@babylonjs/core 7.20.0 → 7.20.1
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.
- package/Bones/bone.js +3 -3
- package/Bones/bone.js.map +1 -1
- package/Bones/boneLookController.js +3 -3
- package/Bones/boneLookController.js.map +1 -1
- package/Compat/compatibilityOptions.d.ts +13 -6
- package/Compat/compatibilityOptions.js +20 -4
- package/Compat/compatibilityOptions.js.map +1 -1
- package/Compat/index.d.ts +1 -1
- package/Compat/index.js +1 -1
- package/Compat/index.js.map +1 -1
- package/Culling/boundingBox.js +5 -5
- package/Culling/boundingBox.js.map +1 -1
- package/Culling/boundingInfo.js +2 -2
- package/Culling/boundingInfo.js.map +1 -1
- package/Culling/boundingSphere.js +2 -2
- package/Culling/boundingSphere.js.map +1 -1
- package/Culling/ray.js +2 -2
- package/Culling/ray.js.map +1 -1
- package/Debug/debugLayer.d.ts +3 -0
- package/Debug/debugLayer.js +15 -0
- package/Debug/debugLayer.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engine.js +11 -2
- package/Engines/engine.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.d.ts +2 -2
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js.map +1 -1
- package/Layers/highlightLayer.js +0 -1
- package/Layers/highlightLayer.js.map +1 -1
- package/Materials/Textures/Loaders/hdrTextureLoader.js +3 -3
- package/Materials/Textures/Loaders/hdrTextureLoader.js.map +1 -1
- package/Materials/Textures/hdrCubeTexture.js +2 -2
- package/Materials/Textures/hdrCubeTexture.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js +2 -2
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/texture.js +3 -3
- package/Materials/Textures/texture.js.map +1 -1
- package/Maths/math.color.js +3 -3
- package/Maths/math.color.js.map +1 -1
- package/Maths/math.vector.js +13 -14
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/boxBuilder.js +5 -5
- package/Meshes/Builders/boxBuilder.js.map +1 -1
- package/Meshes/Builders/capsuleBuilder.js +4 -4
- package/Meshes/Builders/capsuleBuilder.js.map +1 -1
- package/Meshes/Builders/cylinderBuilder.js +8 -8
- package/Meshes/Builders/cylinderBuilder.js.map +1 -1
- package/Meshes/Builders/decalBuilder.js +3 -3
- package/Meshes/Builders/decalBuilder.js.map +1 -1
- package/Meshes/Builders/discBuilder.js +3 -3
- package/Meshes/Builders/discBuilder.js.map +1 -1
- package/Meshes/Builders/goldbergBuilder.js +2 -2
- package/Meshes/Builders/goldbergBuilder.js.map +1 -1
- package/Meshes/Builders/groundBuilder.js +2 -2
- package/Meshes/Builders/groundBuilder.js.map +1 -1
- package/Meshes/Builders/icoSphereBuilder.js +2 -2
- package/Meshes/Builders/icoSphereBuilder.js.map +1 -1
- package/Meshes/Builders/planeBuilder.js +5 -5
- package/Meshes/Builders/planeBuilder.js.map +1 -1
- package/Meshes/Builders/polygonBuilder.js +4 -4
- package/Meshes/Builders/polygonBuilder.js.map +1 -1
- package/Meshes/Builders/polyhedronBuilder.js +3 -3
- package/Meshes/Builders/polyhedronBuilder.js.map +1 -1
- package/Meshes/Builders/ribbonBuilder.js +4 -4
- package/Meshes/Builders/ribbonBuilder.js.map +1 -1
- package/Meshes/Builders/sphereBuilder.js +2 -2
- package/Meshes/Builders/sphereBuilder.js.map +1 -1
- package/Meshes/Builders/tiledBoxBuilder.js +2 -2
- package/Meshes/Builders/tiledBoxBuilder.js.map +1 -1
- package/Meshes/Builders/torusBuilder.js +2 -2
- package/Meshes/Builders/torusBuilder.js.map +1 -1
- package/Meshes/Builders/torusKnotBuilder.js +2 -2
- package/Meshes/Builders/torusKnotBuilder.js.map +1 -1
- package/Meshes/geometry.js +7 -7
- package/Meshes/geometry.js.map +1 -1
- package/Misc/HighDynamicRange/hdr.d.ts +40 -42
- package/Misc/HighDynamicRange/hdr.js +209 -202
- package/Misc/HighDynamicRange/hdr.js.map +1 -1
- package/Misc/HighDynamicRange/index.d.ts +1 -1
- package/Misc/HighDynamicRange/index.js +1 -1
- package/Misc/HighDynamicRange/index.js.map +1 -1
- package/Misc/arrayTools.d.ts +12 -17
- package/Misc/arrayTools.js +18 -23
- package/Misc/arrayTools.js.map +1 -1
- package/Misc/dumpTools.d.ts +50 -47
- package/Misc/dumpTools.js +153 -143
- package/Misc/dumpTools.js.map +1 -1
- package/Misc/environmentTextureTools.js +2 -2
- package/Misc/environmentTextureTools.js.map +1 -1
- package/Misc/equirectangularCapture.js +2 -2
- package/Misc/equirectangularCapture.js.map +1 -1
- package/Misc/index.d.ts +2 -1
- package/Misc/index.js +2 -1
- package/Misc/index.js.map +1 -1
- package/Misc/rgbdTextureTools.js +1 -0
- package/Misc/rgbdTextureTools.js.map +1 -1
- package/Misc/screenshotTools.js +3 -3
- package/Misc/screenshotTools.js.map +1 -1
- package/Physics/v1/physicsImpostor.js +2 -2
- package/Physics/v1/physicsImpostor.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.js +2 -2
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/PostProcesses/blurPostProcess.js +0 -1
- package/PostProcesses/blurPostProcess.js.map +1 -1
- package/PostProcesses/passPostProcess.js +0 -2
- package/PostProcesses/passPostProcess.js.map +1 -1
- package/PostProcesses/postProcess.d.ts +6 -0
- package/PostProcesses/postProcess.js +22 -1
- package/PostProcesses/postProcess.js.map +1 -1
- package/Shaders/ShadersInclude/pbrDebug.js +1 -1
- package/Shaders/ShadersInclude/pbrDebug.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDebug.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDebug.js.map +1 -1
- package/ShadersWGSL/background.fragment.js +1 -1
- package/ShadersWGSL/background.fragment.js.map +1 -1
- package/package.json +1 -1
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type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { GroundMesh } from \"../groundMesh\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\nimport { CompatibilityOptions } from \"../../Compat/compatibilityOptions\";\r\n\r\n/**\r\n * Creates the VertexData for a Ground\r\n * @param options an object used to set the following optional parameters for the Ground, required but can be empty\r\n * @param options.width the width (x direction) of the ground, optional, default 1\r\n * @param options.height the height (z direction) of the ground, optional, default 1\r\n * @param options.subdivisions the number of subdivisions per side, optional, default 1\r\n * @param options.subdivisionsX the number of subdivisions in the x direction, overrides options.subdivisions, optional, default undefined\r\n * @param options.subdivisionsY the number of subdivisions in the y direction, overrides options.subdivisions, optional, default undefined\r\n * @returns the VertexData of the Ground\r\n */\r\nexport function CreateGroundVertexData(options: { width?: number; height?: number; subdivisions?: number; subdivisionsX?: number; subdivisionsY?: number }): VertexData {\r\n const indices = [];\r\n const positions = [];\r\n const normals = [];\r\n const uvs = [];\r\n let row: number, col: number;\r\n\r\n const width: number = options.width || 1;\r\n const height: number = options.height || 1;\r\n const subdivisionsX: number = (options.subdivisionsX || options.subdivisions || 1) | 0;\r\n const subdivisionsY: number = (options.subdivisionsY || options.subdivisions || 1) | 0;\r\n\r\n for (row = 0; row <= subdivisionsY; row++) {\r\n for (col = 0; col <= subdivisionsX; col++) {\r\n const position = new Vector3((col * width) / subdivisionsX - width / 2.0, 0, ((subdivisionsY - row) * height) / subdivisionsY - height / 2.0);\r\n const normal = new Vector3(0, 1.0, 0);\r\n\r\n positions.push(position.x, position.y, position.z);\r\n normals.push(normal.x, normal.y, normal.z);\r\n uvs.push(col / subdivisionsX, CompatibilityOptions.UseOpenGLOrientationForUV ? row / subdivisionsY : 1.0 - row / subdivisionsY);\r\n }\r\n }\r\n\r\n for (row = 0; row < subdivisionsY; row++) {\r\n for (col = 0; col < subdivisionsX; col++) {\r\n indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));\r\n indices.push(col + 1 + row * (subdivisionsX + 1));\r\n indices.push(col + row * (subdivisionsX + 1));\r\n\r\n indices.push(col + (row + 1) * (subdivisionsX + 1));\r\n indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));\r\n indices.push(col + row * (subdivisionsX + 1));\r\n }\r\n }\r\n\r\n // Result\r\n const 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\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates the VertexData for a TiledGround by subdividing the ground into tiles\r\n * @param options an object used to set the following optional parameters for the Ground\r\n * @param options.xmin ground minimum X coordinate, default -1\r\n * @param options.zmin ground minimum Z coordinate, default -1\r\n * @param options.xmax ground maximum X coordinate, default 1\r\n * @param options.zmax ground maximum Z coordinate, default 1\r\n * @param options.subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}\r\n * @param options.subdivisions.w positive integer, default 6\r\n * @param options.subdivisions.h positive integer, default 6\r\n * @param options.precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}\r\n * @param options.precision.w positive integer, default 2\r\n * @param options.precision.h positive integer, default 2\r\n * @returns the VertexData of the TiledGround\r\n */\r\nexport function CreateTiledGroundVertexData(options: {\r\n xmin: number;\r\n zmin: number;\r\n xmax: number;\r\n zmax: number;\r\n subdivisions?: { w: number; h: number };\r\n precision?: { w: number; h: number };\r\n}): VertexData {\r\n const xmin = options.xmin !== undefined && options.xmin !== null ? options.xmin : -1.0;\r\n const zmin = options.zmin !== undefined && options.zmin !== null ? options.zmin : -1.0;\r\n const xmax = options.xmax !== undefined && options.xmax !== null ? options.xmax : 1.0;\r\n const zmax = options.zmax !== undefined && options.zmax !== null ? options.zmax : 1.0;\r\n const subdivisions = options.subdivisions || { w: 1, h: 1 };\r\n const precision = options.precision || { w: 1, h: 1 };\r\n\r\n const indices: number[] = [];\r\n const positions: number[] = [];\r\n const normals: number[] = [];\r\n const uvs: number[] = [];\r\n let row: number, col: number, tileRow: number, tileCol: number;\r\n\r\n subdivisions.h = subdivisions.h < 1 ? 1 : subdivisions.h;\r\n subdivisions.w = subdivisions.w < 1 ? 1 : subdivisions.w;\r\n precision.w = precision.w < 1 ? 1 : precision.w;\r\n precision.h = precision.h < 1 ? 