babylon.mesh.js 35 KB

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  1. var __extends = this.__extends || function (d, b) {
  2. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  3. function __() { this.constructor = d; }
  4. __.prototype = b.prototype;
  5. d.prototype = new __();
  6. };
  7. var BABYLON;
  8. (function (BABYLON) {
  9. var _InstancesBatch = (function () {
  10. function _InstancesBatch() {
  11. this.mustReturn = false;
  12. this.visibleInstances = new Array();
  13. this.renderSelf = new Array();
  14. }
  15. return _InstancesBatch;
  16. })();
  17. BABYLON._InstancesBatch = _InstancesBatch;
  18. var Mesh = (function (_super) {
  19. __extends(Mesh, _super);
  20. function Mesh(name, scene) {
  21. _super.call(this, name, scene);
  22. // Members
  23. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  24. this.instances = new Array();
  25. this._onBeforeRenderCallbacks = new Array();
  26. this._onAfterRenderCallbacks = new Array();
  27. this._visibleInstances = {};
  28. this._renderIdForInstances = new Array();
  29. this._batchCache = new _InstancesBatch();
  30. this._instancesBufferSize = 32 * 16 * 4;
  31. }
  32. Mesh.prototype.getTotalVertices = function () {
  33. if (!this._geometry) {
  34. return 0;
  35. }
  36. return this._geometry.getTotalVertices();
  37. };
  38. Mesh.prototype.getVerticesData = function (kind) {
  39. if (!this._geometry) {
  40. return null;
  41. }
  42. return this._geometry.getVerticesData(kind);
  43. };
  44. Mesh.prototype.getVertexBuffer = function (kind) {
  45. if (!this._geometry) {
  46. return undefined;
  47. }
  48. return this._geometry.getVertexBuffer(kind);
  49. };
  50. Mesh.prototype.isVerticesDataPresent = function (kind) {
  51. if (!this._geometry) {
  52. if (this._delayInfo) {
  53. return this._delayInfo.indexOf(kind) !== -1;
  54. }
  55. return false;
  56. }
  57. return this._geometry.isVerticesDataPresent(kind);
  58. };
  59. Mesh.prototype.getVerticesDataKinds = function () {
  60. if (!this._geometry) {
  61. var result = [];
  62. if (this._delayInfo) {
  63. for (var kind in this._delayInfo) {
  64. result.push(kind);
  65. }
  66. }
  67. return result;
  68. }
  69. return this._geometry.getVerticesDataKinds();
  70. };
  71. Mesh.prototype.getTotalIndices = function () {
  72. if (!this._geometry) {
  73. return 0;
  74. }
  75. return this._geometry.getTotalIndices();
  76. };
  77. Mesh.prototype.getIndices = function () {
  78. if (!this._geometry) {
  79. return [];
  80. }
  81. return this._geometry.getIndices();
  82. };
  83. Mesh.prototype.isReady = function () {
  84. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  85. return false;
  86. }
  87. return _super.prototype.isReady.call(this);
  88. };
  89. Mesh.prototype.isDisposed = function () {
  90. return this._isDisposed;
  91. };
  92. // Methods
  93. Mesh.prototype._preActivate = function () {
  94. var sceneRenderId = this.getScene().getRenderId();
  95. if (this._preActivateId == sceneRenderId) {
  96. return;
  97. }
  98. this._preActivateId = sceneRenderId;
  99. this._visibleInstances = null;
  100. };
  101. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  102. if (!this._visibleInstances) {
  103. this._visibleInstances = {};
  104. this._visibleInstances.defaultRenderId = renderId;
  105. this._visibleInstances.selfDefaultRenderId = this._renderId;
  106. }
  107. if (!this._visibleInstances[renderId]) {
  108. this._visibleInstances[renderId] = new Array();
  109. }
  110. this._visibleInstances[renderId].push(instance);
  111. };
  112. Mesh.prototype.refreshBoundingInfo = function () {
  113. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  114. if (data) {
  115. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices());
  116. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  117. }
  118. if (this.subMeshes) {
  119. for (var index = 0; index < this.subMeshes.length; index++) {
  120. this.subMeshes[index].refreshBoundingInfo();
  121. }
  122. }
  123. this._updateBoundingInfo();
