@babylonjs/core 5.0.0-alpha.48 → 5.0.0-alpha.51

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1305) hide show
  1. package/Actions/action.js +5 -5
  2. package/Actions/action.js.map +1 -1
  3. package/Actions/actionManager.js +11 -11
  4. package/Actions/actionManager.js.map +1 -1
  5. package/Actions/condition.js +5 -5
  6. package/Actions/condition.js.map +1 -1
  7. package/Actions/directActions.js +13 -13
  8. package/Actions/directActions.js.map +1 -1
  9. package/Actions/directAudioActions.js +4 -4
  10. package/Actions/directAudioActions.js.map +1 -1
  11. package/Actions/index.js +8 -8
  12. package/Actions/interpolateValueAction.js +8 -8
  13. package/Actions/interpolateValueAction.js.map +1 -1
  14. package/Animations/animatable.js +12 -7
  15. package/Animations/animatable.js.map +1 -1
  16. package/Animations/animation.js +11 -11
  17. package/Animations/animation.js.map +1 -1
  18. package/Animations/animationGroup.js +4 -14
  19. package/Animations/animationGroup.js.map +1 -1
  20. package/Animations/animationPropertiesOverride.js +1 -1
  21. package/Animations/easing.js +1 -1
  22. package/Animations/index.js +12 -12
  23. package/Animations/pathCursor.js +1 -1
  24. package/Animations/runtimeAnimation.js +12 -7
  25. package/Animations/runtimeAnimation.js.map +1 -1
  26. package/Audio/analyser.js +2 -2
  27. package/Audio/audioEngine.js +5 -5
  28. package/Audio/audioEngine.js.map +1 -1
  29. package/Audio/audioSceneComponent.js +9 -9
  30. package/Audio/index.js +8 -8
  31. package/Audio/sound.js +7 -7
  32. package/Audio/sound.js.map +1 -1
  33. package/Audio/soundTrack.js +1 -1
  34. package/Audio/weightedsound.js +1 -1
  35. package/Behaviors/Cameras/autoRotationBehavior.js +2 -2
  36. package/Behaviors/Cameras/bouncingBehavior.js +2 -2
  37. package/Behaviors/Cameras/framingBehavior.js +5 -5
  38. package/Behaviors/Cameras/index.js +3 -3
  39. package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
  40. package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +9 -1
  41. package/Behaviors/Meshes/baseSixDofDragBehavior.js +119 -62
  42. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  43. package/Behaviors/Meshes/followBehavior.js +3 -3
  44. package/Behaviors/Meshes/handConstraintBehavior.js +2 -2
  45. package/Behaviors/Meshes/index.js +9 -9
  46. package/Behaviors/Meshes/multiPointerScaleBehavior.js +2 -2
  47. package/Behaviors/Meshes/pointerDragBehavior.js +10 -9
  48. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  49. package/Behaviors/Meshes/sixDofDragBehavior.d.ts +4 -0
  50. package/Behaviors/Meshes/sixDofDragBehavior.js +24 -13
  51. package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
  52. package/Behaviors/Meshes/surfaceMagnetismBehavior.js +2 -2
  53. package/Behaviors/index.js +3 -3
  54. package/Bones/bone.js +4 -4
  55. package/Bones/boneIKController.js +2 -2
  56. package/Bones/boneLookController.js +3 -3
  57. package/Bones/index.js +4 -4
  58. package/Bones/skeleton.js +9 -9
  59. package/Buffers/buffer.js +2 -5
  60. package/Buffers/buffer.js.map +1 -1
  61. package/Buffers/index.js +3 -3
  62. package/Cameras/Inputs/BaseCameraMouseWheelInput.js +5 -5
  63. package/Cameras/Inputs/BaseCameraPointersInput.js +3 -3
  64. package/Cameras/Inputs/arcRotateCameraGamepadInput.js +3 -3
  65. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +4 -4
  66. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +9 -9
  67. package/Cameras/Inputs/arcRotateCameraPointersInput.js +3 -3
  68. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +3 -3
  69. package/Cameras/Inputs/flyCameraKeyboardInput.js +5 -5
  70. package/Cameras/Inputs/flyCameraMouseInput.js +6 -6
  71. package/Cameras/Inputs/followCameraKeyboardMoveInput.js +4 -4
  72. package/Cameras/Inputs/followCameraMouseWheelInput.js +4 -4
  73. package/Cameras/Inputs/followCameraPointersInput.js +3 -3
  74. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +5 -5
  75. package/Cameras/Inputs/freeCameraGamepadInput.js +4 -4
  76. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +5 -5
  77. package/Cameras/Inputs/freeCameraMouseInput.js +5 -5
  78. package/Cameras/Inputs/freeCameraMouseWheelInput.js +5 -5
  79. package/Cameras/Inputs/freeCameraTouchInput.js +5 -5
  80. package/Cameras/Inputs/freeCameraVirtualJoystickInput.js +4 -4
  81. package/Cameras/Inputs/index.js +19 -19
  82. package/Cameras/RigModes/index.js +4 -4
  83. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +2 -2
  84. package/Cameras/RigModes/stereoscopicRigMode.js +4 -4
  85. package/Cameras/RigModes/vrRigMode.js +6 -6
  86. package/Cameras/RigModes/webVRRigMode.js +2 -2
  87. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js +5 -5
  88. package/Cameras/Stereoscopic/anaglyphFreeCamera.js +5 -5
  89. package/Cameras/Stereoscopic/anaglyphGamepadCamera.js +5 -5
  90. package/Cameras/Stereoscopic/anaglyphUniversalCamera.js +5 -5
  91. package/Cameras/Stereoscopic/index.js +9 -9
  92. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js +5 -5
  93. package/Cameras/Stereoscopic/stereoscopicFreeCamera.js +5 -5
  94. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js +5 -5
  95. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +3 -3
  96. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +29 -16
  97. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  98. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js +5 -5
  99. package/Cameras/VR/index.js +6 -6
  100. package/Cameras/VR/vrCameraMetrics.js +1 -1
  101. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js +7 -7
  102. package/Cameras/VR/vrDeviceOrientationFreeCamera.js +6 -6
  103. package/Cameras/VR/vrDeviceOrientationGamepadCamera.js +6 -6
  104. package/Cameras/VR/vrExperienceHelper.d.ts +0 -3
  105. package/Cameras/VR/vrExperienceHelper.js +52 -39
  106. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  107. package/Cameras/VR/webVRCamera.js +13 -13
  108. package/Cameras/arcRotateCamera.d.ts +10 -0
  109. package/Cameras/arcRotateCamera.js +40 -13
  110. package/Cameras/arcRotateCamera.js.map +1 -1
  111. package/Cameras/arcRotateCameraInputsManager.js +4 -4
  112. package/Cameras/camera.js +15 -15
  113. package/Cameras/camera.js.map +1 -1
  114. package/Cameras/cameraInputsManager.js +3 -3
  115. package/Cameras/deviceOrientationCamera.js +5 -5
  116. package/Cameras/flyCamera.js +6 -6
  117. package/Cameras/flyCameraInputsManager.js +3 -3
  118. package/Cameras/followCamera.js +6 -6
  119. package/Cameras/followCameraInputsManager.js +4 -4
  120. package/Cameras/freeCamera.js +6 -6
  121. package/Cameras/freeCameraInputsManager.js +5 -5
  122. package/Cameras/gamepadCamera.js +3 -3
  123. package/Cameras/index.js +20 -20
  124. package/Cameras/targetCamera.js +5 -5
  125. package/Cameras/touchCamera.js +3 -3
  126. package/Cameras/universalCamera.js +5 -5
  127. package/Cameras/virtualJoysticksCamera.js +4 -4
  128. package/Collisions/collider.js +2 -2
  129. package/Collisions/collisionCoordinator.js +4 -4
  130. package/Collisions/index.js +5 -5
  131. package/Collisions/meshCollisionData.js +1 -1
  132. package/Collisions/pickingInfo.d.ts +12 -2
  133. package/Collisions/pickingInfo.js +13 -4
  134. package/Collisions/pickingInfo.js.map +1 -1
  135. package/Compute/computeEffect.js +8 -8
  136. package/Compute/computeEffect.js.map +1 -1
  137. package/Compute/computeShader.js +8 -8
  138. package/Compute/computeShader.js.map +1 -1
  139. package/Compute/index.js +2 -2
  140. package/Culling/Octrees/index.js +3 -3
  141. package/Culling/Octrees/octree.js +2 -2
  142. package/Culling/Octrees/octreeBlock.js +2 -2
  143. package/Culling/Octrees/octreeSceneComponent.js +6 -6
