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- import { VertexBuffer } from "../Buffers/buffer.js";
- import { IntersectionInfo } from "../Collisions/intersectionInfo.js";
- import { BoundingInfo } from "../Culling/boundingInfo.js";
- import { extractMinAndMaxIndexed } from "../Maths/math.functions.js";
- import { DrawWrapper } from "../Materials/drawWrapper.js";
- /**
- * Defines a subdivision inside a mesh
- */
- export class SubMesh {
- /**
- * Gets material defines used by the effect associated to the sub mesh
- */
- get materialDefines() {
- return this._mainDrawWrapperOverride ? this._mainDrawWrapperOverride.defines : this._getDrawWrapper()?.defines;
- }
- /**
- * Sets material defines used by the effect associated to the sub mesh
- */
- set materialDefines(defines) {
- const drawWrapper = this._mainDrawWrapperOverride ?? this._getDrawWrapper(undefined, true);
- drawWrapper.defines = defines;
- }
- /**
- * @internal
- */
- _getDrawWrapper(passId, createIfNotExisting = false) {
- passId = passId ?? this._engine.currentRenderPassId;
- let drawWrapper = this._drawWrappers[passId];
- if (!drawWrapper && createIfNotExisting) {
- this._drawWrappers[passId] = drawWrapper = new DrawWrapper(this._mesh.getScene().getEngine());
- }
- return drawWrapper;
- }
- /**
- * @internal
- */
- _removeDrawWrapper(passId, disposeWrapper = true) {
- if (disposeWrapper) {
- this._drawWrappers[passId]?.dispose();
- }
- this._drawWrappers[passId] = undefined;
- }
- /**
- * Gets associated (main) effect (possibly the effect override if defined)
- */
- get effect() {
- return this._mainDrawWrapperOverride ? this._mainDrawWrapperOverride.effect : this._getDrawWrapper()?.effect ?? null;
- }
- /** @internal */
- get _drawWrapper() {
- return this._mainDrawWrapperOverride ?? this._getDrawWrapper(undefined, true);
- }
- /** @internal */
- get _drawWrapperOverride() {
- return this._mainDrawWrapperOverride;
- }
- /**
- * @internal
- */
- _setMainDrawWrapperOverride(wrapper) {
- this._mainDrawWrapperOverride = wrapper;
- }
- /**
- * Sets associated effect (effect used to render this submesh)
- * @param effect defines the effect to associate with
- * @param defines defines the set of defines used to compile this effect
- * @param materialContext material context associated to the effect
- * @param resetContext true to reset the draw context
- */
- setEffect(effect, defines = null, materialContext, resetContext = true) {
- const drawWrapper = this._drawWrapper;
- drawWrapper.setEffect(effect, defines, resetContext);
- if (materialContext !== undefined) {
- drawWrapper.materialContext = materialContext;
- }
- if (!effect) {
- drawWrapper.defines = null;
- drawWrapper.materialContext = undefined;
- }
- }
- /**
- * Resets the draw wrappers cache
- * @param passId If provided, releases only the draw wrapper corresponding to this render pass id
- */
- resetDrawCache(passId) {
- if (this._drawWrappers) {
- if (passId !== undefined) {
- this._removeDrawWrapper(passId);
- return;
- }
- else {
- for (const drawWrapper of this._drawWrappers) {
- drawWrapper?.dispose();
- }
- }
- }
- this._drawWrappers = [];
- }
- /**
- * Add a new submesh to a mesh
- * @param materialIndex defines the material index to use
- * @param verticesStart defines vertex index start
- * @param verticesCount defines vertices count
- * @param indexStart defines index start
- * @param indexCount defines indices count
- * @param mesh defines the parent mesh
- * @param renderingMesh defines an optional rendering mesh
- * @param createBoundingBox defines if bounding box should be created for this submesh
- * @returns the new submesh
- */
- static AddToMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox = true) {
- return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);
- }
- /**
- * Creates a new submesh
- * @param materialIndex defines the material index to use
- * @param verticesStart defines vertex index start
- * @param verticesCount defines vertices count
- * @param indexStart defines index start
- * @param indexCount defines indices count
- * @param mesh defines the parent mesh
- * @param renderingMesh defines an optional rendering mesh
- * @param createBoundingBox defines if bounding box should be created for this submesh
- * @param addToMesh defines a boolean indicating that the submesh must be added to the mesh.subMeshes array (true by default)
- */
- constructor(
- /** the material index to use */
- materialIndex,
- /** vertex index start */
- verticesStart,
- /** vertices count */
