babylon.mesh.js 39 KB

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  1. var __extends = this.__extends || function (d, b) {
  2. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  3. function __() { this.constructor = d; }
  4. __.prototype = b.prototype;
  5. d.prototype = new __();
  6. };
  7. var BABYLON;
  8. (function (BABYLON) {
  9. var _InstancesBatch = (function () {
  10. function _InstancesBatch() {
  11. this.mustReturn = false;
  12. this.visibleInstances = new Array();
  13. this.renderSelf = new Array();
  14. }
  15. return _InstancesBatch;
  16. })();
  17. BABYLON._InstancesBatch = _InstancesBatch;
  18. var Mesh = (function (_super) {
  19. __extends(Mesh, _super);
  20. function Mesh(name, scene) {
  21. _super.call(this, name, scene);
  22. // Members
  23. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  24. this.instances = new Array();
  25. this._onBeforeRenderCallbacks = new Array();
  26. this._onAfterRenderCallbacks = new Array();
  27. this._visibleInstances = {};
  28. this._renderIdForInstances = new Array();
  29. this._batchCache = new _InstancesBatch();
  30. this._instancesBufferSize = 32 * 16 * 4;
  31. }
  32. Mesh.prototype.getTotalVertices = function () {
  33. if (!this._geometry) {
  34. return 0;
  35. }
  36. return this._geometry.getTotalVertices();
  37. };
  38. Mesh.prototype.getVerticesData = function (kind) {
  39. if (!this._geometry) {
  40. return null;
  41. }
  42. return this._geometry.getVerticesData(kind);
  43. };
  44. Mesh.prototype.getVertexBuffer = function (kind) {
  45. if (!this._geometry) {
  46. return undefined;
  47. }
  48. return this._geometry.getVertexBuffer(kind);
  49. };
  50. Mesh.prototype.isVerticesDataPresent = function (kind) {
  51. if (!this._geometry) {
  52. if (this._delayInfo) {
  53. return this._delayInfo.indexOf(kind) !== -1;
  54. }
  55. return false;
  56. }
  57. return this._geometry.isVerticesDataPresent(kind);
  58. };
  59. Mesh.prototype.getVerticesDataKinds = function () {
  60. if (!this._geometry) {
  61. var result = [];
  62. if (this._delayInfo) {
  63. for (var kind in this._delayInfo) {
  64. result.push(kind);
  65. }
  66. }
  67. return result;
  68. }
  69. return this._geometry.getVerticesDataKinds();
  70. };
  71. Mesh.prototype.getTotalIndices = function () {
  72. if (!this._geometry) {
  73. return 0;
  74. }
  75. return this._geometry.getTotalIndices();
  76. };
  77. Mesh.prototype.getIndices = function () {
  78. if (!this._geometry) {
  79. return [];
  80. }
  81. return this._geometry.getIndices();
  82. };
  83. Mesh.prototype.isReady = function () {
  84. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  85. return false;
  86. }
  87. return _super.prototype.isReady.call(this);
  88. };
  89. Mesh.prototype.isDisposed = function () {
  90. return this._isDisposed;
  91. };
  92. // Methods
  93. Mesh.prototype._preActivate = function () {
  94. var sceneRenderId = this.getScene().getRenderId();
  95. if (this._preActivateId == sceneRenderId) {
  96. return;
  97. }
  98. this._preActivateId = sceneRenderId;
  99. this._visibleInstances = null;
  100. };
  101. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  102. if (!this._visibleInstances) {
  103. this._visibleInstances = {};
  104. this._visibleInstances.defaultRenderId = renderId;
  105. this._visibleInstances.selfDefaultRenderId = this._renderId;
  106. }
  107. if (!this._visibleInstances[renderId]) {
  108. this._visibleInstances[renderId] = new Array();
  109. }
  110. this._visibleInstances[renderId].push(instance);
  111. };
  112. Mesh.prototype.refreshBoundingInfo = function () {
  113. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  114. if (data) {
  115. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices());
  116. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  117. }
  118. if (this.subMeshes) {
  119. for (var index = 0; index < this.subMeshes.length; index++) {
  120. this.subMeshes[index].refreshBoundingInfo();
  121. }
  122. }
  123. this._updateBoundingInfo();
  124. };
  125. Mesh.prototype._createGlobalSubMesh = function () {
  126. var totalVertices = this.getTotalVertices();
  127. if (!totalVertices || !this.getIndices()) {
  128. return null;
  129. }
  130. this.releaseSubMeshes();
  131. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  132. };
  133. Mesh.prototype.subdivide = function (count) {
  134. if (count < 1) {
  135. return;
  136. }
