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- import { IndicesArray, FloatArray } from "../types";
- import { Color4, Color3 } from "../Maths/math";
- import { Vector2, Vector3, Vector4, TmpVectors, Matrix } from "../Maths/math.vector";
- import { Logger } from "../Misc/logger";
- import { VertexBuffer } from "../Meshes/buffer";
- import { VertexData } from "../Meshes/mesh.vertexData";
- import { Mesh } from "../Meshes/mesh";
- import { EngineStore } from "../Engines/engineStore";
- import { Scene, IDisposable } from "../scene";
- import { CloudPoint, PointsGroup } from "./cloudPoint";
- import { BoundingInfo } from "../Culling/boundingInfo";
- import { Ray } from "../Culling/ray";
- import { PickingInfo } from "../Collisions/pickingInfo";
- import { StandardMaterial } from "../Materials/standardMaterial";
- import { BaseTexture } from "./../Materials/Textures/baseTexture";
- import { Scalar } from "../Maths/math.scalar";
- /** Defines the 4 color options */
- export enum PointColor {
- /** color value */
- Color = 2,
- /** uv value */
- UV = 1,
- /** random value */
- Random = 0,
- /** stated value */
- Stated = 3
- }
- /**
- * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
- * As it is just a mesh, the PointCloudSystem has all the same properties as any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
- * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
- * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
- *
- * Full documentation here : TO BE ENTERED
- */
- export class PointsCloudSystem implements IDisposable {
- /**
- * The PCS array of cloud point objects. Just access each particle as with any classic array.
- * Example : var p = SPS.particles[i];
- */
- public particles: CloudPoint[] = new Array<CloudPoint>();
- /**
- * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
- */
- public nbParticles: number = 0;
- /**
- * This a counter for your own usage. It's not set by any SPS functions.
- */
- public counter: number = 0;
- /**
- * The PCS name. This name is also given to the underlying mesh.
- */
- public name: string;
- /**
- * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
- */
- public mesh: Mesh;
- /**
- * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
- * Please read :
- */
- public vars: any = {};
- /**
- * @hidden
- */
- public _size: number; //size of each point particle
- private _scene: Scene;
- private _promises: Array<Promise<any>> = [];
- private _positions: number[] = new Array<number>();
- private _indices: number[] = new Array<number>();
- private _normals: number[] = new Array<number>();
- private _colors: number[] = new Array<number>();
- private _uvs: number[] = new Array<number>();
- private _indices32: IndicesArray; // used as depth sorted array if depth sort enabled, else used as typed indices
- private _positions32: Float32Array; // updated positions for the VBO
- private _colors32: Float32Array;
- private _uvs32: Float32Array;
- private _updatable: boolean = true;
- private _isVisibilityBoxLocked = false;
- private _alwaysVisible: boolean = false;
- private _groups: number[] = new Array<number>(); //start indices for each group of particles
- private _groupCounter: number = 0;
- private _computeParticleColor: boolean = true;
- private _computeParticleTexture: boolean = true;
- private _computeParticleRotation: boolean = true;
- private _computeBoundingBox: boolean = false;
- private _isReady: boolean = false;
- /**
- * Creates a PCS (Points Cloud System) object
- * @param name (String) is the PCS name, this will be the underlying mesh name
- * @param pointSize (number) is the size for each point
- * @param scene (Scene) is the scene in which the PCS is added
- * @param options defines the options of the PCS e.g.
- * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
- */
- constructor(name: string, pointSize: number, scene: Scene, options?: { updatable?: boolean}) {
- this.name = name;
- this._size = pointSize;
- this._scene = scene || EngineStore.LastCreatedScene;
- if (options && options.updatable !== undefined) {
- this._updatable = options.updatable;
- } else {
- this._updatable = true;
- }
- }
- /**
- * Builds the PCS underlying mesh. Returns a standard Mesh.
- * If no points were added to the PCS, the returned mesh is just a single point.