1 : precision.h;\r\n\r\n const tileSize = {\r\n w: (xmax - xmin) / subdivisions.w,\r\n h: (zmax - zmin) / subdivisions.h,\r\n };\r\n\r\n function applyTile(xTileMin: number, zTileMin: number, xTileMax: number, zTileMax: number) {\r\n // Indices\r\n const base = positions.length / 3;\r\n const rowLength = precision.w + 1;\r\n for (row = 0; row < precision.h; row++) {\r\n for (col = 0; col < precision.w; col++) {\r\n const square = [base + col + row * rowLength, base + (col + 1) + row * rowLength, base + (col + 1) + (row + 1) * rowLength, base + col + (row + 1) * rowLength];\r\n\r\n indices.push(square[1]);\r\n indices.push(square[2]);\r\n indices.push(square[3]);\r\n indices.push(square[0]);\r\n indices.push(square[1]);\r\n indices.push(square[3]);\r\n }\r\n }\r\n\r\n // Position, normals and uvs\r\n const position = Vector3.Zero();\r\n const normal = new Vector3(0, 1.0, 0);\r\n for (row = 0; row <= precision.h; row++) {\r\n position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;\r\n for (col = 0; col <= precision.w; col++) {\r\n position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;\r\n position.y = 0;\r\n\r\n positions.push(position.x, position.y, position.z);\r\n normals.push(normal.x, normal.y, normal.z);\r\n uvs.push(col / precision.w, row / precision.h);\r\n }\r\n }\r\n }\r\n\r\n for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {\r\n for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {\r\n applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);\r\n }\r\n }\r\n\r\n // Result\r\n const 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\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates the VertexData of the Ground designed from a heightmap\r\n * @param options an object used to set the following parameters for the Ground, required and provided by CreateGroundFromHeightMap\r\n * @param options.width the width (x direction) of the ground\r\n * @param options.height the height (z direction) of the ground\r\n * @param options.subdivisions the number of subdivisions per side\r\n * @param options.minHeight the minimum altitude on the ground, optional, default 0\r\n * @param options.maxHeight the maximum altitude on the ground, optional default 1\r\n * @param options.colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)\r\n * @param options.buffer the array holding the image color data\r\n * @param options.bufferWidth the width of image\r\n * @param options.bufferHeight the height of image\r\n * @param options.alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)\r\n * @param options.heightBuffer a array of floats where the height data can be saved, if its length is greater than zero.\r\n * @returns the VertexData of the Ground designed from a heightmap\r\n */\r\nexport function CreateGroundFromHeightMapVertexData(options: {\r\n width: number;\r\n height: number;\r\n subdivisions: number;\r\n minHeight: number;\r\n maxHeight: number;\r\n colorFilter: Color3;\r\n buffer: Uint8Array;\r\n bufferWidth: number;\r\n bufferHeight: number;\r\n alphaFilter: number;\r\n heightBuffer?: Float32Array;\r\n}): VertexData {\r\n const indices = [];\r\n const positions = [];\r\n const normals = [];\r\n const uvs = [];\r\n let row, col;\r\n const filter = options.colorFilter || new Color3(0.3, 0.59, 0.11);\r\n const alphaFilter = options.alphaFilter || 0.0;\r\n let invert = false;\r\n\r\n if (options.minHeight > options.maxHeight) {\r\n invert = true;\r\n const temp = options.maxHeight;\r\n options.maxHeight = options.minHeight;\r\n options.minHeight = temp;\r\n }\r\n\r\n // Vertices\r\n for (row = 0; row <= options.subdivisions; row++) {\r\n for (col = 0; col <= options.subdivisions; col++) {\r\n const position = new Vector3(\r\n (col * options.width) / options.subdivisions - options.width / 2.0,\r\n 0,\r\n ((options.subdivisions - row) * options.height) / options.subdivisions - options.height / 2.0\r\n );\r\n\r\n // Compute height\r\n const heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;\r\n const heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;\r\n const pos = (heightMapX + heightMapY * options.bufferWidth) * 4;\r\n let r = options.buffer[pos] / 255.0;\r\n let g = options.buffer[pos + 1] / 255.0;\r\n let b = options.buffer[pos + 2] / 255.0;\r\n const a = options.buffer[pos + 3] / 255.0;\r\n\r\n if (invert) {\r\n r = 1.0 - r;\r\n g = 1.0 - g;\r\n b = 1.0 - b;\r\n }\r\n\r\n const gradient = r * filter.r + g * filter.g + b * filter.b;\r\n\r\n // If our alpha channel is not within our filter then we will assign a 'special' height\r\n // Then when building the indices, we will ignore any vertex that is using the special height\r\n if (a >= alphaFilter) {\r\n position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;\r\n } else {\r\n position.y = options.minHeight - Epsilon; // We can't have a height below minHeight, normally.\r\n }\r\n if (options.heightBuffer) {\r\n // set the height buffer information in row major order.\r\n options.heightBuffer[row * (options.subdivisions + 1) + col] = position.y;\r\n }\r\n\r\n // Add vertex\r\n positions.push(position.x, position.y, position.z);\r\n normals.push(0, 0, 0);\r\n uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);\r\n }\r\n }\r\n\r\n // Indices\r\n for (row = 0; row < options.subdivisions; row++) {\r\n for (col = 0; col < options.subdivisions; col++) {\r\n // Calculate Indices\r\n const idx1 = col + 1 + (row + 1) * (options.subdivisions + 1);\r\n const idx2 = col + 1 + row * (options.subdivisions + 1);\r\n const idx3 = col + row * (options.subdivisions + 1);\r\n const idx4 = col + (row + 1) * (options.subdivisions + 1);\r\n\r\n // Check that all indices are visible (based on our special height)\r\n // Only display the vertex if all Indices are visible\r\n // Positions are stored x,y,z for each vertex, hence the * 3 and + 1 for height\r\n const isVisibleIdx1 = positions[idx1 * 3 + 1] >= options.minHeight;\r\n const isVisibleIdx2 = positions[idx2 * 3 + 1] >= options.minHeight;\r\n const isVisibleIdx3 = positions[idx3 * 3 + 1] >= options.minHeight;\r\n if (isVisibleIdx1 && isVisibleIdx2 && isVisibleIdx3) {\r\n indices.push(idx1);\r\n indices.push(idx2);\r\n indices.push(idx3);\r\n }\r\n\r\n const isVisibleIdx4 = positions[idx4 * 3 + 1] >= options.minHeight;\r\n if (isVisibleIdx4 && isVisibleIdx1 && isVisibleIdx3) {\r\n indices.push(idx4);\r\n indices.push(idx1);\r\n indices.push(idx3);\r\n }\r\n }\r\n }\r\n\r\n // Normals\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n\r\n // Result\r\n const 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\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a ground mesh\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 options.width set the width size (float, default 1)\r\n * @param options.height set the height size (float, default 1)\r\n * @param options.subdivisions sets the number of subdivision per side (default 1)\r\n * @param options.subdivisionsX sets the number of subdivision on the X axis (overrides subdivisions)\r\n * @param options.subdivisionsY sets the number of subdivision on the Y axis (overrides subdivisions)\r\n * @param options.updatable defines if the mesh must be flagged as updatable (default false)\r\n * @param scene defines the hosting scene\r\n * @returns the ground mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#ground\r\n */\r\nexport function CreateGround(\r\n name: string,\r\n options: { width?: number; height?: number; subdivisions?: number; subdivisionsX?: number; subdivisionsY?: number; updatable?: boolean } = {},\r\n scene?: Scene\r\n): GroundMesh {\r\n const ground = new GroundMesh(name, scene);\r\n ground._setReady(false);\r\n ground._subdivisionsX = options.subdivisionsX || options.subdivisions || 1;\r\n ground._subdivisionsY = options.subdivisionsY || options.subdivisions || 1;\r\n ground._width = options.width || 1;\r\n ground._height = options.height || 1;\r\n ground._maxX = ground._width / 2;\r\n ground._maxZ = ground._height / 2;\r\n ground._minX = -ground._maxX;\r\n ground._minZ = -ground._maxZ;\r\n\r\n const vertexData = CreateGroundVertexData(options);\r\n\r\n vertexData.applyToMesh(ground, options.updatable);\r\n\r\n ground._setReady(true);\r\n\r\n return ground;\r\n}\r\n\r\n/**\r\n * Creates a tiled ground mesh\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 options.xmin ground minimum X coordinate (float, default -1)\r\n * @param options.zmin ground minimum Z coordinate (float, default -1)\r\n * @param options.xmax ground maximum X coordinate (float, default 1)\r\n * @param options.zmax ground maximum Z coordinate (float, default 1)\r\n * @param options.subdivisions a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile\r\n * @param options.subdivisions.w positive integer, default 6\r\n * @param options.subdivisions.h positive integer, default 6\r\n * @param options.precision a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile\r\n * @param options.precision.w positive integer, default 2\r\n * @param options.precision.h positive integer, default 2\r\n * @param options.updatable boolean, default false, true if the mesh must be flagged as updatable\r\n * @param scene defines the hosting scene\r\n * @returns the tiled ground mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#tiled-ground\r\n */\r\nexport function CreateTiledGround(\r\n name: string,\r\n options: { xmin: number; zmin: number; xmax: number; zmax: number; subdivisions?: { w: number; h: number }; precision?: { w: number; h: number }; updatable?: boolean },\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const tiledGround = new Mesh(name, scene);\r\n\r\n const vertexData = CreateTiledGroundVertexData(options);\r\n\r\n vertexData.applyToMesh(tiledGround, options.updatable);\r\n\r\n return tiledGround;\r\n}\r\n\r\n/**\r\n * Creates a ground mesh from a height map. The height map download can take some frames,\r\n * so the mesh is not immediately ready. To wait for the mesh to be completely built,\r\n * you should use the `onReady` callback option.\r\n * @param name defines the name of the mesh\r\n * @param url sets the URL of the height map image resource.\r\n * @param options defines the options used to create the mesh\r\n * @param options.width sets the ground width size (positive float, default 10)\r\n * @param options.height sets the ground height size (positive float, default 10)\r\n * @param options.subdivisions sets the number of subdivision per side (positive integer, default 1)\r\n * @param options.minHeight is the minimum altitude on the ground (float, default 0)\r\n * @param options.maxHeight is the maximum altitude on the ground (float, default 1)\r\n * @param options.colorFilter is the filter to apply to the image pixel colors to compute the height (optional Color3, default (0.3, 0.59, 0.11) )\r\n * @param options.alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)\r\n * @param options.updatable defines if the mesh must be flagged as updatable\r\n * @param options.onReady is a javascript callback function that will be called once the mesh is just built (the height map download can last some time)\r\n * @param options.onError is a javascript callback function that will be called if there is an error\r\n * @param options.passHeightBufferInCallback a boolean that indicates if the calculated height data will be passed in the onReady callback. Useful if you need the height data for physics, for example.