  137. var totalIndices = this.getTotalIndices();
  138. var subdivisionSize = (totalIndices / count) | 0;
  139. var offset = 0;
  140. while (subdivisionSize % 3 != 0) {
  141. subdivisionSize++;
  142. }
  143. this.releaseSubMeshes();
  144. for (var index = 0; index < count; index++) {
  145. if (offset >= totalIndices) {
  146. break;
  147. }
  148. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  149. offset += subdivisionSize;
  150. }
  151. this.synchronizeInstances();
  152. };
  153. Mesh.prototype.setVerticesData = function (kind, data, updatable) {
  154. if (kind instanceof Array) {
  155. var temp = data;
  156. data = kind;
  157. kind = temp;
  158. BABYLON.Tools.Warn("Deprecated usage of setVerticesData detected (since v1.12). Current signature is setVerticesData(kind, data, updatable).");
  159. }
  160. if (!this._geometry) {
  161. var vertexData = new BABYLON.VertexData();
  162. vertexData.set(data, kind);
  163. var scene = this.getScene();
  164. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  165. } else {
  166. this._geometry.setVerticesData(kind, data, updatable);
  167. }
  168. };
  169. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  170. if (!this._geometry) {
  171. return;
  172. }
  173. if (!makeItUnique) {
  174. this._geometry.updateVerticesData(kind, data, updateExtends);
  175. } else {
  176. this.makeGeometryUnique();
  177. this.updateVerticesData(kind, data, updateExtends, false);
  178. }
  179. };
  180. Mesh.prototype.updateVerticesDataDirectly = function (kind, data, makeItUnique) {
  181. if (!this._geometry) {
  182. return;
  183. }
  184. if (!makeItUnique) {
  185. this._geometry.updateVerticesDataDirectly(kind, data);
  186. } else {
  187. this.makeGeometryUnique();
  188. this.updateVerticesDataDirectly(kind, data, false);
  189. }
  190. };
  191. Mesh.prototype.makeGeometryUnique = function () {
  192. if (!this._geometry) {
  193. return;
  194. }
  195. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  196. geometry.applyToMesh(this);
  197. };
  198. Mesh.prototype.setIndices = function (indices) {
  199. if (!this._geometry) {
  200. var vertexData = new BABYLON.VertexData();
  201. vertexData.indices = indices;
  202. var scene = this.getScene();
  203. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, false, this);
  204. } else {
  205. this._geometry.setIndices(indices);
  206. }
  207. };
  208. Mesh.prototype._bind = function (subMesh, effect, fillMode) {
  209. var engine = this.getScene().getEngine();
  210. // Wireframe
  211. var indexToBind;
  212. switch (fillMode) {
  213. case BABYLON.Material.TriangleFillMode:
  214. indexToBind = this._geometry.getIndexBuffer();
  215. break;
  216. case BABYLON.Material.WireFrameFillMode:
  217. indexToBind = subMesh.getLinesIndexBuffer(this.getIndices(), engine);
  218. break;
  219. default:
  220. indexToBind = null;
  221. break;
  222. }
  223. // VBOs
  224. engine.bindMultiBuffers(this._geometry.getVertexBuffers(), indexToBind, effect);
  225. };
  226. Mesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  227. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  228. return;
  229. }
  230. var engine = this.getScene().getEngine();
  231. switch (fillMode) {
  232. case BABYLON.Material.PointFillMode:
  233. engine.drawPointClouds(subMesh.verticesStart, subMesh.verticesCount, instancesCount);
  234. break;
  235. case BABYLON.Material.WireFrameFillMode:
  236. engine.draw(false, 0, subMesh.linesIndexCount, instancesCount);
  237. break;
  238. default:
  239. engine.draw(true, subMesh.indexStart, subMesh.indexCount, instancesCount);
  240. }
  241. };
  242. Mesh.prototype.registerBeforeRender = function (func) {
  243. this._onBeforeRenderCallbacks.push(func);
  244. };
  245. Mesh.prototype.unregisterBeforeRender = function (func) {
  246. var index = this._onBeforeRenderCallbacks.indexOf(func);
  247. if (index > -1) {
  248. this._onBeforeRenderCallbacks.splice(index, 1);
  249. }
  250. };
  251. Mesh.prototype.registerAfterRender = function (func) {
  252. this._onAfterRenderCallbacks.push(func);
  253. };
  254. Mesh.prototype.unregisterAfterRender = function (func) {
  255. var index = this._onAfterRenderCallbacks.indexOf(func);
  256. if (index > -1) {
  257. this._onAfterRenderCallbacks.splice(index, 1);
  258. }
  259. };
  260. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  261. var scene = this.getScene();
  262. this._batchCache.mustReturn = false;
