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- import { Matrix, Vector3, Vector4 } from "../../Maths/math.vector.js";
- import { Color4 } from "../../Maths/math.color.js";
- import { Mesh } from "../mesh.js";
- import { VertexData } from "../mesh.vertexData.js";
- import { CreateTiledPlaneVertexData } from "./tiledPlaneBuilder.js";
- import { CompatibilityOptions } from "../../Compat/compatibilityOptions.js";
- /**
- * Creates the VertexData for a tiled box
- * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/tiled_box
- * @param options an object used to set the following optional parameters for the tiled box, required but can be empty
- * * pattern sets the rotation or reflection pattern for the tiles,
- * * size of the box
- * * width of the box, overwrites size
- * * height of the box, overwrites size
- * * depth of the box, overwrites size
- * * tileSize sets the size of a tile
- * * tileWidth sets the tile width and overwrites tileSize
- * * tileHeight sets the tile width and overwrites tileSize
- * * faceUV an array of 6 Vector4 elements used to set different images to each box side
- * * faceColors an array of 6 Color3 elements used to set different colors to each box side
- * * alignHorizontal places whole tiles aligned to the center, left or right of a row
- * * alignVertical places whole tiles aligned to the center, left or right of a column
- * @param options.pattern
- * @param options.size
- * @param options.width
- * @param options.height
- * @param options.depth
- * @param options.tileSize
- * @param options.tileWidth
- * @param options.tileHeight
- * @param options.faceUV
- * @param options.faceColors
- * @param options.alignHorizontal
- * @param options.alignVertical
- * @param options.sideOrientation
- * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
- * @returns the VertexData of the TiledBox
- */
- export function CreateTiledBoxVertexData(options) {
- const nbFaces = 6;
- const faceUV = options.faceUV || new Array(6);
- const faceColors = options.faceColors;
- const flipTile = options.pattern || Mesh.NO_FLIP;
- const width = options.width || options.size || 1;
- const height = options.height || options.size || 1;
- const depth = options.depth || options.size || 1;
- const tileWidth = options.tileWidth || options.tileSize || 1;
- const tileHeight = options.tileHeight || options.tileSize || 1;
- const alignH = options.alignHorizontal || 0;
- const alignV = options.alignVertical || 0;
- const sideOrientation = options.sideOrientation === 0 ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;
- // default face colors and UV if undefined
- for (let f = 0; f < nbFaces; f++) {
- if (faceUV[f] === undefined) {
- faceUV[f] = new Vector4(0, 0, 1, 1);
- }
- if (faceColors && faceColors[f] === undefined) {
- faceColors[f] = new Color4(1, 1, 1, 1);
- }
- }
- const halfWidth = width / 2;
- const halfHeight = height / 2;
- const halfDepth = depth / 2;
- const faceVertexData = [];
- for (let f = 0; f < 2; f++) {
- //front and back
- faceVertexData[f] = CreateTiledPlaneVertexData({
- pattern: flipTile,
- tileWidth: tileWidth,
- tileHeight: tileHeight,
- width: width,
- height: height,
- alignVertical: alignV,
- alignHorizontal: alignH,
- sideOrientation: sideOrientation,
- });
- }
- for (let f = 2; f < 4; f++) {
- //sides
- faceVertexData[f] = CreateTiledPlaneVertexData({
- pattern: flipTile,
- tileWidth: tileWidth,
- tileHeight: tileHeight,
- width: depth,
- height: height,
- alignVertical: alignV,
- alignHorizontal: alignH,
- sideOrientation: sideOrientation,
- });
- }
- let baseAlignV = alignV;
- if (alignV === Mesh.BOTTOM) {
- baseAlignV = Mesh.TOP;
- }
- else if (alignV === Mesh.TOP) {
- baseAlignV = Mesh.BOTTOM;
- }
