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- module BABYLON {
- export class MeshBuilder {
- private static updateSideOrientation(orientation: number, scene: Scene): number {
- if (orientation == Mesh.DOUBLESIDE) {
- return Mesh.DOUBLESIDE;
- }
- if (orientation === undefined || orientation === null) {
- return Mesh.FRONTSIDE;
- }
- return orientation;
- }
- /**
- * Creates a box mesh.
- * tuto : http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#box
- * The parameter `size` sets the size (float) of each box side (default 1).
- * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value than `size`).
- * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements).
- * Please read this tutorial : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
- * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4).
- * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
- * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
- */
- public static CreateBox(name: string, options: { size?: number, width?: number, height?: number, depth?: number, faceUV?: Vector4[], faceColors?: Color4[], sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, updatable?: boolean }, scene: Scene): Mesh {
- var box = new Mesh(name, scene);
- options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation, scene);
- box._originalBuilderSideOrientation = options.sideOrientation;
-
- var vertexData = VertexData.CreateBox(options);
- vertexData.applyToMesh(box, options.updatable);
- return box;
- }
- /**
- * Creates a sphere mesh.
- * tuto : http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#sphere
- * The parameter `diameter` sets the diameter size (float) of the sphere (default 1).
- * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value than `diameter`).
- * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32).
- * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
- * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude).
- * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4).
- * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
- * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
- */
- public static CreateSphere(name: string, options: { segments?: number, diameter?: number, diameterX?: number, diameterY?: number, diameterZ?: number, arc?: number, slice?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, updatable?: boolean }, scene: any): Mesh {
- var sphere = new Mesh(name, scene);
- options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation, scene);
- sphere._originalBuilderSideOrientation = options.sideOrientation;
-
- var vertexData = VertexData.CreateSphere(options);
- vertexData.applyToMesh(sphere, options.updatable);
- return sphere;
- }
- /**
- * Creates a plane polygonal mesh. By default, this is a disc.
- * tuto : http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#disc
- * The parameter `radius` sets the radius size (float) of the polygon (default 0.5).
- * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc.
- * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
- * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4).
- * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
- * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
- */
- public static CreateDisc(name: string, options: { radius?: number, tessellation?: number, arc?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }, scene: Scene): Mesh {
- var disc = new Mesh(name, scene);
- options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation, scene);
- disc._originalBuilderSideOrientation = options.sideOrientation;
-
- var vertexData = VertexData.CreateDisc(options);
- vertexData.applyToMesh(disc, options.updatable);
- return disc;
- }
- /**
- * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided.
- * tuto : http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#icosphere
- * The parameter `radius` sets the radius size (float) of the icosphere (default 1).
- * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`).
- * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size.
- * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface.
- * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4).
- * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
- * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
- */
- public static CreateIcoSphere(name: string, options: { radius?: number, radiusX?: number, radiusY?: number, radiusZ?: number, flat?: boolean, subdivisions?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, updatable?: boolean }, scene: Scene): Mesh {
- var sphere = new Mesh(name, scene);
- options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation, scene);
- sphere._originalBuilderSideOrientation = options.sideOrientation;
-
- var vertexData = VertexData.CreateIcoSphere(options);
- vertexData.applyToMesh(sphere, options.updatable);
- return sphere;
- };
- /**
- * Creates a ribbon mesh.
- * The ribbon is a parametric shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes. It has no predefined shape. Its final shape will depend on the input parameters.
- *
- * Please read this full tutorial to understand how to design a ribbon : http://doc.babylonjs.com/tutorials/Ribbon_Tutorial
- * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
- * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array.
- * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array.
- * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path.
- * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11.
- * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#ribbon
- * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4).
- * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
- * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
- * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones.
- * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values.
- * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that
- * if you set `closePath` to `true`, there's one extra vertex per path in the geometry.
- * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time.
- * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
- */
- public static CreateRibbon(name: string, options: { pathArray: Vector3[][], closeArray?: boolean, closePath?: boolean, offset?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, instance?: Mesh, invertUV?: boolean, uvs?: Vector2[], colors?: Color4[] }, scene?: Scene): Mesh {
- var pathArray = options.pathArray;
- var closeArray = options.closeArray;
- var closePath = options.closePath;
- var offset = options.offset;
- var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation, scene);
- var instance = options.instance;
- var updatable = options.updatable;
- if (instance) { // existing ribbon instance update
- // positionFunction : ribbon case
- // only pathArray and sideOrientation parameters are taken into account for positions update
- Vector3.FromFloatsToRef(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Tmp.Vector3[0]); // minimum
- Vector3.FromFloatsToRef(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE, Tmp.Vector3[1]);
- var positionFunction = positions => {
- var minlg = pathArray[0].length;
- var i = 0;
- var ns = (instance._originalBuilderSideOrientation === Mesh.DOUBLESIDE) ? 2 : 1;
- for (var si = 1; si <= ns; si++) {
- for (var p = 0; p < pathArray.length; p++) {
- var path = pathArray[p];
- var l = path.length;
- minlg = (minlg < l) ? minlg : l;