  263. this._batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  264. this._batchCache.visibleInstances[subMeshId] = null;
  265. if (this._visibleInstances) {
  266. var currentRenderId = scene.getRenderId();
  267. this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[currentRenderId];
  268. var selfRenderId = this._renderId;
  269. if (!this._batchCache.visibleInstances[subMeshId] && this._visibleInstances.defaultRenderId) {
  270. this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[this._visibleInstances.defaultRenderId];
  271. currentRenderId = this._visibleInstances.defaultRenderId;
  272. selfRenderId = this._visibleInstances.selfDefaultRenderId;
  273. }
  274. if (this._batchCache.visibleInstances[subMeshId] && this._batchCache.visibleInstances[subMeshId].length) {
  275. if (this._renderIdForInstances[subMeshId] === currentRenderId) {
  276. this._batchCache.mustReturn = true;
  277. return this._batchCache;
  278. }
  279. if (currentRenderId !== selfRenderId) {
  280. this._batchCache.renderSelf[subMeshId] = false;
  281. }
  282. }
  283. this._renderIdForInstances[subMeshId] = currentRenderId;
  284. }
  285. return this._batchCache;
  286. };
  287. Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
  288. var matricesCount = this.instances.length + 1;
  289. var bufferSize = matricesCount * 16 * 4;
  290. while (this._instancesBufferSize < bufferSize) {
  291. this._instancesBufferSize *= 2;
  292. }
  293. if (!this._worldMatricesInstancesBuffer || this._worldMatricesInstancesBuffer.capacity < this._instancesBufferSize) {
  294. if (this._worldMatricesInstancesBuffer) {
  295. engine.deleteInstancesBuffer(this._worldMatricesInstancesBuffer);
  296. }
  297. this._worldMatricesInstancesBuffer = engine.createInstancesBuffer(this._instancesBufferSize);
  298. this._worldMatricesInstancesArray = new Float32Array(this._instancesBufferSize / 4);
  299. }
  300. var offset = 0;
  301. var instancesCount = 0;
  302. var world = this.getWorldMatrix();
  303. if (batch.renderSelf[subMesh._id]) {
  304. world.copyToArray(this._worldMatricesInstancesArray, offset);
  305. offset += 16;
  306. instancesCount++;
  307. }
  308. var visibleInstances = batch.visibleInstances[subMesh._id];
  309. if (visibleInstances) {
  310. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  311. var instance = visibleInstances[instanceIndex];
  312. instance.getWorldMatrix().copyToArray(this._worldMatricesInstancesArray, offset);
  313. offset += 16;
  314. instancesCount++;
  315. }
  316. }
  317. var offsetLocation0 = effect.getAttributeLocationByName("world0");
  318. var offsetLocation1 = effect.getAttributeLocationByName("world1");
  319. var offsetLocation2 = effect.getAttributeLocationByName("world2");
  320. var offsetLocation3 = effect.getAttributeLocationByName("world3");
  321. var offsetLocations = [offsetLocation0, offsetLocation1, offsetLocation2, offsetLocation3];
  322. engine.updateAndBindInstancesBuffer(this._worldMatricesInstancesBuffer, this._worldMatricesInstancesArray, offsetLocations);
  323. this._draw(subMesh, fillMode, instancesCount);
  324. engine.unBindInstancesBuffer(this._worldMatricesInstancesBuffer, offsetLocations);
  325. };
  326. Mesh.prototype.render = function (subMesh) {
  327. var scene = this.getScene();
  328. // Managing instances
  329. var batch = this._getInstancesRenderList(subMesh._id);
  330. if (batch.mustReturn) {
  331. return;
  332. }
  333. // Checking geometry state
  334. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  335. return;
  336. }
  337. for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
  338. this._onBeforeRenderCallbacks[callbackIndex]();
  339. }
  340. var engine = scene.getEngine();
  341. var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null);
  342. // Material
  343. var effectiveMaterial = subMesh.getMaterial();
  344. if (!effectiveMaterial || !effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  345. return;
  346. }
  347. // Outline - step 1
  348. var savedDepthWrite = engine.getDepthWrite();
  349. if (this.renderOutline) {
  350. engine.setDepthWrite(false);
  351. scene.getOutlineRenderer().render(subMesh, batch);
  352. }
  353. effectiveMaterial._preBind();
  354. var effect = effectiveMaterial.getEffect();
  355. // Bind
  356. var fillMode = engine.forceWireframe ? BABYLON.Material.WireFrameFillMode : effectiveMaterial.fillMode;
  357. this._bind(subMesh, effect, fillMode);
