babylon.mesh.vertexData.ts 113 KB

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  1. module BABYLON {
  2. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  3. export interface IGetSetVerticesData
  4. {
  5. isVerticesDataPresent(kind: string): boolean;
  6. getVerticesData(kind: string, copyWhenShared?: boolean): number[] | Float32Array;
  7. getIndices(copyWhenShared?: boolean): IndicesArray;
  8. setVerticesData(kind: string, data: number[] | Float32Array, updatable?: boolean): void;
  9. updateVerticesData(kind: string, data: number[] | Float32Array, updateExtends?: boolean, makeItUnique?: boolean): void;
  10. setIndices(indices: IndicesArray): void;
  11. }
  12. export class VertexData {
  13. public positions: number[] | Float32Array;
  14. public normals: number[] | Float32Array;
  15. public uvs: number[] | Float32Array;
  16. public uvs2: number[] | Float32Array;
  17. public uvs3: number[] | Float32Array;
  18. public uvs4: number[] | Float32Array;
  19. public uvs5: number[] | Float32Array;
  20. public uvs6: number[] | Float32Array;
  21. public colors: number[] | Float32Array;
  22. public matricesIndices: number[] | Float32Array;
  23. public matricesWeights: number[] | Float32Array;
  24. public matricesIndicesExtra: number[] | Float32Array;
  25. public matricesWeightsExtra: number[] | Float32Array;
  26. public indices: IndicesArray;
  27. public set(data: number[] | Float32Array, kind: string) {
  28. switch (kind) {
  29. case VertexBuffer.PositionKind:
  30. this.positions = data;
  31. break;
  32. case VertexBuffer.NormalKind:
  33. this.normals = data;
  34. break;
  35. case VertexBuffer.UVKind:
  36. this.uvs = data;
  37. break;
  38. case VertexBuffer.UV2Kind:
  39. this.uvs2 = data;
  40. break;
  41. case VertexBuffer.UV3Kind:
  42. this.uvs3 = data;
  43. break;
  44. case VertexBuffer.UV4Kind:
  45. this.uvs4 = data;
  46. break;
  47. case VertexBuffer.UV5Kind:
  48. this.uvs5 = data;
  49. break;
  50. case VertexBuffer.UV6Kind:
  51. this.uvs6 = data;
  52. break;
  53. case VertexBuffer.ColorKind:
  54. this.colors = data;
  55. break;
  56. case VertexBuffer.MatricesIndicesKind:
  57. this.matricesIndices = data;
  58. break;
  59. case VertexBuffer.MatricesWeightsKind:
  60. this.matricesWeights = data;
  61. break;
  62. case VertexBuffer.MatricesIndicesExtraKind:
  63. this.matricesIndicesExtra = data;
  64. break;
  65. case VertexBuffer.MatricesWeightsExtraKind:
  66. this.matricesWeightsExtra = data;
  67. break;
  68. }
  69. }
  70. /**
  71. * Associates the vertexData to the passed Mesh.
  72. * Sets it as updatable or not (default `false`).
  73. * Returns the VertexData.
  74. */
  75. public applyToMesh(mesh: Mesh, updatable?: boolean): VertexData {
  76. this._applyTo(mesh, updatable);
  77. return this;
  78. }
  79. /**
  80. * Associates the vertexData to the passed Geometry.
  81. * Sets it as updatable or not (default `false`).
  82. * Returns the VertexData.
  83. */
  84. public applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData {
  85. this._applyTo(geometry, updatable);
  86. return this;
  87. }
  88. /**
  89. * Updates the associated mesh.
  90. * Returns the VertexData.
  91. */
  92. public updateMesh(mesh: Mesh, updateExtends?: boolean, makeItUnique?: boolean): VertexData {
  93. this._update(mesh);
  94. return this;
  95. }
  96. /**
  97. * Updates the associated geometry.
  98. * Returns the VertexData.
  99. */
  100. public updateGeometry(geometry: Geometry, updateExtends?: boolean, makeItUnique?: boolean): VertexData {
  101. this._update(geometry);
  102. return this;
  103. }
  104. private _applyTo(meshOrGeometry: IGetSetVerticesData, updatable?: boolean): VertexData {
  105. if (this.positions) {
  106. meshOrGeometry.setVerticesData(VertexBuffer.PositionKind, this.positions, updatable);
  107. }
  108. if (this.normals) {
  109. meshOrGeometry.setVerticesData(VertexBuffer.NormalKind, this.normals, updatable);
  110. }
  111. if (this.uvs) {
  112. meshOrGeometry.setVerticesData(VertexBuffer.UVKind, this.uvs, updatable);
  113. }
  114. if (this.uvs2) {
  115. meshOrGeometry.setVerticesData(VertexBuffer.UV2Kind, this.uvs2, updatable);
  116. }
  117. if (this.uvs3) {
  118. meshOrGeometry.setVerticesData(VertexBuffer.UV3Kind, this.uvs3, updatable);
  119. }
  120. if (this.uvs4) {
  121. meshOrGeometry.setVerticesData(VertexBuffer.UV4Kind, this.uvs4, updatable);
  122. }
  123. if (this.uvs5) {
  124. meshOrGeometry.setVerticesData(VertexBuffer.UV5Kind, this.uvs5, updatable);
  125. }
  126. if (this.uvs6) {
  127. meshOrGeometry.setVerticesData(VertexBuffer.UV6Kind, this.uvs6, updatable);
  128. }
  129. if (this.colors) {
  130. meshOrGeometry.setVerticesData(VertexBuffer.ColorKind, this.colors, updatable);
  131. }
  132. if (this.matricesIndices) {
  133. meshOrGeometry.setVerticesData(VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  134. }
  135. if (this.matricesWeights) {
  136. meshOrGeometry.setVerticesData(VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  137. }
  138. if (this.matricesIndicesExtra) {
  139. meshOrGeometry.setVerticesData(VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updatable);
  140. }
  141. if (this.matricesWeightsExtra) {
  142. meshOrGeometry.setVerticesData(VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updatable);
  143. }
  144. if (this.indices) {
  145. meshOrGeometry.setIndices(this.indices);
  146. }
  147. return this;
  148. }
  149. private _update(meshOrGeometry: IGetSetVerticesData, updateExtends?: boolean, makeItUnique?: boolean): VertexData {
  150. if (this.positions) {
  151. meshOrGeometry.updateVerticesData(VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  152. }
  153. if (this.normals) {
  154. meshOrGeometry.updateVerticesData(VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  155. }
  156. if (this.uvs) {
  157. meshOrGeometry.updateVerticesData(VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  158. }
  159. if (this.uvs2) {
  160. meshOrGeometry.updateVerticesData(VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique);
  161. }
  162. if (this.uvs3) {
  163. meshOrGeometry.updateVerticesData(VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique);
  164. }
  165. if (this.uvs4) {
  166. meshOrGeometry.updateVerticesData(VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique);
  167. }
  168. if (this.uvs5) {
  169. meshOrGeometry.updateVerticesData(VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique);
  170. }
  171. if (this.uvs6) {
  172. meshOrGeometry.updateVerticesData(VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique);
  173. }
  174. if (this.colors) {
  175. meshOrGeometry.updateVerticesData(VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  176. }
  177. if (this.matricesIndices) {
  178. meshOrGeometry.updateVerticesData(VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  179. }
  180. if (this.matricesWeights) {
  181. meshOrGeometry.updateVerticesData(VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  182. }
  183. if (this.matricesIndicesExtra) {
  184. meshOrGeometry.updateVerticesData(VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updateExtends, makeItUnique);
  185. }
  186. if (this.matricesWeightsExtra) {
  187. meshOrGeometry.updateVerticesData(VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updateExtends, makeItUnique);
  188. }
  189. if (this.indices) {
  190. meshOrGeometry.setIndices(this.indices);
  191. }
  192. return this;
  193. }
  194. /**
  195. * Transforms each position and each normal of the vertexData according to the passed Matrix.
  196. * Returns the VertexData.
  197. */
  198. public transform(matrix: Matrix): VertexData {
  199. var transformed = Vector3.Zero();
  200. var index: number;
  201. if (this.positions) {
  202. var position = Vector3.Zero();
  203. for (index = 0; index < this.positions.length; index += 3) {
  204. Vector3.FromArrayToRef(this.positions, index, position);
  205. Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  206. this.positions[index] = transformed.x;
  207. this.positions[index + 1] = transformed.y;
  208. this.positions[index + 2] = transformed.z;
  209. }
  210. }
  211. if (this.normals) {
  212. var normal = Vector3.Zero();
  213. for (index = 0; index < this.normals.length; index += 3) {
  214. Vector3.FromArrayToRef(this.normals, index, normal);
  215. Vector3.TransformNormalToRef(normal, matrix, transformed);
  216. this.normals[index] = transformed.x;
  217. this.normals[index + 1] = transformed.y;
  218. this.normals[index + 2] = transformed.z;
  219. }
  220. }
  221. return this;
  222. }
  223. /**
  224. * Merges the passed VertexData into the current one.
  225. * Returns the modified VertexData.
  226. */
  227. public merge(other: VertexData): VertexData {
  228. if (other.indices) {
  229. if (!this.indices) {
  230. this.indices = [];
  231. }
  232. var offset = this.positions ? this.positions.length / 3 : 0;
  233. for (var index = 0; index < other.indices.length; index++) {
  234. //TODO check type - if Int32Array | Uint32Array | Uint16Array!
  235. (<number[]>this.indices).push(other.indices[index] + offset);
  236. }
  237. }
  238. this.positions = this._mergeElement(this.positions, other.positions);
  239. this.normals = this._mergeElement(this.normals, other.normals);
  240. this.uvs = this._mergeElement(this.uvs, other.uvs);
  241. this.uvs2 = this._mergeElement(this.uvs2, other.uvs2);
  242. this.uvs3 = this._mergeElement(this.uvs3, other.uvs3);
  243. this.uvs4 = this._mergeElement(this.uvs4, other.uvs4);
  244. this.uvs5 = this._mergeElement(this.uvs5, other.uvs5);
  245. this.uvs6 = this._mergeElement(this.uvs6, other.uvs6);
  246. this.colors = this._mergeElement(this.colors, other.colors);
  247. this.matricesIndices = this._mergeElement(this.matricesIndices, other.matricesIndices);
  248. this.matricesWeights = this._mergeElement(this.matricesWeights, other.matricesWeights);
  249. this.matricesIndicesExtra = this._mergeElement(this.matricesIndicesExtra, other.matricesIndicesExtra);
  250. this.matricesWeightsExtra = this._mergeElement(this.matricesWeightsExtra, other.matricesWeightsExtra);
  251. return this;
  252. }
  253. private _mergeElement(source: number[] | Float32Array, other: number[] | Float32Array): number[] | Float32Array {
  254. if (!other) return source;
  255. if (!source) return other;
  256. var len = other.length + source.length;
  257. var isSrcTypedArray = source instanceof Float32Array;
  258. var isOthTypedArray = other instanceof Float32Array;
  259. // use non-loop method when the source is Float32Array
  260. if (isSrcTypedArray) {
  261. var ret32 = new Float32Array(len);
  262. ret32.set(source);
  263. ret32.set(other, source.length);
  264. return ret32;
  265. // source is number[], when other is also use concat
  266. } else if (!isOthTypedArray) {
  267. return (<number[]>source).concat(<number[]>other);
  268. // source is a number[], but other is a Float32Array, loop required
  269. } else {
  270. var ret = (<number[]>source).slice(0); // copy source to a separate array
  271. for (var i = 0, len = other.length; i < len; i++) {
  272. ret.push(other[i]);
  273. }
  274. return ret;
  275. }
  276. }
  277. /**
  278. * Serializes the VertexData.
  279. * Returns a serialized object.
  280. */
  281. public serialize(): any {
  282. var serializationObject = this.serialize();
  283. if (this.positions) {
  284. serializationObject.positions = this.positions;
  285. }
  286. if (this.normals) {
  287. serializationObject.normals = this.normals;
  288. }
  289. if (this.uvs) {
  290. serializationObject.uvs = this.uvs;
  291. }
  292. if (this.uvs2) {
  293. serializationObject.uvs2 = this.uvs2;
  294. }
  295. if (this.uvs3) {
  296. serializationObject.uvs3 = this.uvs3;
  297. }
  298. if (this.uvs4) {
  299. serializationObject.uvs4 = this.uvs4;
  300. }
  301. if (this.uvs5) {
  302. serializationObject.uvs5 = this.uvs5;
  303. }
  304. if (this.uvs6) {
  305. serializationObject.uvs6 = this.uvs6;
  306. }
  307. if (this.colors) {
  308. serializationObject.colors = this.colors;
  309. }
  310. if (this.matricesIndices) {
  311. serializationObject.matricesIndices = this.matricesIndices;
  312. serializationObject.matricesIndices._isExpanded = true;
  313. }
  314. if (this.matricesWeights) {
  315. serializationObject.matricesWeights = this.matricesWeights;
  316. }
  317. if (this.matricesIndicesExtra) {
  318. serializationObject.matricesIndicesExtra = this.matricesIndicesExtra;
  319. serializationObject.matricesIndicesExtra._isExpanded = true;
  320. }
  321. if (this.matricesWeightsExtra) {
  322. serializationObject.matricesWeightsExtra = this.matricesWeightsExtra;
  323. }
  324. serializationObject.indices = this.indices;
  325. return serializationObject;
  326. }
  327. // Statics
  328. /**
  329. * Returns the object VertexData associated to the passed mesh.
