12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931 |
- module BABYLON {
- /** @hidden */
- class _FacetDataStorage {
- // facetData private properties
- public facetPositions: Vector3[]; // facet local positions
- public facetNormals: Vector3[]; // facet local normals
- public facetPartitioning: number[][]; // partitioning array of facet index arrays
- public facetNb: number = 0; // facet number
- public partitioningSubdivisions: number = 10; // number of subdivisions per axis in the partioning space
- public partitioningBBoxRatio: number = 1.01; // the partioning array space is by default 1% bigger than the bounding box
- public facetDataEnabled: boolean = false; // is the facet data feature enabled on this mesh ?
- public facetParameters: any = {}; // keep a reference to the object parameters to avoid memory re-allocation
- public bbSize: Vector3 = Vector3.Zero(); // bbox size approximated for facet data
- public subDiv = { // actual number of subdivisions per axis for ComputeNormals()
- max: 1,
- X: 1,
- Y: 1,
- Z: 1
- };
- public facetDepthSort: boolean = false; // is the facet depth sort to be computed
- public facetDepthSortEnabled: boolean = false; // is the facet depth sort initialized
- public depthSortedIndices: IndicesArray; // copy of the indices array to store them once sorted
- public depthSortedFacets: { ind: number, sqDistance: number }[]; // array of depth sorted facets
- public facetDepthSortFunction: (f1: { ind: number, sqDistance: number }, f2: { ind: number, sqDistance: number }) => number; // facet depth sort function
- public facetDepthSortFrom: Vector3; // location where to depth sort from
- public facetDepthSortOrigin: Vector3; // same as facetDepthSortFrom but expressed in the mesh local space
- public invertedMatrix: Matrix; // Inverted world matrix.
- }
- /**
- * Class used to store all common mesh properties
- */
- export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
- /** No occlusion */
- public static OCCLUSION_TYPE_NONE = 0;
- /** Occlusion set to optimisitic */
- public static OCCLUSION_TYPE_OPTIMISTIC = 1;
- /** Occlusion set to strict */
- public static OCCLUSION_TYPE_STRICT = 2;
- /** Use an accurante occlusion algorithm */
- public static OCCLUSION_ALGORITHM_TYPE_ACCURATE = 0;
- /** Use a conservative occlusion algorithm */
- public static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE = 1;
- /** Default culling strategy with bounding box and bounding sphere and then frustum culling */
- public static readonly CULLINGSTRATEGY_STANDARD = 0;
- /** Culling strategy with bounding sphere only and then frustum culling */
- public static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = 1;
- /**
- * No billboard
- */
- public static get BILLBOARDMODE_NONE(): number {
- return TransformNode.BILLBOARDMODE_NONE;
- }
- /** Billboard on X axis */
- public static get BILLBOARDMODE_X(): number {
- return TransformNode.BILLBOARDMODE_X;
- }
- /** Billboard on Y axis */
- public static get BILLBOARDMODE_Y(): number {
- return TransformNode.BILLBOARDMODE_Y;
- }
- /** Billboard on Z axis */
- public static get BILLBOARDMODE_Z(): number {
- return TransformNode.BILLBOARDMODE_Z;
- }
- /** Billboard on all axes */
- public static get BILLBOARDMODE_ALL(): number {
- return TransformNode.BILLBOARDMODE_ALL;
- }
- private _facetData = new _FacetDataStorage();
- /** Gets ot sets the culling strategy to use to find visible meshes */
- public cullingStrategy = AbstractMesh.CULLINGSTRATEGY_STANDARD;
- /**
- * Gets the number of facets in the mesh
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
- */
- public get facetNb(): number {
- return this._facetData.facetNb;
- }
- /**
- * Gets or set the number (integer) of subdivisions per axis in the partioning space
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
- */
- public get partitioningSubdivisions(): number {
- return this._facetData.partitioningSubdivisions;
- }
- public set partitioningSubdivisions(nb: number) {
- this._facetData.partitioningSubdivisions = nb;
- }
- /**
- * The ratio (float) to apply to the bouding box size to set to the partioning space.
- * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
- */
- public get partitioningBBoxRatio(): number {
- return this._facetData.partitioningBBoxRatio;
- }
- public set partitioningBBoxRatio(ratio: number) {
- this._facetData.partitioningBBoxRatio = ratio;
- }
- /**
- * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
- * Works only for updatable meshes.
- * Doesn't work with multi-materials
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
- */
- public get mustDepthSortFacets(): boolean {
- return this._facetData.facetDepthSort;
- }
- public set mustDepthSortFacets(sort: boolean) {
- this._facetData.facetDepthSort = sort;
- }
- /**
- * The location (Vector3) where the facet depth sort must be computed from.
- * By default, the active camera position.
- * Used only when facet depth sort is enabled
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
- */
- public get facetDepthSortFrom(): Vector3 {
- return this._facetData.facetDepthSortFrom;
- }
- public set facetDepthSortFrom(location: Vector3) {
- this._facetData.facetDepthSortFrom = location;
- }
- /**
- * gets a boolean indicating if facetData is enabled
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
- */
- public get isFacetDataEnabled(): boolean {
- return this._facetData.facetDataEnabled;
- }
- /** @hidden */
- public _updateNonUniformScalingState(value: boolean): boolean {
- if (!super._updateNonUniformScalingState(value)) {
- return false;
- }
- this._markSubMeshesAsMiscDirty();
- return true;
- }
- // Events
- /**
- * An event triggered when this mesh collides with another one
- */
- public onCollideObservable = new Observable<AbstractMesh>();
- private _onCollideObserver: Nullable<Observer<AbstractMesh>>;
- /** Set a function to call when this mesh collides with another one */
- public set onCollide(callback: () => void) {
- if (this._onCollideObserver) {
- this.onCollideObservable.remove(this._onCollideObserver);
- }
- this._onCollideObserver = this.onCollideObservable.add(callback);
- }
- /**
- * An event triggered when the collision's position changes
- */
- public onCollisionPositionChangeObservable = new Observable<Vector3>();
- private _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
- /** Set a function to call when the collision's position changes */
- public set onCollisionPositionChange(callback: () => void) {
- if (this._onCollisionPositionChangeObserver) {
- this.onCollisionPositionChangeObservable.remove(this._onCollisionPositionChangeObserver);
- }
- this._onCollisionPositionChangeObserver = this.onCollisionPositionChangeObservable.add(callback);
- }
- /**
- * An event triggered when material is changed
- */
- public onMaterialChangedObservable = new Observable<AbstractMesh>();
- // Properties
- /**
- * Gets or sets the orientation for POV movement & rotation
- */
- public definedFacingForward = true;
- /** @hidden */
- public _occlusionQuery: Nullable<WebGLQuery>;
- private _visibility = 1.0;
- /**
- * Gets or sets mesh visibility between 0 and 1 (default is 1)
- */
- public get visibility(): number {
- return this._visibility;
- }
- /**
- * Gets or sets mesh visibility between 0 and 1 (default is 1)
- */
- public set visibility(value: number) {
- if (this._visibility === value) {
- return;
- }
- this._visibility = value;
- this._markSubMeshesAsMiscDirty();
- }
- /** Gets or sets the alpha index used to sort transparent meshes
- * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
- */
- public alphaIndex = Number.MAX_VALUE;
- /**
- * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
- */
- public isVisible = true;
- /**
- * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
- */
- public isPickable = true;
- /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
