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- import { Quaternion, Matrix, Vector3, Vector2 } from "../Maths/math.vector.js";
- import { VertexBuffer } from "../Buffers/buffer.js";
- import { SubMesh } from "../Meshes/subMesh.js";
- import { Mesh } from "../Meshes/mesh.js";
- import { Color4 } from "../Maths/math.color.js";
- import { VertexData } from "./mesh.vertexData.js";
- /**
- * Unique ID when we import meshes from Babylon to CSG
- */
- let currentCSGMeshId = 0;
- /**
- * Represents a vertex of a polygon. Use your own vertex class instead of this
- * one to provide additional features like texture coordinates and vertex
- * colors. Custom vertex classes need to provide a `pos` property and `clone()`,
- * `flip()`, and `interpolate()` methods that behave analogous to the ones
- * defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
- * functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
- * is not used anywhere else.
- * Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
- */
- class Vertex {
- /**
- * Initializes the vertex
- * @param pos The position of the vertex
- * @param normal The normal of the vertex
- * @param uv The texture coordinate of the vertex
- * @param vertColor The RGBA color of the vertex
- */
- constructor(
- /**
- * The position of the vertex
- */
- pos,
- /**
- * The normal of the vertex
- */
- normal,
- /**
- * The texture coordinate of the vertex
- */
- uv,
- /**
- * The texture coordinate of the vertex
- */
- vertColor) {
- this.pos = pos;
- this.normal = normal;
- this.uv = uv;
- this.vertColor = vertColor;
- }
- /**
- * Make a clone, or deep copy, of the vertex
- * @returns A new Vertex
- */
- clone() {
- return new Vertex(this.pos.clone(), this.normal.clone(), this.uv?.clone(), this.vertColor?.clone());
- }
- /**
- * Invert all orientation-specific data (e.g. vertex normal). Called when the
- * orientation of a polygon is flipped.
- */
- flip() {
- this.normal = this.normal.scale(-1);
- }
- /**
- * Create a new vertex between this vertex and `other` by linearly
- * interpolating all properties using a parameter of `t`. Subclasses should
- * override this to interpolate additional properties.
- * @param other the vertex to interpolate against
- * @param t The factor used to linearly interpolate between the vertices
- * @returns The new interpolated vertex
- */
- interpolate(other, t) {
- return new Vertex(Vector3.Lerp(this.pos, other.pos, t), Vector3.Lerp(this.normal, other.normal, t), this.uv && other.uv ? Vector2.Lerp(this.uv, other.uv, t) : undefined, this.vertColor && other.vertColor ? Color4.Lerp(this.vertColor, other.vertColor, t) : undefined);
- }
- }
- /**
- * Represents a plane in 3D space.
- */
- class CSGPlane {
- /**
- * Initializes the plane
- * @param normal The normal for the plane
- * @param w
- */
- constructor(normal, w) {
- this.normal = normal;
- this.w = w;
- }
- /**
- * Construct a plane from three points
- * @param a Point a
- * @param b Point b
- * @param c Point c
- * @returns A new plane
- */
- static FromPoints(a, b, c) {
- const v0 = c.subtract(a);
- const v1 = b.subtract(a);
- if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
- return null;
- }
- const n = Vector3.Normalize(Vector3.Cross(v0, v1));
- return new CSGPlane(n, Vector3.Dot(n, a));
- }
- /**
- * Clone, or make a deep copy of the plane
- * @returns a new Plane
- */
- clone() {
- return new CSGPlane(this.normal.clone(), this.w);
- }
- /**
- * Flip the face of the plane
- */
- flip() {
- this.normal.scaleInPlace(-1);
- this.w = -this.w;
- }
- /**
- * Split `polygon` by this plane if needed, then put the polygon or polygon
- * fragments in the appropriate lists. Coplanar polygons go into either
- `* coplanarFront` or `coplanarBack` depending on their orientation with
- * respect to this plane. Polygons in front or in back of this plane go into
- * either `front` or `back`
- * @param polygon The polygon to be split
- * @param coplanarFront Will contain polygons coplanar with the plane that are oriented to the front of the plane
- * @param coplanarBack Will contain polygons coplanar with the plane that are oriented to the back of the plane
- * @param front Will contain the polygons in front of the plane
- * @param back Will contain the polygons begind the plane
- */
- splitPolygon(polygon, coplanarFront, coplanarBack, front, back) {
- const COPLANAR = 0;
- const FRONT = 1;
- const BACK = 2;
- const SPANNING = 3;
- // Classify each point as well as the entire polygon into one of the above
- // four classes.