  144. package/Culling/boundingBox.js +3 -3
  145. package/Culling/boundingInfo.js +4 -4
  146. package/Culling/boundingSphere.js +2 -2
  147. package/Culling/index.js +5 -5
  148. package/Culling/ray.js +6 -6
  149. package/Debug/axesViewer.js +4 -4
  150. package/Debug/boneAxesViewer.js +3 -3
  151. package/Debug/debugLayer.js +4 -4
  152. package/Debug/directionalLightFrustumViewer.js +19 -19
  153. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  154. package/Debug/index.js +8 -8
  155. package/Debug/physicsViewer.js +15 -15
  156. package/Debug/physicsViewer.js.map +1 -1
  157. package/Debug/rayHelper.js +5 -5
  158. package/Debug/rayHelper.js.map +1 -1
  159. package/Debug/skeletonViewer.js +17 -17
  160. package/Debug/skeletonViewer.js.map +1 -1
  161. package/DeviceInput/Helpers/eventFactory.js +2 -2
  162. package/DeviceInput/Implementations/nativeDeviceInputWrapper.js +3 -3
  163. package/DeviceInput/Implementations/webDeviceInputSystem.js +5 -5
  164. package/DeviceInput/Implementations/webDeviceInputSystem.js.map +1 -1
  165. package/DeviceInput/InputDevices/deviceSourceManager.js +3 -3
  166. package/DeviceInput/deviceInputSystem.js +2 -2
  167. package/DeviceInput/index.js +8 -8
  168. package/Engines/Extensions/engine.alpha.js +1 -1
  169. package/Engines/Extensions/engine.computeShader.js +1 -1
  170. package/Engines/Extensions/engine.cubeTexture.js +7 -7
  171. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  172. package/Engines/Extensions/engine.debugging.js +1 -1
  173. package/Engines/Extensions/engine.dynamicBuffer.js +1 -1
  174. package/Engines/Extensions/engine.dynamicTexture.js +2 -2
  175. package/Engines/Extensions/engine.externalTexture.js +1 -1
  176. package/Engines/Extensions/engine.multiRender.js +3 -3
  177. package/Engines/Extensions/engine.multiview.js +8 -8
  178. package/Engines/Extensions/engine.query.js +4 -4
  179. package/Engines/Extensions/engine.rawTexture.js +4 -4
  180. package/Engines/Extensions/engine.readTexture.js +1 -1
  181. package/Engines/Extensions/engine.renderTarget.js +5 -5
  182. package/Engines/Extensions/engine.renderTargetCube.js +3 -3
  183. package/Engines/Extensions/engine.storageBuffer.js +1 -1
  184. package/Engines/Extensions/engine.textureSampler.js +1 -1
  185. package/Engines/Extensions/engine.textureSelector.js +1 -1
  186. package/Engines/Extensions/engine.transformFeedback.js +1 -1
  187. package/Engines/Extensions/engine.uniformBuffer.js +2 -2
  188. package/Engines/Extensions/engine.videoTexture.js +1 -1
  189. package/Engines/Extensions/engine.views.js +1 -1
  190. package/Engines/Extensions/engine.webVR.js +7 -7
  191. package/Engines/Extensions/engine.webVR.js.map +1 -1
  192. package/Engines/Extensions/index.js +23 -23
  193. package/Engines/Processors/Expressions/Operators/index.js +4 -4
  194. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js +1 -1
  195. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +1 -1
  196. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js +1 -1
  197. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js +1 -1
  198. package/Engines/Processors/Expressions/index.js +2 -2
  199. package/Engines/Processors/index.js +9 -9
  200. package/Engines/Processors/shaderCodeConditionNode.js +1 -1
  201. package/Engines/Processors/shaderCodeInliner.js +13 -13
  202. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  203. package/Engines/Processors/shaderCodeNode.js +4 -4
  204. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  205. package/Engines/Processors/shaderCodeTestNode.js +1 -1
  206. package/Engines/Processors/shaderProcessor.js +12 -12
  207. package/Engines/Processors/shaderProcessor.js.map +1 -1
  208. package/Engines/WebGL/webGL2ShaderProcessors.js +1 -1
  209. package/Engines/WebGL/webGLRenderTargetWrapper.js +1 -1
  210. package/Engines/WebGL/webGLShaderProcessors.js +1 -1
  211. package/Engines/WebGPU/Extensions/engine.alpha.js +2 -2
  212. package/Engines/WebGPU/Extensions/engine.computeShader.js +4 -4
  213. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +2 -2
  214. package/Engines/WebGPU/Extensions/engine.debugging.js +1 -1
  215. package/Engines/WebGPU/Extensions/engine.dynamicBuffer.js +1 -1
  216. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +1 -1
  217. package/Engines/WebGPU/Extensions/engine.externalTexture.js +3 -3
  218. package/Engines/WebGPU/Extensions/engine.multiRender.js +3 -3
  219. package/Engines/WebGPU/Extensions/engine.query.js +1 -1
  220. package/Engines/WebGPU/Extensions/engine.rawTexture.js +3 -3
  221. package/Engines/WebGPU/Extensions/engine.readTexture.js +1 -1
  222. package/Engines/WebGPU/Extensions/engine.renderTarget.js +4 -4
  223. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js +2 -2
  224. package/Engines/WebGPU/Extensions/engine.storageBuffer.js +3 -3
  225. package/Engines/WebGPU/Extensions/engine.textureSampler.js +2 -2
  226. package/Engines/WebGPU/Extensions/engine.uniformBuffer.js +2 -2
  227. package/Engines/WebGPU/Extensions/engine.videoTexture.js +1 -1
  228. package/Engines/WebGPU/Extensions/index.js +17 -17
  229. package/Engines/WebGPU/webgpuBufferManager.js +5 -5
  230. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  231. package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
  232. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +3 -3
  233. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js +1 -1
  234. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +1 -1
  235. package/Engines/WebGPU/webgpuCacheSampler.js +2 -2
  236. package/Engines/WebGPU/webgpuClearQuad.js +4 -4
  237. package/Engines/WebGPU/webgpuComputeContext.js +3 -3
  238. package/Engines/WebGPU/webgpuDepthCullingState.js +1 -1
  239. package/Engines/WebGPU/webgpuExternalTexture.js +1 -1
  240. package/Engines/WebGPU/webgpuHardwareTexture.js +3 -3
  241. package/Engines/WebGPU/webgpuMaterialContext.js +2 -2
  242. package/Engines/WebGPU/webgpuOcclusionQuery.js +2 -2
  243. package/Engines/WebGPU/webgpuPipelineContext.js +2 -2
  244. package/Engines/WebGPU/webgpuQuerySet.js +1 -1
  245. package/Engines/WebGPU/webgpuShaderProcessor.js +2 -2
  246. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +5 -5
  247. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +17 -17
  248. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  249. package/Engines/WebGPU/webgpuStencilStateComposer.js +1 -1
  250. package/Engines/WebGPU/webgpuTextureHelper.js +5 -5
  251. package/Engines/WebGPU/webgpuTimestampQuery.js +3 -3
  252. package/Engines/WebGPU/webgpuTintWASM.js +3 -3
  253. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  254. package/Engines/engine.js +21 -20
  255. package/Engines/engine.js.map +1 -1
  256. package/Engines/engineFactory.js +3 -3
  257. package/Engines/index.js +30 -30
  258. package/Engines/nativeEngine.d.ts +4 -12
  259. package/Engines/nativeEngine.js +32 -42
  260. package/Engines/nativeEngine.js.map +1 -1
  261. package/Engines/nullEngine.d.ts +25 -0
  262. package/Engines/nullEngine.js +62 -8
  263. package/Engines/nullEngine.js.map +1 -1
  264. package/Engines/renderTargetWrapper.js +2 -2
  265. package/Engines/shaderStore.js +1 -1
  266. package/Engines/thinEngine.js +40 -37
  267. package/Engines/thinEngine.js.map +1 -1
  268. package/Engines/webgpuEngine.js +37 -37
  269. package/Engines/webgpuEngine.js.map +1 -1
  270. package/Events/index.js +4 -4
  271. package/Events/pointerEvents.js +1 -1
  272. package/Gamepads/Controllers/daydreamController.js +4 -4
  273. package/Gamepads/Controllers/gearVRController.js +5 -5
  274. package/Gamepads/Controllers/genericController.js +3 -3
  275. package/Gamepads/Controllers/index.js +8 -8
