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|
- var __extends = (this && this.__extends) || function (d, b) {
- for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
- function __() { this.constructor = d; }
- d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
- };
- var BABYLON;
- (function (BABYLON) {
- var _InstancesBatch = (function () {
- function _InstancesBatch() {
- this.mustReturn = false;
- this.visibleInstances = new Array();
- this.renderSelf = new Array();
- }
- return _InstancesBatch;
- })();
- BABYLON._InstancesBatch = _InstancesBatch;
- var Mesh = (function (_super) {
- __extends(Mesh, _super);
- /**
- * @constructor
- * @param {string} name - The value used by scene.getMeshByName() to do a lookup.
- * @param {Scene} scene - The scene to add this mesh to.
- * @param {Node} parent - The parent of this mesh, if it has one
- * @param {Mesh} source - An optional Mesh from which geometry is shared, cloned.
- * @param {boolean} doNotCloneChildren - When cloning, skip cloning child meshes of source, default False.
- * When false, achieved by calling a clone(), also passing False.
- * This will make creation of children, recursive.
- */
- function Mesh(name, scene, parent, source, doNotCloneChildren) {
- if (parent === void 0) { parent = null; }
- _super.call(this, name, scene);
- // Members
- this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
- this.instances = new Array();
- this._LODLevels = new Array();
- this._onBeforeRenderCallbacks = new Array();
- this._onAfterRenderCallbacks = new Array();
- this._visibleInstances = {};
- this._renderIdForInstances = new Array();
- this._batchCache = new _InstancesBatch();
- this._instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances
- this._sideOrientation = Mesh._DEFAULTSIDE;
- this._areNormalsFrozen = false; // Will be used by ribbons mainly
- if (source) {
- // Geometry
- if (source._geometry) {
- source._geometry.applyToMesh(this);
- }
- // Deep copy
- BABYLON.Tools.DeepCopy(source, this, ["name", "material", "skeleton", "instances"], []);
- this.id = name + "." + source.id;
- // Material
- this.material = source.material;
- var index;
- if (!doNotCloneChildren) {
- // Children
- for (index = 0; index < scene.meshes.length; index++) {
- var mesh = scene.meshes[index];
- if (mesh.parent === source) {
- // doNotCloneChildren is always going to be False
- var newChild = mesh.clone(name + "." + mesh.name, this, doNotCloneChildren);
- }
- }
- }
- // Particles
- for (index = 0; index < scene.particleSystems.length; index++) {
- var system = scene.particleSystems[index];
- if (system.emitter === source) {
- system.clone(system.name, this);
- }
- }
- this.computeWorldMatrix(true);
- }
- // Parent
- if (parent !== null) {
- this.parent = parent;
- }
- }
- Object.defineProperty(Mesh, "FRONTSIDE", {
- get: function () {
- return Mesh._FRONTSIDE;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(Mesh, "BACKSIDE", {
- get: function () {
- return Mesh._BACKSIDE;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(Mesh, "DOUBLESIDE", {
- get: function () {
- return Mesh._DOUBLESIDE;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(Mesh, "DEFAULTSIDE", {
- get: function () {
- return Mesh._DEFAULTSIDE;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(Mesh, "NO_CAP", {
- get: function () {
- return Mesh._NO_CAP;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(Mesh, "CAP_START", {
- get: function () {
- return Mesh._CAP_START;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(Mesh, "CAP_END", {
- get: function () {
- return Mesh._CAP_END;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(Mesh, "CAP_ALL", {
- get: function () {
- return Mesh._CAP_ALL;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(Mesh.prototype, "hasLODLevels", {
- // Methods
- get: function () {
- return this._LODLevels.length > 0;
- },
- enumerable: true,
- configurable: true
- });
- Mesh.prototype._sortLODLevels = function () {
- this._LODLevels.sort(function (a, b) {
- if (a.distance < b.distance) {
- return 1;
- }
- if (a.distance > b.distance) {
- return -1;
- }
- return 0;
- });
- };
- /**
- * Add a mesh as LOD level triggered at the given distance.
- * @param {number} distance - the distance from the center of the object to show this level
- * @param {BABYLON.Mesh} mesh - the mesh to be added as LOD level
- * @return {BABYLON.Mesh} this mesh (for chaining)
- */
- Mesh.prototype.addLODLevel = function (distance, mesh) {
- if (mesh && mesh._masterMesh) {
- BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
- return this;
- }
- var level = new BABYLON.Internals.MeshLODLevel(distance, mesh);
- this._LODLevels.push(level);
- if (mesh) {
- mesh._masterMesh = this;
- }
- this._sortLODLevels();
- return this;
- };
- Mesh.prototype.getLODLevelAtDistance = function (distance) {
- for (var index = 0; index < this._LODLevels.length; index++) {
- var level = this._LODLevels[index];
- if (level.distance === distance) {
- return level.mesh;
- }
- }
- return null;
- };
- /**
- * Remove a mesh from the LOD array
- * @param {BABYLON.Mesh} mesh - the mesh to be removed.
- * @return {BABYLON.Mesh} this mesh (for chaining)
- */
- Mesh.prototype.removeLODLevel = function (mesh) {
- for (var index = 0; index < this._LODLevels.length; index++) {
- if (this._LODLevels[index].mesh === mesh) {
- this._LODLevels.splice(index, 1);
- if (mesh) {
- mesh._masterMesh = null;
- }
- }
- }
- this._sortLODLevels();
- return this;
- };
- Mesh.prototype.getLOD = function (camera, boundingSphere) {
- if (!this._LODLevels || this._LODLevels.length === 0) {
- return this;
- }
- var distanceToCamera = (boundingSphere ? boundingSphere : this.getBoundingInfo().boundingSphere).centerWorld.subtract(camera.position).length();
- if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
- if (this.onLODLevelSelection) {
- this.onLODLevelSelection(distanceToCamera, this, this._LODLevels[this._LODLevels.length - 1].mesh);
- }
- return this;
- }
- for (var index = 0; index < this._LODLevels.length; index++) {
- var level = this._LODLevels[index];
- if (level.distance < distanceToCamera) {
- if (level.mesh) {
- level.mesh._preActivate();
- level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
- }
- if (this.onLODLevelSelection) {
- this.onLODLevelSelection(distanceToCamera, this, level.mesh);
- }
- return level.mesh;
- }
- }
- if (this.onLODLevelSelection) {
- this.onLODLevelSelection(distanceToCamera, this, this);
- }
- return this;
- };
- Object.defineProperty(Mesh.prototype, "geometry", {
- get: function () {
- return this._geometry;
- },
- enumerable: true,
- configurable: true
- });
- Mesh.prototype.getTotalVertices = function () {
- if (!this._geometry) {
- return 0;
- }
- return this._geometry.getTotalVertices();
- };
- Mesh.prototype.getVerticesData = function (kind, copyWhenShared) {
- if (!this._geometry) {
- return null;
- }
- return this._geometry.getVerticesData(kind, copyWhenShared);
- };
- Mesh.prototype.getVertexBuffer = function (kind) {
- if (!this._geometry) {
- return undefined;
- }
- return this._geometry.getVertexBuffer(kind);
- };
- Mesh.prototype.isVerticesDataPresent = function (kind) {
- if (!this._geometry) {
- if (this._delayInfo) {
- return this._delayInfo.indexOf(kind) !== -1;
- }
- return false;
- }
- return this._geometry.isVerticesDataPresent(kind);
- };
- Mesh.prototype.getVerticesDataKinds = function () {
- if (!this._geometry) {
- var result = [];
- if (this._delayInfo) {
- for (var kind in this._delayInfo) {
- result.push(kind);
- }
- }
- return result;
- }
- return this._geometry.getVerticesDataKinds();
- };
- Mesh.prototype.getTotalIndices = function () {
- if (!this._geometry) {
- return 0;
- }
- return this._geometry.getTotalIndices();
- };
- Mesh.prototype.getIndices = function (copyWhenShared) {
- if (!this._geometry) {
- return [];
- }
- return this._geometry.getIndices(copyWhenShared);
- };
- Object.defineProperty(Mesh.prototype, "isBlocked", {
- get: function () {
- return this._masterMesh !== null && this._masterMesh !== undefined;
- },
- enumerable: true,
- configurable: true
- });
- Mesh.prototype.isReady = function () {
- if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
- return false;
- }
- return _super.prototype.isReady.call(this);
- };
- Mesh.prototype.isDisposed = function () {