  330. */
  331. public static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean): VertexData {
  332. return VertexData._ExtractFrom(mesh, copyWhenShared);
  333. }
  334. /**
  335. * Returns the object VertexData associated to the passed geometry.
  336. */
  337. public static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean): VertexData {
  338. return VertexData._ExtractFrom(geometry, copyWhenShared);
  339. }
  340. private static _ExtractFrom(meshOrGeometry: IGetSetVerticesData, copyWhenShared?: boolean): VertexData {
  341. var result = new VertexData();
  342. if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.PositionKind)) {
  343. result.positions = meshOrGeometry.getVerticesData(VertexBuffer.PositionKind, copyWhenShared);
  344. }
  345. if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.NormalKind)) {
  346. result.normals = meshOrGeometry.getVerticesData(VertexBuffer.NormalKind, copyWhenShared);
  347. }
  348. if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UVKind)) {
  349. result.uvs = meshOrGeometry.getVerticesData(VertexBuffer.UVKind, copyWhenShared);
  350. }
  351. if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV2Kind)) {
  352. result.uvs2 = meshOrGeometry.getVerticesData(VertexBuffer.UV2Kind, copyWhenShared);
  353. }
  354. if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV3Kind)) {
  355. result.uvs3 = meshOrGeometry.getVerticesData(VertexBuffer.UV3Kind, copyWhenShared);
  356. }
  357. if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV4Kind)) {
  358. result.uvs4 = meshOrGeometry.getVerticesData(VertexBuffer.UV4Kind, copyWhenShared);
  359. }
  360. if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV5Kind)) {
  361. result.uvs5 = meshOrGeometry.getVerticesData(VertexBuffer.UV5Kind, copyWhenShared);
  362. }
  363. if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV6Kind)) {
  364. result.uvs6 = meshOrGeometry.getVerticesData(VertexBuffer.UV6Kind, copyWhenShared);
  365. }
  366. if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.ColorKind)) {
  367. result.colors = meshOrGeometry.getVerticesData(VertexBuffer.ColorKind, copyWhenShared);
  368. }
  369. if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.MatricesIndicesKind)) {
  370. result.matricesIndices = meshOrGeometry.getVerticesData(VertexBuffer.MatricesIndicesKind, copyWhenShared);
  371. }
  372. if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.MatricesWeightsKind)) {
  373. result.matricesWeights = meshOrGeometry.getVerticesData(VertexBuffer.MatricesWeightsKind, copyWhenShared);
  374. }
  375. if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.MatricesIndicesExtraKind)) {
  376. result.matricesIndicesExtra = meshOrGeometry.getVerticesData(VertexBuffer.MatricesIndicesExtraKind, copyWhenShared);
  377. }
  378. if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.MatricesWeightsExtraKind)) {
  379. result.matricesWeightsExtra = meshOrGeometry.getVerticesData(VertexBuffer.MatricesWeightsExtraKind, copyWhenShared);
  380. }
  381. result.indices = meshOrGeometry.getIndices(copyWhenShared);
  382. return result;
  383. }
  384. /**
  385. * Creates the vertexData of the Ribbon.
  386. */
  387. public static CreateRibbon(options: { pathArray: Vector3[][], closeArray?: boolean, closePath?: boolean, offset?: number, sideOrientation?: number, invertUV?: boolean }): VertexData {
  388. var pathArray: Vector3[][] = options.pathArray;
  389. var closeArray: boolean = options.closeArray || false;
  390. var closePath: boolean = options.closePath || false;
  391. var invertUV: boolean = options.invertUV || false;
  392. var defaultOffset: number = Math.floor(pathArray[0].length / 2);
  393. var offset: number = options.offset || defaultOffset;
  394. offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset
  395. var sideOrientation: number = (options.sideOrientation === 0) ? 0 : options.sideOrientation || Mesh.DEFAULTSIDE;
  396. var positions: number[] = [];
  397. var indices: number[] = [];
  398. var normals: number[] = [];
  399. var uvs: number[] = [];
  400. var us: number[][] = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id
  401. var vs: number[][] = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray
  402. var uTotalDistance: number[] = []; // uTotalDistance[p] : total distance of path p
  403. var vTotalDistance: number[] = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray
  404. var minlg: number; // minimal length among all paths from pathArray
  405. var lg: number[] = []; // array of path lengths : nb of vertex per path
  406. var idx: number[] = []; // array of path indexes : index of each path (first vertex) in the total vertex number
  407. var p: number; // path iterator
  408. var i: number; // point iterator
  409. var j: number; // point iterator
  410. // if single path in pathArray
  411. if (pathArray.length < 2) {
  412. var ar1: Vector3[] = [];
  413. var ar2: Vector3[] = [];
  414. for (i = 0; i < pathArray[0].length - offset; i++) {
  415. ar1.push(pathArray[0][i]);
  416. ar2.push(pathArray[0][i + offset]);
  417. }
  418. pathArray = [ar1, ar2];
  419. }
  420. // positions and horizontal distances (u)
  421. var idc: number = 0;
  422. var closePathCorr: number = (closePath) ? 1 : 0;
  423. var path: Vector3[];
  424. var l: number;
  425. minlg = pathArray[0].length;
  426. var vectlg: number;
  427. var dist: number;
  428. for (p = 0; p < pathArray.length; p++) {
  429. uTotalDistance[p] = 0;
  430. us[p] = [0];
  431. path = pathArray[p];
  432. l = path.length;
  433. minlg = (minlg < l) ? minlg : l;
  434. j = 0;
  435. while (j < l) {
  436. positions.push(path[j].x, path[j].y, path[j].z);
  437. if (j > 0) {
  438. vectlg = path[j].subtract(path[j - 1]).length();
  439. dist = vectlg + uTotalDistance[p];
  440. us[p].push(dist);
  441. uTotalDistance[p] = dist;
  442. }
  443. j++;
  444. }
  445. if (closePath) {
  446. j--;
  447. positions.push(path[0].x, path[0].y, path[0].z);
  448. vectlg = path[j].subtract(path[0]).length();
  449. dist = vectlg + uTotalDistance[p];
  450. us[p].push(dist);
  451. uTotalDistance[p] = dist;
  452. }
  453. lg[p] = l + closePathCorr;
  454. idx[p] = idc;
  455. idc += (l + closePathCorr);
  456. }
  457. // vertical distances (v)
  458. var path1: Vector3[];
  459. var path2: Vector3[];
  460. var vertex1: Vector3;
  461. var vertex2: Vector3;
  462. for (i = 0; i < minlg + closePathCorr; i++) {
  463. vTotalDistance[i] = 0;
  464. vs[i] = [0];
  465. for (p = 0; p < pathArray.length - 1; p++) {
  466. path1 = pathArray[p];
  467. path2 = pathArray[p + 1];
  468. if (i === minlg) { // closePath
  469. vertex1 = path1[0];
  470. vertex2 = path2[0];
  471. }
  472. else {
  473. vertex1 = path1[i];
  474. vertex2 = path2[i];
  475. }
  476. vectlg = vertex2.subtract(vertex1).length();
  477. dist = vectlg + vTotalDistance[i];
  478. vs[i].push(dist);
  479. vTotalDistance[i] = dist;
  480. }
  481. if (closeArray) {
  482. path1 = pathArray[p];
  483. path2 = pathArray[0];
  484. if (i === minlg) { // closePath
  485. vertex2 = path2[0];
  486. }
  487. vectlg = vertex2.subtract(vertex1).length();
  488. dist = vectlg + vTotalDistance[i];
  489. vTotalDistance[i] = dist;
  490. }
  491. }
  492. // uvs
  493. var u: number;
  494. var v: number;
  495. for (p = 0; p < pathArray.length; p++) {
  496. for (i = 0; i < minlg + closePathCorr; i++) {
  497. u = (uTotalDistance[p] != 0.0) ? us[p][i] / uTotalDistance[p] : 0.0;
  498. v = (vTotalDistance[i] != 0.0) ? vs[i][p] / vTotalDistance[i] : 0.0;
  499. if (invertUV) {
  500. uvs.push(v, u);
  501. } else {
  502. uvs.push(u, v);
  503. }
  504. }
  505. }
  506. // indices
  507. p = 0; // path index
  508. var pi: number = 0; // positions array index
  509. var l1: number = lg[p] - 1; // path1 length
  510. var l2: number = lg[p + 1] - 1; // path2 length
  511. var min: number = (l1 < l2) ? l1 : l2; // current path stop index
  512. var shft: number = idx[1] - idx[0]; // shift
  513. var path1nb: number = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate on
  514. while (pi <= min && p < path1nb) { // stay under min and don't go over next to last path
  515. // draw two triangles between path1 (p1) and path2 (p2) : (p1.pi, p2.pi, p1.pi+1) and (p2.pi+1, p1.pi+1, p2.pi) clockwise
  516. indices.push(pi, pi + shft, pi + 1);
  517. indices.push(pi + shft + 1, pi + 1, pi + shft);
  518. pi += 1;
  519. if (pi === min) { // if end of one of two consecutive paths reached, go to next existing path
  520. p++;
  521. if (p === lg.length - 1) { // last path of pathArray reached <=> closeArray == true
  522. shft = idx[0] - idx[p];
  523. l1 = lg[p] - 1;
  524. l2 = lg[0] - 1;
  525. }
  526. else {
  527. shft = idx[p + 1] - idx[p];
  528. l1 = lg[p] - 1;
  529. l2 = lg[p + 1] - 1;
  530. }
  531. pi = idx[p];
  532. min = (l1 < l2) ? l1 + pi : l2 + pi;
  533. }
  534. }
  535. // normals
  536. VertexData.ComputeNormals(positions, indices, normals);
  537. if (closePath) {
  538. var indexFirst: number = 0;
  539. var indexLast: number = 0;
  540. for (p = 0; p < pathArray.length; p++) {
  541. indexFirst = idx[p] * 3;
  542. if (p + 1 < pathArray.length) {
  543. indexLast = (idx[p + 1] - 1) * 3;
  544. }
  545. else {
  546. indexLast = normals.length - 3;
  547. }
  548. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  549. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  550. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  551. normals[indexLast] = normals[indexFirst];
  552. normals[indexLast + 1] = normals[indexFirst + 1];
  553. normals[indexLast + 2] = normals[indexFirst + 2];
  554. }
  555. }
  556. // sides
  557. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  558. // Result
  559. var vertexData = new VertexData();
  560. vertexData.indices = indices;
  561. vertexData.positions = positions;
  562. vertexData.normals = normals;
  563. vertexData.uvs = uvs;
  564. if (closePath) {
  565. (<any>vertexData)._idx = idx;
  566. }
  567. return vertexData;
  568. }
  569. /**
  570. * Creates the VertexData of the Box.
  571. */
  572. public static CreateBox(options: { size?: number, width?: number, height?: number, depth?: number, faceUV?: Vector4[], faceColors?: Color4[], sideOrientation?: number }): VertexData {
  573. var normalsSource = [
  574. new Vector3(0, 0, 1),
  575. new Vector3(0, 0, -1),
  576. new Vector3(1, 0, 0),
  577. new Vector3(-1, 0, 0),
  578. new Vector3(0, 1, 0),
  579. new Vector3(0, -1, 0)
  580. ];
  581. var indices = [];
  582. var positions = [];
  583. var normals = [];
  584. var uvs = [];
  585. var width = options.width || options.size || 1;
  586. var height = options.height || options.size || 1;
  587. var depth = options.depth || options.size || 1;
  588. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || Mesh.DEFAULTSIDE;
  589. var faceUV: Vector4[] = options.faceUV || new Array<Vector4>(6);
  590. var faceColors: Color4[] = options.faceColors;
  591. var colors = [];
  592. // default face colors and UV if undefined
  593. for (var f = 0; f < 6; f++) {
  594. if (faceUV[f] === undefined) {
  595. faceUV[f] = new Vector4(0, 0, 1, 1);
  596. }
  597. if (faceColors && faceColors[f] === undefined) {
  598. faceColors[f] = new Color4(1, 1, 1, 1);
  599. }
  600. }
  601. var scaleVector = new Vector3(width / 2, height / 2, depth / 2);
  602. // Create each face in turn.
  603. for (var index = 0; index < normalsSource.length; index++) {
  604. var normal = normalsSource[index];
  605. // Get two vectors perpendicular to the face normal and to each other.
  606. var side1 = new Vector3(normal.y, normal.z, normal.x);
  607. var side2 = Vector3.Cross(normal, side1);
  608. // Six indices (two triangles) per face.