  276. package/Gamepads/Controllers/oculusTouchController.js +5 -5
  277. package/Gamepads/Controllers/poseEnabledController.js +5 -5
  278. package/Gamepads/Controllers/viveController.js +3 -3
  279. package/Gamepads/Controllers/webVRController.js +2 -2
  280. package/Gamepads/Controllers/windowsMotionController.js +9 -9
  281. package/Gamepads/dualShockGamepad.js +2 -2
  282. package/Gamepads/gamepad.js +1 -1
  283. package/Gamepads/gamepadManager.js +9 -9
  284. package/Gamepads/gamepadManager.js.map +1 -1
  285. package/Gamepads/gamepadSceneComponent.js +7 -7
  286. package/Gamepads/index.js +6 -6
  287. package/Gamepads/xboxGamepad.js +2 -2
  288. package/Gizmos/axisDragGizmo.js +36 -22
  289. package/Gizmos/axisDragGizmo.js.map +1 -1
  290. package/Gizmos/axisScaleGizmo.js +12 -12
  291. package/Gizmos/axisScaleGizmo.js.map +1 -1
  292. package/Gizmos/boundingBoxGizmo.js +31 -32
  293. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  294. package/Gizmos/cameraGizmo.js +19 -19
  295. package/Gizmos/cameraGizmo.js.map +1 -1
  296. package/Gizmos/gizmo.js +5 -5
  297. package/Gizmos/gizmoManager.js +11 -11
  298. package/Gizmos/index.js +12 -12
  299. package/Gizmos/lightGizmo.js +45 -23
  300. package/Gizmos/lightGizmo.js.map +1 -1
  301. package/Gizmos/planeDragGizmo.js +10 -10
  302. package/Gizmos/planeDragGizmo.js.map +1 -1
  303. package/Gizmos/planeRotationGizmo.js +24 -14
  304. package/Gizmos/planeRotationGizmo.js.map +1 -1
  305. package/Gizmos/positionGizmo.js +8 -8
  306. package/Gizmos/rotationGizmo.js +7 -7
  307. package/Gizmos/scaleGizmo.js +11 -11
  308. package/Gizmos/scaleGizmo.js.map +1 -1
  309. package/Helpers/environmentHelper.js +17 -15
  310. package/Helpers/environmentHelper.js.map +1 -1
  311. package/Helpers/index.js +4 -4
  312. package/Helpers/photoDome.js +2 -2
  313. package/Helpers/sceneHelpers.js +18 -18
  314. package/Helpers/sceneHelpers.js.map +1 -1
  315. package/Helpers/textureDome.js +11 -11
  316. package/Helpers/textureDome.js.map +1 -1
  317. package/Helpers/videoDome.js +3 -3
  318. package/Inputs/scene.inputManager.js +8 -8
  319. package/Inputs/scene.inputManager.js.map +1 -1
  320. package/Instrumentation/engineInstrumentation.js +1 -1
  321. package/Instrumentation/index.js +3 -3
  322. package/Instrumentation/sceneInstrumentation.js +2 -2
  323. package/Layers/effectLayer.js +17 -17
  324. package/Layers/effectLayer.js.map +1 -1
  325. package/Layers/effectLayerSceneComponent.js +4 -4
  326. package/Layers/glowLayer.js +19 -16
  327. package/Layers/glowLayer.js.map +1 -1
  328. package/Layers/highlightLayer.js +20 -20
  329. package/Layers/highlightLayer.js.map +1 -1
  330. package/Layers/index.js +6 -6
  331. package/Layers/layer.js +12 -12
  332. package/Layers/layerSceneComponent.js +1 -1
  333. package/Legacy/legacy.js +3 -3
  334. package/LensFlares/index.js +3 -3
  335. package/LensFlares/lensFlare.js +2 -2
  336. package/LensFlares/lensFlareSystem.js +14 -14
  337. package/LensFlares/lensFlareSystem.js.map +1 -1
  338. package/LensFlares/lensFlareSystemSceneComponent.js +4 -4
  339. package/Lights/Shadows/cascadedShadowGenerator.js +12 -12
  340. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  341. package/Lights/Shadows/index.js +3 -3
  342. package/Lights/Shadows/shadowGenerator.js +19 -19
  343. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  344. package/Lights/Shadows/shadowGeneratorSceneComponent.js +4 -4
  345. package/Lights/directionalLight.js +5 -5
  346. package/Lights/hemisphericLight.js +5 -5
  347. package/Lights/index.js +7 -7
  348. package/Lights/light.js +8 -8
  349. package/Lights/light.js.map +1 -1
  350. package/Lights/pointLight.js +5 -5
  351. package/Lights/shadowLight.js +4 -4
  352. package/Lights/spotLight.js +6 -6
  353. package/Loading/Plugins/babylonFileLoader.js +30 -30
  354. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  355. package/Loading/Plugins/index.js +1 -1
  356. package/Loading/index.js +4 -4
  357. package/Loading/loadingScreen.js +1 -1
  358. package/Loading/sceneLoader.js +11 -11
  359. package/Loading/sceneLoader.js.map +1 -1
  360. package/Materials/Background/backgroundMaterial.js +17 -17
  361. package/Materials/Background/backgroundMaterial.js.map +1 -1
  362. package/Materials/Background/index.js +1 -1
  363. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +6 -6
  364. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  365. package/Materials/Node/Blocks/Dual/fogBlock.js +9 -9
  366. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  367. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +10 -10
  368. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  369. package/Materials/Node/Blocks/Dual/index.js +7 -7
  370. package/Materials/Node/Blocks/Dual/lightBlock.js +17 -17
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@@ -1,54 +1,93 @@
1
1
  import { Vector4 } from "../../Maths/math.vector";
2
2
  import { Color4 } from '../../Maths/math.color';
3
3
  import { Mesh } from "../mesh";
4
+ import { VertexData } from "../mesh.vertexData";
5
+ /**
6
+ * Creates the VertexData for a cylinder, cone or prism
7
+ * @param options an object used to set the following optional parameters for the box, required but can be empty
8
+ * * height sets the height (y direction) of the cylinder, optional, default 2
9
+ * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
10
+ * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
11
+ * * diameter sets the diameter of the top and bottom of the cone, optional default 1
12
+ * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
13
+ * * subdivisions` the number of rings along the cylinder height, optional, default 1
14
+ * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1
15
+ * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
16
+ * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
17
+ * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
18
+ * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
19
+ * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
20
+ * * 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)
21
+ * * 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)
22
+ * @returns the VertexData of the cylinder, cone or prism
23
+ */
24
+ export declare function CreateCylinderVertexData(options: {
25
+ height?: number;
26
+ diameterTop?: number;
27
+ diameterBottom?: number;
28
+ diameter?: number;
29
+ tessellation?: number;
30
+ subdivisions?: number;
31
+ arc?: number;
32
+ faceColors?: Color4[];
33
+ faceUV?: Vector4[];
34
+ hasRings?: boolean;
35
+ enclose?: boolean;
36
+ cap?: number;
37
+ sideOrientation?: number;
38
+ frontUVs?: Vector4;
39
+ backUVs?: Vector4;
40
+ }): VertexData;
41
+ /**
42
+ * Creates a cylinder or a cone mesh
43
+ * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
44
+ * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
45
+ * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
46
+ * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
47
+ * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
48
+ * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
49
+ * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
50
+ * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
51
+ * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
52
+ * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
53
+ * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
54
+ * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
55
+ * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
56
+ * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
57
+ * * If `enclose` is false, a ring surface is one element.
