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- import { Nullable, FloatArray, IndicesArray } from "../types";
- import { Matrix, Vector3, Vector2, Vector4 } from "../Maths/math.vector";
- import { VertexBuffer } from "../Meshes/buffer";
- import { _DevTools } from '../Misc/devTools';
- import { Color4, Color3 } from '../Maths/math.color';
- declare type Geometry = import("../Meshes/geometry").Geometry;
- declare type Mesh = import("../Meshes/mesh").Mesh;
- /**
- * Define an interface for all classes that will get and set the data on vertices
- */
- export interface IGetSetVerticesData {
- /**
- * Gets a boolean indicating if specific vertex data is present
- * @param kind defines the vertex data kind to use
- * @returns true is data kind is present
- */
- isVerticesDataPresent(kind: string): boolean;
- /**
- * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
- * @param kind defines the data kind (Position, normal, etc...)
- * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
- * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
- * @returns a float array containing vertex data
- */
- getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
- /**
- * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
- * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
- * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
- * @returns the indices array or an empty array if the mesh has no geometry
- */
- getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
- /**
- * Set specific vertex data
- * @param kind defines the data kind (Position, normal, etc...)
- * @param data defines the vertex data to use
- * @param updatable defines if the vertex must be flagged as updatable (false as default)
- * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
- */
- setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
- /**
- * Update a specific associated vertex buffer
- * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
- * - VertexBuffer.PositionKind
- * - VertexBuffer.UVKind
- * - VertexBuffer.UV2Kind
- * - VertexBuffer.UV3Kind
- * - VertexBuffer.UV4Kind
- * - VertexBuffer.UV5Kind
- * - VertexBuffer.UV6Kind
- * - VertexBuffer.ColorKind
- * - VertexBuffer.MatricesIndicesKind
- * - VertexBuffer.MatricesIndicesExtraKind
- * - VertexBuffer.MatricesWeightsKind
- * - VertexBuffer.MatricesWeightsExtraKind
- * @param data defines the data source
- * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
- * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
- */
- updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
- /**
- * Creates a new index buffer
- * @param indices defines the indices to store in the index buffer
- * @param totalVertices defines the total number of vertices (could be null)
- * @param updatable defines if the index buffer must be flagged as updatable (false by default)
- */
- setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
- }
- /**
- * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
- */
- export class VertexData {
- /**
- * Mesh side orientation : usually the external or front surface
- */
- public static readonly FRONTSIDE = 0;
- /**
- * Mesh side orientation : usually the internal or back surface
- */
- public static readonly BACKSIDE = 1;
- /**
- * Mesh side orientation : both internal and external or front and back surfaces
- */
- public static readonly DOUBLESIDE = 2;
- /**
- * Mesh side orientation : by default, `FRONTSIDE`
- */
- public static readonly DEFAULTSIDE = 0;
- /**
- * An array of the x, y, z position of each vertex [...., x, y, z, .....]
- */
- public positions: Nullable<FloatArray>;
- /**
- * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
- */
- public normals: Nullable<FloatArray>;
- /**
- * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
- */
- public tangents: Nullable<FloatArray>;
- /**
- * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
- */
- public uvs: Nullable<FloatArray>;
- /**
- * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
- */
- public uvs2: Nullable<FloatArray>;
- /**
- * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
- */
- public uvs3: Nullable<FloatArray>;
- /**
- * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
- */
- public uvs4: Nullable<FloatArray>;
- /**
- * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
- */
- public uvs5: Nullable<FloatArray>;
- /**
- * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
- */
- public uvs6: Nullable<FloatArray>;
- /**
- * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
- */
- public colors: Nullable<FloatArray>;
- /**
- * An array containing the list of indices to the array of matrices produced by bones, each vertex have up to 4 indices (8 if the matricesIndicesExtra is set).
- */
- public matricesIndices: Nullable<FloatArray>;
- /**
- * An array containing the list of weights defining the weight of each indexed matrix in the final computation
- */
- public matricesWeights: Nullable<FloatArray>;
- /**
- * An array extending the number of possible indices
- */
- public matricesIndicesExtra: Nullable<FloatArray>;
- /**
- * An array extending the number of possible weights when the number of indices is extended
- */
- public matricesWeightsExtra: Nullable<FloatArray>;
- /**
- * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
- */
- public indices: Nullable<IndicesArray>;
- /**
- * Uses the passed data array to set the set the values for the specified kind of data
- * @param data a linear array of floating numbers
- * @param kind the type of data that is being set, eg positions, colors etc
- */
- public set(data: FloatArray, kind: string) {
- switch (kind) {
- case VertexBuffer.PositionKind:
- this.positions = data;
- break;
- case VertexBuffer.NormalKind:
- this.normals = data;
- break;
- case VertexBuffer.TangentKind:
- this.tangents = data;
- break;
- case VertexBuffer.UVKind:
- this.uvs = data;
- break;
- case VertexBuffer.UV2Kind:
- this.uvs2 = data;
- break;
- case VertexBuffer.UV3Kind:
- this.uvs3 = data;
- break;
- case VertexBuffer.UV4Kind:
- this.uvs4 = data;
- break;
- case VertexBuffer.UV5Kind:
- this.uvs5 = data;
- break;
- case VertexBuffer.UV6Kind:
- this.uvs6 = data;
- break;
- case VertexBuffer.ColorKind:
- this.colors = data;
- break;
- case VertexBuffer.MatricesIndicesKind:
- this.matricesIndices = data;
- break;
- case VertexBuffer.MatricesWeightsKind:
- this.matricesWeights = data;
- break;
- case VertexBuffer.MatricesIndicesExtraKind:
- this.matricesIndicesExtra = data;
- break;
- case VertexBuffer.MatricesWeightsExtraKind:
- this.matricesWeightsExtra = data;
- break;
- }
- }
- /**
- * Associates the vertexData to the passed Mesh.
- * Sets it as updatable or not (default `false`)
- * @param mesh the mesh the vertexData is applied to
- * @param updatable when used and having the value true allows new data to update the vertexData
- * @returns the VertexData
- */
- public applyToMesh(mesh: Mesh, updatable?: boolean): VertexData {
- this._applyTo(mesh, updatable);
- return this;
- }
- /**
- * Associates the vertexData to the passed Geometry.
