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- import { Mesh } from "../mesh.js";
- import { VertexData } from "../mesh.vertexData.js";
- import { CompatibilityOptions } from "../../Compat/compatibilityOptions.js";
- /**
- * Creates the VertexData of the Disc or regular Polygon
- * @param options an object used to set the following optional parameters for the disc, required but can be empty
- * * radius the radius of the disc, optional default 0.5
- * * tessellation the number of polygon sides, optional, default 64
- * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1
- * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
- * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
- * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
- * @returns the VertexData of the box
- */
- // eslint-disable-next-line @typescript-eslint/naming-convention
- export function CreateDiscVertexData(options) {
- const positions = [];
- const indices = [];
- const normals = [];
- const uvs = [];
- const radius = options.radius || 0.5;
- const tessellation = options.tessellation || 64;
- const arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
- const sideOrientation = options.sideOrientation === 0 ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;
- // positions and uvs
- positions.push(0, 0, 0); // disc center first
- uvs.push(0.5, 0.5);
- const theta = Math.PI * 2 * arc;
- const step = arc === 1 ? theta / tessellation : theta / (tessellation - 1);
- let a = 0;
- for (let t = 0; t < tessellation; t++) {
- const x = Math.cos(a);
- const y = Math.sin(a);
- const u = (x + 1) / 2;
- const v = (1 - y) / 2;
- positions.push(radius * x, radius * y, 0);
- uvs.push(u, CompatibilityOptions.UseOpenGLOrientationForUV ? 1 - v : v);
- a += step;
- }
- if (arc === 1) {
- positions.push(positions[3], positions[4], positions[5]); // close the circle
- uvs.push(uvs[2], CompatibilityOptions.UseOpenGLOrientationForUV ? 1 - uvs[3] : uvs[3]);
- }
- //indices
- const vertexNb = positions.length / 3;
- for (let i = 1; i < vertexNb - 1; i++) {
- indices.push(i + 1, 0, i);
- }
- // result
- VertexData.ComputeNormals(positions, indices, normals);
- VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
- const vertexData = new VertexData();
- vertexData.indices = indices;
- vertexData.positions = positions;
- vertexData.normals = normals;
- vertexData.uvs = uvs;
- return vertexData;
- }
- /**
- * Creates a plane polygonal mesh. By default, this is a disc
- * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
- * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
- * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
- * @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 plane polygonal mesh
- * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#disc-or-regular-polygon
- */
- export function CreateDisc(name, options = {}, scene = null) {
- const disc = new Mesh(name, scene);
- options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);
- disc._originalBuilderSideOrientation = options.sideOrientation;
- const vertexData = CreateDiscVertexData(options);
- vertexData.applyToMesh(disc, options.updatable);
- return disc;
- }
- /**
- * Class containing static functions to help procedurally build meshes
- * @deprecated please use CreateDisc directly
- */
- export const DiscBuilder = {
- // eslint-disable-next-line @typescript-eslint/naming-convention
- CreateDisc,
- };
- VertexData.CreateDisc = CreateDiscVertexData;
- Mesh.CreateDisc = (name, radius, tessellation, scene = null, updatable, sideOrientation) => {
- const options = {
- radius,
- tessellation,
- sideOrientation,
- updatable,
- };
- return CreateDisc(name, options, scene);
- };
- //# sourceMappingURL=discBuilder.js.map
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