- var j = 0;
- while (j < minlg) {
- positions[i] = path[j].x;
- positions[i + 1] = path[j].y;
- positions[i + 2] = path[j].z;
- if (path[j].x < Tmp.Vector3[0].x) {
- Tmp.Vector3[0].x = path[j].x;
- }
- if (path[j].x > Tmp.Vector3[1].x) {
- Tmp.Vector3[1].x = path[j].x;
- }
- if (path[j].y < Tmp.Vector3[0].y) {
- Tmp.Vector3[0].y = path[j].y;
- }
- if (path[j].y > Tmp.Vector3[1].y) {
- Tmp.Vector3[1].y = path[j].y;
- }
- if (path[j].z < Tmp.Vector3[0].z) {
- Tmp.Vector3[0].z = path[j].z;
- }
- if (path[j].z > Tmp.Vector3[1].z) {
- Tmp.Vector3[1].z = path[j].z;
- }
- j++;
- i += 3;
- }
- if ((<any>instance)._closePath) {
- positions[i] = path[0].x;
- positions[i + 1] = path[0].y;
- positions[i + 2] = path[0].z;
- i += 3;
- }
- }
- }
- };
- var positions = instance.getVerticesData(VertexBuffer.PositionKind);
- positionFunction(positions);
- instance._boundingInfo = new BoundingInfo(Tmp.Vector3[0], Tmp.Vector3[1]);
- instance._boundingInfo.update(instance._worldMatrix);
- instance.updateVerticesData(VertexBuffer.PositionKind, positions, false, false);
- if (options.colors) {
- var colors = instance.getVerticesData(VertexBuffer.ColorKind);
- for (var c = 0; c < options.colors.length; c++) {
- colors[c * 4] = options.colors[c].r;
- colors[c * 4 + 1] = options.colors[c].g;
- colors[c * 4 + 2] = options.colors[c].b;
- colors[c * 4 + 3] = options.colors[c].a;
- }
- instance.updateVerticesData(VertexBuffer.ColorKind, colors, false, false);
- }
- if (options.uvs) {
- var uvs = instance.getVerticesData(VertexBuffer.UVKind);
- for (var i = 0; i < options.uvs.length; i++) {
- uvs[i * 2] = options.uvs[i].x;
- uvs[i * 2 + 1] = options.uvs[i].y;
- }
- instance.updateVerticesData(VertexBuffer.UVKind, uvs, false, false);
- }
- if (!instance.areNormalsFrozen || instance.isFacetDataEnabled) {
- var indices = instance.getIndices();
- var normals = instance.getVerticesData(VertexBuffer.NormalKind);
- var params = instance.isFacetDataEnabled ? instance.getFacetDataParameters() : null;
- VertexData.ComputeNormals(positions, indices, normals, params);
- if ((<any>instance)._closePath) {
- var indexFirst: number = 0;
- var indexLast: number = 0;
- for (var p = 0; p < pathArray.length; p++) {
- indexFirst = (<any>instance)._idx[p] * 3;
- if (p + 1 < pathArray.length) {
- indexLast = ((<any>instance)._idx[p + 1] - 1) * 3;
- }
- else {
- indexLast = normals.length - 3;
- }
- normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
- normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
- normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
- normals[indexLast] = normals[indexFirst];
- normals[indexLast + 1] = normals[indexFirst + 1];
- normals[indexLast + 2] = normals[indexFirst + 2];
- }
- }
- if (!(instance.areNormalsFrozen)) {
- instance.updateVerticesData(VertexBuffer.NormalKind, normals, false, false);
- }
- }
- return instance;
- }
- else { // new ribbon creation
- var ribbon = new Mesh(name, scene);
- ribbon._originalBuilderSideOrientation = sideOrientation;
- var vertexData = VertexData.CreateRibbon(options);
- if (closePath) {
- (<any>ribbon)._idx = (<any>vertexData)._idx;
- }
- (<any>ribbon)._closePath = closePath;
- (<any>ribbon)._closeArray = closeArray;
- vertexData.applyToMesh(ribbon, updatable);
- return ribbon;
- }
- }
- /**
- * Creates a cylinder or a cone mesh.
- * tuto : http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#cylinder-or-cone
- * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
- * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
- * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
- * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
- * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
- * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
- * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
- * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
- * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
- * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
- * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
- * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
- * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
- * If `enclose` is false, a ring surface is one element.
- * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
- * Example how to set colors and textures on a sliced cylinder : http://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
- * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4).
- * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
- * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
- */
- public static CreateCylinder(name: string, options: { height?: number, diameterTop?: number, diameterBottom?: number, diameter?: number, tessellation?: number, subdivisions?: number, arc?: number, faceColors?: Color4[], faceUV?: Vector4[], updatable?: boolean, hasRings?: boolean, enclose?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }, scene: any): Mesh {
- var cylinder = new Mesh(name, scene);
-
- options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation, scene);
- cylinder._originalBuilderSideOrientation = options.sideOrientation;
-
- var vertexData = VertexData.CreateCylinder(options);
- vertexData.applyToMesh(cylinder, options.updatable);
- return cylinder;
- }
- /**
- * Creates a torus mesh.
- * tuto : http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#torus
- * The parameter `diameter` sets the diameter size (float) of the torus (default 1).
- * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5).
- * The parameter `tessellation` sets the number of torus sides (postive integer, default 16).
- * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4).
- * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
- * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
- */
- public static CreateTorus(name: string, options: { diameter?: number, thickness?: number, tessellation?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }, scene: any): Mesh {
- var torus = new Mesh(name, scene);
- options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation, scene);
- torus._originalBuilderSideOrientation = options.sideOrientation;
-
- var vertexData = VertexData.CreateTorus(options);
- vertexData.applyToMesh(torus, options.updatable);
- return torus;
- }
- /**
- * Creates a torus knot mesh.
- * tuto : http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#torus-knot
- * The parameter `radius` sets the global radius size (float) of the torus knot (default 2).
- * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32).
- * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32).
- * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3).
- * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4).
- * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
- * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
- */
- public static CreateTorusKnot(name: string, options: { radius?: number, tube?: number, radialSegments?: number, tubularSegments?: number, p?: number, q?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }, scene: any): Mesh {
- var torusKnot = new Mesh(name, scene);
- options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation, scene);
- torusKnot._originalBuilderSideOrientation = options.sideOrientation;
-
- var vertexData = VertexData.CreateTorusKnot(options);
- vertexData.applyToMesh(torusKnot, options.updatable);
- return torusKnot;
- }
- /**
- * Creates a line system mesh.