- * Sets it as updatable or not (default `false`)
- * @param geometry the geometry the vertexData is applied to
- * @param updatable when used and having the value true allows new data to update the vertexData
- * @returns VertexData
- */
- public applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData {
- this._applyTo(geometry, updatable);
- return this;
- }
- /**
- * Updates the associated mesh
- * @param mesh the mesh to be updated
- * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
- * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
- * @returns VertexData
- */
- public updateMesh(mesh: Mesh): VertexData {
- this._update(mesh);
- return this;
- }
- /**
- * Updates the associated geometry
- * @param geometry the geometry to be updated
- * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
- * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
- * @returns VertexData.
- */
- public updateGeometry(geometry: Geometry): VertexData {
- this._update(geometry);
- return this;
- }
- private _applyTo(meshOrGeometry: IGetSetVerticesData, updatable: boolean = false): VertexData {
- if (this.positions) {
- meshOrGeometry.setVerticesData(VertexBuffer.PositionKind, this.positions, updatable);
- }
- if (this.normals) {
- meshOrGeometry.setVerticesData(VertexBuffer.NormalKind, this.normals, updatable);
- }
- if (this.tangents) {
- meshOrGeometry.setVerticesData(VertexBuffer.TangentKind, this.tangents, updatable);
- }
- if (this.uvs) {
- meshOrGeometry.setVerticesData(VertexBuffer.UVKind, this.uvs, updatable);
- }
- if (this.uvs2) {
- meshOrGeometry.setVerticesData(VertexBuffer.UV2Kind, this.uvs2, updatable);
- }
- if (this.uvs3) {
- meshOrGeometry.setVerticesData(VertexBuffer.UV3Kind, this.uvs3, updatable);
- }
- if (this.uvs4) {
- meshOrGeometry.setVerticesData(VertexBuffer.UV4Kind, this.uvs4, updatable);
- }
- if (this.uvs5) {
- meshOrGeometry.setVerticesData(VertexBuffer.UV5Kind, this.uvs5, updatable);
- }
- if (this.uvs6) {
- meshOrGeometry.setVerticesData(VertexBuffer.UV6Kind, this.uvs6, updatable);
- }
- if (this.colors) {
- meshOrGeometry.setVerticesData(VertexBuffer.ColorKind, this.colors, updatable);
- }
- if (this.matricesIndices) {
- meshOrGeometry.setVerticesData(VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
- }
- if (this.matricesWeights) {
- meshOrGeometry.setVerticesData(VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
- }
- if (this.matricesIndicesExtra) {
- meshOrGeometry.setVerticesData(VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updatable);
- }
- if (this.matricesWeightsExtra) {
- meshOrGeometry.setVerticesData(VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updatable);
- }
- if (this.indices) {
- meshOrGeometry.setIndices(this.indices, null, updatable);
- } else {
- meshOrGeometry.setIndices([], null);
- }
- return this;
- }
- private _update(meshOrGeometry: IGetSetVerticesData, updateExtends?: boolean, makeItUnique?: boolean): VertexData {
- if (this.positions) {
- meshOrGeometry.updateVerticesData(VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
- }
- if (this.normals) {
- meshOrGeometry.updateVerticesData(VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
- }
- if (this.tangents) {
- meshOrGeometry.updateVerticesData(VertexBuffer.TangentKind, this.tangents, updateExtends, makeItUnique);
- }
- if (this.uvs) {
- meshOrGeometry.updateVerticesData(VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
- }
- if (this.uvs2) {
- meshOrGeometry.updateVerticesData(VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique);
- }
- if (this.uvs3) {
- meshOrGeometry.updateVerticesData(VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique);
- }
- if (this.uvs4) {
- meshOrGeometry.updateVerticesData(VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique);
- }
- if (this.uvs5) {
- meshOrGeometry.updateVerticesData(VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique);
- }
- if (this.uvs6) {
- meshOrGeometry.updateVerticesData(VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique);
- }
- if (this.colors) {
- meshOrGeometry.updateVerticesData(VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
- }
- if (this.matricesIndices) {
- meshOrGeometry.updateVerticesData(VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
- }
- if (this.matricesWeights) {
- meshOrGeometry.updateVerticesData(VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
- }
- if (this.matricesIndicesExtra) {
- meshOrGeometry.updateVerticesData(VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updateExtends, makeItUnique);
- }
- if (this.matricesWeightsExtra) {
- meshOrGeometry.updateVerticesData(VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updateExtends, makeItUnique);
- }
- if (this.indices) {
- meshOrGeometry.setIndices(this.indices, null);
- }
- return this;
- }
- /**
- * Transforms each position and each normal of the vertexData according to the passed Matrix
- * @param matrix the transforming matrix
- * @returns the VertexData
- */
- public transform(matrix: Matrix): VertexData {
- var flip = matrix.m[0] * matrix.m[5] * matrix.m[10] < 0;
- var transformed = Vector3.Zero();
- var index: number;
- if (this.positions) {
- var position = Vector3.Zero();
- for (index = 0; index < this.positions.length; index += 3) {
- Vector3.FromArrayToRef(this.positions, index, position);
- Vector3.TransformCoordinatesToRef(position, matrix, transformed);
- this.positions[index] = transformed.x;
- this.positions[index + 1] = transformed.y;
- this.positions[index + 2] = transformed.z;
- }
- }
- if (this.normals) {
- var normal = Vector3.Zero();
- for (index = 0; index < this.normals.length; index += 3) {
- Vector3.FromArrayToRef(this.normals, index, normal);
- Vector3.TransformNormalToRef(normal, matrix, transformed);
- this.normals[index] = transformed.x;
- this.normals[index + 1] = transformed.y;
- this.normals[index + 2] = transformed.z;
- }
- }
- if (this.tangents) {
- var tangent = Vector4.Zero();
- var tangentTransformed = Vector4.Zero();
- for (index = 0; index < this.tangents.length; index += 4) {
- Vector4.FromArrayToRef(this.tangents, index, tangent);
- Vector4.TransformNormalToRef(tangent, matrix, tangentTransformed);
- this.tangents[index] = tangentTransformed.x;
- this.tangents[index + 1] = tangentTransformed.y;
- this.tangents[index + 2] = tangentTransformed.z;
- this.tangents[index + 3] = tangentTransformed.w;
- }
- }
- if (flip && this.indices) {
- for (index = 0; index < this.indices!.length; index += 3) {
- let tmp = this.indices[index + 1];
- this.indices[index + 1] = this.indices[index + 2];
- this.indices[index + 2] = tmp;
- }
- }
- return this;
- }
- /**
- * Merges the passed VertexData into the current one
- * @param other the VertexData to be merged into the current one
- * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
- * @returns the modified VertexData
- */
- public merge(other: VertexData, use32BitsIndices = false): VertexData {
- this._validate();
- other._validate();