  609. var verticesLength = positions.length / 3;
  610. indices.push(verticesLength);
  611. indices.push(verticesLength + 1);
  612. indices.push(verticesLength + 2);
  613. indices.push(verticesLength);
  614. indices.push(verticesLength + 2);
  615. indices.push(verticesLength + 3);
  616. // Four vertices per face.
  617. var vertex = normal.subtract(side1).subtract(side2).multiply(scaleVector);
  618. positions.push(vertex.x, vertex.y, vertex.z);
  619. normals.push(normal.x, normal.y, normal.z);
  620. uvs.push(faceUV[index].z, faceUV[index].w);
  621. if (faceColors) {
  622. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  623. }
  624. vertex = normal.subtract(side1).add(side2).multiply(scaleVector);
  625. positions.push(vertex.x, vertex.y, vertex.z);
  626. normals.push(normal.x, normal.y, normal.z);
  627. uvs.push(faceUV[index].x, faceUV[index].w);
  628. if (faceColors) {
  629. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  630. }
  631. vertex = normal.add(side1).add(side2).multiply(scaleVector);
  632. positions.push(vertex.x, vertex.y, vertex.z);
  633. normals.push(normal.x, normal.y, normal.z);
  634. uvs.push(faceUV[index].x, faceUV[index].y);
  635. if (faceColors) {
  636. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  637. }
  638. vertex = normal.add(side1).subtract(side2).multiply(scaleVector);
  639. positions.push(vertex.x, vertex.y, vertex.z);
  640. normals.push(normal.x, normal.y, normal.z);
  641. uvs.push(faceUV[index].z, faceUV[index].y);
  642. if (faceColors) {
  643. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  644. }
  645. }
  646. // sides
  647. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  648. // Result
  649. var vertexData = new VertexData();
  650. vertexData.indices = indices;
  651. vertexData.positions = positions;
  652. vertexData.normals = normals;
  653. vertexData.uvs = uvs;
  654. if (faceColors) {
  655. var totalColors = (sideOrientation === Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  656. vertexData.colors = totalColors;
  657. }
  658. return vertexData;
  659. }
  660. /**
  661. * Creates the VertexData of the Sphere.
  662. */
  663. public static CreateSphere(options: { segments?: number, diameter?: number, diameterX?: number, diameterY?: number, diameterZ?: number, arc?: number, slice?: number, sideOrientation?: number }): VertexData {
  664. var segments: number = options.segments || 32;
  665. var diameterX: number = options.diameterX || options.diameter || 1;
  666. var diameterY: number = options.diameterY || options.diameter || 1;
  667. var diameterZ: number = options.diameterZ || options.diameter || 1;
  668. var arc: number = (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  669. var slice: number = (options.slice <= 0) ? 1.0 : options.slice || 1.0;
  670. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || Mesh.DEFAULTSIDE;
  671. var radius = new Vector3(diameterX / 2, diameterY / 2, diameterZ / 2);
  672. var totalZRotationSteps = 2 + segments;
  673. var totalYRotationSteps = 2 * totalZRotationSteps;
  674. var indices = [];
  675. var positions = [];
  676. var normals = [];
  677. var uvs = [];
  678. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  679. var normalizedZ = zRotationStep / totalZRotationSteps;
  680. var angleZ = normalizedZ * Math.PI * slice;
  681. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  682. var normalizedY = yRotationStep / totalYRotationSteps;
  683. var angleY = normalizedY * Math.PI * 2 * arc;
  684. var rotationZ = Matrix.RotationZ(-angleZ);
  685. var rotationY = Matrix.RotationY(angleY);
  686. var afterRotZ = Vector3.TransformCoordinates(Vector3.Up(), rotationZ);
  687. var complete = Vector3.TransformCoordinates(afterRotZ, rotationY);
  688. var vertex = complete.multiply(radius);
  689. var normal = complete.divide(radius).normalize();
  690. positions.push(vertex.x, vertex.y, vertex.z);
  691. normals.push(normal.x, normal.y, normal.z);
  692. uvs.push(normalizedY, normalizedZ);
  693. }
  694. if (zRotationStep > 0) {
  695. var verticesCount = positions.length / 3;
  696. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  697. indices.push((firstIndex));
  698. indices.push((firstIndex + 1));
  699. indices.push(firstIndex + totalYRotationSteps + 1);
  700. indices.push((firstIndex + totalYRotationSteps + 1));
  701. indices.push((firstIndex + 1));
  702. indices.push((firstIndex + totalYRotationSteps + 2));
  703. }
  704. }
  705. }
  706. // Sides
  707. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  708. // Result
  709. var vertexData = new VertexData();
  710. vertexData.indices = indices;
  711. vertexData.positions = positions;
  712. vertexData.normals = normals;
  713. vertexData.uvs = uvs;
  714. return vertexData;
  715. }
  716. /**
  717. * Creates the VertexData of the Cylinder or Cone.
  718. */
  719. public static CreateCylinder(options: { height?: number, diameterTop?: number, diameterBottom?: number, diameter?: number, tessellation?: number, subdivisions?: number, arc?: number, faceColors?: Color4[], faceUV?: Vector4[], hasRings?: boolean, enclose?: boolean, sideOrientation?: number }): VertexData {
  720. var height: number = options.height || 2;
  721. var diameterTop: number = (options.diameterTop === 0) ? 0 : options.diameterTop || options.diameter || 1;
  722. var diameterBottom: number = (options.diameterBottom === 0) ? 0 : options.diameterBottom || options.diameter || 1;
  723. var tessellation: number = options.tessellation || 24;
  724. var subdivisions: number = options.subdivisions || 1;
  725. var hasRings: boolean = options.hasRings;
  726. var enclose: boolean = options.enclose;
  727. var arc: number = (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  728. var sideOrientation: number = (options.sideOrientation === 0) ? 0 : options.sideOrientation || Mesh.DEFAULTSIDE;
  729. var faceUV: Vector4[] = options.faceUV || new Array<Vector4>(3);
  730. var faceColors: Color4[] = options.faceColors;
  731. // default face colors and UV if undefined
  732. var quadNb: number = (arc !== 1 && enclose) ? 2 : 0;
  733. var ringNb: number = (hasRings) ? subdivisions : 1;
  734. var surfaceNb: number = 2 + (1 + quadNb) * ringNb;
  735. var f: number;
  736. for (f = 0; f < surfaceNb; f++) {
  737. if (faceColors && faceColors[f] === undefined) {
  738. faceColors[f] = new Color4(1, 1, 1, 1);
  739. }
  740. }
  741. for (f = 0; f < surfaceNb; f++) {
  742. if (faceUV && faceUV[f] === undefined) {
  743. faceUV[f] = new Vector4(0, 0, 1, 1);
  744. }
  745. }
  746. var indices = [];
  747. var positions = [];
  748. var normals = [];
  749. var uvs = [];
  750. var colors = [];
  751. var angle_step = Math.PI * 2 * arc / tessellation;
  752. var angle: number;
  753. var h: number;
  754. var radius: number;
  755. var tan = (diameterBottom - diameterTop) / 2 / height;
  756. var ringVertex: Vector3 = Vector3.Zero();
  757. var ringNormal: Vector3 = Vector3.Zero();
  758. var ringFirstVertex: Vector3 = Vector3.Zero();
  759. var ringFirstNormal: Vector3 = Vector3.Zero();
  760. var quadNormal: Vector3 = Vector3.Zero();
  761. var Y: Vector3 = Axis.Y;
  762. // positions, normals, uvs
  763. var i: number;
  764. var j: number;
  765. var r: number;
  766. var ringIdx: number = 1;
  767. var s: number = 1; // surface index
  768. var cs: number = 0;
  769. var v: number = 0;
  770. for (i = 0; i <= subdivisions; i++) {
  771. h = i / subdivisions;
  772. radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2;
  773. ringIdx = (hasRings && i !== 0 && i !== subdivisions) ? 2 : 1;
  774. for (r = 0; r < ringIdx; r++) {
  775. if (hasRings) {
  776. s += r;
  777. }
  778. if (enclose) {
  779. s += 2 * r;
  780. }
  781. for (j = 0; j <= tessellation; j++) {
  782. angle = j * angle_step;
  783. // position
  784. ringVertex.x = Math.cos(-angle) * radius;
  785. ringVertex.y = -height / 2 + h * height;
  786. ringVertex.z = Math.sin(-angle) * radius;
  787. // normal
  788. if (diameterTop === 0 && i === subdivisions) {
  789. // if no top cap, reuse former normals
  790. ringNormal.x = normals[normals.length - (tessellation + 1) * 3];
  791. ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1];
  792. ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2];
  793. }
  794. else {
  795. ringNormal.x = ringVertex.x;
  796. ringNormal.z = ringVertex.z;
  797. ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan;
  798. ringNormal.normalize();
  799. }
  800. // keep first ring vertex values for enclose
  801. if (j === 0) {
  802. ringFirstVertex.copyFrom(ringVertex);
  803. ringFirstNormal.copyFrom(ringNormal);
  804. }
  805. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  806. normals.push(ringNormal.x, ringNormal.y, ringNormal.z);
  807. if (hasRings) {
  808. v = (cs !== s) ? faceUV[s].y : faceUV[s].w;
  809. } else {
  810. v = faceUV[s].y + (faceUV[s].w - faceUV[s].y) * h;
  811. }
  812. uvs.push(faceUV[s].x + (faceUV[s].z - faceUV[s].x) * j / tessellation, v);
  813. if (faceColors) {
  814. colors.push(faceColors[s].r, faceColors[s].g, faceColors[s].b, faceColors[s].a);
  815. }
  816. }
  817. // if enclose, add four vertices and their dedicated normals
  818. if (arc !== 1 && enclose) {
  819. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  820. positions.push(0, ringVertex.y, 0);
  821. positions.push(0, ringVertex.y, 0);
  822. positions.push(ringFirstVertex.x, ringFirstVertex.y, ringFirstVertex.z);
  823. Vector3.CrossToRef(Y, ringNormal, quadNormal);
  824. quadNormal.normalize();
  825. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  826. Vector3.CrossToRef(ringFirstNormal, Y, quadNormal);
  827. quadNormal.normalize();
  828. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  829. if (hasRings) {
  830. v = (cs !== s) ? faceUV[s + 1].y : faceUV[s + 1].w;
  831. } else {
  832. v = faceUV[s + 1].y + (faceUV[s + 1].w - faceUV[s + 1].y) * h;
  833. }
  834. uvs.push(faceUV[s + 1].x, v);
  835. uvs.push(faceUV[s + 1].z, v);
  836. if (hasRings) {
  837. v = (cs !== s) ? faceUV[s + 2].y : faceUV[s + 2].w;
  838. } else {
  839. v = faceUV[s + 2].y + (faceUV[s + 2].w - faceUV[s + 2].y) * h;
  840. }
  841. uvs.push(faceUV[s + 2].x, v);
  842. uvs.push(faceUV[s + 2].z, v);
  843. if (faceColors) {
  844. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  845. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  846. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  847. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  848. }
  849. }
  850. if (cs !== s) {
  851. cs = s;
  852. }
  853. }
  854. }
  855. // indices
  856. var e: number = (arc !== 1 && enclose) ? tessellation + 4 : tessellation; // correction of number of iteration if enclose
  857. var s: number;
  858. i = 0;
  859. for (s = 0; s < subdivisions; s++) {
  860. for (j = 0; j < tessellation; j++) {
  861. var i0 = i * (e + 1) + j;
  862. var i1 = (i + 1) * (e + 1) + j;
  863. var i2 = i * (e + 1) + (j + 1);
  864. var i3 = (i + 1) * (e + 1) + (j + 1);
  865. indices.push(i0, i1, i2);
  866. indices.push(i3, i2, i1);
  867. }
  868. if (arc !== 1 && enclose) { // if enclose, add two quads
  869. indices.push(i0 + 2, i1 + 2, i2 + 2);
  870. indices.push(i3 + 2, i2 + 2, i1 + 2);
  871. indices.push(i0 + 4, i1 + 4, i2 + 4);
  872. indices.push(i3 + 4, i2 + 4, i1 + 4);
  873. }
  874. i = (hasRings) ? (i + 2) : (i + 1);
  875. }
  876. // Caps
  877. var createCylinderCap = isTop => {
  878. var radius = isTop ? diameterTop / 2 : diameterBottom / 2;
  879. if (radius === 0) {
  880. return;
  881. }
  882. // Cap positions, normals & uvs
  883. var angle;
  884. var circleVector;
  885. var i: number;
  886. var u: Vector4 = (isTop) ? faceUV[surfaceNb - 1] : faceUV[0];
  887. var c: Color4;
  888. if (faceColors) {
  889. c = (isTop) ? faceColors[surfaceNb - 1] : faceColors[0];
  890. }
  891. // cap center
  892. var vbase = positions.length / 3;
  893. var offset = isTop ? height / 2 : -height / 2;
  894. var center = new Vector3(0, offset, 0);
  895. positions.push(center.x, center.y, center.z);
  896. normals.push(0, isTop ? 1 : -1, 0);
  897. uvs.push(u.x + (u.z - u.x) * 0.5, u.y + (u.w - u.y) * 0.5);
  898. if (faceColors) {
  899. colors.push(c.r, c.g, c.b, c.a);
  900. }
  901. var textureScale = new Vector2(0.5, 0.5);
  902. for (i = 0; i <= tessellation; i++) {
  903. angle = Math.PI * 2 * i * arc / tessellation;
  904. var cos = Math.cos(-angle);
  905. var sin = Math.sin(-angle);
  906. circleVector = new Vector3(cos * radius, offset, sin * radius);
  907. var textureCoordinate = new Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5);
  908. positions.push(circleVector.x, circleVector.y, circleVector.z);
  909. normals.push(0, isTop ? 1 : -1, 0);
  910. uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, u.y + (u.w - u.y) * textureCoordinate.y);
  911. if (faceColors) {
  912. colors.push(c.r, c.g, c.b, c.a);
  913. }
  914. }
  915. // Cap indices
  916. for (i = 0; i < tessellation; i++) {
  917. if (!isTop) {
  918. indices.push(vbase);
  919. indices.push(vbase + (i + 1));
  920. indices.push(vbase + (i + 2));
  921. }
  922. else {
  923. indices.push(vbase);
  924. indices.push(vbase + (i + 2));
  925. indices.push(vbase + (i + 1));
  926. }
  927. }
  928. };
  929. // add caps to geometry
  930. createCylinderCap(false);
  931. createCylinderCap(true);
  932. // Sides
  933. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  934. var vertexData = new VertexData();
  935. vertexData.indices = indices;
  936. vertexData.positions = positions;
  937. vertexData.normals = normals;
  938. vertexData.uvs = uvs;
  939. if (faceColors) {
  940. vertexData.colors = colors;
  941. }
  942. return vertexData;
  943. }
  944. /**
  945. * Creates the VertexData of the Torus.