\r\n * @param scene defines the hosting scene\r\n * @returns the ground mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/height_map\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#ground-from-a-height-map\r\n */\r\nexport function CreateGroundFromHeightMap(\r\n name: string,\r\n url: string | { data: Uint8Array; width: number; height: number },\r\n options: {\r\n width?: number;\r\n height?: number;\r\n subdivisions?: number;\r\n minHeight?: number;\r\n maxHeight?: number;\r\n colorFilter?: Color3;\r\n alphaFilter?: number;\r\n updatable?: boolean;\r\n onReady?: (mesh: GroundMesh, heightBuffer?: Float32Array) => void;\r\n onError?: (message?: string, exception?: any) => void;\r\n passHeightBufferInCallback?: boolean;\r\n } = {},\r\n scene: Nullable<Scene> = null\r\n): GroundMesh {\r\n const width = options.width || 10.0;\r\n const height = options.height || 10.0;\r\n const subdivisions = options.subdivisions || 1 | 0;\r\n const minHeight = options.minHeight || 0.0;\r\n const maxHeight = options.maxHeight || 1.0;\r\n const filter = options.colorFilter || new Color3(0.3, 0.59, 0.11);\r\n const alphaFilter = options.alphaFilter || 0.0;\r\n const updatable = options.updatable;\r\n const onReady = options.onReady;\r\n\r\n scene = scene || EngineStore.LastCreatedScene!;\r\n\r\n const ground = new GroundMesh(name, scene);\r\n ground._subdivisionsX = subdivisions;\r\n ground._subdivisionsY = subdivisions;\r\n ground._width = width;\r\n ground._height = height;\r\n ground._maxX = ground._width / 2.0;\r\n ground._maxZ = ground._height / 2.0;\r\n ground._minX = -ground._maxX;\r\n ground._minZ = -ground._maxZ;\r\n\r\n ground._setReady(false);\r\n\r\n let heightBuffer: Float32Array;\r\n if (options.passHeightBufferInCallback) {\r\n heightBuffer = new Float32Array((subdivisions + 1) * (subdivisions + 1));\r\n }\r\n\r\n const onBufferLoaded = (buffer: Uint8Array, bufferWidth: number, bufferHeight: number) => {\r\n const vertexData = CreateGroundFromHeightMapVertexData({\r\n width: width,\r\n height: height,\r\n subdivisions: subdivisions,\r\n minHeight: minHeight,\r\n maxHeight: maxHeight,\r\n colorFilter: filter,\r\n buffer: buffer,\r\n bufferWidth: bufferWidth,\r\n bufferHeight: bufferHeight,\r\n alphaFilter: alphaFilter,\r\n heightBuffer,\r\n });\r\n\r\n vertexData.applyToMesh(ground, updatable);\r\n\r\n //execute ready callback, if set\r\n if (onReady) {\r\n onReady(ground, heightBuffer);\r\n }\r\n\r\n ground._setReady(true);\r\n };\r\n\r\n if (typeof url === \"string\") {\r\n const onload = (img: HTMLImageElement | ImageBitmap) => {\r\n const bufferWidth = img.width;\r\n const bufferHeight = img.height;\r\n\r\n if (scene!.isDisposed) {\r\n return;\r\n }\r\n\r\n const buffer = <Uint8Array>scene?.getEngine().resizeImageBitmap(img, bufferWidth, bufferHeight);\r\n\r\n onBufferLoaded(buffer, bufferWidth, bufferHeight);\r\n };\r\n\r\n Tools.LoadImage(url, onload, options.onError ? options.onError : () => {}, scene.offlineProvider);\r\n } else {\r\n onBufferLoaded(url.data, url.width, url.height);\r\n }\r\n\r\n return ground;\r\n}\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use the functions directly from the module\r\n */\r\nexport const GroundBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateGround,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateGroundFromHeightMap,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateTiledGround,\r\n};\r\n\r\nVertexData.CreateGround = CreateGroundVertexData;\r\nVertexData.CreateTiledGround = CreateTiledGroundVertexData;\r\nVertexData.CreateGroundFromHeightMap = CreateGroundFromHeightMapVertexData;\r\n\r\nMesh.CreateGround = (name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh => {\r\n const options = {\r\n width,\r\n height,\r\n subdivisions,\r\n updatable,\r\n };\r\n\r\n return CreateGround(name, options, scene);\r\n};\r\n\r\nMesh.CreateTiledGround = (\r\n name: string,\r\n xmin: number,\r\n zmin: number,\r\n xmax: number,\r\n zmax: number,\r\n subdivisions: { w: number; h: number },\r\n precision: { w: number; h: number },\r\n scene: Scene,\r\n updatable?: boolean\r\n): Mesh => {\r\n const options = {\r\n xmin,\r\n zmin,\r\n xmax,\r\n zmax,\r\n subdivisions,\r\n precision,\r\n updatable,\r\n };\r\n\r\n return CreateTiledGround(name, options, scene);\r\n};\r\n\r\nMesh.CreateGroundFromHeightMap = (\r\n name: string,\r\n url: string,\r\n width: number,\r\n height: number,\r\n subdivisions: number,\r\n minHeight: number,\r\n maxHeight: number,\r\n scene: Scene,\r\n updatable?: boolean,\r\n onReady?: (mesh: GroundMesh) => void,\r\n alphaFilter?: number\r\n): GroundMesh => {\r\n const options = {\r\n width,\r\n height,\r\n subdivisions,\r\n minHeight,\r\n maxHeight,\r\n updatable,\r\n onReady,\r\n alphaFilter,\r\n };\r\n\r\n return CreateGroundFromHeightMap(name, url, options, scene);\r\n};\r\n"]}
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type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { GroundMesh } from \"../groundMesh\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\nimport { useOpenGLOrientationForUV } from \"../../Compat/compatibilityOptions\";\r\n\r\n/**\r\n * Creates the VertexData for a Ground\r\n * @param options an object used to set the following optional parameters for the Ground, required but can be empty\r\n * @param options.width the width (x direction) of the ground, optional, default 1\r\n * @param options.height the height (z direction) of the ground, optional, default 1\r\n * @param options.subdivisions the number of subdivisions per side, optional, default 1\r\n * @param options.subdivisionsX the number of subdivisions in the x direction, overrides options.subdivisions, optional, default undefined\r\n * @param options.subdivisionsY the number of subdivisions in the y direction, overrides options.subdivisions, optional, default undefined\r\n * @returns the VertexData of the Ground\r\n */\r\nexport function CreateGroundVertexData(options: { width?: number; height?: number; subdivisions?: number; subdivisionsX?: number; subdivisionsY?: number }): VertexData {\r\n const indices = [];\r\n const positions = [];\r\n const normals = [];\r\n const uvs = [];\r\n let row: number, col: number;\r\n\r\n const width: number = options.width || 1;\r\n const height: number = options.height || 1;\r\n const subdivisionsX: number = (options.subdivisionsX || options.subdivisions || 1) | 0;\r\n const subdivisionsY: number = (options.subdivisionsY || options.subdivisions || 1) | 0;\r\n\r\n for (row = 0; row <= subdivisionsY; row++) {\r\n for (col = 0; col <= subdivisionsX; col++) {\r\n const position = new Vector3((col * width) / subdivisionsX - width / 2.0, 0, ((subdivisionsY - row) * height) / subdivisionsY - height / 2.0);\r\n const normal = new Vector3(0, 1.0, 0);\r\n\r\n positions.push(position.x, position.y, position.z);\r\n normals.push(normal.x, normal.y, normal.z);\r\n uvs.push(col / subdivisionsX, useOpenGLOrientationForUV ? row / subdivisionsY : 1.0 - row / subdivisionsY);\r\n }\r\n }\r\n\r\n for (row = 0; row < subdivisionsY; row++) {\r\n for (col = 0; col < subdivisionsX; col++) {\r\n indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));\r\n indices.push(col + 1 + row * (subdivisionsX + 1));\r\n indices.push(col + row * (subdivisionsX + 1));\r\n\r\n indices.push(col + (row + 1) * (subdivisionsX + 1));\r\n indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));\r\n indices.push(col + row * (subdivisionsX + 1));\r\n }\r\n }\r\n\r\n // Result\r\n const 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\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates the VertexData for a TiledGround by subdividing the ground into tiles\r\n * @param options an object used to set the following optional parameters for the Ground\r\n * @param options.xmin ground minimum X coordinate, default -1\r\n * @param options.zmin ground minimum Z coordinate, default -1\r\n * @param options.xmax ground maximum X coordinate, default 1\r\n * @param options.zmax ground maximum Z coordinate, default 1\r\n * @param options.subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}\r\n * @param options.subdivisions.w positive integer, default 6\r\n * @param options.subdivisions.h positive integer, default 6\r\n * @param options.precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}\r\n * @param options.precision.w positive integer, default 2\r\n * @param options.precision.h positive integer, default 2\r\n * @returns the VertexData of the TiledGround\r\n */\r\nexport function CreateTiledGroundVertexData(options: {\r\n xmin: number;\r\n zmin: number;\r\n xmax: number;\r\n zmax: number;\r\n subdivisions?: { w: number; h: number };\r\n precision?: { w: number; h: number };\r\n}): VertexData {\r\n const xmin = options.xmin !== undefined && options.xmin !== null ? options.xmin : -1.0;\r\n const zmin = options.zmin !== undefined && options.zmin !== null ? options.zmin : -1.0;\r\n const xmax = options.xmax !== undefined && options.xmax !== null ? options.xmax : 1.0;\r\n const zmax = options.zmax !== undefined && options.zmax !== null ? options.zmax : 1.0;\r\n const subdivisions = options.subdivisions || { w: 1, h: 1 };\r\n const precision = options.precision || { w: 1, h: 1 };\r\n\r\n const indices: number[] = [];\r\n const positions: number[] = [];\r\n const normals: number[] = [];\r\n const uvs: number[] = [];\r\n let row: number, col: number, tileRow: number, tileCol: number;\r\n\r\n subdivisions.h = subdivisions.h < 1 ? 1 : subdivisions.h;\r\n subdivisions.w = subdivisions.w < 1 ? 1 : subdivisions.w;\r\n precision.w = precision.w < 1 ? 1 : precision.w;\r\n precision.h = precision.h < 1 ? 1 : precision.h;\r\n\r\n const tileSize = {\r\n w: (xmax - xmin) / subdivisions.w,\r\n h: (zmax - zmin) / subdivisions.h,\r\n };\r\n\r\n function applyTile(xTileMin: number, zTileMin: number, xTileMax: number, zTileMax: number) {\r\n // Indices\r\n const base = positions.length / 3;\r\n const rowLength = precision.w + 1;\r\n for (row = 0; row < precision.h; row++) {\r\n for (col = 0; col < precision.w; col++) {\r\n const square = [base + col + row * rowLength, base + (col + 1) + row * rowLength, base + (col + 1) + (row + 1) * rowLength, base + col + (row + 1) * rowLength];\r\n\r\n indices.push(square[1]);\r\n indices.push(square[2]);\r\n indices.push(square[3]);\r\n indices.push(square[0]);\r\n indices.push(square[1]);\r\n indices.push(square[3]);\r\n }\r\n }\r\n\r\n // Position, normals and uvs\r\n const position = Vector3.Zero();\r\n const normal = new Vector3(0, 1.0, 0);\r\n for (row = 0; row <= precision.h; row++) {\r\n position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;\r\n for (col = 0; col <= precision.w; col++) {\r\n position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;\r\n position.y = 0;\r\n\r\n positions.push(position.x, position.y, position.z);\r\n normals.push(normal.x, normal.y, normal.z);\r\n uvs.push(col / precision.w, row / precision.h);\r\n }\r\n }\r\n }\r\n\r\n for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {\r\n for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {\r\n applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);\r\n }\r\n }\r\n\r\n // Result\r\n const 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\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates the VertexData of the Ground designed from a heightmap\r\n * @param options an object used to set the following parameters for the Ground, required and provided by CreateGroundFromHeightMap\r\n * @param options.width the width (x direction) of the ground\r\n * @param options.height the height (z direction) of the ground\r\n * @param options.subdivisions the number of subdivisions per side\r\n * @param options.minHeight the minimum altitude on the ground, optional, default 0\r\n * @param options.maxHeight the maximum altitude on the ground, optional default 1\r\n * @param options.colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)\r\n * @param options.buffer the array holding the image color data\r\n * @param options.bufferWidth the width of image\r\n * @param options.bufferHeight the height of image\r\n * @param options.alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)\r\n * @param options.heightBuffer a array of floats where the height data can be saved, if its length is greater than zero.