58
+ * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
59
+ * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
60
+ * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
61
+ * * 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/babylon101/discover_basic_elements#side-orientation
62
+ * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
63
+ * @param name defines the name of the mesh
64
+ * @param options defines the options used to create the mesh
65
+ * @param scene defines the hosting scene
66
+ * @returns the cylinder mesh
67
+ * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
68
+ */
69
+ export declare function CreateCylinder(name: string, options: {
70
+ height?: number;
71
+ diameterTop?: number;
72
+ diameterBottom?: number;
73
+ diameter?: number;
74
+ tessellation?: number;
75
+ subdivisions?: number;
76
+ arc?: number;
77
+ faceColors?: Color4[];
78
+ faceUV?: Vector4[];
79
+ updatable?: boolean;
80
+ hasRings?: boolean;
81
+ enclose?: boolean;
82
+ cap?: number;
83
+ sideOrientation?: number;
84
+ frontUVs?: Vector4;
85
+ backUVs?: Vector4;
86
+ }, scene: any): Mesh;
4
87
  /**
5
88
  * Class containing static functions to help procedurally build meshes
89
+ * @deprecated Please use CreateCylinder directly
6
90
  */
7
- export declare class CylinderBuilder {
8
- /**
9
- * Creates a cylinder or a cone mesh
10
- * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
11
- * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
12
- * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
13
- * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
14
- * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
15
- * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
16
- * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
17
- * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
18
- * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
19
- * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
20
- * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
21
- * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
22
- * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
23
- * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
24
- * * If `enclose` is false, a ring surface is one element.
25
- * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
26
- * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
27
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
28
- * * 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/babylon101/discover_basic_elements#side-orientation
29
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
30
- * @param name defines the name of the mesh
31
- * @param options defines the options used to create the mesh
32
- * @param scene defines the hosting scene
33
- * @returns the cylinder mesh
34
- * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
35
- */
36
- static CreateCylinder(name: string, options: {
37
- height?: number;
38
- diameterTop?: number;
39
- diameterBottom?: number;
40
- diameter?: number;
41
- tessellation?: number;
42
- subdivisions?: number;
43
- arc?: number;
44
- faceColors?: Color4[];
45
- faceUV?: Vector4[];
46
- updatable?: boolean;
47
- hasRings?: boolean;
48
- enclose?: boolean;
49
- cap?: number;
50
- sideOrientation?: number;
51
- frontUVs?: Vector4;
52
- backUVs?: Vector4;
53
- }, scene: any): Mesh;
54
- }
91
+ export declare const CylinderBuilder: {
92
+ CreateCylinder: typeof CreateCylinder;
93
+ };
@@ -1,10 +1,29 @@
1
- import { Vector4, Vector3, Vector2 } from "../../Maths/math.vector";
2
- import { Color4 } from '../../Maths/math.color';
3
- import { Mesh } from "../mesh";
4
- import { VertexData } from "../mesh.vertexData";
5
- import { Scene } from "../../scene";
6
- import { Axis } from '../../Maths/math.axis';
7
- VertexData.CreateCylinder = function (options) {
1
+ import { Vector4, Vector3, Vector2 } from "../../Maths/math.vector.js";
2
+ import { Color4 } from '../../Maths/math.color.js';
3
+ import { Mesh } from "../mesh.js";
4
+ import { VertexData } from "../mesh.vertexData.js";
5
+ import { Scene } from "../../scene.js";
6
+ import { Axis } from '../../Maths/math.axis.js';
7
+ /**
8
+ * Creates the VertexData for a cylinder, cone or prism
9
+ * @param options an object used to set the following optional parameters for the box, required but can be empty
10
+ * * height sets the height (y direction) of the cylinder, optional, default 2
11
+ * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
12
+ * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
13
+ * * diameter sets the diameter of the top and bottom of the cone, optional default 1
14
+ * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
15
+ * * subdivisions` the number of rings along the cylinder height, optional, default 1
16
+ * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1
17
+ * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
18
+ * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
19
+ * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
20
+ * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
21
+ * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
22
+ * * 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)
23
+ * * 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)
24
+ * @returns the VertexData of the cylinder, cone or prism
25
+ */
26
+ export function CreateCylinderVertexData(options) {
8
27
  var height = options.height || 2;
9
28
  var diameterTop = (options.diameterTop === 0) ? 0 : options.diameterTop || options.diameter || 1;
10
29
  var diameterBottom = (options.diameterBottom === 0) ? 0 : options.diameterBottom || options.diameter || 1;
@@ -244,7 +263,51 @@ VertexData.CreateCylinder = function (options) {
244
263
  vertexData.colors = colors;
245
264
  }
246
265
  return vertexData;
266
+ }
267
+ /**
268
+ * Creates a cylinder or a cone mesh
269
+ * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
270
+ * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
271
+ * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
272
+ * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
273
+ * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
274
+ * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
275
+ * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
276
+ * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
277
+ * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
278
+ * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
279
+ * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
280
+ * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
281
+ * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
282
+ * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
283
+ * * If `enclose` is false, a ring surface is one element.
284
+ * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
285
+ * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
286
+ * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
287
+ * * 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/babylon101/discover_basic_elements#side-orientation
288
+ * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
289
+ * @param name defines the name of the mesh
290
+ * @param options defines the options used to create the mesh
291
+ * @param scene defines the hosting scene
292
+ * @returns the cylinder mesh
293
+ * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
294
+ */
295
+ export function CreateCylinder(name, options, scene) {
296
+ var cylinder = new Mesh(name, scene);
297
+ options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);
298
+ cylinder._originalBuilderSideOrientation = options.sideOrientation;
299
+ var vertexData = CreateCylinderVertexData(options);
300
+ vertexData.applyToMesh(cylinder, options.updatable);
301
+ return cylinder;
302
+ }
303
+ /**
304
+ * Class containing static functions to help procedurally build meshes
305
+ * @deprecated Please use CreateCylinder directly
306
+ */
307
+ export var CylinderBuilder = {
308
+ CreateCylinder: CreateCylinder
247
309
  };
310
+ VertexData.CreateCylinder = CreateCylinderVertexData;
248
311
  Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
249
312
  if (scene === undefined || !(scene instanceof Scene)) {
250
313
  if (scene !== undefined) {
@@ -263,51 +326,6 @@ Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tesse
263
326
  sideOrientation: sideOrientation,
264
327
  updatable: updatable
265
328
  };
266
- return CylinderBuilder.CreateCylinder(name, options, scene);
329
+ return CreateCylinder(name, options, scene);
267
330
  };
268
- /**
269
- * Class containing static functions to help procedurally build meshes
270
- */
271
- var CylinderBuilder = /** @class */ (function () {
272
- function CylinderBuilder() {
273
- }
274
- /**
275
- * Creates a cylinder or a cone mesh
276
- * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
277
- * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
278
- * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
279
- * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
280
- * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
281
- * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
282
- * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
283
- * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
284
- * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
285
- * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
286
- * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
287
- * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
288
- * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
289
- * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
290
- * * If `enclose` is false, a ring surface is one element.