  946. */
  947. public static CreateTorus(options: { diameter?: number, thickness?: number, tessellation?: number, sideOrientation?: number }) {
  948. var indices = [];
  949. var positions = [];
  950. var normals = [];
  951. var uvs = [];
  952. var diameter = options.diameter || 1;
  953. var thickness = options.thickness || 0.5;
  954. var tessellation = options.tessellation || 16;
  955. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || Mesh.DEFAULTSIDE;
  956. var stride = tessellation + 1;
  957. for (var i = 0; i <= tessellation; i++) {
  958. var u = i / tessellation;
  959. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  960. var transform = Matrix.Translation(diameter / 2.0, 0, 0).multiply(Matrix.RotationY(outerAngle));
  961. for (var j = 0; j <= tessellation; j++) {
  962. var v = 1 - j / tessellation;
  963. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  964. var dx = Math.cos(innerAngle);
  965. var dy = Math.sin(innerAngle);
  966. // Create a vertex.
  967. var normal = new Vector3(dx, dy, 0);
  968. var position = normal.scale(thickness / 2);
  969. var textureCoordinate = new Vector2(u, v);
  970. position = Vector3.TransformCoordinates(position, transform);
  971. normal = Vector3.TransformNormal(normal, transform);
  972. positions.push(position.x, position.y, position.z);
  973. normals.push(normal.x, normal.y, normal.z);
  974. uvs.push(textureCoordinate.x, textureCoordinate.y);
  975. // And create indices for two triangles.
  976. var nextI = (i + 1) % stride;
  977. var nextJ = (j + 1) % stride;
  978. indices.push(i * stride + j);
  979. indices.push(i * stride + nextJ);
  980. indices.push(nextI * stride + j);
  981. indices.push(i * stride + nextJ);
  982. indices.push(nextI * stride + nextJ);
  983. indices.push(nextI * stride + j);
  984. }
  985. }
  986. // Sides
  987. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  988. // Result
  989. var vertexData = new VertexData();
  990. vertexData.indices = indices;
  991. vertexData.positions = positions;
  992. vertexData.normals = normals;
  993. vertexData.uvs = uvs;
  994. return vertexData;
  995. }
  996. /**
  997. * Creates the VertexData of the LineSystem.
  998. */
  999. public static CreateLineSystem(options: { lines: Vector3[][] }): VertexData {
  1000. var indices = [];
  1001. var positions = [];
  1002. var lines = options.lines;
  1003. var idx = 0;
  1004. for (var l = 0; l < lines.length; l++) {
  1005. var points = lines[l];
  1006. for (var index = 0; index < points.length; index++) {
  1007. positions.push(points[index].x, points[index].y, points[index].z);
  1008. if (index > 0) {
  1009. indices.push(idx - 1);
  1010. indices.push(idx);
  1011. }
  1012. idx++;
  1013. }
  1014. }
  1015. var vertexData = new VertexData();
  1016. vertexData.indices = indices;
  1017. vertexData.positions = positions;
  1018. return vertexData;
  1019. }
  1020. /**
  1021. * Create the VertexData of the DashedLines.
  1022. */
  1023. public static CreateDashedLines(options: { points: Vector3[], dashSize?: number, gapSize?: number, dashNb?: number }): VertexData {
  1024. var dashSize = options.dashSize || 3;
  1025. var gapSize = options.gapSize || 1;
  1026. var dashNb = options.dashNb || 200;
  1027. var points = options.points;
  1028. var positions = new Array<number>();
  1029. var indices = new Array<number>();
  1030. var curvect = Vector3.Zero();
  1031. var lg = 0;
  1032. var nb = 0;
  1033. var shft = 0;
  1034. var dashshft = 0;
  1035. var curshft = 0;
  1036. var idx = 0;
  1037. var i = 0;
  1038. for (i = 0; i < points.length - 1; i++) {
  1039. points[i + 1].subtractToRef(points[i], curvect);
  1040. lg += curvect.length();
  1041. }
  1042. shft = lg / dashNb;
  1043. dashshft = dashSize * shft / (dashSize + gapSize);
  1044. for (i = 0; i < points.length - 1; i++) {
  1045. points[i + 1].subtractToRef(points[i], curvect);
  1046. nb = Math.floor(curvect.length() / shft);
  1047. curvect.normalize();
  1048. for (var j = 0; j < nb; j++) {
  1049. curshft = shft * j;
  1050. positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);
  1051. positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);
  1052. indices.push(idx, idx + 1);
  1053. idx += 2;
  1054. }
  1055. }
  1056. // Result
  1057. var vertexData = new VertexData();
  1058. vertexData.positions = positions;
  1059. vertexData.indices = indices;
  1060. return vertexData;
  1061. }
  1062. /**
  1063. * Creates the VertexData of the Ground.
  1064. */
  1065. public static CreateGround(options: { width?: number, height?: number, subdivisions?: number, subdivisionsX?: number, subdivisionsY?: number }): VertexData {
  1066. var indices = [];
  1067. var positions = [];
  1068. var normals = [];
  1069. var uvs = [];
  1070. var row: number, col: number;
  1071. var width: number = options.width || 1;
  1072. var height: number = options.height || 1;
  1073. var subdivisionsX: number = options.subdivisionsX || options.subdivisions || 1;
  1074. var subdivisionsY: number = options.subdivisionsY || options.subdivisions || 1;
  1075. for (row = 0; row <= subdivisionsY; row++) {
  1076. for (col = 0; col <= subdivisionsX; col++) {
  1077. var position = new Vector3((col * width) / subdivisionsX - (width / 2.0), 0, ((subdivisionsY - row) * height) / subdivisionsY - (height / 2.0));
  1078. var normal = new Vector3(0, 1.0, 0);
  1079. positions.push(position.x, position.y, position.z);
  1080. normals.push(normal.x, normal.y, normal.z);
  1081. uvs.push(col / subdivisionsX, 1.0 - row / subdivisionsY);
  1082. }
  1083. }
  1084. for (row = 0; row < subdivisionsY; row++) {
  1085. for (col = 0; col < subdivisionsX; col++) {
  1086. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  1087. indices.push(col + 1 + row * (subdivisionsX + 1));
  1088. indices.push(col + row * (subdivisionsX + 1));
  1089. indices.push(col + (row + 1) * (subdivisionsX + 1));
  1090. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  1091. indices.push(col + row * (subdivisionsX + 1));
  1092. }
  1093. }
  1094. // Result
  1095. var vertexData = new VertexData();
  1096. vertexData.indices = indices;
  1097. vertexData.positions = positions;
  1098. vertexData.normals = normals;
  1099. vertexData.uvs = uvs;
  1100. return vertexData;
  1101. }
  1102. /**
  1103. * Creates the VertexData of the TiledGround.
  1104. */
  1105. public static CreateTiledGround(options: { xmin: number, zmin: number, xmax: number, zmax: number, subdivisions?: { w: number; h: number; }, precision?: { w: number; h: number; } }): VertexData {
  1106. var xmin = options.xmin || -1.0;
  1107. var zmin = options.zmin || -1.0;
  1108. var xmax = options.xmax || 1.0;
  1109. var zmax = options.zmax || 1.0;
  1110. var subdivisions = options.subdivisions || { w: 1, h: 1 };
  1111. var precision = options.precision || { w: 1, h: 1 };
  1112. var indices = [];
  1113. var positions = [];
  1114. var normals = [];
  1115. var uvs = [];
  1116. var row: number, col: number, tileRow: number, tileCol: number;
  1117. subdivisions.h = (subdivisions.h < 1) ? 1 : subdivisions.h;
  1118. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  1119. precision.w = (precision.w < 1) ? 1 : precision.w;
  1120. precision.h = (precision.h < 1) ? 1 : precision.h;
  1121. var tileSize = {
  1122. 'w': (xmax - xmin) / subdivisions.w,
  1123. 'h': (zmax - zmin) / subdivisions.h
  1124. };
  1125. function applyTile(xTileMin: number, zTileMin: number, xTileMax: number, zTileMax: number) {
  1126. // Indices
  1127. var base = positions.length / 3;
  1128. var rowLength = precision.w + 1;
  1129. for (row = 0; row < precision.h; row++) {
  1130. for (col = 0; col < precision.w; col++) {
  1131. var square = [
  1132. base + col + row * rowLength,
  1133. base + (col + 1) + row * rowLength,
  1134. base + (col + 1) + (row + 1) * rowLength,
  1135. base + col + (row + 1) * rowLength
  1136. ];
  1137. indices.push(square[1]);
  1138. indices.push(square[2]);
  1139. indices.push(square[3]);
  1140. indices.push(square[0]);
  1141. indices.push(square[1]);
  1142. indices.push(square[3]);
  1143. }
  1144. }
  1145. // Position, normals and uvs
  1146. var position = Vector3.Zero();
  1147. var normal = new Vector3(0, 1.0, 0);
  1148. for (row = 0; row <= precision.h; row++) {
  1149. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  1150. for (col = 0; col <= precision.w; col++) {
  1151. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  1152. position.y = 0;
  1153. positions.push(position.x, position.y, position.z);
  1154. normals.push(normal.x, normal.y, normal.z);
  1155. uvs.push(col / precision.w, row / precision.h);
  1156. }
  1157. }
  1158. }
  1159. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  1160. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  1161. applyTile(
  1162. xmin + tileCol * tileSize.w,
  1163. zmin + tileRow * tileSize.h,
  1164. xmin + (tileCol + 1) * tileSize.w,
  1165. zmin + (tileRow + 1) * tileSize.h
  1166. );
  1167. }
  1168. }
  1169. // Result
  1170. var vertexData = new VertexData();
  1171. vertexData.indices = indices;
  1172. vertexData.positions = positions;
  1173. vertexData.normals = normals;
  1174. vertexData.uvs = uvs;
  1175. return vertexData;
  1176. }
  1177. /**
  1178. * Creates the VertexData of the Ground designed from a heightmap.
  1179. */
  1180. public static CreateGroundFromHeightMap(options: { width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, colorFilter: Color3, buffer: Uint8Array, bufferWidth: number, bufferHeight: number }): VertexData {
  1181. var indices = [];
  1182. var positions = [];
  1183. var normals = [];
  1184. var uvs = [];
  1185. var row, col;
  1186. var filter = options.colorFilter || new Color3(0.3, 0.59, 0.11);
  1187. // Vertices
  1188. for (row = 0; row <= options.subdivisions; row++) {
  1189. for (col = 0; col <= options.subdivisions; col++) {
  1190. var position = new Vector3((col * options.width) / options.subdivisions - (options.width / 2.0), 0, ((options.subdivisions - row) * options.height) / options.subdivisions - (options.height / 2.0));
  1191. // Compute height
  1192. var heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;
  1193. var heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;
  1194. var pos = (heightMapX + heightMapY * options.bufferWidth) * 4;
  1195. var r = options.buffer[pos] / 255.0;
  1196. var g = options.buffer[pos + 1] / 255.0;
  1197. var b = options.buffer[pos + 2] / 255.0;
  1198. var gradient = r * filter.r + g * filter.g + b * filter.b;
  1199. position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;
  1200. // Add vertex
  1201. positions.push(position.x, position.y, position.z);
  1202. normals.push(0, 0, 0);
  1203. uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);
  1204. }
  1205. }
  1206. // Indices
  1207. for (row = 0; row < options.subdivisions; row++) {
  1208. for (col = 0; col < options.subdivisions; col++) {
  1209. indices.push(col + 1 + (row + 1) * (options.subdivisions + 1));
  1210. indices.push(col + 1 + row * (options.subdivisions + 1));
  1211. indices.push(col + row * (options.subdivisions + 1));
  1212. indices.push(col + (row + 1) * (options.subdivisions + 1));
  1213. indices.push(col + 1 + (row + 1) * (options.subdivisions + 1));
  1214. indices.push(col + row * (options.subdivisions + 1));
  1215. }
  1216. }
  1217. // Normals
  1218. VertexData.ComputeNormals(positions, indices, normals);
  1219. // Result
  1220. var vertexData = new VertexData();
  1221. vertexData.indices = indices;
  1222. vertexData.positions = positions;
  1223. vertexData.normals = normals;
  1224. vertexData.uvs = uvs;
  1225. return vertexData;
  1226. }
  1227. /**
  1228. * Creates the VertexData of the Plane.