\r\n * @returns the VertexData of the Ground designed from a heightmap\r\n */\r\nexport function CreateGroundFromHeightMapVertexData(options: {\r\n width: number;\r\n height: number;\r\n subdivisions: number;\r\n minHeight: number;\r\n maxHeight: number;\r\n colorFilter: Color3;\r\n buffer: Uint8Array;\r\n bufferWidth: number;\r\n bufferHeight: number;\r\n alphaFilter: number;\r\n heightBuffer?: Float32Array;\r\n}): VertexData {\r\n const indices = [];\r\n const positions = [];\r\n const normals = [];\r\n const uvs = [];\r\n let row, col;\r\n const filter = options.colorFilter || new Color3(0.3, 0.59, 0.11);\r\n const alphaFilter = options.alphaFilter || 0.0;\r\n let invert = false;\r\n\r\n if (options.minHeight > options.maxHeight) {\r\n invert = true;\r\n const temp = options.maxHeight;\r\n options.maxHeight = options.minHeight;\r\n options.minHeight = temp;\r\n }\r\n\r\n // Vertices\r\n for (row = 0; row <= options.subdivisions; row++) {\r\n for (col = 0; col <= options.subdivisions; col++) {\r\n const position = new Vector3(\r\n (col * options.width) / options.subdivisions - options.width / 2.0,\r\n 0,\r\n ((options.subdivisions - row) * options.height) / options.subdivisions - options.height / 2.0\r\n );\r\n\r\n // Compute height\r\n const heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;\r\n const heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;\r\n const pos = (heightMapX + heightMapY * options.bufferWidth) * 4;\r\n let r = options.buffer[pos] / 255.0;\r\n let g = options.buffer[pos + 1] / 255.0;\r\n let b = options.buffer[pos + 2] / 255.0;\r\n const a = options.buffer[pos + 3] / 255.0;\r\n\r\n if (invert) {\r\n r = 1.0 - r;\r\n g = 1.0 - g;\r\n b = 1.0 - b;\r\n }\r\n\r\n const gradient = r * filter.r + g * filter.g + b * filter.b;\r\n\r\n // If our alpha channel is not within our filter then we will assign a 'special' height\r\n // Then when building the indices, we will ignore any vertex that is using the special height\r\n if (a >= alphaFilter) {\r\n position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;\r\n } else {\r\n position.y = options.minHeight - Epsilon; // We can't have a height below minHeight, normally.\r\n }\r\n if (options.heightBuffer) {\r\n // set the height buffer information in row major order.\r\n options.heightBuffer[row * (options.subdivisions + 1) + col] = position.y;\r\n }\r\n\r\n // Add vertex\r\n positions.push(position.x, position.y, position.z);\r\n normals.push(0, 0, 0);\r\n uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);\r\n }\r\n }\r\n\r\n // Indices\r\n for (row = 0; row < options.subdivisions; row++) {\r\n for (col = 0; col < options.subdivisions; col++) {\r\n // Calculate Indices\r\n const idx1 = col + 1 + (row + 1) * (options.subdivisions + 1);\r\n const idx2 = col + 1 + row * (options.subdivisions + 1);\r\n const idx3 = col + row * (options.subdivisions + 1);\r\n const idx4 = col + (row + 1) * (options.subdivisions + 1);\r\n\r\n // Check that all indices are visible (based on our special height)\r\n // Only display the vertex if all Indices are visible\r\n // Positions are stored x,y,z for each vertex, hence the * 3 and + 1 for height\r\n const isVisibleIdx1 = positions[idx1 * 3 + 1] >= options.minHeight;\r\n const isVisibleIdx2 = positions[idx2 * 3 + 1] >= options.minHeight;\r\n const isVisibleIdx3 = positions[idx3 * 3 + 1] >= options.minHeight;\r\n if (isVisibleIdx1 && isVisibleIdx2 && isVisibleIdx3) {\r\n indices.push(idx1);\r\n indices.push(idx2);\r\n indices.push(idx3);\r\n }\r\n\r\n const isVisibleIdx4 = positions[idx4 * 3 + 1] >= options.minHeight;\r\n if (isVisibleIdx4 && isVisibleIdx1 && isVisibleIdx3) {\r\n indices.push(idx4);\r\n indices.push(idx1);\r\n indices.push(idx3);\r\n }\r\n }\r\n }\r\n\r\n // Normals\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n\r\n // Result\r\n const 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\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a ground mesh\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 options.width set the width size (float, default 1)\r\n * @param options.height set the height size (float, default 1)\r\n * @param options.subdivisions sets the number of subdivision per side (default 1)\r\n * @param options.subdivisionsX sets the number of subdivision on the X axis (overrides subdivisions)\r\n * @param options.subdivisionsY sets the number of subdivision on the Y axis (overrides subdivisions)\r\n * @param options.updatable defines if the mesh must be flagged as updatable (default false)\r\n * @param scene defines the hosting scene\r\n * @returns the ground mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#ground\r\n */\r\nexport function CreateGround(\r\n name: string,\r\n options: { width?: number; height?: number; subdivisions?: number; subdivisionsX?: number; subdivisionsY?: number; updatable?: boolean } = {},\r\n scene?: Scene\r\n): GroundMesh {\r\n const ground = new GroundMesh(name, scene);\r\n ground._setReady(false);\r\n ground._subdivisionsX = options.subdivisionsX || options.subdivisions || 1;\r\n ground._subdivisionsY = options.subdivisionsY || options.subdivisions || 1;\r\n ground._width = options.width || 1;\r\n ground._height = options.height || 1;\r\n ground._maxX = ground._width / 2;\r\n ground._maxZ = ground._height / 2;\r\n ground._minX = -ground._maxX;\r\n ground._minZ = -ground._maxZ;\r\n\r\n const vertexData = CreateGroundVertexData(options);\r\n\r\n vertexData.applyToMesh(ground, options.updatable);\r\n\r\n ground._setReady(true);\r\n\r\n return ground;\r\n}\r\n\r\n/**\r\n * Creates a tiled ground mesh\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 options.xmin ground minimum X coordinate (float, default -1)\r\n * @param options.zmin ground minimum Z coordinate (float, default -1)\r\n * @param options.xmax ground maximum X coordinate (float, default 1)\r\n * @param options.zmax ground maximum Z coordinate (float, default 1)\r\n * @param options.subdivisions a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile\r\n * @param options.subdivisions.w positive integer, default 6\r\n * @param options.subdivisions.h positive integer, default 6\r\n * @param options.precision a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile\r\n * @param options.precision.w positive integer, default 2\r\n * @param options.precision.h positive integer, default 2\r\n * @param options.updatable boolean, default false, true if the mesh must be flagged as updatable\r\n * @param scene defines the hosting scene\r\n * @returns the tiled ground mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#tiled-ground\r\n */\r\nexport function CreateTiledGround(\r\n name: string,\r\n options: { xmin: number; zmin: number; xmax: number; zmax: number; subdivisions?: { w: number; h: number }; precision?: { w: number; h: number }; updatable?: boolean },\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const tiledGround = new Mesh(name, scene);\r\n\r\n const vertexData = CreateTiledGroundVertexData(options);\r\n\r\n vertexData.applyToMesh(tiledGround, options.updatable);\r\n\r\n return tiledGround;\r\n}\r\n\r\n/**\r\n * Creates a ground mesh from a height map. The height map download can take some frames,\r\n * so the mesh is not immediately ready. To wait for the mesh to be completely built,\r\n * you should use the `onReady` callback option.\r\n * @param name defines the name of the mesh\r\n * @param url sets the URL of the height map image resource.\r\n * @param options defines the options used to create the mesh\r\n * @param options.width sets the ground width size (positive float, default 10)\r\n * @param options.height sets the ground height size (positive float, default 10)\r\n * @param options.subdivisions sets the number of subdivision per side (positive integer, default 1)\r\n * @param options.minHeight is the minimum altitude on the ground (float, default 0)\r\n * @param options.maxHeight is the maximum altitude on the ground (float, default 1)\r\n * @param options.colorFilter is the filter to apply to the image pixel colors to compute the height (optional Color3, default (0.3, 0.59, 0.11) )\r\n * @param options.alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)\r\n * @param options.updatable defines if the mesh must be flagged as updatable\r\n * @param options.onReady is a javascript callback function that will be called once the mesh is just built (the height map download can last some time)\r\n * @param options.onError is a javascript callback function that will be called if there is an error\r\n * @param options.passHeightBufferInCallback a boolean that indicates if the calculated height data will be passed in the onReady callback. Useful if you need the height data for physics, for example.\r\n * @param scene defines the hosting scene\r\n * @returns the ground mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/height_map\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#ground-from-a-height-map\r\n */\r\nexport function CreateGroundFromHeightMap(\r\n name: string,\r\n url: string | { data: Uint8Array; width: number; height: number },\r\n options: {\r\n width?: number;\r\n height?: number;\r\n subdivisions?: number;\r\n minHeight?: number;\r\n maxHeight?: number;\r\n colorFilter?: Color3;\r\n alphaFilter?: number;\r\n updatable?: boolean;\r\n onReady?: (mesh: GroundMesh, heightBuffer?: Float32Array) => void;\r\n onError?: (message?: string, exception?: any) => void;\r\n passHeightBufferInCallback?: boolean;\r\n } = {},\r\n scene: Nullable<Scene> = null\r\n): GroundMesh {\r\n const width = options.width || 10.0;\r\n const height = options.height || 10.0;\r\n const subdivisions = options.subdivisions || 1 | 0;\r\n const minHeight = options.minHeight || 0.0;\r\n const maxHeight = options.maxHeight || 1.0;\r\n const filter = options.colorFilter || new Color3(0.3, 0.59, 0.11);\r\n const alphaFilter = options.alphaFilter || 0.0;\r\n const updatable = options.updatable;\r\n const onReady = options.onReady;\r\n\r\n scene = scene || EngineStore.LastCreatedScene!;\r\n\r\n const ground = new GroundMesh(name, scene);\r\n ground._subdivisionsX = subdivisions;\r\n ground._subdivisionsY = subdivisions;\r\n ground._width = width;\r\n ground._height = height;\r\n ground._maxX = ground._width / 2.0;\r\n ground._maxZ = ground._height / 2.0;\r\n ground._minX = -ground._maxX;\r\n ground._minZ = -ground._maxZ;\r\n\r\n ground._setReady(false);\r\n\r\n let heightBuffer: Float32Array;\r\n if (options.passHeightBufferInCallback) {\r\n heightBuffer = new Float32Array((subdivisions + 1) * (subdivisions + 1));\r\n }\r\n\r\n const onBufferLoaded = (buffer: Uint8Array, bufferWidth: number, bufferHeight: number) => {\r\n const vertexData = CreateGroundFromHeightMapVertexData({\r\n width: width,\r\n height: height,\r\n subdivisions: subdivisions,\r\n minHeight: minHeight,\r\n maxHeight: maxHeight,\r\n colorFilter: filter,\r\n buffer: buffer,\r\n bufferWidth: bufferWidth,\r\n bufferHeight: bufferHeight,\r\n alphaFilter: alphaFilter,\r\n heightBuffer,\r\n });\r\n\r\n vertexData.applyToMesh(ground, updatable);\r\n\r\n //execute ready callback, if set\r\n if (onReady) {\r\n