- return this._isDisposed;
- };
- Object.defineProperty(Mesh.prototype, "sideOrientation", {
- get: function () {
- return this._sideOrientation;
- },
- set: function (sideO) {
- this._sideOrientation = sideO;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(Mesh.prototype, "areNormalsFrozen", {
- get: function () {
- return this._areNormalsFrozen;
- },
- enumerable: true,
- configurable: true
- });
- /** This function affects parametric shapes on update only : ribbons, tubes, etc. It has no effect at all on other shapes */
- Mesh.prototype.freezeNormals = function () {
- this._areNormalsFrozen = true;
- };
- /** This function affects parametric shapes on update only : ribbons, tubes, etc. It has no effect at all on other shapes */
- Mesh.prototype.unfreezeNormals = function () {
- this._areNormalsFrozen = false;
- };
- // Methods
- Mesh.prototype._preActivate = function () {
- var sceneRenderId = this.getScene().getRenderId();
- if (this._preActivateId === sceneRenderId) {
- return;
- }
- this._preActivateId = sceneRenderId;
- this._visibleInstances = null;
- };
- Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
- if (!this._visibleInstances) {
- this._visibleInstances = {};
- this._visibleInstances.defaultRenderId = renderId;
- this._visibleInstances.selfDefaultRenderId = this._renderId;
- }
- if (!this._visibleInstances[renderId]) {
- this._visibleInstances[renderId] = new Array();
- }
- this._visibleInstances[renderId].push(instance);
- };
- Mesh.prototype.refreshBoundingInfo = function () {
- var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
- if (data) {
- var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices());
- this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
- }
- if (this.subMeshes) {
- for (var index = 0; index < this.subMeshes.length; index++) {
- this.subMeshes[index].refreshBoundingInfo();
- }
- }
- this._updateBoundingInfo();
- };
- Mesh.prototype._createGlobalSubMesh = function () {
- var totalVertices = this.getTotalVertices();
- if (!totalVertices || !this.getIndices()) {
- return null;
- }
- this.releaseSubMeshes();
- return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
- };
- Mesh.prototype.subdivide = function (count) {
- if (count < 1) {
- return;
- }
- var totalIndices = this.getTotalIndices();
- var subdivisionSize = (totalIndices / count) | 0;
- var offset = 0;
- // Ensure that subdivisionSize is a multiple of 3
- while (subdivisionSize % 3 !== 0) {
- subdivisionSize++;
- }
- this.releaseSubMeshes();
- for (var index = 0; index < count; index++) {
- if (offset >= totalIndices) {
- break;
- }
- BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
- offset += subdivisionSize;
- }
- this.synchronizeInstances();
- };
- Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
- if (kind instanceof Array) {
- var temp = data;
- data = kind;
- kind = temp;
- BABYLON.Tools.Warn("Deprecated usage of setVerticesData detected (since v1.12). Current signature is setVerticesData(kind, data, updatable).");
- }
- if (!this._geometry) {
- var vertexData = new BABYLON.VertexData();
- vertexData.set(data, kind);
- var scene = this.getScene();
- new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
- }
- else {
- this._geometry.setVerticesData(kind, data, updatable, stride);
- }
- };
- Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
- if (!this._geometry) {
- return;
- }
- if (!makeItUnique) {
- this._geometry.updateVerticesData(kind, data, updateExtends);
- }
- else {
- this.makeGeometryUnique();
- this.updateVerticesData(kind, data, updateExtends, false);
- }
- };
- Mesh.prototype.updateVerticesDataDirectly = function (kind, data, offset, makeItUnique) {
- if (!this._geometry) {
- return;
- }
- if (!makeItUnique) {
- this._geometry.updateVerticesDataDirectly(kind, data, offset);
- }
- else {
- this.makeGeometryUnique();
- this.updateVerticesDataDirectly(kind, data, offset, false);
- }
- };
- // Mesh positions update function :
- // updates the mesh positions according to the positionFunction returned values.
- // The positionFunction argument must be a javascript function accepting the mesh "positions" array as parameter.
- // This dedicated positionFunction computes new mesh positions according to the given mesh type.
- Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {
- if (computeNormals === void 0) { computeNormals = true; }
- var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
- positionFunction(positions);
- this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
- if (computeNormals) {
- var indices = this.getIndices();
- var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
- BABYLON.VertexData.ComputeNormals(positions, indices, normals);
- this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
- }
- };
- Mesh.prototype.makeGeometryUnique = function () {
- if (!this._geometry) {
- return;
- }
- var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
- geometry.applyToMesh(this);
- };
- Mesh.prototype.setIndices = function (indices, totalVertices) {
- if (!this._geometry) {
- var vertexData = new BABYLON.VertexData();
- vertexData.indices = indices;
- var scene = this.getScene();
- new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, false, this);
- }
- else {
- this._geometry.setIndices(indices, totalVertices);
- }
- };
- Mesh.prototype._bind = function (subMesh, effect, fillMode) {
- var engine = this.getScene().getEngine();
- // Wireframe
- var indexToBind;
- switch (fillMode) {
- case BABYLON.Material.PointFillMode:
- indexToBind = null;
- break;
- case BABYLON.Material.WireFrameFillMode:
- indexToBind = subMesh.getLinesIndexBuffer(this.getIndices(), engine);
- break;
- default:
- case BABYLON.Material.TriangleFillMode:
- indexToBind = this._geometry.getIndexBuffer();
- break;
- }
- // VBOs
- engine.bindMultiBuffers(this._geometry.getVertexBuffers(), indexToBind, effect);
- };
- Mesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
- if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
- return;
- }
- var engine = this.getScene().getEngine();
- // Draw order
- switch (fillMode) {
- case BABYLON.Material.PointFillMode:
- engine.drawPointClouds(subMesh.verticesStart, subMesh.verticesCount, instancesCount);
- break;
- case BABYLON.Material.WireFrameFillMode:
- engine.draw(false, 0, subMesh.linesIndexCount, instancesCount);
- break;
- default:
- engine.draw(true, subMesh.indexStart, subMesh.indexCount, instancesCount);
- }
- };
- Mesh.prototype.registerBeforeRender = function (func) {
- this._onBeforeRenderCallbacks.push(func);
- };
- Mesh.prototype.unregisterBeforeRender = function (func) {
- var index = this._onBeforeRenderCallbacks.indexOf(func);
- if (index > -1) {
- this._onBeforeRenderCallbacks.splice(index, 1);
- }
- };
- Mesh.prototype.registerAfterRender = function (func) {
- this._onAfterRenderCallbacks.push(func);
- };
- Mesh.prototype.unregisterAfterRender = function (func) {
- var index = this._onAfterRenderCallbacks.indexOf(func);
- if (index > -1) {
- this._onAfterRenderCallbacks.splice(index, 1);
- }
- };
- Mesh.prototype._getInstancesRenderList = function (subMeshId) {
- var scene = this.getScene();
- this._batchCache.mustReturn = false;
- this._batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
- this._batchCache.visibleInstances[subMeshId] = null;
- if (this._visibleInstances) {
- var currentRenderId = scene.getRenderId();
- this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[currentRenderId];
- var selfRenderId = this._renderId;
- if (!this._batchCache.visibleInstances[subMeshId] && this._visibleInstances.defaultRenderId) {
- this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[this._visibleInstances.defaultRenderId];
- currentRenderId = Math.max(this._visibleInstances.defaultRenderId, currentRenderId);
- selfRenderId = Math.max(this._visibleInstances.selfDefaultRenderId, currentRenderId);
- }
- if (this._batchCache.visibleInstances[subMeshId] && this._batchCache.visibleInstances[subMeshId].length) {
- if (this._renderIdForInstances[subMeshId] === currentRenderId) {
- this._batchCache.mustReturn = true;
- return this._batchCache;
- }
- if (currentRenderId !== selfRenderId) {
- this._batchCache.renderSelf[subMeshId] = false;
- }
- }
- this._renderIdForInstances[subMeshId] = currentRenderId;
- }
- return this._batchCache;
- };
- Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