- for (let f = 4; f < 6; f++) {
- //top and bottom
- faceVertexData[f] = CreateTiledPlaneVertexData({
- pattern: flipTile,
- tileWidth: tileWidth,
- tileHeight: tileHeight,
- width: width,
- height: depth,
- alignVertical: baseAlignV,
- alignHorizontal: alignH,
- sideOrientation: sideOrientation,
- });
- }
- let positions = [];
- let normals = [];
- let uvs = [];
- let indices = [];
- const colors = [];
- const facePositions = [];
- const faceNormals = [];
- const newFaceUV = [];
- let lu = 0;
- let li = 0;
- for (let f = 0; f < nbFaces; f++) {
- const len = faceVertexData[f].positions.length;
- facePositions[f] = [];
- faceNormals[f] = [];
- for (let p = 0; p < len / 3; p++) {
- facePositions[f].push(new Vector3(faceVertexData[f].positions[3 * p], faceVertexData[f].positions[3 * p + 1], faceVertexData[f].positions[3 * p + 2]));
- faceNormals[f].push(new Vector3(faceVertexData[f].normals[3 * p], faceVertexData[f].normals[3 * p + 1], faceVertexData[f].normals[3 * p + 2]));
- }
- // uvs
- lu = faceVertexData[f].uvs.length;
- newFaceUV[f] = [];
- for (let i = 0; i < lu; i += 2) {
- newFaceUV[f][i] = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * faceVertexData[f].uvs[i];
- newFaceUV[f][i + 1] = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * faceVertexData[f].uvs[i + 1];
- if (CompatibilityOptions.UseOpenGLOrientationForUV) {
- newFaceUV[f][i + 1] = 1.0 - newFaceUV[f][i + 1];
- }
- }
- uvs = uvs.concat(newFaceUV[f]);
- indices = indices.concat(faceVertexData[f].indices.map((x) => x + li));
- li += facePositions[f].length;
- if (faceColors) {
- for (let c = 0; c < 4; c++) {
- colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);
- }
- }
- }
- const vec0 = new Vector3(0, 0, halfDepth);
- const mtrx0 = Matrix.RotationY(Math.PI);
- positions = facePositions[0]
- .map((entry) => Vector3.TransformNormal(entry, mtrx0).add(vec0))
- .map((entry) => [entry.x, entry.y, entry.z])
- .reduce((accumulator, currentValue) => accumulator.concat(currentValue), []);
- normals = faceNormals[0]
- .map((entry) => Vector3.TransformNormal(entry, mtrx0))
- .map((entry) => [entry.x, entry.y, entry.z])
- .reduce((accumulator, currentValue) => accumulator.concat(currentValue), []);
- positions = positions.concat(facePositions[1]
- .map((entry) => entry.subtract(vec0))
- .map((entry) => [entry.x, entry.y, entry.z])
- .reduce((accumulator, currentValue) => accumulator.concat(currentValue), []));
- normals = normals.concat(faceNormals[1].map((entry) => [entry.x, entry.y, entry.z]).reduce((accumulator, currentValue) => accumulator.concat(currentValue), []));
- const vec2 = new Vector3(halfWidth, 0, 0);
- const mtrx2 = Matrix.RotationY(-Math.PI / 2);
- positions = positions.concat(facePositions[2]
- .map((entry) => Vector3.TransformNormal(entry, mtrx2).add(vec2))
- .map((entry) => [entry.x, entry.y, entry.z])
- .reduce((accumulator, currentValue) => accumulator.concat(currentValue), []));
- normals = normals.concat(faceNormals[2]
- .map((entry) => Vector3.TransformNormal(entry, mtrx2))
- .map((entry) => [entry.x, entry.y, entry.z])
- .reduce((accumulator, currentValue) => accumulator.concat(currentValue), []));
- const mtrx3 = Matrix.RotationY(Math.PI / 2);
- positions = positions.concat(facePositions[3]
- .map((entry) => Vector3.TransformNormal(entry, mtrx3).subtract(vec2))
- .map((entry) => [entry.x, entry.y, entry.z])
- .reduce((accumulator, currentValue) => accumulator.concat(currentValue), []));
- normals = normals.concat(faceNormals[3]
- .map((entry) => Vector3.TransformNormal(entry, mtrx3))
- .map((entry) => [entry.x, entry.y, entry.z])
- .reduce((accumulator, currentValue) => accumulator.concat(currentValue), []));
- const vec4 = new Vector3(0, halfHeight, 0);