- * @returns a promise for the created mesh
- */
- public buildMeshAsync(): Promise<Mesh> {
- return Promise.all(this._promises).then(() => {
- this._isReady = true;
- return this._buildMesh();
- });
- }
- /**
- * @hidden
- */
- private _buildMesh(): Promise<Mesh> {
- if (this.nbParticles === 0) {
- this.addPoints(1);
- }
- this._positions32 = new Float32Array(this._positions);
- this._uvs32 = new Float32Array(this._uvs);
- this._colors32 = new Float32Array(this._colors);
- var vertexData = new VertexData();
- vertexData.set(this._positions32, VertexBuffer.PositionKind);
- if (this._uvs32.length > 0) {
- vertexData.set(this._uvs32, VertexBuffer.UVKind);
- }
- var ec = 0; //emissive color value 0 for UVs, 1 for color
- if (this._colors32.length > 0) {
- ec = 1;
- vertexData.set(this._colors32, VertexBuffer.ColorKind);
- }
- var mesh = new Mesh(this.name, this._scene);
- vertexData.applyToMesh(mesh, this._updatable);
- this.mesh = mesh;
- // free memory
- (<any>this._positions) = null;
- (<any>this._uvs) = null;
- (<any>this._colors) = null;
- if (!this._updatable) {
- this.particles.length = 0;
- }
- var mat = new StandardMaterial("point cloud material", this._scene);
- mat.emissiveColor = new Color3(ec, ec, ec);
- mat.disableLighting = true;
- mat.pointsCloud = true;
- mat.pointSize = this._size;
- mesh.material = mat;
- return new Promise((resolve) => resolve(mesh));
- }
- // adds a new particle object in the particles array
- private _addParticle(idx: number, group: PointsGroup, groupId: number, idxInGroup: number): CloudPoint {
- var cp = new CloudPoint(idx, group, groupId, idxInGroup, this);
- this.particles.push(cp);
- return cp;
- }
- private _randomUnitVector(particle: CloudPoint): void {
- particle.position = new Vector3(Math.random(), Math.random(), Math.random());
- particle.color = new Color4(1, 1, 1, 1);
- }
- private _getColorIndicesForCoord(pointsGroup: PointsGroup, x: number, y: number, width: number): Color4 {
- var imageData = <Uint8Array>pointsGroup._groupImageData;
- var color = y * (width * 4) + x * 4;
- var colorIndices = [color, color + 1, color + 2, color + 3];
- var redIndex = colorIndices[0];
- var greenIndex = colorIndices[1];
- var blueIndex = colorIndices[2];
- var alphaIndex = colorIndices[3];
- var redForCoord = imageData[redIndex];
- var greenForCoord = imageData[greenIndex];
- var blueForCoord = imageData[blueIndex];
- var alphaForCoord = imageData[alphaIndex];
- return new Color4(redForCoord / 255, greenForCoord / 255, blueForCoord / 255, alphaForCoord);
- }
- private _setPointsColorOrUV(mesh: Mesh, pointsGroup: PointsGroup, isVolume: boolean, colorFromTexture?: boolean, hasTexture?: boolean, color?: Color4, range?: number) {
- if (isVolume) {
- mesh.updateFacetData();
- }
- var boundInfo = mesh.getBoundingInfo();
- var diameter = 2 * boundInfo.boundingSphere.radius;
- var meshPos = <FloatArray>mesh.getVerticesData(VertexBuffer.PositionKind);
- var meshInd = <IndicesArray>mesh.getIndices();
- var meshUV = <FloatArray>mesh.getVerticesData(VertexBuffer.UVKind);
- var meshCol = <FloatArray>mesh.getVerticesData(VertexBuffer.ColorKind);
- var place = Vector3.Zero();
- mesh.computeWorldMatrix();
- var meshMatrix: Matrix = mesh.getWorldMatrix();
- if (!meshMatrix.isIdentity()) {
- for (var p = 0; p < meshPos.length / 3; p++) {
- Vector3.TransformCoordinatesFromFloatsToRef(meshPos[3 * p], meshPos[3 * p + 1], meshPos[3 * p + 2], meshMatrix, place);
- meshPos[3 * p] = place.x;
- meshPos[3 * p + 1] = place.y;
- meshPos[3 * p + 2] = place.z;
- }
- }
- var idxPoints: number = 0;
- var index: number = 0;
- var id0: number = 0;
- var id1: number = 0;
- var id2: number = 0;
- var v0X: number = 0;
- var v0Y: number = 0;
- var v0Z: number = 0;
- var v1X: number = 0;
- var v1Y: number = 0;
- var v1Z: number = 0;
- var v2X: number = 0;
- var v2Y: number = 0;
- var v2Z: number = 0;
- var vertex0 = Vector3.Zero();
- var vertex1 = Vector3.Zero();
- var vertex2 = Vector3.Zero();
- var vec0 = Vector3.Zero();
- var vec1 = Vector3.Zero();
- var uv0X: number = 0;
- var uv0Y: number = 0;
- var uv1X: number = 0;
- var uv1Y: number = 0;
- var uv2X: number = 0;
- var uv2Y: number = 0;
- var uv0 = Vector2.Zero();
- var uv1 = Vector2.Zero();
- var uv2 = Vector2.Zero();
- var uvec0 = Vector2.Zero();
- var uvec1 = Vector2.Zero();
- var col0X: number = 0;
- var col0Y: number = 0;
- var col0Z: number = 0;
- var col0A: number = 0;
- var col1X: number = 0;
- var col1Y: number = 0;
- var col1Z: number = 0;
- var col1A: number = 0;
- var col2X: number = 0;
- var col2Y: number = 0;
- var col2Z: number = 0;
- var col2A: number = 0;
- var col0 = Vector4.Zero();
- var col1 = Vector4.Zero();