  124. };
  125. Mesh.prototype._createGlobalSubMesh = function () {
  126. var totalVertices = this.getTotalVertices();
  127. if (!totalVertices || !this.getIndices()) {
  128. return null;
  129. }
  130. this.releaseSubMeshes();
  131. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  132. };
  133. Mesh.prototype.subdivide = function (count) {
  134. if (count < 1) {
  135. return;
  136. }
  137. var totalIndices = this.getTotalIndices();
  138. var subdivisionSize = (totalIndices / count) | 0;
  139. var offset = 0;
  140. while (subdivisionSize % 3 != 0) {
  141. subdivisionSize++;
  142. }
  143. this.releaseSubMeshes();
  144. for (var index = 0; index < count; index++) {
  145. if (offset >= totalIndices) {
  146. break;
  147. }
  148. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  149. offset += subdivisionSize;
  150. }
  151. this.synchronizeInstances();
  152. };
  153. Mesh.prototype.setVerticesData = function (kind, data, updatable) {
  154. if (kind instanceof Array) {
  155. var temp = data;
  156. data = kind;
  157. kind = temp;
  158. BABYLON.Tools.Warn("Deprecated usage of setVerticesData detected (since v1.12). Current signature is setVerticesData(kind, data, updatable).");
  159. }
  160. if (!this._geometry) {
  161. var vertexData = new BABYLON.VertexData();
  162. vertexData.set(data, kind);
  163. var scene = this.getScene();
  164. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  165. } else {
  166. this._geometry.setVerticesData(kind, data, updatable);
  167. }
  168. };
  169. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  170. if (!this._geometry) {
  171. return;
  172. }
  173. if (!makeItUnique) {
  174. this._geometry.updateVerticesData(kind, data, updateExtends);
  175. } else {
  176. this.makeGeometryUnique();
  177. this.updateVerticesData(kind, data, updateExtends, false);
  178. }
  179. };
  180. Mesh.prototype.makeGeometryUnique = function () {
  181. if (!this._geometry) {
  182. return;
  183. }
  184. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  185. geometry.applyToMesh(this);
  186. };
  187. Mesh.prototype.setIndices = function (indices) {
  188. if (!this._geometry) {
  189. var vertexData = new BABYLON.VertexData();
  190. vertexData.indices = indices;
  191. var scene = this.getScene();
  192. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, false, this);
  193. } else {
  194. this._geometry.setIndices(indices);
  195. }
  196. };
  197. Mesh.prototype._bind = function (subMesh, effect, wireframe) {
  198. var engine = this.getScene().getEngine();
  199. // Wireframe
  200. var indexToBind = this._geometry.getIndexBuffer();
  201. if (wireframe) {
  202. indexToBind = subMesh.getLinesIndexBuffer(this.getIndices(), engine);
  203. }
  204. // VBOs
  205. engine.bindMultiBuffers(this._geometry.getVertexBuffers(), indexToBind, effect);
  206. };
  207. Mesh.prototype._draw = function (subMesh, useTriangles, instancesCount) {
  208. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  209. return;
  210. }
  211. var engine = this.getScene().getEngine();
  212. // Draw order
  213. engine.draw(useTriangles, useTriangles ? subMesh.indexStart : 0, useTriangles ? subMesh.indexCount : subMesh.linesIndexCount, instancesCount);
  214. };
  215. Mesh.prototype._fullDraw = function (subMesh, useTriangles, instancesCount) {
  216. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  217. return;
  218. }
  219. var engine = this.getScene().getEngine();
  220. // Draw order
  221. engine.draw(useTriangles, useTriangles ? subMesh.indexStart : 0, useTriangles ? subMesh.indexCount : subMesh.linesIndexCount, instancesCount);
  222. };
  223. Mesh.prototype.registerBeforeRender = function (func) {
  224. this._onBeforeRenderCallbacks.push(func);
  225. };
  226. Mesh.prototype.unregisterBeforeRender = function (func) {
  227. var index = this._onBeforeRenderCallbacks.indexOf(func);
  228. if (index > -1) {
  229. this._onBeforeRenderCallbacks.splice(index, 1);
  230. }
  231. };