- const mtrx4 = Matrix.RotationX(Math.PI / 2);
- positions = positions.concat(facePositions[4]
- .map((entry) => Vector3.TransformNormal(entry, mtrx4).add(vec4))
- .map((entry) => [entry.x, entry.y, entry.z])
- .reduce((accumulator, currentValue) => accumulator.concat(currentValue), []));
- normals = normals.concat(faceNormals[4]
- .map((entry) => Vector3.TransformNormal(entry, mtrx4))
- .map((entry) => [entry.x, entry.y, entry.z])
- .reduce((accumulator, currentValue) => accumulator.concat(currentValue), []));
- const mtrx5 = Matrix.RotationX(-Math.PI / 2);
- positions = positions.concat(facePositions[5]
- .map((entry) => Vector3.TransformNormal(entry, mtrx5).subtract(vec4))
- .map((entry) => [entry.x, entry.y, entry.z])
- .reduce((accumulator, currentValue) => accumulator.concat(currentValue), []));
- normals = normals.concat(faceNormals[5]
- .map((entry) => Vector3.TransformNormal(entry, mtrx5))
- .map((entry) => [entry.x, entry.y, entry.z])
- .reduce((accumulator, currentValue) => accumulator.concat(currentValue), []));
- // sides
- VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
- // Result
- const vertexData = new VertexData();
- vertexData.indices = indices;
- vertexData.positions = positions;
- vertexData.normals = normals;
- vertexData.uvs = uvs;
- if (faceColors) {
- const totalColors = sideOrientation === VertexData.DOUBLESIDE ? colors.concat(colors) : colors;
- vertexData.colors = totalColors;
- }
- return vertexData;
- }
- /**
- * Creates a tiled box mesh
- * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/tiled_box
- * @param name defines the name of the mesh
- * @param options an object used to set the following optional parameters for the tiled box, required but can be empty
- * * pattern sets the rotation or reflection pattern for the tiles,
- * * size of the box
- * * width of the box, overwrites size
- * * height of the box, overwrites size
- * * depth of the box, overwrites size
- * * tileSize sets the size of a tile
- * * tileWidth sets the tile width and overwrites tileSize
- * * tileHeight sets the tile width and overwrites tileSize
- * * faceUV an array of 6 Vector4 elements used to set different images to each box side
- * * faceColors an array of 6 Color3 elements used to set different colors to each box side
- * * alignHorizontal places whole tiles aligned to the center, left or right of a row
- * * alignVertical places whole tiles aligned to the center, left or right of a column
- * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
- * @param options.pattern
- * @param options.width
- * @param options.height
- * @param options.depth
- * @param options.tileSize
- * @param options.tileWidth
- * @param options.tileHeight
- * @param options.alignHorizontal
- * @param options.alignVertical
- * @param options.faceUV
- * @param options.faceColors
- * @param options.sideOrientation
- * @param options.updatable
- * @param scene defines the hosting scene
- * @returns the box mesh
- */
- export function CreateTiledBox(name, options, scene = null) {
- const box = new Mesh(name, scene);
- options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);
- box._originalBuilderSideOrientation = options.sideOrientation;
- const vertexData = CreateTiledBoxVertexData(options);
- vertexData.applyToMesh(box, options.updatable);
- return box;
- }
- /**
- * Class containing static functions to help procedurally build meshes
- * @deprecated use CreateTiledBox instead
- */
- export const TiledBoxBuilder = {
- // eslint-disable-next-line @typescript-eslint/naming-convention
- CreateTiledBox,
- };
- VertexData.CreateTiledBox = CreateTiledBoxVertexData;
- //# sourceMappingURL=tiledBoxBuilder.js.map
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