123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594 |
- "use strict";
- var BABYLON = BABYLON || {};
- // Constructive Solid Geometry for BABYLON
- // Based on https://github.com/evanw/csg.js/
- (function() {
- // Unique ID when we import meshes from Babylon to CSG
- var _currentCSGMeshId = 0;
- BABYLON.CSG = function() {
- this.polygons = [];
- };
- // Convert BABYLON.Mesh to BABYLON.CSG
- BABYLON.CSG.FromMesh = function( mesh ) {
- var vertex, normal, uv, position,
- polygon,
- polygons = [],
- vertices;
- if ( mesh instanceof BABYLON.Mesh ) {
- mesh.computeWorldMatrix(true);
- this.matrix = mesh.getWorldMatrix();
- this.position = mesh.position.clone();
- this.rotation = mesh.rotation.clone();
- this.scaling = mesh.scaling.clone();
- } else {
- throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
- }
- var indices = mesh.getIndices(),
- positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind),
- normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind),
- uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
- var subMeshes = mesh.subMeshes;
- for ( var sm = 0, sml = subMeshes.length; sm < sml; sm++ ) {
- for ( var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3 ) {
- vertices = [];
- for (var j = 0; j < 3; j++) {
- normal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
- uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
- position = new BABYLON.Vector3( positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
- position = BABYLON.Vector3.TransformCoordinates(position, this.matrix);
- normal = BABYLON.Vector3.TransformNormal(normal, this.matrix);
- vertex = new BABYLON.CSG.Vertex( position, normal, uv );
- vertices.push( vertex );
- }
- polygon = new BABYLON.CSG.Polygon(vertices, { subMeshId : sm, meshId : _currentCSGMeshId, materialIndex : subMeshes[sm].materialIndex });
- polygons.push( polygon );
- }
- }
- var csg = BABYLON.CSG.fromPolygons( polygons );
- csg.copyTransformAttributes(this);
- _currentCSGMeshId++
- return csg;
- };
- // Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
- BABYLON.CSG.fromPolygons = function(polygons) {
- var csg = new BABYLON.CSG();
- csg.polygons = polygons;
- return csg;
- };
- BABYLON.CSG.prototype = {
- clone: function() {
- var csg = new BABYLON.CSG();
- csg.polygons = this.polygons.map(function(p) { return p.clone(); });
- csg.copyTransformAttributes(this);
- return csg;
- },
- toPolygons: function() {
- return this.polygons;
- },
- union: function(csg) {
- var a = new BABYLON.CSG.Node(this.clone().polygons);
- var b = new BABYLON.CSG.Node(csg.clone().polygons);
- a.clipTo(b);
- b.clipTo(a);
- b.invert();
- b.clipTo(a);
- b.invert();
- a.build(b.allPolygons());
- return BABYLON.CSG.fromPolygons(a.allPolygons()).copyTransformAttributes(this);
- },
- subtract: function(csg) {
- var a = new BABYLON.CSG.Node(this.clone().polygons);
- var b = new BABYLON.CSG.Node(csg.clone().polygons);
- a.invert();
- a.clipTo(b);
- b.clipTo(a);
- b.invert();
- b.clipTo(a);
- b.invert();
- a.build(b.allPolygons());
- a.invert();
- return BABYLON.CSG.fromPolygons(a.allPolygons()).copyTransformAttributes(this);
- },
- intersect: function(csg) {
- var a = new BABYLON.CSG.Node(this.clone().polygons);
- var b = new BABYLON.CSG.Node(csg.clone().polygons);
- a.invert();
- b.clipTo(a);
- b.invert();
- a.clipTo(b);
- b.clipTo(a);
- a.build(b.allPolygons());
- a.invert();
- return BABYLON.CSG.fromPolygons(a.allPolygons()).copyTransformAttributes(this);
- },
- // Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
- // not modified.