  358. var world = this.getWorldMatrix();
  359. effectiveMaterial.bind(world, this);
  360. // Instances rendering
  361. if (hardwareInstancedRendering) {
  362. this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
  363. } else {
  364. if (batch.renderSelf[subMesh._id]) {
  365. // Draw
  366. this._draw(subMesh, fillMode);
  367. }
  368. if (batch.visibleInstances[subMesh._id]) {
  369. for (var instanceIndex = 0; instanceIndex < batch.visibleInstances[subMesh._id].length; instanceIndex++) {
  370. var instance = batch.visibleInstances[subMesh._id][instanceIndex];
  371. // World
  372. world = instance.getWorldMatrix();
  373. effectiveMaterial.bindOnlyWorldMatrix(world);
  374. // Draw
  375. this._draw(subMesh, fillMode);
  376. }
  377. }
  378. }
  379. // Unbind
  380. effectiveMaterial.unbind();
  381. // Outline - step 2
  382. if (this.renderOutline && savedDepthWrite) {
  383. engine.setDepthWrite(true);
  384. engine.setColorWrite(false);
  385. scene.getOutlineRenderer().render(subMesh, batch);
  386. engine.setColorWrite(true);
  387. }
  388. for (callbackIndex = 0; callbackIndex < this._onAfterRenderCallbacks.length; callbackIndex++) {
  389. this._onAfterRenderCallbacks[callbackIndex]();
  390. }
  391. };
  392. Mesh.prototype.getEmittedParticleSystems = function () {
  393. var results = new Array();
  394. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  395. var particleSystem = this.getScene().particleSystems[index];
  396. if (particleSystem.emitter === this) {
  397. results.push(particleSystem);
  398. }
  399. }
  400. return results;
  401. };
  402. Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  403. var results = new Array();
  404. var descendants = this.getDescendants();
  405. descendants.push(this);
  406. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  407. var particleSystem = this.getScene().particleSystems[index];
  408. if (descendants.indexOf(particleSystem.emitter) !== -1) {
  409. results.push(particleSystem);
  410. }
  411. }
  412. return results;
  413. };
  414. Mesh.prototype.getChildren = function () {
  415. var results = [];
  416. for (var index = 0; index < this.getScene().meshes.length; index++) {
  417. var mesh = this.getScene().meshes[index];
  418. if (mesh.parent == this) {
  419. results.push(mesh);
  420. }
  421. }
  422. return results;
  423. };
  424. Mesh.prototype._checkDelayState = function () {
  425. var _this = this;
  426. var that = this;
  427. var scene = this.getScene();
  428. if (this._geometry) {
  429. this._geometry.load(scene);
  430. } else if (that.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  431. that.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  432. scene._addPendingData(that);
  433. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1) ? true : false;
  434. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  435. if (data instanceof ArrayBuffer) {
  436. _this._delayLoadingFunction(data, _this);
  437. } else {
  438. _this._delayLoadingFunction(JSON.parse(data), _this);
  439. }
  440. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  441. scene._removePendingData(_this);
  442. }, function () {
  443. }, scene.database, getBinaryData);
  444. }
  445. };
  446. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  447. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  448. return false;
  449. }
  450. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  451. return false;
  452. }
  453. this._checkDelayState();
  454. return true;
  455. };
  456. Mesh.prototype.setMaterialByID = function (id) {
  457. var materials = this.getScene().materials;
  458. for (var index = 0; index < materials.length; index++) {
  459. if (materials[index].id == id) {
  460. this.material = materials[index];
  461. return;
  462. }
  463. }
  464. // Multi
  465. var multiMaterials = this.getScene().multiMaterials;
  466. for (index = 0; index < multiMaterials.length; index++) {
  467. if (multiMaterials[index].id == id) {
  468. this.material = multiMaterials[index];
  469. return;
  470. }
  471. }
  472. };
  473. Mesh.prototype.getAnimatables = function () {
  474. var results = [];
  475. if (this.material) {
  476. results.push(this.material);
  477. }
  478. if (this.skeleton) {
  479. results.push(this.skeleton);
  480. }
  481. return results;
  482. };
  483. // Geometry
  484. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  485. // Position