- public showSubMeshesBoundingBox = false;
- /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
- * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
- */
- public isBlocker = false;
- /**
- * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
- */
- public enablePointerMoveEvents = false;
- /**
- * Specifies the rendering group id for this mesh (0 by default)
- * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
- */
- public renderingGroupId = 0;
- private _material: Nullable<Material>;
- /** Gets or sets current material */
- public get material(): Nullable<Material> {
- return this._material;
- }
- public set material(value: Nullable<Material>) {
- if (this._material === value) {
- return;
- }
- // remove from material mesh map id needed
- if (this._material && this._material.meshMap) {
- this._material.meshMap[this.uniqueId] = undefined;
- }
- this._material = value;
- if (value && value.meshMap) {
- value.meshMap[this.uniqueId] = this;
- }
- if (this.onMaterialChangedObservable.hasObservers) {
- this.onMaterialChangedObservable.notifyObservers(this);
- }
- if (!this.subMeshes) {
- return;
- }
- this._unBindEffect();
- }
- private _receiveShadows = false;
- /**
- * Gets or sets a boolean indicating that this mesh can receive realtime shadows
- * @see http://doc.babylonjs.com/babylon101/shadows
- */
- public get receiveShadows(): boolean {
- return this._receiveShadows;
- }
- public set receiveShadows(value: boolean) {
- if (this._receiveShadows === value) {
- return;
- }
- this._receiveShadows = value;
- this._markSubMeshesAsLightDirty();
- }
- /** Defines color to use when rendering outline */
- public outlineColor = Color3.Red();
- /** Define width to use when rendering outline */
- public outlineWidth = 0.02;
- /** Defines color to use when rendering overlay */
- public overlayColor = Color3.Red();
- /** Defines alpha to use when rendering overlay */
- public overlayAlpha = 0.5;
- private _hasVertexAlpha = false;
- /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
- public get hasVertexAlpha(): boolean {
- return this._hasVertexAlpha;
- }
- public set hasVertexAlpha(value: boolean) {
- if (this._hasVertexAlpha === value) {
- return;
- }
- this._hasVertexAlpha = value;
- this._markSubMeshesAsAttributesDirty();
- this._markSubMeshesAsMiscDirty();
- }
- private _useVertexColors = true;
- /** Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry) */
- public get useVertexColors(): boolean {
- return this._useVertexColors;
- }
- public set useVertexColors(value: boolean) {
- if (this._useVertexColors === value) {
- return;
- }
- this._useVertexColors = value;
- this._markSubMeshesAsAttributesDirty();
- }
- private _computeBonesUsingShaders = true;
- /**
- * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
- */
- public get computeBonesUsingShaders(): boolean {
- return this._computeBonesUsingShaders;
- }
- public set computeBonesUsingShaders(value: boolean) {
- if (this._computeBonesUsingShaders === value) {
- return;
- }
- this._computeBonesUsingShaders = value;
- this._markSubMeshesAsAttributesDirty();
- }
- private _numBoneInfluencers = 4;
- /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
- public get numBoneInfluencers(): number {
- return this._numBoneInfluencers;
- }
- public set numBoneInfluencers(value: number) {
- if (this._numBoneInfluencers === value) {
- return;
- }
- this._numBoneInfluencers = value;
- this._markSubMeshesAsAttributesDirty();
- }
- private _applyFog = true;
- /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
- public get applyFog(): boolean {
- return this._applyFog;
- }
- public set applyFog(value: boolean) {
- if (this._applyFog === value) {
- return;
- }
- this._applyFog = value;
- this._markSubMeshesAsMiscDirty();
- }
- /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
- public useOctreeForRenderingSelection = true;
- /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
- public useOctreeForPicking = true;
- /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
- public useOctreeForCollisions = true;
- private _layerMask: number = 0x0FFFFFFF;
- /**
- * Gets or sets the current layer mask (default is 0x0FFFFFFF)
- * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
- */
- public get layerMask(): number {
- return this._layerMask;
- }
- public set layerMask(value: number) {
- if (value === this._layerMask) {
- return;
- }
- this._layerMask = value;
- this._resyncLightSources();
- }
- /**
- * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
- */
- public alwaysSelectAsActiveMesh = false;
- /**
- * Gets or sets the current action manager
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions
- */
- public actionManager: Nullable<ActionManager> = null;
- // Collisions
- private _checkCollisions = false;
- private _collisionMask = -1;
- private _collisionGroup = -1;
- /**
- * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
- * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
- */
- public ellipsoid = new Vector3(0.5, 1, 0.5);
- /**
- * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
- * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
- */
- public ellipsoidOffset = new Vector3(0, 0, 0);
- private _collider: Collider;
- private _oldPositionForCollisions = new Vector3(0, 0, 0);
- private _diffPositionForCollisions = new Vector3(0, 0, 0);
- /**
- * Gets or sets a collision mask used to mask collisions (default is -1).
- * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
- */
- public get collisionMask(): number {
- return this._collisionMask;
- }
- public set collisionMask(mask: number) {
- this._collisionMask = !isNaN(mask) ? mask : -1;
- }
- /**
- * Gets or sets the current collision group mask (-1 by default).
- * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
- */
- public get collisionGroup(): number {
- return this._collisionGroup;
- }
- public set collisionGroup(mask: number) {
- this._collisionGroup = !isNaN(mask) ? mask : -1;
- }
- // Edges
- /**
- * Defines edge width used when edgesRenderer is enabled
- * @see https://www.babylonjs-playground.com/#10OJSG#13
- */
- public edgesWidth = 1;
- /**
- * Defines edge color used when edgesRenderer is enabled
- * @see https://www.babylonjs-playground.com/#10OJSG#13
- */
- public edgesColor = new Color4(1, 0, 0, 1);
- /** @hidden */
- public _edgesRenderer: Nullable<IEdgesRenderer>;
- /** @hidden */
- public _masterMesh: Nullable<AbstractMesh>;
- /** @hidden */
- public _boundingInfo: Nullable<BoundingInfo>;
- /** @hidden */
- public _renderId = 0;
- /**
- * Gets or sets the list of subMeshes
- * @see http://doc.babylonjs.com/how_to/multi_materials
- */
- public subMeshes: SubMesh[];
- /** @hidden */
- public _intersectionsInProgress = new Array<AbstractMesh>();
- /** @hidden */
- public _unIndexed = false;
- /** @hidden */
- public _lightSources = new Array<Light>();
- /** @hidden */
- public get _positions(): Nullable<Vector3[]> {
- return null;
- }
- // Loading properties
- /** @hidden */
- public _waitingActions: any;
- /** @hidden */
- public _waitingFreezeWorldMatrix: Nullable<boolean>;
- // Skeleton
- private _skeleton: Nullable<Skeleton>;
- /** @hidden */
- public _bonesTransformMatrices: Nullable<Float32Array>;
- /**
- * Gets or sets a skeleton to apply skining transformations
- * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
- */
- public set skeleton(value: Nullable<Skeleton>) {
- if (this._skeleton && this._skeleton.needInitialSkinMatrix) {
- this._skeleton._unregisterMeshWithPoseMatrix(this);
- }
- if (value && value.needInitialSkinMatrix) {
- value._registerMeshWithPoseMatrix(this);
- }
- this._skeleton = value;
- if (!this._skeleton) {
- this._bonesTransformMatrices = null;
- }
- this._markSubMeshesAsAttributesDirty();
- }
- public get skeleton(): Nullable<Skeleton> {
- return this._skeleton;
- }
- /**
- * An event triggered when the mesh is rebuilt.