- let polygonType = 0;
- const types = [];
- let i;
- let t;
- for (i = 0; i < polygon.vertices.length; i++) {
- t = Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
- const type = t < -CSGPlane.EPSILON ? BACK : t > CSGPlane.EPSILON ? FRONT : COPLANAR;
- polygonType |= type;
- types.push(type);
- }
- // Put the polygon in the correct list, splitting it when necessary
- switch (polygonType) {
- case COPLANAR:
- (Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
- break;
- case FRONT:
- front.push(polygon);
- break;
- case BACK:
- back.push(polygon);
- break;
- case SPANNING: {
- const f = [], b = [];
- for (i = 0; i < polygon.vertices.length; i++) {
- const j = (i + 1) % polygon.vertices.length;
- const ti = types[i], tj = types[j];
- const vi = polygon.vertices[i], vj = polygon.vertices[j];
- if (ti !== BACK) {
- f.push(vi);
- }
- if (ti !== FRONT) {
- b.push(ti !== BACK ? vi.clone() : vi);
- }
- if ((ti | tj) === SPANNING) {
- t = (this.w - Vector3.Dot(this.normal, vi.pos)) / Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
- const v = vi.interpolate(vj, t);
- f.push(v);
- b.push(v.clone());
- }
- }
- let poly;
- if (f.length >= 3) {
- poly = new CSGPolygon(f, polygon.shared);
- if (poly.plane) {
- front.push(poly);
- }
- }
- if (b.length >= 3) {
- poly = new CSGPolygon(b, polygon.shared);
- if (poly.plane) {
- back.push(poly);
- }
- }
- break;
- }
- }
- }
- }
- /**
- * `CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
- * point is on the plane
- */
- CSGPlane.EPSILON = 1e-5;
- /**
- * Represents a convex polygon. The vertices used to initialize a polygon must
- * be coplanar and form a convex loop.
- *
- * Each convex polygon has a `shared` property, which is shared between all
- * polygons that are clones of each other or were split from the same polygon.
- * This can be used to define per-polygon properties (such as surface color)
- */
- class CSGPolygon {
- /**
- * Initializes the polygon
- * @param vertices The vertices of the polygon
- * @param shared The properties shared across all polygons
- */
- constructor(vertices, shared) {
- this.vertices = vertices;
- this.shared = shared;
- this.plane = CSGPlane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
- }
- /**
- * Clones, or makes a deep copy, or the polygon
- * @returns A new CSGPolygon
- */
- clone() {
- const vertices = this.vertices.map((v) => v.clone());
- return new CSGPolygon(vertices, this.shared);
- }
- /**
- * Flips the faces of the polygon
- */
- flip() {
- this.vertices.reverse().map((v) => {
- v.flip();
- });
- this.plane.flip();
- }
- }
- /**
- * Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
- * by picking a polygon to split along. That polygon (and all other coplanar
- * polygons) are added directly to that node and the other polygons are added to
- * the front and/or back subtrees. This is not a leafy BSP tree since there is
- * no distinction between internal and leaf nodes
- */
- class Node {
- /**
- * Initializes the node
- * @param polygons A collection of polygons held in the node
- */
- constructor(polygons) {
- this._plane = null;
- this._front = null;
- this._back = null;
- this._polygons = new Array();
- if (polygons) {
- this.build(polygons);
- }
- }
- /**
- * Clones, or makes a deep copy, of the node
- * @returns The cloned node
- */
- clone() {
- const node = new Node();
- node._plane = this._plane && this._plane.clone();
- node._front = this._front && this._front.clone();
- node._back = this._back && this._back.clone();
- node._polygons = this._polygons.map((p) => p.clone());
- return node;
- }
- /**
- * Convert solid space to empty space and empty space to solid space
- */
- invert() {
- for (let i = 0; i < this._polygons.length; i++) {
- this._polygons[i].flip();
- }
- if (this._plane) {
- this._plane.flip();
- }
- if (this._front) {
- this._front.invert();
- }
- if (this._back) {
- this._back.invert();
- }
- const temp = this._front;
- this._front = this._back;
- this._back = temp;
- }
- /**
- * Recursively remove all polygons in `polygons` that are inside this BSP
- * tree.
