
- // Create a ring of triangles around the outside of the cylinder.
- 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);
- cylinder.setVerticesData(positions, BABYLON.VertexBuffer.PositionKind, updatable);
- cylinder.setVerticesData(normals, BABYLON.VertexBuffer.NormalKind, updatable);
- cylinder.setVerticesData(uvs, BABYLON.VertexBuffer.UVKind, updatable);
- cylinder.setIndices(indices);
- return cylinder;
- };
- // Torus (Code from SharpDX.org)
- BABYLON.Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable) {
- var torus = new BABYLON.Mesh(name, scene);
- var indices = [];
- var positions = [];
- var normals = [];
- var uvs = [];
- 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);
- }
- }
- torus.setVerticesData(positions, BABYLON.VertexBuffer.PositionKind, updatable);
- torus.setVerticesData(normals, BABYLON.VertexBuffer.NormalKind, updatable);
- torus.setVerticesData(uvs, BABYLON.VertexBuffer.UVKind, updatable);
- torus.setIndices(indices);
- return torus;
- };
- // Plane
- BABYLON.Mesh.CreatePlane = function (name, size, scene, updatable) {
- var plane = new BABYLON.Mesh(name, scene);
- var indices = [];
- var positions = [];
- var normals = [];
- var uvs = [];
- // 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);
- plane.setVerticesData(positions, BABYLON.VertexBuffer.PositionKind, updatable);
- plane.setVerticesData(normals, BABYLON.VertexBuffer.NormalKind, updatable);
- plane.setVerticesData(uvs, BABYLON.VertexBuffer.UVKind, updatable);
- plane.setIndices(indices);
- return plane;
- };
- BABYLON.Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
- var ground = new BABYLON.Mesh(name, scene);
- 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));
- 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));
- }
- }
- ground.setVerticesData(positions, BABYLON.VertexBuffer.PositionKind, updatable);
- ground.setVerticesData(normals, BABYLON.VertexBuffer.NormalKind, updatable);
- ground.setVerticesData(uvs, BABYLON.VertexBuffer.UVKind, updatable);
- ground.setIndices(indices);
- return ground;
- };
- BABYLON.Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable) {
- var ground = new BABYLON.Mesh(name, scene);
- var onload = function (img) {
- var indices = [];
- var positions = [];
- var normals = [];
- var uvs = [];
- var row, col;
- // Getting height map data
- var canvas = document.createElement("canvas");
- var context = canvas.getContext("2d");
- var heightMapWidth = img.width;
- var heightMapHeight = img.height;
- canvas.width = heightMapWidth;
- canvas.height = heightMapHeight;
- context.drawImage(img, 0, 0);
- var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
- // Vertices
- for (row = 0; row <= subdivisions; row++) {
- for (col = 0; col <= subdivisions; col++) {
- var position = new BABYLON.Vector3((col * width) / subdivisions - (width / 2.0), 0, ((subdivisions - row) * height) / subdivisions - (height / 2.0));
- // Compute height
- var heightMapX = (((position.x + width / 2) / width) * (heightMapWidth - 1)) | 0;
- var heightMapY = ((1.0 - (position.z + height / 2) / height) * (heightMapHeight - 1)) | 0;
- var pos = (heightMapX + heightMapY * heightMapWidth) * 4;
- var r = buffer[pos] / 255.0;
- var g = buffer[pos + 1] / 255.0;
- var b = buffer[pos + 2] / 255.0;
- var gradient = r * 0.3 + g * 0.59 + b * 0.11;
- position.y = minHeight + (maxHeight - minHeight) * gradient;
- // Add vertex
- positions.push(position.x, position.y, position.z);
- normals.push(0, 0, 0);
- uvs.push(col / subdivisions, 1.0 - row / subdivisions);
- }
- }
- // Indices
- for (row = 0; row < subdivisions; row++) {
- for (col = 0; col < subdivisions; col++) {
- indices.push(col + 1 + (row + 1) * (subdivisions + 1));
- indices.push(col + 1 + row * (subdivisions + 1));
- indices.push(col + row * (subdivisions + 1));
- indices.push(col + (row + 1) * (subdivisions + 1));
- indices.push(col + 1 + (row + 1) * (subdivisions + 1));
- indices.push(col + row * (subdivisions + 1));
- }
- }
- // Normals
- BABYLON.Mesh.ComputeNormal(positions, normals, indices);
- // Transfer
- ground.setVerticesData(positions, BABYLON.VertexBuffer.PositionKind, updatable);
- ground.setVerticesData(normals, BABYLON.VertexBuffer.NormalKind, updatable);
- ground.setVerticesData(uvs, BABYLON.VertexBuffer.UVKind, updatable);
- ground.setIndices(indices);
- ground._isReady = true;
- };
- BABYLON.Tools.LoadImage(url, onload, scene.database);
- ground._isReady = false;
- return ground;
- };
- // Tools
- BABYLON.Mesh.ComputeNormal = function (positions, normals, indices) {
- var positionVectors = [];
- var facesOfVertices = [];
- var index;
- for (index = 0; index < positions.length; index += 3) {
- var vector3 = new BABYLON.Vector3(positions[index], positions[index + 1], positions[index + 2]);
- positionVectors.push(vector3);
- facesOfVertices.push([]);
- }
- // Compute normals
- var facesNormals = [];
- for (index = 0; index < indices.length / 3; index++) {
- var i1 = indices[index * 3];
- var i2 = indices[index * 3 + 1];
- var i3 = indices[index * 3 + 2];
- var p1 = positionVectors[i1];
- var p2 = positionVectors[i2];
- var p3 = positionVectors[i3];
- var p1p2 = p1.subtract(p2);
- var p3p2 = p3.subtract(p2);
- facesNormals[index] = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
- facesOfVertices[i1].push(index);
- facesOfVertices[i2].push(index);
- facesOfVertices[i3].push(index);
- }
- for (index = 0; index < positionVectors.length; index++) {
- var faces = facesOfVertices[index];
- var normal = BABYLON.Vector3.Zero();
- for (var faceIndex = 0; faceIndex < faces.length; faceIndex++) {
- normal.addInPlace(facesNormals[faces[faceIndex]]);
- }
- normal = BABYLON.Vector3.Normalize(normal.scale(1.0 / faces.length));
- normals[index * 3] = normal.x;
- normals[index * 3 + 1] = normal.y;
- normals[index * 3 + 2] = normal.z;
- }
- };
- })();
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