- */
- public onRebuildObservable = new Observable<AbstractMesh>();
- // Constructor
- /**
- * Creates a new AbstractMesh
- * @param name defines the name of the mesh
- * @param scene defines the hosting scene
- */
- constructor(name: string, scene: Nullable<Scene> = null) {
- super(name, scene, false);
- this.getScene().addMesh(this);
- this._resyncLightSources();
- }
- /**
- * Returns the string "AbstractMesh"
- * @returns "AbstractMesh"
- */
- public getClassName(): string {
- return "AbstractMesh";
- }
- /**
- * Gets a string representation of the current mesh
- * @param fullDetails defines a boolean indicating if full details must be included
- * @returns a string representation of the current mesh
- */
- public toString(fullDetails?: boolean): string {
- var ret = "Name: " + this.name + ", isInstance: " + (this instanceof InstancedMesh ? "YES" : "NO");
- ret += ", # of submeshes: " + (this.subMeshes ? this.subMeshes.length : 0);
- if (this._skeleton) {
- ret += ", skeleton: " + this._skeleton.name;
- }
- if (fullDetails) {
- ret += ", billboard mode: " + (["NONE", "X", "Y", null, "Z", null, null, "ALL"])[this.billboardMode];
- ret += ", freeze wrld mat: " + (this._isWorldMatrixFrozen || this._waitingFreezeWorldMatrix ? "YES" : "NO");
- }
- return ret;
- }
- /** @hidden */
- public _rebuild(): void {
- this.onRebuildObservable.notifyObservers(this);
- if (this._occlusionQuery) {
- this._occlusionQuery = null;
- }
- if (!this.subMeshes) {
- return;
- }
- for (var subMesh of this.subMeshes) {
- subMesh._rebuild();
- }
- }
- /** @hidden */
- public _resyncLightSources(): void {
- this._lightSources.length = 0;
- for (var light of this.getScene().lights) {
- if (!light.isEnabled()) {
- continue;
- }
- if (light.canAffectMesh(this)) {
- this._lightSources.push(light);
- }
- }
- this._markSubMeshesAsLightDirty();
- }
- /** @hidden */
- public _resyncLighSource(light: Light): void {
- var isIn = light.isEnabled() && light.canAffectMesh(this);
- var index = this._lightSources.indexOf(light);
- if (index === -1) {
- if (!isIn) {
- return;
- }
- this._lightSources.push(light);
- } else {
- if (isIn) {
- return;
- }
- this._lightSources.splice(index, 1);
- }
- this._markSubMeshesAsLightDirty();
- }
- /** @hidden */
- public _unBindEffect() {
- for (var subMesh of this.subMeshes) {
- subMesh.setEffect(null);
- }
- }
- /** @hidden */
- public _removeLightSource(light: Light): void {
- var index = this._lightSources.indexOf(light);
- if (index === -1) {
- return;
- }
- this._lightSources.splice(index, 1);
- this._markSubMeshesAsLightDirty();
- }
- private _markSubMeshesAsDirty(func: (defines: MaterialDefines) => void) {
- if (!this.subMeshes) {
- return;
- }
- for (var subMesh of this.subMeshes) {
- if (subMesh._materialDefines) {
- func(subMesh._materialDefines);
- }
- }
- }
- /** @hidden */
- public _markSubMeshesAsLightDirty() {
- this._markSubMeshesAsDirty((defines) => defines.markAsLightDirty());
- }
- /** @hidden */
- public _markSubMeshesAsAttributesDirty() {
- this._markSubMeshesAsDirty((defines) => defines.markAsAttributesDirty());
- }
- /** @hidden */
- public _markSubMeshesAsMiscDirty() {
- if (!this.subMeshes) {
- return;
- }
- for (var subMesh of this.subMeshes) {
- var material = subMesh.getMaterial();
- if (material) {
- material.markAsDirty(Material.MiscDirtyFlag);
- }
- }
- }
- /**
- * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
- */
- public get scaling(): Vector3 {
- return this._scaling;
- }
- public set scaling(newScaling: Vector3) {
- this._scaling = newScaling;
- if (this.physicsImpostor) {
- this.physicsImpostor.forceUpdate();
- }
- }
- // Methods
- /**
- * Returns true if the mesh is blocked. Implemented by child classes
- */
- public get isBlocked(): boolean {
- return false;
- }
- /**
- * Returns the mesh itself by default. Implemented by child classes
- * @param camera defines the camera to use to pick the right LOD level
- * @returns the currentAbstractMesh
- */
- public getLOD(camera: Camera): Nullable<AbstractMesh> {
- return this;
- }
- /**
- * Returns 0 by default. Implemented by child classes
- * @returns an integer
- */
- public getTotalVertices(): number {
- return 0;
- }
- /**
- * Returns null by default. Implemented by child classes
- * @returns null
- */
- public getIndices(): Nullable<IndicesArray> {
- return null;
- }
- /**
- * Returns the array of the requested vertex data kind. Implemented by child classes
- * @param kind defines the vertex data kind to use
- * @returns null
- */
- public getVerticesData(kind: string): Nullable<FloatArray> {
- return null;
- }
- /**
- * Sets the vertex data of the mesh geometry for the requested `kind`.
- * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
- * Note that a new underlying VertexBuffer object is created each call.
- * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
- * @param kind defines vertex data kind:
- * * BABYLON.VertexBuffer.PositionKind
- * * BABYLON.VertexBuffer.UVKind
- * * BABYLON.VertexBuffer.UV2Kind
- * * BABYLON.VertexBuffer.UV3Kind
- * * BABYLON.VertexBuffer.UV4Kind
- * * BABYLON.VertexBuffer.UV5Kind
- * * BABYLON.VertexBuffer.UV6Kind
- * * BABYLON.VertexBuffer.ColorKind
- * * BABYLON.VertexBuffer.MatricesIndicesKind
- * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
- * * BABYLON.VertexBuffer.MatricesWeightsKind
- * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
- * @param data defines the data source
- * @param updatable defines if the data must be flagged as updatable (or static)
- * @param stride defines the vertex stride (size of an entire vertex). Can be null and in this case will be deduced from vertex data kind
- * @returns the current mesh
- */
- public setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh {
- return this;
- }
- /**
- * Updates the existing vertex data of the mesh geometry for the requested `kind`.
- * If the mesh has no geometry, it is simply returned as it is.