  486. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  487. return;
  488. }
  489. this._resetPointsArrayCache();
  490. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  491. var temp = [];
  492. for (var index = 0; index < data.length; index += 3) {
  493. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  494. }
  495. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  496. // Normals
  497. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  498. return;
  499. }
  500. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  501. for (index = 0; index < data.length; index += 3) {
  502. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  503. }
  504. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  505. };
  506. // Cache
  507. Mesh.prototype._resetPointsArrayCache = function () {
  508. this._positions = null;
  509. };
  510. Mesh.prototype._generatePointsArray = function () {
  511. if (this._positions)
  512. return true;
  513. this._positions = [];
  514. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  515. if (!data) {
  516. return false;
  517. }
  518. for (var index = 0; index < data.length; index += 3) {
  519. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  520. }
  521. return true;
  522. };
  523. // Clone
  524. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  525. var result = new BABYLON.Mesh(name, this.getScene());
  526. // Geometry
  527. this._geometry.applyToMesh(result);
  528. // Deep copy
  529. BABYLON.Tools.DeepCopy(this, result, ["name", "material", "skeleton"], []);
  530. // Material
  531. result.material = this.material;
  532. // Parent
  533. if (newParent) {
  534. result.parent = newParent;
  535. }
  536. if (!doNotCloneChildren) {
  537. for (var index = 0; index < this.getScene().meshes.length; index++) {
  538. var mesh = this.getScene().meshes[index];
  539. if (mesh.parent == this) {
  540. mesh.clone(mesh.name, result);
  541. }
  542. }
  543. }
  544. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  545. var system = this.getScene().particleSystems[index];
  546. if (system.emitter == this) {
  547. system.clone(system.name, result);
  548. }
  549. }
  550. result.computeWorldMatrix(true);
  551. return result;
  552. };
  553. // Dispose
  554. Mesh.prototype.dispose = function (doNotRecurse) {
  555. if (this._geometry) {
  556. this._geometry.releaseForMesh(this, true);
  557. }
  558. // Instances
  559. if (this._worldMatricesInstancesBuffer) {
  560. this.getEngine().deleteInstancesBuffer(this._worldMatricesInstancesBuffer);
  561. this._worldMatricesInstancesBuffer = null;
  562. }
  563. while (this.instances.length) {
  564. this.instances[0].dispose();
  565. }
  566. _super.prototype.dispose.call(this, doNotRecurse);
  567. };
  568. // Geometric tools
  569. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight) {
  570. var _this = this;
  571. var scene = this.getScene();
  572. var onload = function (img) {
  573. // Getting height map data
  574. var canvas = document.createElement("canvas");
  575. var context = canvas.getContext("2d");
  576. var heightMapWidth = img.width;
  577. var heightMapHeight = img.height;
  578. canvas.width = heightMapWidth;
  579. canvas.height = heightMapHeight;
  580. context.drawImage(img, 0, 0);
  581. // Create VertexData from map data
  582. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  583. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight);
  584. };
  585. BABYLON.Tools.LoadImage(url, onload, function () {
  586. }, scene.database);
  587. };
  588. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight) {
  589. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind) || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  590. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  591. return;
  592. }
  593. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  594. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  595. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  596. var position = BABYLON.Vector3.Zero();
  597. var normal = BABYLON.Vector3.Zero();
  598. var uv = BABYLON.Vector2.Zero();
  599. for (var index = 0; index < positions.length; index += 3) {
  600. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  601. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  602. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  603. // Compute height
  604. var u = ((Math.abs(uv.x) * heightMapWidth) % heightMapWidth) | 0;