- var visibleInstances = batch.visibleInstances[subMesh._id];
- var matricesCount = visibleInstances.length + 1;
- var bufferSize = matricesCount * 16 * 4;
- while (this._instancesBufferSize < bufferSize) {
- this._instancesBufferSize *= 2;
- }
- if (!this._worldMatricesInstancesBuffer || this._worldMatricesInstancesBuffer.capacity < this._instancesBufferSize) {
- if (this._worldMatricesInstancesBuffer) {
- engine.deleteInstancesBuffer(this._worldMatricesInstancesBuffer);
- }
- this._worldMatricesInstancesBuffer = engine.createInstancesBuffer(this._instancesBufferSize);
- this._worldMatricesInstancesArray = new Float32Array(this._instancesBufferSize / 4);
- }
- var offset = 0;
- var instancesCount = 0;
- var world = this.getWorldMatrix();
- if (batch.renderSelf[subMesh._id]) {
- world.copyToArray(this._worldMatricesInstancesArray, offset);
- offset += 16;
- instancesCount++;
- }
- if (visibleInstances) {
- for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
- var instance = visibleInstances[instanceIndex];
- instance.getWorldMatrix().copyToArray(this._worldMatricesInstancesArray, offset);
- offset += 16;
- instancesCount++;
- }
- }
- var offsetLocation0 = effect.getAttributeLocationByName("world0");
- var offsetLocation1 = effect.getAttributeLocationByName("world1");
- var offsetLocation2 = effect.getAttributeLocationByName("world2");
- var offsetLocation3 = effect.getAttributeLocationByName("world3");
- var offsetLocations = [offsetLocation0, offsetLocation1, offsetLocation2, offsetLocation3];
- engine.updateAndBindInstancesBuffer(this._worldMatricesInstancesBuffer, this._worldMatricesInstancesArray, offsetLocations);
- this._draw(subMesh, fillMode, instancesCount);
- engine.unBindInstancesBuffer(this._worldMatricesInstancesBuffer, offsetLocations);
- };
- Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw) {
- var scene = this.getScene();
- var engine = scene.getEngine();
- if (hardwareInstancedRendering) {
- this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
- }
- else {
- if (batch.renderSelf[subMesh._id]) {
- // Draw
- if (onBeforeDraw) {
- onBeforeDraw(false, this.getWorldMatrix());
- }
- this._draw(subMesh, fillMode);
- }
- if (batch.visibleInstances[subMesh._id]) {
- for (var instanceIndex = 0; instanceIndex < batch.visibleInstances[subMesh._id].length; instanceIndex++) {
- var instance = batch.visibleInstances[subMesh._id][instanceIndex];
- // World
- var world = instance.getWorldMatrix();
- if (onBeforeDraw) {
- onBeforeDraw(true, world);
- }
- // Draw
- this._draw(subMesh, fillMode);
- }
- }
- }
- };
- Mesh.prototype.render = function (subMesh, enableAlphaMode) {
- var scene = this.getScene();
- // Managing instances
- var batch = this._getInstancesRenderList(subMesh._id);
- if (batch.mustReturn) {
- return;
- }
- // Checking geometry state
- if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
- return;
- }
- var callbackIndex;
- for (callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
- this._onBeforeRenderCallbacks[callbackIndex](this);
- }
- var engine = scene.getEngine();
- var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
- // Material
- var effectiveMaterial = subMesh.getMaterial();
- if (!effectiveMaterial || !effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
- return;
- }
- // Outline - step 1
- var savedDepthWrite = engine.getDepthWrite();
- if (this.renderOutline) {
- engine.setDepthWrite(false);
- scene.getOutlineRenderer().render(subMesh, batch);
- engine.setDepthWrite(savedDepthWrite);
- }
- effectiveMaterial._preBind();
- var effect = effectiveMaterial.getEffect();
- // Bind
- var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : effectiveMaterial.fillMode);
- this._bind(subMesh, effect, fillMode);
- var world = this.getWorldMatrix();
- effectiveMaterial.bind(world, this);
- // Alpha mode
- if (enableAlphaMode) {
- engine.setAlphaMode(effectiveMaterial.alphaMode);
- }
- // Draw
- this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, function (isInstance, world) {
- if (isInstance) {
- effectiveMaterial.bindOnlyWorldMatrix(world);
- }
- });
- // Unbind
- effectiveMaterial.unbind();
- // Outline - step 2
- if (this.renderOutline && savedDepthWrite) {
- engine.setDepthWrite(true);
- engine.setColorWrite(false);
- scene.getOutlineRenderer().render(subMesh, batch);
- engine.setColorWrite(true);
- }
- // Overlay
- if (this.renderOverlay) {
- var currentMode = engine.getAlphaMode();
- engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
- scene.getOutlineRenderer().render(subMesh, batch, true);
- engine.setAlphaMode(currentMode);
- }
- for (callbackIndex = 0; callbackIndex < this._onAfterRenderCallbacks.length; callbackIndex++) {
- this._onAfterRenderCallbacks[callbackIndex](this);
- }
- };
- Mesh.prototype.getEmittedParticleSystems = function () {
- var results = new Array();
- for (var index = 0; index < this.getScene().particleSystems.length; index++) {
- var particleSystem = this.getScene().particleSystems[index];
- if (particleSystem.emitter === this) {
- results.push(particleSystem);
- }
- }
- return results;
- };
- Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
- var results = new Array();
- var descendants = this.getDescendants();
- descendants.push(this);
- for (var index = 0; index < this.getScene().particleSystems.length; index++) {
- var particleSystem = this.getScene().particleSystems[index];
- if (descendants.indexOf(particleSystem.emitter) !== -1) {
- results.push(particleSystem);
- }
- }
- return results;
- };
- Mesh.prototype.getChildren = function () {
- var results = [];
- for (var index = 0; index < this.getScene().meshes.length; index++) {
- var mesh = this.getScene().meshes[index];
- if (mesh.parent === this) {
- results.push(mesh);
- }
- }
- return results;
- };
- Mesh.prototype._checkDelayState = function () {
- var _this = this;
- var that = this;
- var scene = this.getScene();
- if (this._geometry) {
- this._geometry.load(scene);
- }
- else if (that.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
- that.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
- scene._addPendingData(that);
- var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1);
- BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
- if (data instanceof ArrayBuffer) {
- _this._delayLoadingFunction(data, _this);
- }
- else {
- _this._delayLoadingFunction(JSON.parse(data), _this);
- }
- _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
- scene._removePendingData(_this);
- }, function () { }, scene.database, getBinaryData);
- }
- };
- Mesh.prototype.isInFrustum = function (frustumPlanes) {
- if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
- return false;
- }
- if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
- return false;
- }
- this._checkDelayState();
- return true;
- };
- Mesh.prototype.setMaterialByID = function (id) {
- var materials = this.getScene().materials;
- var index;
- for (index = 0; index < materials.length; index++) {
- if (materials[index].id === id) {
- this.material = materials[index];
- return;
- }
- }
- // Multi
- var multiMaterials = this.getScene().multiMaterials;
- for (index = 0; index < multiMaterials.length; index++) {
- if (multiMaterials[index].id === id) {
- this.material = multiMaterials[index];
- return;
- }
- }
- };
- Mesh.prototype.getAnimatables = function () {
- var results = [];
- if (this.material) {
- results.push(this.material);
- }
- if (this.skeleton) {
- results.push(this.skeleton);
- }
- return results;
- };
- // Geometry
- Mesh.prototype.bakeTransformIntoVertices = function (transform) {
- // Position
- if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
- return;
- }
- this._resetPointsArrayCache();
- var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
- var temp = [];
- var index;
- for (index = 0; index < data.length; index += 3) {
- BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
- }
- this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
- // Normals
- if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
- return;
- }
- data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
- temp = [];
- for (index = 0; index < data.length; index += 3) {
- BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);
- }
- this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
- // flip faces?
