babylon.mesh.vertexData.ts 114 KB

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  1. module BABYLON {
  2. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  3. export interface IGetSetVerticesData
  4. {
  5. isVerticesDataPresent(kind: string): boolean;
  6. getVerticesData(kind: string, copyWhenShared?: boolean): number[] | Float32Array;
  7. getIndices(copyWhenShared?: boolean): IndicesArray;
  8. setVerticesData(kind: string, data: number[] | Float32Array, updatable?: boolean): void;
  9. updateVerticesData(kind: string, data: number[] | Float32Array, updateExtends?: boolean, makeItUnique?: boolean): void;
  10. setIndices(indices: IndicesArray): void;
  11. }
  12. export class VertexData {
  13. public positions: number[] | Float32Array;
  14. public normals: number[] | Float32Array;
  15. public tangents: number[] | Float32Array;
  16. public uvs: number[] | Float32Array;
  17. public uvs2: number[] | Float32Array;
  18. public uvs3: number[] | Float32Array;
  19. public uvs4: number[] | Float32Array;
  20. public uvs5: number[] | Float32Array;
  21. public uvs6: number[] | Float32Array;
  22. public colors: number[] | Float32Array;
  23. public matricesIndices: number[] | Float32Array;
  24. public matricesWeights: number[] | Float32Array;
  25. public matricesIndicesExtra: number[] | Float32Array;
  26. public matricesWeightsExtra: number[] | Float32Array;
  27. public indices: IndicesArray;
  28. public set(data: number[] | Float32Array, kind: string) {
  29. switch (kind) {
  30. case VertexBuffer.PositionKind:
  31. this.positions = data;
  32. break;
  33. case VertexBuffer.NormalKind:
  34. this.normals = data;
  35. break;
  36. case VertexBuffer.TangentKind:
  37. this.tangents = data;
  38. break;
  39. case VertexBuffer.UVKind:
  40. this.uvs = data;
  41. break;
  42. case VertexBuffer.UV2Kind:
  43. this.uvs2 = data;
  44. break;
  45. case VertexBuffer.UV3Kind:
  46. this.uvs3 = data;
  47. break;
  48. case VertexBuffer.UV4Kind:
  49. this.uvs4 = data;
  50. break;
  51. case VertexBuffer.UV5Kind:
  52. this.uvs5 = data;
  53. break;
  54. case VertexBuffer.UV6Kind:
  55. this.uvs6 = data;
  56. break;
  57. case VertexBuffer.ColorKind:
  58. this.colors = data;
  59. break;
  60. case VertexBuffer.MatricesIndicesKind:
  61. this.matricesIndices = data;
  62. break;
  63. case VertexBuffer.MatricesWeightsKind:
  64. this.matricesWeights = data;
  65. break;
  66. case VertexBuffer.MatricesIndicesExtraKind:
  67. this.matricesIndicesExtra = data;
  68. break;
  69. case VertexBuffer.MatricesWeightsExtraKind:
  70. this.matricesWeightsExtra = data;
  71. break;
  72. }
  73. }
  74. /**
  75. * Associates the vertexData to the passed Mesh.
  76. * Sets it as updatable or not (default `false`).
  77. * Returns the VertexData.
  78. */
  79. public applyToMesh(mesh: Mesh, updatable?: boolean): VertexData {
  80. this._applyTo(mesh, updatable);
  81. return this;
  82. }
  83. /**
  84. * Associates the vertexData to the passed Geometry.
  85. * Sets it as updatable or not (default `false`).
  86. * Returns the VertexData.
  87. */
  88. public applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData {
  89. this._applyTo(geometry, updatable);
  90. return this;
  91. }
  92. /**
  93. * Updates the associated mesh.
  94. * Returns the VertexData.
  95. */
  96. public updateMesh(mesh: Mesh, updateExtends?: boolean, makeItUnique?: boolean): VertexData {
  97. this._update(mesh);
  98. return this;
  99. }
  100. /**
  101. * Updates the associated geometry.
  102. * Returns the VertexData.
  103. */
  104. public updateGeometry(geometry: Geometry, updateExtends?: boolean, makeItUnique?: boolean): VertexData {
  105. this._update(geometry);
  106. return this;
  107. }
  108. private _applyTo(meshOrGeometry: IGetSetVerticesData, updatable?: boolean): VertexData {
  109. if (this.positions) {
  110. meshOrGeometry.setVerticesData(VertexBuffer.PositionKind, this.positions, updatable);
  111. }
  112. if (this.normals) {
  113. meshOrGeometry.setVerticesData(VertexBuffer.NormalKind, this.normals, updatable);
  114. }
  115. if (this.tangents) {
  116. meshOrGeometry.setVerticesData(VertexBuffer.TangentKind, this.tangents, updatable);
  117. }
  118. if (this.uvs) {
  119. meshOrGeometry.setVerticesData(VertexBuffer.UVKind, this.uvs, updatable);
  120. }
  121. if (this.uvs2) {
  122. meshOrGeometry.setVerticesData(VertexBuffer.UV2Kind, this.uvs2, updatable);
  123. }
  124. if (this.uvs3) {
  125. meshOrGeometry.setVerticesData(VertexBuffer.UV3Kind, this.uvs3, updatable);
  126. }
  127. if (this.uvs4) {
  128. meshOrGeometry.setVerticesData(VertexBuffer.UV4Kind, this.uvs4, updatable);
  129. }
  130. if (this.uvs5) {
  131. meshOrGeometry.setVerticesData(VertexBuffer.UV5Kind, this.uvs5, updatable);
  132. }
  133. if (this.uvs6) {
  134. meshOrGeometry.setVerticesData(VertexBuffer.UV6Kind, this.uvs6, updatable);
  135. }
  136. if (this.colors) {
  137. meshOrGeometry.setVerticesData(VertexBuffer.ColorKind, this.colors, updatable);
  138. }
  139. if (this.matricesIndices) {
  140. meshOrGeometry.setVerticesData(VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  141. }
  142. if (this.matricesWeights) {
  143. meshOrGeometry.setVerticesData(VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  144. }
  145. if (this.matricesIndicesExtra) {
  146. meshOrGeometry.setVerticesData(VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updatable);
  147. }
  148. if (this.matricesWeightsExtra) {
  149. meshOrGeometry.setVerticesData(VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updatable);
  150. }
  151. if (this.indices) {
  152. meshOrGeometry.setIndices(this.indices);
  153. }
  154. return this;
  155. }
  156. private _update(meshOrGeometry: IGetSetVerticesData, updateExtends?: boolean, makeItUnique?: boolean): VertexData {
  157. if (this.positions) {
  158. meshOrGeometry.updateVerticesData(VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  159. }
  160. if (this.normals) {
  161. meshOrGeometry.updateVerticesData(VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  162. }
  163. if (this.tangents) {
  164. meshOrGeometry.updateVerticesData(VertexBuffer.TangentKind, this.tangents, updateExtends, makeItUnique);
  165. }
  166. if (this.uvs) {
  167. meshOrGeometry.updateVerticesData(VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  168. }
  169. if (this.uvs2) {
  170. meshOrGeometry.updateVerticesData(VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique);
  171. }
  172. if (this.uvs3) {
  173. meshOrGeometry.updateVerticesData(VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique);
  174. }
  175. if (this.uvs4) {
  176. meshOrGeometry.updateVerticesData(VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique);
  177. }
  178. if (this.uvs5) {
  179. meshOrGeometry.updateVerticesData(VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique);
  180. }
  181. if (this.uvs6) {
  182. meshOrGeometry.updateVerticesData(VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique);
  183. }
  184. if (this.colors) {
  185. meshOrGeometry.updateVerticesData(VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  186. }
  187. if (this.matricesIndices) {
  188. meshOrGeometry.updateVerticesData(VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  189. }
  190. if (this.matricesWeights) {
  191. meshOrGeometry.updateVerticesData(VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  192. }
  193. if (this.matricesIndicesExtra) {
  194. meshOrGeometry.updateVerticesData(VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updateExtends, makeItUnique);
  195. }
  196. if (this.matricesWeightsExtra) {
  197. meshOrGeometry.updateVerticesData(VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updateExtends, makeItUnique);
  198. }
  199. if (this.indices) {
  200. meshOrGeometry.setIndices(this.indices);
  201. }
  202. return this;
  203. }
  204. /**
  205. * Transforms each position and each normal of the vertexData according to the passed Matrix.
  206. * Returns the VertexData.
  207. */
  208. public transform(matrix: Matrix): VertexData {
  209. var transformed = Vector3.Zero();
  210. var index: number;
  211. if (this.positions) {
  212. var position = Vector3.Zero();
  213. for (index = 0; index < this.positions.length; index += 3) {
  214. Vector3.FromArrayToRef(this.positions, index, position);
  215. Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  216. this.positions[index] = transformed.x;
  217. this.positions[index + 1] = transformed.y;
  218. this.positions[index + 2] = transformed.z;
  219. }
  220. }
  221. if (this.normals) {
  222. var normal = Vector3.Zero();
  223. for (index = 0; index < this.normals.length; index += 3) {
  224. Vector3.FromArrayToRef(this.normals, index, normal);
  225. Vector3.TransformNormalToRef(normal, matrix, transformed);
  226. this.normals[index] = transformed.x;
  227. this.normals[index + 1] = transformed.y;
  228. this.normals[index + 2] = transformed.z;
  229. }
  230. }
  231. if (this.tangents) {
  232. var tangent = Vector4.Zero();
  233. var tangentTransformed = Vector4.Zero();
  234. for (index = 0; index < this.tangents.length; index += 4) {
  235. Vector4.FromArrayToRef(this.tangents, index, tangent);
  236. Vector4.TransformNormalToRef(tangent, matrix, tangentTransformed);
  237. this.tangents[index] = tangentTransformed.x;
  238. this.tangents[index + 1] = tangentTransformed.y;
  239. this.tangents[index + 2] = tangentTransformed.z;
  240. this.tangents[index + 3] = tangentTransformed.w;
  241. }
  242. }
  243. return this;
  244. }
  245. /**
  246. * Merges the passed VertexData into the current one.
  247. * Returns the modified VertexData.
  248. */
  249. public merge(other: VertexData): VertexData {
  250. if (other.indices) {
  251. if (!this.indices) {
  252. this.indices = [];
  253. }
  254. var offset = this.positions ? this.positions.length / 3 : 0;
  255. for (var index = 0; index < other.indices.length; index++) {
  256. //TODO check type - if Int32Array | Uint32Array | Uint16Array!
  257. (<number[]>this.indices).push(other.indices[index] + offset);
  258. }
  259. }
  260. this.positions = this._mergeElement(this.positions, other.positions);
  261. this.normals = this._mergeElement(this.normals, other.normals);
  262. this.tangents = this._mergeElement(this.tangents, other.tangents);
  263. this.uvs = this._mergeElement(this.uvs, other.uvs);
  264. this.uvs2 = this._mergeElement(this.uvs2, other.uvs2);
  265. this.uvs3 = this._mergeElement(this.uvs3, other.uvs3);
  266. this.uvs4 = this._mergeElement(this.uvs4, other.uvs4);
  267. this.uvs5 = this._mergeElement(this.uvs5, other.uvs5);
  268. this.uvs6 = this._mergeElement(this.uvs6, other.uvs6);
  269. this.colors = this._mergeElement(this.colors, other.colors);
  270. this.matricesIndices = this._mergeElement(this.matricesIndices, other.matricesIndices);
  271. this.matricesWeights = this._mergeElement(this.matricesWeights, other.matricesWeights);
  272. this.matricesIndicesExtra = this._mergeElement(this.matricesIndicesExtra, other.matricesIndicesExtra);
  273. this.matricesWeightsExtra = this._mergeElement(this.matricesWeightsExtra, other.matricesWeightsExtra);
  274. return this;
  275. }
  276. private _mergeElement(source: number[] | Float32Array, other: number[] | Float32Array): number[] | Float32Array {
  277. if (!other) return source;
  278. if (!source) return other;
  279. var len = other.length + source.length;
  280. var isSrcTypedArray = source instanceof Float32Array;
  281. var isOthTypedArray = other instanceof Float32Array;
  282. // use non-loop method when the source is Float32Array
  283. if (isSrcTypedArray) {
  284. var ret32 = new Float32Array(len);
  285. ret32.set(source);
  286. ret32.set(other, source.length);
  287. return ret32;
  288. // source is number[], when other is also use concat
  289. } else if (!isOthTypedArray) {
  290. return (<number[]>source).concat(<number[]>other);
  291. // source is a number[], but other is a Float32Array, loop required
  292. } else {
  293. var ret = (<number[]>source).slice(0); // copy source to a separate array
  294. for (var i = 0, len = other.length; i < len; i++) {
  295. ret.push(other[i]);
  296. }
  297. return ret;
  298. }
  299. }
  300. /**
  301. * Serializes the VertexData.
  302. * Returns a serialized object.