- if (!this.normals !== !other.normals ||
- !this.tangents !== !other.tangents ||
- !this.uvs !== !other.uvs ||
- !this.uvs2 !== !other.uvs2 ||
- !this.uvs3 !== !other.uvs3 ||
- !this.uvs4 !== !other.uvs4 ||
- !this.uvs5 !== !other.uvs5 ||
- !this.uvs6 !== !other.uvs6 ||
- !this.colors !== !other.colors ||
- !this.matricesIndices !== !other.matricesIndices ||
- !this.matricesWeights !== !other.matricesWeights ||
- !this.matricesIndicesExtra !== !other.matricesIndicesExtra ||
- !this.matricesWeightsExtra !== !other.matricesWeightsExtra) {
- throw new Error("Cannot merge vertex data that do not have the same set of attributes");
- }
- if (other.indices) {
- if (!this.indices) {
- this.indices = [];
- }
- var offset = this.positions ? this.positions.length / 3 : 0;
- var isSrcTypedArray = (<any>this.indices).BYTES_PER_ELEMENT !== undefined;
- if (isSrcTypedArray) {
- var len = this.indices.length + other.indices.length;
- var temp = use32BitsIndices || this.indices instanceof Uint32Array ? new Uint32Array(len) : new Uint16Array(len);
- temp.set(this.indices);
- let decal = this.indices.length;
- for (var index = 0; index < other.indices.length; index++) {
- temp[decal + index] = other.indices[index] + offset;
- }
- this.indices = temp;
- } else {
- for (var index = 0; index < other.indices.length; index++) {
- (<number[]>this.indices).push(other.indices[index] + offset);
- }
- }
- }
- this.positions = this._mergeElement(this.positions, other.positions);
- this.normals = this._mergeElement(this.normals, other.normals);
- this.tangents = this._mergeElement(this.tangents, other.tangents);
- this.uvs = this._mergeElement(this.uvs, other.uvs);
- this.uvs2 = this._mergeElement(this.uvs2, other.uvs2);
- this.uvs3 = this._mergeElement(this.uvs3, other.uvs3);
- this.uvs4 = this._mergeElement(this.uvs4, other.uvs4);
- this.uvs5 = this._mergeElement(this.uvs5, other.uvs5);
- this.uvs6 = this._mergeElement(this.uvs6, other.uvs6);
- this.colors = this._mergeElement(this.colors, other.colors);
- this.matricesIndices = this._mergeElement(this.matricesIndices, other.matricesIndices);
- this.matricesWeights = this._mergeElement(this.matricesWeights, other.matricesWeights);
- this.matricesIndicesExtra = this._mergeElement(this.matricesIndicesExtra, other.matricesIndicesExtra);
- this.matricesWeightsExtra = this._mergeElement(this.matricesWeightsExtra, other.matricesWeightsExtra);
- return this;
- }
- private _mergeElement(source: Nullable<FloatArray>, other: Nullable<FloatArray>): Nullable<FloatArray> {
- if (!source) {
- return other;
- }
- if (!other) {
- return source;
- }
- var len = other.length + source.length;
- var isSrcTypedArray = source instanceof Float32Array;
- var isOthTypedArray = other instanceof Float32Array;
- // use non-loop method when the source is Float32Array
- if (isSrcTypedArray) {
- var ret32 = new Float32Array(len);
- ret32.set(source);
- ret32.set(other, source.length);
- return ret32;
- // source is number[], when other is also use concat
- } else if (!isOthTypedArray) {
- return (<number[]>source).concat(<number[]>other);
- // source is a number[], but other is a Float32Array, loop required
- } else {
- var ret = (<number[]>source).slice(0); // copy source to a separate array
- for (var i = 0, len = other.length; i < len; i++) {
- ret.push(other[i]);
- }
- return ret;
- }
- }
- private _validate(): void {
- if (!this.positions) {
- throw new Error("Positions are required");
- }
- const getElementCount = (kind: string, values: FloatArray) => {
- const stride = VertexBuffer.DeduceStride(kind);
- if ((values.length % stride) !== 0) {
- throw new Error("The " + kind + "s array count must be a multiple of " + stride);
- }
- return values.length / stride;
- };
- const positionsElementCount = getElementCount(VertexBuffer.PositionKind, this.positions);
- const validateElementCount = (kind: string, values: FloatArray) => {
- const elementCount = getElementCount(kind, values);
- if (elementCount !== positionsElementCount) {
- throw new Error("The " + kind + "s element count (" + elementCount + ") does not match the positions count (" + positionsElementCount + ")");
- }
- };
- if (this.normals) { validateElementCount(VertexBuffer.NormalKind, this.normals); }
- if (this.tangents) { validateElementCount(VertexBuffer.TangentKind, this.tangents); }
- if (this.uvs) { validateElementCount(VertexBuffer.UVKind, this.uvs); }
- if (this.uvs2) { validateElementCount(VertexBuffer.UV2Kind, this.uvs2); }
- if (this.uvs3) { validateElementCount(VertexBuffer.UV3Kind, this.uvs3); }
- if (this.uvs4) { validateElementCount(VertexBuffer.UV4Kind, this.uvs4); }
- if (this.uvs5) { validateElementCount(VertexBuffer.UV5Kind, this.uvs5); }
- if (this.uvs6) { validateElementCount(VertexBuffer.UV6Kind, this.uvs6); }
- if (this.colors) { validateElementCount(VertexBuffer.ColorKind, this.colors); }
- if (this.matricesIndices) { validateElementCount(VertexBuffer.MatricesIndicesKind, this.matricesIndices); }
- if (this.matricesWeights) { validateElementCount(VertexBuffer.MatricesWeightsKind, this.matricesWeights); }
- if (this.matricesIndicesExtra) { validateElementCount(VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra); }
- if (this.matricesWeightsExtra) { validateElementCount(VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra); }
- }
- /**
- * Serializes the VertexData
- * @returns a serialized object
- */
- public serialize(): any {
- var serializationObject = this.serialize();
- if (this.positions) {
- serializationObject.positions = this.positions;
- }
- if (this.normals) {
- serializationObject.normals = this.normals;
- }
- if (this.tangents) {
- serializationObject.tangents = this.tangents;
- }
- if (this.uvs) {
- serializationObject.uvs = this.uvs;
- }
- if (this.uvs2) {
- serializationObject.uvs2 = this.uvs2;
- }
- if (this.uvs3) {
- serializationObject.uvs3 = this.uvs3;
- }
- if (this.uvs4) {
- serializationObject.uvs4 = this.uvs4;
- }
- if (this.uvs5) {
- serializationObject.uvs5 = this.uvs5;
- }
- if (this.uvs6) {
- serializationObject.uvs6 = this.uvs6;
- }
- if (this.colors) {
- serializationObject.colors = this.colors;
- }
- if (this.matricesIndices) {
- serializationObject.matricesIndices = this.matricesIndices;
- serializationObject.matricesIndices._isExpanded = true;
- }
- if (this.matricesWeights) {
- serializationObject.matricesWeights = this.matricesWeights;
- }
- if (this.matricesIndicesExtra) {
- serializationObject.matricesIndicesExtra = this.matricesIndicesExtra;
- serializationObject.matricesIndicesExtra._isExpanded = true;
- }
- if (this.matricesWeightsExtra) {
- serializationObject.matricesWeightsExtra = this.matricesWeightsExtra;
- }
- serializationObject.indices = this.indices;
- return serializationObject;
- }
- // Statics
- /**
- * Extracts the vertexData from a mesh
- * @param mesh the mesh from which to extract the VertexData
- * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
- * @param forceCopy indicating that the VertexData must be cloned, optional, default false