- * @param polygons Polygons to remove from the BSP
- * @returns Polygons clipped from the BSP
- */
- clipPolygons(polygons) {
- if (!this._plane) {
- return polygons.slice();
- }
- let front = [], back = [];
- for (let i = 0; i < polygons.length; i++) {
- this._plane.splitPolygon(polygons[i], front, back, front, back);
- }
- if (this._front) {
- front = this._front.clipPolygons(front);
- }
- if (this._back) {
- back = this._back.clipPolygons(back);
- }
- else {
- back = [];
- }
- return front.concat(back);
- }
- /**
- * Remove all polygons in this BSP tree that are inside the other BSP tree
- * `bsp`.
- * @param bsp BSP containing polygons to remove from this BSP
- */
- clipTo(bsp) {
- this._polygons = bsp.clipPolygons(this._polygons);
- if (this._front) {
- this._front.clipTo(bsp);
- }
- if (this._back) {
- this._back.clipTo(bsp);
- }
- }
- /**
- * Return a list of all polygons in this BSP tree
- * @returns List of all polygons in this BSP tree
- */
- allPolygons() {
- let polygons = this._polygons.slice();
- if (this._front) {
- polygons = polygons.concat(this._front.allPolygons());
- }
- if (this._back) {
- polygons = polygons.concat(this._back.allPolygons());
- }
- return polygons;
- }
- /**
- * Build a BSP tree out of `polygons`. When called on an existing tree, the
- * new polygons are filtered down to the bottom of the tree and become new
- * nodes there. Each set of polygons is partitioned using the first polygon
- * (no heuristic is used to pick a good split)
- * @param polygons Polygons used to construct the BSP tree
- */
- build(polygons) {
- if (!polygons.length) {
- return;
- }
- if (!this._plane) {
- this._plane = polygons[0].plane.clone();
- }
- const front = [], back = [];
- for (let i = 0; i < polygons.length; i++) {
- this._plane.splitPolygon(polygons[i], this._polygons, this._polygons, front, back);
- }
- if (front.length) {
- if (!this._front) {
- this._front = new Node();
- }
- this._front.build(front);
- }
- if (back.length) {
- if (!this._back) {
- this._back = new Node();
- }
- this._back.build(back);
- }
- }
- }
- /**
- * Class for building Constructive Solid Geometry
- */
- export class CSG {
- constructor() {
- this._polygons = new Array();
- }
- /**
- * Convert a VertexData to CSG
- * @param data defines the VertexData to convert to CSG
- * @returns the new CSG
- */
- static FromVertexData(data) {
- let vertex, polygon, vertices;
- const polygons = [];
- const indices = data.indices;
- const positions = data.positions;
- const normals = data.normals;
- const uvs = data.uvs;
- const vertColors = data.colors;
- if (!indices || !positions) {
- // eslint-disable-next-line no-throw-literal
- throw "BABYLON.CSG: VertexData must at least contain positions and indices";
- }
- for (let i = 0; i < indices.length; i += 3) {
- vertices = [];
- for (let j = 0; j < 3; j++) {
- const indexIndices = i + j;
- const offset = indices[indexIndices];
- const normal = normals ? Vector3.FromArray(normals, offset * 3) : Vector3.Zero();
- const uv = uvs ? Vector2.FromArray(uvs, offset * 2) : undefined;
- const vertColor = vertColors ? Color4.FromArray(vertColors, offset * 4) : undefined;
- const position = Vector3.FromArray(positions, offset * 3);
- vertex = new Vertex(position, normal, uv, vertColor);
- vertices.push(vertex);
- }
- polygon = new CSGPolygon(vertices, { subMeshId: 0, meshId: currentCSGMeshId, materialIndex: 0 });
- // To handle the case of degenerated triangle
- // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
- if (polygon.plane) {