- * @param kind defines vertex data kind:
- * * BABYLON.VertexBuffer.PositionKind
- * * BABYLON.VertexBuffer.UVKind
- * * BABYLON.VertexBuffer.UV2Kind
- * * BABYLON.VertexBuffer.UV3Kind
- * * BABYLON.VertexBuffer.UV4Kind
- * * BABYLON.VertexBuffer.UV5Kind
- * * BABYLON.VertexBuffer.UV6Kind
- * * BABYLON.VertexBuffer.ColorKind
- * * BABYLON.VertexBuffer.MatricesIndicesKind
- * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
- * * BABYLON.VertexBuffer.MatricesWeightsKind
- * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
- * @param data defines the data source
- * @param updateExtends If `kind` is `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed
- * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
- * @returns the current mesh
- */
- public updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh {
- return this;
- }
- /**
- * Sets the mesh indices,
- * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
- * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
- * @param totalVertices Defines the total number of vertices
- * @returns the current mesh
- */
- public setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh {
- return this;
- }
- /**
- * Gets a boolean indicating if specific vertex data is present
- * @param kind defines the vertex data kind to use
- * @returns true is data kind is present
- */
- public isVerticesDataPresent(kind: string): boolean {
- return false;
- }
- /**
- * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined
- * @returns a BoundingInfo
- */
- public getBoundingInfo(): BoundingInfo {
- if (this._masterMesh) {
- return this._masterMesh.getBoundingInfo();
- }
- if (!this._boundingInfo) {
- // this._boundingInfo is being created here
- this._updateBoundingInfo();
- }
- // cannot be null.
- return this._boundingInfo!;
- }
- /**
- * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
- * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box
- * @returns the current mesh
- */
- public normalizeToUnitCube(includeDescendants = true): AbstractMesh {
- let boundingVectors = this.getHierarchyBoundingVectors(includeDescendants);
- let sizeVec = boundingVectors.max.subtract(boundingVectors.min);
- let maxDimension = Math.max(sizeVec.x, sizeVec.y, sizeVec.z);
- if (maxDimension === 0) {
- return this;
- }
- let scale = 1 / maxDimension;
- this.scaling.scaleInPlace(scale);
- return this;
- }
- /**
- * Overwrite the current bounding info
- * @param boundingInfo defines the new bounding info
- * @returns the current mesh
- */
- public setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh {
- this._boundingInfo = boundingInfo;
- return this;
- }
- /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
- public get useBones(): boolean {
- return (<boolean>(this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(VertexBuffer.MatricesWeightsKind)));
- }
- /** @hidden */
- public _preActivate(): void {
- }
- /** @hidden */
- public _preActivateForIntermediateRendering(renderId: number): void {
- }
- /** @hidden */
- public _activate(renderId: number): void {
- this._renderId = renderId;
- }
- /**
- * Gets the current world matrix
- * @returns a Matrix
- */
- public getWorldMatrix(): Matrix {
- if (this._masterMesh) {
- return this._masterMesh.getWorldMatrix();
- }
- return super.getWorldMatrix();
- }
- /** @hidden */
- public _getWorldMatrixDeterminant(): number {
- if (this._masterMesh) {
- return this._masterMesh._getWorldMatrixDeterminant();
- }
- return super._getWorldMatrixDeterminant();
- }
- // ================================== Point of View Movement =================================
- /**
- * Perform relative position change from the point of view of behind the front of the mesh.
- * This is performed taking into account the meshes current rotation, so you do not have to care.
- * Supports definition of mesh facing forward or backward
- * @param amountRight defines the distance on the right axis
- * @param amountUp defines the distance on the up axis
- * @param amountForward defines the distance on the forward axis
- * @returns the current mesh
- */
- public movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh {
- this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
- return this;
- }
- /**
- * Calculate relative position change from the point of view of behind the front of the mesh.
- * This is performed taking into account the meshes current rotation, so you do not have to care.
- * Supports definition of mesh facing forward or backward
- * @param amountRight defines the distance on the right axis
- * @param amountUp defines the distance on the up axis
- * @param amountForward defines the distance on the forward axis
- * @returns the new displacement vector
- */
- public calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3 {
- var rotMatrix = new Matrix();
- var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
- rotQuaternion.toRotationMatrix(rotMatrix);
- var translationDelta = Vector3.Zero();
- var defForwardMult = this.definedFacingForward ? -1 : 1;
- Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
- return translationDelta;
- }
- // ================================== Point of View Rotation =================================
- /**
- * Perform relative rotation change from the point of view of behind the front of the mesh.
- * Supports definition of mesh facing forward or backward
- * @param flipBack defines the flip
- * @param twirlClockwise defines the twirl
- * @param tiltRight defines the tilt
- * @returns the current mesh
- */
- public rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh {
- this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
- return this;
- }
- /**
- * Calculate relative rotation change from the point of view of behind the front of the mesh.
- * Supports definition of mesh facing forward or backward.
- * @param flipBack defines the flip
- * @param twirlClockwise defines the twirl
- * @param tiltRight defines the tilt
- * @returns the new rotation vector
- */
- public calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3 {
- var defForwardMult = this.definedFacingForward ? 1 : -1;
- return new Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
- }
- /**
- * Return the minimum and maximum world vectors of the entire hierarchy under current mesh
- * @param includeDescendants Include bounding info from descendants as well (true by default)
- * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
- * @returns the new bounding vectors
- */
- public getHierarchyBoundingVectors(includeDescendants = true, predicate: Nullable<(abstractMesh: AbstractMesh) => boolean> = null): { min: Vector3, max: Vector3 } {
- // Ensures that all world matrix will be recomputed.
- this.getScene().incrementRenderId();
- this.computeWorldMatrix(true);
- let min: Vector3;
- let max: Vector3;
- let boundingInfo = this.getBoundingInfo();
- if (!this.subMeshes) {
- min = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
- max = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
- } else {
- min = boundingInfo.boundingBox.minimumWorld;
- max = boundingInfo.boundingBox.maximumWorld;
- }
- if (includeDescendants) {
- let descendants = this.getDescendants(false);
- for (var descendant of descendants) {
- let childMesh = <AbstractMesh>descendant;
- childMesh.computeWorldMatrix(true);
- // Filters meshes based on custom predicate function.