  303. */
  304. public serialize(): any {
  305. var serializationObject = this.serialize();
  306. if (this.positions) {
  307. serializationObject.positions = this.positions;
  308. }
  309. if (this.normals) {
  310. serializationObject.normals = this.normals;
  311. }
  312. if (this.tangents) {
  313. serializationObject.tangents = this.tangents;
  314. }
  315. if (this.uvs) {
  316. serializationObject.uvs = this.uvs;
  317. }
  318. if (this.uvs2) {
  319. serializationObject.uvs2 = this.uvs2;
  320. }
  321. if (this.uvs3) {
  322. serializationObject.uvs3 = this.uvs3;
  323. }
  324. if (this.uvs4) {
  325. serializationObject.uvs4 = this.uvs4;
  326. }
  327. if (this.uvs5) {
  328. serializationObject.uvs5 = this.uvs5;
  329. }
  330. if (this.uvs6) {
  331. serializationObject.uvs6 = this.uvs6;
  332. }
  333. if (this.colors) {
  334. serializationObject.colors = this.colors;
  335. }
  336. if (this.matricesIndices) {
  337. serializationObject.matricesIndices = this.matricesIndices;
  338. serializationObject.matricesIndices._isExpanded = true;
  339. }
  340. if (this.matricesWeights) {
  341. serializationObject.matricesWeights = this.matricesWeights;
  342. }
  343. if (this.matricesIndicesExtra) {
  344. serializationObject.matricesIndicesExtra = this.matricesIndicesExtra;
  345. serializationObject.matricesIndicesExtra._isExpanded = true;
  346. }
  347. if (this.matricesWeightsExtra) {
  348. serializationObject.matricesWeightsExtra = this.matricesWeightsExtra;
  349. }
  350. serializationObject.indices = this.indices;
  351. return serializationObject;
  352. }
  353. // Statics
  354. /**
  355. * Returns the object VertexData associated to the passed mesh.
  356. */
  357. public static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean): VertexData {
  358. return VertexData._ExtractFrom(mesh, copyWhenShared);
  359. }
  360. /**
  361. * Returns the object VertexData associated to the passed geometry.
  362. */
  363. public static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean): VertexData {
  364. return VertexData._ExtractFrom(geometry, copyWhenShared);
  365. }
  366. private static _ExtractFrom(meshOrGeometry: IGetSetVerticesData, copyWhenShared?: boolean): VertexData {
  367. var result = new VertexData();
  368. if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.PositionKind)) {
  369. result.positions = meshOrGeometry.getVerticesData(VertexBuffer.PositionKind, copyWhenShared);
  370. }
  371. if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.NormalKind)) {
  372. result.normals = meshOrGeometry.getVerticesData(VertexBuffer.NormalKind, copyWhenShared);
  373. }
  374. if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.TangentKind)) {
  375. result.tangents = meshOrGeometry.getVerticesData(VertexBuffer.TangentKind, copyWhenShared);
  376. }
  377. if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UVKind)) {
  378. result.uvs = meshOrGeometry.getVerticesData(VertexBuffer.UVKind, copyWhenShared);
  379. }
  380. if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV2Kind)) {
  381. result.uvs2 = meshOrGeometry.getVerticesData(VertexBuffer.UV2Kind, copyWhenShared);
  382. }
  383. if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV3Kind)) {
  384. result.uvs3 = meshOrGeometry.getVerticesData(VertexBuffer.UV3Kind, copyWhenShared);
  385. }
  386. if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV4Kind)) {
  387. result.uvs4 = meshOrGeometry.getVerticesData(VertexBuffer.UV4Kind, copyWhenShared);
  388. }
  389. if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV5Kind)) {
  390. result.uvs5 = meshOrGeometry.getVerticesData(VertexBuffer.UV5Kind, copyWhenShared);
  391. }
  392. if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV6Kind)) {
  393. result.uvs6 = meshOrGeometry.getVerticesData(VertexBuffer.UV6Kind, copyWhenShared);
  394. }
  395. if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.ColorKind)) {
  396. result.colors = meshOrGeometry.getVerticesData(VertexBuffer.ColorKind, copyWhenShared);
  397. }
  398. if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.MatricesIndicesKind)) {
  399. result.matricesIndices = meshOrGeometry.getVerticesData(VertexBuffer.MatricesIndicesKind, copyWhenShared);
  400. }
  401. if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.MatricesWeightsKind)) {
  402. result.matricesWeights = meshOrGeometry.getVerticesData(VertexBuffer.MatricesWeightsKind, copyWhenShared);
  403. }
  404. if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.MatricesIndicesExtraKind)) {
  405. result.matricesIndicesExtra = meshOrGeometry.getVerticesData(VertexBuffer.MatricesIndicesExtraKind, copyWhenShared);
  406. }
  407. if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.MatricesWeightsExtraKind)) {
  408. result.matricesWeightsExtra = meshOrGeometry.getVerticesData(VertexBuffer.MatricesWeightsExtraKind, copyWhenShared);
  409. }
  410. result.indices = meshOrGeometry.getIndices(copyWhenShared);
  411. return result;
  412. }
  413. /**
  414. * Creates the vertexData of the Ribbon.
  415. */
  416. public static CreateRibbon(options: { pathArray: Vector3[][], closeArray?: boolean, closePath?: boolean, offset?: number, sideOrientation?: number, invertUV?: boolean }): VertexData {
  417. var pathArray: Vector3[][] = options.pathArray;
  418. var closeArray: boolean = options.closeArray || false;
  419. var closePath: boolean = options.closePath || false;
  420. var invertUV: boolean = options.invertUV || false;
  421. var defaultOffset: number = Math.floor(pathArray[0].length / 2);
  422. var offset: number = options.offset || defaultOffset;
  423. offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset
  424. var sideOrientation: number = (options.sideOrientation === 0) ? 0 : options.sideOrientation || Mesh.DEFAULTSIDE;
  425. var positions: number[] = [];
  426. var indices: number[] = [];
  427. var normals: number[] = [];
  428. var uvs: number[] = [];
  429. var us: number[][] = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id
  430. var vs: number[][] = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray
  431. var uTotalDistance: number[] = []; // uTotalDistance[p] : total distance of path p
  432. var vTotalDistance: number[] = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray
  433. var minlg: number; // minimal length among all paths from pathArray
  434. var lg: number[] = []; // array of path lengths : nb of vertex per path
  435. var idx: number[] = []; // array of path indexes : index of each path (first vertex) in the total vertex number
  436. var p: number; // path iterator
  437. var i: number; // point iterator
  438. var j: number; // point iterator
  439. // if single path in pathArray
  440. if (pathArray.length < 2) {
  441. var ar1: Vector3[] = [];
  442. var ar2: Vector3[] = [];
  443. for (i = 0; i < pathArray[0].length - offset; i++) {
  444. ar1.push(pathArray[0][i]);
  445. ar2.push(pathArray[0][i + offset]);
  446. }
  447. pathArray = [ar1, ar2];
  448. }
  449. // positions and horizontal distances (u)
  450. var idc: number = 0;
  451. var closePathCorr: number = (closePath) ? 1 : 0;
  452. var path: Vector3[];
  453. var l: number;
  454. minlg = pathArray[0].length;
  455. var vectlg: number;
  456. var dist: number;
  457. for (p = 0; p < pathArray.length; p++) {
  458. uTotalDistance[p] = 0;
  459. us[p] = [0];
  460. path = pathArray[p];
  461. l = path.length;
  462. minlg = (minlg < l) ? minlg : l;
  463. j = 0;
  464. while (j < l) {
  465. positions.push(path[j].x, path[j].y, path[j].z);
  466. if (j > 0) {
  467. vectlg = path[j].subtract(path[j - 1]).length();
  468. dist = vectlg + uTotalDistance[p];
  469. us[p].push(dist);
  470. uTotalDistance[p] = dist;
  471. }
  472. j++;
  473. }
  474. if (closePath) {
  475. j--;
  476. positions.push(path[0].x, path[0].y, path[0].z);
  477. vectlg = path[j].subtract(path[0]).length();
  478. dist = vectlg + uTotalDistance[p];
  479. us[p].push(dist);
  480. uTotalDistance[p] = dist;
  481. }
  482. lg[p] = l + closePathCorr;
  483. idx[p] = idc;
  484. idc += (l + closePathCorr);
  485. }
  486. // vertical distances (v)
  487. var path1: Vector3[];
  488. var path2: Vector3[];
  489. var vertex1: Vector3;
  490. var vertex2: Vector3;
  491. for (i = 0; i < minlg + closePathCorr; i++) {
  492. vTotalDistance[i] = 0;
  493. vs[i] = [0];
  494. for (p = 0; p < pathArray.length - 1; p++) {
  495. path1 = pathArray[p];
  496. path2 = pathArray[p + 1];
  497. if (i === minlg) { // closePath
  498. vertex1 = path1[0];
  499. vertex2 = path2[0];
  500. }
  501. else {
  502. vertex1 = path1[i];
  503. vertex2 = path2[i];
  504. }
  505. vectlg = vertex2.subtract(vertex1).length();
  506. dist = vectlg + vTotalDistance[i];
  507. vs[i].push(dist);
  508. vTotalDistance[i] = dist;
  509. }
  510. if (closeArray) {
  511. path1 = pathArray[p];
  512. path2 = pathArray[0];
  513. if (i === minlg) { // closePath
  514. vertex2 = path2[0];
  515. }
  516. vectlg = vertex2.subtract(vertex1).length();
  517. dist = vectlg + vTotalDistance[i];
  518. vTotalDistance[i] = dist;
  519. }
  520. }
  521. // uvs
  522. var u: number;
  523. var v: number;
  524. for (p = 0; p < pathArray.length; p++) {
  525. for (i = 0; i < minlg + closePathCorr; i++) {
  526. u = (uTotalDistance[p] != 0.0) ? us[p][i] / uTotalDistance[p] : 0.0;
  527. v = (vTotalDistance[i] != 0.0) ? vs[i][p] / vTotalDistance[i] : 0.0;
  528. if (invertUV) {
  529. uvs.push(v, u);
  530. } else {
  531. uvs.push(u, v);
  532. }
  533. }
  534. }
  535. // indices
  536. p = 0; // path index
  537. var pi: number = 0; // positions array index
  538. var l1: number = lg[p] - 1; // path1 length
  539. var l2: number = lg[p + 1] - 1; // path2 length
  540. var min: number = (l1 < l2) ? l1 : l2; // current path stop index
  541. var shft: number = idx[1] - idx[0]; // shift
  542. var path1nb: number = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate on
  543. while (pi <= min && p < path1nb) { // stay under min and don't go over next to last path
  544. // draw two triangles between path1 (p1) and path2 (p2) : (p1.pi, p2.pi, p1.pi+1) and (p2.pi+1, p1.pi+1, p2.pi) clockwise
  545. indices.push(pi, pi + shft, pi + 1);
  546. indices.push(pi + shft + 1, pi + 1, pi + shft);
  547. pi += 1;
  548. if (pi === min) { // if end of one of two consecutive paths reached, go to next existing path
  549. p++;
  550. if (p === lg.length - 1) { // last path of pathArray reached <=> closeArray == true
  551. shft = idx[0] - idx[p];
  552. l1 = lg[p] - 1;
  553. l2 = lg[0] - 1;
  554. }
  555. else {
  556. shft = idx[p + 1] - idx[p];
  557. l1 = lg[p] - 1;
  558. l2 = lg[p + 1] - 1;
  559. }
  560. pi = idx[p];
  561. min = (l1 < l2) ? l1 + pi : l2 + pi;
  562. }
  563. }
  564. // normals
  565. VertexData.ComputeNormals(positions, indices, normals);
  566. if (closePath) {
  567. var indexFirst: number = 0;
  568. var indexLast: number = 0;
  569. for (p = 0; p < pathArray.length; p++) {
  570. indexFirst = idx[p] * 3;
  571. if (p + 1 < pathArray.length) {
  572. indexLast = (idx[p + 1] - 1) * 3;
  573. }
  574. else {
  575. indexLast = normals.length - 3;
  576. }
  577. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  578. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  579. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  580. normals[indexLast] = normals[indexFirst];
  581. normals[indexLast + 1] = normals[indexFirst + 1];
  582. normals[indexLast + 2] = normals[indexFirst + 2];
  583. }
  584. }
  585. // sides
  586. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  587. // Result
  588. var vertexData = new VertexData();
  589. vertexData.indices = indices;
  590. vertexData.positions = positions;
  591. vertexData.normals = normals;
  592. vertexData.uvs = uvs;
  593. if (closePath) {
  594. (<any>vertexData)._idx = idx;
  595. }
  596. return vertexData;
  597. }
  598. /**
  599. * Creates the VertexData of the Box.
  600. */
  601. public static CreateBox(options: { size?: number, width?: number, height?: number, depth?: number, faceUV?: Vector4[], faceColors?: Color4[], sideOrientation?: number }): VertexData {
  602. var normalsSource = [
  603. new Vector3(0, 0, 1),
  604. new Vector3(0, 0, -1),
  605. new Vector3(1, 0, 0),
  606. new Vector3(-1, 0, 0),
  607. new Vector3(0, 1, 0),
  608. new Vector3(0, -1, 0)
  609. ];
  610. var indices = [];
  611. var positions = [];
  612. var normals = [];
  613. var uvs = [];
  614. var width = options.width || options.size || 1;
  615. var height = options.height || options.size || 1;
  616. var depth = options.depth || options.size || 1;
  617. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || Mesh.DEFAULTSIDE;
  618. var faceUV: Vector4[] = options.faceUV || new Array<Vector4>(6);
  619. var faceColors: Color4[] = options.faceColors;
  620. var colors = [];
  621. // default face colors and UV if undefined
  622. for (var f = 0; f < 6; f++) {
  623. if (faceUV[f] === undefined) {
  624. faceUV[f] = new Vector4(0, 0, 1, 1);
  625. }
  626. if (faceColors && faceColors[f] === undefined) {
  627. faceColors[f] = new Color4(1, 1, 1, 1);
  628. }
  629. }
  630. var scaleVector = new Vector3(width / 2, height / 2, depth / 2);
  631. // Create each face in turn.