- * @returns the object VertexData associated to the passed mesh
- */
- public static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData {
- return VertexData._ExtractFrom(mesh, copyWhenShared, forceCopy);
- }
- /**
- * Extracts the vertexData from the geometry
- * @param geometry the geometry from which to extract the VertexData
- * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
- * @param forceCopy indicating that the VertexData must be cloned, optional, default false
- * @returns the object VertexData associated to the passed mesh
- */
- public static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData {
- return VertexData._ExtractFrom(geometry, copyWhenShared, forceCopy);
- }
- private static _ExtractFrom(meshOrGeometry: IGetSetVerticesData, copyWhenShared?: boolean, forceCopy?: boolean): VertexData {
- var result = new VertexData();
- if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.PositionKind)) {
- result.positions = meshOrGeometry.getVerticesData(VertexBuffer.PositionKind, copyWhenShared, forceCopy);
- }
- if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.NormalKind)) {
- result.normals = meshOrGeometry.getVerticesData(VertexBuffer.NormalKind, copyWhenShared, forceCopy);
- }
- if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.TangentKind)) {
- result.tangents = meshOrGeometry.getVerticesData(VertexBuffer.TangentKind, copyWhenShared, forceCopy);
- }
- if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UVKind)) {
- result.uvs = meshOrGeometry.getVerticesData(VertexBuffer.UVKind, copyWhenShared, forceCopy);
- }
- if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV2Kind)) {
- result.uvs2 = meshOrGeometry.getVerticesData(VertexBuffer.UV2Kind, copyWhenShared, forceCopy);
- }
- if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV3Kind)) {
- result.uvs3 = meshOrGeometry.getVerticesData(VertexBuffer.UV3Kind, copyWhenShared, forceCopy);
- }
- if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV4Kind)) {
- result.uvs4 = meshOrGeometry.getVerticesData(VertexBuffer.UV4Kind, copyWhenShared, forceCopy);
- }
- if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV5Kind)) {
- result.uvs5 = meshOrGeometry.getVerticesData(VertexBuffer.UV5Kind, copyWhenShared, forceCopy);
- }
- if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV6Kind)) {
- result.uvs6 = meshOrGeometry.getVerticesData(VertexBuffer.UV6Kind, copyWhenShared, forceCopy);
- }
- if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.ColorKind)) {
- result.colors = meshOrGeometry.getVerticesData(VertexBuffer.ColorKind, copyWhenShared, forceCopy);
- }
- if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.MatricesIndicesKind)) {
- result.matricesIndices = meshOrGeometry.getVerticesData(VertexBuffer.MatricesIndicesKind, copyWhenShared, forceCopy);
- }
- if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.MatricesWeightsKind)) {
- result.matricesWeights = meshOrGeometry.getVerticesData(VertexBuffer.MatricesWeightsKind, copyWhenShared, forceCopy);
- }
- if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.MatricesIndicesExtraKind)) {
- result.matricesIndicesExtra = meshOrGeometry.getVerticesData(VertexBuffer.MatricesIndicesExtraKind, copyWhenShared, forceCopy);
- }
- if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.MatricesWeightsExtraKind)) {
- result.matricesWeightsExtra = meshOrGeometry.getVerticesData(VertexBuffer.MatricesWeightsExtraKind, copyWhenShared, forceCopy);
- }
- result.indices = meshOrGeometry.getIndices(copyWhenShared, forceCopy);
- return result;
- }
- /**
- * Creates the VertexData for a Ribbon
- * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
- * * pathArray array of paths, each of which an array of successive Vector3
- * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
- * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
- * * offset a positive integer, only used when pathArray contains a single path (offset = 10 means the point 1 is joined to the point 11), default rounded half size of the pathArray length
- * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
- * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
- * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
- * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
- * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
- * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
- * @returns the VertexData of the ribbon
- */
- public static CreateRibbon(options: { pathArray: Vector3[][], closeArray?: boolean, closePath?: boolean, offset?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, invertUV?: boolean, uvs?: Vector2[], colors?: Color4[] }): VertexData {
- throw _DevTools.WarnImport("ribbonBuilder");
- }
- /**
- * Creates the VertexData for a box
- * @param options an object used to set the following optional parameters for the box, required but can be empty
- * * size sets the width, height and depth of the box to the value of size, optional default 1
- * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
- * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
- * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
- * * faceUV an array of 6 Vector4 elements used to set different images to each box side
- * * faceColors an array of 6 Color3 elements used to set different colors to each box side
- * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
- * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
- * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
- * @returns the VertexData of the box
- */
- public static CreateBox(options: { size?: number, width?: number, height?: number, depth?: number, faceUV?: Vector4[], faceColors?: Color4[], sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {
- throw _DevTools.WarnImport("boxBuilder");
- }
- /**
- * Creates the VertexData for a tiled box
- * @param options an object used to set the following optional parameters for the box, required but can be empty
- * * faceTiles sets the pattern, tile size and number of tiles for a face
- * * faceUV an array of 6 Vector4 elements used to set different images to each box side
- * * faceColors an array of 6 Color3 elements used to set different colors to each box side
- * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
- * @returns the VertexData of the box
- */
- public static CreateTiledBox(options: { pattern?: number, width?: number, height?: number, depth?: number, tileSize?: number, tileWidth?: number, tileHeight?: number, alignHorizontal?: number, alignVertical?: number, faceUV?: Vector4[], faceColors?: Color4[], sideOrientation?: number }): VertexData {
- throw _DevTools.WarnImport("tiledBoxBuilder");
- }
- /**
- * Creates the VertexData for a tiled plane
- * @param options an object used to set the following optional parameters for the box, required but can be empty
- * * pattern a limited pattern arrangement depending on the number
- * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
- * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
- * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
- * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
- * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
- * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
- * @returns the VertexData of the tiled plane
- */
- public static CreateTiledPlane(options: { pattern?: number, tileSize?: number, tileWidth?: number, tileHeight?: number, size?: number, width?: number, height?: number, alignHorizontal?: number, alignVertical?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {
- throw _DevTools.WarnImport("tiledPlaneBuilder");
- }
- /**
- * Creates the VertexData for an ellipsoid, defaults to a sphere
- * @param options an object used to set the following optional parameters for the box, required but can be empty
- * * segments sets the number of horizontal strips optional, default 32
- * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
- * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
- * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
- * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
- * * arc a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the circumference (latitude) given by the arc value, optional, default 1
- * * slice a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the height (latitude) given by the arc value, optional, default 1
- * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
- * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
- * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
- * @returns the VertexData of the ellipsoid
- */
- public static CreateSphere(options: { segments?: number, diameter?: number, diameterX?: number, diameterY?: number, diameterZ?: number, arc?: number, slice?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {
- throw _DevTools.WarnImport("sphereBuilder");
- }
- /**
- * Creates the VertexData for a cylinder, cone or prism
- * @param options an object used to set the following optional parameters for the box, required but can be empty
- * * height sets the height (y direction) of the cylinder, optional, default 2
- * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
- * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
- * * diameter sets the diameter of the top and bottom of the cone, optional default 1
- * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
- * * subdivisions` the number of rings along the cylinder height, optional, default 1
- * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1
- * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
- * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
- * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
- * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
- * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
- * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
- * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
- * @returns the VertexData of the cylinder, cone or prism
- */
- public static CreateCylinder(options: { height?: number, diameterTop?: number, diameterBottom?: number, diameter?: number, tessellation?: number, subdivisions?: number, arc?: number, faceColors?: Color4[], faceUV?: Vector4[], hasRings?: boolean, enclose?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {
- throw _DevTools.WarnImport("cylinderBuilder");
- }
- /**
- * Creates the VertexData for a torus
- * @param options an object used to set the following optional parameters for the box, required but can be empty
- * * diameter the diameter of the torus, optional default 1
- * * thickness the diameter of the tube forming the torus, optional default 0.5
- * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
- * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
- * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
- * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
- * @returns the VertexData of the torus
- */
- public static CreateTorus(options: { diameter?: number, thickness?: number, tessellation?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {
- throw _DevTools.WarnImport("torusBuilder");
- }
- /**
- * Creates the VertexData of the LineSystem
- * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
- * - lines an array of lines, each line being an array of successive Vector3
- * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
- * @returns the VertexData of the LineSystem
- */
- public static CreateLineSystem(options: { lines: Vector3[][], colors?: Nullable<Color4[][]> }): VertexData {
- throw _DevTools.WarnImport("linesBuilder");
- }
- /**
- * Create the VertexData for a DashedLines
- * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
- * - points an array successive Vector3
- * - dashSize the size of the dashes relative to the dash number, optional, default 3
- * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
- * - dashNb the intended total number of dashes, optional, default 200
- * @returns the VertexData for the DashedLines
- */
- public static CreateDashedLines(options: { points: Vector3[], dashSize?: number, gapSize?: number, dashNb?: number }): VertexData {
- throw _DevTools.WarnImport("linesBuilder");
- }
- /**
- * Creates the VertexData for a Ground
- * @param options an object used to set the following optional parameters for the Ground, required but can be empty
- * - width the width (x direction) of the ground, optional, default 1
- * - height the height (z direction) of the ground, optional, default 1
- * - subdivisions the number of subdivisions per side, optional, default 1
- * @returns the VertexData of the Ground
- */
- public static CreateGround(options: { width?: number, height?: number, subdivisions?: number, subdivisionsX?: number, subdivisionsY?: number }): VertexData {
- throw _DevTools.WarnImport("groundBuilder");
- }
- /**
- * Creates the VertexData for a TiledGround by subdividing the ground into tiles
- * @param options an object used to set the following optional parameters for the Ground, required but can be empty
- * * xmin the ground minimum X coordinate, optional, default -1
- * * zmin the ground minimum Z coordinate, optional, default -1
- * * xmax the ground maximum X coordinate, optional, default 1
- * * zmax the ground maximum Z coordinate, optional, default 1
- * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}
- * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}
- * @returns the VertexData of the TiledGround
- */
- public static CreateTiledGround(options: { xmin: number, zmin: number, xmax: number, zmax: number, subdivisions?: { w: number; h: number; }, precision?: { w: number; h: number; } }): VertexData {
- throw _DevTools.WarnImport("groundBuilder");
- }
- /**
- * Creates the VertexData of the Ground designed from a heightmap
- * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
- * * width the width (x direction) of the ground
- * * height the height (z direction) of the ground