  232. Mesh.prototype.registerAfterRender = function (func) {
  233. this._onAfterRenderCallbacks.push(func);
  234. };
  235. Mesh.prototype.unregisterAfterRender = function (func) {
  236. var index = this._onAfterRenderCallbacks.indexOf(func);
  237. if (index > -1) {
  238. this._onAfterRenderCallbacks.splice(index, 1);
  239. }
  240. };
  241. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  242. var scene = this.getScene();
  243. this._batchCache.mustReturn = false;
  244. this._batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  245. this._batchCache.visibleInstances[subMeshId] = null;
  246. if (this._visibleInstances) {
  247. var currentRenderId = scene.getRenderId();
  248. this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[currentRenderId];
  249. var selfRenderId = this._renderId;
  250. if (!this._batchCache.visibleInstances[subMeshId] && this._visibleInstances.defaultRenderId) {
  251. this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[this._visibleInstances.defaultRenderId];
  252. currentRenderId = this._visibleInstances.defaultRenderId;
  253. selfRenderId = this._visibleInstances.selfDefaultRenderId;
  254. }
  255. if (this._batchCache.visibleInstances[subMeshId] && this._batchCache.visibleInstances[subMeshId].length) {
  256. if (this._renderIdForInstances[subMeshId] === currentRenderId) {
  257. this._batchCache.mustReturn = true;
  258. return this._batchCache;
  259. }
  260. if (currentRenderId !== selfRenderId) {
  261. this._batchCache.renderSelf[subMeshId] = false;
  262. }
  263. }
  264. this._renderIdForInstances[subMeshId] = currentRenderId;
  265. }
  266. return this._batchCache;
  267. };
  268. Mesh.prototype._renderWithInstances = function (subMesh, wireFrame, batch, effect, engine) {
  269. var matricesCount = this.instances.length + 1;
  270. var bufferSize = matricesCount * 16 * 4;
  271. while (this._instancesBufferSize < bufferSize) {
  272. this._instancesBufferSize *= 2;
  273. }
  274. if (!this._worldMatricesInstancesBuffer || this._worldMatricesInstancesBuffer.capacity < this._instancesBufferSize) {
  275. if (this._worldMatricesInstancesBuffer) {
  276. engine.deleteInstancesBuffer(this._worldMatricesInstancesBuffer);
  277. }
  278. this._worldMatricesInstancesBuffer = engine.createInstancesBuffer(this._instancesBufferSize);
  279. this._worldMatricesInstancesArray = new Float32Array(this._instancesBufferSize / 4);
  280. }
  281. var offset = 0;
  282. var instancesCount = 0;
  283. var world = this.getWorldMatrix();
  284. if (batch.renderSelf[subMesh._id]) {
  285. world.copyToArray(this._worldMatricesInstancesArray, offset);
  286. offset += 16;
  287. instancesCount++;
  288. }
  289. var visibleInstances = batch.visibleInstances[subMesh._id];
  290. if (visibleInstances) {
  291. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  292. var instance = visibleInstances[instanceIndex];
  293. instance.getWorldMatrix().copyToArray(this._worldMatricesInstancesArray, offset);
  294. offset += 16;
  295. instancesCount++;
  296. }
  297. }
  298. var offsetLocation0 = effect.getAttributeLocationByName("world0");
  299. var offsetLocation1 = effect.getAttributeLocationByName("world1");
  300. var offsetLocation2 = effect.getAttributeLocationByName("world2");
  301. var offsetLocation3 = effect.getAttributeLocationByName("world3");
  302. var offsetLocations = [offsetLocation0, offsetLocation1, offsetLocation2, offsetLocation3];
  303. engine.updateAndBindInstancesBuffer(this._worldMatricesInstancesBuffer, this._worldMatricesInstancesArray, offsetLocations);
  304. this._draw(subMesh, !wireFrame, instancesCount);
  305. engine.unBindInstancesBuffer(this._worldMatricesInstancesBuffer, offsetLocations);
  306. };
  307. Mesh.prototype.render = function (subMesh) {
  308. var scene = this.getScene();
  309. // Managing instances
  310. var batch = this._getInstancesRenderList(subMesh._id);
  311. if (batch.mustReturn) {
  312. return;
  313. }
  314. // Checking geometry state
  315. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  316. return;