  632. for (var index = 0; index < normalsSource.length; index++) {
  633. var normal = normalsSource[index];
  634. // Get two vectors perpendicular to the face normal and to each other.
  635. var side1 = new Vector3(normal.y, normal.z, normal.x);
  636. var side2 = Vector3.Cross(normal, side1);
  637. // Six indices (two triangles) per face.
  638. var verticesLength = positions.length / 3;
  639. indices.push(verticesLength);
  640. indices.push(verticesLength + 1);
  641. indices.push(verticesLength + 2);
  642. indices.push(verticesLength);
  643. indices.push(verticesLength + 2);
  644. indices.push(verticesLength + 3);
  645. // Four vertices per face.
  646. var vertex = normal.subtract(side1).subtract(side2).multiply(scaleVector);
  647. positions.push(vertex.x, vertex.y, vertex.z);
  648. normals.push(normal.x, normal.y, normal.z);
  649. uvs.push(faceUV[index].z, faceUV[index].w);
  650. if (faceColors) {
  651. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  652. }
  653. vertex = normal.subtract(side1).add(side2).multiply(scaleVector);
  654. positions.push(vertex.x, vertex.y, vertex.z);
  655. normals.push(normal.x, normal.y, normal.z);
  656. uvs.push(faceUV[index].x, faceUV[index].w);
  657. if (faceColors) {
  658. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  659. }
  660. vertex = normal.add(side1).add(side2).multiply(scaleVector);
  661. positions.push(vertex.x, vertex.y, vertex.z);
  662. normals.push(normal.x, normal.y, normal.z);
  663. uvs.push(faceUV[index].x, faceUV[index].y);
  664. if (faceColors) {
  665. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  666. }
  667. vertex = normal.add(side1).subtract(side2).multiply(scaleVector);
  668. positions.push(vertex.x, vertex.y, vertex.z);
  669. normals.push(normal.x, normal.y, normal.z);
  670. uvs.push(faceUV[index].z, faceUV[index].y);
  671. if (faceColors) {
  672. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  673. }
  674. }
  675. // sides
  676. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  677. // Result
  678. var vertexData = new VertexData();
  679. vertexData.indices = indices;
  680. vertexData.positions = positions;
  681. vertexData.normals = normals;
  682. vertexData.uvs = uvs;
  683. if (faceColors) {
  684. var totalColors = (sideOrientation === Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  685. vertexData.colors = totalColors;
  686. }
  687. return vertexData;
  688. }
  689. /**
  690. * Creates the VertexData of the Sphere.
  691. */
  692. public static CreateSphere(options: { segments?: number, diameter?: number, diameterX?: number, diameterY?: number, diameterZ?: number, arc?: number, slice?: number, sideOrientation?: number }): VertexData {
  693. var segments: number = options.segments || 32;
  694. var diameterX: number = options.diameterX || options.diameter || 1;
  695. var diameterY: number = options.diameterY || options.diameter || 1;
  696. var diameterZ: number = options.diameterZ || options.diameter || 1;
  697. var arc: number = (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  698. var slice: number = (options.slice <= 0) ? 1.0 : options.slice || 1.0;
  699. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || Mesh.DEFAULTSIDE;
  700. var radius = new Vector3(diameterX / 2, diameterY / 2, diameterZ / 2);
  701. var totalZRotationSteps = 2 + segments;
  702. var totalYRotationSteps = 2 * totalZRotationSteps;
  703. var indices = [];
  704. var positions = [];
  705. var normals = [];
  706. var uvs = [];
  707. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  708. var normalizedZ = zRotationStep / totalZRotationSteps;
  709. var angleZ = normalizedZ * Math.PI * slice;
  710. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  711. var normalizedY = yRotationStep / totalYRotationSteps;
  712. var angleY = normalizedY * Math.PI * 2 * arc;
  713. var rotationZ = Matrix.RotationZ(-angleZ);
  714. var rotationY = Matrix.RotationY(angleY);
  715. var afterRotZ = Vector3.TransformCoordinates(Vector3.Up(), rotationZ);
  716. var complete = Vector3.TransformCoordinates(afterRotZ, rotationY);
  717. var vertex = complete.multiply(radius);
  718. var normal = complete.divide(radius).normalize();
  719. positions.push(vertex.x, vertex.y, vertex.z);
  720. normals.push(normal.x, normal.y, normal.z);
  721. uvs.push(normalizedY, normalizedZ);
  722. }
  723. if (zRotationStep > 0) {
  724. var verticesCount = positions.length / 3;
  725. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  726. indices.push((firstIndex));
  727. indices.push((firstIndex + 1));
  728. indices.push(firstIndex + totalYRotationSteps + 1);
  729. indices.push((firstIndex + totalYRotationSteps + 1));
  730. indices.push((firstIndex + 1));
  731. indices.push((firstIndex + totalYRotationSteps + 2));
  732. }
  733. }
  734. }
  735. // Sides
  736. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  737. // Result
  738. var vertexData = new VertexData();
  739. vertexData.indices = indices;
  740. vertexData.positions = positions;
  741. vertexData.normals = normals;
  742. vertexData.uvs = uvs;
  743. return vertexData;
  744. }
  745. /**
  746. * Creates the VertexData of the Cylinder or Cone.
  747. */
  748. public static CreateCylinder(options: { height?: number, diameterTop?: number, diameterBottom?: number, diameter?: number, tessellation?: number, subdivisions?: number, arc?: number, faceColors?: Color4[], faceUV?: Vector4[], hasRings?: boolean, enclose?: boolean, sideOrientation?: number }): VertexData {
  749. var height: number = options.height || 2;
  750. var diameterTop: number = (options.diameterTop === 0) ? 0 : options.diameterTop || options.diameter || 1;
  751. var diameterBottom: number = (options.diameterBottom === 0) ? 0 : options.diameterBottom || options.diameter || 1;
  752. var tessellation: number = options.tessellation || 24;
  753. var subdivisions: number = options.subdivisions || 1;
  754. var hasRings: boolean = options.hasRings;
  755. var enclose: boolean = options.enclose;
  756. var arc: number = (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  757. var sideOrientation: number = (options.sideOrientation === 0) ? 0 : options.sideOrientation || Mesh.DEFAULTSIDE;
  758. var faceUV: Vector4[] = options.faceUV || new Array<Vector4>(3);
  759. var faceColors: Color4[] = options.faceColors;
  760. // default face colors and UV if undefined
  761. var quadNb: number = (arc !== 1 && enclose) ? 2 : 0;
  762. var ringNb: number = (hasRings) ? subdivisions : 1;
  763. var surfaceNb: number = 2 + (1 + quadNb) * ringNb;
  764. var f: number;
  765. for (f = 0; f < surfaceNb; f++) {
  766. if (faceColors && faceColors[f] === undefined) {
  767. faceColors[f] = new Color4(1, 1, 1, 1);
  768. }
  769. }
  770. for (f = 0; f < surfaceNb; f++) {
  771. if (faceUV && faceUV[f] === undefined) {
  772. faceUV[f] = new Vector4(0, 0, 1, 1);
  773. }
  774. }
  775. var indices = [];
  776. var positions = [];
  777. var normals = [];
  778. var uvs = [];
  779. var colors = [];
  780. var angle_step = Math.PI * 2 * arc / tessellation;
  781. var angle: number;
  782. var h: number;
  783. var radius: number;
  784. var tan = (diameterBottom - diameterTop) / 2 / height;
  785. var ringVertex: Vector3 = Vector3.Zero();
  786. var ringNormal: Vector3 = Vector3.Zero();
  787. var ringFirstVertex: Vector3 = Vector3.Zero();
  788. var ringFirstNormal: Vector3 = Vector3.Zero();
  789. var quadNormal: Vector3 = Vector3.Zero();
  790. var Y: Vector3 = Axis.Y;
  791. // positions, normals, uvs
  792. var i: number;
  793. var j: number;
  794. var r: number;
  795. var ringIdx: number = 1;
  796. var s: number = 1; // surface index
  797. var cs: number = 0;
  798. var v: number = 0;
  799. for (i = 0; i <= subdivisions; i++) {
  800. h = i / subdivisions;
  801. radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2;
  802. ringIdx = (hasRings && i !== 0 && i !== subdivisions) ? 2 : 1;
  803. for (r = 0; r < ringIdx; r++) {
  804. if (hasRings) {
  805. s += r;
  806. }
  807. if (enclose) {
  808. s += 2 * r;
  809. }
  810. for (j = 0; j <= tessellation; j++) {
  811. angle = j * angle_step;
  812. // position
  813. ringVertex.x = Math.cos(-angle) * radius;
  814. ringVertex.y = -height / 2 + h * height;
  815. ringVertex.z = Math.sin(-angle) * radius;
  816. // normal
  817. if (diameterTop === 0 && i === subdivisions) {
  818. // if no top cap, reuse former normals
  819. ringNormal.x = normals[normals.length - (tessellation + 1) * 3];
  820. ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1];
  821. ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2];
  822. }
  823. else {
  824. ringNormal.x = ringVertex.x;
  825. ringNormal.z = ringVertex.z;
  826. ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan;
  827. ringNormal.normalize();
  828. }
  829. // keep first ring vertex values for enclose
  830. if (j === 0) {
  831. ringFirstVertex.copyFrom(ringVertex);
  832. ringFirstNormal.copyFrom(ringNormal);
  833. }
  834. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  835. normals.push(ringNormal.x, ringNormal.y, ringNormal.z);
  836. if (hasRings) {
  837. v = (cs !== s) ? faceUV[s].y : faceUV[s].w;
  838. } else {
  839. v = faceUV[s].y + (faceUV[s].w - faceUV[s].y) * h;
  840. }
  841. uvs.push(faceUV[s].x + (faceUV[s].z - faceUV[s].x) * j / tessellation, v);
  842. if (faceColors) {
  843. colors.push(faceColors[s].r, faceColors[s].g, faceColors[s].b, faceColors[s].a);
  844. }
  845. }
  846. // if enclose, add four vertices and their dedicated normals
  847. if (arc !== 1 && enclose) {
  848. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  849. positions.push(0, ringVertex.y, 0);
  850. positions.push(0, ringVertex.y, 0);
  851. positions.push(ringFirstVertex.x, ringFirstVertex.y, ringFirstVertex.z);
  852. Vector3.CrossToRef(Y, ringNormal, quadNormal);
  853. quadNormal.normalize();
  854. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  855. Vector3.CrossToRef(ringFirstNormal, Y, quadNormal);
  856. quadNormal.normalize();
  857. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  858. if (hasRings) {
  859. v = (cs !== s) ? faceUV[s + 1].y : faceUV[s + 1].w;
  860. } else {
  861. v = faceUV[s + 1].y + (faceUV[s + 1].w - faceUV[s + 1].y) * h;
  862. }
  863. uvs.push(faceUV[s + 1].x, v);
  864. uvs.push(faceUV[s + 1].z, v);
  865. if (hasRings) {
  866. v = (cs !== s) ? faceUV[s + 2].y : faceUV[s + 2].w;
  867. } else {
  868. v = faceUV[s + 2].y + (faceUV[s + 2].w - faceUV[s + 2].y) * h;
  869. }
  870. uvs.push(faceUV[s + 2].x, v);
  871. uvs.push(faceUV[s + 2].z, v);
  872. if (faceColors) {
  873. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  874. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  875. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  876. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  877. }
  878. }
  879. if (cs !== s) {
  880. cs = s;
  881. }
  882. }
  883. }
  884. // indices
  885. var e: number = (arc !== 1 && enclose) ? tessellation + 4 : tessellation; // correction of number of iteration if enclose
  886. var s: number;
  887. i = 0;
  888. for (s = 0; s < subdivisions; s++) {
  889. for (j = 0; j < tessellation; j++) {
  890. var i0 = i * (e + 1) + j;
  891. var i1 = (i + 1) * (e + 1) + j;
  892. var i2 = i * (e + 1) + (j + 1);
  893. var i3 = (i + 1) * (e + 1) + (j + 1);
  894. indices.push(i0, i1, i2);
  895. indices.push(i3, i2, i1);
  896. }
  897. if (arc !== 1 && enclose) { // if enclose, add two quads
  898. indices.push(i0 + 2, i1 + 2, i2 + 2);
  899. indices.push(i3 + 2, i2 + 2, i1 + 2);
  900. indices.push(i0 + 4, i1 + 4, i2 + 4);
  901. indices.push(i3 + 4, i2 + 4, i1 + 4);
  902. }
  903. i = (hasRings) ? (i + 2) : (i + 1);
  904. }
  905. // Caps
  906. var createCylinderCap = isTop => {
  907. var radius = isTop ? diameterTop / 2 : diameterBottom / 2;
  908. if (radius === 0) {
  909. return;
  910. }
  911. // Cap positions, normals & uvs
  912. var angle;
  913. var circleVector;
  914. var i: number;
  915. var u: Vector4 = (isTop) ? faceUV[surfaceNb - 1] : faceUV[0];
  916. var c: Color4;
  917. if (faceColors) {
  918. c = (isTop) ? faceColors[surfaceNb - 1] : faceColors[0];
  919. }
  920. // cap center
  921. var vbase = positions.length / 3;
  922. var offset = isTop ? height / 2 : -height / 2;
  923. var center = new Vector3(0, offset, 0);
  924. positions.push(center.x, center.y, center.z);
  925. normals.push(0, isTop ? 1 : -1, 0);
  926. uvs.push(u.x + (u.z - u.x) * 0.5, u.y + (u.w - u.y) * 0.5);
  927. if (faceColors) {
  928. colors.push(c.r, c.g, c.b, c.a);
  929. }
  930. var textureScale = new Vector2(0.5, 0.5);
  931. for (i = 0; i <= tessellation; i++) {
  932. angle = Math.PI * 2 * i * arc / tessellation;
  933. var cos = Math.cos(-angle);
  934. var sin = Math.sin(-angle);
  935. circleVector = new Vector3(cos * radius, offset, sin * radius);
  936. var textureCoordinate = new Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5);
  937. positions.push(circleVector.x, circleVector.y, circleVector.z);
  938. normals.push(0, isTop ? 1 : -1, 0);
  939. uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, u.y + (u.w - u.y) * textureCoordinate.y);
  940. if (faceColors) {
  941. colors.push(c.r, c.g, c.b, c.a);
  942. }
  943. }
  944. // Cap indices
  945. for (i = 0; i < tessellation; i++) {
  946. if (!isTop) {
  947. indices.push(vbase);
  948. indices.push(vbase + (i + 1));
  949. indices.push(vbase + (i + 2));
  950. }
  951. else {
  952. indices.push(vbase);
  953. indices.push(vbase + (i + 2));
  954. indices.push(vbase + (i + 1));
  955. }
  956. }
  957. };
  958. // add caps to geometry
  959. createCylinderCap(false);
  960. createCylinderCap(true);
  961. // Sides
  962. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  963. var vertexData = new VertexData();
  964. vertexData.indices = indices;
  965. vertexData.positions = positions;
  966. vertexData.normals = normals;
  967. vertexData.uvs = uvs;
  968. if (faceColors) {
  969. vertexData.colors = colors;
  970. }
  971. return vertexData;
  972. }
  973. /**
  974. * Creates the VertexData of the Torus.