- if (transform.m[0] * transform.m[5] * transform.m[10] < 0) {
- this.flipFaces();
- }
- };
- // Will apply current transform to mesh and reset world matrix
- Mesh.prototype.bakeCurrentTransformIntoVertices = function () {
- this.bakeTransformIntoVertices(this.computeWorldMatrix(true));
- this.scaling.copyFromFloats(1, 1, 1);
- this.position.copyFromFloats(0, 0, 0);
- this.rotation.copyFromFloats(0, 0, 0);
- //only if quaternion is already set
- if (this.rotationQuaternion) {
- this.rotationQuaternion = BABYLON.Quaternion.Identity();
- }
- this._worldMatrix = BABYLON.Matrix.Identity();
- };
- // Cache
- Mesh.prototype._resetPointsArrayCache = function () {
- this._positions = null;
- };
- Mesh.prototype._generatePointsArray = function () {
- if (this._positions)
- return true;
- this._positions = [];
- var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
- if (!data) {
- return false;
- }
- for (var index = 0; index < data.length; index += 3) {
- this._positions.push(BABYLON.Vector3.FromArray(data, index));
- }
- return true;
- };
- // Clone
- Mesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
- return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren);
- };
- // Dispose
- Mesh.prototype.dispose = function (doNotRecurse) {
- if (this._geometry) {
- this._geometry.releaseForMesh(this, true);
- }
- // Instances
- if (this._worldMatricesInstancesBuffer) {
- this.getEngine().deleteInstancesBuffer(this._worldMatricesInstancesBuffer);
- this._worldMatricesInstancesBuffer = null;
- }
- while (this.instances.length) {
- this.instances[0].dispose();
- }
- _super.prototype.dispose.call(this, doNotRecurse);
- };
- // Geometric tools
- Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess) {
- var _this = this;
- var scene = this.getScene();
- var onload = function (img) {
- // Getting height map data
- var canvas = document.createElement("canvas");
- var context = canvas.getContext("2d");
- var heightMapWidth = img.width;
- var heightMapHeight = img.height;
- canvas.width = heightMapWidth;
- canvas.height = heightMapHeight;
- context.drawImage(img, 0, 0);
- // Create VertexData from map data
- //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
- var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
- _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight);
- //execute success callback, if set
- if (onSuccess) {
- onSuccess(_this);
- }
- };
- BABYLON.Tools.LoadImage(url, onload, function () { }, scene.database);
- };
- Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight) {
- if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)
- || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)
- || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
- BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
- return;
- }
- var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
- var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
- var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
- var position = BABYLON.Vector3.Zero();
- var normal = BABYLON.Vector3.Zero();
- var uv = BABYLON.Vector2.Zero();
- for (var index = 0; index < positions.length; index += 3) {
- BABYLON.Vector3.FromArrayToRef(positions, index, position);
- BABYLON.Vector3.FromArrayToRef(normals, index, normal);
- BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
- // Compute height
- var u = ((Math.abs(uv.x) * heightMapWidth) % heightMapWidth) | 0;
- var v = ((Math.abs(uv.y) * heightMapHeight) % heightMapHeight) | 0;
- var pos = (u + v * heightMapWidth) * 4;
- var r = buffer[pos] / 255.0;
- var g = buffer[pos + 1] / 255.0;
- var b = buffer[pos + 2] / 255.0;
- var gradient = r * 0.3 + g * 0.59 + b * 0.11;
- normal.normalize();
- normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
- position = position.add(normal);
- position.toArray(positions, index);
- }
- BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
- this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
- this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
- };
- Mesh.prototype.convertToFlatShadedMesh = function () {
- /// <summary>Update normals and vertices to get a flat shading rendering.</summary>
- /// <summary>Warning: This may imply adding vertices to the mesh in order to get exactly 3 vertices per face</summary>
- var kinds = this.getVerticesDataKinds();
- var vbs = [];
- var data = [];
- var newdata = [];
- var updatableNormals = false;
- var kindIndex;
- var kind;
- for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
- kind = kinds[kindIndex];
- var vertexBuffer = this.getVertexBuffer(kind);
- if (kind === BABYLON.VertexBuffer.NormalKind) {
- updatableNormals = vertexBuffer.isUpdatable();
- kinds.splice(kindIndex, 1);
- kindIndex--;
- continue;
- }
- vbs[kind] = vertexBuffer;
- data[kind] = vbs[kind].getData();
- newdata[kind] = [];
- }
- // Save previous submeshes
- var previousSubmeshes = this.subMeshes.slice(0);
- var indices = this.getIndices();
- var totalIndices = this.getTotalIndices();
- // Generating unique vertices per face
- var index;
- for (index = 0; index < totalIndices; index++) {
- var vertexIndex = indices[index];
- for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
- kind = kinds[kindIndex];
- var stride = vbs[kind].getStrideSize();
- for (var offset = 0; offset < stride; offset++) {
- newdata[kind].push(data[kind][vertexIndex * stride + offset]);
- }
- }
- }
- // Updating faces & normal
- var normals = [];
- var positions = newdata[BABYLON.VertexBuffer.PositionKind];
- for (index = 0; index < totalIndices; index += 3) {
- indices[index] = index;
- indices[index + 1] = index + 1;
- indices[index + 2] = index + 2;
- var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
- var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
- var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
- var p1p2 = p1.subtract(p2);
- var p3p2 = p3.subtract(p2);
- var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
- // Store same normals for every vertex
- for (var localIndex = 0; localIndex < 3; localIndex++) {
- normals.push(normal.x);
- normals.push(normal.y);
- normals.push(normal.z);
- }
- }
- this.setIndices(indices);
- this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
- // Updating vertex buffers
- for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
- kind = kinds[kindIndex];
- this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
- }
- // Updating submeshes
- this.releaseSubMeshes();
- for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
- var previousOne = previousSubmeshes[submeshIndex];
- var subMesh = new BABYLON.SubMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
- }
- this.synchronizeInstances();
- };
- // will inverse faces orientations, and invert normals too if specified
- Mesh.prototype.flipFaces = function (flipNormals) {
- if (flipNormals === void 0) { flipNormals = false; }
- var vertex_data = BABYLON.VertexData.ExtractFromMesh(this);
- var i;
- if (flipNormals && this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
- for (i = 0; i < vertex_data.normals.length; i++) {
- vertex_data.normals[i] *= -1;
- }
- }
- var temp;
- for (i = 0; i < vertex_data.indices.length; i += 3) {
- // reassign indices
- temp = vertex_data.indices[i + 1];
- vertex_data.indices[i + 1] = vertex_data.indices[i + 2];
- vertex_data.indices[i + 2] = temp;
- }
- vertex_data.applyToMesh(this);
- };
- // Instances
- Mesh.prototype.createInstance = function (name) {
- return new BABYLON.InstancedMesh(name, this);
- };
- Mesh.prototype.synchronizeInstances = function () {
- for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
- var instance = this.instances[instanceIndex];
- instance._syncSubMeshes();
- }
- };
- /**
- * Simplify the mesh according to the given array of settings.
- * Function will return immediately and will simplify async.
- * @param settings a collection of simplification settings.
- * @param parallelProcessing should all levels calculate parallel or one after the other.
- * @param type the type of simplification to run.
- * @param successCallback optional success callback to be called after the simplification finished processing all settings.
- */
- Mesh.prototype.simplify = function (settings, parallelProcessing, simplificationType, successCallback) {
- if (parallelProcessing === void 0) { parallelProcessing = true; }
- if (simplificationType === void 0) { simplificationType = BABYLON.SimplificationType.QUADRATIC; }
- this.getScene().simplificationQueue.addTask({
- settings: settings,
- parallelProcessing: parallelProcessing,
- mesh: this,
- simplificationType: simplificationType,
- successCallback: successCallback
- });
- };
- /**
- * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
- * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
- * This should be used together with the simplification to avoid disappearing triangles.
- * @param successCallback an optional success callback to be called after the optimization finished.
- */
- Mesh.prototype.optimizeIndices = function (successCallback) {
- var _this = this;
- var indices = this.getIndices();
- var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
- var vectorPositions = [];
- for (var pos = 0; pos < positions.length; pos = pos + 3) {
- vectorPositions.push(BABYLON.Vector3.FromArray(positions, pos));
- }
- var dupes = [];