  317. }
  318. for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
  319. this._onBeforeRenderCallbacks[callbackIndex]();
  320. }
  321. var engine = scene.getEngine();
  322. var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null);
  323. // Material
  324. var effectiveMaterial = subMesh.getMaterial();
  325. if (!effectiveMaterial || !effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  326. return;
  327. }
  328. // Outline - step 1
  329. var savedDepthWrite = engine.getDepthWrite();
  330. if (this.renderOutline) {
  331. engine.setDepthWrite(false);
  332. scene.getOutlineRenderer().render(subMesh, batch);
  333. }
  334. effectiveMaterial._preBind();
  335. var effect = effectiveMaterial.getEffect();
  336. // Bind
  337. var wireFrame = engine.forceWireframe || effectiveMaterial.wireframe;
  338. this._bind(subMesh, effect, wireFrame);
  339. var world = this.getWorldMatrix();
  340. effectiveMaterial.bind(world, this);
  341. // Instances rendering
  342. if (hardwareInstancedRendering) {
  343. this._renderWithInstances(subMesh, wireFrame, batch, effect, engine);
  344. } else {
  345. if (batch.renderSelf[subMesh._id]) {
  346. // Draw
  347. this._draw(subMesh, !wireFrame);
  348. }
  349. if (batch.visibleInstances[subMesh._id]) {
  350. for (var instanceIndex = 0; instanceIndex < batch.visibleInstances[subMesh._id].length; instanceIndex++) {
  351. var instance = batch.visibleInstances[subMesh._id][instanceIndex];
  352. // World
  353. world = instance.getWorldMatrix();
  354. effectiveMaterial.bindOnlyWorldMatrix(world);
  355. // Draw
  356. this._draw(subMesh, !wireFrame);
  357. }
  358. }
  359. }
  360. // Unbind
  361. effectiveMaterial.unbind();
  362. // Outline - step 2
  363. if (this.renderOutline && savedDepthWrite) {
  364. engine.setDepthWrite(true);
  365. engine.setColorWrite(false);
  366. scene.getOutlineRenderer().render(subMesh, batch);
  367. engine.setColorWrite(true);
  368. }
  369. for (callbackIndex = 0; callbackIndex < this._onAfterRenderCallbacks.length; callbackIndex++) {
  370. this._onAfterRenderCallbacks[callbackIndex]();
  371. }
  372. };
  373. Mesh.prototype.getEmittedParticleSystems = function () {
  374. var results = new Array();
  375. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  376. var particleSystem = this.getScene().particleSystems[index];
  377. if (particleSystem.emitter === this) {
  378. results.push(particleSystem);
  379. }
  380. }
  381. return results;
  382. };
  383. Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  384. var results = new Array();
  385. var descendants = this.getDescendants();
  386. descendants.push(this);
  387. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  388. var particleSystem = this.getScene().particleSystems[index];
  389. if (descendants.indexOf(particleSystem.emitter) !== -1) {
  390. results.push(particleSystem);
  391. }
  392. }
  393. return results;
  394. };
  395. Mesh.prototype.getChildren = function () {
  396. var results = [];
  397. for (var index = 0; index < this.getScene().meshes.length; index++) {
  398. var mesh = this.getScene().meshes[index];
  399. if (mesh.parent == this) {
  400. results.push(mesh);
  401. }
  402. }
  403. return results;
  404. };
  405. Mesh.prototype._checkDelayState = function () {
  406. var _this = this;
  407. var that = this;
  408. var scene = this.getScene();
  409. if (this._geometry) {
  410. this._geometry.load(scene);
  411. } else if (that.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  412. that.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  413. scene._addPendingData(that);
  414. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  415. _this._delayLoadingFunction(JSON.parse(data), _this);
  416. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  417. scene._removePendingData(_this);
  418. }, function () {
  419. }, scene.database);
  420. }
  421. };
  422. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  423. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  424. return false;