- * * subdivisions the number of subdivisions per side
- * * minHeight the minimum altitude on the ground, optional, default 0
- * * maxHeight the maximum altitude on the ground, optional default 1
- * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
- * * buffer the array holding the image color data
- * * bufferWidth the width of image
- * * bufferHeight the height of image
- * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
- * @returns the VertexData of the Ground designed from a heightmap
- */
- public static CreateGroundFromHeightMap(options: { width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, colorFilter: Color3, buffer: Uint8Array, bufferWidth: number, bufferHeight: number, alphaFilter: number }): VertexData {
- throw _DevTools.WarnImport("groundBuilder");
- }
- /**
- * Creates the VertexData for a Plane
- * @param options an object used to set the following optional parameters for the plane, required but can be empty
- * * size sets the width and height of the plane to the value of size, optional default 1
- * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
- * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
- * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
- * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
- * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
- * @returns the VertexData of the box
- */
- public static CreatePlane(options: { size?: number, width?: number, height?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {
- throw _DevTools.WarnImport("planeBuilder");
- }
- /**
- * Creates the VertexData of the Disc or regular Polygon
- * @param options an object used to set the following optional parameters for the disc, required but can be empty
- * * radius the radius of the disc, optional default 0.5
- * * tessellation the number of polygon sides, optional, default 64
- * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1
- * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
- * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
- * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
- * @returns the VertexData of the box
- */
- public static CreateDisc(options: { radius?: number, tessellation?: number, arc?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {
- throw _DevTools.WarnImport("discBuilder");
- }
- /**
- * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
- * All parameters are provided by MeshBuilder.CreatePolygon as needed
- * @param polygon a mesh built from polygonTriangulation.build()
- * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
- * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
- * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
- * @param frontUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
- * @param backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
- * @param wrap a boolean, default false, when true and fUVs used texture is wrapped around all sides, when false texture is applied side
- * @returns the VertexData of the Polygon
- */
- public static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4, wrap?: boolean): VertexData {
- throw _DevTools.WarnImport("polygonBuilder");
- }
- /**
- * Creates the VertexData of the IcoSphere
- * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
- * * radius the radius of the IcoSphere, optional default 1
- * * radiusX allows stretching in the x direction, optional, default radius
- * * radiusY allows stretching in the y direction, optional, default radius
- * * radiusZ allows stretching in the z direction, optional, default radius
- * * flat when true creates a flat shaded mesh, optional, default true
- * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
- * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
- * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
- * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
- * @returns the VertexData of the IcoSphere
- */
- public static CreateIcoSphere(options: { radius?: number, radiusX?: number, radiusY?: number, radiusZ?: number, flat?: boolean, subdivisions?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {
- throw _DevTools.WarnImport("icoSphereBuilder");
- }
- // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html
- /**
- * Creates the VertexData for a Polyhedron
- * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
- * * type provided types are:
- * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
- * * 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)
- * * size the size of the IcoSphere, optional default 1
- * * sizeX allows stretching in the x direction, optional, default size
- * * sizeY allows stretching in the y direction, optional, default size
- * * sizeZ allows stretching in the z direction, optional, default size
- * * custom a number that overwrites the type to create from an extended set of polyhedron from https://www.babylonjs-playground.com/#21QRSK#15 with minimised editor
- * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
- * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
- * * flat when true creates a flat shaded mesh, optional, default true
- * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
- * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
- * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
- * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
- * @returns the VertexData of the Polyhedron
- */
- public static CreatePolyhedron(options: { type?: number, size?: number, sizeX?: number, sizeY?: number, sizeZ?: number, custom?: any, faceUV?: Vector4[], faceColors?: Color4[], flat?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {
- throw _DevTools.WarnImport("polyhedronBuilder");
- }
- // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
- /**
- * Creates the VertexData for a TorusKnot
- * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
- * * radius the radius of the torus knot, optional, default 2
- * * tube the thickness of the tube, optional, default 0.5
- * * radialSegments the number of sides on each tube segments, optional, default 32
- * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
- * * p the number of windings around the z axis, optional, default 2
- * * q the number of windings around the x axis, optional, default 3
- * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
- * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
- * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
- * @returns the VertexData of the Torus Knot
- */
- public static CreateTorusKnot(options: { radius?: number, tube?: number, radialSegments?: number, tubularSegments?: number, p?: number, q?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {
- throw _DevTools.WarnImport("torusKnotBuilder");
- }
- // Tools
- /**
- * Compute normals for given positions and indices
- * @param positions an array of vertex positions, [...., x, y, z, ......]
- * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
- * @param normals an array of vertex normals, [...., x, y, z, ......]