291
- * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
292
- * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
293
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
294
- * * 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/babylon101/discover_basic_elements#side-orientation
295
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
296
- * @param name defines the name of the mesh
297
- * @param options defines the options used to create the mesh
298
- * @param scene defines the hosting scene
299
- * @returns the cylinder mesh
300
- * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
301
- */
302
- CylinderBuilder.CreateCylinder = function (name, options, scene) {
303
- var cylinder = new Mesh(name, scene);
304
- options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);
305
- cylinder._originalBuilderSideOrientation = options.sideOrientation;
306
- var vertexData = VertexData.CreateCylinder(options);
307
- vertexData.applyToMesh(cylinder, options.updatable);
308
- return cylinder;
309
- };
310
- return CylinderBuilder;
311
- }());
312
- export { CylinderBuilder };
313
331
  //# sourceMappingURL=cylinderBuilder.js.map
@@ -1 +1 @@
1
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{ Vector4, Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Color4 } from '../../Maths/math.color';\r\nimport { Mesh, _CreationDataStorage } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Axis } from '../../Maths/math.axis';\r\n\r\nVertexData.CreateCylinder = function (options: { height?: number, diameterTop?: number, diameterBottom?: number, diameter?: number, tessellation?: number, subdivisions?: number, arc?: number, faceColors?: Color4[], faceUV?: Vector4[], hasRings?: boolean, enclose?: boolean, cap?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {\r\n var height: number = options.height || 2;\r\n var diameterTop: number = (options.diameterTop === 0) ? 0 : options.diameterTop || options.diameter || 1;\r\n var diameterBottom: number = (options.diameterBottom === 0) ? 0 : options.diameterBottom || options.diameter || 1;\r\n diameterTop = diameterTop || 0.00001; // Prevent broken normals\r\n diameterBottom = diameterBottom || 0.00001; // Prevent broken normals\r\n var tessellation: number = options.tessellation || 24;\r\n var subdivisions: number = options.subdivisions || 1;\r\n var hasRings: boolean = options.hasRings ? true : false;\r\n var enclose: boolean = options.enclose ? true : false;\r\n var cap = (options.cap === 0) ? 0 : options.cap || Mesh.CAP_ALL;\r\n var arc: number = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;\r\n var sideOrientation: number = (options.sideOrientation === 0) ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n var faceUV: Vector4[] = options.faceUV || new Array<Vector4>(3);\r\n var faceColors = options.faceColors;\r\n // default face colors and UV if undefined\r\n var quadNb: number = (arc !== 1 && enclose) ? 2 : 0;\r\n var ringNb: number = (hasRings) ? subdivisions : 1;\r\n var surfaceNb: number = 2 + (1 + quadNb) * ringNb;\r\n var f: number;\r\n\r\n for (f = 0; f < surfaceNb; f++) {\r\n if (faceColors && faceColors[f] === undefined) {\r\n faceColors[f] = new Color4(1, 1, 1, 1);\r\n }\r\n }\r\n for (f = 0; f < surfaceNb; f++) {\r\n if (faceUV && faceUV[f] === undefined) {\r\n faceUV[f] = new Vector4(0, 0, 1, 1);\r\n }\r\n }\r\n\r\n var indices = new Array<number>();\r\n var positions = new Array<number>();\r\n var normals = new Array<number>();\r\n var uvs = new Array<number>();\r\n var colors = new Array<number>();\r\n\r\n var angle_step = Math.PI * 2 * arc / tessellation;\r\n var angle: number;\r\n var h: number;\r\n var radius: number;\r\n var tan = (diameterBottom - diameterTop) / 2 / height;\r\n var ringVertex: Vector3 = Vector3.Zero();\r\n var ringNormal: Vector3 = Vector3.Zero();\r\n var ringFirstVertex: Vector3 = Vector3.Zero();\r\n var ringFirstNormal: Vector3 = Vector3.Zero();\r\n var quadNormal: Vector3 = Vector3.Zero();\r\n var Y: Vector3 = Axis.Y;\r\n\r\n // positions, normals, uvs\r\n var i: number;\r\n var j: number;\r\n var r: number;\r\n var ringIdx: number = 1;\r\n var s: number = 1; // surface index\r\n var cs: number = 0;\r\n var v: number = 0;\r\n\r\n for (i = 0; i <= subdivisions; i++) {\r\n h = i / subdivisions;\r\n radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2;\r\n ringIdx = (hasRings && i !== 0 && i !== subdivisions) ? 2 : 1;\r\n for (r = 0; r < ringIdx; r++) {\r\n if (hasRings) {\r\n s += r;\r\n }\r\n if (enclose) {\r\n s += 2 * r;\r\n }\r\n for (j = 0; j <= tessellation; j++) {\r\n angle = j * angle_step;\r\n\r\n // position\r\n ringVertex.x = Math.cos(-angle) * radius;\r\n ringVertex.y = -height / 2 + h * height;\r\n ringVertex.z = Math.sin(-angle) * radius;\r\n\r\n // normal\r\n if (diameterTop === 0 && i === subdivisions) {\r\n // if no top cap, reuse former normals\r\n ringNormal.x = normals[normals.length - (tessellation + 1) * 3];\r\n ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1];\r\n ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2];\r\n }\r\n else {\r\n ringNormal.x = ringVertex.x;\r\n ringNormal.z = ringVertex.z;\r\n ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan;\r\n ringNormal.normalize();\r\n }\r\n\r\n // keep first ring vertex values for enclose\r\n if (j === 0) {\r\n ringFirstVertex.copyFrom(ringVertex);\r\n ringFirstNormal.copyFrom(ringNormal);\r\n }\r\n\r\n positions.push(ringVertex.x, ringVertex.y, ringVertex.z);\r\n normals.push(ringNormal.x, ringNormal.y, ringNormal.z);\r\n if (hasRings) {\r\n v = (cs !== s) ? faceUV[s].y : faceUV[s].w;\r\n } else {\r\n v = faceUV[s].y + (faceUV[s].w - faceUV[s].y) * h;\r\n }\r\n uvs.push(faceUV[s].x + (faceUV[s].z - faceUV[s].x) * j / tessellation, v);\r\n if (faceColors) {\r\n colors.push(faceColors[s].r, faceColors[s].g, faceColors[s].b, faceColors[s].a);\r\n }\r\n }\r\n\r\n // if enclose, add four vertices and their dedicated normals\r\n if (arc !== 1 && enclose) {\r\n positions.push(ringVertex.x, ringVertex.y, ringVertex.z);\r\n positions.push(0, ringVertex.y, 0);\r\n positions.push(0, ringVertex.y, 0);\r\n positions.push(ringFirstVertex.x, ringFirstVertex.y, ringFirstVertex.z);\r\n Vector3.CrossToRef(Y, ringNormal, quadNormal);\r\n quadNormal.normalize();\r\n normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);\r\n Vector3.CrossToRef(ringFirstNormal, Y, quadNormal);\r\n quadNormal.normalize();\r\n normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);\r\n if (hasRings) {\r\n v = (cs !== s) ? faceUV[s + 1].y : faceUV[s + 1].w;\r\n } else {\r\n v = faceUV[s + 1].y + (faceUV[s + 1].w - faceUV[s + 1].y) * h;\r\n }\r\n uvs.push(faceUV[s + 1].x, v);\r\n uvs.push(faceUV[s + 1].z, v);\r\n if (hasRings) {\r\n v = (cs !== s) ? faceUV[s + 2].y : faceUV[s + 2].w;\r\n } else {\r\n v = faceUV[s + 2].y + (faceUV[s + 2].w - faceUV[s + 2].y) * h;\r\n }\r\n uvs.push(faceUV[s + 2].x, v);\r\n uvs.push(faceUV[s + 2].z, v);\r\n if (faceColors) {\r\n colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);\r\n colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);\r\n colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);\r\n colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);\r\n }\r\n }\r\n if (cs !