- var col2 = Vector4.Zero();
- var colvec0 = Vector4.Zero();
- var colvec1 = Vector4.Zero();
- var lamda: number = 0;
- var mu: number = 0;
- range = range ? range : 0;
- var facetPoint: Vector3;
- var uvPoint: Vector2;
- var colPoint: Vector4 = new Vector4(0, 0, 0, 0);
- var norm = Vector3.Zero();
- var tang = Vector3.Zero();
- var biNorm = Vector3.Zero();
- var angle = 0;
- var facetPlaneVec = Vector3.Zero();
- var gap = 0;
- var distance = 0;
- var ray = new Ray(Vector3.Zero(), new Vector3(1, 0, 0));
- var pickInfo: PickingInfo;
- var direction = Vector3.Zero();
- for (var index = 0; index < meshInd.length / 3; index++) {
- id0 = meshInd[3 * index];
- id1 = meshInd[3 * index + 1];
- id2 = meshInd[3 * index + 2];
- v0X = meshPos[3 * id0];
- v0Y = meshPos[3 * id0 + 1];
- v0Z = meshPos[3 * id0 + 2];
- v1X = meshPos[3 * id1];
- v1Y = meshPos[3 * id1 + 1];
- v1Z = meshPos[3 * id1 + 2];
- v2X = meshPos[3 * id2];
- v2Y = meshPos[3 * id2 + 1];
- v2Z = meshPos[3 * id2 + 2];
- vertex0.set(v0X, v0Y, v0Z);
- vertex1.set(v1X, v1Y, v1Z);
- vertex2.set(v2X, v2Y, v2Z);
- vertex1.subtractToRef(vertex0, vec0);
- vertex2.subtractToRef(vertex1, vec1);
- if (meshUV) {
- uv0X = meshUV[2 * id0];
- uv0Y = meshUV[2 * id0 + 1];
- uv1X = meshUV[2 * id1];
- uv1Y = meshUV[2 * id1 + 1];
- uv2X = meshUV[2 * id2];
- uv2Y = meshUV[2 * id2 + 1];
- uv0.set(uv0X, uv0Y);
- uv1.set(uv1X, uv1Y);
- uv2.set(uv2X, uv2Y);
- uv1.subtractToRef(uv0, uvec0);
- uv2.subtractToRef(uv1, uvec1);
- }
- if (meshCol && colorFromTexture) {
- col0X = meshCol[4 * id0];
- col0Y = meshCol[4 * id0 + 1];
- col0Z = meshCol[4 * id0 + 2];
- col0A = meshCol[4 * id0 + 3];
- col1X = meshCol[4 * id1];
- col1Y = meshCol[4 * id1 + 1];
- col1Z = meshCol[4 * id1 + 2];
- col1A = meshCol[4 * id1 + 3];
- col2X = meshCol[4 * id2];
- col2Y = meshCol[4 * id2 + 1];
- col2Z = meshCol[4 * id2 + 2];
- col2A = meshCol[4 * id2 + 3];
- col0.set(col0X, col0Y, col0Z, col0A);
- col1.set(col1X, col1Y, col1Z, col1A);
- col2.set(col2X, col2Y, col2Z, col2A);
- col1.subtractToRef(col0, colvec0);
- col2.subtractToRef(col1, colvec1);
- }
- var width: number;
- var height: number;
- var deltaS: number;
- var deltaV: number;
- var h: number;
- var s: number;
- var v: number;
- var hsvCol: Color3;
- var statedColor: Color3 = new Color3(0, 0, 0);
- var colPoint3: Color3 = new Color3(0, 0, 0);
- var pointColors: Color4;
- var particle: CloudPoint;
- for (var i = 0; i < pointsGroup._groupDensity[index]; i++) {
- idxPoints = this.particles.length;
- this._addParticle(idxPoints, pointsGroup, this._groupCounter, index + i);
- particle = this.particles[idxPoints];
- //form a point inside the facet v0, v1, v2;
- lamda = Scalar.RandomRange(0, 1);
- mu = Scalar.RandomRange(0, 1);
- facetPoint = vertex0.add(vec0.scale(lamda)).add(vec1.scale(lamda * mu));
- if (isVolume) {
- norm = mesh.getFacetNormal(index).normalize().scale(-1);
- tang = vec0.clone().normalize();
- biNorm = Vector3.Cross(norm, tang);
- angle = Scalar.RandomRange(0, 2 * Math.PI);
- facetPlaneVec = tang.scale(Math.cos(angle)).add(biNorm.scale(Math.sin(angle)));
- angle = Scalar.RandomRange(0.1, Math.PI / 2);
- direction = facetPlaneVec.scale(Math.cos(angle)).add(norm.scale(Math.sin(angle)));
- ray.origin = facetPoint.add(direction.scale(0.00001));
- ray.direction = direction;
- ray.length = diameter;
- pickInfo = ray.intersectsMesh(mesh);
- if (pickInfo.hit) {
- distance = pickInfo.pickedPoint!.subtract(facetPoint).length();
- gap = Scalar.RandomRange(0, 1) * distance;
- facetPoint.addInPlace(direction.scale(gap));
- }
- }
- particle.position = facetPoint.clone();
- this._positions.push(particle.position.x, particle.position.y, particle.position.z);
- if (colorFromTexture !== undefined) {
- if (meshUV) {
- uvPoint = uv0.add(uvec0.scale(lamda)).add(uvec1.scale(lamda * mu));
- if (colorFromTexture) { //Set particle color to texture color
- if (hasTexture && pointsGroup._groupImageData !== null) {
- width = pointsGroup._groupImgWidth;
- height = pointsGroup._groupImgHeight;
- pointColors = this._getColorIndicesForCoord(pointsGroup, Math.round(uvPoint.x * width), Math.round(uvPoint.y * height), width);
- particle.color = pointColors;
- this._colors.push(pointColors.r, pointColors.g, pointColors.b, pointColors.a);
- }
- else {
- if (meshCol) { //failure in texture and colors available
- colPoint = col0.add(colvec0.scale(lamda)).add(colvec1.scale(lamda * mu));
- particle.color = new Color4(colPoint.x, colPoint.y, colPoint.z, colPoint.w);
- this._colors.push(colPoint.x, colPoint.y, colPoint.z, colPoint.w);
- }
- else {
- colPoint = col0.set(Math.random(), Math.random(), Math.random(), 1);
- particle.color = new Color4(colPoint.x, colPoint.y, colPoint.z, colPoint.w);