- * @param options an object used to set the following optional parameters for the TorusKnot, optional
- * * facetNormals : optional array of facet normals (vector3)
- * * facetPositions : optional array of facet positions (vector3)
- * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
- * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
- * * bInfo : optional bounding info, required for facetPartitioning computation
- * * bbSize : optional bounding box size data, required for facetPartitioning computation
- * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
- * * useRightHandedSystem: optional boolean to for right handed system computation
- * * depthSort : optional boolean to enable the facet depth sort computation
- * * distanceTo : optional Vector3 to compute the facet depth from this location
- * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
- */
- public static ComputeNormals(positions: any, indices: any, normals: any,
- options?: {
- facetNormals?: any, facetPositions?: any, facetPartitioning?: any, ratio?: number, bInfo?: any, bbSize?: Vector3, subDiv?: any,
- useRightHandedSystem?: boolean, depthSort?: boolean, distanceTo?: Vector3, depthSortedFacets?: any
- }): void {
- // temporary scalar variables
- var index = 0; // facet index
- var p1p2x = 0.0; // p1p2 vector x coordinate
- var p1p2y = 0.0; // p1p2 vector y coordinate
- var p1p2z = 0.0; // p1p2 vector z coordinate
- var p3p2x = 0.0; // p3p2 vector x coordinate
- var p3p2y = 0.0; // p3p2 vector y coordinate
- var p3p2z = 0.0; // p3p2 vector z coordinate
- var faceNormalx = 0.0; // facet normal x coordinate
- var faceNormaly = 0.0; // facet normal y coordinate
- var faceNormalz = 0.0; // facet normal z coordinate
- var length = 0.0; // facet normal length before normalization
- var v1x = 0; // vector1 x index in the positions array
- var v1y = 0; // vector1 y index in the positions array
- var v1z = 0; // vector1 z index in the positions array
- var v2x = 0; // vector2 x index in the positions array
- var v2y = 0; // vector2 y index in the positions array
- var v2z = 0; // vector2 z index in the positions array
- var v3x = 0; // vector3 x index in the positions array
- var v3y = 0; // vector3 y index in the positions array
- var v3z = 0; // vector3 z index in the positions array
- var computeFacetNormals = false;
- var computeFacetPositions = false;
- var computeFacetPartitioning = false;
- var computeDepthSort = false;
- var faceNormalSign = 1;
- let ratio = 0;
- var distanceTo: Nullable<Vector3> = null;
- if (options) {
- computeFacetNormals = (options.facetNormals) ? true : false;
- computeFacetPositions = (options.facetPositions) ? true : false;
- computeFacetPartitioning = (options.facetPartitioning) ? true : false;
- faceNormalSign = (options.useRightHandedSystem === true) ? -1 : 1;
- ratio = options.ratio || 0;
- computeDepthSort = (options.depthSort) ? true : false;
- distanceTo = <Vector3>(options.distanceTo);
- if (computeDepthSort) {
- if (distanceTo === undefined) {
- distanceTo = Vector3.Zero();
- }
- var depthSortedFacets = options.depthSortedFacets;
- }
- }
- // facetPartitioning reinit if needed
- let xSubRatio = 0;
- let ySubRatio = 0;
- let zSubRatio = 0;
- let subSq = 0;
- if (computeFacetPartitioning && options && options.bbSize) {
- var ox = 0; // X partitioning index for facet position
- var oy = 0; // Y partinioning index for facet position
- var oz = 0; // Z partinioning index for facet position
- var b1x = 0; // X partitioning index for facet v1 vertex
- var b1y = 0; // Y partitioning index for facet v1 vertex
- var b1z = 0; // z partitioning index for facet v1 vertex
- var b2x = 0; // X partitioning index for facet v2 vertex
- var b2y = 0; // Y partitioning index for facet v2 vertex
- var b2z = 0; // Z partitioning index for facet v2 vertex
- var b3x = 0; // X partitioning index for facet v3 vertex
- var b3y = 0; // Y partitioning index for facet v3 vertex
- var b3z = 0; // Z partitioning index for facet v3 vertex
- var block_idx_o = 0; // facet barycenter block index
- var block_idx_v1 = 0; // v1 vertex block index
- var block_idx_v2 = 0; // v2 vertex block index
- var block_idx_v3 = 0; // v3 vertex block index
- var bbSizeMax = (options.bbSize.x > options.bbSize.y) ? options.bbSize.x : options.bbSize.y;
- bbSizeMax = (bbSizeMax > options.bbSize.z) ? bbSizeMax : options.bbSize.z;
- xSubRatio = options.subDiv.X * ratio / options.bbSize.x;
- ySubRatio = options.subDiv.Y * ratio / options.bbSize.y;
- zSubRatio = options.subDiv.Z * ratio / options.bbSize.z;
- subSq = options.subDiv.max * options.subDiv.max;
- options.facetPartitioning.length = 0;
- }
- // reset the normals
- for (index = 0; index < positions.length; index++) {
- normals[index] = 0.0;
- }
- // Loop : 1 indice triplet = 1 facet
- var nbFaces = (indices.length / 3) | 0;
- for (index = 0; index < nbFaces; index++) {
- // get the indexes of the coordinates of each vertex of the facet
- v1x = indices[index * 3] * 3;
- v1y = v1x + 1;
- v1z = v1x + 2;
- v2x = indices[index * 3 + 1] * 3;
- v2y = v2x + 1;
- v2z = v2x + 2;
- v3x = indices[index * 3 + 2] * 3;
- v3y = v3x + 1;
- v3z = v3x + 2;
- p1p2x = positions[v1x] - positions[v2x]; // compute two vectors per facet : p1p2 and p3p2
- p1p2y = positions[v1y] - positions[v2y];
- p1p2z = positions[v1z] - positions[v2z];
- p3p2x = positions[v3x] - positions[v2x];
- p3p2y = positions[v3y] - positions[v2y];
- p3p2z = positions[v3z] - positions[v2z];
- // compute the face normal with the cross product
- faceNormalx = faceNormalSign * (p1p2y * p3p2z - p1p2z * p3p2y);
- faceNormaly = faceNormalSign * (p1p2z * p3p2x - p1p2x * p3p2z);
- faceNormalz = faceNormalSign * (p1p2x * p3p2y - p1p2y * p3p2x);
- // normalize this normal and store it in the array facetData
- length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
- length = (length === 0) ? 1.0 : length;
- faceNormalx /= length;
- faceNormaly /= length;
- faceNormalz /= length;
- if (computeFacetNormals && options) {
- options.facetNormals[index].x = faceNormalx;
- options.facetNormals[index].y = faceNormaly;
- options.facetNormals[index].z = faceNormalz;
- }
- if (computeFacetPositions && options) {
- // compute and the facet barycenter coordinates in the array facetPositions
- options.facetPositions[index].x = (positions[v1x] + positions[v2x] + positions[v3x]) / 3.0;
- options.facetPositions[index].y = (positions[v1y] + positions[v2y] + positions[v3y]) / 3.0;
- options.facetPositions[index].z = (positions[v1z] + positions[v2z] + positions[v3z]) / 3.0;
- }
- if (computeFacetPartitioning && options) {
- // store the facet indexes in arrays in the main facetPartitioning array :
- // compute each facet vertex (+ facet barycenter) index in the partiniong array
- ox = Math.floor((options.facetPositions[index].x - options.bInfo.minimum.x * ratio) * xSubRatio);
- oy = Math.floor((options.facetPositions[index].y - options.bInfo.minimum.y * ratio) * ySubRatio);