- BABYLON.AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {
- var realPos = vectorPositions.length - 1 - iteration;
- var testedPosition = vectorPositions[realPos];
- for (var j = 0; j < realPos; ++j) {
- var againstPosition = vectorPositions[j];
- if (testedPosition.equals(againstPosition)) {
- dupes[realPos] = j;
- break;
- }
- }
- }, function () {
- for (var i = 0; i < indices.length; ++i) {
- indices[i] = dupes[indices[i]] || indices[i];
- }
- //indices are now reordered
- var originalSubMeshes = _this.subMeshes.slice(0);
- _this.setIndices(indices);
- _this.subMeshes = originalSubMeshes;
- if (successCallback) {
- successCallback(_this);
- }
- });
- };
- Mesh.CreateRibbon = function (name, options, closeArrayOrScene, closePath, offset, scene, updatable, sideOrientation, instance) {
- if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
- if (instance === void 0) { instance = null; }
- var pathArray;
- var closeArray;
- if (Array.isArray(options)) {
- pathArray = options;
- closeArray = closeArrayOrScene;
- if (!instance) {
- options = {
- pathArray: pathArray,
- closeArray: closeArray,
- closePath: closePath,
- offset: offset,
- updatable: updatable,
- sideOrientation: sideOrientation
- };
- }
- }
- else {
- scene = closeArrayOrScene;
- pathArray = options.pathArray;
- closeArray = options.closeArray;
- closePath = options.closePath;
- offset = options.offset;
- sideOrientation = options.sideOrientation;
- instance = options.instance;
- updatable = options.updatable;
- }
- if (instance) {
- // positionFunction : ribbon case
- // only pathArray and sideOrientation parameters are taken into account for positions update
- var positionFunction = function (positions) {
- var minlg = pathArray[0].length;
- var i = 0;
- var ns = (instance.sideOrientation === Mesh.DOUBLESIDE) ? 2 : 1;
- for (var si = 1; si <= ns; si++) {
- for (var p = 0; p < pathArray.length; p++) {
- var path = pathArray[p];
- var l = path.length;
- minlg = (minlg < l) ? minlg : l;
- var j = 0;
- while (j < minlg) {
- positions[i] = path[j].x;
- positions[i + 1] = path[j].y;
- positions[i + 2] = path[j].z;
- j++;
- i += 3;
- }
- if (instance._closePath) {
- positions[i] = path[0].x;
- positions[i + 1] = path[0].y;
- positions[i + 2] = path[0].z;
- i += 3;
- }
- }
- }
- };
- var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
- positionFunction(positions);
- instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
- if (!(instance.areNormalsFrozen)) {
- var indices = instance.getIndices();
- var normals = instance.getVerticesData(BABYLON.VertexBuffer.NormalKind);
- BABYLON.VertexData.ComputeNormals(positions, indices, normals);
- if (instance._closePath) {
- var indexFirst = 0;
- var indexLast = 0;
- for (var p = 0; p < pathArray.length; p++) {
- indexFirst = instance._idx[p] * 3;
- if (p + 1 < pathArray.length) {
- indexLast = (instance._idx[p + 1] - 1) * 3;
- }
- else {
- indexLast = normals.length - 3;
- }
- normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
- normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
- normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
- normals[indexLast] = normals[indexFirst];
- normals[indexLast + 1] = normals[indexFirst + 1];
- normals[indexLast + 2] = normals[indexFirst + 2];
- }
- }
- instance.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
- }
- return instance;
- }
- else {
- var ribbon = new Mesh(name, scene);
- ribbon.sideOrientation = sideOrientation;
- var vertexData = BABYLON.VertexData.CreateRibbon(options);
- if (closePath) {
- ribbon._idx = vertexData._idx;
- }
- ribbon._closePath = closePath;
- ribbon._closeArray = closeArray;
- vertexData.applyToMesh(ribbon, updatable);
- return ribbon;
- }
- };
- Mesh.CreateDisc = function (name, options, tessellationOrScene, scene, updatable, sideOrientation) {
- if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
- if (tessellationOrScene instanceof BABYLON.Scene) {
- scene = tessellationOrScene;
- }
- else {
- var radius = options;
- options = {
- radius: radius,
- tessellation: tessellationOrScene,
- sideOrientation: sideOrientation
- };
- }
- var disc = new Mesh(name, scene);
- var vertexData = BABYLON.VertexData.CreateDisc(options);
- vertexData.applyToMesh(disc, updatable || options.updatable);
- return disc;
- };
- Mesh.CreateBox = function (name, options, scene, updatable, sideOrientation) {
- if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
- // Check parameters
- updatable = updatable || options.updatable;
- if (typeof options === 'number') {
- var size = options;
- options = {
- size: size,
- sideOrientation: sideOrientation
- };
- }
- var box = new Mesh(name, scene);
- var vertexData = BABYLON.VertexData.CreateBox(options);
- vertexData.applyToMesh(box, updatable);
- return box;
- };
- Mesh.CreateSphere = function (name, options, diameterOrScene, scene, updatable, sideOrientation) {
- if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
- if (diameterOrScene instanceof BABYLON.Scene) {
- scene = diameterOrScene;
- updatable = options.updatable;
- }
- else {
- var segments = options;
- options = {
- segments: segments,
- diameterX: diameterOrScene,
- diameterY: diameterOrScene,
- diameterZ: diameterOrScene,
- sideOrientation: sideOrientation
- };
- }
- var sphere = new Mesh(name, scene);
- var vertexData = BABYLON.VertexData.CreateSphere(options);
- vertexData.applyToMesh(sphere, updatable);
- return sphere;
- };
- Mesh.CreateCylinder = function (name, options, diameterTopOrScene, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
- if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
- if (diameterTopOrScene instanceof BABYLON.Scene) {
- scene = diameterTopOrScene;
- updatable = options.updatable;
- }
- else {
- if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
- if (scene !== undefined) {
- sideOrientation = updatable || Mesh.DEFAULTSIDE;
- updatable = scene;
- }
- scene = subdivisions;
- subdivisions = 1;
- }
- var height = options;
- options = {
- height: height,
- diameterTop: diameterTopOrScene,
- diameterBottom: diameterBottom,
- tessellation: tessellation,
- subdivisions: subdivisions,
- sideOrientation: sideOrientation
- };
- }
- var cylinder = new Mesh(name, scene);
- var vertexData = BABYLON.VertexData.CreateCylinder(options);
- vertexData.applyToMesh(cylinder, updatable);
- return cylinder;
- };
- Mesh.CreateTorus = function (name, options, thicknessOrScene, tessellation, scene, updatable, sideOrientation) {
- if (thicknessOrScene instanceof BABYLON.Scene) {
- scene = thicknessOrScene;
- updatable = options.updatable;
- }
- else {
- var diameter = options;
- options = {
- diameter: diameter,
- thickness: thicknessOrScene,
- tessellation: tessellation,
- sideOrientation: sideOrientation
- };
- }
- var torus = new Mesh(name, scene);
- var vertexData = BABYLON.VertexData.CreateTorus(options);
- vertexData.applyToMesh(torus, updatable);
- return torus;
- };
- Mesh.CreateTorusKnot = function (name, options, tubeOrScene, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
- if (tubeOrScene instanceof BABYLON.Scene) {
- scene = tubeOrScene;
- updatable = options.updatable;
- }
- else {
- var radius = options;
- options = {
- radius: radius,
- tube: tubeOrScene,
- radialSegments: radialSegments,
- tubularSegments: tubularSegments,
- p: p,
- q: q,
- sideOrientation: sideOrientation
- };
- }
- var torusKnot = new Mesh(name, scene);
- var vertexData = BABYLON.VertexData.CreateTorusKnot(options);
- vertexData.applyToMesh(torusKnot, updatable);
- return torusKnot;
- };
- Mesh.CreateLines = function (name, options, scene, updatable, instance) {
- var points;
- if (Array.isArray(options)) {
- points = options;
- if (!instance) {
- options = {
- points: points
- };
- }
- }
- else {
- instance = options.instance;
- points = options.points;
- }
- if (instance) {
- var positionFunction = function (positions) {
- var i = 0;
- for (var p = 0; p < points.length; p++) {
- positions[i] = points[p].x;
- positions[i + 1] = points[p].y;
- positions[i + 2] = points[p].z;
- i += 3;
- }
- };
- instance.updateMeshPositions(positionFunction, false);
- return instance;
- }
- // lines creation
- var lines = new BABYLON.LinesMesh(name, scene);
- var vertexData = BABYLON.VertexData.CreateLines(options);
- vertexData.applyToMesh(lines, updatable || options.updatable);
- return lines;
- };
- Mesh.CreateDashedLines = function (name, options, dashSizeOrScene, gapSize, dashNb, scene, updatable, instance) {
- var points;
- var dashSize;
- if (Array.isArray(options)) {
- points = options;
- dashSize = dashSizeOrScene;
- if (!instance) {
- options = {
- points: points,
- dashSize: dashSize,
- gapSize: gapSize,
- dashNb: dashNb
- };
- }
- }
- else {
- scene = dashSizeOrScene,
- points = options.points;
- instance = options.instance;
- gapSize = options.gapSize;
- dashNb = options.dashNb;
- dashSize = options.dashSize;
- }
- if (instance) {
- var positionFunction = function (positions) {
- var curvect = BABYLON.Vector3.Zero();
- var nbSeg = positions.length / 6;
- var lg = 0;
- var nb = 0;
- var shft = 0;
- var dashshft = 0;
- var curshft = 0;
- var p = 0;
- var i = 0;
- var j = 0;
- for (i = 0; i < points.length - 1; i++) {
- points[i + 1].subtractToRef(points[i], curvect);
- lg += curvect.length();
- }
- shft = lg / nbSeg;
- dashshft = instance.dashSize * shft / (instance.dashSize + instance.gapSize);