onReady(ground, heightBuffer);\r\n }\r\n\r\n ground._setReady(true);\r\n };\r\n\r\n if (typeof url === \"string\") {\r\n const onload = (img: HTMLImageElement | ImageBitmap) => {\r\n const bufferWidth = img.width;\r\n const bufferHeight = img.height;\r\n\r\n if (scene!.isDisposed) {\r\n return;\r\n }\r\n\r\n const buffer = <Uint8Array>scene?.getEngine().resizeImageBitmap(img, bufferWidth, bufferHeight);\r\n\r\n onBufferLoaded(buffer, bufferWidth, bufferHeight);\r\n };\r\n\r\n Tools.LoadImage(url, onload, options.onError ? options.onError : () => {}, scene.offlineProvider);\r\n } else {\r\n onBufferLoaded(url.data, url.width, url.height);\r\n }\r\n\r\n return ground;\r\n}\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use the functions directly from the module\r\n */\r\nexport const GroundBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateGround,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateGroundFromHeightMap,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateTiledGround,\r\n};\r\n\r\nVertexData.CreateGround = CreateGroundVertexData;\r\nVertexData.CreateTiledGround = CreateTiledGroundVertexData;\r\nVertexData.CreateGroundFromHeightMap = CreateGroundFromHeightMapVertexData;\r\n\r\nMesh.CreateGround = (name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh => {\r\n const options = {\r\n width,\r\n height,\r\n subdivisions,\r\n updatable,\r\n };\r\n\r\n return CreateGround(name, options, scene);\r\n};\r\n\r\nMesh.CreateTiledGround = (\r\n name: string,\r\n xmin: number,\r\n zmin: number,\r\n xmax: number,\r\n zmax: number,\r\n subdivisions: { w: number; h: number },\r\n precision: { w: number; h: number },\r\n scene: Scene,\r\n updatable?: boolean\r\n): Mesh => {\r\n const options = {\r\n xmin,\r\n zmin,\r\n xmax,\r\n zmax,\r\n subdivisions,\r\n precision,\r\n updatable,\r\n };\r\n\r\n return CreateTiledGround(name, options, scene);\r\n};\r\n\r\nMesh.CreateGroundFromHeightMap = (\r\n name: string,\r\n url: string,\r\n width: number,\r\n height: number,\r\n subdivisions: number,\r\n minHeight: number,\r\n maxHeight: number,\r\n scene: Scene,\r\n updatable?: boolean,\r\n onReady?: (mesh: GroundMesh) => void,\r\n alphaFilter?: number\r\n): GroundMesh => {\r\n const options = {\r\n width,\r\n height,\r\n subdivisions,\r\n minHeight,\r\n maxHeight,\r\n updatable,\r\n onReady,\r\n alphaFilter,\r\n };\r\n\r\n return CreateGroundFromHeightMap(name, url, options, scene);\r\n};\r\n"]}
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const uv_interp = subdivisions === i2 ? face_vertex_uv[2] : Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));
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normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);
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|
311
|
-
uvs.push(uv_interp.x,
|
|
311
|
+
uvs.push(uv_interp.x, useOpenGLOrientationForUV ? 1.0 - uv_interp.y : uv_interp.y);
|
|
312
312
|
// push each vertex has member of a face
|
|
313
313
|
// Same vertex can belong to multiple face, it is pushed multiple time (duplicate vertex are present)
|
|
314
314
|
indices.push(current_indice);
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { Scene } from \"../../scene\";\r\nimport type { Vector4 } from \"../../Maths/math.vector\";\r\nimport { Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { CompatibilityOptions } from \"../../Compat/compatibilityOptions\";\r\n\r\n/**\r\n * Creates the VertexData of the IcoSphere\r\n * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty\r\n * * radius the radius of the IcoSphere, optional default 1\r\n * * radiusX allows stretching in the x direction, optional, default radius\r\n * * radiusY allows stretching in the y direction, optional, default radius\r\n * * radiusZ allows stretching in the z direction, optional, default radius\r\n * * flat when true creates a flat shaded mesh, optional, default true\r\n * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4\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 IcoSphere\r\n */\r\nexport function CreateIcoSphereVertexData(options: {\r\n radius?: number;\r\n radiusX?: number;\r\n radiusY?: number;\r\n radiusZ?: number;\r\n flat?: boolean;\r\n subdivisions?: number;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n}): VertexData {\r\n const sideOrientation = options.sideOrientation || VertexData.DEFAULTSIDE;\r\n const radius = options.radius || 1;\r\n const flat = options.flat === undefined ? true : options.flat;\r\n const subdivisions = (options.subdivisions || 4) | 0;\r\n const radiusX = options.radiusX || radius;\r\n const radiusY = options.radiusY || radius;\r\n const radiusZ = options.radiusZ || radius;\r\n\r\n const t = (1 + Math.sqrt(5)) / 2;\r\n\r\n // 12 vertex x,y,z\r\n const icoVertices = [\r\n -1,\r\n t,\r\n -0,\r\n 1,\r\n t,\r\n 0,\r\n -1,\r\n -t,\r\n 0,\r\n 1,\r\n -t,\r\n 0, // v0-3\r\n 0,\r\n -1,\r\n -t,\r\n 0,\r\n 1,\r\n -t,\r\n 0,\r\n -1,\r\n t,\r\n 0,\r\n 1,\r\n t, // v4-7\r\n t,\r\n 0,\r\n 1,\r\n t,\r\n 0,\r\n -1,\r\n -t,\r\n 0,\r\n 1,\r\n -t,\r\n 0,\r\n -1, // v8-11\r\n ];\r\n\r\n // index of 3 vertex makes a face of icopshere\r\n const ico_indices = [\r\n 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23, 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8, 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9, 4, 21, 5, 13, 17,\r\n 23, 6, 13, 22, 19, 6, 18, 9, 8, 1,\r\n ];\r\n // vertex for uv have aliased position, not for UV\r\n const vertices_unalias_id = [\r\n 0,\r\n 1,\r\n 2,\r\n 3,\r\n 4,\r\n 5,\r\n 6,\r\n 7,\r\n 8,\r\n 9,\r\n 10,\r\n 11,\r\n // vertex alias\r\n 0, // 12: 0 + 12\r\n 2, // 13: 2 + 11\r\n 3, // 14: 3 + 11\r\n 3, // 15: 3 + 12\r\n 3, // 16: 3 + 13\r\n 4, // 17: 4 + 13\r\n 7, // 18: 7 + 11\r\n 8, // 19: 8 + 11\r\n 9, // 20: 9 + 11\r\n 9, // 21: 9 + 12\r\n 10, // 22: A + 12\r\n 11, // 23: B + 12\r\n ];\r\n\r\n // uv as integer step (not pixels !)\r\n const ico_vertexuv = [\r\n 5,\r\n 1,\r\n 3,\r\n 1,\r\n 6,\r\n 4,\r\n 0,\r\n 0, // v0-3\r\n 5,\r\n 3,\r\n 4,\r\n 2,\r\n 2,\r\n 2,\r\n 4,\r\n 0, // v4-7\r\n 2,\r\n 0,\r\n 1,\r\n 1,\r\n 6,\r\n 0,\r\n 6,\r\n 2, // v8-11\r\n // vertex alias (for same vertex on different faces)\r\n 0,\r\n 4, // 12: 0 + 12\r\n 3,\r\n 3, // 13: 2 + 11\r\n 4,\r\n 4, // 14: 3 + 11\r\n 3,\r\n 1, // 15: 3 + 12\r\n 4,\r\n 2, // 16: 3 + 13\r\n 4,\r\n 4, // 17: 4 + 13\r\n 0,\r\n 2, // 18: 7 + 11\r\n 1,\r\n 1, // 19: 8 + 11\r\n 2,\r\n 2, // 20: 9 + 11\r\n 3,\r\n 3, // 21: 9 + 12\r\n 1,\r\n 3, // 22: A + 12\r\n 2,\r\n 4, // 23: B + 12\r\n ];\r\n\r\n // Vertices[0, 1, ...9, A, B] : position on UV plane\r\n // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)\r\n // First island of uv mapping\r\n // v = 4h 3+ 2\r\n // v = 3h 9+ 4\r\n // v = 2h 9+ 5 B\r\n // v = 1h 9 1 0\r\n // v = 0h 3 8 7 A\r\n // u = 0 1 2 3 4 5 6 *a\r\n\r\n // Second island of uv mapping\r\n // v = 4h 0+ B+ 4+\r\n // v = 3h A+ 2+\r\n // v = 2h 7+ 6 3+\r\n // v = 1h 8+ 3+\r\n // v = 0h\r\n // u = 0 1 2 3 4 5 6 *a\r\n\r\n // Face layout on texture UV mapping\r\n // ============\r\n // \\ 4 /\\ 16 / ======\r\n // \\ / \\ / /\\ 11 /\r\n // \\/ 7 \\/ / \\ /\r\n // ======= / 10 \\/\r\n // /\\ 17 /\\ =======\r\n // / \\ / \\ \\ 15 /\\\r\n // / 8 \\/ 12 \\ \\ / \\\r\n // ============ \\/ 6 \\\r\n // \\ 18 /\\ ============\r\n // \\ / \\ \\ 5 /\\ 0 /\r\n // \\/ 13 \\ \\ / \\ /\r\n // ======= \\/ 1 \\/\r\n // =============\r\n // /\\ 19 /\\ 2 /\\\r\n // / \\ / \\ / \\\r\n // / 14 \\/ 9 \\/ 3 \\\r\n // ===================\r\n\r\n // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97\r\n const ustep = 138 / 1024;\r\n const vstep = 239 / 1024;\r\n const uoffset = 60 / 1024;\r\n const voffset = 26 / 1024;\r\n // Second island should have margin, not to touch the first island\r\n // avoid any borderline artefact in pixel rounding\r\n const island_u_offset = -40 / 1024;\r\n const island_v_offset = +20 / 1024;\r\n // face is either island 0 or 1 :\r\n // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]\r\n const island = [\r\n 0,\r\n 0,\r\n 0,\r\n 0,\r\n 1, // 0 - 4\r\n 0,\r\n 0,\r\n 1,\r\n 1,\r\n 0, // 5 - 9\r\n 0,\r\n 0,\r\n 1,\r\n 1,\r\n 0, // 10 - 14\r\n 0,\r\n 1,\r\n 1,\r\n 1,\r\n 0, // 15 - 19\r\n ];\r\n\r\n const indices: number[] = [];\r\n const positions: number[] = [];\r\n const normals: number[] = [];\r\n const uvs: number[] = [];\r\n\r\n let current_indice = 0;\r\n // prepare array of 3 vector (empty) (to be worked in place, shared for each face)\r\n const face_vertex_pos = new Array(3);\r\n const face_vertex_uv = new Array(3);\r\n let v012;\r\n for (v012 = 0; v012 < 3; v012++) {\r\n face_vertex_pos[v012] = Vector3.Zero();\r\n face_vertex_uv[v012] = Vector2.Zero();\r\n }\r\n // create all with normals\r\n for (let face = 0; face < 20; face++) {\r\n // 3 vertex per face\r\n for (v012 = 0; v012 < 3; v012++) {\r\n // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)\r\n const v_id = ico_indices[3 * face + v012];\r\n // vertex have 3D position (x,y,z)\r\n face_vertex_pos[v012].copyFromFloats(\r\n icoVertices[3 * vertices_unalias_id[v_id]],\r\n icoVertices[3 * vertices_unalias_id[v_id] + 1],\r\n icoVertices[3 * vertices_unalias_id[v_id] + 2]\r\n );\r\n // Normalize to get normal\r\n face_vertex_pos[v012].normalize();\r\n\r\n // uv Coordinates from vertex ID\r\n face_vertex_uv[v012].copyFromFloats(\r\n ico_vertexuv[2 * v_id] * ustep + uoffset + island[face] * island_u_offset,\r\n ico_vertexuv[2 * v_id + 1] * vstep + voffset + island[face] * island_v_offset\r\n );\r\n }\r\n\r\n // Subdivide the face (interpolate pos, norm, uv)\r\n // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)\r\n // - norm is linear interpolation of vertex corner normal\r\n // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )\r\n // - uv is linear interpolation\r\n //\r\n // Topology is as below for sub-divide by 2\r\n // vertex shown as v0,v1,v2\r\n // interp index is i1 to progress in range [v0,v1[\r\n // interp index is i2 to progress in range [v0,v2[\r\n // face index as (i1,i2) for /\\ : (i1,i2),(i1+1,i2),(i1,i2+1)\r\n // and (i1,i2)' for \\/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)\r\n //\r\n //\r\n // i2 v2\r\n // ^ ^\r\n // / / \\\r\n // / / \\\r\n // / / \\\r\n // / / (0,1) \\\r\n // / #---------\\\r\n // / / \\ (0,0)'/ \\\r\n // / / \\ / \\\r\n // / / \\ / \\\r\n // / / (0,0) \\ / (1,0) \\\r\n // / #---------#---------\\\r\n // v0 v1\r\n //\r\n // --------------------> i1\r\n //\r\n // interp of (i1,i2):\r\n // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)\r\n // along i1 : lerp(x0,x1, i1/(S-i2))\r\n //\r\n // centroid of triangle is needed to get help normal computation\r\n // (c1,c2) are used for centroid location\r\n\r\n const interp_vertex = (i1: number, i2: number, c1: number, c2: number) => {\r\n // vertex is interpolated from\r\n // - face_vertex_pos[0..2]\r\n // - face_vertex_uv[0..2]\r\n const pos_x0 = Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);\r\n const pos_x1 = Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);\r\n const pos_interp = subdivisions === i2 ? face_vertex_pos[2] : Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));\r\n pos_interp.normalize();\r\n\r\n let vertex_normal;\r\n if (flat) {\r\n // in flat mode, recalculate normal as face centroid normal\r\n const centroid_x0 = Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);\r\n const centroid_x1 = Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);\r\n vertex_normal = Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));\r\n } else {\r\n // in smooth mode, recalculate normal from each single vertex position\r\n vertex_normal = new Vector3(pos_interp.x, pos_interp.y, pos_interp.z);\r\n }\r\n // Vertex normal need correction due to X,Y,Z radius scaling\r\n vertex_normal.x /= radiusX;\r\n vertex_normal.y /= radiusY;\r\n vertex_normal.z /= radiusZ;\r\n vertex_normal.normalize();\r\n\r\n const uv_x0 = Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);\r\n const uv_x1 = Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);\r\n const uv_interp = subdivisions === i2 ? face_vertex_uv[2] : Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));\r\n positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);\r\n normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);\r\n uvs.push(uv_interp.x, CompatibilityOptions.UseOpenGLOrientationForUV ? 