- polygons.push(polygon);
- }
- }
- const csg = CSG._FromPolygons(polygons);
- csg.matrix = Matrix.Identity();
- csg.position = Vector3.Zero();
- csg.rotation = Vector3.Zero();
- csg.scaling = Vector3.One();
- csg.rotationQuaternion = Quaternion.Identity();
- currentCSGMeshId++;
- return csg;
- }
- /**
- * Convert the Mesh to CSG
- * @param mesh The Mesh to convert to CSG
- * @param absolute If true, the final (local) matrix transformation is set to the identity and not to that of `mesh`. It can help when dealing with right-handed meshes (default: false)
- * @returns A new CSG from the Mesh
- */
- static FromMesh(mesh, absolute = false) {
- let vertex, normal, uv = undefined, position, vertColor = undefined, polygon, vertices;
- const polygons = [];
- let matrix, meshPosition, meshRotation, meshRotationQuaternion = null, meshScaling;
- let invertWinding = false;
- if (mesh instanceof Mesh) {
- mesh.computeWorldMatrix(true);
- matrix = mesh.getWorldMatrix();
- meshPosition = mesh.position.clone();
- meshRotation = mesh.rotation.clone();
- if (mesh.rotationQuaternion) {
- meshRotationQuaternion = mesh.rotationQuaternion.clone();
- }
- meshScaling = mesh.scaling.clone();
- if (mesh.material && absolute) {
- invertWinding = mesh.material.sideOrientation === 0;
- }
- }
- else {
- // eslint-disable-next-line no-throw-literal
- throw "BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh";
- }
- const indices = mesh.getIndices(), positions = mesh.getVerticesData(VertexBuffer.PositionKind), normals = mesh.getVerticesData(VertexBuffer.NormalKind), uvs = mesh.getVerticesData(VertexBuffer.UVKind), vertColors = mesh.getVerticesData(VertexBuffer.ColorKind);
- const subMeshes = mesh.subMeshes;
- for (let sm = 0, sml = subMeshes.length; sm < sml; sm++) {
- for (let i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
- vertices = [];
- for (let j = 0; j < 3; j++) {
- const indexIndices = j === 0 ? i + j : invertWinding ? i + 3 - j : i + j;
- const sourceNormal = new Vector3(normals[indices[indexIndices] * 3], normals[indices[indexIndices] * 3 + 1], normals[indices[indexIndices] * 3 + 2]);
- if (uvs) {
- uv = new Vector2(uvs[indices[indexIndices] * 2], uvs[indices[indexIndices] * 2 + 1]);
- }
- if (vertColors) {
- vertColor = new Color4(vertColors[indices[indexIndices] * 4], vertColors[indices[indexIndices] * 4 + 1], vertColors[indices[indexIndices] * 4 + 2], vertColors[indices[indexIndices] * 4 + 3]);
- }
- const sourcePosition = new Vector3(positions[indices[indexIndices] * 3], positions[indices[indexIndices] * 3 + 1], positions[indices[indexIndices] * 3 + 2]);
- position = Vector3.TransformCoordinates(sourcePosition, matrix);
- normal = Vector3.TransformNormal(sourceNormal, matrix);
- vertex = new Vertex(position, normal, uv, vertColor);
- vertices.push(vertex);
- }
- polygon = new CSGPolygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
- // To handle the case of degenerated triangle
- // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
- if (polygon.plane) {
- polygons.push(polygon);
- }
- }
- }
- const csg = CSG._FromPolygons(polygons);
- csg.matrix = absolute ? Matrix.Identity() : matrix;
- csg.position = absolute ? Vector3.Zero() : meshPosition;
- csg.rotation = absolute ? Vector3.Zero() : meshRotation;
- csg.scaling = absolute ? Vector3.One() : meshScaling;
- csg.rotationQuaternion = absolute && meshRotationQuaternion ? Quaternion.Identity() : meshRotationQuaternion;
- currentCSGMeshId++;
- return csg;
- }
- /**
- * Construct a CSG solid from a list of `CSG.Polygon` instances.