== s) {\r\n cs = s;\r\n }\r\n\r\n }\r\n\r\n }\r\n\r\n // indices\r\n var e: number = (arc !== 1 && enclose) ? tessellation + 4 : tessellation; // correction of number of iteration if enclose\r\n var s: number;\r\n i = 0;\r\n for (s = 0; s < subdivisions; s++) {\r\n let i0: number = 0;\r\n let i1: number = 0;\r\n let i2: number = 0;\r\n let i3: number = 0;\r\n for (j = 0; j < tessellation; j++) {\r\n i0 = i * (e + 1) + j;\r\n i1 = (i + 1) * (e + 1) + j;\r\n i2 = i * (e + 1) + (j + 1);\r\n i3 = (i + 1) * (e + 1) + (j + 1);\r\n indices.push(i0, i1, i2);\r\n indices.push(i3, i2, i1);\r\n }\r\n if (arc !== 1 && enclose) { // if enclose, add two quads\r\n indices.push(i0 + 2, i1 + 2, i2 + 2);\r\n indices.push(i3 + 2, i2 + 2, i1 + 2);\r\n indices.push(i0 + 4, i1 + 4, i2 + 4);\r\n indices.push(i3 + 4, i2 + 4, i1 + 4);\r\n }\r\n i = (hasRings) ? (i + 2) : (i + 1);\r\n }\r\n\r\n // Caps\r\n var createCylinderCap = (isTop: boolean) => {\r\n var radius = isTop ? diameterTop / 2 : diameterBottom / 2;\r\n if (radius === 0) {\r\n return;\r\n }\r\n\r\n // Cap positions, normals & uvs\r\n var angle;\r\n var circleVector;\r\n var i: number;\r\n var u: Vector4 = (isTop) ? faceUV[surfaceNb - 1] : faceUV[0];\r\n var c: Nullable<Color4> = null;\r\n if (faceColors) {\r\n c = (isTop) ? faceColors[surfaceNb - 1] : faceColors[0];\r\n }\r\n // cap center\r\n var vbase = positions.length / 3;\r\n var offset = isTop ? height / 2 : -height / 2;\r\n var center = new Vector3(0, offset, 0);\r\n positions.push(center.x, center.y, center.z);\r\n normals.push(0, isTop ? 1 : -1, 0);\r\n uvs.push(u.x + (u.z - u.x) * 0.5, u.y + (u.w - u.y) * 0.5);\r\n if (c) {\r\n colors.push(c.r, c.g, c.b, c.a);\r\n }\r\n\r\n var textureScale = new Vector2(0.5, 0.5);\r\n for (i = 0; i <= tessellation; i++) {\r\n angle = Math.PI * 2 * i * arc / tessellation;\r\n var cos = Math.cos(-angle);\r\n var sin = Math.sin(-angle);\r\n circleVector = new Vector3(cos * radius, offset, sin * radius);\r\n var textureCoordinate = new Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5);\r\n positions.push(circleVector.x, circleVector.y, circleVector.z);\r\n normals.push(0, isTop ? 1 : -1, 0);\r\n uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, u.y + (u.w - u.y) * textureCoordinate.y);\r\n if (c) {\r\n colors.push(c.r, c.g, c.b, c.a);\r\n }\r\n }\r\n // Cap indices\r\n for (i = 0; i < tessellation; i++) {\r\n if (!isTop) {\r\n indices.push(vbase);\r\n indices.push(vbase + (i + 1));\r\n indices.push(vbase + (i + 2));\r\n }\r\n else {\r\n indices.push(vbase);\r\n indices.push(vbase + (i + 2));\r\n indices.push(vbase + (i + 1));\r\n }\r\n }\r\n };\r\n\r\n // add caps to geometry based on cap parameter\r\n if ((cap === Mesh.CAP_START)\r\n || (cap === Mesh.CAP_ALL)) {\r\n createCylinderCap(false);\r\n }\r\n if ((cap === Mesh.CAP_END)\r\n || (cap === Mesh.CAP_ALL)) {\r\n createCylinderCap(true);\r\n }\r\n\r\n // Sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n var vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n if (faceColors) {\r\n vertexData.colors = colors;\r\n }\r\n\r\n return vertexData;\r\n};\r\n\r\nMesh.CreateCylinder = (name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh => {\r\n if (scene === undefined || !(scene instanceof Scene)) {\r\n if (scene !== undefined) {\r\n sideOrientation = updatable || Mesh.DEFAULTSIDE;\r\n updatable = scene;\r\n }\r\n scene = <Scene>subdivisions;\r\n subdivisions = 1;\r\n }\r\n\r\n var options = {\r\n height: height,\r\n diameterTop: diameterTop,\r\n diameterBottom: diameterBottom,\r\n tessellation: tessellation,\r\n subdivisions: subdivisions,\r\n sideOrientation: sideOrientation,\r\n updatable: updatable\r\n };\r\n\r\n return CylinderBuilder.CreateCylinder(name, options, scene);\r\n};\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nexport class CylinderBuilder {\r\n /**\r\n * Creates a cylinder or a cone mesh\r\n * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).\r\n * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).\r\n * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter \"diameterBottom\" can't be zero.\r\n * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.\r\n * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).\r\n * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.\r\n * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.\r\n * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).\r\n * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.\r\n * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).\r\n * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3\r\n * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7\r\n * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17\r\n * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.\r\n * * If `enclose` is false, a ring surface is one element.\r\n * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.\r\n * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * 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/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the cylinder mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone\r\n */\r\n public static CreateCylinder(name: string, options: { height?: number, diameterTop?: number, diameterBottom?: number, diameter?: number, tessellation?: number, subdivisions?: number, arc?: number, faceColors?: Color4[], faceUV?: Vector4[], updatable?: boolean, hasRings?: boolean, enclose?: boolean, cap?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }, scene: any): Mesh {\r\n var cylinder = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n cylinder._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n var vertexData = VertexData.CreateCylinder(options);\r\n\r\n vertexData.applyToMesh(cylinder, options.updatable);\r\n\r\n return cylinder;\r\n }\r\n}\r\n"]}
1
+ 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{ Vector4, Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Color4 } from '../../Maths/math.color';\r\nimport { Mesh, _CreationDataStorage } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Axis } from '../../Maths/math.axis';\r\n\r\n/**\r\n * Creates the VertexData for a cylinder, cone or prism\r\n * @param options an object used to set the following optional parameters for the box, required but can be empty\r\n * * height sets the height (y direction) of the cylinder, optional, default 2\r\n * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter\r\n * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter\r\n * * diameter sets the diameter of the top and bottom of the cone, optional default 1\r\n * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24\r\n * * subdivisions` the number of rings along the cylinder height, optional, default 1\r\n * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1\r\n * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively\r\n * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively\r\n * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false\r\n * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * 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)\r\n * * 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)\r\n * @returns the VertexData of the cylinder, cone or prism\r\n */\r\nexport function CreateCylinderVertexData(options: { height?: number, diameterTop?: number, diameterBottom?: number, diameter?: number, tessellation?: number, subdivisions?: number, arc?: number, faceColors?: Color4[], faceUV?: Vector4[], hasRings?: boolean, enclose?: boolean, cap?