- oz = Math.floor((options.facetPositions[index].z - options.bInfo.minimum.z * ratio) * zSubRatio);
- b1x = Math.floor((positions[v1x] - options.bInfo.minimum.x * ratio) * xSubRatio);
- b1y = Math.floor((positions[v1y] - options.bInfo.minimum.y * ratio) * ySubRatio);
- b1z = Math.floor((positions[v1z] - options.bInfo.minimum.z * ratio) * zSubRatio);
- b2x = Math.floor((positions[v2x] - options.bInfo.minimum.x * ratio) * xSubRatio);
- b2y = Math.floor((positions[v2y] - options.bInfo.minimum.y * ratio) * ySubRatio);
- b2z = Math.floor((positions[v2z] - options.bInfo.minimum.z * ratio) * zSubRatio);
- b3x = Math.floor((positions[v3x] - options.bInfo.minimum.x * ratio) * xSubRatio);
- b3y = Math.floor((positions[v3y] - options.bInfo.minimum.y * ratio) * ySubRatio);
- b3z = Math.floor((positions[v3z] - options.bInfo.minimum.z * ratio) * zSubRatio);
- block_idx_v1 = b1x + options.subDiv.max * b1y + subSq * b1z;
- block_idx_v2 = b2x + options.subDiv.max * b2y + subSq * b2z;
- block_idx_v3 = b3x + options.subDiv.max * b3y + subSq * b3z;
- block_idx_o = ox + options.subDiv.max * oy + subSq * oz;
- options.facetPartitioning[block_idx_o] = options.facetPartitioning[block_idx_o] ? options.facetPartitioning[block_idx_o] : new Array();
- options.facetPartitioning[block_idx_v1] = options.facetPartitioning[block_idx_v1] ? options.facetPartitioning[block_idx_v1] : new Array();
- options.facetPartitioning[block_idx_v2] = options.facetPartitioning[block_idx_v2] ? options.facetPartitioning[block_idx_v2] : new Array();
- options.facetPartitioning[block_idx_v3] = options.facetPartitioning[block_idx_v3] ? options.facetPartitioning[block_idx_v3] : new Array();
- // push each facet index in each block containing the vertex
- options.facetPartitioning[block_idx_v1].push(index);
- if (block_idx_v2 != block_idx_v1) {
- options.facetPartitioning[block_idx_v2].push(index);
- }
- if (!(block_idx_v3 == block_idx_v2 || block_idx_v3 == block_idx_v1)) {
- options.facetPartitioning[block_idx_v3].push(index);
- }
- if (!(block_idx_o == block_idx_v1 || block_idx_o == block_idx_v2 || block_idx_o == block_idx_v3)) {
- options.facetPartitioning[block_idx_o].push(index);
- }
- }
- if (computeDepthSort && options && options.facetPositions) {
- var dsf = depthSortedFacets[index];
- dsf.ind = index * 3;
- dsf.sqDistance = Vector3.DistanceSquared(options.facetPositions[index], distanceTo!);
- }
- // compute the normals anyway
- normals[v1x] += faceNormalx; // accumulate all the normals per face
- normals[v1y] += faceNormaly;
- normals[v1z] += faceNormalz;
- normals[v2x] += faceNormalx;
- normals[v2y] += faceNormaly;
- normals[v2z] += faceNormalz;
- normals[v3x] += faceNormalx;
- normals[v3y] += faceNormaly;
- normals[v3z] += faceNormalz;
- }
- // last normalization of each normal
- for (index = 0; index < normals.length / 3; index++) {
- faceNormalx = normals[index * 3];
- faceNormaly = normals[index * 3 + 1];
- faceNormalz = normals[index * 3 + 2];
- length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
- length = (length === 0) ? 1.0 : length;
- faceNormalx /= length;
- faceNormaly /= length;
- faceNormalz /= length;
- normals[index * 3] = faceNormalx;
- normals[index * 3 + 1] = faceNormaly;
- normals[index * 3 + 2] = faceNormalz;
- }
- }
- /** @hidden */
- public static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4) {
- var li: number = indices.length;
- var ln: number = normals.length;
- var i: number;
- var n: number;
- sideOrientation = sideOrientation || VertexData.DEFAULTSIDE;
- switch (sideOrientation) {
- case VertexData.FRONTSIDE:
- // nothing changed
- break;
- case VertexData.BACKSIDE:
- var tmp: number;
- // indices
- for (i = 0; i < li; i += 3) {
- tmp = indices[i];
- indices[i] = indices[i + 2];
- indices[i + 2] = tmp;
- }
- // normals
- for (n = 0; n < ln; n++) {
- normals[n] = -normals[n];
- }
- break;
- case VertexData.DOUBLESIDE:
- // positions
- var lp: number = positions.length;
- var l: number = lp / 3;
- for (var p = 0; p < lp; p++) {
- positions[lp + p] = positions[p];
- }
- // indices
- for (i = 0; i < li; i += 3) {
- indices[i + li] = indices[i + 2] + l;
- indices[i + 1 + li] = indices[i + 1] + l;
- indices[i + 2 + li] = indices[i] + l;
- }
- // normals
- for (n = 0; n < ln; n++) {
- normals[ln + n] = -normals[n];
- }
- // uvs
- var lu: number = uvs.length;
- var u: number = 0;
- for (u = 0; u < lu; u++) {
- uvs[u + lu] = uvs[u];
- }
- frontUVs = frontUVs ? frontUVs : new Vector4(0.0, 0.0, 1.0, 1.0);
- backUVs = backUVs ? backUVs : new Vector4(0.0, 0.0, 1.0, 1.0);
- u = 0;
- for (i = 0; i < lu / 2; i++) {
- uvs[u] = frontUVs.x + (frontUVs.z - frontUVs.x) * uvs[u];
- uvs[u + 1] = frontUVs.y + (frontUVs.w - frontUVs.y) * uvs[u + 1];
- uvs[u + lu] = backUVs.x + (backUVs.z - backUVs.x) * uvs[u + lu];
- uvs[u + lu + 1] = backUVs.y + (backUVs.w - backUVs.y) * uvs[u + lu + 1];
- u += 2;
- }
- break;
- }
- }
- /**
- * Applies VertexData created from the imported parameters to the geometry
- * @param parsedVertexData the parsed data from an imported file
- * @param geometry the geometry to apply the VertexData to
- */
- public static ImportVertexData(parsedVertexData: any, geometry: Geometry) {
- var vertexData = new VertexData();
- // positions
- var positions = parsedVertexData.positions;
- if (positions) {
- vertexData.set(positions, VertexBuffer.PositionKind);
- }
- // normals
- var normals = parsedVertexData.normals;
- if (normals) {
- vertexData.set(normals, VertexBuffer.NormalKind);
- }
- // tangents
- var tangents = parsedVertexData.tangents;
- if (tangents) {
- vertexData.set(tangents, VertexBuffer.TangentKind);
- }
- // uvs
- var uvs = parsedVertexData.uvs;
- if (uvs) {
- vertexData.set(uvs, VertexBuffer.UVKind);
- }
- // uv2s
- var uv2s = parsedVertexData.uv2s;
- if (uv2s) {
- vertexData.set(uv2s, VertexBuffer.UV2Kind);
- }
- // uv3s
- var uv3s = parsedVertexData.uv3s;
- if (uv3s) {
- vertexData.set(uv3s, VertexBuffer.UV3Kind);
- }
- // uv4s
- var uv4s = parsedVertexData.uv4s;
- if (uv4s) {
- vertexData.set(uv4s, VertexBuffer.UV4Kind);
- }
- // uv5s
- var uv5s = parsedVertexData.uv5s;
- if (uv5s) {
- vertexData.set(uv5s, VertexBuffer.UV5Kind);
- }
- // uv6s
- var uv6s = parsedVertexData.uv6s;
- if (uv6s) {
- vertexData.set(uv6s, VertexBuffer.UV6Kind);
- }
- // colors
- var colors = parsedVertexData.colors;
- if (colors) {
- vertexData.set(Color4.CheckColors4(colors, positions.length / 3), VertexBuffer.ColorKind);
- }
- // matricesIndices
- var matricesIndices = parsedVertexData.matricesIndices;
- if (matricesIndices) {
- vertexData.set(matricesIndices, VertexBuffer.MatricesIndicesKind);
- }
- // matricesWeights
- var matricesWeights = parsedVertexData.matricesWeights;
- if (matricesWeights) {
- vertexData.set(matricesWeights, VertexBuffer.MatricesWeightsKind);
- }
- // indices
- var indices = parsedVertexData.indices;
- if (indices) {
- vertexData.indices = indices;
- }
- geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
- }
- }
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