- * A line system is a pool of many lines gathered in a single mesh.
- * tuto : http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#linesystem
- * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter.
- * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function.
- * The parameter `lines` is an array of lines, each line being an array of successive Vector3.
- * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter. The way to update it is the same than for
- * updating a simple Line mesh, you just need to update every line in the `lines` array : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
- * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines.
- * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
- */
- public static CreateLineSystem(name: string, options: { lines: Vector3[][], updatable: boolean, instance?: LinesMesh }, scene: Scene): LinesMesh {
- var instance = options.instance;
- var lines = options.lines;
- if (instance) { // lines update
- var positionFunction = positions => {
- var i = 0;
- for (var l = 0; l < lines.length; l++) {
- var points = lines[l];
- for (var p = 0; p < points.length; p++) {
- positions[i] = points[p].x;
- positions[i + 1] = points[p].y;
- positions[i + 2] = points[p].z;
- i += 3;
- }
- }
- };
- instance.updateMeshPositions(positionFunction, false);
- return instance;
- }
-
- // line system creation
- var lineSystem = new LinesMesh(name, scene);
- var vertexData = VertexData.CreateLineSystem(options);
- vertexData.applyToMesh(lineSystem, options.updatable);
- return lineSystem;
- }
- /**
- * Creates a line mesh.
- * tuto : http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#lines
- * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter.
- * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function.
- * The parameter `points` is an array successive Vector3.
- * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
- * When updating an instance, remember that only point positions can change, not the number of points.
- * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
- */
- public static CreateLines(name: string, options: { points: Vector3[], updatable?: boolean, instance?: LinesMesh }, scene: Scene): LinesMesh {
- var lines = MeshBuilder.CreateLineSystem(name, { lines: [options.points], updatable: options.updatable, instance: options.instance }, scene);
- return lines;
- }
- /**
- * Creates a dashed line mesh.
- * tuto : http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#dashed-lines
- * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter.
- * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function.
- * The parameter `points` is an array successive Vector3.
- * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200).
- * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3).
- * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1).
- * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
- * When updating an instance, remember that only point positions can change, not the number of points.
- * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
- */
- public static CreateDashedLines(name: string, options: { points: Vector3[], dashSize?: number, gapSize?: number, dashNb?: number, updatable?: boolean, instance?: LinesMesh }, scene: Scene): LinesMesh {
- var points = options.points;
- var instance = options.instance;
- var gapSize = options.gapSize || 1;
- var dashSize = options.dashSize || 3;
- if (instance) { // dashed lines update
- var positionFunction = (positions: number[]): void => {
- var curvect = Vector3.Zero();
- var nbSeg = positions.length / 6;
- var lg = 0;
- var nb = 0;
- var shft = 0;
- var dashshft = 0;
- var curshft = 0;
- var p = 0;
- var i = 0;
- var j = 0;
- for (i = 0; i < points.length - 1; i++) {
- points[i + 1].subtractToRef(points[i], curvect);
- lg += curvect.length();
- }
- shft = lg / nbSeg;
- dashshft = (<any>instance).dashSize * shft / ((<any>instance).dashSize + (<any>instance).gapSize);
- for (i = 0; i < points.length - 1; i++) {
- points[i + 1].subtractToRef(points[i], curvect);
- nb = Math.floor(curvect.length() / shft);
- curvect.normalize();
- j = 0;
- while (j < nb && p < positions.length) {
- curshft = shft * j;
- positions[p] = points[i].x + curshft * curvect.x;
- positions[p + 1] = points[i].y + curshft * curvect.y;
- positions[p + 2] = points[i].z + curshft * curvect.z;
- positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;
- positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;
- positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;
- p += 6;
- j++;
- }
- }
- while (p < positions.length) {
- positions[p] = points[i].x;
- positions[p + 1] = points[i].y;
- positions[p + 2] = points[i].z;
- p += 3;
- }
- };
- instance.updateMeshPositions(positionFunction, false);
- return instance;
- }
- // dashed lines creation
- var dashedLines = new LinesMesh(name, scene);
- var vertexData = VertexData.CreateDashedLines(options);
- vertexData.applyToMesh(dashedLines, options.updatable);
- (<any>dashedLines).dashSize = dashSize;
- (<any>dashedLines).gapSize = gapSize;
- return dashedLines;
- }
- /**
- * Creates an extruded shape mesh.
- * The extrusion is a parametric shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes. It has no predefined shape. Its final shape will depend on the input parameters.
- * tuto : http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#extruded-shapes
- *
- * Please read this full tutorial to understand how to design an extruded shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes#extrusion
- * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be
- * extruded along the Z axis.
- * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
- * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
- * The parameter `scale` (float, default 1) is the value to scale the shape.
- * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
- * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape
- * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
- * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4).
- * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
- * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
- * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
- */
- public static ExtrudeShape(name: string, options: { shape: Vector3[], path: Vector3[], scale?: number, rotation?: number, cap?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, instance?: Mesh, invertUV?: boolean }, scene: Scene): Mesh {
- var path = options.path;
- var shape = options.shape;
- var scale = options.scale || 1;
- var rotation = options.rotation || 0;
- var cap = (options.cap === 0) ? 0 : options.cap || Mesh.NO_CAP;
- var updatable = options.updatable;
- var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation, scene);
- var instance = options.instance;
- var invertUV = options.invertUV || false;
- return MeshBuilder._ExtrudeShapeGeneric(name, shape, path, scale, rotation, null, null, false, false, cap, false, scene, updatable, sideOrientation, instance, invertUV, options.frontUVs, options.backUVs);
- }
- /**
- * Creates an custom extruded shape mesh.
- * The custom extrusion is a parametric shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes. It has no predefined shape. Its final shape will depend on the input parameters.