  425. }
  426. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  427. return false;
  428. }
  429. this._checkDelayState();
  430. return true;
  431. };
  432. Mesh.prototype.setMaterialByID = function (id) {
  433. var materials = this.getScene().materials;
  434. for (var index = 0; index < materials.length; index++) {
  435. if (materials[index].id == id) {
  436. this.material = materials[index];
  437. return;
  438. }
  439. }
  440. // Multi
  441. var multiMaterials = this.getScene().multiMaterials;
  442. for (index = 0; index < multiMaterials.length; index++) {
  443. if (multiMaterials[index].id == id) {
  444. this.material = multiMaterials[index];
  445. return;
  446. }
  447. }
  448. };
  449. Mesh.prototype.getAnimatables = function () {
  450. var results = [];
  451. if (this.material) {
  452. results.push(this.material);
  453. }
  454. return results;
  455. };
  456. // Geometry
  457. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  458. // Position
  459. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  460. return;
  461. }
  462. this._resetPointsArrayCache();
  463. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  464. var temp = [];
  465. for (var index = 0; index < data.length; index += 3) {
  466. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  467. }
  468. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  469. // Normals
  470. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  471. return;
  472. }
  473. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  474. for (index = 0; index < data.length; index += 3) {
  475. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  476. }
  477. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  478. };
  479. // Cache
  480. Mesh.prototype._resetPointsArrayCache = function () {
  481. this._positions = null;
  482. };
  483. Mesh.prototype._generatePointsArray = function () {
  484. if (this._positions)
  485. return true;
  486. this._positions = [];
  487. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  488. if (!data) {
  489. return false;
  490. }
  491. for (var index = 0; index < data.length; index += 3) {
  492. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  493. }
  494. return true;
  495. };
  496. // Clone
  497. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  498. var result = new BABYLON.Mesh(name, this.getScene());
  499. // Geometry
  500. this._geometry.applyToMesh(result);
  501. // Deep copy
  502. BABYLON.Tools.DeepCopy(this, result, ["name", "material", "skeleton"], []);
  503. // Material
  504. result.material = this.material;
  505. // Parent
  506. if (newParent) {
  507. result.parent = newParent;
  508. }
  509. if (!doNotCloneChildren) {
  510. for (var index = 0; index < this.getScene().meshes.length; index++) {
  511. var mesh = this.getScene().meshes[index];
  512. if (mesh.parent == this) {
  513. mesh.clone(mesh.name, result);
  514. }
  515. }
  516. }
  517. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  518. var system = this.getScene().particleSystems[index];
  519. if (system.emitter == this) {
  520. system.clone(system.name, result);
  521. }
  522. }
  523. result.computeWorldMatrix(true);
  524. return result;
  525. };
  526. // Dispose
  527. Mesh.prototype.dispose = function (doNotRecurse) {
  528. if (this._geometry) {
  529. this._geometry.releaseForMesh(this, true);
  530. }
  531. // Instances
  532. if (this._worldMatricesInstancesBuffer) {
  533. this.getEngine().deleteInstancesBuffer(this._worldMatricesInstancesBuffer);
  534. this._worldMatricesInstancesBuffer = null;
  535. }
  536. while (this.instances.length) {
  537. this.instances[0].dispose();
  538. }
  539. _super.prototype.dispose.call(this, doNotRecurse);
  540. };
  541. // Geometric tools
  542. Mesh.prototype.convertToFlatShadedMesh = function () {
  543. /// <summary>Update normals and vertices to get a flat shading rendering.</summary>