- inverse: function() {
- var csg = this.clone();
- csg.polygons.map(function(p) { p.flip(); });
- return csg;
- }
- };
- // This is used to keep meshes transformations so they can be restored
- // when we build back a Babylon Mesh
- // NB : All CSG operations are performed in world coordinates
- BABYLON.CSG.prototype.copyTransformAttributes = function (object) {
- this.matrix = object.matrix;
- this.position = object.position;
- this.rotation = object.rotation;
- this.scaling = object.scaling;
- return this;
- }
- // Build Raw mesh from CSG
- // Coordinates here are in world space
- BABYLON.CSG.prototype.buildMeshGeometry = function(name, scene, keepSubMeshes) {
- var matrix = this.matrix.clone();
- matrix.invert();
- var mesh = new BABYLON.Mesh(name, scene),
- vertices = [],
- indices = [],
- normals = [],
- uvs = [],
- vertex, normal, uv,
- polygons = this.polygons,
- polygonIndices = [0, 0, 0],
- polygon,
- vertice_dict = {},
- vertex_idx,
- currentIndex = 0,
- subMesh_dict = {},
- subMesh_obj;
- if (keepSubMeshes) {
- // Sort Polygons, since subMeshes are indices range
- polygons.sort(function (a,b) {
- if (a.shared.meshId === b.shared.meshId)
- return a.shared.subMeshId - b.shared.subMeshId;
- else
- return a.shared.meshId - b.shared.meshId;
- });
- }
- for ( var i = 0, il = polygons.length; i < il; i++ ) {
- polygon = polygons[i];
- // Building SubMeshes
- if (!subMesh_dict[polygon.shared.meshId]) {
- subMesh_dict[polygon.shared.meshId] = {};
- }
- if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
- subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = { indexStart : +Infinity,
- indexEnd : -Infinity,
- materialIndex : polygon.shared.materialIndex
- };
- }
- subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
-
- for ( var j = 2, jl = polygon.vertices.length; j < jl; j++ ) {
-
- polygonIndices[0] = 0;
- polygonIndices[1] = j - 1;
- polygonIndices[2] = j;
- for (var k = 0; k < 3; k++) {
- vertex = polygon.vertices[polygonIndices[k]].pos;
- normal = polygon.vertices[polygonIndices[k]].normal;
- uv = polygon.vertices[polygonIndices[k]].uv;
- vertex = new BABYLON.Vector3( vertex.x, vertex.y, vertex.z );
- normal = new BABYLON.Vector3( normal.x, normal.y, normal.z );
- vertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
- normal = BABYLON.Vector3.TransformNormal(normal, matrix);
-
- vertex_idx = vertice_dict[ vertex.x + ',' + vertex.y + ',' + vertex.z ];
- // Check if 2 points can be merged
- if (!(typeof vertex_idx !== 'undefined' &&
- normals[vertex_idx * 3] === normal.x &&
- normals[vertex_idx * 3 + 1] === normal.y &&
- normals[vertex_idx * 3 + 2] === normal.z &&
- uvs[vertex_idx * 2] === uv.x &&
- uvs[vertex_idx * 2 + 1] === uv.y))
- {
- vertices.push( vertex.x, vertex.y, vertex.z );
- uvs.push(uv.x, uv.y);
- normals.push(normal.x, normal.y, normal.z);
- vertex_idx = vertice_dict[ vertex.x + ',' + vertex.y + ',' + vertex.z ] = (vertices.length / 3) - 1;
- }
- indices.push(vertex_idx);
- subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
- subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
- currentIndex++
- }
- }
-
- }
- mesh.setVerticesData(vertices, BABYLON.VertexBuffer.PositionKind);
- mesh.setVerticesData(normals, BABYLON.VertexBuffer.NormalKind);
- mesh.setVerticesData(uvs, BABYLON.VertexBuffer.UVKind);
- mesh.setIndices(indices);
- if (keepSubMeshes) {
- // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
- var materialIndexOffset = 0,
- materialMaxIndex;
- mesh.subMeshes.length = 0;
- for (var m in subMesh_dict) {
- materialMaxIndex = -1;
- for (var sm in subMesh_dict[m]) {
- subMesh_obj = subMesh_dict[m][sm];
- BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
- materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
- }
- materialIndexOffset += ++materialMaxIndex;
- }
- }
- return mesh;
- };
- // Build Mesh from CSG taking material and transforms into account
- BABYLON.CSG.prototype.toMesh = function( name, material, scene, keepSubMeshes ) {
- var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
-
- mesh.material = material;
- mesh.position.copyFrom(this.position);
- mesh.rotation.copyFrom(this.rotation);
- mesh.scaling.copyFrom(this.scaling);
- mesh.computeWorldMatrix(true);
-
- return mesh;
- };
- // # class Vector
- // Represents a 3D vector.