- * @param polygons Polygons used to construct a CSG solid
- * @returns A new CSG solid
- */
- static _FromPolygons(polygons) {
- const csg = new CSG();
- csg._polygons = polygons;
- return csg;
- }
- /**
- * Clones, or makes a deep copy, of the CSG
- * @returns A new CSG
- */
- clone() {
- const csg = new CSG();
- csg._polygons = this._polygons.map((p) => p.clone());
- csg.copyTransformAttributes(this);
- return csg;
- }
- /**
- * Unions this CSG with another CSG
- * @param csg The CSG to union against this CSG
- * @returns The unioned CSG
- */
- union(csg) {
- const a = new Node(this.clone()._polygons);
- const b = new Node(csg.clone()._polygons);
- a.clipTo(b);
- b.clipTo(a);
- b.invert();
- b.clipTo(a);
- b.invert();
- a.build(b.allPolygons());
- return CSG._FromPolygons(a.allPolygons()).copyTransformAttributes(this);
- }
- /**
- * Unions this CSG with another CSG in place
- * @param csg The CSG to union against this CSG
- */
- unionInPlace(csg) {
- const a = new Node(this._polygons);
- const b = new Node(csg._polygons);
- a.clipTo(b);
- b.clipTo(a);
- b.invert();
- b.clipTo(a);
- b.invert();
- a.build(b.allPolygons());
- this._polygons = a.allPolygons();
- }
- /**
- * Subtracts this CSG with another CSG
- * @param csg The CSG to subtract against this CSG
- * @returns A new CSG
- */
- subtract(csg) {
- const a = new Node(this.clone()._polygons);
- const b = new Node(csg.clone()._polygons);
- a.invert();
- a.clipTo(b);
- b.clipTo(a);
- b.invert();
- b.clipTo(a);
- b.invert();
- a.build(b.allPolygons());
- a.invert();
- return CSG._FromPolygons(a.allPolygons()).copyTransformAttributes(this);
- }
- /**
- * Subtracts this CSG with another CSG in place
- * @param csg The CSG to subtract against this CSG
- */
- subtractInPlace(csg) {
- const a = new Node(this._polygons);
- const b = new Node(csg._polygons);
- a.invert();
- a.clipTo(b);
- b.clipTo(a);
- b.invert();
- b.clipTo(a);
- b.invert();
- a.build(b.allPolygons());
- a.invert();
- this._polygons = a.allPolygons();
- }
- /**
- * Intersect this CSG with another CSG
- * @param csg The CSG to intersect against this CSG
- * @returns A new CSG
- */
- intersect(csg) {
- const a = new Node(this.clone()._polygons);
- const b = new Node(csg.clone()._polygons);
- a.invert();
- b.clipTo(a);
- b.invert();
- a.clipTo(b);
- b.clipTo(a);
- a.build(b.allPolygons());
- a.invert();
- return CSG._FromPolygons(a.allPolygons()).copyTransformAttributes(this);
- }
- /**
- * Intersects this CSG with another CSG in place
- * @param csg The CSG to intersect against this CSG
- */
- intersectInPlace(csg) {
- const a = new Node(this._polygons);
- const b = new Node(csg._polygons);
- a.invert();
- b.clipTo(a);
- b.invert();
- a.clipTo(b);
- b.clipTo(a);
- a.build(b.allPolygons());
- a.invert();
- this._polygons = a.allPolygons();
- }
- /**
- * Return a new CSG solid with solid and empty space switched. This solid is
- * not modified.