- verticesCount,
- /** index start */
- indexStart,
- /** indices count */
- indexCount, mesh, renderingMesh, createBoundingBox = true, addToMesh = true) {
- this.materialIndex = materialIndex;
- this.verticesStart = verticesStart;
- this.verticesCount = verticesCount;
- this.indexStart = indexStart;
- this.indexCount = indexCount;
- this._mainDrawWrapperOverride = null;
- /** @internal */
- this._linesIndexCount = 0;
- this._linesIndexBuffer = null;
- /** @internal */
- this._lastColliderWorldVertices = null;
- /** @internal */
- this._lastColliderTransformMatrix = null;
- /** @internal */
- this._wasDispatched = false;
- /** @internal */
- this._renderId = 0;
- /** @internal */
- this._alphaIndex = 0;
- /** @internal */
- this._distanceToCamera = 0;
- this._currentMaterial = null;
- this._mesh = mesh;
- this._renderingMesh = renderingMesh || mesh;
- if (addToMesh) {
- mesh.subMeshes.push(this);
- }
- this._engine = this._mesh.getScene().getEngine();
- this.resetDrawCache();
- this._trianglePlanes = [];
- this._id = mesh.subMeshes.length - 1;
- if (createBoundingBox) {
- this.refreshBoundingInfo();
- mesh.computeWorldMatrix(true);
- }
- }
- /**
- * Returns true if this submesh covers the entire parent mesh
- * @ignorenaming
- */
- // eslint-disable-next-line @typescript-eslint/naming-convention
- get IsGlobal() {
- return this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices() && this.indexStart === 0 && this.indexCount === this._mesh.getTotalIndices();
- }
- /**
- * Returns the submesh BoundingInfo object
- * @returns current bounding info (or mesh's one if the submesh is global)
- */
- getBoundingInfo() {
- if (this.IsGlobal || this._mesh.hasThinInstances) {
- return this._mesh.getBoundingInfo();
- }
- return this._boundingInfo;
- }
- /**
- * Sets the submesh BoundingInfo
- * @param boundingInfo defines the new bounding info to use
- * @returns the SubMesh
- */
- setBoundingInfo(boundingInfo) {
- this._boundingInfo = boundingInfo;
- return this;
- }
- /**
- * Returns the mesh of the current submesh
- * @returns the parent mesh
- */
- getMesh() {
- return this._mesh;
- }
- /**
- * Returns the rendering mesh of the submesh
- * @returns the rendering mesh (could be different from parent mesh)
- */
- getRenderingMesh() {
- return this._renderingMesh;
- }
- /**
- * Returns the replacement mesh of the submesh
- * @returns the replacement mesh (could be different from parent mesh)
- */
- getReplacementMesh() {
- return this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : null;
- }
- /**
- * Returns the effective mesh of the submesh
- * @returns the effective mesh (could be different from parent mesh)
- */
- getEffectiveMesh() {
- const replacementMesh = this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : null;
- return replacementMesh ? replacementMesh : this._renderingMesh;
- }
- /**
- * Returns the submesh material
- * @param getDefaultMaterial Defines whether or not to get the default material if nothing has been defined.
- * @returns null or the current material
- */
- getMaterial(getDefaultMaterial = true) {
- const rootMaterial = this._renderingMesh.getMaterialForRenderPass(this._engine.currentRenderPassId) ?? this._renderingMesh.material;
- if (!rootMaterial) {
- return getDefaultMaterial ? this._mesh.getScene().defaultMaterial : null;
- }
- else if (this._isMultiMaterial(rootMaterial)) {
- const effectiveMaterial = rootMaterial.getSubMaterial(this.materialIndex);
- if (this._currentMaterial !== effectiveMaterial) {
- this._currentMaterial = effectiveMaterial;
- this.resetDrawCache();
- }
- return effectiveMaterial;
- }
- return rootMaterial;
- }
- _isMultiMaterial(material) {
- return material.getSubMaterial !== undefined;
- }
- // Methods
- /**
- * Sets a new updated BoundingInfo object to the submesh
- * @param data defines an optional position array to use to determine the bounding info
- * @returns the SubMesh
- */
- refreshBoundingInfo(data = null) {
- this._lastColliderWorldVertices = null;
- if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {
- return this;
- }
- if (!data) {
- data = this._renderingMesh.getVerticesData(VertexBuffer.PositionKind);
- }
- if (!data) {
- this._boundingInfo = this._mesh.getBoundingInfo();
- return this;
- }
- const indices = this._renderingMesh.getIndices();
- let extend;
- //is this the only submesh?
- if (this.indexStart === 0 && this.indexCount === indices.length) {
- const boundingInfo = this._renderingMesh.getBoundingInfo();
- //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.
- extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };
- }
- else {
- extend = extractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);
- }
- if (this._boundingInfo) {
- this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
- }
- else {
- this._boundingInfo = new BoundingInfo(extend.minimum, extend.maximum);
- }
- return this;
- }
- /**
- * @internal
- */
- _checkCollision(collider) {
- const boundingInfo = this.getBoundingInfo();
- return boundingInfo._checkCollision(collider);
- }
- /**
- * Updates the submesh BoundingInfo
- * @param world defines the world matrix to use to update the bounding info
- * @returns the submesh
- */
- updateBoundingInfo(world) {
- let boundingInfo = this.getBoundingInfo();
- if (!boundingInfo) {
- this.refreshBoundingInfo();
- boundingInfo = this.getBoundingInfo();
- }
- if (boundingInfo) {
- boundingInfo.update(world);
- }
- return this;
- }
- /**
- * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
- * @param frustumPlanes defines the frustum planes
- * @returns true if the submesh is intersecting with the frustum
- */
- isInFrustum(frustumPlanes) {
- const boundingInfo = this.getBoundingInfo();
- if (!boundingInfo) {
- return false;
- }
- return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);
- }
- /**
- * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
- * @param frustumPlanes defines the frustum planes
- * @returns true if the submesh is inside the frustum
- */
- isCompletelyInFrustum(frustumPlanes) {
- const boundingInfo = this.getBoundingInfo();
- if (!boundingInfo) {
- return false;
- }
- return boundingInfo.isCompletelyInFrustum(frustumPlanes);
- }
- /**
- * Renders the submesh
- * @param enableAlphaMode defines if alpha needs to be used
- * @returns the submesh
- */
- render(enableAlphaMode) {
- this._renderingMesh.render(this, enableAlphaMode, this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : undefined);
- return this;
- }
- /**
- * @internal
- */
- _getLinesIndexBuffer(indices, engine) {
- if (!this._linesIndexBuffer) {
- const linesIndices = [];
- for (let index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
- linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
- }
- this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
- this._linesIndexCount = linesIndices.length;
- }
- return this._linesIndexBuffer;
- }
- /**
- * Checks if the submesh intersects with a ray
- * @param ray defines the ray to test
- * @returns true is the passed ray intersects the submesh bounding box
- */
- canIntersects(ray) {
- const boundingInfo = this.getBoundingInfo();
- if (!boundingInfo) {
- return false;
- }
- return ray.intersectsBox(boundingInfo.boundingBox);
- }
- /**
- * Intersects current submesh with a ray
- * @param ray defines the ray to test
- * @param positions defines mesh's positions array
- * @param indices defines mesh's indices array
- * @param fastCheck defines if the first intersection will be used (and not the closest)
- * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
- * @returns intersection info or null if no intersection
- */
- intersects(ray, positions, indices, fastCheck, trianglePredicate) {
- const material = this.getMaterial();
- if (!material) {
- return null;
- }
- let step = 3;
- let checkStopper = false;
- switch (material.fillMode) {
- case 3:
- case 5:
- case 6:
- case 8:
- return null;
- case 7:
- step = 1;
- checkStopper = true;
- break;
- default:
- break;
- }
- // LineMesh first as it's also a Mesh...
- if (material.fillMode === 4) {
- // Check if mesh is unindexed
- if (!indices.length) {
- return this._intersectUnIndexedLines(ray, positions, indices, this._mesh.intersectionThreshold, fastCheck);
- }
- return this._intersectLines(ray, positions, indices, this._mesh.intersectionThreshold, fastCheck);
- }
- else {
- // Check if mesh is unindexed
- if (!indices.length && this._mesh._unIndexed) {
- return this._intersectUnIndexedTriangles(ray, positions, indices, fastCheck, trianglePredicate);
- }
- return this._intersectTriangles(ray, positions, indices, step, checkStopper, fastCheck, trianglePredicate);
- }
- }
- /**
- * @internal
- */
- _intersectLines(ray, positions, indices, intersectionThreshold, fastCheck) {
- let intersectInfo = null;
- // Line test
- for (let index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {
- const p0 = positions[indices[index]];
- const p1 = positions[indices[index + 1]];
- const length = ray.intersectionSegment(p0, p1, intersectionThreshold);
- if (length < 0) {
- continue;
- }
- if (fastCheck || !intersectInfo || length < intersectInfo.distance) {
- intersectInfo = new IntersectionInfo(null, null, length);
- intersectInfo.faceId = index / 2;
- if (fastCheck) {
- break;
- }
- }
- }
- return intersectInfo;
- }
- /**
- * @internal
- */
- _intersectUnIndexedLines(ray, positions, indices, intersectionThreshold, fastCheck) {
- let intersectInfo = null;
- // Line test
- for (let index = this.verticesStart; index < this.verticesStart + this.verticesCount; index += 2) {
- const p0 = positions[index];
- const p1 = positions[index + 1];
- const length = ray.intersectionSegment(p0, p1, intersectionThreshold);
- if (length < 0) {
- continue;
- }
- if (fastCheck || !intersectInfo || length < intersectInfo.distance) {
- intersectInfo = new IntersectionInfo(null, null, length);
- intersectInfo.faceId = index / 2;
- if (fastCheck) {
- break;
- }
- }
- }
- return intersectInfo;
- }
- /**
- * @internal
- */
- _intersectTriangles(ray, positions, indices, step, checkStopper, fastCheck, trianglePredicate) {
- let intersectInfo = null;
- // Triangles test
- let faceId = -1;
- for (let index = this.indexStart; index < this.indexStart + this.indexCount - (3 - step); index += step) {
- faceId++;
- const indexA = indices[index];
- const indexB = indices[index + 1];
- const indexC = indices[index + 2];
- if (checkStopper && indexC === 0xffffffff) {
- index += 2;
- continue;
- }
- const p0 = positions[indexA];
- const p1 = positions[indexB];
- const p2 = positions[indexC];
- // stay defensive and don't check against undefined positions.