- //
- // Example usage:
- //
- // new BABYLON.CSG.Vector(1, 2, 3);
- // new BABYLON.CSG.Vector([1, 2, 3]);
- // new BABYLON.CSG.Vector({ x: 1, y: 2, z: 3 });
- BABYLON.CSG.Vector = function(x, y, z) {
- if (arguments.length == 3) {
- this.x = x;
- this.y = y;
- this.z = z;
- } else if ('x' in x) {
- this.x = x.x;
- this.y = x.y;
- this.z = x.z;
- } else {
- this.x = x[0];
- this.y = x[1];
- this.z = x[2];
- }
- };
- BABYLON.CSG.Vector.prototype = {
- clone: function() {
- return new BABYLON.CSG.Vector(this.x, this.y, this.z);
- },
- negated: function() {
- return new BABYLON.CSG.Vector(-this.x, -this.y, -this.z);
- },
- plus: function(a) {
- return new BABYLON.CSG.Vector(this.x + a.x, this.y + a.y, this.z + a.z);
- },
- minus: function(a) {
- return new BABYLON.CSG.Vector(this.x - a.x, this.y - a.y, this.z - a.z);
- },
- times: function(a) {
- return new BABYLON.CSG.Vector(this.x * a, this.y * a, this.z * a);
- },
- dividedBy: function(a) {
- return new BABYLON.CSG.Vector(this.x / a, this.y / a, this.z / a);
- },
- dot: function(a) {
- return this.x * a.x + this.y * a.y + this.z * a.z;
- },
- lerp: function(a, t) {
- return this.plus(a.minus(this).times(t));
- },
- length: function() {
- return Math.sqrt(this.dot(this));
- },
- unit: function() {
- return this.dividedBy(this.length());
- },
- cross: function(a) {
- return new BABYLON.CSG.Vector(
- this.y * a.z - this.z * a.y,
- this.z * a.x - this.x * a.z,
- this.x * a.y - this.y * a.x
- );
- }
- };
- // # class Vertex
- // Represents a vertex of a polygon. Use your own vertex class instead of this
- // one to provide additional features like texture coordinates and vertex
- // colors. Custom vertex classes need to provide a `pos` property and `clone()`,
- // `flip()`, and `interpolate()` methods that behave analogous to the ones
- // defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
- // functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
- // is not used anywhere else.
- // Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
- BABYLON.CSG.Vertex = function(pos, normal, uv) {
- this.pos = new BABYLON.CSG.Vector(pos);
- this.normal = new BABYLON.CSG.Vector(normal);
- this.uv = new BABYLON.CSG.Vector(uv.x, uv.y, 0);
- };
- BABYLON.CSG.Vertex.prototype = {
- clone: function() {
- return new BABYLON.CSG.Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
- },
- // Invert all orientation-specific data (e.g. vertex normal). Called when the
- // orientation of a polygon is flipped.
- flip: function() {
- this.normal = this.normal.negated();
- },
- // Create a new vertex between this vertex and `other` by linearly
- // interpolating all properties using a parameter of `t`. Subclasses should
- // override this to interpolate additional properties.
- interpolate: function(other, t) {
- return new BABYLON.CSG.Vertex(
- this.pos.lerp(other.pos, t),
- this.normal.lerp(other.normal, t),
- this.uv.lerp(other.uv, t)
- );
- }
- };
- // # class Plane
- // Represents a plane in 3D space.
- BABYLON.CSG.Plane = function(normal, w) {
- this.normal = normal;
- this.w = w;
- };
- // `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
- // point is on the plane.
- BABYLON.CSG.Plane.EPSILON = 1e-5;
- BABYLON.CSG.Plane.fromPoints = function(a, b, c) {
- var n = c.minus(a).cross(b.minus(a)).unit();
- return new BABYLON.CSG.Plane(n, n.dot(a));
- };
- BABYLON.CSG.Plane.prototype = {
- clone: function() {
- return new BABYLON.CSG.Plane(this.normal.clone(), this.w);
- },
- flip: function() {
- this.normal = this.normal.negated();
- this.w = -this.w;
- },
- // Split `polygon` by this plane if needed, then put the polygon or polygon
- // fragments in the appropriate lists. Coplanar polygons go into either
- // `coplanarFront` or `coplanarBack` depending on their orientation with
- // respect to this plane. Polygons in front or in back of this plane go into
- // either `front` or `back`.
- splitPolygon: function(polygon, coplanarFront, coplanarBack, front, back) {
- var COPLANAR = 0;
- var FRONT = 1;
- var BACK = 2;
- var SPANNING = 3;
- // Classify each point as well as the entire polygon into one of the above
- // four classes.
- var polygonType = 0;
- var types = [];
- for (var i = 0; i < polygon.vertices.length; i++) {
- var t = this.normal.dot(polygon.vertices[i].pos) - this.w;
- var type = (t < -BABYLON.CSG.Plane.EPSILON) ? BACK : (t > BABYLON.CSG.Plane.EPSILON) ? FRONT : COPLANAR;
- polygonType |= type;
- types.push(type);
- }
- // Put the polygon in the correct list, splitting it when necessary.