- * tuto :http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#custom-extruded-shapes
- *
- * Please read this full tutorial to understand how to design a custom extruded shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes#extrusion
- * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be
- * extruded along the Z axis.
- * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
- * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path
- * and the distance of this point from the begining of the path :
- * ```javascript
- * var rotationFunction = function(i, distance) {
- * // do things
- * return rotationValue; }
- * ```
- * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
- * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path
- * and the distance of this point from the begining of the path :
- * ```javascript
- * var scaleFunction = function(i, distance) {
- * // do things
- * return scaleValue;}
- * ```
- * It must returns a float value that will be the scale value applied to the shape on each path point.
- * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`.
- * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`.
- * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
- * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape
- * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
- * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4).
- * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
- * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
- * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
- */
- public static ExtrudeShapeCustom(name: string, options: { shape: Vector3[], path: Vector3[], scaleFunction?: any, rotationFunction?: any, ribbonCloseArray?: boolean, ribbonClosePath?: boolean, cap?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, instance?: Mesh, invertUV?: boolean }, scene: Scene): Mesh {
- var path = options.path;
- var shape = options.shape;
- var scaleFunction = options.scaleFunction || (() => { return 1; });
- var rotationFunction = options.rotationFunction || (() => { return 0; });
- var ribbonCloseArray = options.ribbonCloseArray || false;
- var ribbonClosePath = options.ribbonClosePath || false;
- var cap = (options.cap === 0) ? 0 : options.cap || Mesh.NO_CAP;
- var updatable = options.updatable;
- var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation, scene);
- var instance = options.instance;
- var invertUV = options.invertUV || false;
- return MeshBuilder._ExtrudeShapeGeneric(name, shape, path, null, null, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, true, scene, updatable, sideOrientation, instance, invertUV, options.frontUVs, options.backUVs);
- }
- /**
- * Creates lathe mesh.
- * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
- * tuto : http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#lathe
- *
- * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be
- * rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero.
- * The parameter `radius` (positive float, default 1) is the radius value of the lathe.
- * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe.
- * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape.
- * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc".
- * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
- * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4).
- * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
- * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
- * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
- */
- public static CreateLathe(name: string, options: { shape: Vector3[], radius?: number, tessellation?: number, arc?: number, closed?: boolean, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, cap?: number, invertUV?: boolean }, scene: Scene): Mesh {
- var arc: number = options.arc ? ((options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc) : 1.0;
- var closed: boolean = (options.closed === undefined) ? true : options.closed;
- var shape = options.shape;
- var radius = options.radius || 1;
- var tessellation = options.tessellation || 64;
- var updatable = options.updatable;
- var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation, scene);
- var cap = options.cap || Mesh.NO_CAP;
- var pi2 = Math.PI * 2;
- var paths = new Array();
- var invertUV = options.invertUV || false;
- var i = 0;
- var p = 0;
- var step = pi2 / tessellation * arc;
- var rotated;
- var path = new Array<Vector3>();;
- for (i = 0; i <= tessellation; i++) {
- var path: Vector3[] = [];
- if (cap == Mesh.CAP_START || cap == Mesh.CAP_ALL) {
- path.push(new Vector3(0, shape[0].y, 0));
- path.push(new Vector3(Math.cos(i * step) * shape[0].x * radius, shape[0].y, Math.sin(i * step) * shape[0].x * radius));
- }
- for (p = 0; p < shape.length; p++) {
- rotated = new Vector3(Math.cos(i * step) * shape[p].x * radius, shape[p].y, Math.sin(i * step) * shape[p].x * radius);
- path.push(rotated);
- }
- if (cap == Mesh.CAP_END || cap == Mesh.CAP_ALL) {
- path.push(new Vector3(Math.cos(i * step) * shape[shape.length - 1].x * radius, shape[shape.length - 1].y, Math.sin(i * step) * shape[shape.length - 1].x * radius));
- path.push(new Vector3(0, shape[shape.length - 1].y, 0));
- }
- paths.push(path);
- }
- // lathe ribbon
- var lathe = MeshBuilder.CreateRibbon(name, { pathArray: paths, closeArray: closed, sideOrientation: sideOrientation, updatable: updatable, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
- return lathe;
- }
- /**
- * Creates a plane mesh.
- * tuto : http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#plane
- * The parameter `size` sets the size (float) of both sides of the plane at once (default 1).
- * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value than `size`).
- * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane.
- * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4).
- * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
- * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
- */
- public static CreatePlane(name: string, options: { size?: number, width?: number, height?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, updatable?: boolean, sourcePlane?: Plane }, scene: Scene): Mesh {
- var plane = new Mesh(name, scene);
- options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation, scene);
- plane._originalBuilderSideOrientation = options.sideOrientation;
-
- var vertexData = VertexData.CreatePlane(options);
- vertexData.applyToMesh(plane, options.updatable);
- if (options.sourcePlane) {
- plane.translate(options.sourcePlane.normal, options.sourcePlane.d);
- var product = Math.acos(Vector3.Dot(options.sourcePlane.normal, Axis.Z));
- var vectorProduct = Vector3.Cross(Axis.Z, options.sourcePlane.normal);
- plane.rotate(vectorProduct, product);
- }
- return plane;
- }
- /**
- * Creates a ground mesh.
- * tuto : http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#plane
- * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground.
- * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side.
- * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
- */
- public static CreateGround(name: string, options: { width?: number, height?: number, subdivisions?: number, subdivisionsX?: number, subdivisionsY?: number, updatable?: boolean }, scene: any): Mesh {
- var ground = new GroundMesh(name, scene);
- ground._setReady(false);
- ground._subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
- ground._subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
- ground._width = options.width || 1;
- ground._height = options.height || 1;
- ground._maxX = ground._width / 2;
- ground._maxZ = ground._height / 2;
- ground._minX = -ground._maxX;
- ground._minZ = -ground._maxZ;
- var vertexData = VertexData.CreateGround(options);
- vertexData.applyToMesh(ground, options.updatable);
- ground._setReady(true);
- return ground;
- }
- /**
- * Creates a tiled ground mesh.