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {\r\n var height: number = options.height || 2;\r\n var diameterTop: number = (options.diameterTop === 0) ? 0 : options.diameterTop || options.diameter || 1;\r\n var diameterBottom: number = (options.diameterBottom === 0) ? 0 : options.diameterBottom || options.diameter || 1;\r\n diameterTop = diameterTop || 0.00001; // Prevent broken normals\r\n diameterBottom = diameterBottom || 0.00001; // Prevent broken normals\r\n var tessellation: number = options.tessellation || 24;\r\n var subdivisions: number = options.subdivisions || 1;\r\n var hasRings: boolean = options.hasRings ? true : false;\r\n var enclose: boolean = options.enclose ? true : false;\r\n var cap = (options.cap === 0) ? 0 : options.cap || Mesh.CAP_ALL;\r\n var arc: number = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;\r\n var sideOrientation: number = (options.sideOrientation === 0) ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n var faceUV: Vector4[] = options.faceUV || new Array<Vector4>(3);\r\n var faceColors = options.faceColors;\r\n // default face colors and UV if undefined\r\n var quadNb: number = (arc !== 1 && enclose) ? 2 : 0;\r\n var ringNb: number = (hasRings) ? subdivisions : 1;\r\n var surfaceNb: number = 2 + (1 + quadNb) * ringNb;\r\n var f: number;\r\n\r\n for (f = 0; f < surfaceNb; f++) {\r\n if (faceColors && faceColors[f] === undefined) {\r\n faceColors[f] = new Color4(1, 1, 1, 1);\r\n }\r\n }\r\n for (f = 0; f < surfaceNb; f++) {\r\n if (faceUV && faceUV[f] === undefined) {\r\n faceUV[f] = new Vector4(0, 0, 1, 1);\r\n }\r\n }\r\n\r\n var indices = new Array<number>();\r\n var positions = new Array<number>();\r\n var normals = new Array<number>();\r\n var uvs = new Array<number>();\r\n var colors = new Array<number>();\r\n\r\n var angle_step = Math.PI * 2 * arc / tessellation;\r\n var angle: number;\r\n var h: number;\r\n var radius: number;\r\n var tan = (diameterBottom - diameterTop) / 2 / height;\r\n var ringVertex: Vector3 = Vector3.Zero();\r\n var ringNormal: Vector3 = Vector3.Zero();\r\n var ringFirstVertex: Vector3 = Vector3.Zero();\r\n var ringFirstNormal: Vector3 = Vector3.Zero();\r\n var quadNormal: Vector3 = Vector3.Zero();\r\n var Y: Vector3 = Axis.Y;\r\n\r\n // positions, normals, uvs\r\n var i: number;\r\n var j: number;\r\n var r: number;\r\n var ringIdx: number = 1;\r\n var s: number = 1; // surface index\r\n var cs: number = 0;\r\n var v: number = 0;\r\n\r\n for (i = 0; i <= subdivisions; i++) {\r\n h = i / subdivisions;\r\n radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2;\r\n ringIdx = (hasRings && i !== 0 && i !== subdivisions) ? 2 : 1;\r\n for (r = 0; r < ringIdx; r++) {\r\n if (hasRings) {\r\n s += r;\r\n }\r\n if (enclose) {\r\n s += 2 * r;\r\n }\r\n for (j = 0; j <= tessellation; j++) {\r\n angle = j * angle_step;\r\n\r\n // position\r\n ringVertex.x = Math.cos(-angle) * radius;\r\n ringVertex.y = -height / 2 + h * height;\r\n ringVertex.z = Math.sin(-angle) * radius;\r\n\r\n // normal\r\n if (diameterTop === 0 && i === subdivisions) {\r\n // if no top cap, reuse former normals\r\n ringNormal.x = normals[normals.length - (tessellation + 1) * 3];\r\n ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1];\r\n ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2];\r\n }\r\n else {\r\n ringNormal.x = ringVertex.x;\r\n ringNormal.z = ringVertex.z;\r\n ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan;\r\n ringNormal.normalize();\r\n }\r\n\r\n // keep first ring vertex values for enclose\r\n if (j === 0) {\r\n ringFirstVertex.copyFrom(ringVertex);\r\n ringFirstNormal.copyFrom(ringNormal);\r\n }\r\n\r\n positions.push(ringVertex.x, ringVertex.y, ringVertex.z);\r\n normals.push(ringNormal.x, ringNormal.y, ringNormal.z);\r\n if (hasRings) {\r\n v = (cs !== s) ? faceUV[s].y : faceUV[s].w;\r\n } else {\r\n v = faceUV[s].y + (faceUV[s].w - faceUV[s].y) * h;\r\n }\r\n uvs.push(faceUV[s].x + (faceUV[s].z - faceUV[s].x) * j / tessellation, v);\r\n if (faceColors) {\r\n colors.push(faceColors[s].r, faceColors[s].g, faceColors[s].b, faceColors[s].a);\r\n }\r\n }\r\n\r\n // if enclose, add four vertices and their dedicated normals\r\n if (arc !== 1 && enclose) {\r\n positions.push(ringVertex.x, ringVertex.y, ringVertex.z);\r\n positions.push(0, ringVertex.y, 0);\r\n positions.push(0, ringVertex.y, 0);\r\n positions.push(ringFirstVertex.x, ringFirstVertex.y, ringFirstVertex.z);\r\n Vector3.CrossToRef(Y, ringNormal, quadNormal);\r\n quadNormal.normalize();\r\n normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);\r\n Vector3.CrossToRef(ringFirstNormal, Y, quadNormal);\r\n quadNormal.normalize();\r\n normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);\r\n if (hasRings) {\r\n v = (cs !== s) ? faceUV[s + 1].y : faceUV[s + 1].w;\r\n } else {\r\n v = faceUV[s + 1].y + (faceUV[s + 1].w - faceUV[s + 1].y) * h;\r\n }\r\n uvs.push(faceUV[s + 1].x, v);\r\n uvs.push(faceUV[s + 1].z, v);\r\n if (hasRings) {\r\n v = (cs !== s) ? faceUV[s + 2].y : faceUV[s + 2].w;\r\n } else {\r\n v = faceUV[s + 2].y + (faceUV[s + 2].w - faceUV[s + 2].y) * h;\r\n }\r\n uvs.push(faceUV[s + 2].x, v);\r\n uvs.push(faceUV[s + 2].z, v);\r\n if (faceColors) {\r\n colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);\r\n colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);\r\n colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);\r\n colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);\r\n }\r\n }\r\n if (cs !== s) {\r\n cs = s;\r\n }\r\n\r\n }\r\n\r\n }\r\n\r\n // indices\r\n var e: number = (arc !== 1 && enclose) ? tessellation + 4 : tessellation; // correction of number of iteration if enclose\r\n var s: number;\r\n i = 0;\r\n for (s = 0; s < subdivisions; s++) {\r\n let i0: number = 0;\r\n let i1: number = 0;\r\n let i2: number = 0;\r\n let i3: number = 0;\r\n for (j = 0; j < tessellation; j++) {\r\n i0 = i * (e + 1) + j;\r\n i1 = (i + 1) * (e + 1) + j;\r\n i2 = i * (e + 1) + (j + 1);\r\n i3 = (i + 1) * (e + 1) + (j + 1);\r\n indices.push(i0, i1, i2);\r\n indices.push(i3, i2, i1);\r\n }\r\n if (arc !== 1 && enclose) { // if enclose, add two quads\r\n indices.push(i0 + 2, i1 + 2, i2 + 2);\r\n indices.push(i3 + 2, i2 + 2, i1 + 2);\r\n indices.push(i0 + 4, i1 + 4, i2 + 4);\r\n indices.push(i3 + 4, i2 + 4, i1 + 4);\r\n }\r\n i = (hasRings) ? (i + 2) : (i + 1);\r\n }\r\n\r\n // Caps\r\n var createCylinderCap = (isTop: boolean) => {\r\n var radius = isTop ? diameterTop / 2 : diameterBottom / 2;\r\n if (radius === 0) {\r\n return;\r\n }\r\n\r\n // Cap positions, normals & uvs\r\n var angle;\r\n var circleVector;\r\n var i: number;\r\n var u: Vector4 = (isTop) ? faceUV[surfaceNb - 1] : faceUV[0];\r\n var c: Nullable<Color4> = null;\r\n if (faceColors) {\r\n c = (isTop) ? faceColors[surfaceNb - 1] : faceColors[0];\r\n }\r\n // cap center\r\n var vbase = positions.length / 3;\r\n var offset = isTop ? height / 2 : -height / 2;\r\n var center = new Vector3(0, offset, 0);\r\n positions.push(center.x, center.y, center.z);\r\n normals.push(0, isTop ? 