import { Vector3 } from "../../Maths/math.vector.js"; import { Mesh } from "../mesh.js"; import { CreateRibbon } from "./ribbonBuilder.js"; /** * Creates lathe mesh. * The lathe is a shape with a symmetry axis : a 2D model shape is rotated around this axis to design the lathe * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero * * The parameter `radius` (positive float, default 1) is the radius value of the lathe * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc" * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created * @param name defines the name of the mesh * @param options defines the options used to create the mesh * @param scene defines the hosting scene * @returns the lathe mesh * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#lathe */ export function CreateLathe(name, options, scene = null) { const arc = options.arc ? (options.arc <= 0 || options.arc > 1 ? 1.0 : options.arc) : 1.0; const closed = options.closed === undefined ? true : options.closed; const shape = options.shape; const radius = options.radius || 1; const tessellation = options.tessellation || 64; const clip = options.clip || 0; const updatable = options.updatable; const sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation); const cap = options.cap || Mesh.NO_CAP; const pi2 = Math.PI * 2; const paths = []; const invertUV = options.invertUV || false; let i = 0; let p = 0; const step = (pi2 / tessellation) * arc; let rotated; let path; for (i = 0; i <= tessellation - clip; i++) { path = []; if (cap == Mesh.CAP_START || cap == Mesh.CAP_ALL) { path.push(new Vector3(0, shape[0].y, 0)); path.push(new Vector3(Math.cos(i * step) * shape[0].x * radius, shape[0].y, Math.sin(i * step) * shape[0].x * radius)); } for (p = 0; p < shape.length; p++) { rotated = new Vector3(Math.cos(i * step) * shape[p].x * radius, shape[p].y, Math.sin(i * step) * shape[p].x * radius); path.push(rotated); } if (cap == Mesh.CAP_END || cap == Mesh.CAP_ALL) { path.push(new Vector3(Math.cos(i * step) * shape[shape.length - 1].x * radius, shape[shape.length - 1].y, Math.sin(i * step) * shape[shape.length - 1].x * radius)); path.push(new Vector3(0, shape[shape.length - 1].y, 0)); } paths.push(path); } // lathe ribbon const lathe = CreateRibbon(name, { pathArray: paths, closeArray: closed, sideOrientation: sideOrientation, updatable: updatable, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene); return lathe; } /** * Class containing static functions to help procedurally build meshes * @deprecated use the function direction from the module */ export const LatheBuilder = { // eslint-disable-next-line @typescript-eslint/naming-convention CreateLathe, }; Mesh.CreateLathe = (name, shape, radius, tessellation, scene, updatable, sideOrientation) => { const options = { shape: shape, radius: radius, tessellation: tessellation, sideOrientation: sideOrientation, updatable: updatable, }; return CreateLathe(name, options, scene); }; //# sourceMappingURL=latheBuilder.js.map