- * tuto : http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#tiled-ground
- * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates.
- * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates.
- * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the
- * numbers of subdivisions on the ground width and height. Each subdivision is called a tile.
- * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the
- * numbers of subdivisions on the ground width and height of each tile.
- * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
- */
- public static CreateTiledGround(name: string, options: { xmin: number, zmin: number, xmax: number, zmax: number, subdivisions?: { w: number; h: number; }, precision?: { w: number; h: number; }, updatable?: boolean }, scene: Scene): Mesh {
- var tiledGround = new Mesh(name, scene);
- var vertexData = VertexData.CreateTiledGround(options);
- vertexData.applyToMesh(tiledGround, options.updatable);
- return tiledGround;
- }
- /**
- * Creates a ground mesh from a height map.
- * tuto : http://doc.babylonjs.com/tutorials/14._Height_Map
- * tuto : http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#ground-from-a-height-map
- * The parameter `url` sets the URL of the height map image resource.
- * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
- * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
- * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
- * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
- * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
- * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
- * This function is passed the newly built mesh :
- * ```javascript
- * function(mesh) { // do things
- * return; }
- * ```
- * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
- */
- public static CreateGroundFromHeightMap(name: string, url: string, options: { width?: number, height?: number, subdivisions?: number, minHeight?: number, maxHeight?: number, colorFilter?: Color3, updatable?: boolean, onReady?: (mesh: GroundMesh) => void }, scene: Scene): GroundMesh {
- var width = options.width || 10.0;
- var height = options.height || 10.0;
- var subdivisions = options.subdivisions || 1|0;
- var minHeight = options.minHeight || 0.0;
- var maxHeight = options.maxHeight || 1.0;
- var filter = options.colorFilter || new Color3(0.3, 0.59, 0.11);
- var updatable = options.updatable;
- var onReady = options.onReady;
- var ground = new GroundMesh(name, scene);
- ground._subdivisionsX = subdivisions;
- ground._subdivisionsY = subdivisions;
- ground._width = width;
- ground._height = height;
- ground._maxX = ground._width / 2.0;
- ground._maxZ = ground._height / 2.0;
- ground._minX = -ground._maxX;
- ground._minZ = -ground._maxZ;
- ground._setReady(false);
- var onload = img => {
- // Getting height map data
- var canvas = document.createElement("canvas");
- var context = canvas.getContext("2d");
- var bufferWidth = img.width;
- var bufferHeight = img.height;
- canvas.width = bufferWidth;
- canvas.height = bufferHeight;
- context.drawImage(img, 0, 0);
- // Create VertexData from map data
- // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
- var buffer = <Uint8Array>(<any>context.getImageData(0, 0, bufferWidth, bufferHeight).data);
- var vertexData = VertexData.CreateGroundFromHeightMap({
- width: width, height: height,
- subdivisions: subdivisions,
- minHeight: minHeight, maxHeight: maxHeight, colorFilter: filter,
- buffer: buffer, bufferWidth: bufferWidth, bufferHeight: bufferHeight
- });
- vertexData.applyToMesh(ground, updatable);
- ground._setReady(true);
- //execute ready callback, if set
- if (onReady) {
- onReady(ground);
- }
- };
- Tools.LoadImage(url, onload, () => { }, scene.database);
- return ground;
- }
- /**
- * Creates a polygon mesh.
- * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
- * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.
- * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
- * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4).
- * Remember you can only change the shape positions, not their number when updating a polygon.
- */
- public static CreatePolygon(name: string, options: {shape: Vector3[], holes?: Vector3[][], depth?: number, faceUV?: Vector4[], faceColors?: Color4[], updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4}, scene: Scene): Mesh {
- options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation, scene);
- var shape = options.shape;
- var holes = options.holes || [];
- var depth = options.depth || 0;
- var contours: Array<Vector2> = [];
- var hole: Array<Vector2> = [];
-
- for(var i=0; i < shape.length; i++) {
- contours[i] = new Vector2(shape[i].x, shape[i].z);
- }
- var epsilon = 0.00000001;
- if(contours[0].equalsWithEpsilon(contours[contours.length - 1], epsilon)) {
- contours.pop();
- }
-
- var polygonTriangulation = new PolygonMeshBuilder(name, contours, scene);
- for(var hNb = 0; hNb < holes.length; hNb++) {
- hole = [];
- for(var hPoint = 0; hPoint < holes[hNb].length; hPoint++) {
- hole.push(new Vector2(holes[hNb][hPoint].x, holes[hNb][hPoint].z));
- }
- polygonTriangulation.addHole(hole);
- }
- var polygon = polygonTriangulation.build(options.updatable, depth);
- polygon._originalBuilderSideOrientation = options.sideOrientation;
- var vertexData = VertexData.CreatePolygon(polygon, options.sideOrientation, options.faceUV, options.faceColors, options.frontUVs, options.backUVs);
- vertexData.applyToMesh(polygon, options.updatable);
-
- return polygon;
- };
- /**
- * Creates an extruded polygon mesh, with depth in the Y direction.
- * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements).
- * Please read this tutorial : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
- */
- public static ExtrudePolygon(name: string, options: {shape: Vector3[], holes?: Vector3[][], depth?: number, faceUV?: Vector4[], faceColors?: Color4[], updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4}, scene: Scene): Mesh {
- return MeshBuilder.CreatePolygon(name, options, scene);
- };
-
- /**
- * Creates a tube mesh.