1 : -1, 0);\r\n uvs.push(u.x + (u.z - u.x) * 0.5, u.y + (u.w - u.y) * 0.5);\r\n if (c) {\r\n colors.push(c.r, c.g, c.b, c.a);\r\n }\r\n\r\n var textureScale = new Vector2(0.5, 0.5);\r\n for (i = 0; i <= tessellation; i++) {\r\n angle = Math.PI * 2 * i * arc / tessellation;\r\n var cos = Math.cos(-angle);\r\n var sin = Math.sin(-angle);\r\n circleVector = new Vector3(cos * radius, offset, sin * radius);\r\n var textureCoordinate = new Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5);\r\n positions.push(circleVector.x, circleVector.y, circleVector.z);\r\n normals.push(0, isTop ? 1 : -1, 0);\r\n uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, u.y + (u.w - u.y) * textureCoordinate.y);\r\n if (c) {\r\n colors.push(c.r, c.g, c.b, c.a);\r\n }\r\n }\r\n // Cap indices\r\n for (i = 0; i < tessellation; i++) {\r\n if (!isTop) {\r\n indices.push(vbase);\r\n indices.push(vbase + (i + 1));\r\n indices.push(vbase + (i + 2));\r\n }\r\n else {\r\n indices.push(vbase);\r\n indices.push(vbase + (i + 2));\r\n indices.push(vbase + (i + 1));\r\n }\r\n }\r\n };\r\n\r\n // add caps to geometry based on cap parameter\r\n if ((cap === Mesh.CAP_START)\r\n || (cap === Mesh.CAP_ALL)) {\r\n createCylinderCap(false);\r\n }\r\n if ((cap === Mesh.CAP_END)\r\n || (cap === Mesh.CAP_ALL)) {\r\n createCylinderCap(true);\r\n }\r\n\r\n // Sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n var vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n if (faceColors) {\r\n vertexData.colors = colors;\r\n }\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a cylinder or a cone mesh\r\n * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).\r\n * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).\r\n * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter \"diameterBottom\" can't be zero.\r\n * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.\r\n * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).\r\n * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.\r\n * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.\r\n * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).\r\n * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.\r\n * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).\r\n * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3\r\n * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7\r\n * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17\r\n * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.\r\n * * If `enclose` is false, a ring surface is one element.\r\n * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.\r\n * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * 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/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the cylinder mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone\r\n */\r\nexport function CreateCylinder(name: string, options: { height?: number, diameterTop?: number, diameterBottom?: number, diameter?: number, tessellation?: number, subdivisions?: number, arc?: number, faceColors?: Color4[], faceUV?: Vector4[], updatable?: boolean, hasRings?: boolean, enclose?: boolean, cap?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }, scene: any): Mesh {\r\n var cylinder = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n cylinder._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n var vertexData = CreateCylinderVertexData(options);\r\n\r\n vertexData.applyToMesh(cylinder, options.updatable);\r\n\r\n return cylinder;\r\n}\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated Please use CreateCylinder directly\r\n */\r\nexport const CylinderBuilder = {\r\n CreateCylinder\r\n};\r\n\r\nVertexData.CreateCylinder = CreateCylinderVertexData;\r\n\r\nMesh.CreateCylinder = (name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh => {\r\n if (scene === undefined || !(scene instanceof Scene)) {\r\n if (scene !== undefined) {\r\n sideOrientation = updatable || Mesh.DEFAULTSIDE;\r\n updatable = scene;\r\n }\r\n scene = <Scene>subdivisions;\r\n subdivisions = 1;\r\n }\r\n\r\n const options = {\r\n height,\r\n diameterTop,\r\n diameterBottom,\r\n tessellation,\r\n subdivisions,\r\n sideOrientation,\r\n updatable\r\n };\r\n\r\n return CreateCylinder(name, options, scene);\r\n};"]}
@@ -1,30 +1,32 @@
1
1
  import { Vector3 } from "../../Maths/math.vector";
2
2
  import { Mesh } from "../mesh";
3
3
  import { AbstractMesh } from "../abstractMesh";
4
+ /**
5
+ * Creates a decal mesh.
6
+ * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
7
+ * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
8
+ * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
9
+ * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
10
+ * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
11
+ * * The parameter `captureUVS` defines if we need to capture the uvs or compute them
12
+ * @param name defines the name of the mesh
13
+ * @param sourceMesh defines the mesh where the decal must be applied
14
+ * @param options defines the options used to create the mesh
15
+ * @param scene defines the hosting scene
16
+ * @returns the decal mesh
17
+ * @see https://doc.babylonjs.com/how_to/decals
18
+ */
19
+ export declare function CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
20
+ position?: Vector3;
21
+ normal?: Vector3;
22
+ size?: Vector3;
23
+ angle?: number;
24
+ captureUVS?: boolean;
25
+ }): Mesh;
4
26
  /**
5
27
  * Class containing static functions to help procedurally build meshes
28
+ * @deprecated use the function directly from the module
6
29
  */
7
- export declare class DecalBuilder {
8
- /**
9
- * Creates a decal mesh.
10
- * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
11
- * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
12
- * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
13
- * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
14
- * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
15
- * * The parameter `captureUVS` defines if we need to capture the uvs or compute them
16
- * @param name defines the name of the mesh
17
- * @param sourceMesh defines the mesh where the decal must be applied
18
- * @param options defines the options used to create the mesh
19
- * @param scene defines the hosting scene
20
- * @returns the decal mesh
21
- * @see https://doc.babylonjs.com/how_to/decals
22
- */
23
- static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
24
- position?: Vector3;
25
- normal?: Vector3;
26
- size?: Vector3;
27
- angle?: number;
28
- captureUVS?: boolean;
29
- }): Mesh;
30
- }
30
+ export declare const DecalBuilder: {
31
+ CreateDecal: typeof CreateDecal;
32
+ };