  1229. */
  1230. public static CreatePlane(options: { size?: number, width?: number, height?: number, sideOrientation?: number }): VertexData {
  1231. var indices = [];
  1232. var positions = [];
  1233. var normals = [];
  1234. var uvs = [];
  1235. var width: number = options.width || options.size || 1;
  1236. var height: number = options.height || options.size || 1;
  1237. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || Mesh.DEFAULTSIDE;
  1238. // Vertices
  1239. var halfWidth = width / 2.0;
  1240. var halfHeight = height / 2.0;
  1241. positions.push(-halfWidth, -halfHeight, 0);
  1242. normals.push(0, 0, -1.0);
  1243. uvs.push(0.0, 0.0);
  1244. positions.push(halfWidth, -halfHeight, 0);
  1245. normals.push(0, 0, -1.0);
  1246. uvs.push(1.0, 0.0);
  1247. positions.push(halfWidth, halfHeight, 0);
  1248. normals.push(0, 0, -1.0);
  1249. uvs.push(1.0, 1.0);
  1250. positions.push(-halfWidth, halfHeight, 0);
  1251. normals.push(0, 0, -1.0);
  1252. uvs.push(0.0, 1.0);
  1253. // Indices
  1254. indices.push(0);
  1255. indices.push(1);
  1256. indices.push(2);
  1257. indices.push(0);
  1258. indices.push(2);
  1259. indices.push(3);
  1260. // Sides
  1261. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  1262. // Result
  1263. var vertexData = new VertexData();
  1264. vertexData.indices = indices;
  1265. vertexData.positions = positions;
  1266. vertexData.normals = normals;
  1267. vertexData.uvs = uvs;
  1268. return vertexData;
  1269. }
  1270. /**
  1271. * Creates the VertexData of the Disc or regular Polygon.
  1272. */
  1273. public static CreateDisc(options: { radius?: number, tessellation?: number, arc?: number, sideOrientation?: number }): VertexData {
  1274. var positions = [];
  1275. var indices = [];
  1276. var normals = [];
  1277. var uvs = [];
  1278. var radius = options.radius || 0.5;
  1279. var tessellation = options.tessellation || 64;
  1280. var arc: number = (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  1281. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || Mesh.DEFAULTSIDE;
  1282. // positions and uvs
  1283. positions.push(0, 0, 0); // disc center first
  1284. uvs.push(0.5, 0.5);
  1285. var theta = Math.PI * 2 * arc;
  1286. var step = theta / tessellation;
  1287. for (var a = 0; a < theta; a += step) {
  1288. var x = Math.cos(a);
  1289. var y = Math.sin(a);
  1290. var u = (x + 1) / 2;
  1291. var v = (1 - y) / 2;
  1292. positions.push(radius * x, radius * y, 0);
  1293. uvs.push(u, v);
  1294. }
  1295. if (arc === 1) {
  1296. positions.push(positions[3], positions[4], positions[5]); // close the circle
  1297. uvs.push(uvs[2], uvs[3]);
  1298. }
  1299. //indices
  1300. var vertexNb = positions.length / 3;
  1301. for (var i = 1; i < vertexNb - 1; i++) {
  1302. indices.push(i + 1, 0, i);
  1303. }
  1304. // result
  1305. VertexData.ComputeNormals(positions, indices, normals);
  1306. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  1307. var vertexData = new VertexData();
  1308. vertexData.indices = indices;
  1309. vertexData.positions = positions;
  1310. vertexData.normals = normals;
  1311. vertexData.uvs = uvs;
  1312. return vertexData;
  1313. }
  1314. /**
  1315. * Creates the VertexData of the IcoSphere.
  1316. */
  1317. public static CreateIcoSphere(options: { radius?: number, radiusX?: number, radiusY?: number, radiusZ?: number, flat?: boolean, subdivisions?: number, sideOrientation?: number }): VertexData {
  1318. var sideOrientation = options.sideOrientation || Mesh.DEFAULTSIDE;
  1319. var radius = options.radius || 1;
  1320. var flat = (options.flat === undefined) ? true : options.flat;
  1321. var subdivisions = options.subdivisions || 4;
  1322. var radiusX = options.radiusX || radius;
  1323. var radiusY = options.radiusY || radius;
  1324. var radiusZ = options.radiusZ || radius;
  1325. var t = (1 + Math.sqrt(5)) / 2;
  1326. // 12 vertex x,y,z
  1327. var ico_vertices = [
  1328. -1, t, -0, 1, t, 0, -1, -t, 0, 1, -t, 0, // v0-3
  1329. 0, -1, -t, 0, 1, -t, 0, -1, t, 0, 1, t, // v4-7
  1330. t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, -1 // v8-11
  1331. ];
  1332. // index of 3 vertex makes a face of icopshere
  1333. var ico_indices = [
  1334. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23,
  1335. 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8,
  1336. 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9,
  1337. 4, 21, 5, 13, 17, 23, 6, 13, 22, 19, 6, 18, 9, 8, 1
  1338. ];
  1339. // vertex for uv have aliased position, not for UV
  1340. var vertices_unalias_id = [
  1341. 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
  1342. // vertex alias
  1343. 0, // 12: 0 + 12
  1344. 2, // 13: 2 + 11
  1345. 3, // 14: 3 + 11
  1346. 3, // 15: 3 + 12
  1347. 3, // 16: 3 + 13
  1348. 4, // 17: 4 + 13
  1349. 7, // 18: 7 + 11
  1350. 8, // 19: 8 + 11
  1351. 9, // 20: 9 + 11
  1352. 9, // 21: 9 + 12
  1353. 10, // 22: A + 12
  1354. 11 // 23: B + 12
  1355. ];
  1356. // uv as integer step (not pixels !)
  1357. var ico_vertexuv = [
  1358. 5, 1, 3, 1, 6, 4, 0, 0, // v0-3
  1359. 5, 3, 4, 2, 2, 2, 4, 0, // v4-7
  1360. 2, 0, 1, 1, 6, 0, 6, 2, // v8-11
  1361. // vertex alias (for same vertex on different faces)
  1362. 0, 4, // 12: 0 + 12
  1363. 3, 3, // 13: 2 + 11
  1364. 4, 4, // 14: 3 + 11
  1365. 3, 1, // 15: 3 + 12
  1366. 4, 2, // 16: 3 + 13
  1367. 4, 4, // 17: 4 + 13
  1368. 0, 2, // 18: 7 + 11
  1369. 1, 1, // 19: 8 + 11
  1370. 2, 2, // 20: 9 + 11
  1371. 3, 3, // 21: 9 + 12
  1372. 1, 3, // 22: A + 12
  1373. 2, 4 // 23: B + 12
  1374. ];
  1375. // Vertices[0, 1, ...9, A, B] : position on UV plane
  1376. // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)
  1377. // First island of uv mapping
  1378. // v = 4h 3+ 2
  1379. // v = 3h 9+ 4
  1380. // v = 2h 9+ 5 B
  1381. // v = 1h 9 1 0
  1382. // v = 0h 3 8 7 A
  1383. // u = 0 1 2 3 4 5 6 *a
  1384. // Second island of uv mapping
  1385. // v = 4h 0+ B+ 4+
  1386. // v = 3h A+ 2+
  1387. // v = 2h 7+ 6 3+
  1388. // v = 1h 8+ 3+
  1389. // v = 0h
  1390. // u = 0 1 2 3 4 5 6 *a
  1391. // Face layout on texture UV mapping
  1392. // ============
  1393. // \ 4 /\ 16 / ======
  1394. // \ / \ / /\ 11 /
  1395. // \/ 7 \/ / \ /
  1396. // ======= / 10 \/
  1397. // /\ 17 /\ =======
  1398. // / \ / \ \ 15 /\
  1399. // / 8 \/ 12 \ \ / \
  1400. // ============ \/ 6 \
  1401. // \ 18 /\ ============
  1402. // \ / \ \ 5 /\ 0 /
  1403. // \/ 13 \ \ / \ /
  1404. // ======= \/ 1 \/
  1405. // =============
  1406. // /\ 19 /\ 2 /\
  1407. // / \ / \ / \
  1408. // / 14 \/ 9 \/ 3 \
  1409. // ===================
  1410. // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97
  1411. var ustep = 138 / 1024;
  1412. var vstep = 239 / 1024;
  1413. var uoffset = 60 / 1024;
  1414. var voffset = 26 / 1024;
  1415. // Second island should have margin, not to touch the first island
  1416. // avoid any borderline artefact in pixel rounding
  1417. var island_u_offset = -40 / 1024;
  1418. var island_v_offset = +20 / 1024;
  1419. // face is either island 0 or 1 :
  1420. // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]
  1421. var island = [
  1422. 0, 0, 0, 0, 1, // 0 - 4
  1423. 0, 0, 1, 1, 0, // 5 - 9
  1424. 0, 0, 1, 1, 0, // 10 - 14
  1425. 0, 1, 1, 1, 0 // 15 - 19
  1426. ];
  1427. var indices = [];
  1428. var positions = [];
  1429. var normals = [];
  1430. var uvs = [];
  1431. var current_indice = 0;
  1432. // prepare array of 3 vector (empty) (to be worked in place, shared for each face)
  1433. var face_vertex_pos = new Array(3);
  1434. var face_vertex_uv = new Array(3);
  1435. var v012;
  1436. for (v012 = 0; v012 < 3; v012++) {
  1437. face_vertex_pos[v012] = Vector3.Zero();
  1438. face_vertex_uv[v012] = Vector2.Zero();
  1439. }
  1440. // create all with normals
  1441. for (var face = 0; face < 20; face++) {
  1442. // 3 vertex per face
  1443. for (v012 = 0; v012 < 3; v012++) {
  1444. // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)
  1445. var v_id = ico_indices[3 * face + v012];
  1446. // vertex have 3D position (x,y,z)
  1447. face_vertex_pos[v012].copyFromFloats(
  1448. ico_vertices[3 * vertices_unalias_id[v_id]],
  1449. ico_vertices[3 * vertices_unalias_id[v_id] + 1],
  1450. ico_vertices[3 * vertices_unalias_id[v_id] + 2]);
  1451. // Normalize to get normal, then scale to radius
  1452. face_vertex_pos[v012].normalize().scaleInPlace(radius);
  1453. // uv Coordinates from vertex ID
  1454. face_vertex_uv[v012].copyFromFloats(
  1455. ico_vertexuv[2 * v_id] * ustep + uoffset + island[face] * island_u_offset,
  1456. ico_vertexuv[2 * v_id + 1] * vstep + voffset + island[face] * island_v_offset);
  1457. }
  1458. // Subdivide the face (interpolate pos, norm, uv)
  1459. // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)
  1460. // - norm is linear interpolation of vertex corner normal
  1461. // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )
  1462. // - uv is linear interpolation
  1463. //
  1464. // Topology is as below for sub-divide by 2
  1465. // vertex shown as v0,v1,v2
  1466. // interp index is i1 to progress in range [v0,v1[
  1467. // interp index is i2 to progress in range [v0,v2[
  1468. // face index as (i1,i2) for /\ : (i1,i2),(i1+1,i2),(i1,i2+1)
  1469. // and (i1,i2)' for \/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  1470. //
  1471. //
  1472. // i2 v2
  1473. // ^ ^
  1474. // / / \
  1475. // / / \
  1476. // / / \
  1477. // / / (0,1) \
  1478. // / #---------\
  1479. // / / \ (0,0)'/ \
  1480. // / / \ / \
  1481. // / / \ / \
  1482. // / / (0,0) \ / (1,0) \
  1483. // / #---------#---------\
  1484. // v0 v1
  1485. //
  1486. // --------------------> i1
  1487. //
  1488. // interp of (i1,i2):
  1489. // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)
  1490. // along i1 : lerp(x0,x1, i1/(S-i2))
  1491. //
  1492. // centroid of triangle is needed to get help normal computation
  1493. // (c1,c2) are used for centroid location
  1494. var interp_vertex = (i1: number, i2: number, c1: number, c2: number) => {
  1495. // vertex is interpolated from
  1496. // - face_vertex_pos[0..2]
  1497. // - face_vertex_uv[0..2]
  1498. var pos_x0 = Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);
  1499. var pos_x1 = Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);
  1500. var pos_interp = (subdivisions === i2) ? face_vertex_pos[2] : Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));
  1501. pos_interp.normalize();
  1502. var vertex_normal;
  1503. if (flat) {
  1504. // in flat mode, recalculate normal as face centroid normal
  1505. var centroid_x0 = Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);
  1506. var centroid_x1 = Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);
  1507. vertex_normal = Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));
  1508. } else {
  1509. // in smooth mode, recalculate normal from each single vertex position
  1510. vertex_normal = new Vector3(pos_interp.x, pos_interp.y, pos_interp.z);
  1511. }
  1512. // Vertex normal need correction due to X,Y,Z radius scaling
  1513. vertex_normal.x /= radiusX;
  1514. vertex_normal.y /= radiusY;
  1515. vertex_normal.z /= radiusZ;
  1516. vertex_normal.normalize();
  1517. var uv_x0 = Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);
  1518. var uv_x1 = Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);
  1519. var uv_interp = (subdivisions === i2) ? face_vertex_uv[2] : Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));
  1520. positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);
  1521. normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);
  1522. uvs.push(uv_interp.x, uv_interp.y);
  1523. // push each vertex has member of a face
  1524. // Same vertex can bleong to multiple face, it is pushed multiple time (duplicate vertex are present)
  1525. indices.push(current_indice);
  1526. current_indice++;
  1527. }
  1528. for (var i2 = 0; i2 < subdivisions; i2++) {
  1529. for (var i1 = 0; i1 + i2 < subdivisions; i1++) {
  1530. // face : (i1,i2) for /\ :
  1531. // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)
  1532. interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  1533. interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  1534. interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);
  1535. if (i1 + i2 + 1 < subdivisions) {
  1536. // face : (i1,i2)' for \/ :
  1537. // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  1538. interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);
  1539. interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  1540. interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  1541. }
  1542. }
  1543. }
  1544. }
  1545. // Sides
  1546. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  1547. // Result
  1548. var vertexData = new VertexData();
  1549. vertexData.indices = indices;
  1550. vertexData.positions = positions;
  1551. vertexData.normals = normals;
  1552. vertexData.uvs = uvs;
  1553. return vertexData;
  1554. }
  1555. // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html
  1556. /**
  1557. * Creates the VertexData of the Polyhedron.