- * @returns A new CSG solid with solid and empty space switched
- */
- inverse() {
- const csg = this.clone();
- csg.inverseInPlace();
- return csg;
- }
- /**
- * Inverses the CSG in place
- */
- inverseInPlace() {
- this._polygons.map((p) => {
- p.flip();
- });
- }
- /**
- * This is used to keep meshes transformations so they can be restored
- * when we build back a Babylon Mesh
- * NB : All CSG operations are performed in world coordinates
- * @param csg The CSG to copy the transform attributes from
- * @returns This CSG
- */
- copyTransformAttributes(csg) {
- this.matrix = csg.matrix;
- this.position = csg.position;
- this.rotation = csg.rotation;
- this.scaling = csg.scaling;
- this.rotationQuaternion = csg.rotationQuaternion;
- return this;
- }
- /**
- * Build vertex data from CSG
- * Coordinates here are in world space
- * @param onBeforePolygonProcessing called before each polygon is being processed
- * @param onAfterPolygonProcessing called after each polygon has been processed
- * @returns the final vertex data
- */
- toVertexData(onBeforePolygonProcessing = null, onAfterPolygonProcessing = null) {
- const matrix = this.matrix.clone();
- matrix.invert();
- const polygons = this._polygons;
- const vertices = [];
- const indices = [];
- const normals = [];
- let uvs = null;
- let vertColors = null;
- const vertex = Vector3.Zero();
- const normal = Vector3.Zero();
- const uv = Vector2.Zero();
- const vertColor = new Color4(0, 0, 0, 0);
- const polygonIndices = [0, 0, 0];
- const vertice_dict = {};
- let vertex_idx;
- for (let i = 0, il = polygons.length; i < il; i++) {
- const polygon = polygons[i];
- if (onBeforePolygonProcessing) {
- onBeforePolygonProcessing(polygon);
- }
- for (let j = 2, jl = polygon.vertices.length; j < jl; j++) {
- polygonIndices[0] = 0;
- polygonIndices[1] = j - 1;
- polygonIndices[2] = j;
- for (let k = 0; k < 3; k++) {
- vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
- normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
- if (polygon.vertices[polygonIndices[k]].uv) {
- if (!uvs) {
- uvs = [];
- }
- uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
- }
- if (polygon.vertices[polygonIndices[k]].vertColor) {
- if (!vertColors) {
- vertColors = [];
- }
- vertColor.copyFrom(polygon.vertices[polygonIndices[k]].vertColor);
- }
- const localVertex = Vector3.TransformCoordinates(vertex, matrix);
- const localNormal = Vector3.TransformNormal(normal, matrix);
- vertex_idx = vertice_dict[localVertex.x + "," + localVertex.y + "," + localVertex.z];
- let areUvsDifferent = false;
- if (uvs && !(uvs[vertex_idx * 2] === uv.x || uvs[vertex_idx * 2 + 1] === uv.y)) {
- areUvsDifferent = true;
- }
- let areColorsDifferent = false;
- if (vertColors &&
- !(vertColors[vertex_idx * 4] === vertColor.r ||
- vertColors[vertex_idx * 4 + 1] === vertColor.g ||
- vertColors[vertex_idx * 4 + 2] === vertColor.b ||
- vertColors[vertex_idx * 4 + 3] === vertColor.a)) {
- areColorsDifferent = true;
- }
- // Check if 2 points can be merged
- if (!(typeof vertex_idx !== "undefined" &&
- normals[vertex_idx * 3] === localNormal.x &&
- normals[vertex_idx * 3 + 1] === localNormal.y &&
- normals[vertex_idx * 3 + 2] === localNormal.z) ||
- areUvsDifferent ||
- areColorsDifferent) {
- vertices.push(localVertex.x, localVertex.y, localVertex.z);
- if (uvs) {
- uvs.push(uv.x, uv.y);
- }
