babylon.subMesh.js 6.7 KB

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  1. var BABYLON;
  2. (function (BABYLON) {
  3. var SubMesh = (function () {
  4. function SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  5. if (createBoundingBox === void 0) { createBoundingBox = true; }
  6. this.materialIndex = materialIndex;
  7. this.verticesStart = verticesStart;
  8. this.verticesCount = verticesCount;
  9. this.indexStart = indexStart;
  10. this.indexCount = indexCount;
  11. this._renderId = 0;
  12. this._mesh = mesh;
  13. this._renderingMesh = renderingMesh || mesh;
  14. mesh.subMeshes.push(this);
  15. this._id = mesh.subMeshes.length - 1;
  16. if (createBoundingBox) {
  17. this.refreshBoundingInfo();
  18. }
  19. }
  20. SubMesh.prototype.getBoundingInfo = function () {
  21. return this._boundingInfo;
  22. };
  23. SubMesh.prototype.getMesh = function () {
  24. return this._mesh;
  25. };
  26. SubMesh.prototype.getRenderingMesh = function () {
  27. return this._renderingMesh;
  28. };
  29. SubMesh.prototype.getMaterial = function () {
  30. var rootMaterial = this._renderingMesh.material;
  31. if (rootMaterial && rootMaterial instanceof BABYLON.MultiMaterial) {
  32. var multiMaterial = rootMaterial;
  33. return multiMaterial.getSubMaterial(this.materialIndex);
  34. }
  35. if (!rootMaterial) {
  36. return this._mesh.getScene().defaultMaterial;
  37. }
  38. return rootMaterial;
  39. };
  40. // Methods
  41. SubMesh.prototype.refreshBoundingInfo = function () {
  42. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  43. if (!data) {
  44. this._boundingInfo = this._mesh._boundingInfo;
  45. return;
  46. }
  47. var indices = this._renderingMesh.getIndices();
  48. var extend;
  49. if (this.indexStart === 0 && this.indexCount === indices.length) {
  50. extend = BABYLON.Tools.ExtractMinAndMax(data, this.verticesStart, this.verticesCount);
  51. }
  52. else {
  53. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount);
  54. }
  55. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  56. };
  57. SubMesh.prototype._checkCollision = function (collider) {
  58. return this._boundingInfo._checkCollision(collider);
  59. };
  60. SubMesh.prototype.updateBoundingInfo = function (world) {
  61. if (!this._boundingInfo) {
  62. this.refreshBoundingInfo();
  63. }
  64. this._boundingInfo._update(world);
  65. };
  66. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  67. return this._boundingInfo.isInFrustum(frustumPlanes);
  68. };
  69. SubMesh.prototype.render = function () {
  70. this._renderingMesh.render(this);
  71. };
  72. SubMesh.prototype.getLinesIndexBuffer = function (indices, engine) {
  73. if (!this._linesIndexBuffer) {
  74. var linesIndices = [];
  75. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  76. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  77. }
  78. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  79. this.linesIndexCount = linesIndices.length;
  80. }
  81. return this._linesIndexBuffer;
  82. };
  83. SubMesh.prototype.canIntersects = function (ray) {
  84. return ray.intersectsBox(this._boundingInfo.boundingBox);
  85. };
  86. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  87. var intersectInfo = null;
  88. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  89. var p0 = positions[indices[index]];
  90. var p1 = positions[indices[index + 1]];
  91. var p2 = positions[indices[index + 2]];
  92. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  93. if (currentIntersectInfo) {
  94. if (currentIntersectInfo.distance < 0) {
  95. continue;
  96. }
  97. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  98. intersectInfo = currentIntersectInfo;
  99. intersectInfo.faceId = index / 3;
  100. if (fastCheck) {
  101. break;
  102. }
  103. }
  104. }
  105. }
  106. return intersectInfo;
  107. };
  108. // Clone
  109. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  110. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  111. result._boundingInfo = new BABYLON.BoundingInfo(this._boundingInfo.minimum, this._boundingInfo.maximum);
  112. return result;
  113. };
  114. // Dispose
  115. SubMesh.prototype.dispose = function () {
  116. if (this._linesIndexBuffer) {
  117. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  118. this._linesIndexBuffer = null;
  119. }
  120. // Remove from mesh
  121. var index = this._mesh.subMeshes.indexOf(this);
  122. this._mesh.subMeshes.splice(index, 1);
  123. };
  124. // Statics
  125. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  126. var minVertexIndex = Number.MAX_VALUE;
  127. var maxVertexIndex = -Number.MAX_VALUE;
  128. renderingMesh = renderingMesh || mesh;
  129. var indices = renderingMesh.getIndices();
  130. for (var index = startIndex; index < startIndex + indexCount; index++) {
  131. var vertexIndex = indices[index];
  132. if (vertexIndex < minVertexIndex)
  133. minVertexIndex = vertexIndex;
  134. if (vertexIndex > maxVertexIndex)
  135. maxVertexIndex = vertexIndex;
  136. }
  137. return new BABYLON.SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  138. };
  139. return SubMesh;
  140. })();
  141. BABYLON.SubMesh = SubMesh;
  142. })(BABYLON || (BABYLON = {}));
  143. //# sourceMappingURL=babylon.subMesh.js.map