- * The tube is a parametric shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes. It has no predefined shape. Its final shape will depend on the input parameters.
- *
- * tuto : http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#tube
- * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube.
- * The parameter `radius` (positive float, default 1) sets the tube radius size.
- * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface.
- * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`.
- * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path.
- * It must return a radius value (positive float) :
- * ```javascript
- * var radiusFunction = function(i, distance) {
- * // do things
- * return radius; }
- * ```
- * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc.
- * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
- * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#tube
- * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4).
- * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
- * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
- * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
- */
- public static CreateTube(name: string, options: { path: Vector3[], radius?: number, tessellation?: number, radiusFunction?: { (i: number, distance: number): number; }, cap?: number, arc?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, instance?: Mesh, invertUV?: boolean }, scene: Scene): Mesh {
- var path = options.path;
- var instance = options.instance;
- var radius = 1.0;
- if (instance) {
- radius = (<any>instance).radius;
- }
- if (options.radius !== undefined) {
- radius = options.radius;
- };
- var tessellation = options.tessellation || 64|0;
- var radiusFunction = options.radiusFunction;
- var cap = options.cap || Mesh.NO_CAP;
- var invertUV = options.invertUV || false;
- var updatable = options.updatable;
- var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation, scene);
- options.arc = (options.arc <= 0.0 || options.arc > 1.0) ? 1.0 : options.arc || 1.0;
- // tube geometry
- var tubePathArray = (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap, arc) => {
- var tangents = path3D.getTangents();
- var normals = path3D.getNormals();
- var distances = path3D.getDistances();
- var pi2 = Math.PI * 2;
- var step = pi2 / tessellation * arc;
- var returnRadius: { (i: number, distance: number): number; } = () => radius;
- var radiusFunctionFinal: { (i: number, distance: number): number; } = radiusFunction || returnRadius;
- var circlePath: Vector3[];
- var rad: number;
- var normal: Vector3;
- var rotated: Vector3;
- var rotationMatrix: Matrix = Tmp.Matrix[0];
- var index = (cap === Mesh._NO_CAP || cap === Mesh.CAP_END) ? 0 : 2;
- for (var i = 0; i < path.length; i++) {
- rad = radiusFunctionFinal(i, distances[i]); // current radius
- circlePath = Array<Vector3>(); // current circle array
- normal = normals[i]; // current normal
- for (var t = 0; t < tessellation; t++) {
- Matrix.RotationAxisToRef(tangents[i], step * t, rotationMatrix);
- rotated = circlePath[t] ? circlePath[t] : Vector3.Zero();
- Vector3.TransformCoordinatesToRef(normal, rotationMatrix, rotated);
- rotated.scaleInPlace(rad).addInPlace(path[i]);
- circlePath[t] = rotated;
- }
- circlePaths[index] = circlePath;
- index++;
- }
- // cap
- var capPath = (nbPoints, pathIndex) => {
- var pointCap = Array<Vector3>();
- for (var i = 0; i < nbPoints; i++) {
- pointCap.push(path[pathIndex]);
- }
- return pointCap;
- };
- switch (cap) {
- case Mesh.NO_CAP:
- break;
- case Mesh.CAP_START:
- circlePaths[0] = capPath(tessellation, 0);
- circlePaths[1] = circlePaths[2].slice(0);
- break;
- case Mesh.CAP_END:
- circlePaths[index] = circlePaths[index - 1].slice(0);
- circlePaths[index + 1] = capPath(tessellation, path.length - 1);
- break;
- case Mesh.CAP_ALL:
- circlePaths[0] = capPath(tessellation, 0);
- circlePaths[1] = circlePaths[2].slice(0);
- circlePaths[index] = circlePaths[index - 1].slice(0);
- circlePaths[index + 1] = capPath(tessellation, path.length - 1);
- break;
- default:
- break;
- }
- return circlePaths;
- };
- var path3D;
- var pathArray;
- if (instance) { // tube update
- var arc = options.arc || (<any>instance).arc;
- path3D = ((<any>instance).path3D).update(path);
- pathArray = tubePathArray(path, path3D, (<any>instance).pathArray, radius, (<any>instance).tessellation, radiusFunction, (<any>instance).cap, arc);
- instance = MeshBuilder.CreateRibbon(null, { pathArray: pathArray, instance: instance });
- (<any>instance).path3D = path3D;
- (<any>instance).pathArray = pathArray;
- (<any>instance).arc = arc;
- (<any>instance).radius = radius;
- return instance;
- }
- // tube creation
- path3D = <any>new Path3D(path);
- var newPathArray = new Array<Array<Vector3>>();
- cap = (cap < 0 || cap > 3) ? 0 : cap;
- pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap, options.arc);
- var tube = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closePath: true, closeArray: false, updatable: updatable, sideOrientation: sideOrientation, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
- (<any>tube).pathArray = pathArray;
- (<any>tube).path3D = path3D;
- (<any>tube).tessellation = tessellation;
- (<any>tube).cap = cap;
- (<any>tube).arc = options.arc;
- (<any>tube).radius = radius;
- return tube;
- }
- /**
- * Creates a polyhedron mesh.
- *
- * tuto : http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#polyhedron
- * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial
- * to choose the wanted type.
- * The parameter `size` (positive float, default 1) sets the polygon size.
- * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value).
- * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`.
- * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
- * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`).
- * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
- * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored.
- * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4).
- * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
- * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
- */
- public static CreatePolyhedron(name: string, options: { type?: number, size?: number, sizeX?: number, sizeY?: number, sizeZ?: number, custom?: any, faceUV?: Vector4[], faceColors?: Color4[], flat?: boolean, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }, scene: Scene): Mesh {
- var polyhedron = new Mesh(name, scene);
- options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation, scene);
- polyhedron._originalBuilderSideOrientation = options.sideOrientation;
-
- var vertexData = VertexData.CreatePolyhedron(options);
- vertexData.applyToMesh(polyhedron, options.updatable);
- return polyhedron;
- }
- /**
- * Creates a decal mesh.