- if (!p0 || !p1 || !p2) {
- continue;
- }
- if (trianglePredicate && !trianglePredicate(p0, p1, p2, ray, indexA, indexB, indexC)) {
- continue;
- }
- const currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
- if (currentIntersectInfo) {
- if (currentIntersectInfo.distance < 0) {
- continue;
- }
- if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
- intersectInfo = currentIntersectInfo;
- intersectInfo.faceId = faceId;
- if (fastCheck) {
- break;
- }
- }
- }
- }
- return intersectInfo;
- }
- /**
- * @internal
- */
- _intersectUnIndexedTriangles(ray, positions, indices, fastCheck, trianglePredicate) {
- let intersectInfo = null;
- // Triangles test
- for (let index = this.verticesStart; index < this.verticesStart + this.verticesCount; index += 3) {
- const p0 = positions[index];
- const p1 = positions[index + 1];
- const p2 = positions[index + 2];
- if (trianglePredicate && !trianglePredicate(p0, p1, p2, ray, -1, -1, -1)) {
- continue;
- }
- const currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
- if (currentIntersectInfo) {
- if (currentIntersectInfo.distance < 0) {
- continue;
- }
- if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
- intersectInfo = currentIntersectInfo;
- intersectInfo.faceId = index / 3;
- if (fastCheck) {
- break;
- }
- }
- }
- }
- return intersectInfo;
- }
- /** @internal */
- _rebuild() {
- if (this._linesIndexBuffer) {
- this._linesIndexBuffer = null;
- }
- }
- // Clone
- /**
- * Creates a new submesh from the passed mesh
- * @param newMesh defines the new hosting mesh
- * @param newRenderingMesh defines an optional rendering mesh
- * @returns the new submesh
- */
- clone(newMesh, newRenderingMesh) {
- const result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
- if (!this.IsGlobal) {
- const boundingInfo = this.getBoundingInfo();
- if (!boundingInfo) {
- return result;
- }
- result._boundingInfo = new BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);
- }
- return result;
- }
- // Dispose
- /**
- * Release associated resources
- */
- dispose() {
- if (this._linesIndexBuffer) {
- this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
- this._linesIndexBuffer = null;
- }
- // Remove from mesh
- const index = this._mesh.subMeshes.indexOf(this);
- this._mesh.subMeshes.splice(index, 1);
- this.resetDrawCache();
- }
- /**
- * Gets the class name
- * @returns the string "SubMesh".
- */
- getClassName() {
- return "SubMesh";
- }
- // Statics
- /**
- * Creates a new submesh from indices data
- * @param materialIndex the index of the main mesh material
- * @param startIndex the index where to start the copy in the mesh indices array
- * @param indexCount the number of indices to copy then from the startIndex
- * @param mesh the main mesh to create the submesh from
- * @param renderingMesh the optional rendering mesh
- * @param createBoundingBox defines if bounding box should be created for this submesh
- * @returns a new submesh
- */
- static CreateFromIndices(materialIndex, startIndex, indexCount, mesh, renderingMesh, createBoundingBox = true) {
- let minVertexIndex = Number.MAX_VALUE;
- let maxVertexIndex = -Number.MAX_VALUE;
- const whatWillRender = renderingMesh || mesh;
- const indices = whatWillRender.getIndices();
- for (let index = startIndex; index < startIndex + indexCount; index++) {
- const vertexIndex = indices[index];
- if (vertexIndex < minVertexIndex) {
- minVertexIndex = vertexIndex;
- }
- if (vertexIndex > maxVertexIndex) {
- maxVertexIndex = vertexIndex;
- }
- }
- return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh, createBoundingBox);
- }
- }
- //# sourceMappingURL=subMesh.js.map
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