  975. */
  976. public static CreateTorus(options: { diameter?: number, thickness?: number, tessellation?: number, sideOrientation?: number }) {
  977. var indices = [];
  978. var positions = [];
  979. var normals = [];
  980. var uvs = [];
  981. var diameter = options.diameter || 1;
  982. var thickness = options.thickness || 0.5;
  983. var tessellation = options.tessellation || 16;
  984. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || Mesh.DEFAULTSIDE;
  985. var stride = tessellation + 1;
  986. for (var i = 0; i <= tessellation; i++) {
  987. var u = i / tessellation;
  988. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  989. var transform = Matrix.Translation(diameter / 2.0, 0, 0).multiply(Matrix.RotationY(outerAngle));
  990. for (var j = 0; j <= tessellation; j++) {
  991. var v = 1 - j / tessellation;
  992. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  993. var dx = Math.cos(innerAngle);
  994. var dy = Math.sin(innerAngle);
  995. // Create a vertex.
  996. var normal = new Vector3(dx, dy, 0);
  997. var position = normal.scale(thickness / 2);
  998. var textureCoordinate = new Vector2(u, v);
  999. position = Vector3.TransformCoordinates(position, transform);
  1000. normal = Vector3.TransformNormal(normal, transform);
  1001. positions.push(position.x, position.y, position.z);
  1002. normals.push(normal.x, normal.y, normal.z);
  1003. uvs.push(textureCoordinate.x, textureCoordinate.y);
  1004. // And create indices for two triangles.
  1005. var nextI = (i + 1) % stride;
  1006. var nextJ = (j + 1) % stride;
  1007. indices.push(i * stride + j);
  1008. indices.push(i * stride + nextJ);
  1009. indices.push(nextI * stride + j);
  1010. indices.push(i * stride + nextJ);
  1011. indices.push(nextI * stride + nextJ);
  1012. indices.push(nextI * stride + j);
  1013. }
  1014. }
  1015. // Sides
  1016. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  1017. // Result
  1018. var vertexData = new VertexData();
  1019. vertexData.indices = indices;
  1020. vertexData.positions = positions;
  1021. vertexData.normals = normals;
  1022. vertexData.uvs = uvs;
  1023. return vertexData;
  1024. }
  1025. /**
  1026. * Creates the VertexData of the LineSystem.
  1027. */
  1028. public static CreateLineSystem(options: { lines: Vector3[][] }): VertexData {
  1029. var indices = [];
  1030. var positions = [];
  1031. var lines = options.lines;
  1032. var idx = 0;
  1033. for (var l = 0; l < lines.length; l++) {
  1034. var points = lines[l];
  1035. for (var index = 0; index < points.length; index++) {
  1036. positions.push(points[index].x, points[index].y, points[index].z);
  1037. if (index > 0) {
  1038. indices.push(idx - 1);
  1039. indices.push(idx);
  1040. }
  1041. idx++;
  1042. }
  1043. }
  1044. var vertexData = new VertexData();
  1045. vertexData.indices = indices;
  1046. vertexData.positions = positions;
  1047. return vertexData;
  1048. }
  1049. /**
  1050. * Create the VertexData of the DashedLines.
  1051. */
  1052. public static CreateDashedLines(options: { points: Vector3[], dashSize?: number, gapSize?: number, dashNb?: number }): VertexData {
  1053. var dashSize = options.dashSize || 3;
  1054. var gapSize = options.gapSize || 1;
  1055. var dashNb = options.dashNb || 200;
  1056. var points = options.points;
  1057. var positions = new Array<number>();
  1058. var indices = new Array<number>();
  1059. var curvect = Vector3.Zero();
  1060. var lg = 0;
  1061. var nb = 0;
  1062. var shft = 0;
  1063. var dashshft = 0;
  1064. var curshft = 0;
  1065. var idx = 0;
  1066. var i = 0;
  1067. for (i = 0; i < points.length - 1; i++) {
  1068. points[i + 1].subtractToRef(points[i], curvect);
  1069. lg += curvect.length();
  1070. }
  1071. shft = lg / dashNb;
  1072. dashshft = dashSize * shft / (dashSize + gapSize);
  1073. for (i = 0; i < points.length - 1; i++) {
  1074. points[i + 1].subtractToRef(points[i], curvect);
  1075. nb = Math.floor(curvect.length() / shft);
  1076. curvect.normalize();
  1077. for (var j = 0; j < nb; j++) {
  1078. curshft = shft * j;
  1079. positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);
  1080. positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);
  1081. indices.push(idx, idx + 1);
  1082. idx += 2;
  1083. }
  1084. }
  1085. // Result
  1086. var vertexData = new VertexData();
  1087. vertexData.positions = positions;
  1088. vertexData.indices = indices;
  1089. return vertexData;
  1090. }
  1091. /**
  1092. * Creates the VertexData of the Ground.
  1093. */
  1094. public static CreateGround(options: { width?: number, height?: number, subdivisions?: number, subdivisionsX?: number, subdivisionsY?: number }): VertexData {
  1095. var indices = [];
  1096. var positions = [];
  1097. var normals = [];
  1098. var uvs = [];
  1099. var row: number, col: number;
  1100. var width: number = options.width || 1;
  1101. var height: number = options.height || 1;
  1102. var subdivisionsX: number = options.subdivisionsX || options.subdivisions || 1;
  1103. var subdivisionsY: number = options.subdivisionsY || options.subdivisions || 1;
  1104. for (row = 0; row <= subdivisionsY; row++) {
  1105. for (col = 0; col <= subdivisionsX; col++) {
  1106. var position = new Vector3((col * width) / subdivisionsX - (width / 2.0), 0, ((subdivisionsY - row) * height) / subdivisionsY - (height / 2.0));
  1107. var normal = new Vector3(0, 1.0, 0);
  1108. positions.push(position.x, position.y, position.z);
  1109. normals.push(normal.x, normal.y, normal.z);
  1110. uvs.push(col / subdivisionsX, 1.0 - row / subdivisionsY);
  1111. }
  1112. }
  1113. for (row = 0; row < subdivisionsY; row++) {
  1114. for (col = 0; col < subdivisionsX; col++) {
  1115. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  1116. indices.push(col + 1 + row * (subdivisionsX + 1));
  1117. indices.push(col + row * (subdivisionsX + 1));
  1118. indices.push(col + (row + 1) * (subdivisionsX + 1));
  1119. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  1120. indices.push(col + row * (subdivisionsX + 1));
  1121. }
  1122. }
  1123. // Result
  1124. var vertexData = new VertexData();
  1125. vertexData.indices = indices;
  1126. vertexData.positions = positions;
  1127. vertexData.normals = normals;
  1128. vertexData.uvs = uvs;
  1129. return vertexData;
  1130. }
  1131. /**
  1132. * Creates the VertexData of the TiledGround.
  1133. */
  1134. public static CreateTiledGround(options: { xmin: number, zmin: number, xmax: number, zmax: number, subdivisions?: { w: number; h: number; }, precision?: { w: number; h: number; } }): VertexData {
  1135. var xmin = options.xmin || -1.0;
  1136. var zmin = options.zmin || -1.0;
  1137. var xmax = options.xmax || 1.0;
  1138. var zmax = options.zmax || 1.0;
  1139. var subdivisions = options.subdivisions || { w: 1, h: 1 };
  1140. var precision = options.precision || { w: 1, h: 1 };
  1141. var indices = [];
  1142. var positions = [];
  1143. var normals = [];
  1144. var uvs = [];
  1145. var row: number, col: number, tileRow: number, tileCol: number;
  1146. subdivisions.h = (subdivisions.h < 1) ? 1 : subdivisions.h;
  1147. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  1148. precision.w = (precision.w < 1) ? 1 : precision.w;
  1149. precision.h = (precision.h < 1) ? 1 : precision.h;
  1150. var tileSize = {
  1151. 'w': (xmax - xmin) / subdivisions.w,
  1152. 'h': (zmax - zmin) / subdivisions.h
  1153. };
  1154. function applyTile(xTileMin: number, zTileMin: number, xTileMax: number, zTileMax: number) {
  1155. // Indices
  1156. var base = positions.length / 3;
  1157. var rowLength = precision.w + 1;
  1158. for (row = 0; row < precision.h; row++) {
  1159. for (col = 0; col < precision.w; col++) {
  1160. var square = [
  1161. base + col + row * rowLength,
  1162. base + (col + 1) + row * rowLength,
  1163. base + (col + 1) + (row + 1) * rowLength,
  1164. base + col + (row + 1) * rowLength
  1165. ];
  1166. indices.push(square[1]);
  1167. indices.push(square[2]);
  1168. indices.push(square[3]);
  1169. indices.push(square[0]);
  1170. indices.push(square[1]);
  1171. indices.push(square[3]);
  1172. }
  1173. }
  1174. // Position, normals and uvs
  1175. var position = Vector3.Zero();
  1176. var normal = new Vector3(0, 1.0, 0);
  1177. for (row = 0; row <= precision.h; row++) {
  1178. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  1179. for (col = 0; col <= precision.w; col++) {
  1180. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  1181. position.y = 0;
  1182. positions.push(position.x, position.y, position.z);
  1183. normals.push(normal.x, normal.y, normal.z);
  1184. uvs.push(col / precision.w, row / precision.h);
  1185. }
  1186. }
  1187. }
  1188. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  1189. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  1190. applyTile(
  1191. xmin + tileCol * tileSize.w,
  1192. zmin + tileRow * tileSize.h,
  1193. xmin + (tileCol + 1) * tileSize.w,
  1194. zmin + (tileRow + 1) * tileSize.h
  1195. );
  1196. }
  1197. }
  1198. // Result
  1199. var vertexData = new VertexData();
  1200. vertexData.indices = indices;
  1201. vertexData.positions = positions;
  1202. vertexData.normals = normals;
  1203. vertexData.uvs = uvs;
  1204. return vertexData;
  1205. }
  1206. /**
  1207. * Creates the VertexData of the Ground designed from a heightmap.