- switch (polygonType) {
- case COPLANAR:
- (this.normal.dot(polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
- break;
- case FRONT:
- front.push(polygon);
- break;
- case BACK:
- back.push(polygon);
- break;
- case SPANNING:
- var f = [], b = [];
- for (var i = 0; i < polygon.vertices.length; i++) {
- var j = (i + 1) % polygon.vertices.length;
- var ti = types[i], tj = types[j];
- var vi = polygon.vertices[i], vj = polygon.vertices[j];
- if (ti != BACK) f.push(vi);
- if (ti != FRONT) b.push(ti != BACK ? vi.clone() : vi);
- if ((ti | tj) == SPANNING) {
- var t = (this.w - this.normal.dot(vi.pos)) / this.normal.dot(vj.pos.minus(vi.pos));
- var v = vi.interpolate(vj, t);
- f.push(v);
- b.push(v.clone());
- }
- }
- if (f.length >= 3) front.push(new BABYLON.CSG.Polygon(f, polygon.shared));
- if (b.length >= 3) back.push(new BABYLON.CSG.Polygon(b, polygon.shared));
- break;
- }
- }
- };
- // # class Polygon
- // Represents a convex polygon. The vertices used to initialize a polygon must
- // be coplanar and form a convex loop. They do not have to be `BABYLON.CSG.Vertex`
- // instances but they must behave similarly (duck typing can be used for
- // customization).
- //
- // Each convex polygon has a `shared` property, which is shared between all
- // polygons that are clones of each other or were split from the same polygon.
- // This can be used to define per-polygon properties (such as surface color).
- BABYLON.CSG.Polygon = function(vertices, shared) {
- this.vertices = vertices;
- this.shared = shared;
- this.plane = BABYLON.CSG.Plane.fromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
- };
- BABYLON.CSG.Polygon.prototype = {
- clone: function() {
- var vertices = this.vertices.map(function(v) { return v.clone(); });
- return new BABYLON.CSG.Polygon(vertices, this.shared);
- },
- flip: function() {
- this.vertices.reverse().map(function(v) { v.flip(); });
- this.plane.flip();
- }
- };
- // # class Node
- // Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
- // by picking a polygon to split along. That polygon (and all other coplanar
- // polygons) are added directly to that node and the other polygons are added to
- // the front and/or back subtrees. This is not a leafy BSP tree since there is
- // no distinction between internal and leaf nodes.
- BABYLON.CSG.Node = function(polygons) {
- this.plane = null;
- this.front = null;
- this.back = null;
- this.polygons = [];
- if (polygons) this.build(polygons);
- };
- BABYLON.CSG.Node.prototype = {
- clone: function() {
- var node = new BABYLON.CSG.Node();
- node.plane = this.plane && this.plane.clone();
- node.front = this.front && this.front.clone();
- node.back = this.back && this.back.clone();
- node.polygons = this.polygons.map(function(p) { return p.clone(); });
- return node;
- },
- // Convert solid space to empty space and empty space to solid space.
- invert: function() {
- for (var i = 0; i < this.polygons.length; i++) {
- this.polygons[i].flip();
- }
- this.plane.flip();
- if (this.front) this.front.invert();
- if (this.back) this.back.invert();
- var temp = this.front;
- this.front = this.back;
- this.back = temp;
- },
- // Recursively remove all polygons in `polygons` that are inside this BSP
- // tree.
- clipPolygons: function(polygons) {
- if (!this.plane) return polygons.slice();
- var front = [], back = [];
- for (var i = 0; i < polygons.length; i++) {
- this.plane.splitPolygon(polygons[i], front, back, front, back);
- }
- if (this.front) front = this.front.clipPolygons(front);
- if (this.back) back = this.back.clipPolygons(back);
- else back = [];
- return front.concat(back);
- },
- // Remove all polygons in this BSP tree that are inside the other BSP tree
- // `bsp`.
- clipTo: function(bsp) {
- this.polygons = bsp.clipPolygons(this.polygons);
- if (this.front) this.front.clipTo(bsp);
- if (this.back) this.back.clipTo(bsp);
- },
- // Return a list of all polygons in this BSP tree.
- allPolygons: function() {
- var polygons = this.polygons.slice();
- if (this.front) polygons = polygons.concat(this.front.allPolygons());
- if (this.back) polygons = polygons.concat(this.back.allPolygons());
- return polygons;
- },
- // Build a BSP tree out of `polygons`. When called on an existing tree, the
- // new polygons are filtered down to the bottom of the tree and become new
- // nodes there. Each set of polygons is partitioned using the first polygon
- // (no heuristic is used to pick a good split).
- build: function(polygons) {
- if (!polygons.length) return;
- if (!this.plane) this.plane = polygons[0].plane.clone();
- var front = [], back = [];
- for (var i = 0; i < polygons.length; i++) {
- this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
- }
- if (front.length) {
- if (!this.front) this.front = new BABYLON.CSG.Node();
- this.front.build(front);
- }
- if (back.length) {
- if (!this.back) this.back = new BABYLON.CSG.Node();
- this.back.build(back);
- }
- }
- };
- })();
|