  605. var v = ((Math.abs(uv.y) * heightMapHeight) % heightMapHeight) | 0;
  606. var pos = (u + v * heightMapWidth) * 4;
  607. var r = buffer[pos] / 255.0;
  608. var g = buffer[pos + 1] / 255.0;
  609. var b = buffer[pos + 2] / 255.0;
  610. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  611. normal.normalize();
  612. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  613. position = position.add(normal);
  614. position.toArray(positions, index);
  615. }
  616. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  617. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  618. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  619. };
  620. Mesh.prototype.convertToFlatShadedMesh = function () {
  621. /// <summary>Update normals and vertices to get a flat shading rendering.</summary>
  622. /// <summary>Warning: This may imply adding vertices to the mesh in order to get exactly 3 vertices per face</summary>
  623. var kinds = this.getVerticesDataKinds();
  624. var vbs = [];
  625. var data = [];
  626. var newdata = [];
  627. var updatableNormals = false;
  628. for (var kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  629. var kind = kinds[kindIndex];
  630. var vertexBuffer = this.getVertexBuffer(kind);
  631. if (kind === BABYLON.VertexBuffer.NormalKind) {
  632. updatableNormals = vertexBuffer.isUpdatable();
  633. kinds.splice(kindIndex, 1);
  634. kindIndex--;
  635. continue;
  636. }
  637. vbs[kind] = vertexBuffer;
  638. data[kind] = vbs[kind].getData();
  639. newdata[kind] = [];
  640. }
  641. // Save previous submeshes
  642. var previousSubmeshes = this.subMeshes.slice(0);
  643. var indices = this.getIndices();
  644. var totalIndices = this.getTotalIndices();
  645. for (index = 0; index < totalIndices; index++) {
  646. var vertexIndex = indices[index];
  647. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  648. kind = kinds[kindIndex];
  649. var stride = vbs[kind].getStrideSize();
  650. for (var offset = 0; offset < stride; offset++) {
  651. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  652. }
  653. }
  654. }
  655. // Updating faces & normal
  656. var normals = [];
  657. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  658. for (var index = 0; index < totalIndices; index += 3) {
  659. indices[index] = index;
  660. indices[index + 1] = index + 1;
  661. indices[index + 2] = index + 2;
  662. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  663. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  664. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  665. var p1p2 = p1.subtract(p2);
  666. var p3p2 = p3.subtract(p2);
  667. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  668. for (var localIndex = 0; localIndex < 3; localIndex++) {
  669. normals.push(normal.x);
  670. normals.push(normal.y);
  671. normals.push(normal.z);
  672. }
  673. }
  674. this.setIndices(indices);
  675. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  676. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  677. kind = kinds[kindIndex];
  678. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  679. }
  680. // Updating submeshes
  681. this.releaseSubMeshes();
  682. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  683. var previousOne = previousSubmeshes[submeshIndex];
  684. var subMesh = new BABYLON.SubMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  685. }
  686. this.synchronizeInstances();
  687. };
  688. // Instances
  689. Mesh.prototype.createInstance = function (name) {
  690. return new BABYLON.InstancedMesh(name, this);
  691. };
  692. Mesh.prototype.synchronizeInstances = function () {
  693. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  694. var instance = this.instances[instanceIndex];
  695. instance._syncSubMeshes();
  696. }
  697. };
  698. // Statics
  699. Mesh.CreateBox = function (name, size, scene, updatable) {
  700. var box = new BABYLON.Mesh(name, scene);
  701. var vertexData = BABYLON.VertexData.CreateBox(size);
  702. vertexData.applyToMesh(box, updatable);
  703. return box;
  704. };
  705. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable) {
  706. var sphere = new BABYLON.Mesh(name, scene);
  707. var vertexData = BABYLON.VertexData.CreateSphere(segments, diameter);
  708. vertexData.applyToMesh(sphere, updatable);
  709. return sphere;
  710. };
  711. // Cylinder and cone (Code inspired by SharpDX.org)
  712. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable) {