- this._colors.push(colPoint.x, colPoint.y, colPoint.z, colPoint.w);
- }
- }
- }
- else { //Set particle uv based on a mesh uv
- particle.uv = uvPoint.clone();
- this._uvs.push(particle.uv.x, particle.uv.y);
- }
- }
- }
- else {
- if (color) {
- statedColor.set(color.r, color.g, color.b);
- deltaS = Scalar.RandomRange(-range, range);
- deltaV = Scalar.RandomRange(-range, range);
- hsvCol = statedColor.toHSV();
- h = hsvCol.r;
- s = hsvCol.g + deltaS;
- v = hsvCol.b + deltaV;
- if (s < 0) {
- s = 0;
- }
- if (s > 1) {
- s = 1;
- }
- if (v < 0) {
- v = 0;
- }
- if (v > 1) {
- v = 1;
- }
- Color3.HSVtoRGBToRef(h, s, v, colPoint3);
- colPoint.set(colPoint3.r, colPoint3.g, colPoint3.b, 1);
- }
- else {
- colPoint = col0.set(Math.random(), Math.random(), Math.random(), 1);
- }
- particle.color = new Color4(colPoint.x, colPoint.y, colPoint.z, colPoint.w);
- this._colors.push(colPoint.x, colPoint.y, colPoint.z, colPoint.w);
- }
- }
- }
- }
- // stores mesh texture in dynamic texture for color pixel retrieval
- // when pointColor type is color for surface points
- private _colorFromTexture(mesh: Mesh, pointsGroup: PointsGroup, isVolume: boolean): void {
- if (mesh.material === null) {
- Logger.Warn(mesh.name + "has no material.");
- pointsGroup._groupImageData = null;
- this._setPointsColorOrUV(mesh, pointsGroup, isVolume, true, false);
- return;
- }
- var mat = mesh.material;
- let textureList: BaseTexture[] = mat.getActiveTextures();
- if (textureList.length === 0) {
- Logger.Warn(mesh.name + "has no useable texture.");
- pointsGroup._groupImageData = null;
- this._setPointsColorOrUV(mesh, pointsGroup, isVolume, true, false);
- return;
- }
- var clone = <Mesh>mesh.clone();
- clone.setEnabled(false);
- this._promises.push(new Promise((resolve) => {
- BaseTexture.WhenAllReady(textureList, () => {
- let n = pointsGroup._textureNb;
- if (n < 0) {
- n = 0;
- }
- if (n > textureList.length - 1) {
- n = textureList.length - 1;
- }
- const finalize = () => {
- pointsGroup._groupImgWidth = textureList[n].getSize().width;
- pointsGroup._groupImgHeight = textureList[n].getSize().height;
- this._setPointsColorOrUV(clone, pointsGroup, isVolume, true, true);
- clone.dispose();
- resolve();
- };
- pointsGroup._groupImageData = null;
- const dataPromise = textureList[n].readPixels();
- if (!dataPromise) {
- finalize();
- } else {
- dataPromise.then((data) => {
- pointsGroup._groupImageData = data;
- finalize();
- });
- }
- });
- }));
- }
- // calculates the point density per facet of a mesh for surface points
- private _calculateDensity(nbPoints: number, positions: FloatArray, indices: FloatArray): number[] {
- var density: number[] = new Array<number>();
- var index: number;
- var id0: number;
- var id1: number;
- var id2: number;
- var v0X: number;
- var v0Y: number;
- var v0Z: number;
- var v1X: number;
- var v1Y: number;
- var v1Z: number;
- var v2X: number;
- var v2Y: number;
- var v2Z: number;
- var vertex0 = Vector3.Zero();
- var vertex1 = Vector3.Zero();
- var vertex2 = Vector3.Zero();
- var vec0 = Vector3.Zero();
- var vec1 = Vector3.Zero();
- var vec2 = Vector3.Zero();
- var a: number; //length of side of triangle
- var b: number; //length of side of triangle
- var c: number; //length of side of triangle
- var p: number; //perimeter of triangle
- var area: number;
- var areas: number[] = new Array<number>();
- var surfaceArea: number = 0;
- var nbFacets = indices.length / 3;
- //surface area
- for (var index = 0; index < nbFacets; index++) {
- id0 = indices[3 * index];
- id1 = indices[3 * index + 1];
- id2 = indices[3 * index + 2];
- v0X = positions[3 * id0];
- v0Y = positions[3 * id0 + 1];
- v0Z = positions[3 * id0 + 2];
- v1X = positions[3 * id1];
- v1Y = positions[3 * id1 + 1];
- v1Z = positions[3 * id1 + 2];
- v2X = positions[3 * id2];
- v2Y = positions[3 * id2 + 1];
- v2Z = positions[3 * id2 + 2];
- vertex0.set(v0X, v0Y, v0Z);
- vertex1.set(v1X, v1Y, v1Z);
- vertex2.set(v2X, v2Y, v2Z);
- vertex1.subtractToRef(vertex0, vec0);
- vertex2.subtractToRef(vertex1, vec1);
- vertex2.subtractToRef(vertex0, vec2);
- a = vec0.length();
- b = vec1.length();
- c = vec2.length();
- p = (a + b + c) / 2;
- area = Math.sqrt(p * (p - a) * (p - b) * (p - c));
- surfaceArea += area;
- areas[index] = area;
- }
- var pointCount: number = 0;
- for (var index = 0; index < nbFacets; index++) {
- density[index] = Math.floor(nbPoints * areas[index] / surfaceArea);
- pointCount += density[index];
- }
- var diff: number = nbPoints - pointCount;
- var pointsPerFacet: number = Math.floor(diff / nbFacets);
- var extraPoints: number = diff % nbFacets;
- if (pointsPerFacet > 0) {