- if (predicate && !predicate(childMesh)) {
- continue;
- }
- //make sure we have the needed params to get mix and max
- if (!childMesh.getBoundingInfo || childMesh.getTotalVertices() === 0) {
- continue;
- }
- let childBoundingInfo = childMesh.getBoundingInfo();
- let boundingBox = childBoundingInfo.boundingBox;
- var minBox = boundingBox.minimumWorld;
- var maxBox = boundingBox.maximumWorld;
- Tools.CheckExtends(minBox, min, max);
- Tools.CheckExtends(maxBox, min, max);
- }
- }
- return {
- min: min,
- max: max
- };
- }
- /** @hidden */
- public _updateBoundingInfo(): AbstractMesh {
- if (this._boundingInfo) {
- this._boundingInfo.update(this.worldMatrixFromCache);
- }
- else {
- this._boundingInfo = new BoundingInfo(this.absolutePosition, this.absolutePosition, this.worldMatrixFromCache);
- }
- this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
- return this;
- }
- /** @hidden */
- public _updateSubMeshesBoundingInfo(matrix: Matrix): AbstractMesh {
- if (!this.subMeshes) {
- return this;
- }
- let count = this.subMeshes.length;
- for (var subIndex = 0; subIndex < count; subIndex++) {
- var subMesh = this.subMeshes[subIndex];
- if (count > 1 || !subMesh.IsGlobal) {
- subMesh.updateBoundingInfo(matrix);
- }
- }
- return this;
- }
- /** @hidden */
- protected _afterComputeWorldMatrix(): void {
- // Bounding info
- this._updateBoundingInfo();
- }
- /**
- * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
- * A mesh is in the frustum if its bounding box intersects the frustum
- * @param frustumPlanes defines the frustum to test
- * @returns true if the mesh is in the frustum planes
- */
- public isInFrustum(frustumPlanes: Plane[]): boolean {
- return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);
- }
- /**
- * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
- * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
- * @param frustumPlanes defines the frustum to test
- * @returns true if the mesh is completely in the frustum planes
- */
- public isCompletelyInFrustum(frustumPlanes: Plane[]): boolean {
- return this._boundingInfo !== null && this._boundingInfo.isCompletelyInFrustum(frustumPlanes);
- }
- /**
- * True if the mesh intersects another mesh or a SolidParticle object
- * @param mesh defines a target mesh or SolidParticle to test
- * @param precise Unless the parameter `precise` is set to `true` the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes)
- * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
- * @returns true if there is an intersection
- */
- public intersectsMesh(mesh: AbstractMesh | SolidParticle, precise: boolean = false, includeDescendants?: boolean): boolean {
- if (!this._boundingInfo || !mesh._boundingInfo) {
- return false;
- }
- if (this._boundingInfo.intersects(mesh._boundingInfo, precise)) {
- return true;
- }
- if (includeDescendants) {
- for (var child of this.getChildMeshes()) {
- if (child.intersectsMesh(mesh, precise, true)) {
- return true;
- }
- }
- }
- return false;
- }
- /**
- * Returns true if the passed point (Vector3) is inside the mesh bounding box
- * @param point defines the point to test
- * @returns true if there is an intersection
- */
- public intersectsPoint(point: Vector3): boolean {
- if (!this._boundingInfo) {
- return false;
- }
- return this._boundingInfo.intersectsPoint(point);
- }
- /**
- * Gets the position of the current mesh in camera space
- * @param camera defines the camera to use
- * @returns a position
- */
- public getPositionInCameraSpace(camera: Nullable<Camera> = null): Vector3 {
- if (!camera) {
- camera = (<Camera>this.getScene().activeCamera);
- }
- return Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
- }
- /**
- * Returns the distance from the mesh to the active camera
- * @param camera defines the camera to use
- * @returns the distance
- */
- public getDistanceToCamera(camera: Nullable<Camera> = null): number {
- if (!camera) {
- camera = (<Camera>this.getScene().activeCamera);
- }
- return this.absolutePosition.subtract(camera.position).length();
- }
- // Collisions
- /**
- * Gets or sets a boolean indicating that this mesh can be used in the collision engine
- * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
- */
- public get checkCollisions(): boolean {
- return this._checkCollisions;
- }
- public set checkCollisions(collisionEnabled: boolean) {
- this._checkCollisions = collisionEnabled;
- if (this.getScene().workerCollisions) {
- this.getScene().collisionCoordinator.onMeshUpdated(this);
- }
- }
- /**
- * Gets Collider object used to compute collisions (not physics)
- * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
- */
- public get collider(): Collider {
- return this._collider;
- }
- /**
- * Move the mesh using collision engine
- * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
- * @param displacement defines the requested displacement vector
- * @returns the current mesh
- */
- public moveWithCollisions(displacement: Vector3): AbstractMesh {
- var globalPosition = this.getAbsolutePosition();
- globalPosition.addToRef(this.ellipsoidOffset, this._oldPositionForCollisions);
- if (!this._collider) {
- this._collider = new Collider();
- }
- this._collider._radius = this.ellipsoid;
- this.getScene().collisionCoordinator.getNewPosition(this._oldPositionForCollisions, displacement, this._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);
- return this;
- }
- private _onCollisionPositionChange = (collisionId: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh> = null) => {
- //TODO move this to the collision coordinator!
- if (this.getScene().workerCollisions) {
- newPosition.multiplyInPlace(this._collider._radius);
- }
- newPosition.subtractToRef(this._oldPositionForCollisions, this._diffPositionForCollisions);
- if (this._diffPositionForCollisions.length() > Engine.CollisionsEpsilon) {
- this.position.addInPlace(this._diffPositionForCollisions);
- }
- if (collidedMesh) {
- this.onCollideObservable.notifyObservers(collidedMesh);
- }
- this.onCollisionPositionChangeObservable.notifyObservers(this.position);
- }
- // Collisions
- /** @hidden */
- public _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh {
- this._generatePointsArray();
- if (!this._positions) {
- return this;
- }
- // Transformation
- if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
- subMesh._lastColliderTransformMatrix = transformMatrix.clone();
- subMesh._lastColliderWorldVertices = [];
- subMesh._trianglePlanes = [];
- var start = subMesh.verticesStart;
- var end = (subMesh.verticesStart + subMesh.verticesCount);
- for (var i = start; i < end; i++) {
- subMesh._lastColliderWorldVertices.push(Vector3.TransformCoordinates(this._positions[i], transformMatrix));
- }
- }
- // Collide
- collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, (<IndicesArray>this.getIndices()), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial());
- if (collider.collisionFound) {
- collider.collidedMesh = this;
- }
- return this;
- }
- /** @hidden */
- public _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh {
- const subMeshes = this._scene.getCollidingSubMeshCandidates(this, collider);
- const len = subMeshes.length;
- for (var index = 0; index < len; index++) {
- var subMesh = subMeshes.data[index];
- // Bounding test
- if (len > 1 && !subMesh._checkCollision(collider)) {
- continue;
- }
- this._collideForSubMesh(subMesh, transformMatrix, collider);
- }
- return this;
- }
- /** @hidden */
- public _checkCollision(collider: Collider): AbstractMesh {
- // Bounding box test
- if (!this._boundingInfo || !this._boundingInfo._checkCollision(collider)) {