1.0 - uv_interp.y : uv_interp.y);\r\n // push each vertex has member of a face\r\n // Same vertex can belong to multiple face, it is pushed multiple time (duplicate vertex are present)\r\n indices.push(current_indice);\r\n current_indice++;\r\n };\r\n\r\n for (let i2 = 0; i2 < subdivisions; i2++) {\r\n for (let i1 = 0; i1 + i2 < subdivisions; i1++) {\r\n // face : (i1,i2) for /\\ :\r\n // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)\r\n interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);\r\n interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);\r\n interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);\r\n if (i1 + i2 + 1 < subdivisions) {\r\n // face : (i1,i2)' for \\/ :\r\n // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)\r\n interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);\r\n interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);\r\n interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided\r\n * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)\r\n * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)\r\n * * The parameter `subdivisions` sets the number of subdivisions (positive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size\r\n * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface\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/features/featuresDeepDive/mesh/creation/set#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 icosahedron mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/polyhedra#icosphere\r\n */\r\nexport function CreateIcoSphere(\r\n name: string,\r\n options: {\r\n radius?: number;\r\n radiusX?: number;\r\n radiusY?: number;\r\n radiusZ?: number;\r\n flat?: boolean;\r\n subdivisions?: number;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n updatable?: boolean;\r\n } = {},\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const sphere = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n sphere._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n const vertexData = CreateIcoSphereVertexData(options);\r\n\r\n vertexData.applyToMesh(sphere, options.updatable);\r\n\r\n return sphere;\r\n}\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use the function directly from the module\r\n */\r\nexport const IcoSphereBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateIcoSphere,\r\n};\r\n\r\nVertexData.CreateIcoSphere = CreateIcoSphereVertexData;\r\n\r\nMesh.CreateIcoSphere = (name: string, options: { radius?: number; flat?: boolean; subdivisions?: number; sideOrientation?: number; updatable?: boolean }, scene: Scene): Mesh => {\r\n return CreateIcoSphere(name, options, scene);\r\n};\r\n"]}
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type { Scene } from \"../../scene\";\r\nimport type { Vector4 } from \"../../Maths/math.vector\";\r\nimport { Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { useOpenGLOrientationForUV } from \"../../Compat/compatibilityOptions\";\r\n\r\n/**\r\n * Creates the VertexData of the IcoSphere\r\n * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty\r\n * * radius the radius of the IcoSphere, optional default 1\r\n * * radiusX allows stretching in the x direction, optional, default radius\r\n * * radiusY allows stretching in the y direction, optional, default radius\r\n * * radiusZ allows stretching in the z direction, optional, default radius\r\n * * flat when true creates a flat shaded mesh, optional, default true\r\n * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4\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 IcoSphere\r\n */\r\nexport function CreateIcoSphereVertexData(options: {\r\n radius?: number;\r\n radiusX?: number;\r\n radiusY?: number;\r\n radiusZ?: number;\r\n flat?: boolean;\r\n subdivisions?: number;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n}): VertexData {\r\n const sideOrientation = options.sideOrientation || VertexData.DEFAULTSIDE;\r\n const radius = options.radius || 1;\r\n const flat = options.flat === undefined ? true : options.flat;\r\n const subdivisions = (options.subdivisions || 4) | 0;\r\n const radiusX = options.radiusX || radius;\r\n const radiusY = options.radiusY || radius;\r\n const radiusZ = options.radiusZ || radius;\r\n\r\n const t = (1 + Math.sqrt(5)) / 2;\r\n\r\n // 12 vertex x,y,z\r\n const icoVertices = [\r\n -1,\r\n t,\r\n -0,\r\n 1,\r\n t,\r\n 0,\r\n -1,\r\n -t,\r\n 0,\r\n 1,\r\n -t,\r\n 0, // v0-3\r\n 0,\r\n -1,\r\n -t,\r\n 0,\r\n 1,\r\n -t,\r\n 0,\r\n -1,\r\n t,\r\n 0,\r\n 1,\r\n t, // v4-7\r\n t,\r\n 0,\r\n 1,\r\n t,\r\n 0,\r\n -1,\r\n -t,\r\n 0,\r\n 1,\r\n -t,\r\n 0,\r\n -1, // v8-11\r\n ];\r\n\r\n // index of 3 vertex makes a face of icopshere\r\n const ico_indices = [\r\n 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23, 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8, 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9, 4, 21, 5, 13, 17,\r\n 23, 6, 13, 22, 19, 6, 18, 9, 8, 1,\r\n ];\r\n // vertex for uv have aliased position, not for UV\r\n const vertices_unalias_id = [\r\n 0,\r\n 1,\r\n 2,\r\n 3,\r\n 4,\r\n 5,\r\n 6,\r\n 7,\r\n 8,\r\n 9,\r\n 10,\r\n 11,\r\n // vertex alias\r\n 0, // 12: 0 + 12\r\n 2, // 13: 2 + 11\r\n 3, // 14: 3 + 11\r\n 3, // 15: 3 + 12\r\n 3, // 16: 3 + 13\r\n 4, // 17: 4 + 13\r\n 7, // 18: 7 + 11\r\n 8, // 19: 8 + 11\r\n 9, // 20: 9 + 11\r\n 9, // 21: 9 + 12\r\n 10, // 22: A + 12\r\n 11, // 23: B + 12\r\n ];\r\n\r\n // uv as integer step (not pixels !)\r\n const ico_vertexuv = [\r\n 5,\r\n 1,\r\n 3,\r\n 1,\r\n 6,\r\n 4,\r\n 0,\r\n 0, // v0-3\r\n 5,\r\n 3,\r\n 4,\r\n 2,\r\n 2,\r\n 2,\r\n 4,\r\n 0, // v4-7\r\n 2,\r\n 0,\r\n 1,\r\n 1,\r\n 6,\r\n 0,\r\n 6,\r\n 2, // v8-11\r\n // vertex alias (for same vertex on different faces)\r\n 0,\r\n 4, // 12: 0 + 12\r\n 3,\r\n 3, // 13: 2 + 11\r\n 4,\r\n 4, // 14: 3 + 11\r\n 3,\r\n 1, // 15: 3 + 12\r\n 4,\r\n 2, // 16: 3 + 13\r\n 4,\r\n 4, // 17: 4 + 13\r\n 0,\r\n 2, // 18: 7 + 11\r\n 1,\r\n 1, // 19: 8 + 11\r\n 2,\r\n 2, // 20: 9 + 11\r\n 3,\r\n 3, // 21: 9 + 12\r\n 1,\r\n 3, // 22: A + 12\r\n 2,\r\n 4, // 23: B + 12\r\n ];\r\n\r\n // Vertices[0, 1, ...9, A, B] : position on UV plane\r\n // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)\r\n // First island of uv mapping\r\n // v = 4h 3+ 2\r\n // v = 3h 9+ 4\r\n // v = 2h 9+ 5 B\r\n // v = 1h 9 1 0\r\n // v = 0h 3 8 7 A\r\n // u = 0 1 2 3 4 5 6 *a\r\n\r\n // Second island of uv mapping\r\n // v = 4h 0+ B+ 4+\r\n // v = 3h A+ 2+\r\n // v = 2h 7+ 6 3+\r\n // v = 1h 8+ 3+\r\n // v = 0h\r\n // u = 0 1 2 3 4 5 6 *a\r\n\r\n // Face layout on texture UV mapping\r\n // ============\r\n // \\ 4 /\\ 16 / ======\r\n // \\ / \\ / /\\ 11 /\r\n // \\/ 7 \\/ / \\ /\r\n // ======= / 10 \\/\r\n // /\\ 17 /\\ =======\r\n // / \\ / \\ \\ 15 /\\\r\n // / 8 \\/ 12 \\ \\ / \\\r\n // ============ \\/ 6 \\\r\n // \\ 18 /\\ ============\r\n // \\ / \\ \\ 5 /\\ 0 /\r\n // \\/ 13 \\ \\ / \\ /\r\n // ======= \\/ 1 \\/\r\n // =============\r\n // /\\ 19 /\\ 2 /\\\r\n // / \\ / \\ / \\\r\n // / 14 \\/ 9 \\/ 3 \\\r\n // ===================\r\n\r\n // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97\r\n const ustep = 138 / 1024;\r\n const vstep = 239 / 1024;\r\n const uoffset = 60 / 1024;\r\n const voffset = 26 / 1024;\r\n // Second island should have margin, not to touch the first island\r\n // avoid any borderline artefact in pixel rounding\r\n const island_u_offset = -40 / 1024;\r\n const island_v_offset = +20 / 1024;\r\n // face is either island 0 or 1 :\r\n // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]\r\n const island = [\r\n 0,\r\n 0,\r\n 0,\r\n 0,\r\n 1, // 0 - 4\r\n 0,\r\n 0,\r\n 1,\r\n 1,\r\n 0, // 5 - 9\r\n 0,\r\n 0,\r\n 1,\r\n 1,\r\n 0, // 10 - 14\r\n 0,\r\n 1,\r\n 1,\r\n 1,\r\n 0, // 15 - 19\r\n ];\r\n\r\n const indices: number[] = [];\r\n const positions: number[] = [];\r\n const normals: number[] = [];\r\n const uvs: number[] = [];\r\n\r\n let current_indice = 0;\r\n // prepare array of 3 vector (empty) (to be worked in place, shared for each face)\r\n const face_vertex_pos = new Array(3);\r\n const face_vertex_uv = new Array(3);\r\n let v012;\r\n for (v012 = 0; v012 < 3; v012++) {\r\n face_vertex_pos[v012] = Vector3.Zero();\r\n face_vertex_uv[v012] = Vector2.Zero();\r\n }\r\n // create all with normals\r\n for (let face = 0; face < 20; face++) {\r\n // 3 vertex per face\r\n for (v012 = 0; v012 < 3; v012++) {\r\n // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)\r\n const v_id = ico_indices[3 * face + v012];\r\n // vertex have 3D position (x,y,z)\r\n face_vertex_pos[v012].copyFromFloats(\r\n icoVertices[3 * vertices_unalias_id[v_id]],\r\n icoVertices[3 * vertices_unalias_id[v_id] + 1],\r\n icoVertices[3 * vertices_unalias_id[v_id] + 2]\r\n );\r\n // Normalize to get normal\r\n face_vertex_pos[v012].normalize();\r\n\r\n // uv Coordinates from vertex ID\r\n face_vertex_uv[v012].copyFromFloats(\r\n ico_vertexuv[2 * v_id] * ustep + uoffset + island[face] * island_u_offset,\r\n ico_vertexuv[2 * v_id + 1] * vstep + voffset + island[face] * island_v_offset\r\n );\r\n }\r\n\r\n // Subdivide the face (interpolate pos, norm, uv)\r\n // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)\r\n // - norm is linear interpolation of vertex corner normal\r\n // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )\r\n // - uv is linear interpolation\r\n //\r\n // Topology is as below for sub-divide by 2\r\n // vertex shown as v0,v1,v2\r\n // interp index is i1 to progress in range [v0,v1[\r\n // interp index is i2 to progress in range [v0,v2[\r\n // face index as (i1,i2) for /\\ : (i1,i2),(i1+1,i2),(i1,i2+1)\r\n // and (i1,i2)' for \\/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)\r\n //\r\n //\r\n // i2 v2\r\n // ^ ^\r\n // / / \\\r\n // / / \\\r\n // / / \\\r\n // / / (0,1) \\\r\n // / #---------\\\r\n // / / \\ (0,0)'/ \\\r\n // / / \\ / \\\r\n // / / \\ / \\\r\n // / / (0,0) \\ / (1,0) \\\r\n // / #---------#---------\\\r\n // v0 v1\r\n //\r\n // --------------------> i1\r\n //\r\n // interp of (i1,i2):\r\n // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)\r\n // along i1 : lerp(x0,x1, i1/(S-i2))\r\n //\r\n // centroid of triangle is needed to get help normal computation\r\n // (c1,c2) are used for centroid location\r\n\r\n const interp_vertex = (i1: number, i2: number, c1: number, c2: number) => {\r\n // vertex is interpolated from\r\n // - face_vertex_pos[0..2]\r\n // - face_vertex_uv[0..2]\r\n const pos_x0 = Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);\r\n const pos_x1 = Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);\r\n const pos_interp = subdivisions === i2 ? face_vertex_pos[2] : Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));\r\n pos_interp.normalize();\r\n\r\n let vertex_normal;\r\n if (flat) {\r\n // in flat mode, recalculate normal as face centroid normal\r\n const centroid_x0 = Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);\r\n const centroid_x1 = Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);\r\n vertex_normal = Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));\r\n } else {\r\n // in smooth mode, recalculate normal from each single vertex position\r\n vertex_normal = new Vector3(pos_interp.x, pos_interp.y, pos_interp.z);\r\n }\r\n // Vertex normal need correction due to X,Y,Z radius scaling\r\n vertex_normal.x /= radiusX;\r\n vertex_normal.y /= radiusY;\r\n vertex_normal.z /= radiusZ;\r\n vertex_normal.normalize();\r\n\r\n const uv_x0 = Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);\r\n const uv_x1 = Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);\r\n const uv_interp = subdivisions === i2 ? face_vertex_uv[2] : Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));\r\n positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);\r\n normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);\r\n uvs.push(uv_interp.x, useOpenGLOrientationForUV ? 