- density = density.map((x) => x + pointsPerFacet);
- }
- for (var index = 0; index < extraPoints; index++) {
- density[index] += 1;
- }
- return density;
- }
- /**
- * Adds points to the PCS in random positions within a unit sphere
- * @param nb (positive integer) the number of particles to be created from this model
- * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
- * @returns the number of groups in the system
- */
- public addPoints(nb: number, pointFunction: any = this._randomUnitVector): number {
- var pointsGroup = new PointsGroup(this._groupCounter, pointFunction);
- var cp: CloudPoint;
- // particles
- var idx = this.nbParticles;
- for (var i = 0; i < nb; i++) {
- cp = this._addParticle(idx, pointsGroup, this._groupCounter, i);
- if (pointsGroup && pointsGroup._positionFunction) {
- pointsGroup._positionFunction(cp, idx, i);
- }
- this._positions.push(cp.position.x, cp.position.y, cp.position.z);
- if (cp.color) {
- this._colors.push(cp.color.r, cp.color.g, cp.color.b, cp.color.a);
- }
- if (cp.uv) {
- this._uvs.push(cp.uv.x, cp.uv.y);
- }
- idx++;
- }
- this.nbParticles += nb;
- this._groupCounter++;
- return this._groupCounter;
- }
- /**
- * Adds points to the PCS from the surface of the model shape
- * @param mesh is any Mesh object that will be used as a surface model for the points
- * @param nb (positive integer) the number of particles to be created from this model
- * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
- * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
- * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
- * @returns the number of groups in the system
- */
- public addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number {
- var colored = colorWith ? colorWith : PointColor.Random;
- if (isNaN(colored) || colored < 0 || colored > 3) {
- colored = PointColor.Random ;
- }
- var meshPos = <FloatArray>mesh.getVerticesData(VertexBuffer.PositionKind);
- var meshInd = <IndicesArray>mesh.getIndices();
- this._groups.push(this._groupCounter);
- var pointsGroup = new PointsGroup(this._groupCounter, null);
- pointsGroup._groupDensity = this._calculateDensity(nb, meshPos, meshInd);
- if (colored === PointColor.Color) {
- pointsGroup._textureNb = <number>color ? <number>color : 0;
- }
- else {
- color = <Color4>color ? <Color4>color : new Color4(1, 1, 1, 1);
- }
- switch (colored) {
- case PointColor.Color:
- this._colorFromTexture(mesh, pointsGroup, false);
- break;
- case PointColor.UV:
- this._setPointsColorOrUV(mesh, pointsGroup, false, false, false);
- break;
- case PointColor.Random:
- this._setPointsColorOrUV(mesh, pointsGroup, false);
- break;
- case PointColor.Stated:
- this._setPointsColorOrUV(mesh, pointsGroup, false, undefined, undefined, <Color4>color, range);
- break;
- }
- this.nbParticles += nb;
- this._groupCounter++;
- return this._groupCounter - 1;
- }
- /**
- * Adds points to the PCS inside the model shape
- * @param mesh is any Mesh object that will be used as a surface model for the points
- * @param nb (positive integer) the number of particles to be created from this model
- * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
- * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
- * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
- * @returns the number of groups in the system
- */
- public addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number {
- var colored = colorWith ? colorWith : PointColor.Random;
- if (isNaN(colored) || colored < 0 || colored > 3) {
- colored = PointColor.Random;
- }
- var meshPos = <FloatArray>mesh.getVerticesData(VertexBuffer.PositionKind);
- var meshInd = <IndicesArray>mesh.getIndices();
- this._groups.push(this._groupCounter);
- var pointsGroup = new PointsGroup(this._groupCounter, null);
- pointsGroup._groupDensity = this._calculateDensity(nb, meshPos, meshInd);
- if (colored === PointColor.Color) {
- pointsGroup._textureNb = <number>color ? <number>color : 0;
- }
- else {
- color = <Color4>color ? <Color4>color : new Color4(1, 1, 1, 1);
- }
- switch (colored) {
- case PointColor.Color:
- this._colorFromTexture(mesh, pointsGroup, true);
- break;
- case PointColor.UV:
- this._setPointsColorOrUV(mesh, pointsGroup, true, false, false);
- break;
- case PointColor.Random:
- this._setPointsColorOrUV(mesh, pointsGroup, true);
- break;
- case PointColor.Stated:
- this._setPointsColorOrUV(mesh, pointsGroup, true, undefined, undefined, <Color4>color, range);
- break;
- }
- this.nbParticles += nb;
- this._groupCounter++;
- return this._groupCounter - 1;
- }
- /**
- * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
- * This method calls `updateParticle()` for each particle of the SPS.