- * tuto : http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#decals
- * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal.
- * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates.
- * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates.
- * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling.
- * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal.
- */
- public static CreateDecal(name: string, sourceMesh: AbstractMesh, options: { position?: Vector3, normal?: Vector3, size?: Vector3, angle?: number }): Mesh {
- var indices = sourceMesh.getIndices();
- var positions = sourceMesh.getVerticesData(VertexBuffer.PositionKind);
- var normals = sourceMesh.getVerticesData(VertexBuffer.NormalKind);
- var position = options.position || Vector3.Zero();
- var normal = options.normal || Vector3.Up();
- var size = options.size || Vector3.One();
- var angle = options.angle || 0;
- // Getting correct rotation
- if (!normal) {
- var target = new Vector3(0, 0, 1);
- var camera = sourceMesh.getScene().activeCamera;
- var cameraWorldTarget = Vector3.TransformCoordinates(target, camera.getWorldMatrix());
- normal = camera.globalPosition.subtract(cameraWorldTarget);
- }
- var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;
- var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);
- var pitch = Math.atan2(normal.y, len);
- // Matrix
- var decalWorldMatrix = Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(Matrix.Translation(position.x, position.y, position.z));
- var inverseDecalWorldMatrix = Matrix.Invert(decalWorldMatrix);
- var meshWorldMatrix = sourceMesh.getWorldMatrix();
- var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix);
- var vertexData = new VertexData();
- vertexData.indices = [];
- vertexData.positions = [];
- vertexData.normals = [];
- vertexData.uvs = [];
- var currentVertexDataIndex = 0;
- var extractDecalVector3 = (indexId: number): PositionNormalVertex => {
- var vertexId = indices[indexId];
- var result = new PositionNormalVertex();
- result.position = new Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);
- // Send vector to decal local world
- result.position = Vector3.TransformCoordinates(result.position, transformMatrix);
- // Get normal
- result.normal = new Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);
- result.normal = Vector3.TransformNormal(result.normal, transformMatrix);
- return result;
- }; // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
- var clip = (vertices: PositionNormalVertex[], axis: Vector3): PositionNormalVertex[]=> {
- if (vertices.length === 0) {
- return vertices;
- }
- var clipSize = 0.5 * Math.abs(Vector3.Dot(size, axis));
- var clipVertices = (v0: PositionNormalVertex, v1: PositionNormalVertex): PositionNormalVertex => {
- var clipFactor = Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);
- return new PositionNormalVertex(
- Vector3.Lerp(v0.position, v1.position, clipFactor),
- Vector3.Lerp(v0.normal, v1.normal, clipFactor)
- );
- };
- var result = new Array<PositionNormalVertex>();
- for (var index = 0; index < vertices.length; index += 3) {
- var v1Out: boolean;
- var v2Out: boolean;
- var v3Out: boolean;
- var total = 0;
- var nV1: PositionNormalVertex, nV2: PositionNormalVertex, nV3: PositionNormalVertex, nV4: PositionNormalVertex;
- var d1 = Vector3.Dot(vertices[index].position, axis) - clipSize;
- var d2 = Vector3.Dot(vertices[index + 1].position, axis) - clipSize;
- var d3 = Vector3.Dot(vertices[index + 2].position, axis) - clipSize;
- v1Out = d1 > 0;
- v2Out = d2 > 0;
- v3Out = d3 > 0;
- total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
- switch (total) {
- case 0:
- result.push(vertices[index]);
- result.push(vertices[index + 1]);
- result.push(vertices[index + 2]);
- break;
- case 1:
- if (v1Out) {
- nV1 = vertices[index + 1];
- nV2 = vertices[index + 2];
- nV3 = clipVertices(vertices[index], nV1);
- nV4 = clipVertices(vertices[index], nV2);
- }
- if (v2Out) {
- nV1 = vertices[index];
- nV2 = vertices[index + 2];
- nV3 = clipVertices(vertices[index + 1], nV1);
- nV4 = clipVertices(vertices[index + 1], nV2);
- result.push(nV3);
- result.push(nV2.clone());
- result.push(nV1.clone());
- result.push(nV2.clone());
- result.push(nV3.clone());
- result.push(nV4);
- break;
- }
- if (v3Out) {
- nV1 = vertices[index];
- nV2 = vertices[index + 1];
- nV3 = clipVertices(vertices[index + 2], nV1);
- nV4 = clipVertices(vertices[index + 2], nV2);
- }
- result.push(nV1.clone());
- result.push(nV2.clone());
- result.push(nV3);
- result.push(nV4);
- result.push(nV3.clone());
- result.push(nV2.clone());
- break;
- case 2:
- if (!v1Out) {
- nV1 = vertices[index].clone();
- nV2 = clipVertices(nV1, vertices[index + 1]);
- nV3 = clipVertices(nV1, vertices[index + 2]);
- result.push(nV1);
- result.push(nV2);
- result.push(nV3);
- }
- if (!v2Out) {
- nV1 = vertices[index + 1].clone();
- nV2 = clipVertices(nV1, vertices[index + 2]);
- nV3 = clipVertices(nV1, vertices[index]);
- result.push(nV1);
- result.push(nV2);
- result.push(nV3);
- }
- if (!v3Out) {
- nV1 = vertices[index + 2].clone();
- nV2 = clipVertices(nV1, vertices[index]);
- nV3 = clipVertices(nV1, vertices[index + 1]);
- result.push(nV1);
- result.push(nV2);
- result.push(nV3);
- }
- break;
- case 3:
- break;
- }
- }
- return result;