- for (i = 0; i < points.length - 1; i++) {
- points[i + 1].subtractToRef(points[i], curvect);
- nb = Math.floor(curvect.length() / shft);
- curvect.normalize();
- j = 0;
- while (j < nb && p < positions.length) {
- curshft = shft * j;
- positions[p] = points[i].x + curshft * curvect.x;
- positions[p + 1] = points[i].y + curshft * curvect.y;
- positions[p + 2] = points[i].z + curshft * curvect.z;
- positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;
- positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;
- positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;
- p += 6;
- j++;
- }
- }
- while (p < positions.length) {
- positions[p] = points[i].x;
- positions[p + 1] = points[i].y;
- positions[p + 2] = points[i].z;
- p += 3;
- }
- };
- instance.updateMeshPositions(positionFunction, false);
- return instance;
- }
- // dashed lines creation
- var dashedLines = new BABYLON.LinesMesh(name, scene);
- var vertexData = BABYLON.VertexData.CreateDashedLines(options);
- vertexData.applyToMesh(dashedLines, updatable || options.updatable);
- dashedLines.dashSize = dashSize;
- dashedLines.gapSize = gapSize;
- return dashedLines;
- };
- Mesh.ExtrudeShape = function (name, options, pathOrScene, scale, rotation, cap, scene, updatable, sideOrientation, instance) {
- if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
- if (instance === void 0) { instance = null; }
- var path;
- var shape;
- if (Array.isArray(options)) {
- shape = options;
- path = pathOrScene;
- scale = scale || 1;
- rotation = rotation || 0;
- cap = (cap === 0) ? 0 : cap || Mesh.NO_CAP;
- }
- else {
- scene = pathOrScene;
- path = options.path;
- shape = options.shape;
- scale = options.scale || 1;
- rotation = options.rotation || 0;
- cap = (options.cap === 0) ? 0 : options.cap || Mesh.NO_CAP;
- updatable = options.updatable;
- sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || Mesh.DEFAULTSIDE;
- instance = options.instance;
- }
- var extruded = Mesh._ExtrudeShapeGeneric(name, shape, path, scale, rotation, null, null, false, false, cap, false, scene, updatable, sideOrientation, instance);
- return extruded;
- };
- Mesh.ExtrudeShapeCustom = function (name, options, pathOrScene, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) {
- if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
- if (instance === void 0) { instance = null; }
- var path;
- var shape;
- if (Array.isArray(options)) {
- shape = options;
- path = pathOrScene;
- ribbonCloseArray = ribbonCloseArray || false;
- ribbonClosePath = ribbonClosePath || false;
- cap = (cap === 0) ? 0 : cap || Mesh.NO_CAP;
- }
- else {
- scene = pathOrScene;
- path = options.path;
- shape = options.shape;
- scaleFunction = options.scaleFunction || (function (i, distance) { return 1; });
- rotationFunction = options.rotationFunction || (function (i, distance) { return 0; });
- ribbonCloseArray = options.ribbonCloseArray || false;
- ribbonClosePath = options.ribbonClosePath || false;
- cap = (options.cap === 0) ? 0 : options.cap || Mesh.NO_CAP;
- updatable = options.updatable;
- sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || Mesh.DEFAULTSIDE;
- instance = options.instance;
- }
- var extrudedCustom = Mesh._ExtrudeShapeGeneric(name, shape, path, null, null, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, true, scene, updatable, sideOrientation, instance);
- return extrudedCustom;
- };
- Mesh._ExtrudeShapeGeneric = function (name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, cap, custom, scene, updtbl, side, instance) {
- // extrusion geometry
- var extrusionPathArray = function (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom) {
- var tangents = path3D.getTangents();
- var normals = path3D.getNormals();
- var binormals = path3D.getBinormals();
- var distances = path3D.getDistances();
- var angle = 0;
- var returnScale = function (i, distance) { return scale; };
- var returnRotation = function (i, distance) { return rotation; };
- var rotate = custom ? rotateFunction : returnRotation;
- var scl = custom ? scaleFunction : returnScale;
- var index = (cap === Mesh.NO_CAP || cap === Mesh.CAP_END) ? 0 : 2;
- var rotationMatrix = BABYLON.Matrix.Zero();
- for (var i = 0; i < curve.length; i++) {
- var shapePath = new Array();
- var angleStep = rotate(i, distances[i]);
- var scaleRatio = scl(i, distances[i]);
- for (var p = 0; p < shape.length; p++) {
- BABYLON.Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix);
- var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y)));
- var rotated = BABYLON.Vector3.TransformCoordinates(planed, rotationMatrix).scaleInPlace(scaleRatio).add(curve[i]);
- shapePath.push(rotated);
- }
- shapePaths[index] = shapePath;
- angle += angleStep;
- index++;
- }
- // cap
- var capPath = function (shapePath) {
- var pointCap = Array();
- var barycenter = BABYLON.Vector3.Zero();
- var i;
- for (i = 0; i < shapePath.length; i++) {
- barycenter.addInPlace(shapePath[i]);
- }
- barycenter.scaleInPlace(1 / shapePath.length);
- for (i = 0; i < shapePath.length; i++) {
- pointCap.push(barycenter);
- }
- return pointCap;
- };
- switch (cap) {
- case Mesh.NO_CAP:
- break;
- case Mesh.CAP_START:
- shapePaths[0] = capPath(shapePaths[2]);
- shapePaths[1] = shapePaths[2].slice(0);
- break;
- case Mesh.CAP_END:
- shapePaths[index] = shapePaths[index - 1];
- shapePaths[index + 1] = capPath(shapePaths[index - 1]);
- break;
- case Mesh.CAP_ALL:
- shapePaths[0] = capPath(shapePaths[2]);
- shapePaths[1] = shapePaths[2].slice(0);
- shapePaths[index] = shapePaths[index - 1];
- shapePaths[index + 1] = capPath(shapePaths[index - 1]);
- break;
- default:
- break;
- }
- return shapePaths;
- };
- var path3D;
- var pathArray;
- if (instance) {
- path3D = (instance.path3D).update(curve);
- pathArray = extrusionPathArray(shape, curve, instance.path3D, instance.pathArray, scale, rotation, scaleFunction, rotateFunction, instance.cap, custom);
- instance = Mesh.CreateRibbon(null, pathArray, null, null, null, null, null, null, instance);
- return instance;
- }
- // extruded shape creation
- path3D = new BABYLON.Path3D(curve);
- var newShapePaths = new Array();
- cap = (cap < 0 || cap > 3) ? 0 : cap;
- pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom);
- var extrudedGeneric = Mesh.CreateRibbon(name, pathArray, rbCA, rbCP, 0, scene, updtbl, side);
- extrudedGeneric.pathArray = pathArray;
- extrudedGeneric.path3D = path3D;
- extrudedGeneric.cap = cap;
- return extrudedGeneric;
- };
- Mesh.CreateLathe = function (name, options, radiusOrScene, tessellation, scene, updatable, sideOrientation) {
- if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
- var shape;
- var radius;
- var arc = (options.arc <= 0) ? 1.0 : options.arc || 1.0;
- var closed = (options.closed === undefined) ? true : options.closed;
- if (Array.isArray(options)) {
- shape = options;
- radius = radiusOrScene || 1;
- tessellation = tessellation || 64;
- }
- else {
- scene = radiusOrScene;
- shape = options.shape;
- radius = options.radius || 1;
- tessellation = options.tessellation || 64;
- updatable = options.updatable;
- sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || Mesh.DEFAULTSIDE;
- }
- var pi2 = Math.PI * 2;
- var shapeLathe = new Array();
- // first rotatable point
- var i = 0;
- while (shape[i].x === 0) {
- i++;
- }
- var pt = shape[i];
- for (i = 0; i < shape.length; i++) {
- shapeLathe.push(shape[i].subtract(pt));
- }
- // circle path
- var step = pi2 / tessellation * arc;
- var rotated;
- var path = new Array();
- ;
- for (i = 0; i <= tessellation; i++) {
- rotated = new BABYLON.Vector3(Math.cos(i * step) * radius, 0, Math.sin(i * step) * radius);
- path.push(rotated);
- }
- if (closed) {
- path.push(path[0]);
- }
- // extrusion
- var scaleFunction = function () { return 1; };
- var rotateFunction = function () { return 0; };
- var lathe = Mesh.ExtrudeShapeCustom(name, shapeLathe, path, scaleFunction, rotateFunction, closed, false, Mesh.NO_CAP, scene, updatable, sideOrientation);
- return lathe;
- };
- Mesh.CreatePlane = function (name, options, scene, updatable, sideOrientation) {
- if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
- if (typeof options === 'number') {
- var size = options;
- options = {
- size: size,
- width: size,
- height: size,
- sideOrientation: sideOrientation
- };
- }
- var plane = new Mesh(name, scene);
- var vertexData = BABYLON.VertexData.CreatePlane(options);
- vertexData.applyToMesh(plane, updatable || options.updatable);
- return plane;
- };
- Mesh.CreateGround = function (name, options, heightOrScene, subdivisions, scene, updatable) {
- if (heightOrScene instanceof BABYLON.Scene) {
- scene = heightOrScene;
- updatable = options.updatable;
- }
- else {
- var width = options;
- options = {
- width: width,
- height: heightOrScene,
- subdivisions: subdivisions
- };
- }
- var ground = new BABYLON.GroundMesh(name, scene);
- ground._setReady(false);
- ground._subdivisions = options.subdivisions || 1;
- var vertexData = BABYLON.VertexData.CreateGround(options);
- vertexData.applyToMesh(ground, updatable || options.updatable);
- ground._setReady(true);
- return ground;
- };
- Mesh.CreateTiledGround = function (name, options, zminOrScene, xmax, zmax, subdivisions, precision, scene, updatable) {
- var xmin;
- var zmin;
- if (typeof options === 'number') {