- * For an animated SPS, it is usually called within the render loop.
- * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
- * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
- * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
- * @returns the PCS.
- */
- public setParticles(start: number = 0, end: number = this.nbParticles - 1, update: boolean = true): PointsCloudSystem {
- if (!this._updatable || !this._isReady) {
- return this;
- }
- // custom beforeUpdate
- this.beforeUpdateParticles(start, end, update);
- const rotMatrix = TmpVectors.Matrix[0];
- const mesh = this.mesh;
- const colors32 = this._colors32;
- const positions32 = this._positions32;
- const uvs32 = this._uvs32;
- const tempVectors = TmpVectors.Vector3;
- const camAxisX = tempVectors[5].copyFromFloats(1.0, 0.0, 0.0);
- const camAxisY = tempVectors[6].copyFromFloats(0.0, 1.0, 0.0);
- const camAxisZ = tempVectors[7].copyFromFloats(0.0, 0.0, 1.0);
- const minimum = tempVectors[8].setAll(Number.MAX_VALUE);
- const maximum = tempVectors[9].setAll(-Number.MAX_VALUE);
- Matrix.IdentityToRef(rotMatrix);
- var idx = 0; // current index of the particle
- if (this.mesh.isFacetDataEnabled) {
- this._computeBoundingBox = true;
- }
- end = (end >= this.nbParticles) ? this.nbParticles - 1 : end;
- if (this._computeBoundingBox) {
- if (start != 0 || end != this.nbParticles - 1) { // only some particles are updated, then use the current existing BBox basis. Note : it can only increase.
- const boundingInfo = this.mesh._boundingInfo;
- if (boundingInfo) {
- minimum.copyFrom(boundingInfo.minimum);
- maximum.copyFrom(boundingInfo.maximum);
- }
- }
- }
- var idx = 0; // particle index
- var pindex = 0; //index in positions array
- var cindex = 0; //index in color array
- var uindex = 0; //index in uv array
- // particle loop
- for (var p = start; p <= end; p++) {
- const particle = this.particles[p];
- idx = particle.idx;
- pindex = 3 * idx;
- cindex = 4 * idx;
- uindex = 2 * idx;
- // call to custom user function to update the particle properties
- this.updateParticle(particle);
- const particleRotationMatrix = particle._rotationMatrix;
- const particlePosition = particle.position;
- const particleGlobalPosition = particle._globalPosition;
- if (this._computeParticleRotation) {
- particle.getRotationMatrix(rotMatrix);
- }
- const particleHasParent = (particle.parentId !== null);
- if (particleHasParent) {
- const parent = this.particles[particle.parentId!];
- const parentRotationMatrix = parent._rotationMatrix;
- const parentGlobalPosition = parent._globalPosition;
- const rotatedY = particlePosition.x * parentRotationMatrix[1] + particlePosition.y * parentRotationMatrix[4] + particlePosition.z * parentRotationMatrix[7];
- const rotatedX = particlePosition.x * parentRotationMatrix[0] + particlePosition.y * parentRotationMatrix[3] + particlePosition.z * parentRotationMatrix[6];
- const rotatedZ = particlePosition.x * parentRotationMatrix[2] + particlePosition.y * parentRotationMatrix[5] + particlePosition.z * parentRotationMatrix[8];
- particleGlobalPosition.x = parentGlobalPosition.x + rotatedX;
- particleGlobalPosition.y = parentGlobalPosition.y + rotatedY;
- particleGlobalPosition.z = parentGlobalPosition.z + rotatedZ;
- if (this._computeParticleRotation) {
- const rotMatrixValues = rotMatrix.m;
- particleRotationMatrix[0] = rotMatrixValues[0] * parentRotationMatrix[0] + rotMatrixValues[1] * parentRotationMatrix[3] + rotMatrixValues[2] * parentRotationMatrix[6];
- particleRotationMatrix[1] = rotMatrixValues[0] * parentRotationMatrix[1] + rotMatrixValues[1] * parentRotationMatrix[4] + rotMatrixValues[2] * parentRotationMatrix[7];
- particleRotationMatrix[2] = rotMatrixValues[0] * parentRotationMatrix[2] + rotMatrixValues[1] * parentRotationMatrix[5] + rotMatrixValues[2] * parentRotationMatrix[8];
- particleRotationMatrix[3] = rotMatrixValues[4] * parentRotationMatrix[0] + rotMatrixValues[5] * parentRotationMatrix[3] + rotMatrixValues[6] * parentRotationMatrix[6];