1.0 - uv_interp.y : uv_interp.y);\r\n // push each vertex has member of a face\r\n // Same vertex can belong to multiple face, it is pushed multiple time (duplicate vertex are present)\r\n indices.push(current_indice);\r\n current_indice++;\r\n };\r\n\r\n for (let i2 = 0; i2 < subdivisions; i2++) {\r\n for (let i1 = 0; i1 + i2 < subdivisions; i1++) {\r\n // face : (i1,i2) for /\\ :\r\n // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)\r\n interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);\r\n interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);\r\n interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);\r\n if (i1 + i2 + 1 < subdivisions) {\r\n // face : (i1,i2)' for \\/ :\r\n // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)\r\n interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);\r\n interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);\r\n interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided\r\n * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)\r\n * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)\r\n * * The parameter `subdivisions` sets the number of subdivisions (positive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size\r\n * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface\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/features/featuresDeepDive/mesh/creation/set#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 icosahedron mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/polyhedra#icosphere\r\n */\r\nexport function CreateIcoSphere(\r\n name: string,\r\n options: {\r\n radius?: number;\r\n radiusX?: number;\r\n radiusY?: number;\r\n radiusZ?: number;\r\n flat?: boolean;\r\n subdivisions?: number;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n updatable?: boolean;\r\n } = {},\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const sphere = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n sphere._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n const vertexData = CreateIcoSphereVertexData(options);\r\n\r\n vertexData.applyToMesh(sphere, options.updatable);\r\n\r\n return sphere;\r\n}\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use the function directly from the module\r\n */\r\nexport const IcoSphereBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateIcoSphere,\r\n};\r\n\r\nVertexData.CreateIcoSphere = CreateIcoSphereVertexData;\r\n\r\nMesh.CreateIcoSphere = (name: string, options: { radius?: number; flat?: boolean; subdivisions?: number; sideOrientation?: number; updatable?: boolean }, scene: Scene): Mesh => {\r\n return CreateIcoSphere(name, options, scene);\r\n};\r\n"]}
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import { VertexData } from "../mesh.vertexData.js";
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import { useOpenGLOrientationForUV } from "../../Compat/compatibilityOptions.js";
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* Creates the VertexData for a Plane
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positions.push(-halfWidth, -halfHeight, 0);
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normals.push(0, 0, -1.0);
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uvs.push(0.0,
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uvs.push(0.0, useOpenGLOrientationForUV ? 1.0 : 0.0);
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positions.push(halfWidth, -halfHeight, 0);
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{"version":3,"file":"planeBuilder.js","sourceRoot":"","sources":["../../../../../dev/core/src/Meshes/Builders/planeBuilder.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,IAAI,EAAE,MAAM,SAAS,CAAC;AAC/B,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAGhD,OAAO,EAAE,
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+
{"version":3,"file":"planeBuilder.js","sourceRoot":"","sources":["../../../../../dev/core/src/Meshes/Builders/planeBuilder.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,IAAI,EAAE,MAAM,SAAS,CAAC;AAC/B,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAGhD,OAAO,EAAE,yBAAyB,EAAE,MAAM,mCAAmC,CAAC;AAE9E;;;;;;;;;;GAUG;AACH,MAAM,UAAU,qBAAqB,CAAC,OAA4H;IAC9J,MAAM,OAAO,GAAG,EAAE,CAAC;IACnB,MAAM,SAAS,GAAG,EAAE,CAAC;IACrB,MAAM,OAAO,GAAG,EAAE,CAAC;IACnB,MAAM,GAAG,GAAG,EAAE,CAAC;IAEf,MAAM,KAAK,GAAW,OAAO,CAAC,KAAK,IAAI,OAAO,CAAC,IAAI,IAAI,CAAC,CAAC;IACzD,MAAM,MAAM,GAAW,OAAO,CAAC,MAAM,IAAI,OAAO,CAAC,IAAI,IAAI,CAAC,CAAC;IAC3D,MAAM,eAAe,GAAG,OAAO,CAAC,eAAe,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,eAAe,IAAI,UAAU,CAAC,WAAW,CAAC;IAE9G,WAAW;IACX,MAAM,SAAS,GAAG,KAAK,GAAG,GAAG,CAAC;IAC9B,MAAM,UAAU,GAAG,MAAM,GAAG,GAAG,CAAC;IAEhC,SAAS,CAAC,IAAI,CAAC,CAAC,SAAS,EAAE,CAAC,UAAU,EAAE,CAAC,CAAC,CAAC;IAC3C,OAAO,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC;IACzB,GAAG,CAAC,IAAI,CAAC,GAAG,EAAE,yBAAyB,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;IAErD,SAAS,CAAC,IAAI,CAAC,SAAS,EAAE,CAAC,UAAU,EAAE,CAAC,CAAC,CAAC;IAC1C,OAAO,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC;IACzB,GAAG,CAAC,IAAI,CAAC,GAAG,EAAE,yBAAyB,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;IAErD,SAAS,CAAC,IAAI,CAAC,SAAS,EAAE,UAAU,EAAE,CAAC,CAAC,CAAC;IACzC,OAAO,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC;IACzB,GAAG,CAAC,IAAI,CAAC,GAAG,EAAE,yBAAyB,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;IAErD,SAAS,CAAC,IAAI,CAAC,CAAC,SAAS,EAAE,UAAU,EAAE,CAAC,CAAC,CAAC;IAC1C,OAAO,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC;IACzB,GAAG,CAAC,IAAI,CAAC,GAAG,EAAE,yBAAyB,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;IAErD,UAAU;IACV,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;IAChB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;IAChB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;IAEhB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;IAChB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;IAChB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;IAEhB,QAAQ;IACR,UAAU,CAAC,aAAa,CAAC,eAAe,EAAE,SAAS,EAAE,OAAO,EAAE,OAAO,EAAE,GAAG,EAAE,OAAO,CAAC,QAAQ,EAAE,OAAO,CAAC,OAAO,CAAC,CAAC;IAE/G,SAAS;IACT,MAAM,UAAU,GAAG,IAAI,UAAU,EAAE,CAAC;IAEpC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;IAC7B,UAAU,CAAC,SAAS,GAAG,SAAS,CAAC;IACjC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;IAC7B,UAAU,CAAC,GAAG,GAAG,GAAG,CAAC;IAErB,OAAO,UAAU,CAAC;AACtB,CAAC;AAED;;;;;;;;;;;;;GAaG;AACH,MAAM,UAAU,WAAW,CACvB,IAAY,EACZ,UAAyK,EAAE,EAC3K,QAAyB,IAAI;IAE7B,MAAM,KAAK,GAAG,IAAI,IAAI,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;IAEpC,OAAO,CAAC,eAAe,GAAG,IAAI,CAAC,0BAA0B,CAAC,OAAO,CAAC,eAAe,CAAC,CAAC;IACnF,KAAK,CAAC,+BAA+B,GAAG,OAAO,CAAC,eAAe,CAAC;IAEhE,MAAM,UAAU,GAAG,qBAAqB,CAAC,OAAO,CAAC,CAAC;IAElD,UAAU,CAAC,WAAW,CAAC,KAAK,EAAE,OAAO,CAAC,SAAS,CAAC,CAAC;IAEjD,IAAI,OAAO,CAAC,WAAW,EAAE;QACrB,KAAK,CAAC,SAAS,CAAC,OAAO,CAAC,WAAW,CAAC,MAAM,EAAE,CAAC,OAAO,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC;QACpE,KAAK,CAAC,YAAY,CAAC,OAAO,CAAC,WAAW,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;KAC5D;IAED,OAAO,KAAK,CAAC;AACjB,CAAC;AAED;;;GAGG;AACH,MAAM,CAAC,MAAM,YAAY,GAAG;IACxB,gEAAgE;IAChE,WAAW;CACd,CAAC;AAEF,UAAU,CAAC,WAAW,GAAG,qBAAqB,CAAC;AAC/C,IAAI,CAAC,WAAW,GAAG,CAAC,IAAY,EAAE,IAAY,EAAE,KAAY,EAAE,SAAmB,EAAE,eAAwB,EAAQ,EAAE;IACjH,MAAM,OAAO,GAAG;QACZ,IAAI;QACJ,KAAK,EAAE,IAAI;QACX,MAAM,EAAE,IAAI;QACZ,eAAe;QACf,SAAS;KACZ,CAAC;IAEF,OAAO,WAAW,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC;AAC7C,CAAC,CAAC","sourcesContent":["import type { Scene } from \"../../scene\";\r\nimport type { Vector4 } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Plane } from \"../../Maths/math.plane\";\r\nimport { useOpenGLOrientationForUV } from \"../../Compat/compatibilityOptions\";\r\n\r\n/**\r\n * Creates the VertexData for a Plane\r\n * @param options an object used to set the following optional parameters for the plane, required but can be empty\r\n * * size sets the width and height of the plane to the value of size, optional default 1\r\n * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size\r\n * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size\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 box\r\n */\r\nexport function CreatePlaneVertexData(options: { size?: number; width?: number; height?: number; sideOrientation?: number; frontUVs?: Vector4; backUVs?: Vector4 }): VertexData {\r\n const indices = [];\r\n const positions = [];\r\n const normals = [];\r\n const uvs = [];\r\n\r\n const width: number = options.width || options.size || 1;\r\n const height: number = options.height || options.size || 1;\r\n const sideOrientation = options.sideOrientation === 0 ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n // Vertices\r\n const halfWidth = width / 2.0;\r\n const halfHeight = height / 2.0;\r\n\r\n positions.push(-halfWidth, -halfHeight, 0);\r\n normals.push(0, 0, -1.0);\r\n uvs.push(0.0, useOpenGLOrientationForUV ? 1.0 : 0.0);\r\n\r\n positions.push(halfWidth, -halfHeight, 0);\r\n normals.push(0, 0, -1.0);\r\n uvs.push(1.0, useOpenGLOrientationForUV ? 1.0 : 0.0);\r\n\r\n positions.push(halfWidth, halfHeight, 0);\r\n normals.push(0, 0, -1.0);\r\n uvs.push(1.0, useOpenGLOrientationForUV ? 0.0 : 1.0);\r\n\r\n positions.push(-halfWidth, halfHeight, 0);\r\n normals.push(0, 0, -1.0);\r\n uvs.push(0.0, useOpenGLOrientationForUV ? 0.0 : 1.0);\r\n\r\n // Indices\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n // Sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n // Result\r\n const 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\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a plane mesh\r\n * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)\r\n * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)\r\n * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane\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/features/featuresDeepDive/mesh/creation/set#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 plane mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#plane\r\n */\r\nexport function CreatePlane(\r\n name: string,\r\n options: { size?: number; width?: number; height?: number; sideOrientation?: number; frontUVs?: Vector4; backUVs?: Vector4; updatable?: boolean; sourcePlane?: Plane } = {},\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const plane = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n plane._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n const vertexData = CreatePlaneVertexData(options);\r\n\r\n vertexData.applyToMesh(plane, options.updatable);\r\n\r\n if (options.sourcePlane) {\r\n plane.translate(options.sourcePlane.normal, -options.sourcePlane.d);\r\n plane.setDirection(options.sourcePlane.normal.scale(-1));\r\n }\r\n\r\n return plane;\r\n}\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use the function directly from the module\r\n */\r\nexport const PlaneBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreatePlane,\r\n};\r\n\r\nVertexData.CreatePlane = CreatePlaneVertexData;\r\nMesh.CreatePlane = (name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh => {\r\n const options = {\r\n size,\r\n width: size,\r\n height: size,\r\n sideOrientation,\r\n updatable,\r\n };\r\n\r\n return CreatePlane(name, options, scene);\r\n};\r\n"]}