- return this;
- }
- // Transformation matrix
- const collisionsScalingMatrix = Tmp.Matrix[0];
- const collisionsTransformMatrix = Tmp.Matrix[1];
- Matrix.ScalingToRef(1.0 / collider._radius.x, 1.0 / collider._radius.y, 1.0 / collider._radius.z, collisionsScalingMatrix);
- this.worldMatrixFromCache.multiplyToRef(collisionsScalingMatrix, collisionsTransformMatrix);
- this._processCollisionsForSubMeshes(collider, collisionsTransformMatrix);
- return this;
- }
- // Picking
- /** @hidden */
- public _generatePointsArray(): boolean {
- return false;
- }
- /**
- * Checks if the passed Ray intersects with the mesh
- * @param ray defines the ray to use
- * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
- * @returns the picking info
- * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
- */
- public intersects(ray: Ray, fastCheck?: boolean): PickingInfo {
- var pickingInfo = new PickingInfo();
- const intersectionTreshold = this.getClassName() === "LinesMesh" ? (<LinesMesh>(this as any)).intersectionThreshold : 0;
- const boundingInfo = this._boundingInfo;
- if (!this.subMeshes || !boundingInfo || !ray.intersectsSphere(boundingInfo.boundingSphere, intersectionTreshold) || !ray.intersectsBox(boundingInfo.boundingBox, intersectionTreshold)) {
- return pickingInfo;
- }
- if (!this._generatePointsArray()) {
- return pickingInfo;
- }
- var intersectInfo: Nullable<IntersectionInfo> = null;
- var subMeshes = this._scene.getIntersectingSubMeshCandidates(this, ray);
- var len: number = subMeshes.length;
- for (var index = 0; index < len; index++) {
- var subMesh = subMeshes.data[index];
- // Bounding test
- if (len > 1 && !subMesh.canIntersects(ray)) {
- continue;
- }
- var currentIntersectInfo = subMesh.intersects(ray, (<Vector3[]>this._positions), (<IndicesArray>this.getIndices()), fastCheck);
- if (currentIntersectInfo) {
- if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
- intersectInfo = currentIntersectInfo;
- intersectInfo.subMeshId = index;
- if (fastCheck) {
- break;
- }
- }
- }
- }
- if (intersectInfo) {
- // Get picked point
- const world = this.getWorldMatrix();
- const worldOrigin = Vector3.TransformCoordinates(ray.origin, world);
- const direction = ray.direction.scaleToRef(intersectInfo.distance, Tmp.Vector3[0]);
- const worldDirection = Vector3.TransformNormal(direction, world);
- const pickedPoint = worldDirection.addInPlace(worldOrigin);
- // Return result
- pickingInfo.hit = true;
- pickingInfo.distance = Vector3.Distance(worldOrigin, pickedPoint);
- pickingInfo.pickedPoint = pickedPoint;
- pickingInfo.pickedMesh = this;
- pickingInfo.bu = intersectInfo.bu || 0;
- pickingInfo.bv = intersectInfo.bv || 0;
- pickingInfo.faceId = intersectInfo.faceId;
- pickingInfo.subMeshId = intersectInfo.subMeshId;
- return pickingInfo;
- }
- return pickingInfo;
- }
- /**
- * Clones the current mesh
- * @param name defines the mesh name
- * @param newParent defines the new mesh parent
- * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
- * @returns the new mesh
- */
- public clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<AbstractMesh> {
- return null;
- }
- /**
- * Disposes all the submeshes of the current meshnp
- * @returns the current mesh
- */
- public releaseSubMeshes(): AbstractMesh {
- if (this.subMeshes) {
- while (this.subMeshes.length) {
- this.subMeshes[0].dispose();
- }
- } else {
- this.subMeshes = new Array<SubMesh>();
- }
- return this;
- }
- /**
- * Releases resources associated with this abstract mesh.
- * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
- * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
- */
- public dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false): void {
- var index: number;
- // Smart Array Retainers.
- this.getScene().freeActiveMeshes();
- this.getScene().freeRenderingGroups();
- // Action manager
- if (this.actionManager !== undefined && this.actionManager !== null) {
- this.actionManager.dispose();
- this.actionManager = null;
- }
- // Skeleton
- this._skeleton = null;
- // Intersections in progress
- for (index = 0; index < this._intersectionsInProgress.length; index++) {
- var other = this._intersectionsInProgress[index];
- var pos = other._intersectionsInProgress.indexOf(this);
- other._intersectionsInProgress.splice(pos, 1);
- }
- this._intersectionsInProgress = [];
- // Lights
- var lights = this.getScene().lights;
- lights.forEach((light: Light) => {
- var meshIndex = light.includedOnlyMeshes.indexOf(this);
- if (meshIndex !== -1) {
- light.includedOnlyMeshes.splice(meshIndex, 1);
- }
- meshIndex = light.excludedMeshes.indexOf(this);
- if (meshIndex !== -1) {
- light.excludedMeshes.splice(meshIndex, 1);
- }
- // Shadow generators
- var generator = light.getShadowGenerator();
- if (generator) {
- var shadowMap = generator.getShadowMap();
- if (shadowMap && shadowMap.renderList) {
- meshIndex = shadowMap.renderList.indexOf(this);
- if (meshIndex !== -1) {
- shadowMap.renderList.splice(meshIndex, 1);
- }
- }
- }
- });
- // SubMeshes
- if (this.getClassName() !== "InstancedMesh") {
- this.releaseSubMeshes();
- }
- // Query
- let engine = this.getScene().getEngine();
- if (this._occlusionQuery) {
- this.isOcclusionQueryInProgress = false;
- engine.deleteQuery(this._occlusionQuery);
- this._occlusionQuery = null;
- }
- // Engine
- engine.wipeCaches();
- // Remove from scene
- this.getScene().removeMesh(this);
- if (disposeMaterialAndTextures) {
- if (this.material) {
- this.material.dispose(false, true);
- }
- }
- if (!doNotRecurse) {
- // Particles
- for (index = 0; index < this.getScene().particleSystems.length; index++) {
- if (this.getScene().particleSystems[index].emitter === this) {
- this.getScene().particleSystems[index].dispose();
- index--;
- }
- }
- }
- // facet data
- if (this._facetData.facetDataEnabled) {
- this.disableFacetData();
- }
- this.onAfterWorldMatrixUpdateObservable.clear();
- this.onCollideObservable.clear();
- this.onCollisionPositionChangeObservable.clear();
- this.onRebuildObservable.clear();
- super.dispose(doNotRecurse, disposeMaterialAndTextures);
- }
- /**
- * Adds the passed mesh as a child to the current mesh
- * @param mesh defines the child mesh
- * @returns the current mesh
- */
- public addChild(mesh: AbstractMesh): AbstractMesh {
- mesh.setParent(this);
- return this;
- }
- /**
- * Removes the passed mesh from the current mesh children list
- * @param mesh defines the child mesh
- * @returns the current mesh
- */
- public removeChild(mesh: AbstractMesh): AbstractMesh {
- mesh.setParent(null);
- return this;
- }
- // Facet data
- /** @hidden */
- private _initFacetData(): AbstractMesh {
- const data = this._facetData;
- if (!data.facetNormals) {
- data.facetNormals = new Array<Vector3>();
- }
- if (!data.facetPositions) {
- data.facetPositions = new Array<Vector3>();
- }
- if (!data.facetPartitioning) {
- data.facetPartitioning = new Array<number[]>();
- }
- data.facetNb = ((<IndicesArray>this.getIndices()).length / 3) | 0;
- data.partitioningSubdivisions = (data.partitioningSubdivisions) ? data.partitioningSubdivisions : 10; // default nb of partitioning subdivisions = 10
- data.partitioningBBoxRatio = (data.partitioningBBoxRatio) ? data.partitioningBBoxRatio : 1.01; // default ratio 1.01 = the partitioning is 1% bigger than the bounding box
- for (var f = 0; f < data.facetNb; f++) {
- data.facetNormals[f] = Vector3.Zero();
- data.facetPositions[f] = Vector3.Zero();
- }
- data.facetDataEnabled = true;
- return this;
- }
- /**
- * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
- * This method can be called within the render loop.