- particleRotationMatrix[4] = rotMatrixValues[4] * parentRotationMatrix[1] + rotMatrixValues[5] * parentRotationMatrix[4] + rotMatrixValues[6] * parentRotationMatrix[7];
- particleRotationMatrix[5] = rotMatrixValues[4] * parentRotationMatrix[2] + rotMatrixValues[5] * parentRotationMatrix[5] + rotMatrixValues[6] * parentRotationMatrix[8];
- particleRotationMatrix[6] = rotMatrixValues[8] * parentRotationMatrix[0] + rotMatrixValues[9] * parentRotationMatrix[3] + rotMatrixValues[10] * parentRotationMatrix[6];
- particleRotationMatrix[7] = rotMatrixValues[8] * parentRotationMatrix[1] + rotMatrixValues[9] * parentRotationMatrix[4] + rotMatrixValues[10] * parentRotationMatrix[7];
- particleRotationMatrix[8] = rotMatrixValues[8] * parentRotationMatrix[2] + rotMatrixValues[9] * parentRotationMatrix[5] + rotMatrixValues[10] * parentRotationMatrix[8];
- }
- }
- else {
- particleGlobalPosition.x = 0;
- particleGlobalPosition.y = 0;
- particleGlobalPosition.z = 0;
- if (this._computeParticleRotation) {
- const rotMatrixValues = rotMatrix.m;
- particleRotationMatrix[0] = rotMatrixValues[0];
- particleRotationMatrix[1] = rotMatrixValues[1];
- particleRotationMatrix[2] = rotMatrixValues[2];
- particleRotationMatrix[3] = rotMatrixValues[4];
- particleRotationMatrix[4] = rotMatrixValues[5];
- particleRotationMatrix[5] = rotMatrixValues[6];
- particleRotationMatrix[6] = rotMatrixValues[8];
- particleRotationMatrix[7] = rotMatrixValues[9];
- particleRotationMatrix[8] = rotMatrixValues[10];
- }
- }
- const pivotBackTranslation = tempVectors[11];
- if (particle.translateFromPivot) {
- pivotBackTranslation.setAll(0.0);
- }
- else {
- pivotBackTranslation.copyFrom(particle.pivot);
- }
- // positions
- const tmpVertex = tempVectors[0];
- tmpVertex.copyFrom(particle.position);
- const vertexX = tmpVertex.x - particle.pivot.x;
- const vertexY = tmpVertex.y - particle.pivot.y;
- const vertexZ = tmpVertex.z - particle.pivot.z;
- let rotatedX = vertexX * particleRotationMatrix[0] + vertexY * particleRotationMatrix[3] + vertexZ * particleRotationMatrix[6];
- let rotatedY = vertexX * particleRotationMatrix[1] + vertexY * particleRotationMatrix[4] + vertexZ * particleRotationMatrix[7];
- let rotatedZ = vertexX * particleRotationMatrix[2] + vertexY * particleRotationMatrix[5] + vertexZ * particleRotationMatrix[8];
- rotatedX += pivotBackTranslation.x;
- rotatedY += pivotBackTranslation.y;
- rotatedZ += pivotBackTranslation.z;
- const px = positions32[pindex] = particleGlobalPosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
- const py = positions32[pindex + 1] = particleGlobalPosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
- const pz = positions32[pindex + 2] = particleGlobalPosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
- if (this._computeBoundingBox) {
- minimum.minimizeInPlaceFromFloats(px, py, pz);
- maximum.maximizeInPlaceFromFloats(px, py, pz);
- }
- if (this._computeParticleColor && particle.color) {
- const color = particle.color;
- const colors32 = this._colors32;
- colors32[cindex] = color.r;
- colors32[cindex + 1] = color.g;
- colors32[cindex + 2] = color.b;
- colors32[cindex + 3] = color.a;
- }
- if (this._computeParticleTexture && particle.uv) {
- const uv = particle.uv;
- const uvs32 = this._uvs32;
- uvs32[uindex] = uv.x;
- uvs32[uindex + 1] = uv.y;
- }
- }
- // if the VBO must be updated
- if (update) {
- if (this._computeParticleColor) {
- mesh.updateVerticesData(VertexBuffer.ColorKind, colors32, false, false);
- }
- if (this._computeParticleTexture) {
- mesh.updateVerticesData(VertexBuffer.UVKind, uvs32, false, false);
- }
- mesh.updateVerticesData(VertexBuffer.PositionKind, positions32, false, false);
- }
- if (this._computeBoundingBox) {
- if (mesh._boundingInfo) {
- mesh._boundingInfo.reConstruct(minimum, maximum, mesh._worldMatrix);
- }
- else {
- mesh._boundingInfo = new BoundingInfo(minimum, maximum, mesh._worldMatrix);
- }
- }
- this.afterUpdateParticles(start, end, update);
- return this;
- }
- /**
- * Disposes the PCS.