  544. /// <summary>Warning: This may imply adding vertices to the mesh in order to get exactly 3 vertices per face</summary>
  545. var kinds = this.getVerticesDataKinds();
  546. var vbs = [];
  547. var data = [];
  548. var newdata = [];
  549. var updatableNormals = false;
  550. for (var kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  551. var kind = kinds[kindIndex];
  552. var vertexBuffer = this.getVertexBuffer(kind);
  553. if (kind === BABYLON.VertexBuffer.NormalKind) {
  554. updatableNormals = vertexBuffer.isUpdatable();
  555. kinds.splice(kindIndex, 1);
  556. kindIndex--;
  557. continue;
  558. }
  559. vbs[kind] = vertexBuffer;
  560. data[kind] = vbs[kind].getData();
  561. newdata[kind] = [];
  562. }
  563. // Save previous submeshes
  564. var previousSubmeshes = this.subMeshes.slice(0);
  565. var indices = this.getIndices();
  566. var totalIndices = this.getTotalIndices();
  567. for (index = 0; index < totalIndices; index++) {
  568. var vertexIndex = indices[index];
  569. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  570. kind = kinds[kindIndex];
  571. var stride = vbs[kind].getStrideSize();
  572. for (var offset = 0; offset < stride; offset++) {
  573. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  574. }
  575. }
  576. }
  577. // Updating faces & normal
  578. var normals = [];
  579. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  580. for (var index = 0; index < totalIndices; index += 3) {
  581. indices[index] = index;
  582. indices[index + 1] = index + 1;
  583. indices[index + 2] = index + 2;
  584. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  585. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  586. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  587. var p1p2 = p1.subtract(p2);
  588. var p3p2 = p3.subtract(p2);
  589. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  590. for (var localIndex = 0; localIndex < 3; localIndex++) {
  591. normals.push(normal.x);
  592. normals.push(normal.y);
  593. normals.push(normal.z);
  594. }
  595. }
  596. this.setIndices(indices);
  597. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  598. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  599. kind = kinds[kindIndex];
  600. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  601. }
  602. // Updating submeshes
  603. this.releaseSubMeshes();
  604. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  605. var previousOne = previousSubmeshes[submeshIndex];
  606. var subMesh = new BABYLON.SubMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  607. }
  608. this.synchronizeInstances();
  609. };
  610. // Instances
  611. Mesh.prototype.createInstance = function (name) {
  612. return new BABYLON.InstancedMesh(name, this);
  613. };
  614. Mesh.prototype.synchronizeInstances = function () {
  615. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  616. var instance = this.instances[instanceIndex];
  617. instance._syncSubMeshes();
  618. }
  619. };
  620. // Statics
  621. Mesh.CreateBox = function (name, size, scene, updatable) {
  622. var box = new BABYLON.Mesh(name, scene);
  623. var vertexData = BABYLON.VertexData.CreateBox(size);
  624. vertexData.applyToMesh(box, updatable);
  625. return box;
  626. };
  627. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable) {
  628. var sphere = new BABYLON.Mesh(name, scene);
  629. var vertexData = BABYLON.VertexData.CreateSphere(segments, diameter);
  630. vertexData.applyToMesh(sphere, updatable);
  631. return sphere;
  632. };
  633. // Cylinder and cone (Code inspired by SharpDX.org)
  634. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable) {
  635. // subdivisions is a new parameter, we need to support old signature
  636. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  637. if (scene !== undefined) {
  638. updatable = scene;
  639. }
  640. scene = subdivisions;
  641. subdivisions = 1;
  642. }
  643. var cylinder = new BABYLON.Mesh(name, scene);
  644. var vertexData = BABYLON.VertexData.CreateCylinder(height, diameterTop, diameterBottom, tessellation, subdivisions);