- * You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation
- * @returns the current mesh
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- public updateFacetData(): AbstractMesh {
- const data = this._facetData;
- if (!data.facetDataEnabled) {
- this._initFacetData();
- }
- var positions = this.getVerticesData(VertexBuffer.PositionKind);
- var indices = this.getIndices();
- var normals = this.getVerticesData(VertexBuffer.NormalKind);
- var bInfo = this.getBoundingInfo();
- if (data.facetDepthSort && !data.facetDepthSortEnabled) {
- // init arrays, matrix and sort function on first call
- data.facetDepthSortEnabled = true;
- if (indices instanceof Uint16Array) {
- data.depthSortedIndices = new Uint16Array(indices!);
- }
- else if (indices instanceof Uint32Array) {
- data.depthSortedIndices = new Uint32Array(indices!);
- }
- else {
- var needs32bits = false;
- for (var i = 0; i < indices!.length; i++) {
- if (indices![i] > 65535) {
- needs32bits = true;
- break;
- }
- }
- if (needs32bits) {
- data.depthSortedIndices = new Uint32Array(indices!);
- }
- else {
- data.depthSortedIndices = new Uint16Array(indices!);
- }
- }
- data.facetDepthSortFunction = function(f1, f2) {
- return (f2.sqDistance - f1.sqDistance);
- };
- if (!data.facetDepthSortFrom) {
- var camera = this.getScene().activeCamera;
- data.facetDepthSortFrom = (camera) ? camera.position : Vector3.Zero();
- }
- data.depthSortedFacets = [];
- for (var f = 0; f < data.facetNb; f++) {
- var depthSortedFacet = { ind: f * 3, sqDistance: 0.0 };
- data.depthSortedFacets.push(depthSortedFacet);
- }
- data.invertedMatrix = Matrix.Identity();
- data.facetDepthSortOrigin = Vector3.Zero();
- }
- data.bbSize.x = (bInfo.maximum.x - bInfo.minimum.x > Epsilon) ? bInfo.maximum.x - bInfo.minimum.x : Epsilon;
- data.bbSize.y = (bInfo.maximum.y - bInfo.minimum.y > Epsilon) ? bInfo.maximum.y - bInfo.minimum.y : Epsilon;
- data.bbSize.z = (bInfo.maximum.z - bInfo.minimum.z > Epsilon) ? bInfo.maximum.z - bInfo.minimum.z : Epsilon;
- var bbSizeMax = (data.bbSize.x > data.bbSize.y) ? data.bbSize.x : data.bbSize.y;
- bbSizeMax = (bbSizeMax > data.bbSize.z) ? bbSizeMax : data.bbSize.z;
- data.subDiv.max = data.partitioningSubdivisions;
- data.subDiv.X = Math.floor(data.subDiv.max * data.bbSize.x / bbSizeMax); // adjust the number of subdivisions per axis
- data.subDiv.Y = Math.floor(data.subDiv.max * data.bbSize.y / bbSizeMax); // according to each bbox size per axis
- data.subDiv.Z = Math.floor(data.subDiv.max * data.bbSize.z / bbSizeMax);
- data.subDiv.X = data.subDiv.X < 1 ? 1 : data.subDiv.X; // at least one subdivision
- data.subDiv.Y = data.subDiv.Y < 1 ? 1 : data.subDiv.Y;
- data.subDiv.Z = data.subDiv.Z < 1 ? 1 : data.subDiv.Z;
- // set the parameters for ComputeNormals()
- data.facetParameters.facetNormals = this.getFacetLocalNormals();
- data.facetParameters.facetPositions = this.getFacetLocalPositions();
- data.facetParameters.facetPartitioning = this.getFacetLocalPartitioning();
- data.facetParameters.bInfo = bInfo;
- data.facetParameters.bbSize = data.bbSize;
- data.facetParameters.subDiv = data.subDiv;
- data.facetParameters.ratio = this.partitioningBBoxRatio;
- data.facetParameters.depthSort = data.facetDepthSort;
- if (data.facetDepthSort && data.facetDepthSortEnabled) {
- this.computeWorldMatrix(true);
- this._worldMatrix.invertToRef(data.invertedMatrix);
- Vector3.TransformCoordinatesToRef(data.facetDepthSortFrom, data.invertedMatrix, data.facetDepthSortOrigin);
- data.facetParameters.distanceTo = data.facetDepthSortOrigin;
- }
- data.facetParameters.depthSortedFacets = data.depthSortedFacets;
- VertexData.ComputeNormals(positions, indices, normals, data.facetParameters);
- if (data.facetDepthSort && data.facetDepthSortEnabled) {
- data.depthSortedFacets.sort(data.facetDepthSortFunction);
- var l = (data.depthSortedIndices.length / 3) | 0;
- for (var f = 0; f < l; f++) {
- var sind = data.depthSortedFacets[f].ind;
- data.depthSortedIndices[f * 3] = indices![sind];
- data.depthSortedIndices[f * 3 + 1] = indices![sind + 1];
- data.depthSortedIndices[f * 3 + 2] = indices![sind + 2];
- }
- this.updateIndices(data.depthSortedIndices);
- }
- return this;
- }
- /**
- * Returns the facetLocalNormals array.
- * The normals are expressed in the mesh local spac
- * @returns an array of Vector3
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- public getFacetLocalNormals(): Vector3[] {
- if (!this._facetData.facetNormals) {
- this.updateFacetData();
- }
- return this._facetData.facetNormals;
- }
- /**
- * Returns the facetLocalPositions array.
- * The facet positions are expressed in the mesh local space
- * @returns an array of Vector3
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- public getFacetLocalPositions(): Vector3[] {
- if (!this._facetData.facetPositions) {
- this.updateFacetData();
- }
- return this._facetData.facetPositions;
- }
- /**
- * Returns the facetLocalPartioning array
- * @returns an array of array of numbers
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- public getFacetLocalPartitioning(): number[][] {
- if (!this._facetData.facetPartitioning) {
- this.updateFacetData();
- }
- return this._facetData.facetPartitioning;
- }
- /**
- * Returns the i-th facet position in the world system.
- * This method allocates a new Vector3 per call
- * @param i defines the facet index
- * @returns a new Vector3
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- public getFacetPosition(i: number): Vector3 {
- var pos = Vector3.Zero();
- this.getFacetPositionToRef(i, pos);
- return pos;
- }
- /**
- * Sets the reference Vector3 with the i-th facet position in the world system
- * @param i defines the facet index
- * @param ref defines the target vector
- * @returns the current mesh
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- public getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh {
- var localPos = (this.getFacetLocalPositions())[i];
- var world = this.getWorldMatrix();
- Vector3.TransformCoordinatesToRef(localPos, world, ref);
- return this;
- }
- /**
- * Returns the i-th facet normal in the world system.