  1558. */
  1559. public static CreatePolyhedron(options: { type?: number, size?: number, sizeX?: number, sizeY?: number, sizeZ?: number, custom?: any, faceUV?: Vector4[], faceColors?: Color4[], flat?: boolean, sideOrientation?: number }): VertexData {
  1560. // provided polyhedron types :
  1561. // 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  1562. // 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)
  1563. var polyhedra: { vertex: number[][], face: number[][] }[] = [];
  1564. polyhedra[0] = { vertex: [[0, 0, 1.732051], [1.632993, 0, -0.5773503], [-0.8164966, 1.414214, -0.5773503], [-0.8164966, -1.414214, -0.5773503]], face: [[0, 1, 2], [0, 2, 3], [0, 3, 1], [1, 3, 2]] };
  1565. polyhedra[1] = { vertex: [[0, 0, 1.414214], [1.414214, 0, 0], [0, 1.414214, 0], [-1.414214, 0, 0], [0, -1.414214, 0], [0, 0, -1.414214]], face: [[0, 1, 2], [0, 2, 3], [0, 3, 4], [0, 4, 1], [1, 4, 5], [1, 5, 2], [2, 5, 3], [3, 5, 4]] };
  1566. polyhedra[2] = {
  1567. vertex: [[0, 0, 1.070466], [0.7136442, 0, 0.7978784], [-0.3568221, 0.618034, 0.7978784], [-0.3568221, -0.618034, 0.7978784], [0.7978784, 0.618034, 0.3568221], [0.7978784, -0.618034, 0.3568221], [-0.9341724, 0.381966, 0.3568221], [0.1362939, 1, 0.3568221], [0.1362939, -1, 0.3568221], [-0.9341724, -0.381966, 0.3568221], [0.9341724, 0.381966, -0.3568221], [0.9341724, -0.381966, -0.3568221], [-0.7978784, 0.618034, -0.3568221], [-0.1362939, 1, -0.3568221], [-0.1362939, -1, -0.3568221], [-0.7978784, -0.618034, -0.3568221], [0.3568221, 0.618034, -0.7978784], [0.3568221, -0.618034, -0.7978784], [-0.7136442, 0, -0.7978784], [0, 0, -1.070466]],
  1568. face: [[0, 1, 4, 7, 2], [0, 2, 6, 9, 3], [0, 3, 8, 5, 1], [1, 5, 11, 10, 4], [2, 7, 13, 12, 6], [3, 9, 15, 14, 8], [4, 10, 16, 13, 7], [5, 8, 14, 17, 11], [6, 12, 18, 15, 9], [10, 11, 17, 19, 16], [12, 13, 16, 19, 18], [14, 15, 18, 19, 17]]
  1569. };
  1570. polyhedra[3] = {
  1571. vertex: [[0, 0, 1.175571], [1.051462, 0, 0.5257311], [0.3249197, 1, 0.5257311], [-0.8506508, 0.618034, 0.5257311], [-0.8506508, -0.618034, 0.5257311], [0.3249197, -1, 0.5257311], [0.8506508, 0.618034, -0.5257311], [0.8506508, -0.618034, -0.5257311], [-0.3249197, 1, -0.5257311], [-1.051462, 0, -0.5257311], [-0.3249197, -1, -0.5257311], [0, 0, -1.175571]],
  1572. face: [[0, 1, 2], [0, 2, 3], [0, 3, 4], [0, 4, 5], [0, 5, 1], [1, 5, 7], [1, 7, 6], [1, 6, 2], [2, 6, 8], [2, 8, 3], [3, 8, 9], [3, 9, 4], [4, 9, 10], [4, 10, 5], [5, 10, 7], [6, 7, 11], [6, 11, 8], [7, 10, 11], [8, 11, 9], [9, 11, 10]]
  1573. };
  1574. polyhedra[4] = {
  1575. vertex: [[0, 0, 1.070722], [0.7148135, 0, 0.7971752], [-0.104682, 0.7071068, 0.7971752], [-0.6841528, 0.2071068, 0.7971752], [-0.104682, -0.7071068, 0.7971752], [0.6101315, 0.7071068, 0.5236279], [1.04156, 0.2071068, 0.1367736], [0.6101315, -0.7071068, 0.5236279], [-0.3574067, 1, 0.1367736], [-0.7888348, -0.5, 0.5236279], [-0.9368776, 0.5, 0.1367736], [-0.3574067, -1, 0.1367736], [0.3574067, 1, -0.1367736], [0.9368776, -0.5, -0.1367736], [0.7888348, 0.5, -0.5236279], [0.3574067, -1, -0.1367736], [-0.6101315, 0.7071068, -0.5236279], [-1.04156, -0.2071068, -0.1367736], [-0.6101315, -0.7071068, -0.5236279], [0.104682, 0.7071068, -0.7971752], [0.6841528, -0.2071068, -0.7971752], [0.104682, -0.7071068, -0.7971752], [-0.7148135, 0, -0.7971752], [0, 0, -1.070722]],
  1576. face: [[0, 2, 3], [1, 6, 5], [4, 9, 11], [7, 15, 13], [8, 16, 10], [12, 14, 19], [17, 22, 18], [20, 21, 23], [0, 1, 5, 2], [0, 3, 9, 4], [0, 4, 7, 1], [1, 7, 13, 6], [2, 5, 12, 8], [2, 8, 10, 3], [3, 10, 17, 9], [4, 11, 15, 7], [5, 6, 14, 12], [6, 13, 20, 14], [8, 12, 19, 16], [9, 17, 18, 11], [10, 16, 22, 17], [11, 18, 21, 15], [13, 15, 21, 20], [14, 20, 23, 19], [16, 19, 23, 22], [18, 22, 23, 21]]
  1577. };
  1578. polyhedra[5] = { vertex: [[0, 0, 1.322876], [1.309307, 0, 0.1889822], [-0.9819805, 0.8660254, 0.1889822], [0.1636634, -1.299038, 0.1889822], [0.3273268, 0.8660254, -0.9449112], [-0.8183171, -0.4330127, -0.9449112]], face: [[0, 3, 1], [2, 4, 5], [0, 1, 4, 2], [0, 2, 5, 3], [1, 3, 5, 4]] };
  1579. polyhedra[6] = { vertex: [[0, 0, 1.159953], [1.013464, 0, 0.5642542], [-0.3501431, 0.9510565, 0.5642542], [-0.7715208, -0.6571639, 0.5642542], [0.6633206, 0.9510565, -0.03144481], [0.8682979, -0.6571639, -0.3996071], [-1.121664, 0.2938926, -0.03144481], [-0.2348831, -1.063314, -0.3996071], [0.5181548, 0.2938926, -0.9953061], [-0.5850262, -0.112257, -0.9953061]], face: [[0, 1, 4, 2], [0, 2, 6, 3], [1, 5, 8, 4], [3, 6, 9, 7], [5, 7, 9, 8], [0, 3, 7, 5, 1], [2, 4, 8, 9, 6]] };
  1580. polyhedra[7] = { vertex: [[0, 0, 1.118034], [0.8944272, 0, 0.6708204], [-0.2236068, 0.8660254, 0.6708204], [-0.7826238, -0.4330127, 0.6708204], [0.6708204, 0.8660254, 0.2236068], [1.006231, -0.4330127, -0.2236068], [-1.006231, 0.4330127, 0.2236068], [-0.6708204, -0.8660254, -0.2236068], [0.7826238, 0.4330127, -0.6708204], [0.2236068, -0.8660254, -0.6708204], [-0.8944272, 0, -0.6708204], [0, 0, -1.118034]], face: [[0, 1, 4, 2], [0, 2, 6, 3], [1, 5, 8, 4], [3, 6, 10, 7], [5, 9, 11, 8], [7, 10, 11, 9], [0, 3, 7, 9, 5, 1], [2, 4, 8, 11, 10, 6]] };
  1581. polyhedra[8] = { vertex: [[-0.729665, 0.670121, 0.319155], [-0.655235, -0.29213, -0.754096], [-0.093922, -0.607123, 0.537818], [0.702196, 0.595691, 0.485187], [0.776626, -0.36656, -0.588064]], face: [[1, 4, 2], [0, 1, 2], [3, 0, 2], [4, 3, 2], [4, 1, 0, 3]] };
  1582. polyhedra[9] = { vertex: [[-0.868849, -0.100041, 0.61257], [-0.329458, 0.976099, 0.28078], [-0.26629, -0.013796, -0.477654], [-0.13392, -1.034115, 0.229829], [0.738834, 0.707117, -0.307018], [0.859683, -0.535264, -0.338508]], face: [[3, 0, 2], [5, 3, 2], [4, 5, 2], [1, 4, 2], [0, 1, 2], [0, 3, 5, 4, 1]] };
  1583. polyhedra[10] = { vertex: [[-0.610389, 0.243975, 0.531213], [-0.187812, -0.48795, -0.664016], [-0.187812, 0.9759, -0.664016], [0.187812, -0.9759, 0.664016], [0.798201, 0.243975, 0.132803]], face: [[1, 3, 0], [3, 4, 0], [3, 1, 4], [0, 2, 1], [0, 4, 2], [2, 4, 1]] };
  1584. polyhedra[11] = { vertex: [[-1.028778, 0.392027, -0.048786], [-0.640503, -0.646161, 0.621837], [-0.125162, -0.395663, -0.540059], [0.004683, 0.888447, -0.651988], [0.125161, 0.395663, 0.540059], [0.632925, -0.791376, 0.433102], [1.031672, 0.157063, -0.354165]], face: [[3, 2, 0], [2, 1, 0], [2, 5, 1], [0, 4, 3], [0, 1, 4], [4, 1, 5], [2, 3, 6], [3, 4, 6], [5, 2, 6], [4, 5, 6]] };
  1585. polyhedra[12] = { vertex: [[-0.669867, 0.334933, -0.529576], [-0.669867, 0.334933, 0.529577], [-0.4043, 1.212901, 0], [-0.334933, -0.669867, -0.529576], [-0.334933, -0.669867, 0.529577], [0.334933, 0.669867, -0.529576], [0.334933, 0.669867, 0.529577], [0.4043, -1.212901, 0], [0.669867, -0.334933, -0.529576], [0.669867, -0.334933, 0.529577]], face: [[8, 9, 7], [6, 5, 2], [3, 8, 7], [5, 0, 2], [4, 3, 7], [0, 1, 2], [9, 4, 7], [1, 6, 2], [9, 8, 5, 6], [8, 3, 0, 5], [3, 4, 1, 0], [4, 9, 6, 1]] };
  1586. polyhedra[13] = { vertex: [[-0.931836, 0.219976, -0.264632], [-0.636706, 0.318353, 0.692816], [-0.613483, -0.735083, -0.264632], [-0.326545, 0.979634, 0], [-0.318353, -0.636706, 0.692816], [-0.159176, 0.477529, -0.856368], [0.159176, -0.477529, -0.856368], [0.318353, 0.636706, 0.692816], [0.326545, -0.979634, 0], [0.613482, 0.735082, -0.264632], [0.636706, -0.318353, 0.692816], [0.931835, -0.219977, -0.264632]], face: [[11, 10, 8], [7, 9, 3], [6, 11, 8], [9, 5, 3], [2, 6, 8], [5, 0, 3], [4, 2, 8], [0, 1, 3], [10, 4, 8], [1, 7, 3], [10, 11, 9, 7], [11, 6, 5, 9], [6, 2, 0, 5], [2, 4, 1, 0], [4, 10, 7, 1]] };
  1587. polyhedra[14] = {
  1588. vertex: [[-0.93465, 0.300459, -0.271185], [-0.838689, -0.260219, -0.516017], [-0.711319, 0.717591, 0.128359], [-0.710334, -0.156922, 0.080946], [-0.599799, 0.556003, -0.725148], [-0.503838, -0.004675, -0.969981], [-0.487004, 0.26021, 0.48049], [-0.460089, -0.750282, -0.512622], [-0.376468, 0.973135, -0.325605], [-0.331735, -0.646985, 0.084342], [-0.254001, 0.831847, 0.530001], [-0.125239, -0.494738, -0.966586], [0.029622, 0.027949, 0.730817], [0.056536, -0.982543, -0.262295], [0.08085, 1.087391, 0.076037], [0.125583, -0.532729, 0.485984], [0.262625, 0.599586, 0.780328], [0.391387, -0.726999, -0.716259], [0.513854, -0.868287, 0.139347], [0.597475, 0.85513, 0.326364], [0.641224, 0.109523, 0.783723], [0.737185, -0.451155, 0.538891], [0.848705, -0.612742, -0.314616], [0.976075, 0.365067, 0.32976], [1.072036, -0.19561, 0.084927]],
  1589. face: [[15, 18, 21], [12, 20, 16], [6, 10, 2], [3, 0, 1], [9, 7, 13], [2, 8, 4, 0], [0, 4, 5, 1], [1, 5, 11, 7], [7, 11, 17, 13], [13, 17, 22, 18], [18, 22, 24, 21], [21, 24, 23, 20], [20, 23, 19, 16], [16, 19, 14, 10], [10, 14, 8, 2], [15, 9, 13, 18], [12, 15, 21, 20], [6, 12, 16, 10], [3, 6, 2, 0], [9, 3, 1, 7], [9, 15, 12, 6, 3], [22, 17, 11, 5, 4, 8, 14, 19, 23, 24]]
  1590. };
  1591. var type: number = (options.type < 0 || options.type >= polyhedra.length) ? 0 : options.type || 0;
  1592. var size: number = options.size;
  1593. var sizeX: number = options.sizeX || size || 1;
  1594. var sizeY: number = options.sizeY || size || 1;
  1595. var sizeZ: number = options.sizeZ || size || 1;
  1596. var data: { vertex: number[][], face: number[][], name?: string, category?: string } = options.custom || polyhedra[type];
  1597. var nbfaces = data.face.length;
  1598. var faceUV = options.faceUV || new Array(nbfaces);
  1599. var faceColors = options.faceColors;
  1600. var flat = (options.flat === undefined) ? true : options.flat;
  1601. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || Mesh.DEFAULTSIDE;
  1602. var positions = [];
  1603. var indices = [];
  1604. var normals = [];
  1605. var uvs = [];
  1606. var colors = [];
  1607. var index = 0;
  1608. var faceIdx = 0; // face cursor in the array "indexes"