- */
- public dispose(): void {
- this.mesh.dispose();
- this.vars = null;
- // drop references to internal big arrays for the GC
- (<any>this._positions) = null;
- (<any>this._indices) = null;
- (<any>this._normals) = null;
- (<any>this._uvs) = null;
- (<any>this._colors) = null;
- (<any>this._indices32) = null;
- (<any>this._positions32) = null;
- (<any>this._uvs32) = null;
- (<any>this._colors32) = null;
- }
- /**
- * Visibilty helper : Recomputes the visible size according to the mesh bounding box
- * doc :
- * @returns the PCS.
- */
- public refreshVisibleSize(): PointsCloudSystem {
- if (!this._isVisibilityBoxLocked) {
- this.mesh.refreshBoundingInfo();
- }
- return this;
- }
- /**
- * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
- * @param size the size (float) of the visibility box
- * note : this doesn't lock the PCS mesh bounding box.
- * doc :
- */
- public setVisibilityBox(size: number): void {
- var vis = size / 2;
- this.mesh._boundingInfo = new BoundingInfo(new Vector3(-vis, -vis, -vis), new Vector3(vis, vis, vis));
- }
- /**
- * Gets whether the PCS is always visible or not
- * doc :
- */
- public get isAlwaysVisible(): boolean {
- return this._alwaysVisible;
- }
- /**
- * Sets the PCS as always visible or not
- * doc :
- */
- public set isAlwaysVisible(val: boolean) {
- this._alwaysVisible = val;
- this.mesh.alwaysSelectAsActiveMesh = val;
- }
- /**
- * Tells to `setParticles()` to compute the particle rotations or not
- * Default value : false. The PCS is faster when it's set to false
- * Note : particle rotations are only applied to parent particles
- * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
- */
- public set computeParticleRotation(val: boolean) {
- this._computeParticleRotation = val;
- }
- /**
- * Tells to `setParticles()` to compute the particle colors or not.
- * Default value : true. The PCS is faster when it's set to false.
- * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
- */
- public set computeParticleColor(val: boolean) {
- this._computeParticleColor = val;
- }
- public set computeParticleTexture(val: boolean) {
- this._computeParticleTexture = val;
- }
- /**
- * Gets if `setParticles()` computes the particle colors or not.
- * Default value : false. The PCS is faster when it's set to false.
- * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
- */
- public get computeParticleColor(): boolean {
- return this._computeParticleColor;
- }
- /**
- * Gets if `setParticles()` computes the particle textures or not.
- * Default value : false. The PCS is faster when it's set to false.
- * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
- */
- public get computeParticleTexture(): boolean {
- return this._computeParticleTexture;
- }
- /**
- * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
- */
- public set computeBoundingBox(val: boolean) {
- this._computeBoundingBox = val;
- }
- /**
- * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
- */
- public get computeBoundingBox(): boolean {
- return this._computeBoundingBox;
- }
- // =======================================================================
- // Particle behavior logic
- // these following methods may be overwritten by users to fit their needs
- /**
- * This function does nothing. It may be overwritten to set all the particle first values.
- * The PCS doesn't call this function, you may have to call it by your own.
- * doc :
- */
- public initParticles(): void {
- }
- /**
- * This function does nothing. It may be overwritten to recycle a particle
- * The PCS doesn't call this function, you can to call it
- * doc :
- * @param particle The particle to recycle
- * @returns the recycled particle
- */
- public recycleParticle(particle: CloudPoint): CloudPoint {
- return particle;
- }
- /**
- * Updates a particle : this function should be overwritten by the user.
- * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
- * doc :
- * @example : just set a particle position or velocity and recycle conditions
- * @param particle The particle to update
- * @returns the updated particle
- */
- public updateParticle(particle: CloudPoint): CloudPoint {
- return particle;
- }
- /**
- * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
- * This does nothing and may be overwritten by the user.
- * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
- * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
- * @param update the boolean update value actually passed to setParticles()
- */
- public beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void {
- }
- /**
- * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
- * This will be passed three parameters.
- * This does nothing and may be overwritten by the user.
- * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
- * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
- * @param update the boolean update value actually passed to setParticles()
- */
- public afterUpdateParticles(start?: number, stop?: number, update?: boolean): void {
- }
- }
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