  1208. */
  1209. public static CreateGroundFromHeightMap(options: { width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, buffer: Uint8Array, bufferWidth: number, bufferHeight: number }): VertexData {
  1210. var indices = [];
  1211. var positions = [];
  1212. var normals = [];
  1213. var uvs = [];
  1214. var row, col;
  1215. // Vertices
  1216. for (row = 0; row <= options.subdivisions; row++) {
  1217. for (col = 0; col <= options.subdivisions; col++) {
  1218. var position = new Vector3((col * options.width) / options.subdivisions - (options.width / 2.0), 0, ((options.subdivisions - row) * options.height) / options.subdivisions - (options.height / 2.0));
  1219. // Compute height
  1220. var heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;
  1221. var heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;
  1222. var pos = (heightMapX + heightMapY * options.bufferWidth) * 4;
  1223. var r = options.buffer[pos] / 255.0;
  1224. var g = options.buffer[pos + 1] / 255.0;
  1225. var b = options.buffer[pos + 2] / 255.0;
  1226. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  1227. position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;
  1228. // Add vertex
  1229. positions.push(position.x, position.y, position.z);
  1230. normals.push(0, 0, 0);
  1231. uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);
  1232. }
  1233. }
  1234. // Indices
  1235. for (row = 0; row < options.subdivisions; row++) {
  1236. for (col = 0; col < options.subdivisions; col++) {
  1237. indices.push(col + 1 + (row + 1) * (options.subdivisions + 1));
  1238. indices.push(col + 1 + row * (options.subdivisions + 1));
  1239. indices.push(col + row * (options.subdivisions + 1));
  1240. indices.push(col + (row + 1) * (options.subdivisions + 1));
  1241. indices.push(col + 1 + (row + 1) * (options.subdivisions + 1));
  1242. indices.push(col + row * (options.subdivisions + 1));
  1243. }
  1244. }
  1245. // Normals
  1246. VertexData.ComputeNormals(positions, indices, normals);
  1247. // Result
  1248. var vertexData = new VertexData();
  1249. vertexData.indices = indices;
  1250. vertexData.positions = positions;
  1251. vertexData.normals = normals;
  1252. vertexData.uvs = uvs;
  1253. return vertexData;
  1254. }
  1255. /**
  1256. * Creates the VertexData of the Plane.
  1257. */
  1258. public static CreatePlane(options: { size?: number, width?: number, height?: number, sideOrientation?: number }): VertexData {
  1259. var indices = [];
  1260. var positions = [];
  1261. var normals = [];
  1262. var uvs = [];
  1263. var width: number = options.width || options.size || 1;
  1264. var height: number = options.height || options.size || 1;
  1265. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || Mesh.DEFAULTSIDE;
  1266. // Vertices
  1267. var halfWidth = width / 2.0;
  1268. var halfHeight = height / 2.0;
  1269. positions.push(-halfWidth, -halfHeight, 0);
  1270. normals.push(0, 0, -1.0);
  1271. uvs.push(0.0, 0.0);
  1272. positions.push(halfWidth, -halfHeight, 0);
  1273. normals.push(0, 0, -1.0);
  1274. uvs.push(1.0, 0.0);
  1275. positions.push(halfWidth, halfHeight, 0);
  1276. normals.push(0, 0, -1.0);
  1277. uvs.push(1.0, 1.0);
  1278. positions.push(-halfWidth, halfHeight, 0);
  1279. normals.push(0, 0, -1.0);
  1280. uvs.push(0.0, 1.0);
  1281. // Indices
  1282. indices.push(0);
  1283. indices.push(1);
  1284. indices.push(2);
  1285. indices.push(0);
  1286. indices.push(2);
  1287. indices.push(3);
  1288. // Sides
  1289. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  1290. // Result
  1291. var vertexData = new VertexData();
  1292. vertexData.indices = indices;
  1293. vertexData.positions = positions;
  1294. vertexData.normals = normals;
  1295. vertexData.uvs = uvs;
  1296. return vertexData;
  1297. }
  1298. /**
  1299. * Creates the VertexData of the Disc or regular Polygon.
  1300. */
  1301. public static CreateDisc(options: { radius?: number, tessellation?: number, arc?: number, sideOrientation?: number }): VertexData {
  1302. var positions = [];
  1303. var indices = [];
  1304. var normals = [];
  1305. var uvs = [];
  1306. var radius = options.radius || 0.5;
  1307. var tessellation = options.tessellation || 64;
  1308. var arc: number = (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  1309. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || Mesh.DEFAULTSIDE;
  1310. // positions and uvs
  1311. positions.push(0, 0, 0); // disc center first
  1312. uvs.push(0.5, 0.5);
  1313. var theta = Math.PI * 2 * arc;
  1314. var step = theta / tessellation;
  1315. for (var a = 0; a < theta; a += step) {
  1316. var x = Math.cos(a);
  1317. var y = Math.sin(a);
  1318. var u = (x + 1) / 2;
  1319. var v = (1 - y) / 2;
  1320. positions.push(radius * x, radius * y, 0);
  1321. uvs.push(u, v);
  1322. }
  1323. if (arc === 1) {
  1324. positions.push(positions[3], positions[4], positions[5]); // close the circle
  1325. uvs.push(uvs[2], uvs[3]);
  1326. }
  1327. //indices
  1328. var vertexNb = positions.length / 3;
  1329. for (var i = 1; i < vertexNb - 1; i++) {
  1330. indices.push(i + 1, 0, i);
  1331. }
  1332. // result
  1333. VertexData.ComputeNormals(positions, indices, normals);
  1334. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  1335. var vertexData = new VertexData();
  1336. vertexData.indices = indices;
  1337. vertexData.positions = positions;
  1338. vertexData.normals = normals;
  1339. vertexData.uvs = uvs;
  1340. return vertexData;
  1341. }
  1342. /**
  1343. * Creates the VertexData of the IcoSphere.
  1344. */
  1345. public static CreateIcoSphere(options: { radius?: number, radiusX?: number, radiusY?: number, radiusZ?: number, flat?: boolean, subdivisions?: number, sideOrientation?: number }): VertexData {
  1346. var sideOrientation = options.sideOrientation || Mesh.DEFAULTSIDE;
  1347. var radius = options.radius || 1;
  1348. var flat = (options.flat === undefined) ? true : options.flat;
  1349. var subdivisions = options.subdivisions || 4;
  1350. var radiusX = options.radiusX || radius;
  1351. var radiusY = options.radiusY || radius;
  1352. var radiusZ = options.radiusZ || radius;
  1353. var t = (1 + Math.sqrt(5)) / 2;
  1354. // 12 vertex x,y,z
  1355. var ico_vertices = [
  1356. -1, t, -0, 1, t, 0, -1, -t, 0, 1, -t, 0, // v0-3
  1357. 0, -1, -t, 0, 1, -t, 0, -1, t, 0, 1, t, // v4-7
  1358. t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, -1 // v8-11
  1359. ];
  1360. // index of 3 vertex makes a face of icopshere
  1361. var ico_indices = [
  1362. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23,
  1363. 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8,
  1364. 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9,
  1365. 4, 21, 5, 13, 17, 23, 6, 13, 22, 19, 6, 18, 9, 8, 1
  1366. ];
  1367. // vertex for uv have aliased position, not for UV
  1368. var vertices_unalias_id = [
  1369. 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
  1370. // vertex alias
  1371. 0, // 12: 0 + 12
  1372. 2, // 13: 2 + 11
  1373. 3, // 14: 3 + 11
  1374. 3, // 15: 3 + 12
  1375. 3, // 16: 3 + 13
  1376. 4, // 17: 4 + 13
  1377. 7, // 18: 7 + 11
  1378. 8, // 19: 8 + 11
  1379. 9, // 20: 9 + 11
  1380. 9, // 21: 9 + 12
  1381. 10, // 22: A + 12
  1382. 11 // 23: B + 12
  1383. ];
  1384. // uv as integer step (not pixels !)
  1385. var ico_vertexuv = [
  1386. 5, 1, 3, 1, 6, 4, 0, 0, // v0-3
  1387. 5, 3, 4, 2, 2, 2, 4, 0, // v4-7
  1388. 2, 0, 1, 1, 6, 0, 6, 2, // v8-11
  1389. // vertex alias (for same vertex on different faces)
  1390. 0, 4, // 12: 0 + 12
  1391. 3, 3, // 13: 2 + 11
  1392. 4, 4, // 14: 3 + 11
  1393. 3, 1, // 15: 3 + 12
  1394. 4, 2, // 16: 3 + 13
  1395. 4, 4, // 17: 4 + 13
  1396. 0, 2, // 18: 7 + 11
  1397. 1, 1, // 19: 8 + 11
  1398. 2, 2, // 20: 9 + 11
  1399. 3, 3, // 21: 9 + 12
  1400. 1, 3, // 22: A + 12
  1401. 2, 4 // 23: B + 12
  1402. ];
  1403. // Vertices[0, 1, ...9, A, B] : position on UV plane
  1404. // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)
  1405. // First island of uv mapping
  1406. // v = 4h 3+ 2
  1407. // v = 3h 9+ 4
  1408. // v = 2h 9+ 5 B
  1409. // v = 1h 9 1 0
  1410. // v = 0h 3 8 7 A
  1411. // u = 0 1 2 3 4 5 6 *a
  1412. // Second island of uv mapping
  1413. // v = 4h 0+ B+ 4+
  1414. // v = 3h A+ 2+
  1415. // v = 2h 7+ 6 3+
  1416. // v = 1h 8+ 3+
  1417. // v = 0h
  1418. // u = 0 1 2 3 4 5 6 *a
  1419. // Face layout on texture UV mapping
  1420. // ============
  1421. // \ 4 /\ 16 / ======
  1422. // \ / \ / /\ 11 /
  1423. // \/ 7 \/ / \ /
  1424. // ======= / 10 \/
  1425. // /\ 17 /\ =======
  1426. // / \ / \ \ 15 /\
  1427. // / 8 \/ 12 \ \ / \
  1428. // ============ \/ 6 \
  1429. // \ 18 /\ ============
  1430. // \ / \ \ 5 /\ 0 /
  1431. // \/ 13 \ \ / \ /
  1432. // ======= \/ 1 \/
  1433. // =============
  1434. // /\ 19 /\ 2 /\
  1435. // / \ / \ / \
  1436. // / 14 \/ 9 \/ 3 \
  1437. // ===================
  1438. // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97
  1439. var ustep = 138 / 1024;
  1440. var vstep = 239 / 1024;
  1441. var uoffset = 60 / 1024;
  1442. var voffset = 26 / 1024;
  1443. // Second island should have margin, not to touch the first island
  1444. // avoid any borderline artefact in pixel rounding
  1445. var island_u_offset = -40 / 1024;
  1446. var island_v_offset = +20 / 1024;
  1447. // face is either island 0 or 1 :
  1448. // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]
  1449. var island = [
  1450. 0, 0, 0, 0, 1, // 0 - 4
  1451. 0, 0, 1, 1, 0, // 5 - 9
  1452. 0, 0, 1, 1, 0, // 10 - 14
  1453. 0, 1, 1, 1, 0 // 15 - 19
  1454. ];
  1455. var indices = [];
  1456. var positions = [];
  1457. var normals = [];
  1458. var uvs = [];
  1459. var current_indice = 0;
  1460. // prepare array of 3 vector (empty) (to be worked in place, shared for each face)
  1461. var face_vertex_pos = new Array(3);
  1462. var face_vertex_uv = new Array(3);
  1463. var v012;
  1464. for (v012 = 0; v012 < 3; v012++) {
  1465. face_vertex_pos[v012] = Vector3.Zero();
  1466. face_vertex_uv[v012] = Vector2.Zero();
  1467. }
  1468. // create all with normals
  1469. for (var face = 0; face < 20; face++) {
  1470. // 3 vertex per face
  1471. for (v012 = 0; v012 < 3; v012++) {
  1472. // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)
  1473. var v_id = ico_indices[3 * face + v012];
  1474. // vertex have 3D position (x,y,z)
  1475. face_vertex_pos[v012].copyFromFloats(
  1476. ico_vertices[3 * vertices_unalias_id[v_id]],
  1477. ico_vertices[3 * vertices_unalias_id[v_id] + 1],
  1478. ico_vertices[3 * vertices_unalias_id[v_id] + 2]);
  1479. // Normalize to get normal, then scale to radius
  1480. face_vertex_pos[v012].normalize().scaleInPlace(radius);
  1481. // uv Coordinates from vertex ID
  1482. face_vertex_uv[v012].copyFromFloats(
  1483. ico_vertexuv[2 * v_id] * ustep + uoffset + island[face] * island_u_offset,
  1484. ico_vertexuv[2 * v_id + 1] * vstep + voffset + island[face] * island_v_offset);
  1485. }
  1486. // Subdivide the face (interpolate pos, norm, uv)
  1487. // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)
  1488. // - norm is linear interpolation of vertex corner normal
  1489. // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )
  1490. // - uv is linear interpolation
  1491. //
  1492. // Topology is as below for sub-divide by 2
  1493. // vertex shown as v0,v1,v2
  1494. // interp index is i1 to progress in range [v0,v1[
  1495. // interp index is i2 to progress in range [v0,v2[
  1496. // face index as (i1,i2) for /\ : (i1,i2),(i1+1,i2),(i1,i2+1)
  1497. // and (i1,i2)' for \/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  1498. //
  1499. //
  1500. // i2 v2
  1501. // ^ ^
  1502. // / / \
  1503. // / / \
  1504. // / / \
  1505. // / / (0,1) \
  1506. // / #---------\
  1507. // / / \ (0,0)'/ \
  1508. // / / \ / \
  1509. // / / \ / \
  1510. // / / (0,0) \ / (1,0) \
  1511. // / #---------#---------\
  1512. // v0 v1
  1513. //
  1514. // --------------------> i1
  1515. //
  1516. // interp of (i1,i2):
  1517. // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)
  1518. // along i1 : lerp(x0,x1, i1/(S-i2))
  1519. //
  1520. // centroid of triangle is needed to get help normal computation
  1521. // (c1,c2) are used for centroid location
  1522. var interp_vertex = (i1: number, i2: number, c1: number, c2: number) => {
  1523. // vertex is interpolated from
  1524. // - face_vertex_pos[0..2]
  1525. // - face_vertex_uv[0..2]
  1526. var pos_x0 = Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);
  1527. var pos_x1 = Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);
  1528. var pos_interp = (subdivisions === i2) ? face_vertex_pos[2] : Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));
  1529. pos_interp.normalize();
  1530. var vertex_normal;
  1531. if (flat) {
  1532. // in flat mode, recalculate normal as face centroid normal
  1533. var centroid_x0 = Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);
  1534. var centroid_x1 = Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);
  1535. vertex_normal = Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));
  1536. } else {
  1537. // in smooth mode, recalculate normal from each single vertex position
  1538. vertex_normal = new Vector3(pos_interp.x, pos_interp.y, pos_interp.z);
  1539. }
  1540. // Vertex normal need correction due to X,Y,Z radius scaling
  1541. vertex_normal.x /= radiusX;
  1542. vertex_normal.y /= radiusY;
  1543. vertex_normal.z /= radiusZ;
  1544. vertex_normal.normalize();
  1545. var uv_x0 = Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);
  1546. var uv_x1 = Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);
  1547. var uv_interp = (subdivisions === i2) ? face_vertex_uv[2] : Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));
  1548. positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);
  1549. normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);
  1550. uvs.push(uv_interp.x, uv_interp.y);
  1551. // push each vertex has member of a face
  1552. // Same vertex can bleong to multiple face, it is pushed multiple time (duplicate vertex are present)
  1553. indices.push(current_indice);
  1554. current_indice++;
  1555. }
  1556. for (var i2 = 0; i2 < subdivisions; i2++) {
  1557. for (var i1 = 0; i1 + i2 < subdivisions; i1++) {
  1558. // face : (i1,i2) for /\ :
  1559. // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)
  1560. interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  1561. interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  1562. interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);
  1563. if (i1 + i2 + 1 < subdivisions) {
  1564. // face : (i1,i2)' for \/ :
  1565. // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  1566. interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);
  1567. interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  1568. interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  1569. }
  1570. }
  1571. }
  1572. }
  1573. // Sides
  1574. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  1575. // Result
  1576. var vertexData = new VertexData();
  1577. vertexData.indices = indices;
  1578. vertexData.positions = positions;
  1579. vertexData.normals = normals;
  1580. vertexData.uvs = uvs;
  1581. return vertexData;
  1582. }
  1583. // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html
  1584. /**
  1585. * Creates the VertexData of the Polyhedron.