- normals.push(normal.x, normal.y, normal.z);
- if (vertColors) {
- vertColors.push(vertColor.r, vertColor.g, vertColor.b, vertColor.a);
- }
- vertex_idx = vertice_dict[localVertex.x + "," + localVertex.y + "," + localVertex.z] = vertices.length / 3 - 1;
- }
- indices.push(vertex_idx);
- if (onAfterPolygonProcessing) {
- onAfterPolygonProcessing();
- }
- }
- }
- }
- const result = new VertexData();
- result.positions = vertices;
- result.normals = normals;
- if (uvs) {
- result.uvs = uvs;
- }
- if (vertColors) {
- result.colors = vertColors;
- }
- result.indices = indices;
- return result;
- }
- /**
- * Build Raw mesh from CSG
- * Coordinates here are in world space
- * @param name The name of the mesh geometry
- * @param scene The Scene
- * @param keepSubMeshes Specifies if the submeshes should be kept
- * @returns A new Mesh
- */
- buildMeshGeometry(name, scene, keepSubMeshes) {
- const mesh = new Mesh(name, scene);
- const polygons = this._polygons;
- let currentIndex = 0;
- const subMeshDict = {};
- let subMeshObj;
- if (keepSubMeshes) {
- // Sort Polygons, since subMeshes are indices range
- polygons.sort((a, b) => {
- if (a.shared.meshId === b.shared.meshId) {
- return a.shared.subMeshId - b.shared.subMeshId;
- }
- else {
- return a.shared.meshId - b.shared.meshId;
- }
- });
- }
- const vertexData = this.toVertexData((polygon) => {
- // Building SubMeshes
- if (!subMeshDict[polygon.shared.meshId]) {
- subMeshDict[polygon.shared.meshId] = {};
- }
- if (!subMeshDict[polygon.shared.meshId][polygon.shared.subMeshId]) {
- subMeshDict[polygon.shared.meshId][polygon.shared.subMeshId] = {
- indexStart: +Infinity,
- indexEnd: -Infinity,
- materialIndex: polygon.shared.materialIndex,
- };
- }
- subMeshObj = subMeshDict[polygon.shared.meshId][polygon.shared.subMeshId];
- }, () => {
- subMeshObj.indexStart = Math.min(currentIndex, subMeshObj.indexStart);
- subMeshObj.indexEnd = Math.max(currentIndex, subMeshObj.indexEnd);
- currentIndex++;
- });
- vertexData.applyToMesh(mesh);
- if (keepSubMeshes) {
- // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
- let materialIndexOffset = 0, materialMaxIndex;
- mesh.subMeshes = [];
- for (const m in subMeshDict) {
- materialMaxIndex = -1;
- for (const sm in subMeshDict[m]) {
- subMeshObj = subMeshDict[m][sm];
- SubMesh.CreateFromIndices(subMeshObj.materialIndex + materialIndexOffset, subMeshObj.indexStart, subMeshObj.indexEnd - subMeshObj.indexStart + 1, mesh);
- materialMaxIndex = Math.max(subMeshObj.materialIndex, materialMaxIndex);
- }
- materialIndexOffset += ++materialMaxIndex;
- }
- }
- return mesh;
- }
- /**
- * Build Mesh from CSG taking material and transforms into account
- * @param name The name of the Mesh
- * @param material The material of the Mesh
- * @param scene The Scene
- * @param keepSubMeshes Specifies if submeshes should be kept
- * @returns The new Mesh
- */
- toMesh(name, material = null, scene, keepSubMeshes) {
- const mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
- mesh.material = material;
- mesh.position.copyFrom(this.position);
- mesh.rotation.copyFrom(this.rotation);
- if (this.rotationQuaternion) {
- mesh.rotationQuaternion = this.rotationQuaternion.clone();
- }
- mesh.scaling.copyFrom(this.scaling);
- mesh.computeWorldMatrix(true);
- return mesh;
- }
- }
- //# sourceMappingURL=csg.js.map
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