  713. // subdivisions is a new parameter, we need to support old signature
  714. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  715. if (scene !== undefined) {
  716. updatable = scene;
  717. }
  718. scene = subdivisions;
  719. subdivisions = 1;
  720. }
  721. var cylinder = new BABYLON.Mesh(name, scene);
  722. var vertexData = BABYLON.VertexData.CreateCylinder(height, diameterTop, diameterBottom, tessellation, subdivisions);
  723. vertexData.applyToMesh(cylinder, updatable);
  724. return cylinder;
  725. };
  726. // Torus (Code from SharpDX.org)
  727. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable) {
  728. var torus = new BABYLON.Mesh(name, scene);
  729. var vertexData = BABYLON.VertexData.CreateTorus(diameter, thickness, tessellation);
  730. vertexData.applyToMesh(torus, updatable);
  731. return torus;
  732. };
  733. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable) {
  734. var torusKnot = new BABYLON.Mesh(name, scene);
  735. var vertexData = BABYLON.VertexData.CreateTorusKnot(radius, tube, radialSegments, tubularSegments, p, q);
  736. vertexData.applyToMesh(torusKnot, updatable);
  737. return torusKnot;
  738. };
  739. // Lines
  740. Mesh.CreateLines = function (name, points, scene, updatable) {
  741. var lines = new BABYLON.LinesMesh(name, scene, updatable);
  742. var vertexData = BABYLON.VertexData.CreateLines(points);
  743. vertexData.applyToMesh(lines, updatable);
  744. return lines;
  745. };
  746. // Plane & ground
  747. Mesh.CreatePlane = function (name, size, scene, updatable) {
  748. var plane = new BABYLON.Mesh(name, scene);
  749. var vertexData = BABYLON.VertexData.CreatePlane(size);
  750. vertexData.applyToMesh(plane, updatable);
  751. return plane;
  752. };
  753. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  754. var ground = new BABYLON.GroundMesh(name, scene);
  755. ground._setReady(false);
  756. ground._subdivisions = subdivisions;
  757. var vertexData = BABYLON.VertexData.CreateGround(width, height, subdivisions);
  758. vertexData.applyToMesh(ground, updatable);
  759. ground._setReady(true);
  760. return ground;
  761. };
  762. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  763. var tiledGround = new BABYLON.Mesh(name, scene);
  764. var vertexData = BABYLON.VertexData.CreateTiledGround(xmin, zmin, xmax, zmax, subdivisions, precision);
  765. vertexData.applyToMesh(tiledGround, updatable);
  766. return tiledGround;
  767. };
  768. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable) {
  769. var ground = new BABYLON.GroundMesh(name, scene);
  770. ground._subdivisions = subdivisions;
  771. ground._setReady(false);
  772. var onload = function (img) {
  773. // Getting height map data
  774. var canvas = document.createElement("canvas");
  775. var context = canvas.getContext("2d");
  776. var heightMapWidth = img.width;
  777. var heightMapHeight = img.height;
  778. canvas.width = heightMapWidth;
  779. canvas.height = heightMapHeight;
  780. context.drawImage(img, 0, 0);
  781. // Create VertexData from map data
  782. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  783. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap(width, height, subdivisions, minHeight, maxHeight, buffer, heightMapWidth, heightMapHeight);
  784. vertexData.applyToMesh(ground, updatable);
  785. ground._setReady(true);
  786. };
  787. BABYLON.Tools.LoadImage(url, onload, function () {
  788. }, scene.database);
  789. return ground;
  790. };
  791. // Tools
  792. Mesh.MinMax = function (meshes) {
  793. var minVector = null;
  794. var maxVector = null;
  795. for (var i in meshes) {
  796. var mesh = meshes[i];
  797. var boundingBox = mesh.getBoundingInfo().boundingBox;
  798. if (!minVector) {
  799. minVector = boundingBox.minimumWorld;
  800. maxVector = boundingBox.maximumWorld;
  801. continue;
  802. }
  803. minVector.MinimizeInPlace(boundingBox.minimumWorld);
  804. maxVector.MaximizeInPlace(boundingBox.maximumWorld);
  805. }
  806. return {
  807. min: minVector,
  808. max: maxVector
  809. };
  810. };
  811. Mesh.Center = function (meshesOrMinMaxVector) {
  812. var minMaxVector = meshesOrMinMaxVector.min !== undefined ? meshesOrMinMaxVector : BABYLON.Mesh.MinMax(meshesOrMinMaxVector);
  813. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  814. };
  815. return Mesh;
  816. })(BABYLON.AbstractMesh);
  817. BABYLON.Mesh = Mesh;
  818. })(BABYLON || (BABYLON = {}));
  819. //# sourceMappingURL=babylon.mesh.js.map