- xmin = options || -1;
- zmin = zminOrScene || -1;
- xmax = xmax || 1;
- zmax = zmax || 1;
- subdivisions = subdivisions || { w: 6, h: 6 };
- precision = precision || { w: 2, h: 2 };
- }
- else {
- scene = zminOrScene;
- xmin = options.xmin || -1;
- zmin = options.zmin || -1;
- xmax = options.xmax || 1;
- zmax = options.zmax || 1;
- subdivisions = options.subdivisions || { w: 6, h: 6 };
- precision = options.precision || { w: 2, h: 2 };
- }
- var tiledGround = new Mesh(name, scene);
- var vertexData = BABYLON.VertexData.CreateTiledGround({ xmin: xmin, zmin: zmin, xmax: xmax, zmax: zmax, subdivisions: subdivisions, precision: precision });
- vertexData.applyToMesh(tiledGround, updatable);
- return tiledGround;
- };
- Mesh.CreateGroundFromHeightMap = function (name, url, widthOrOptions, heightorScene, subdivisions, minHeight, maxHeight, scene, updatable, onReady) {
- var width;
- var height;
- if (typeof widthOrOptions === "number") {
- width = widthOrOptions;
- height = heightorScene;
- }
- else {
- width = widthOrOptions.width || 10;
- height = widthOrOptions.height || 10;
- subdivisions = widthOrOptions.subdivisions || 1;
- minHeight = widthOrOptions.minHeight;
- maxHeight = widthOrOptions.maxHeight || 10;
- updatable = widthOrOptions.updatable;
- onReady = widthOrOptions.onReady;
- scene = heightorScene;
- }
- var ground = new BABYLON.GroundMesh(name, scene);
- ground._subdivisions = subdivisions;
- ground._setReady(false);
- var onload = function (img) {
- // Getting height map data
- var canvas = document.createElement("canvas");
- var context = canvas.getContext("2d");
- var bufferWidth = img.width;
- var bufferHeight = img.height;
- canvas.width = bufferWidth;
- canvas.height = bufferHeight;
- context.drawImage(img, 0, 0);
- // Create VertexData from map data
- // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
- var buffer = context.getImageData(0, 0, bufferWidth, bufferHeight).data;
- var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap({
- width: width, height: height,
- subdivisions: subdivisions,
- minHeight: minHeight, maxHeight: maxHeight,
- buffer: buffer, bufferWidth: bufferWidth, bufferHeight: bufferHeight
- });
- vertexData.applyToMesh(ground, updatable);
- ground._setReady(true);
- //execute ready callback, if set
- if (onReady) {
- onReady(ground);
- }
- };
- BABYLON.Tools.LoadImage(url, onload, function () { }, scene.database);
- return ground;
- };
- Mesh.CreateTube = function (name, options, radiusOrScene, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) {
- if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
- if (instance === void 0) { instance = null; }
- var path;
- var radius;
- var arc = (options.arc <= 0) ? 1.0 : options.arc || 1.0;
- ;
- if (Array.isArray(options)) {
- path = options;
- radius = radiusOrScene;
- }
- else {
- scene = radiusOrScene;
- path = options.path;
- radius = options.radius || 1;
- tessellation = options.tessellation || 64;
- radiusFunction = options.radiusFunction;
- cap = options.cap || Mesh.NO_CAP,
- updatable = options.updatable;
- sideOrientation = options.sideOrientation || Mesh.DEFAULTSIDE,
- instance = options.instance;
- }
- // tube geometry
- var tubePathArray = function (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap, arc) {
- var tangents = path3D.getTangents();
- var normals = path3D.getNormals();
- var distances = path3D.getDistances();
- var pi2 = Math.PI * 2;
- var step = pi2 / tessellation * arc;
- var returnRadius = function (i, distance) { return radius; };
- var radiusFunctionFinal = radiusFunction || returnRadius;
- var circlePath;
- var rad;
- var normal;
- var rotated;
- var rotationMatrix = BABYLON.Matrix.Zero();
- var index = (cap === Mesh._NO_CAP || cap === Mesh.CAP_END) ? 0 : 2;
- for (var i = 0; i < path.length; i++) {
- rad = radiusFunctionFinal(i, distances[i]); // current radius
- circlePath = Array(); // current circle array
- normal = normals[i]; // current normal
- for (var t = 0; t < tessellation; t++) {
- BABYLON.Matrix.RotationAxisToRef(tangents[i], step * t, rotationMatrix);
- rotated = BABYLON.Vector3.TransformCoordinates(normal, rotationMatrix).scaleInPlace(rad).add(path[i]);
- circlePath.push(rotated);
- }
- circlePaths[index] = circlePath;
- index++;
- }
- // cap
- var capPath = function (nbPoints, pathIndex) {
- var pointCap = Array();
- for (var i = 0; i < nbPoints; i++) {
- pointCap.push(path[pathIndex]);
- }
- return pointCap;
- };
- switch (cap) {
- case Mesh.NO_CAP:
- break;
- case Mesh.CAP_START:
- circlePaths[0] = capPath(tessellation, 0);
- circlePaths[1] = circlePaths[2].slice(0);
- break;
- case Mesh.CAP_END:
- circlePaths[index] = circlePaths[index - 1].slice(0);
- circlePaths[index + 1] = capPath(tessellation, path.length - 1);
- break;
- case Mesh.CAP_ALL:
- circlePaths[0] = capPath(tessellation, 0);
- circlePaths[1] = circlePaths[2].slice(0);
- circlePaths[index] = circlePaths[index - 1].slice(0);
- circlePaths[index + 1] = capPath(tessellation, path.length - 1);
- break;
- default:
- break;
- }
- return circlePaths;
- };
- var path3D;
- var pathArray;
- if (instance) {
- arc = arc || instance.arc;
- path3D = (instance.path3D).update(path);
- pathArray = tubePathArray(path, path3D, instance.pathArray, radius, instance.tessellation, radiusFunction, instance.cap, arc);
- instance = Mesh.CreateRibbon(null, { pathArray: pathArray, instance: instance });
- instance.path3D = path3D;
- instance.pathArray = pathArray;
- instance.arc = arc;
- return instance;
- }
- // tube creation
- path3D = new BABYLON.Path3D(path);
- var newPathArray = new Array();
- cap = (cap < 0 || cap > 3) ? 0 : cap;
- pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap, arc);
- var tube = Mesh.CreateRibbon(name, { pathArray: pathArray, closePath: true, closeArray: false, updatable: updatable, sideOrientation: sideOrientation }, scene);
- tube.pathArray = pathArray;
- tube.path3D = path3D;
- tube.tessellation = tessellation;
- tube.cap = cap;
- tube.arc = arc;
- return tube;
- };
- Mesh.CreatePolyhedron = function (name, options, scene) {
- var polyhedron = new Mesh(name, scene);
- var vertexData = BABYLON.VertexData.CreatePolyhedron(options);
- vertexData.applyToMesh(polyhedron, options.updatable);
- return polyhedron;
- };
- Mesh.CreateDecal = function (name, sourceMesh, positionOrOptions, normal, size, angle) {
- if (angle === void 0) { angle = 0; }
- var indices = sourceMesh.getIndices();
- var positions = sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
- var normals = sourceMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
- var position;
- if (positionOrOptions instanceof BABYLON.Vector3) {
- position = positionOrOptions;
- }
- else {
- position = positionOrOptions.position || BABYLON.Vector3.Zero();
- normal = positionOrOptions.normal || BABYLON.Vector3.Up();
- size = positionOrOptions.size || new BABYLON.Vector3(1, 1, 1);
- angle = positionOrOptions.angle;
- }
- // Getting correct rotation
- if (!normal) {
- var target = new BABYLON.Vector3(0, 0, 1);
- var camera = sourceMesh.getScene().activeCamera;
- var cameraWorldTarget = BABYLON.Vector3.TransformCoordinates(target, camera.getWorldMatrix());
- normal = camera.globalPosition.subtract(cameraWorldTarget);
- }
- var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;
- var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);
- var pitch = Math.atan2(normal.y, len);
- // Matrix
- var decalWorldMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(BABYLON.Matrix.Translation(position.x, position.y, position.z));
- var inverseDecalWorldMatrix = BABYLON.Matrix.Invert(decalWorldMatrix);
- var meshWorldMatrix = sourceMesh.getWorldMatrix();
- var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix);
- var vertexData = new BABYLON.VertexData();
- vertexData.indices = [];
- vertexData.positions = [];
- vertexData.normals = [];
- vertexData.uvs = [];
- var currentVertexDataIndex = 0;
- var extractDecalVector3 = function (indexId) {
- var vertexId = indices[indexId];
- var result = new BABYLON.PositionNormalVertex();
- result.position = new BABYLON.Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);
- // Send vector to decal local world
- result.position = BABYLON.Vector3.TransformCoordinates(result.position, transformMatrix);
- // Get normal
- result.normal = new BABYLON.Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);
- return result;
- }; // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
- var clip = function (vertices, axis) {
- if (vertices.length === 0) {
- return vertices;
- }
- var clipSize = 0.5 * Math.abs(BABYLON.Vector3.Dot(size, axis));
- var clipVertices = function (v0, v1) {
- var clipFactor = BABYLON.Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);
- return new BABYLON.PositionNormalVertex(BABYLON.Vector3.Lerp(v0.position, v1.position, clipFactor), BABYLON.Vector3.Lerp(v0.normal, v1.normal, clipFactor));
- };
- var result = new Array();
- for (var index = 0; index < vertices.length; index += 3) {
- var v1Out;
- var v2Out;
- var v3Out;
- var total = 0;
- var nV1, nV2, nV3, nV4;
- var d1 = BABYLON.Vector3.Dot(vertices[index].position, axis) - clipSize;
- var d2 = BABYLON.Vector3.Dot(vertices[index + 1].position, axis) - clipSize;
- var d3 = BABYLON.Vector3.Dot(vertices[index + 2].position, axis) - clipSize;
- v1Out = d1 > 0;
- v2Out = d2 > 0;
- v3Out = d3 > 0;