  1609. var indexes = [];
  1610. var i = 0;
  1611. var f = 0;
  1612. var u: number, v: number, ang: number, x: number, y: number, tmp: number;
  1613. // default face colors and UV if undefined
  1614. if (flat) {
  1615. for (f = 0; f < nbfaces; f++) {
  1616. if (faceColors && faceColors[f] === undefined) {
  1617. faceColors[f] = new Color4(1, 1, 1, 1);
  1618. }
  1619. if (faceUV && faceUV[f] === undefined) {
  1620. faceUV[f] = new Vector4(0, 0, 1, 1);
  1621. }
  1622. }
  1623. }
  1624. if (!flat) {
  1625. for (i = 0; i < data.vertex.length; i++) {
  1626. positions.push(data.vertex[i][0] * sizeX, data.vertex[i][1] * sizeY, data.vertex[i][2] * sizeZ);
  1627. uvs.push(0, 0);
  1628. }
  1629. for (f = 0; f < nbfaces; f++) {
  1630. for (i = 0; i < data.face[f].length - 2; i++) {
  1631. indices.push(data.face[f][0], data.face[f][i + 2], data.face[f][i + 1]);
  1632. }
  1633. }
  1634. } else {
  1635. for (f = 0; f < nbfaces; f++) {
  1636. var fl = data.face[f].length; // number of vertices of the current face
  1637. ang = 2 * Math.PI / fl;
  1638. x = 0.5 * Math.tan(ang / 2);
  1639. y = 0.5;
  1640. // positions, uvs, colors
  1641. for (i = 0; i < fl; i++) {
  1642. // positions
  1643. positions.push(data.vertex[data.face[f][i]][0] * sizeX, data.vertex[data.face[f][i]][1] * sizeY, data.vertex[data.face[f][i]][2] * sizeZ);
  1644. indexes.push(index);
  1645. index++;
  1646. // uvs
  1647. u = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * (0.5 + x);
  1648. v = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * (y - 0.5);
  1649. uvs.push(u, v);
  1650. tmp = x * Math.cos(ang) - y * Math.sin(ang);
  1651. y = x * Math.sin(ang) + y * Math.cos(ang);
  1652. x = tmp;
  1653. // colors
  1654. if (faceColors) {
  1655. colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);
  1656. }
  1657. }
  1658. // indices from indexes
  1659. for (i = 0; i < fl - 2; i++) {
  1660. indices.push(indexes[0 + faceIdx], indexes[i + 2 + faceIdx], indexes[i + 1 + faceIdx]);
  1661. }
  1662. faceIdx += fl;
  1663. }
  1664. }
  1665. VertexData.ComputeNormals(positions, indices, normals);
  1666. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  1667. var vertexData = new VertexData();
  1668. vertexData.positions = positions;
  1669. vertexData.indices = indices;
  1670. vertexData.normals = normals;
  1671. vertexData.uvs = uvs;
  1672. if (faceColors && flat) {
  1673. vertexData.colors = colors;
  1674. }
  1675. return vertexData;
  1676. }
  1677. // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  1678. /**
  1679. * Creates the VertexData of the Torus Knot.
  1680. */
  1681. public static CreateTorusKnot(options: { radius?: number, tube?: number, radialSegments?: number, tubularSegments?: number, p?: number, q?: number, sideOrientation?: number }): VertexData {
  1682. var indices = [];
  1683. var positions = [];
  1684. var normals = [];
  1685. var uvs = [];
  1686. var radius = options.radius || 2;
  1687. var tube = options.tube || 0.5;
  1688. var radialSegments = options.radialSegments || 32;
  1689. var tubularSegments = options.tubularSegments || 32;
  1690. var p = options.p || 2;
  1691. var q = options.q || 3;
  1692. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || Mesh.DEFAULTSIDE;
  1693. // Helper
  1694. var getPos = (angle) => {
  1695. var cu = Math.cos(angle);
  1696. var su = Math.sin(angle);
  1697. var quOverP = q / p * angle;
  1698. var cs = Math.cos(quOverP);
  1699. var tx = radius * (2 + cs) * 0.5 * cu;
  1700. var ty = radius * (2 + cs) * su * 0.5;
  1701. var tz = radius * Math.sin(quOverP) * 0.5;
  1702. return new Vector3(tx, ty, tz);
  1703. };
  1704. // Vertices
  1705. var i: number;
  1706. var j: number;
  1707. for (i = 0; i <= radialSegments; i++) {
  1708. var modI = i % radialSegments;
  1709. var u = modI / radialSegments * 2 * p * Math.PI;
  1710. var p1 = getPos(u);
  1711. var p2 = getPos(u + 0.01);
  1712. var tang = p2.subtract(p1);
  1713. var n = p2.add(p1);
  1714. var bitan = Vector3.Cross(tang, n);
  1715. n = Vector3.Cross(bitan, tang);
  1716. bitan.normalize();
  1717. n.normalize();
  1718. for (j = 0; j < tubularSegments; j++) {
  1719. var modJ = j % tubularSegments;
  1720. var v = modJ / tubularSegments * 2 * Math.PI;
  1721. var cx = -tube * Math.cos(v);
  1722. var cy = tube * Math.sin(v);
  1723. positions.push(p1.x + cx * n.x + cy * bitan.x);
  1724. positions.push(p1.y + cx * n.y + cy * bitan.y);
  1725. positions.push(p1.z + cx * n.z + cy * bitan.z);
  1726. uvs.push(i / radialSegments);
  1727. uvs.push(j / tubularSegments);
  1728. }
  1729. }
  1730. for (i = 0; i < radialSegments; i++) {
  1731. for (j = 0; j < tubularSegments; j++) {
  1732. var jNext = (j + 1) % tubularSegments;
  1733. var a = i * tubularSegments + j;
  1734. var b = (i + 1) * tubularSegments + j;
  1735. var c = (i + 1) * tubularSegments + jNext;
  1736. var d = i * tubularSegments + jNext;
  1737. indices.push(d); indices.push(b); indices.push(a);
  1738. indices.push(d); indices.push(c); indices.push(b);
  1739. }
  1740. }
  1741. // Normals
  1742. VertexData.ComputeNormals(positions, indices, normals);
  1743. // Sides
  1744. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  1745. // Result
  1746. var vertexData = new VertexData();
  1747. vertexData.indices = indices;
  1748. vertexData.positions = positions;
  1749. vertexData.normals = normals;
  1750. vertexData.uvs = uvs;
  1751. return vertexData;
  1752. }
  1753. // Tools
  1754. /**
  1755. * @param {any} - positions (number[] or Float32Array)
  1756. * @param {any} - indices (number[] or Uint16Array)
  1757. * @param {any} - normals (number[] or Float32Array)
  1758. * options (optional) :
  1759. * facetPositions : optional array of facet positions (vector3)
  1760. * facetNormals : optional array of facet normals (vector3)
  1761. * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  1762. * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  1763. * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  1764. * bbSize : optional bounding box size data, required for facetPartitioning computation
  1765. * bInfo : optional bounding info, required for facetPartitioning computation
  1766. */
  1767. public static ComputeNormals(positions: any, indices: any, normals: any,
  1768. options?: { facetNormals?: any, facetPositions?: any, facetPartitioning?: any, ratio?: number, bInfo?: any, bbSize?: Vector3, subDiv?: any}): void {
  1769. // temporary scalar variables
  1770. var index = 0; // facet index
  1771. var p1p2x = 0.0; // p1p2 vector x coordinate
  1772. var p1p2y = 0.0; // p1p2 vector y coordinate
  1773. var p1p2z = 0.0; // p1p2 vector z coordinate
  1774. var p3p2x = 0.0; // p3p2 vector x coordinate
  1775. var p3p2y = 0.0; // p3p2 vector y coordinate
  1776. var p3p2z = 0.0; // p3p2 vector z coordinate
  1777. var faceNormalx = 0.0; // facet normal x coordinate
  1778. var faceNormaly = 0.0; // facet normal y coordinate
  1779. var faceNormalz = 0.0; // facet normal z coordinate
  1780. var length = 0.0; // facet normal length before normalization
  1781. var v1x = 0; // vector1 x index in the positions array
  1782. var v1y = 0; // vector1 y index in the positions array
  1783. var v1z = 0; // vector1 z index in the positions array
  1784. var v2x = 0; // vector2 x index in the positions array
  1785. var v2y = 0; // vector2 y index in the positions array
  1786. var v2z = 0; // vector2 z index in the positions array
  1787. var v3x = 0; // vector3 x index in the positions array
  1788. var v3y = 0; // vector3 y index in the positions array
  1789. var v3z = 0; // vector3 z index in the positions array
  1790. var computeFacetNormals = false;
  1791. var computeFacetPositions = false;
  1792. var computeFacetPartitioning = false;
  1793. if (options) {
  1794. computeFacetNormals = (options.facetNormals) ? true : false;
  1795. computeFacetPositions = (options.facetPositions) ? true : false;
  1796. computeFacetPartitioning = (options.facetPartitioning) ? true : false;
  1797. }
  1798. // facetPartitioning reinit if needed
  1799. if (computeFacetPartitioning) {
  1800. var ox = 0; // X partitioning index for facet position
  1801. var oy = 0; // Y partinioning index for facet position
  1802. var oz = 0; // Z partinioning index for facet position
  1803. var b1x = 0; // X partitioning index for facet v1 vertex
  1804. var b1y = 0; // Y partitioning index for facet v1 vertex
  1805. var b1z = 0; // z partitioning index for facet v1 vertex
  1806. var b2x = 0; // X partitioning index for facet v2 vertex
  1807. var b2y = 0; // Y partitioning index for facet v2 vertex
  1808. var b2z = 0; // Z partitioning index for facet v2 vertex
  1809. var b3x = 0; // X partitioning index for facet v3 vertex
  1810. var b3y = 0; // Y partitioning index for facet v3 vertex
  1811. var b3z = 0; // Z partitioning index for facet v3 vertex
  1812. var block_idx_o = 0; // facet barycenter block index
  1813. var block_idx_v1 = 0; // v1 vertex block index
  1814. var block_idx_v2 = 0; // v2 vertex block index
  1815. var block_idx_v3 = 0; // v3 vertex block index
  1816. var bbSizeMax = (options.bbSize.x > options.bbSize.y) ? options.bbSize.x : options.bbSize.y;
  1817. bbSizeMax = (bbSizeMax > options.bbSize.z) ? bbSizeMax : options.bbSize.z;
  1818. var xSubRatio = options.subDiv.X * options.ratio / options.bbSize.x;
  1819. var ySubRatio = options.subDiv.Y * options.ratio / options.bbSize.y;
  1820. var zSubRatio = options.subDiv.Z * options.ratio / options.bbSize.z;
  1821. var subSq = options.subDiv.max * options.subDiv.max;
  1822. options.facetPartitioning.length = 0;