  1586. */
  1587. public static CreatePolyhedron(options: { type?: number, size?: number, sizeX?: number, sizeY?: number, sizeZ?: number, custom?: any, faceUV?: Vector4[], faceColors?: Color4[], flat?: boolean, sideOrientation?: number }): VertexData {
  1588. // provided polyhedron types :
  1589. // 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  1590. // 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)
  1591. var polyhedra: { vertex: number[][], face: number[][] }[] = [];
  1592. polyhedra[0] = { vertex: [[0, 0, 1.732051], [1.632993, 0, -0.5773503], [-0.8164966, 1.414214, -0.5773503], [-0.8164966, -1.414214, -0.5773503]], face: [[0, 1, 2], [0, 2, 3], [0, 3, 1], [1, 3, 2]] };
  1593. polyhedra[1] = { vertex: [[0, 0, 1.414214], [1.414214, 0, 0], [0, 1.414214, 0], [-1.414214, 0, 0], [0, -1.414214, 0], [0, 0, -1.414214]], face: [[0, 1, 2], [0, 2, 3], [0, 3, 4], [0, 4, 1], [1, 4, 5], [1, 5, 2], [2, 5, 3], [3, 5, 4]] };
  1594. polyhedra[2] = {
  1595. vertex: [[0, 0, 1.070466], [0.7136442, 0, 0.7978784], [-0.3568221, 0.618034, 0.7978784], [-0.3568221, -0.618034, 0.7978784], [0.7978784, 0.618034, 0.3568221], [0.7978784, -0.618034, 0.3568221], [-0.9341724, 0.381966, 0.3568221], [0.1362939, 1, 0.3568221], [0.1362939, -1, 0.3568221], [-0.9341724, -0.381966, 0.3568221], [0.9341724, 0.381966, -0.3568221], [0.9341724, -0.381966, -0.3568221], [-0.7978784, 0.618034, -0.3568221], [-0.1362939, 1, -0.3568221], [-0.1362939, -1, -0.3568221], [-0.7978784, -0.618034, -0.3568221], [0.3568221, 0.618034, -0.7978784], [0.3568221, -0.618034, -0.7978784], [-0.7136442, 0, -0.7978784], [0, 0, -1.070466]],
  1596. face: [[0, 1, 4, 7, 2], [0, 2, 6, 9, 3], [0, 3, 8, 5, 1], [1, 5, 11, 10, 4], [2, 7, 13, 12, 6], [3, 9, 15, 14, 8], [4, 10, 16, 13, 7], [5, 8, 14, 17, 11], [6, 12, 18, 15, 9], [10, 11, 17, 19, 16], [12, 13, 16, 19, 18], [14, 15, 18, 19, 17]]
  1597. };
  1598. polyhedra[3] = {
  1599. vertex: [[0, 0, 1.175571], [1.051462, 0, 0.5257311], [0.3249197, 1, 0.5257311], [-0.8506508, 0.618034, 0.5257311], [-0.8506508, -0.618034, 0.5257311], [0.3249197, -1, 0.5257311], [0.8506508, 0.618034, -0.5257311], [0.8506508, -0.618034, -0.5257311], [-0.3249197, 1, -0.5257311], [-1.051462, 0, -0.5257311], [-0.3249197, -1, -0.5257311], [0, 0, -1.175571]],
  1600. face: [[0, 1, 2], [0, 2, 3], [0, 3, 4], [0, 4, 5], [0, 5, 1], [1, 5, 7], [1, 7, 6], [1, 6, 2], [2, 6, 8], [2, 8, 3], [3, 8, 9], [3, 9, 4], [4, 9, 10], [4, 10, 5], [5, 10, 7], [6, 7, 11], [6, 11, 8], [7, 10, 11], [8, 11, 9], [9, 11, 10]]
  1601. };
  1602. polyhedra[4] = {
  1603. vertex: [[0, 0, 1.070722], [0.7148135, 0, 0.7971752], [-0.104682, 0.7071068, 0.7971752], [-0.6841528, 0.2071068, 0.7971752], [-0.104682, -0.7071068, 0.7971752], [0.6101315, 0.7071068, 0.5236279], [1.04156, 0.2071068, 0.1367736], [0.6101315, -0.7071068, 0.5236279], [-0.3574067, 1, 0.1367736], [-0.7888348, -0.5, 0.5236279], [-0.9368776, 0.5, 0.1367736], [-0.3574067, -1, 0.1367736], [0.3574067, 1, -0.1367736], [0.9368776, -0.5, -0.1367736], [0.7888348, 0.5, -0.5236279], [0.3574067, -1, -0.1367736], [-0.6101315, 0.7071068, -0.5236279], [-1.04156, -0.2071068, -0.1367736], [-0.6101315, -0.7071068, -0.5236279], [0.104682, 0.7071068, -0.7971752], [0.6841528, -0.2071068, -0.7971752], [0.104682, -0.7071068, -0.7971752], [-0.7148135, 0, -0.7971752], [0, 0, -1.070722]],
  1604. face: [[0, 2, 3], [1, 6, 5], [4, 9, 11], [7, 15, 13], [8, 16, 10], [12, 14, 19], [17, 22, 18], [20, 21, 23], [0, 1, 5, 2], [0, 3, 9, 4], [0, 4, 7, 1], [1, 7, 13, 6], [2, 5, 12, 8], [2, 8, 10, 3], [3, 10, 17, 9], [4, 11, 15, 7], [5, 6, 14, 12], [6, 13, 20, 14], [8, 12, 19, 16], [9, 17, 18, 11], [10, 16, 22, 17], [11, 18, 21, 15], [13, 15, 21, 20], [14, 20, 23, 19], [16, 19, 23, 22], [18, 22, 23, 21]]
  1605. };
  1606. polyhedra[5] = { vertex: [[0, 0, 1.322876], [1.309307, 0, 0.1889822], [-0.9819805, 0.8660254, 0.1889822], [0.1636634, -1.299038, 0.1889822], [0.3273268, 0.8660254, -0.9449112], [-0.8183171, -0.4330127, -0.9449112]], face: [[0, 3, 1], [2, 4, 5], [0, 1, 4, 2], [0, 2, 5, 3], [1, 3, 5, 4]] };
  1607. polyhedra[6] = { vertex: [[0, 0, 1.159953], [1.013464, 0, 0.5642542], [-0.3501431, 0.9510565, 0.5642542], [-0.7715208, -0.6571639, 0.5642542], [0.6633206, 0.9510565, -0.03144481], [0.8682979, -0.6571639, -0.3996071], [-1.121664, 0.2938926, -0.03144481], [-0.2348831, -1.063314, -0.3996071], [0.5181548, 0.2938926, -0.9953061], [-0.5850262, -0.112257, -0.9953061]], face: [[0, 1, 4, 2], [0, 2, 6, 3], [1, 5, 8, 4], [3, 6, 9, 7], [5, 7, 9, 8], [0, 3, 7, 5, 1], [2, 4, 8, 9, 6]] };
  1608. polyhedra[7] = { vertex: [[0, 0, 1.118034], [0.8944272, 0, 0.6708204], [-0.2236068, 0.8660254, 0.6708204], [-0.7826238, -0.4330127, 0.6708204], [0.6708204, 0.8660254, 0.2236068], [1.006231, -0.4330127, -0.2236068], [-1.006231, 0.4330127, 0.2236068], [-0.6708204, -0.8660254, -0.2236068], [0.7826238, 0.4330127, -0.6708204], [0.2236068, -0.8660254, -0.6708204], [-0.8944272, 0, -0.6708204], [0, 0, -1.118034]], face: [[0, 1, 4, 2], [0, 2, 6, 3], [1, 5, 8, 4], [3, 6, 10, 7], [5, 9, 11, 8], [7, 10, 11, 9], [0, 3, 7, 9, 5, 1], [2, 4, 8, 11, 10, 6]] };
  1609. polyhedra[8] = { vertex: [[-0.729665, 0.670121, 0.319155], [-0.655235, -0.29213, -0.754096], [-0.093922, -0.607123, 0.537818], [0.702196, 0.595691, 0.485187], [0.776626, -0.36656, -0.588064]], face: [[1, 4, 2], [0, 1, 2], [3, 0, 2], [4, 3, 2], [4, 1, 0, 3]] };
  1610. polyhedra[9] = { vertex: [[-0.868849, -0.100041, 0.61257], [-0.329458, 0.976099, 0.28078], [-0.26629, -0.013796, -0.477654], [-0.13392, -1.034115, 0.229829], [0.738834, 0.707117, -0.307018], [0.859683, -0.535264, -0.338508]], face: [[3, 0, 2], [5, 3, 2], [4, 5, 2], [1, 4, 2], [0, 1, 2], [0, 3, 5, 4, 1]] };
  1611. polyhedra[10] = { vertex: [[-0.610389, 0.243975, 0.531213], [-0.187812, -0.48795, -0.664016], [-0.187812, 0.9759, -0.664016], [0.187812, -0.9759, 0.664016], [0.798201, 0.243975, 0.132803]], face: [[1, 3, 0], [3, 4, 0], [3, 1, 4], [0, 2, 1], [0, 4, 2], [2, 4, 1]] };
  1612. polyhedra[11] = { vertex: [[-1.028778, 0.392027, -0.048786], [-0.640503, -0.646161, 0.621837], [-0.125162, -0.395663, -0.540059], [0.004683, 0.888447, -0.651988], [0.125161, 0.395663, 0.540059], [0.632925, -0.791376, 0.433102], [1.031672, 0.157063, -0.354165]], face: [[3, 2, 0], [2, 1, 0], [2, 5, 1], [0, 4, 3], [0, 1, 4], [4, 1, 5], [2, 3, 6], [3, 4, 6], [5, 2, 6], [4, 5, 6]] };
  1613. polyhedra[12] = { vertex: [[-0.669867, 0.334933, -0.529576], [-0.669867, 0.334933, 0.529577], [-0.4043, 1.212901, 0], [-0.334933, -0.669867, -0.529576], [-0.334933, -0.669867, 0.529577], [0.334933, 0.669867, -0.529576], [0.334933, 0.669867, 0.529577], [0.4043, -1.212901, 0], [0.669867, -0.334933, -0.529576], [0.669867, -0.334933, 0.529577]], face: [[8, 9, 7], [6, 5, 2], [3, 8, 7], [5, 0, 2], [4, 3, 7], [0, 1, 2], [9, 4, 7], [1, 6, 2], [9, 8, 5, 6], [8, 3, 0, 5], [3, 4, 1, 0], [4, 9, 6, 1]] };
  1614. polyhedra[13] = { vertex: [[-0.931836, 0.219976, -0.264632], [-0.636706, 0.318353, 0.692816], [-0.613483, -0.735083, -0.264632], [-0.326545, 0.979634, 0], [-0.318353, -0.636706, 0.692816], [-0.159176, 0.477529, -0.856368], [0.159176, -0.477529, -0.856368], [0.318353, 0.636706, 0.692816], [0.326545, -0.979634, 0], [0.613482, 0.735082, -0.264632], [0.636706, -0.318353, 0.692816], [0.931835, -0.219977, -0.264632]], face: [[11, 10, 8], [7, 9, 3], [6, 11, 8], [9, 5, 3], [2, 6, 8], [5, 0, 3], [4, 2, 8], [0, 1, 3], [10, 4, 8], [1, 7, 3], [10, 11, 9, 7], [11, 6, 5, 9], [6, 2, 0, 5], [2, 4, 1, 0], [4, 10, 7, 1]] };
  1615. polyhedra[14] = {
  1616. vertex: [[-0.93465, 0.300459, -0.271185], [-0.838689, -0.260219, -0.516017], [-0.711319, 0.717591, 0.128359], [-0.710334, -0.156922, 0.080946], [-0.599799, 0.556003, -0.725148], [-0.503838, -0.004675, -0.969981], [-0.487004, 0.26021, 0.48049], [-0.460089, -0.750282, -0.512622], [-0.376468, 0.973135, -0.325605], [-0.331735, -0.646985, 0.084342], [-0.254001, 0.831847, 0.530001], [-0.125239, -0.494738, -0.966586], [0.029622, 0.027949, 0.730817], [0.056536, -0.982543, -0.262295], [0.08085, 1.087391, 0.076037], [0.125583, -0.532729, 0.485984], [0.262625, 0.599586, 0.780328], [0.391387, -0.726999, -0.716259], [0.513854, -0.868287, 0.139347], [0.597475, 0.85513, 0.326364], [0.641224, 0.109523, 0.783723], [0.737185, -0.451155, 0.538891], [0.848705, -0.612742, -0.314616], [0.976075, 0.365067, 0.32976], [1.072036, -0.19561, 0.084927]],
  1617. face: [[15, 18, 21], [12, 20, 16], [6, 10, 2], [3, 0, 1], [9, 7, 13], [2, 8, 4, 0], [0, 4, 5, 1], [1, 5, 11, 7], [7, 11, 17, 13], [13, 17, 22, 18], [18, 22, 24, 21], [21, 24, 23, 20], [20, 23, 19, 16], [16, 19, 14, 10], [10, 14, 8, 2], [15, 9, 13, 18], [12, 15, 21, 20], [6, 12, 16, 10], [3, 6, 2, 0], [9, 3, 1, 7], [9, 15, 12, 6, 3], [22, 17, 11, 5, 4, 8, 14, 19, 23, 24]]
  1618. };
  1619. var type: number = (options.type < 0 || options.type >= polyhedra.length) ? 0 : options.type || 0;
  1620. var size: number = options.size;
  1621. var sizeX: number = options.sizeX || size || 1;
  1622. var sizeY: number = options.sizeY || size || 1;
  1623. var sizeZ: number = options.sizeZ || size || 1;
  1624. var data: { vertex: number[][], face: number[][], name?: string, category?: string } = options.custom || polyhedra[type];
  1625. var nbfaces = data.face.length;
  1626. var faceUV = options.faceUV || new Array(nbfaces);
  1627. var faceColors = options.faceColors;
  1628. var flat = (options.flat === undefined) ? true : options.flat;
  1629. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || Mesh.DEFAULTSIDE;
  1630. var positions = [];
  1631. var indices = [];
  1632. var normals = [];
  1633. var uvs = [];
  1634. var colors = [];
  1635. var index = 0;
  1636. var faceIdx = 0; // face cursor in the array "indexes"
  1637. var indexes = [];
  1638. var i = 0;
  1639. var f = 0;