- };
- for (var index = 0; index < indices.length; index += 3) {
- var faceVertices = new Array<PositionNormalVertex>();
- faceVertices.push(extractDecalVector3(index));
- faceVertices.push(extractDecalVector3(index + 1));
- faceVertices.push(extractDecalVector3(index + 2));
- // Clip
- faceVertices = clip(faceVertices, new Vector3(1, 0, 0));
- faceVertices = clip(faceVertices, new Vector3(-1, 0, 0));
- faceVertices = clip(faceVertices, new Vector3(0, 1, 0));
- faceVertices = clip(faceVertices, new Vector3(0, -1, 0));
- faceVertices = clip(faceVertices, new Vector3(0, 0, 1));
- faceVertices = clip(faceVertices, new Vector3(0, 0, -1));
- if (faceVertices.length === 0) {
- continue;
- }
- // Add UVs and get back to world
- for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {
- var vertex = faceVertices[vIndex];
- //TODO check for Int32Array | Uint32Array | Uint16Array
- (<number[]>vertexData.indices).push(currentVertexDataIndex);
- vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);
- vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);
- (<number[]>vertexData.uvs).push(0.5 + vertex.position.x / size.x);
- (<number[]>vertexData.uvs).push(0.5 + vertex.position.y / size.y);
- currentVertexDataIndex++;
- }
- }
- // Return mesh
- var decal = new Mesh(name, sourceMesh.getScene());
- vertexData.applyToMesh(decal);
- decal.position = position.clone();
- decal.rotation = new Vector3(pitch, yaw, angle);
- return decal;
- }
- // Privates
- private static _ExtrudeShapeGeneric(name: string, shape: Vector3[], curve: Vector3[], scale: number, rotation: number, scaleFunction: { (i: number, distance: number): number; }, rotateFunction: { (i: number, distance: number): number; }, rbCA: boolean, rbCP: boolean, cap: number, custom: boolean, scene: Scene, updtbl: boolean, side: number, instance: Mesh, invertUV: boolean, frontUVs: Vector4, backUVs: Vector4): Mesh {
- // extrusion geometry
- var extrusionPathArray = (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom) => {
- var tangents = path3D.getTangents();
- var normals = path3D.getNormals();
- var binormals = path3D.getBinormals();
- var distances = path3D.getDistances();
- var angle = 0;
- var returnScale: { (i: number, distance: number): number; } = () => { return scale; };
- var returnRotation: { (i: number, distance: number): number; } = () => { return rotation; };
- var rotate: { (i: number, distance: number): number; } = custom ? rotateFunction : returnRotation;
- var scl: { (i: number, distance: number): number; } = custom ? scaleFunction : returnScale;
- var index = (cap === Mesh.NO_CAP || cap === Mesh.CAP_END) ? 0 : 2;
- var rotationMatrix: Matrix = Tmp.Matrix[0];
- for (var i = 0; i < curve.length; i++) {
- var shapePath = new Array<Vector3>();
- var angleStep = rotate(i, distances[i]);
- var scaleRatio = scl(i, distances[i]);
- for (var p = 0; p < shape.length; p++) {
- Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix);
- var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y)));
- var rotated = shapePath[p] ? shapePath[p] : Vector3.Zero();
- Vector3.TransformCoordinatesToRef(planed, rotationMatrix, rotated);
- rotated.scaleInPlace(scaleRatio).addInPlace(curve[i]);
- shapePath[p] = rotated;
- }
- shapePaths[index] = shapePath;
- angle += angleStep;
- index++;
- }
- // cap
- var capPath = shapePath => {
- var pointCap = Array<Vector3>();
- var barycenter = Vector3.Zero();
- var i: number;
- for (i = 0; i < shapePath.length; i++) {
- barycenter.addInPlace(shapePath[i]);
- }
- barycenter.scaleInPlace(1.0 / shapePath.length);
- for (i = 0; i < shapePath.length; i++) {
- pointCap.push(barycenter);
- }
- return pointCap;
- };
- switch (cap) {
- case Mesh.NO_CAP:
- break;
- case Mesh.CAP_START:
- shapePaths[0] = capPath(shapePaths[2]);
- shapePaths[1] = shapePaths[2];
- break;
- case Mesh.CAP_END:
- shapePaths[index] = shapePaths[index - 1];
- shapePaths[index + 1] = capPath(shapePaths[index - 1]);
- break;
- case Mesh.CAP_ALL:
- shapePaths[0] = capPath(shapePaths[2]);
- shapePaths[1] = shapePaths[2];
- shapePaths[index] = shapePaths[index - 1];
- shapePaths[index + 1] = capPath(shapePaths[index - 1]);
- break;
- default:
- break;
- }
- return shapePaths;
- };
- var path3D;
- var pathArray;
- if (instance) { // instance update
- path3D = ((<any>instance).path3D).update(curve);
- pathArray = extrusionPathArray(shape, curve, (<any>instance).path3D, (<any>instance).pathArray, scale, rotation, scaleFunction, rotateFunction, (<any>instance).cap, custom);
- instance = Mesh.CreateRibbon(null, pathArray, null, null, null, scene, null, null, instance);
- return instance;
- }
- // extruded shape creation
- path3D = <any>new Path3D(curve);
- var newShapePaths = new Array<Array<Vector3>>();
- cap = (cap < 0 || cap > 3) ? 0 : cap;
- pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom);
- var extrudedGeneric = MeshBuilder.CreateRibbon(name, {pathArray: pathArray, closeArray: rbCA, closePath: rbCP, updatable: updtbl, sideOrientation: side, invertUV: invertUV, frontUVs: frontUVs, backUVs: backUVs}, scene);
- (<any>extrudedGeneric).pathArray = pathArray;
- (<any>extrudedGeneric).path3D = path3D;
- (<any>extrudedGeneric).cap = cap;
- return extrudedGeneric;
- }
- }
- }
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