  645. vertexData.applyToMesh(cylinder, updatable);
  646. return cylinder;
  647. };
  648. // Torus (Code from SharpDX.org)
  649. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable) {
  650. var torus = new BABYLON.Mesh(name, scene);
  651. var vertexData = BABYLON.VertexData.CreateTorus(diameter, thickness, tessellation);
  652. vertexData.applyToMesh(torus, updatable);
  653. return torus;
  654. };
  655. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable) {
  656. var torusKnot = new BABYLON.Mesh(name, scene);
  657. var vertexData = BABYLON.VertexData.CreateTorusKnot(radius, tube, radialSegments, tubularSegments, p, q);
  658. vertexData.applyToMesh(torusKnot, updatable);
  659. return torusKnot;
  660. };
  661. // Lines
  662. Mesh.CreateLines = function (name, points, scene, updatable) {
  663. var lines = new BABYLON.LinesMesh(name, scene, updatable);
  664. var vertexData = BABYLON.VertexData.CreateLines(points);
  665. vertexData.applyToMesh(lines, updatable);
  666. return lines;
  667. };
  668. // Plane & ground
  669. Mesh.CreatePlane = function (name, size, scene, updatable) {
  670. var plane = new BABYLON.Mesh(name, scene);
  671. var vertexData = BABYLON.VertexData.CreatePlane(size);
  672. vertexData.applyToMesh(plane, updatable);
  673. return plane;
  674. };
  675. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  676. var ground = new BABYLON.GroundMesh(name, scene);
  677. ground._setReady(false);
  678. ground._subdivisions = subdivisions;
  679. var vertexData = BABYLON.VertexData.CreateGround(width, height, subdivisions);
  680. vertexData.applyToMesh(ground, updatable);
  681. ground._setReady(true);
  682. return ground;
  683. };
  684. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  685. var tiledGround = new BABYLON.Mesh(name, scene);
  686. var vertexData = BABYLON.VertexData.CreateTiledGround(xmin, zmin, xmax, zmax, subdivisions, precision);
  687. vertexData.applyToMesh(tiledGround, updatable);
  688. return tiledGround;
  689. };
  690. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable) {
  691. var ground = new BABYLON.GroundMesh(name, scene);
  692. ground._subdivisions = subdivisions;
  693. ground._setReady(false);
  694. var onload = function (img) {
  695. // Getting height map data
  696. var canvas = document.createElement("canvas");
  697. var context = canvas.getContext("2d");
  698. var heightMapWidth = img.width;
  699. var heightMapHeight = img.height;
  700. canvas.width = heightMapWidth;
  701. canvas.height = heightMapHeight;
  702. context.drawImage(img, 0, 0);
  703. // Create VertexData from map data
  704. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  705. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap(width, height, subdivisions, minHeight, maxHeight, buffer, heightMapWidth, heightMapHeight);
  706. vertexData.applyToMesh(ground, updatable);
  707. ground._setReady(true);
  708. };
  709. BABYLON.Tools.LoadImage(url, onload, function () {
  710. }, scene.database);
  711. return ground;
  712. };
  713. // Tools
  714. Mesh.MinMax = function (meshes) {
  715. var minVector = null;
  716. var maxVector = null;
  717. for (var i in meshes) {
  718. var mesh = meshes[i];
  719. var boundingBox = mesh.getBoundingInfo().boundingBox;
  720. if (!minVector) {
  721. minVector = boundingBox.minimumWorld;
  722. maxVector = boundingBox.maximumWorld;
  723. continue;
  724. }
  725. minVector.MinimizeInPlace(boundingBox.minimumWorld);
  726. maxVector.MaximizeInPlace(boundingBox.maximumWorld);
  727. }
  728. return {
  729. min: minVector,
  730. max: maxVector
  731. };
  732. };
  733. Mesh.Center = function (meshesOrMinMaxVector) {
  734. var minMaxVector = meshesOrMinMaxVector.min !== undefined ? meshesOrMinMaxVector : BABYLON.Mesh.MinMax(meshesOrMinMaxVector);
  735. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  736. };
  737. return Mesh;
  738. })(BABYLON.AbstractMesh);
  739. BABYLON.Mesh = Mesh;
  740. })(BABYLON || (BABYLON = {}));
  741. //# sourceMappingURL=babylon.mesh.js.map