  1823. }
  1824. // reset the normals
  1825. for (index = 0; index < positions.length; index++) {
  1826. normals[index] = 0.0;
  1827. }
  1828. // Loop : 1 indice triplet = 1 facet
  1829. var nbFaces = indices.length / 3;
  1830. for (index = 0; index < nbFaces; index++) {
  1831. // get the indexes of the coordinates of each vertex of the facet
  1832. v1x = indices[index * 3] * 3;
  1833. v1y = v1x + 1;
  1834. v1z = v1x + 2;
  1835. v2x = indices[index * 3 + 1] * 3;
  1836. v2y = v2x + 1;
  1837. v2z = v2x + 2;
  1838. v3x = indices[index * 3 + 2] * 3;
  1839. v3y = v3x + 1;
  1840. v3z = v3x + 2;
  1841. p1p2x = positions[v1x] - positions[v2x]; // compute two vectors per facet : p1p2 and p3p2
  1842. p1p2y = positions[v1y] - positions[v2y];
  1843. p1p2z = positions[v1z] - positions[v2z];
  1844. p3p2x = positions[v3x] - positions[v2x];
  1845. p3p2y = positions[v3y] - positions[v2y];
  1846. p3p2z = positions[v3z] - positions[v2z];
  1847. // compute the face normal with the cross product
  1848. faceNormalx = p1p2y * p3p2z - p1p2z * p3p2y;
  1849. faceNormaly = p1p2z * p3p2x - p1p2x * p3p2z;
  1850. faceNormalz = p1p2x * p3p2y - p1p2y * p3p2x;
  1851. // normalize this normal and store it in the array facetData
  1852. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  1853. length = (length === 0) ? 1.0 : length;
  1854. faceNormalx /= length;
  1855. faceNormaly /= length;
  1856. faceNormalz /= length;
  1857. if (computeFacetNormals) {
  1858. options.facetNormals[index].x = faceNormalx;
  1859. options.facetNormals[index].y = faceNormaly;
  1860. options.facetNormals[index].z = faceNormalz;
  1861. }
  1862. if (computeFacetPositions) {
  1863. // compute and the facet barycenter coordinates in the array facetPositions
  1864. options.facetPositions[index].x = (positions[v1x] + positions[v2x] + positions[v3x]) / 3.0;
  1865. options.facetPositions[index].y = (positions[v1y] + positions[v2y] + positions[v3y]) / 3.0;
  1866. options.facetPositions[index].z = (positions[v1z] + positions[v2z] + positions[v3z]) / 3.0;
  1867. }
  1868. if (computeFacetPartitioning) {
  1869. // store the facet indexes in arrays in the main facetPartitioning array :
  1870. // compute each facet vertex (+ facet barycenter) index in the partiniong array
  1871. ox = Math.floor((options.facetPositions[index].x - options.bInfo.minimum.x * options.ratio) * xSubRatio);
  1872. oy = Math.floor((options.facetPositions[index].y - options.bInfo.minimum.y * options.ratio) * ySubRatio);
  1873. oz = Math.floor((options.facetPositions[index].z - options.bInfo.minimum.z * options.ratio) * zSubRatio);
  1874. b1x = Math.floor((positions[v1x] - options.bInfo.minimum.x * options.ratio) * xSubRatio);
  1875. b1y = Math.floor((positions[v1y] - options.bInfo.minimum.y * options.ratio) * ySubRatio);
  1876. b1z = Math.floor((positions[v1z] - options.bInfo.minimum.z * options.ratio) * zSubRatio);
  1877. b2x = Math.floor((positions[v2x] - options.bInfo.minimum.x * options.ratio) * xSubRatio);
  1878. b2y = Math.floor((positions[v2y] - options.bInfo.minimum.y * options.ratio) * ySubRatio);
  1879. b2z = Math.floor((positions[v2z] - options.bInfo.minimum.z * options.ratio) * zSubRatio);
  1880. b3x = Math.floor((positions[v3x] - options.bInfo.minimum.x * options.ratio) * xSubRatio);
  1881. b3y = Math.floor((positions[v3y] - options.bInfo.minimum.y * options.ratio) * ySubRatio);
  1882. b3z = Math.floor((positions[v3z] - options.bInfo.minimum.z * options.ratio) * zSubRatio);
  1883. block_idx_v1 = b1x + options.subDiv.max * b1y + subSq * b1z;
  1884. block_idx_v2 = b2x + options.subDiv.max * b2y + subSq * b2z;
  1885. block_idx_v3 = b3x + options.subDiv.max * b3y + subSq * b3z;
  1886. block_idx_o = ox + options.subDiv.max * oy + subSq * oz;
  1887. options.facetPartitioning[block_idx_o] = options.facetPartitioning[block_idx_o] ? options.facetPartitioning[block_idx_o] :new Array();
  1888. options.facetPartitioning[block_idx_v1] = options.facetPartitioning[block_idx_v1] ? options.facetPartitioning[block_idx_v1] :new Array();
  1889. options.facetPartitioning[block_idx_v2] = options.facetPartitioning[block_idx_v2] ? options.facetPartitioning[block_idx_v2] :new Array();
  1890. options.facetPartitioning[block_idx_v3] = options.facetPartitioning[block_idx_v3] ? options.facetPartitioning[block_idx_v3] :new Array();
  1891. // push each facet index in each block containing the vertex
  1892. options.facetPartitioning[block_idx_v1].push(index);
  1893. if (block_idx_v2 != block_idx_v1) {
  1894. options.facetPartitioning[block_idx_v2].push(index);
  1895. }
  1896. if (!(block_idx_v3 == block_idx_v2 || block_idx_v3 == block_idx_v1)) {
  1897. options.facetPartitioning[block_idx_v3].push(index);
  1898. }
  1899. if (!(block_idx_o == block_idx_v1 || block_idx_o == block_idx_v2 || block_idx_o == block_idx_v3)) {
  1900. options.facetPartitioning[block_idx_o].push(index);
  1901. }
  1902. }
  1903. // compute the normals anyway
  1904. normals[v1x] += faceNormalx; // accumulate all the normals per face
  1905. normals[v1y] += faceNormaly;
  1906. normals[v1z] += faceNormalz;
  1907. normals[v2x] += faceNormalx;
  1908. normals[v2y] += faceNormaly;
  1909. normals[v2z] += faceNormalz;
  1910. normals[v3x] += faceNormalx;
  1911. normals[v3y] += faceNormaly;
  1912. normals[v3z] += faceNormalz;
  1913. }
  1914. // last normalization of each normal
  1915. for (index = 0; index < normals.length / 3; index++) {
  1916. faceNormalx = normals[index * 3];
  1917. faceNormaly = normals[index * 3 + 1];
  1918. faceNormalz = normals[index * 3 + 2];
  1919. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  1920. length = (length === 0) ? 1.0 : length;
  1921. faceNormalx /= length;
  1922. faceNormaly /= length;
  1923. faceNormalz /= length;
  1924. normals[index * 3] = faceNormalx;
  1925. normals[index * 3 + 1] = faceNormaly;
  1926. normals[index * 3 + 2] = faceNormalz;
  1927. }
  1928. }
  1929. private static _ComputeSides(sideOrientation: number, positions: number[] | Float32Array, indices: number[] | Float32Array, normals: number[] | Float32Array, uvs: number[] | Float32Array) {
  1930. var li: number = indices.length;
  1931. var ln: number = normals.length;
  1932. var i: number;
  1933. var n: number;
  1934. sideOrientation = sideOrientation || Mesh.DEFAULTSIDE;
  1935. switch (sideOrientation) {
  1936. case Mesh.FRONTSIDE:
  1937. // nothing changed
  1938. break;
  1939. case Mesh.BACKSIDE:
  1940. var tmp: number;
  1941. // indices
  1942. for (i = 0; i < li; i += 3) {
  1943. tmp = indices[i];
  1944. indices[i] = indices[i + 2];
  1945. indices[i + 2] = tmp;
  1946. }
  1947. // normals
  1948. for (n = 0; n < ln; n++) {
  1949. normals[n] = -normals[n];
  1950. }
  1951. break;
  1952. case Mesh.DOUBLESIDE:
  1953. // positions
  1954. var lp: number = positions.length;
  1955. var l: number = lp / 3;
  1956. for (var p = 0; p < lp; p++) {
  1957. positions[lp + p] = positions[p];
  1958. }
  1959. // indices
  1960. for (i = 0; i < li; i += 3) {
  1961. indices[i + li] = indices[i + 2] + l;
  1962. indices[i + 1 + li] = indices[i + 1] + l;
  1963. indices[i + 2 + li] = indices[i] + l;
  1964. }
  1965. // normals
  1966. for (n = 0; n < ln; n++) {
  1967. normals[ln + n] = -normals[n];
  1968. }
  1969. // uvs
  1970. var lu: number = uvs.length;
  1971. for (var u: number = 0; u < lu; u++) {
  1972. uvs[u + lu] = uvs[u];
  1973. }
  1974. break;
  1975. }
  1976. }
  1977. /**
  1978. * Creates a new VertexData from the imported parameters.
  1979. */
  1980. public static ImportVertexData(parsedVertexData: any, geometry: Geometry) {
  1981. var vertexData = new VertexData();
  1982. // positions
  1983. var positions = parsedVertexData.positions;
  1984. if (positions) {
  1985. vertexData.set(positions, VertexBuffer.PositionKind);
  1986. }
  1987. // normals
  1988. var normals = parsedVertexData.normals;
  1989. if (normals) {
  1990. vertexData.set(normals, VertexBuffer.NormalKind);
  1991. }
  1992. // uvs
  1993. var uvs = parsedVertexData.uvs;
  1994. if (uvs) {
  1995. vertexData.set(uvs, VertexBuffer.UVKind);
  1996. }
  1997. // uv2s
  1998. var uv2s = parsedVertexData.uv2s;
  1999. if (uv2s) {
  2000. vertexData.set(uv2s, VertexBuffer.UV2Kind);
  2001. }
  2002. // uv3s
  2003. var uv3s = parsedVertexData.uv3s;
  2004. if (uv3s) {
  2005. vertexData.set(uv3s, VertexBuffer.UV3Kind);
  2006. }
  2007. // uv4s
  2008. var uv4s = parsedVertexData.uv4s;
  2009. if (uv4s) {
  2010. vertexData.set(uv4s, VertexBuffer.UV4Kind);
  2011. }
  2012. // uv5s
  2013. var uv5s = parsedVertexData.uv5s;
  2014. if (uv5s) {
  2015. vertexData.set(uv5s, VertexBuffer.UV5Kind);
  2016. }
  2017. // uv6s
  2018. var uv6s = parsedVertexData.uv6s;
  2019. if (uv6s) {
  2020. vertexData.set(uv6s, VertexBuffer.UV6Kind);
  2021. }
  2022. // colors
  2023. var colors = parsedVertexData.colors;
  2024. if (colors) {
  2025. vertexData.set(Color4.CheckColors4(colors, positions.length / 3), VertexBuffer.ColorKind);
  2026. }
  2027. // matricesIndices
  2028. var matricesIndices = parsedVertexData.matricesIndices;
  2029. if (matricesIndices) {
  2030. vertexData.set(matricesIndices, VertexBuffer.MatricesIndicesKind);
  2031. }
  2032. // matricesWeights
  2033. var matricesWeights = parsedVertexData.matricesWeights;
  2034. if (matricesWeights) {
  2035. vertexData.set(matricesWeights, VertexBuffer.MatricesWeightsKind);
  2036. }
  2037. // indices
  2038. var indices = parsedVertexData.indices;
  2039. if (indices) {
  2040. vertexData.indices = indices;
  2041. }
  2042. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  2043. }
  2044. }
  2045. }