- total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
- switch (total) {
- case 0:
- result.push(vertices[index]);
- result.push(vertices[index + 1]);
- result.push(vertices[index + 2]);
- break;
- case 1:
- if (v1Out) {
- nV1 = vertices[index + 1];
- nV2 = vertices[index + 2];
- nV3 = clipVertices(vertices[index], nV1);
- nV4 = clipVertices(vertices[index], nV2);
- }
- if (v2Out) {
- nV1 = vertices[index];
- nV2 = vertices[index + 2];
- nV3 = clipVertices(vertices[index + 1], nV1);
- nV4 = clipVertices(vertices[index + 1], nV2);
- result.push(nV3);
- result.push(nV2.clone());
- result.push(nV1.clone());
- result.push(nV2.clone());
- result.push(nV3.clone());
- result.push(nV4);
- break;
- }
- if (v3Out) {
- nV1 = vertices[index];
- nV2 = vertices[index + 1];
- nV3 = clipVertices(vertices[index + 2], nV1);
- nV4 = clipVertices(vertices[index + 2], nV2);
- }
- result.push(nV1.clone());
- result.push(nV2.clone());
- result.push(nV3);
- result.push(nV4);
- result.push(nV3.clone());
- result.push(nV2.clone());
- break;
- case 2:
- if (!v1Out) {
- nV1 = vertices[index].clone();
- nV2 = clipVertices(nV1, vertices[index + 1]);
- nV3 = clipVertices(nV1, vertices[index + 2]);
- result.push(nV1);
- result.push(nV2);
- result.push(nV3);
- }
- if (!v2Out) {
- nV1 = vertices[index + 1].clone();
- nV2 = clipVertices(nV1, vertices[index + 2]);
- nV3 = clipVertices(nV1, vertices[index]);
- result.push(nV1);
- result.push(nV2);
- result.push(nV3);
- }
- if (!v3Out) {
- nV1 = vertices[index + 2].clone();
- nV2 = clipVertices(nV1, vertices[index]);
- nV3 = clipVertices(nV1, vertices[index + 1]);
- result.push(nV1);
- result.push(nV2);
- result.push(nV3);
- }
- break;
- case 3:
- break;
- }
- }
- return result;
- };
- for (var index = 0; index < indices.length; index += 3) {
- var faceVertices = new Array();
- faceVertices.push(extractDecalVector3(index));
- faceVertices.push(extractDecalVector3(index + 1));
- faceVertices.push(extractDecalVector3(index + 2));
- // Clip
- faceVertices = clip(faceVertices, new BABYLON.Vector3(1, 0, 0));
- faceVertices = clip(faceVertices, new BABYLON.Vector3(-1, 0, 0));
- faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 1, 0));
- faceVertices = clip(faceVertices, new BABYLON.Vector3(0, -1, 0));
- faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, 1));
- faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, -1));
- if (faceVertices.length === 0) {
- continue;
- }
- // Add UVs and get back to world
- for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {
- var vertex = faceVertices[vIndex];
- vertexData.indices.push(currentVertexDataIndex);
- vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);
- vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);
- vertexData.uvs.push(0.5 + vertex.position.x / size.x);
- vertexData.uvs.push(0.5 + vertex.position.y / size.y);
- currentVertexDataIndex++;
- }
- }
- // Return mesh
- var decal = new Mesh(name, sourceMesh.getScene());
- vertexData.applyToMesh(decal);
- decal.position = position.clone();
- decal.rotation = new BABYLON.Vector3(pitch, yaw, angle);
- return decal;
- };
- // Skeletons
- /**
- * Update the vertex buffers by applying transformation from the bones
- * @param {skeleton} skeleton to apply
- */
- Mesh.prototype.applySkeleton = function (skeleton) {
- if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
- return this;
- }
- if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
- return this;
- }
- if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
- return this;
- }
- if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
- return this;
- }
- var source;
- if (!this._sourcePositions) {
- source = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
- this._sourcePositions = new Float32Array(source);
- if (!this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable()) {
- this.setVerticesData(BABYLON.VertexBuffer.PositionKind, source, true);
- }
- }
- if (!this._sourceNormals) {
- source = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
- this._sourceNormals = new Float32Array(source);
- if (!this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable()) {
- this.setVerticesData(BABYLON.VertexBuffer.NormalKind, source, true);
- }
- }
- var positionsData = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
- var normalsData = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
- var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
- var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
- var skeletonMatrices = skeleton.getTransformMatrices();
- var tempVector3 = BABYLON.Vector3.Zero();
- var finalMatrix = new BABYLON.Matrix();
- var tempMatrix = new BABYLON.Matrix();
- for (var index = 0; index < positionsData.length; index += 3) {
- var index4 = (index / 3) * 4;
- var matricesWeight0 = matricesWeightsData[index4];
- var matricesWeight1 = matricesWeightsData[index4 + 1];
- var matricesWeight2 = matricesWeightsData[index4 + 2];
- var matricesWeight3 = matricesWeightsData[index4 + 3];
- if (matricesWeight0 > 0) {
- BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, matricesIndicesData[index4] * 16, matricesWeight0, tempMatrix);
- finalMatrix.addToSelf(tempMatrix);
- }
- if (matricesWeight1 > 0) {
- BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, matricesIndicesData[index4 + 1] * 16, matricesWeight1, tempMatrix);
- finalMatrix.addToSelf(tempMatrix);
- }
- if (matricesWeight2 > 0) {
- BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, matricesIndicesData[index4 + 2] * 16, matricesWeight2, tempMatrix);
- finalMatrix.addToSelf(tempMatrix);
- }
- if (matricesWeight3 > 0) {
- BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, matricesIndicesData[index4 + 3] * 16, matricesWeight3, tempMatrix);
- finalMatrix.addToSelf(tempMatrix);
- }
- BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(this._sourcePositions[index], this._sourcePositions[index + 1], this._sourcePositions[index + 2], finalMatrix, tempVector3);
- tempVector3.toArray(positionsData, index);
- BABYLON.Vector3.TransformNormalFromFloatsToRef(this._sourceNormals[index], this._sourceNormals[index + 1], this._sourceNormals[index + 2], finalMatrix, tempVector3);
- tempVector3.toArray(normalsData, index);
- finalMatrix.reset();
- }
- this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData);
- this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData);
- return this;
- };
- // Tools
- Mesh.MinMax = function (meshes) {
- var minVector = null;
- var maxVector = null;
- for (var i in meshes) {
- var mesh = meshes[i];
- var boundingBox = mesh.getBoundingInfo().boundingBox;
- if (!minVector) {
- minVector = boundingBox.minimumWorld;
- maxVector = boundingBox.maximumWorld;
- continue;
- }
- minVector.MinimizeInPlace(boundingBox.minimumWorld);
- maxVector.MaximizeInPlace(boundingBox.maximumWorld);
- }
- return {
- min: minVector,
- max: maxVector
- };
- };
- Mesh.Center = function (meshesOrMinMaxVector) {
- var minMaxVector = meshesOrMinMaxVector.min !== undefined ? meshesOrMinMaxVector : Mesh.MinMax(meshesOrMinMaxVector);
- return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
- };
- /**
- * Merge the array of meshes into a single mesh for performance reasons.
- * @param {Array<Mesh>} meshes - The vertices source. They should all be of the same material. Entries can empty
- * @param {boolean} disposeSource - When true (default), dispose of the vertices from the source meshes
- * @param {boolean} allow32BitsIndices - When the sum of the vertices > 64k, this must be set to true.
- * @param {Mesh} meshSubclass - When set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
- */
- Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass) {
- if (disposeSource === void 0) { disposeSource = true; }
- var index;
- if (!allow32BitsIndices) {
- var totalVertices = 0;
- // Counting vertices
- for (index = 0; index < meshes.length; index++) {
- if (meshes[index]) {
- totalVertices += meshes[index].getTotalVertices();
- if (totalVertices > 65536) {
- BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
- return null;
- }
- }
- }
- }
- // Merge
- var vertexData;
- var otherVertexData;
- var source;
- for (index = 0; index < meshes.length; index++) {
- if (meshes[index]) {
- meshes[index].computeWorldMatrix(true);
- otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index], true);
- otherVertexData.transform(meshes[index].getWorldMatrix());
- if (vertexData) {
- vertexData.merge(otherVertexData);
- }
- else {
- vertexData = otherVertexData;
- source = meshes[index];
- }
- }
- }
- if (!meshSubclass) {
- meshSubclass = new Mesh(source.name + "_merged", source.getScene());
- }
- vertexData.applyToMesh(meshSubclass);
- // Setting properties
- meshSubclass.material = source.material;
- meshSubclass.checkCollisions = source.checkCollisions;
- // Cleaning
- if (disposeSource) {
- for (index = 0; index < meshes.length; index++) {
- if (meshes[index]) {
- meshes[index].dispose();
- }
- }
- }
- return meshSubclass;
- };
- // Consts
- Mesh._FRONTSIDE = 0;
- Mesh._BACKSIDE = 1;
- Mesh._DOUBLESIDE = 2;
- Mesh._DEFAULTSIDE = 0;
- Mesh._NO_CAP = 0;
- Mesh._CAP_START = 1;
- Mesh._CAP_END = 2;
- Mesh._CAP_ALL = 3;
- return Mesh;
- })(BABYLON.AbstractMesh);
- BABYLON.Mesh = Mesh;
- })(BABYLON || (BABYLON = {}));
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