  1640. var u: number, v: number, ang: number, x: number, y: number, tmp: number;
  1641. // default face colors and UV if undefined
  1642. if (flat) {
  1643. for (f = 0; f < nbfaces; f++) {
  1644. if (faceColors && faceColors[f] === undefined) {
  1645. faceColors[f] = new Color4(1, 1, 1, 1);
  1646. }
  1647. if (faceUV && faceUV[f] === undefined) {
  1648. faceUV[f] = new Vector4(0, 0, 1, 1);
  1649. }
  1650. }
  1651. }
  1652. if (!flat) {
  1653. for (i = 0; i < data.vertex.length; i++) {
  1654. positions.push(data.vertex[i][0] * sizeX, data.vertex[i][1] * sizeY, data.vertex[i][2] * sizeZ);
  1655. uvs.push(0, 0);
  1656. }
  1657. for (f = 0; f < nbfaces; f++) {
  1658. for (i = 0; i < data.face[f].length - 2; i++) {
  1659. indices.push(data.face[f][0], data.face[f][i + 2], data.face[f][i + 1]);
  1660. }
  1661. }
  1662. } else {
  1663. for (f = 0; f < nbfaces; f++) {
  1664. var fl = data.face[f].length; // number of vertices of the current face
  1665. ang = 2 * Math.PI / fl;
  1666. x = 0.5 * Math.tan(ang / 2);
  1667. y = 0.5;
  1668. // positions, uvs, colors
  1669. for (i = 0; i < fl; i++) {
  1670. // positions
  1671. positions.push(data.vertex[data.face[f][i]][0] * sizeX, data.vertex[data.face[f][i]][1] * sizeY, data.vertex[data.face[f][i]][2] * sizeZ);
  1672. indexes.push(index);
  1673. index++;
  1674. // uvs
  1675. u = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * (0.5 + x);
  1676. v = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * (y - 0.5);
  1677. uvs.push(u, v);
  1678. tmp = x * Math.cos(ang) - y * Math.sin(ang);
  1679. y = x * Math.sin(ang) + y * Math.cos(ang);
  1680. x = tmp;
  1681. // colors
  1682. if (faceColors) {
  1683. colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);
  1684. }
  1685. }
  1686. // indices from indexes
  1687. for (i = 0; i < fl - 2; i++) {
  1688. indices.push(indexes[0 + faceIdx], indexes[i + 2 + faceIdx], indexes[i + 1 + faceIdx]);
  1689. }
  1690. faceIdx += fl;
  1691. }
  1692. }
  1693. VertexData.ComputeNormals(positions, indices, normals);
  1694. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  1695. var vertexData = new VertexData();
  1696. vertexData.positions = positions;
  1697. vertexData.indices = indices;
  1698. vertexData.normals = normals;
  1699. vertexData.uvs = uvs;
  1700. if (faceColors && flat) {
  1701. vertexData.colors = colors;
  1702. }
  1703. return vertexData;
  1704. }
  1705. // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  1706. /**
  1707. * Creates the VertexData of the Torus Knot.
  1708. */
  1709. public static CreateTorusKnot(options: { radius?: number, tube?: number, radialSegments?: number, tubularSegments?: number, p?: number, q?: number, sideOrientation?: number }): VertexData {
  1710. var indices = [];
  1711. var positions = [];
  1712. var normals = [];
  1713. var uvs = [];
  1714. var radius = options.radius || 2;
  1715. var tube = options.tube || 0.5;
  1716. var radialSegments = options.radialSegments || 32;
  1717. var tubularSegments = options.tubularSegments || 32;
  1718. var p = options.p || 2;
  1719. var q = options.q || 3;
  1720. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || Mesh.DEFAULTSIDE;
  1721. // Helper
  1722. var getPos = (angle) => {
  1723. var cu = Math.cos(angle);
  1724. var su = Math.sin(angle);
  1725. var quOverP = q / p * angle;
  1726. var cs = Math.cos(quOverP);
  1727. var tx = radius * (2 + cs) * 0.5 * cu;
  1728. var ty = radius * (2 + cs) * su * 0.5;
  1729. var tz = radius * Math.sin(quOverP) * 0.5;
  1730. return new Vector3(tx, ty, tz);
  1731. };
  1732. // Vertices
  1733. var i: number;
  1734. var j: number;
  1735. for (i = 0; i <= radialSegments; i++) {
  1736. var modI = i % radialSegments;
  1737. var u = modI / radialSegments * 2 * p * Math.PI;
  1738. var p1 = getPos(u);
  1739. var p2 = getPos(u + 0.01);
  1740. var tang = p2.subtract(p1);
  1741. var n = p2.add(p1);
  1742. var bitan = Vector3.Cross(tang, n);
  1743. n = Vector3.Cross(bitan, tang);
  1744. bitan.normalize();
  1745. n.normalize();
  1746. for (j = 0; j < tubularSegments; j++) {
  1747. var modJ = j % tubularSegments;
  1748. var v = modJ / tubularSegments * 2 * Math.PI;
  1749. var cx = -tube * Math.cos(v);
  1750. var cy = tube * Math.sin(v);
  1751. positions.push(p1.x + cx * n.x + cy * bitan.x);
  1752. positions.push(p1.y + cx * n.y + cy * bitan.y);
  1753. positions.push(p1.z + cx * n.z + cy * bitan.z);
  1754. uvs.push(i / radialSegments);
  1755. uvs.push(j / tubularSegments);
  1756. }
  1757. }
  1758. for (i = 0; i < radialSegments; i++) {
  1759. for (j = 0; j < tubularSegments; j++) {
  1760. var jNext = (j + 1) % tubularSegments;
  1761. var a = i * tubularSegments + j;
  1762. var b = (i + 1) * tubularSegments + j;
  1763. var c = (i + 1) * tubularSegments + jNext;
  1764. var d = i * tubularSegments + jNext;
  1765. indices.push(d); indices.push(b); indices.push(a);
  1766. indices.push(d); indices.push(c); indices.push(b);
  1767. }
  1768. }
  1769. // Normals
  1770. VertexData.ComputeNormals(positions, indices, normals);
  1771. // Sides
  1772. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  1773. // Result
  1774. var vertexData = new VertexData();
  1775. vertexData.indices = indices;
  1776. vertexData.positions = positions;
  1777. vertexData.normals = normals;
  1778. vertexData.uvs = uvs;
  1779. return vertexData;
  1780. }
  1781. // Tools
  1782. /**
  1783. * @param {any} - positions (number[] or Float32Array)
  1784. * @param {any} - indices (number[] or Uint16Array)
  1785. * @param {any} - normals (number[] or Float32Array)
  1786. * options (optional) :
  1787. * facetPositions : optional array of facet positions (vector3)
  1788. * facetNormals : optional array of facet normals (vector3)
  1789. * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  1790. * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  1791. * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  1792. * bbSize : optional bounding box size data, required for facetPartitioning computation
  1793. * bInfo : optional bounding info, required for facetPartitioning computation
  1794. */
  1795. public static ComputeNormals(positions: any, indices: any, normals: any,
  1796. options?: { facetNormals?: any, facetPositions?: any, facetPartitioning?: any, ratio?: number, bInfo?: any, bbSize?: Vector3, subDiv?: any}): void {
  1797. // temporary scalar variables
  1798. var index = 0; // facet index
  1799. var p1p2x = 0.0; // p1p2 vector x coordinate
  1800. var p1p2y = 0.0; // p1p2 vector y coordinate
  1801. var p1p2z = 0.0; // p1p2 vector z coordinate
  1802. var p3p2x = 0.0; // p3p2 vector x coordinate
  1803. var p3p2y = 0.0; // p3p2 vector y coordinate
  1804. var p3p2z = 0.0; // p3p2 vector z coordinate
  1805. var faceNormalx = 0.0; // facet normal x coordinate
  1806. var faceNormaly = 0.0; // facet normal y coordinate
  1807. var faceNormalz = 0.0; // facet normal z coordinate
  1808. var length = 0.0; // facet normal length before normalization
  1809. var v1x = 0; // vector1 x index in the positions array
  1810. var v1y = 0; // vector1 y index in the positions array
  1811. var v1z = 0; // vector1 z index in the positions array
  1812. var v2x = 0; // vector2 x index in the positions array
  1813. var v2y = 0; // vector2 y index in the positions array
  1814. var v2z = 0; // vector2 z index in the positions array
  1815. var v3x = 0; // vector3 x index in the positions array
  1816. var v3y = 0; // vector3 y index in the positions array
  1817. var v3z = 0; // vector3 z index in the positions array
  1818. var computeFacetNormals = false;
  1819. var computeFacetPositions = false;
  1820. var computeFacetPartitioning = false;
  1821. if (options) {
  1822. computeFacetNormals = (options.facetNormals) ? true : false;
  1823. computeFacetPositions = (options.facetPositions) ? true : false;
  1824. computeFacetPartitioning = (options.facetPartitioning) ? true : false;
  1825. }
  1826. // facetPartitioning reinit if needed
  1827. if (computeFacetPartitioning) {
  1828. var ox = 0; // X partitioning index for facet position
  1829. var oy = 0; // Y partinioning index for facet position
  1830. var oz = 0; // Z partinioning index for facet position
  1831. var b1x = 0; // X partitioning index for facet v1 vertex
  1832. var b1y = 0; // Y partitioning index for facet v1 vertex
  1833. var b1z = 0; // z partitioning index for facet v1 vertex
  1834. var b2x = 0; // X partitioning index for facet v2 vertex
  1835. var b2y = 0; // Y partitioning index for facet v2 vertex
  1836. var b2z = 0; // Z partitioning index for facet v2 vertex
  1837. var b3x = 0; // X partitioning index for facet v3 vertex
  1838. var b3y = 0; // Y partitioning index for facet v3 vertex
  1839. var b3z = 0; // Z partitioning index for facet v3 vertex
  1840. var block_idx_o = 0; // facet barycenter block index
  1841. var block_idx_v1 = 0; // v1 vertex block index
  1842. var block_idx_v2 = 0; // v2 vertex block index
  1843. var block_idx_v3 = 0; // v3 vertex block index
  1844. var bbSizeMax = (options.bbSize.x > options.bbSize.y) ? options.bbSize.x : options.bbSize.y;
  1845. bbSizeMax = (bbSizeMax > options.bbSize.z) ? bbSizeMax : options.bbSize.z;
  1846. var xSubRatio = options.subDiv.X * options.ratio / options.bbSize.x;
  1847. var ySubRatio = options.subDiv.Y * options.ratio / options.bbSize.y;
  1848. var zSubRatio = options.subDiv.Z * options.ratio / options.bbSize.z;
  1849. var subSq = options.subDiv.max * options.subDiv.max;
  1850. options.facetPartitioning.length = 0;
  1851. }
  1852. // reset the normals
  1853. for (index = 0; index < positions.length; index++) {