- * This method allocates a new Vector3 per call
- * @param i defines the facet index
- * @returns a new Vector3
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- public getFacetNormal(i: number): Vector3 {
- var norm = Vector3.Zero();
- this.getFacetNormalToRef(i, norm);
- return norm;
- }
- /**
- * Sets the reference Vector3 with the i-th facet normal in the world system
- * @param i defines the facet index
- * @param ref defines the target vector
- * @returns the current mesh
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- public getFacetNormalToRef(i: number, ref: Vector3) {
- var localNorm = (this.getFacetLocalNormals())[i];
- Vector3.TransformNormalToRef(localNorm, this.getWorldMatrix(), ref);
- return this;
- }
- /**
- * Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)
- * @param x defines x coordinate
- * @param y defines y coordinate
- * @param z defines z coordinate
- * @returns the array of facet indexes
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- public getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]> {
- var bInfo = this.getBoundingInfo();
- const data = this._facetData;
- var ox = Math.floor((x - bInfo.minimum.x * data.partitioningBBoxRatio) * data.subDiv.X * data.partitioningBBoxRatio / data.bbSize.x);
- var oy = Math.floor((y - bInfo.minimum.y * data.partitioningBBoxRatio) * data.subDiv.Y * data.partitioningBBoxRatio / data.bbSize.y);
- var oz = Math.floor((z - bInfo.minimum.z * data.partitioningBBoxRatio) * data.subDiv.Z * data.partitioningBBoxRatio / data.bbSize.z);
- if (ox < 0 || ox > data.subDiv.max || oy < 0 || oy > data.subDiv.max || oz < 0 || oz > data.subDiv.max) {
- return null;
- }
- return data.facetPartitioning[ox + data.subDiv.max * oy + data.subDiv.max * data.subDiv.max * oz];
- }
- /**
- * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
- * @param projected sets as the (x,y,z) world projection on the facet
- * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
- * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
- * @param x defines x coordinate
- * @param y defines y coordinate
- * @param z defines z coordinate
- * @returns the face index if found (or null instead)
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- public getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace: boolean = false, facing: boolean = true): Nullable<number> {
- var world = this.getWorldMatrix();
- var invMat = Tmp.Matrix[5];
- world.invertToRef(invMat);
- var invVect = Tmp.Vector3[8];
- Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, invMat, invVect); // transform (x,y,z) to coordinates in the mesh local space
- var closest = this.getClosestFacetAtLocalCoordinates(invVect.x, invVect.y, invVect.z, projected, checkFace, facing);
- if (projected) {
- // tranform the local computed projected vector to world coordinates
- Vector3.TransformCoordinatesFromFloatsToRef(projected.x, projected.y, projected.z, world, projected);
- }
- return closest;
- }
- /**
- * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
- * @param projected sets as the (x,y,z) local projection on the facet
- * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
- * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
- * @param x defines x coordinate
- * @param y defines y coordinate
- * @param z defines z coordinate
- * @returns the face index if found (or null instead)
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- public getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace: boolean = false, facing: boolean = true): Nullable<number> {
- var closest = null;
- var tmpx = 0.0;
- var tmpy = 0.0;
- var tmpz = 0.0;
- var d = 0.0; // tmp dot facet normal * facet position
- var t0 = 0.0;
- var projx = 0.0;
- var projy = 0.0;
- var projz = 0.0;
- // Get all the facets in the same partitioning block than (x, y, z)
- var facetPositions = this.getFacetLocalPositions();
- var facetNormals = this.getFacetLocalNormals();
- var facetsInBlock = this.getFacetsAtLocalCoordinates(x, y, z);
- if (!facetsInBlock) {
- return null;
- }
- // Get the closest facet to (x, y, z)
- var shortest = Number.MAX_VALUE; // init distance vars
- var tmpDistance = shortest;
- var fib; // current facet in the block
- var norm; // current facet normal
- var p0; // current facet barycenter position
- // loop on all the facets in the current partitioning block
- for (var idx = 0; idx < facetsInBlock.length; idx++) {
- fib = facetsInBlock[idx];
- norm = facetNormals[fib];
- p0 = facetPositions[fib];
- d = (x - p0.x) * norm.x + (y - p0.y) * norm.y + (z - p0.z) * norm.z;
- if (!checkFace || (checkFace && facing && d >= 0.0) || (checkFace && !facing && d <= 0.0)) {
- // compute (x,y,z) projection on the facet = (projx, projy, projz)
- d = norm.x * p0.x + norm.y * p0.y + norm.z * p0.z;
- t0 = -(norm.x * x + norm.y * y + norm.z * z - d) / (norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);
- projx = x + norm.x * t0;
- projy = y + norm.y * t0;
- projz = z + norm.z * t0;
- tmpx = projx - x;
- tmpy = projy - y;
- tmpz = projz - z;
- tmpDistance = tmpx * tmpx + tmpy * tmpy + tmpz * tmpz; // compute length between (x, y, z) and its projection on the facet
- if (tmpDistance < shortest) { // just keep the closest facet to (x, y, z)
- shortest = tmpDistance;
- closest = fib;
- if (projected) {
- projected.x = projx;
- projected.y = projy;
- projected.z = projz;
- }
- }
- }
- }
- return closest;
- }
- /**
- * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
- * @returns the parameters
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- public getFacetDataParameters(): any {
- return this._facetData.facetParameters;
- }
- /**
- * Disables the feature FacetData and frees the related memory
- * @returns the current mesh
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- public disableFacetData(): AbstractMesh {
- if (this._facetData.facetDataEnabled) {
- this._facetData.facetDataEnabled = false;
- this._facetData.facetPositions = new Array<Vector3>();
- this._facetData.facetNormals = new Array<Vector3>();
- this._facetData.facetPartitioning = new Array<number[]>();
- this._facetData.facetParameters = null;
- this._facetData.depthSortedIndices = new Uint32Array(0);
- }
- return this;
- }
- /**
- * Updates the AbstractMesh indices array
- * @param indices defines the data source
- * @returns the current mesh
- */
- public updateIndices(indices: IndicesArray): AbstractMesh {
- return this;
- }
- /**
- * Creates new normals data for the mesh
- * @param updatable defines if the normal vertex buffer must be flagged as updatable
- * @returns the current mesh
- */
- public createNormals(updatable: boolean): AbstractMesh {
- var positions = this.getVerticesData(VertexBuffer.PositionKind);
- var indices = this.getIndices();
- var normals: FloatArray;
- if (this.isVerticesDataPresent(VertexBuffer.NormalKind)) {
- normals = (<FloatArray>this.getVerticesData(VertexBuffer.NormalKind));
- } else {
- normals = [];
- }
- VertexData.ComputeNormals(positions, indices, normals, { useRightHandedSystem: this.getScene().useRightHandedSystem });
- this.setVerticesData(VertexBuffer.NormalKind, normals, updatable);
- return this;
- }
- /**
- * Align the mesh with a normal
- * @param normal defines the normal to use
- * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
- * @returns the current mesh
- */
- public alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh {
- if (!upDirection) {
- upDirection = Axis.Y;
- }
- var axisX = Tmp.Vector3[0];
- var axisZ = Tmp.Vector3[1];
- Vector3.CrossToRef(upDirection, normal, axisZ);
- Vector3.CrossToRef(normal, axisZ, axisX);
- if (this.rotationQuaternion) {
- Quaternion.RotationQuaternionFromAxisToRef(axisX, normal, axisZ, this.rotationQuaternion);
- } else {
- Vector3.RotationFromAxisToRef(axisX, normal, axisZ, this.rotation);
- }
- return this;
- }
- /** @hidden */
- public _checkOcclusionQuery(): boolean { // Will be replaced by correct code if Occlusion queries are referenced
- return false;
- }
- }
- }
|