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- import type { DeepImmutable } from "../types";
- import type { Matrix } from "../Maths/math.vector";
- import { Vector3 } from "../Maths/math.vector";
- import { BoundingBox } from "./boundingBox";
- import { BoundingSphere } from "./boundingSphere";
- import type { Plane } from "../Maths/math.plane";
- import type { Collider } from "../Collisions/collider";
- /**
- * Interface for cullable objects
- * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/materials_introduction#back-face-culling
- */
- export interface ICullable {
- /**
- * Checks if the object or part of the object is in the frustum
- * @param frustumPlanes Camera near/planes
- * @returns true if the object is in frustum otherwise false
- */
- isInFrustum(frustumPlanes: Plane[]): boolean;
- /**
- * Checks if a cullable object (mesh...) is in the camera frustum
- * Unlike isInFrustum this checks the full bounding box
- * @param frustumPlanes Camera near/planes
- * @returns true if the object is in frustum otherwise false
- */
- isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
- }
- /**
- * Info for a bounding data of a mesh
- */
- export declare class BoundingInfo implements ICullable {
- /**
- * Bounding box for the mesh
- */
- readonly boundingBox: BoundingBox;
- /**
- * Bounding sphere for the mesh
- */
- readonly boundingSphere: BoundingSphere;
- private _isLocked;
- private static readonly _TmpVector3;
- /**
- * Constructs bounding info
- * @param minimum min vector of the bounding box/sphere
- * @param maximum max vector of the bounding box/sphere
- * @param worldMatrix defines the new world matrix
- */
- constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
- /**
- * Recreates the entire bounding info from scratch as if we call the constructor in place
- * @param min defines the new minimum vector (in local space)
- * @param max defines the new maximum vector (in local space)
- * @param worldMatrix defines the new world matrix
- */
- reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
- /**
- * min vector of the bounding box/sphere
- */
- get minimum(): Vector3;
- /**
- * max vector of the bounding box/sphere
- */
- get maximum(): Vector3;
- /**
- * If the info is locked and won't be updated to avoid perf overhead
- */
- get isLocked(): boolean;
- set isLocked(value: boolean);
- /**
- * Updates the bounding sphere and box
- * @param world world matrix to be used to update
- */
- update(world: DeepImmutable<Matrix>): void;
- /**
- * Recreate the bounding info to be centered around a specific point given a specific extend.
- * @param center New center of the bounding info
- * @param extend New extend of the bounding info
- * @returns the current bounding info
- */
- centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
- /**
- * Grows the bounding info to include the given point.
- * @param point The point that will be included in the current bounding info (in local space)
- * @returns the current bounding info
- */
- encapsulate(point: Vector3): BoundingInfo;
- /**
- * Grows the bounding info to encapsulate the given bounding info.
- * @param toEncapsulate The bounding info that will be encapsulated in the current bounding info
- * @returns the current bounding info
- */
- encapsulateBoundingInfo(toEncapsulate: BoundingInfo): BoundingInfo;
- /**
- * Scale the current bounding info by applying a scale factor
- * @param factor defines the scale factor to apply
- * @returns the current bounding info
- */
- scale(factor: number): BoundingInfo;
- /**
- * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
- * @param frustumPlanes defines the frustum to test
- * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
- * The different strategies available are:
- * * BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD most accurate but slower @see https://doc.babylonjs.com/typedoc/classes/BABYLON.AbstractMesh#CULLINGSTRATEGY_STANDARD
- * * BABYLON.AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY faster but less accurate @see https://doc.babylonjs.com/typedoc/classes/BABYLON.AbstractMesh#CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
- * * BABYLON.AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION can be faster if always visible @see https://doc.babylonjs.com/typedoc/classes/BABYLON.AbstractMesh#CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
- * * BABYLON.AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY can be faster if always visible @see https://doc.babylonjs.com/typedoc/classes/BABYLON.AbstractMesh#CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
- * @returns true if the bounding info is in the frustum planes
- */
- isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
- /**
- * Gets the world distance between the min and max points of the bounding box
- */
- get diagonalLength(): number;
- /**
- * Checks if a cullable object (mesh...) is in the camera frustum
- * Unlike isInFrustum this checks the full bounding box
- * @param frustumPlanes Camera near/planes
- * @returns true if the object is in frustum otherwise false
- */
- isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
- /**
- * @internal
- */
- _checkCollision(collider: Collider): boolean;
- /**
- * Checks if a point is inside the bounding box and bounding sphere or the mesh
- * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/interactions/mesh_intersect
- * @param point the point to check intersection with
- * @returns if the point intersects
- */
- intersectsPoint(point: DeepImmutable<Vector3>): boolean;
- /**
- * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
- * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/interactions/mesh_intersect
- * @param boundingInfo the bounding info to check intersection with
- * @param precise if the intersection should be done using OBB
- * @returns if the bounding info intersects
- */
- intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
- }
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