  1854. normals[index] = 0.0;
  1855. }
  1856. // Loop : 1 indice triplet = 1 facet
  1857. var nbFaces = indices.length / 3;
  1858. for (index = 0; index < nbFaces; index++) {
  1859. // get the indexes of the coordinates of each vertex of the facet
  1860. v1x = indices[index * 3] * 3;
  1861. v1y = v1x + 1;
  1862. v1z = v1x + 2;
  1863. v2x = indices[index * 3 + 1] * 3;
  1864. v2y = v2x + 1;
  1865. v2z = v2x + 2;
  1866. v3x = indices[index * 3 + 2] * 3;
  1867. v3y = v3x + 1;
  1868. v3z = v3x + 2;
  1869. p1p2x = positions[v1x] - positions[v2x]; // compute two vectors per facet : p1p2 and p3p2
  1870. p1p2y = positions[v1y] - positions[v2y];
  1871. p1p2z = positions[v1z] - positions[v2z];
  1872. p3p2x = positions[v3x] - positions[v2x];
  1873. p3p2y = positions[v3y] - positions[v2y];
  1874. p3p2z = positions[v3z] - positions[v2z];
  1875. // compute the face normal with the cross product
  1876. faceNormalx = p1p2y * p3p2z - p1p2z * p3p2y;
  1877. faceNormaly = p1p2z * p3p2x - p1p2x * p3p2z;
  1878. faceNormalz = p1p2x * p3p2y - p1p2y * p3p2x;
  1879. // normalize this normal and store it in the array facetData
  1880. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  1881. length = (length === 0) ? 1.0 : length;
  1882. faceNormalx /= length;
  1883. faceNormaly /= length;
  1884. faceNormalz /= length;
  1885. if (computeFacetNormals) {
  1886. options.facetNormals[index].x = faceNormalx;
  1887. options.facetNormals[index].y = faceNormaly;
  1888. options.facetNormals[index].z = faceNormalz;
  1889. }
  1890. if (computeFacetPositions) {
  1891. // compute and the facet barycenter coordinates in the array facetPositions
  1892. options.facetPositions[index].x = (positions[v1x] + positions[v2x] + positions[v3x]) / 3.0;
  1893. options.facetPositions[index].y = (positions[v1y] + positions[v2y] + positions[v3y]) / 3.0;
  1894. options.facetPositions[index].z = (positions[v1z] + positions[v2z] + positions[v3z]) / 3.0;
  1895. }
  1896. if (computeFacetPartitioning) {
  1897. // store the facet indexes in arrays in the main facetPartitioning array :
  1898. // compute each facet vertex (+ facet barycenter) index in the partiniong array
  1899. ox = Math.floor((options.facetPositions[index].x - options.bInfo.minimum.x * options.ratio) * xSubRatio);
  1900. oy = Math.floor((options.facetPositions[index].y - options.bInfo.minimum.y * options.ratio) * ySubRatio);
  1901. oz = Math.floor((options.facetPositions[index].z - options.bInfo.minimum.z * options.ratio) * zSubRatio);
  1902. b1x = Math.floor((positions[v1x] - options.bInfo.minimum.x * options.ratio) * xSubRatio);
  1903. b1y = Math.floor((positions[v1y] - options.bInfo.minimum.y * options.ratio) * ySubRatio);
  1904. b1z = Math.floor((positions[v1z] - options.bInfo.minimum.z * options.ratio) * zSubRatio);
  1905. b2x = Math.floor((positions[v2x] - options.bInfo.minimum.x * options.ratio) * xSubRatio);
  1906. b2y = Math.floor((positions[v2y] - options.bInfo.minimum.y * options.ratio) * ySubRatio);
  1907. b2z = Math.floor((positions[v2z] - options.bInfo.minimum.z * options.ratio) * zSubRatio);
  1908. b3x = Math.floor((positions[v3x] - options.bInfo.minimum.x * options.ratio) * xSubRatio);
  1909. b3y = Math.floor((positions[v3y] - options.bInfo.minimum.y * options.ratio) * ySubRatio);
  1910. b3z = Math.floor((positions[v3z] - options.bInfo.minimum.z * options.ratio) * zSubRatio);
  1911. block_idx_v1 = b1x + options.subDiv.max * b1y + subSq * b1z;
  1912. block_idx_v2 = b2x + options.subDiv.max * b2y + subSq * b2z;
  1913. block_idx_v3 = b3x + options.subDiv.max * b3y + subSq * b3z;
  1914. block_idx_o = ox + options.subDiv.max * oy + subSq * oz;
  1915. options.facetPartitioning[block_idx_o] = options.facetPartitioning[block_idx_o] ? options.facetPartitioning[block_idx_o] :new Array();
  1916. options.facetPartitioning[block_idx_v1] = options.facetPartitioning[block_idx_v1] ? options.facetPartitioning[block_idx_v1] :new Array();
  1917. options.facetPartitioning[block_idx_v2] = options.facetPartitioning[block_idx_v2] ? options.facetPartitioning[block_idx_v2] :new Array();
  1918. options.facetPartitioning[block_idx_v3] = options.facetPartitioning[block_idx_v3] ? options.facetPartitioning[block_idx_v3] :new Array();
  1919. // push each facet index in each block containing the vertex
  1920. options.facetPartitioning[block_idx_v1].push(index);
  1921. if (block_idx_v2 != block_idx_v1) {
  1922. options.facetPartitioning[block_idx_v2].push(index);
  1923. }
  1924. if (!(block_idx_v3 == block_idx_v2 || block_idx_v3 == block_idx_v1)) {
  1925. options.facetPartitioning[block_idx_v3].push(index);
  1926. }
  1927. if (!(block_idx_o == block_idx_v1 || block_idx_o == block_idx_v2 || block_idx_o == block_idx_v3)) {
  1928. options.facetPartitioning[block_idx_o].push(index);
  1929. }
  1930. }
  1931. // compute the normals anyway
  1932. normals[v1x] += faceNormalx; // accumulate all the normals per face
  1933. normals[v1y] += faceNormaly;
  1934. normals[v1z] += faceNormalz;
  1935. normals[v2x] += faceNormalx;
  1936. normals[v2y] += faceNormaly;
  1937. normals[v2z] += faceNormalz;
  1938. normals[v3x] += faceNormalx;
  1939. normals[v3y] += faceNormaly;
  1940. normals[v3z] += faceNormalz;
  1941. }
  1942. // last normalization of each normal
  1943. for (index = 0; index < normals.length / 3; index++) {
  1944. faceNormalx = normals[index * 3];
  1945. faceNormaly = normals[index * 3 + 1];
  1946. faceNormalz = normals[index * 3 + 2];
  1947. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  1948. length = (length === 0) ? 1.0 : length;
  1949. faceNormalx /= length;
  1950. faceNormaly /= length;
  1951. faceNormalz /= length;
  1952. normals[index * 3] = faceNormalx;
  1953. normals[index * 3 + 1] = faceNormaly;
  1954. normals[index * 3 + 2] = faceNormalz;
  1955. }
  1956. }
  1957. private static _ComputeSides(sideOrientation: number, positions: number[] | Float32Array, indices: number[] | Float32Array, normals: number[] | Float32Array, uvs: number[] | Float32Array) {
  1958. var li: number = indices.length;
  1959. var ln: number = normals.length;
  1960. var i: number;
  1961. var n: number;
  1962. sideOrientation = sideOrientation || Mesh.DEFAULTSIDE;
  1963. switch (sideOrientation) {
  1964. case Mesh.FRONTSIDE:
  1965. // nothing changed
  1966. break;
  1967. case Mesh.BACKSIDE:
  1968. var tmp: number;
  1969. // indices
  1970. for (i = 0; i < li; i += 3) {
  1971. tmp = indices[i];
  1972. indices[i] = indices[i + 2];
  1973. indices[i + 2] = tmp;
  1974. }
  1975. // normals
  1976. for (n = 0; n < ln; n++) {
  1977. normals[n] = -normals[n];
  1978. }
  1979. break;
  1980. case Mesh.DOUBLESIDE:
  1981. // positions
  1982. var lp: number = positions.length;
  1983. var l: number = lp / 3;
  1984. for (var p = 0; p < lp; p++) {
  1985. positions[lp + p] = positions[p];
  1986. }
  1987. // indices
  1988. for (i = 0; i < li; i += 3) {
  1989. indices[i + li] = indices[i + 2] + l;
  1990. indices[i + 1 + li] = indices[i + 1] + l;
  1991. indices[i + 2 + li] = indices[i] + l;
  1992. }
  1993. // normals
  1994. for (n = 0; n < ln; n++) {
  1995. normals[ln + n] = -normals[n];
  1996. }
  1997. // uvs
  1998. var lu: number = uvs.length;
  1999. for (var u: number = 0; u < lu; u++) {
  2000. uvs[u + lu] = uvs[u];
  2001. }
  2002. break;
  2003. }
  2004. }
  2005. /**
  2006. * Creates a new VertexData from the imported parameters.
  2007. */
  2008. public static ImportVertexData(parsedVertexData: any, geometry: Geometry) {
  2009. var vertexData = new VertexData();
  2010. // positions
  2011. var positions = parsedVertexData.positions;
  2012. if (positions) {
  2013. vertexData.set(positions, VertexBuffer.PositionKind);
  2014. }
  2015. // normals
  2016. var normals = parsedVertexData.normals;
  2017. if (normals) {
  2018. vertexData.set(normals, VertexBuffer.NormalKind);
  2019. }
  2020. // tangents
  2021. var tangents = parsedVertexData.tangents;
  2022. if (tangents) {
  2023. vertexData.set(tangents, VertexBuffer.TangentKind);
  2024. }
  2025. // uvs
  2026. var uvs = parsedVertexData.uvs;
  2027. if (uvs) {
  2028. vertexData.set(uvs, VertexBuffer.UVKind);
  2029. }
  2030. // uv2s
  2031. var uv2s = parsedVertexData.uv2s;
  2032. if (uv2s) {
  2033. vertexData.set(uv2s, VertexBuffer.UV2Kind);
  2034. }
  2035. // uv3s
  2036. var uv3s = parsedVertexData.uv3s;
  2037. if (uv3s) {
  2038. vertexData.set(uv3s, VertexBuffer.UV3Kind);
  2039. }
  2040. // uv4s
  2041. var uv4s = parsedVertexData.uv4s;
  2042. if (uv4s) {
  2043. vertexData.set(uv4s, VertexBuffer.UV4Kind);
  2044. }
  2045. // uv5s
  2046. var uv5s = parsedVertexData.uv5s;
  2047. if (uv5s) {
  2048. vertexData.set(uv5s, VertexBuffer.UV5Kind);
  2049. }
  2050. // uv6s
  2051. var uv6s = parsedVertexData.uv6s;
  2052. if (uv6s) {
  2053. vertexData.set(uv6s, VertexBuffer.UV6Kind);
  2054. }
  2055. // colors
  2056. var colors = parsedVertexData.colors;
  2057. if (colors) {
  2058. vertexData.set(Color4.CheckColors4(colors, positions.length / 3), VertexBuffer.ColorKind);
  2059. }
  2060. // matricesIndices
  2061. var matricesIndices = parsedVertexData.matricesIndices;
  2062. if (matricesIndices) {
  2063. vertexData.set(matricesIndices, VertexBuffer.MatricesIndicesKind);
  2064. }
  2065. // matricesWeights
  2066. var matricesWeights = parsedVertexData.matricesWeights;
  2067. if (matricesWeights) {
  2068. vertexData.set(matricesWeights, VertexBuffer.MatricesWeightsKind);
  2069. }
  2070. // indices
  2071. var indices = parsedVertexData.indices;
  2072. if (indices) {
  2073. vertexData.indices = indices;
  2074. }
  2075. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  2076. }
  2077. }
  2078. }