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@@ -5,7 +5,7 @@ import { VertexData } from "../mesh.vertexData.js";
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import { PolygonMeshBuilder } from "../polygonMesh.js";
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import { VertexBuffer } from "../../Buffers/buffer.js";
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import { EngineStore } from "../../Engines/engineStore.js";
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import {
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import { useOpenGLOrientationForUV } from "../../Compat/compatibilityOptions.js";
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/**
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* Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
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@@ -88,16 +88,16 @@ export function CreatePolygonVertexData(polygon, sideOrientation, fUV, fColors,
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}
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if (disp % 2 === 0) {
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uvs[2 * idx + 1] =
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uvs[2 * idx + 1] = useOpenGLOrientationForUV ? 1.0 - faceUV[face].w : faceUV[face].w;
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uvs[2 * idx + 1] =
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uvs[2 * idx + 1] = useOpenGLOrientationForUV ? 1.0 - faceUV[face].y : faceUV[face].y;
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uvs[2 * idx] = (1 - uvs[2 * idx]) * faceUV[face].x + uvs[2 * idx] * faceUV[face].z;
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uvs[2 * idx + 1] = (1 - uvs[2 * idx + 1]) * faceUV[face].y + uvs[2 * idx + 1] * faceUV[face].w;
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if (
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}
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@@ -1 +1 @@
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Vector2, Vector4 } from \"../../Maths/math.vector\";\r\nimport { Color4 } from \"../../Maths/math.color\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { PolygonMeshBuilder } from \"../polygonMesh\";\r\nimport type { FloatArray, IndicesArray, Nullable } from \"../../types\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport { CompatibilityOptions } from \"../../Compat/compatibilityOptions\";\r\n\r\ndeclare let earcut: any;\r\n\r\n/**\r\n * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()\r\n * All parameters are provided by CreatePolygon as needed\r\n * @param polygon a mesh built from polygonTriangulation.build()\r\n * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively\r\n * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively\r\n * @param 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 * @param 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 * @param wrp a boolean, default false, when true and fUVs used texture is wrapped around all sides, when false texture is applied side\r\n * @returns the VertexData of the Polygon\r\n */\r\nexport function CreatePolygonVertexData(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4, wrp?: boolean) {\r\n const faceUV: Vector4[] = fUV || new Array<Vector4>(3);\r\n const faceColors = fColors;\r\n const colors = [];\r\n const wrap: boolean = wrp || false;\r\n\r\n // default face colors and UV if undefined\r\n for (let f = 0; f < 3; f++) {\r\n if (faceUV[f] === undefined) {\r\n faceUV[f] = new Vector4(0, 0, 1, 1);\r\n }\r\n if (faceColors && faceColors[f] === undefined) {\r\n faceColors[f] = new Color4(1, 1, 1, 1);\r\n }\r\n }\r\n\r\n const positions = <FloatArray>polygon.getVerticesData(VertexBuffer.PositionKind);\r\n const normals = <FloatArray>polygon.getVerticesData(VertexBuffer.NormalKind);\r\n const uvs = <FloatArray>polygon.getVerticesData(VertexBuffer.UVKind);\r\n const indices = <IndicesArray>polygon.getIndices();\r\n const startIndex = positions.length / 9;\r\n let disp = 0;\r\n let distX = 0;\r\n let distZ = 0;\r\n let dist = 0;\r\n let totalLen = 0;\r\n const cumulate = [0];\r\n if (wrap) {\r\n for (let idx = startIndex; idx < positions.length / 3; idx += 4) {\r\n distX = positions[3 * (idx + 2)] - positions[3 * idx];\r\n distZ = positions[3 * (idx + 2) + 2] - positions[3 * idx + 2];\r\n dist = Math.sqrt(distX * distX + distZ * distZ);\r\n totalLen += dist;\r\n cumulate.push(totalLen);\r\n }\r\n }\r\n // set face colours and textures\r\n let idx: number = 0;\r\n let face: number = 0;\r\n for (let index = 0; index < normals.length; index += 3) {\r\n //Edge Face no. 1\r\n if (Math.abs(normals[index + 1]) < 0.001) {\r\n face = 1;\r\n }\r\n //Top Face no. 0\r\n if (Math.abs(normals[index + 1] - 1) < 0.001) {\r\n face = 0;\r\n }\r\n //Bottom Face no. 2\r\n if (Math.abs(normals[index + 1] + 1) < 0.001) {\r\n face = 2;\r\n }\r\n idx = index / 3;\r\n if (face === 1) {\r\n disp = idx - startIndex;\r\n if (disp % 4 < 1.5) {\r\n if (wrap) {\r\n uvs[2 * idx] = faceUV[face].x + ((faceUV[face].z - faceUV[face].x) * cumulate[Math.floor(disp / 4)]) / totalLen;\r\n } else {\r\n uvs[2 * idx] = faceUV[face].x;\r\n }\r\n } else {\r\n if (wrap) {\r\n uvs[2 * idx] = faceUV[face].x + ((faceUV[face].z - faceUV[face].x) * cumulate[Math.floor(disp / 4) + 1]) / totalLen;\r\n } else {\r\n uvs[2 * idx] = faceUV[face].z;\r\n }\r\n }\r\n if (disp % 2 === 0) {\r\n uvs[2 * idx + 1] = CompatibilityOptions.UseOpenGLOrientationForUV ? 1.0 - faceUV[face].w : faceUV[face].w;\r\n } else {\r\n uvs[2 * idx + 1] = CompatibilityOptions.UseOpenGLOrientationForUV ? 1.0 - faceUV[face].y : faceUV[face].y;\r\n }\r\n } else {\r\n uvs[2 * idx] = (1 - uvs[2 * idx]) * faceUV[face].x + uvs[2 * idx] * faceUV[face].z;\r\n uvs[2 * idx + 1] = (1 - uvs[2 * idx + 1]) * faceUV[face].y + uvs[2 * idx + 1] * faceUV[face].w;\r\n\r\n if (CompatibilityOptions.UseOpenGLOrientationForUV) {\r\n uvs[2 * idx + 1] = 1.0 - uvs[2 * idx + 1];\r\n }\r\n }\r\n if (faceColors) {\r\n colors.push(faceColors[face].r, faceColors[face].g, faceColors[face].b, faceColors[face].a);\r\n }\r\n }\r\n\r\n // sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs);\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n if (faceColors) {\r\n const totalColors = sideOrientation === VertexData.DOUBLESIDE ? colors.concat(colors) : colors;\r\n vertexData.colors = totalColors;\r\n }\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a polygon mesh\r\n * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh\r\n * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors\r\n * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\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 * * 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)\r\n * * Remember you can only change the shape positions, not their number when updating a polygon\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 * @param earcutInjection can be used to inject your own earcut reference\r\n * @returns the polygon mesh\r\n */\r\nexport function CreatePolygon(\r\n name: string,\r\n options: {\r\n shape: Vector3[];\r\n holes?: Vector3[][];\r\n depth?: number;\r\n smoothingThreshold?: number;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n updatable?: boolean;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n wrap?: boolean;\r\n },\r\n scene: Nullable<Scene> = null,\r\n earcutInjection = earcut\r\n): Mesh {\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n const shape = options.shape;\r\n const holes = options.holes || [];\r\n const depth = options.depth || 0;\r\n const smoothingThreshold = options.smoothingThreshold || 2;\r\n const contours: Array<Vector2> = [];\r\n let hole: Array<Vector2> = [];\r\n\r\n for (let i = 0; i < shape.length; i++) {\r\n contours[i] = new Vector2(shape[i].x, shape[i].z);\r\n }\r\n const epsilon = 0.00000001;\r\n if (contours[0].equalsWithEpsilon(contours[contours.length - 1], epsilon)) {\r\n contours.pop();\r\n }\r\n\r\n const polygonTriangulation = new PolygonMeshBuilder(name, contours, scene || EngineStore.LastCreatedScene!, earcutInjection);\r\n for (let hNb = 0; hNb < holes.length; hNb++) {\r\n hole = [];\r\n for (let hPoint = 0; hPoint < holes[hNb].length; hPoint++) {\r\n hole.push(new Vector2(holes[hNb][hPoint].x, holes[hNb][hPoint].z));\r\n }\r\n polygonTriangulation.addHole(hole);\r\n }\r\n //updatability is set during applyToMesh; setting to true in triangulation build produces errors\r\n const polygon = polygonTriangulation.build(false, depth, smoothingThreshold);\r\n polygon._originalBuilderSideOrientation = options.sideOrientation;\r\n const vertexData = CreatePolygonVertexData(polygon, options.sideOrientation, options.faceUV, options.faceColors, options.frontUVs, options.backUVs, options.wrap);\r\n vertexData.applyToMesh(polygon, options.updatable);\r\n\r\n return polygon;\r\n}\r\n\r\n/**\r\n * Creates an extruded polygon mesh, with depth in the Y direction.\r\n * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/texturePerBoxFace\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 * @param earcutInjection can be used to inject your own earcut reference\r\n * @returns the polygon mesh\r\n */\r\nexport function ExtrudePolygon(\r\n name: string,\r\n options: {\r\n shape: Vector3[];\r\n holes?: Vector3[][];\r\n depth?: number;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n updatable?: boolean;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n wrap?: boolean;\r\n },\r\n scene: Nullable<Scene> = null,\r\n earcutInjection = earcut\r\n): Mesh {\r\n return CreatePolygon(name, options, scene, earcutInjection);\r\n}\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use the functions directly from the module\r\n */\r\nexport const PolygonBuilder = {\r\n ExtrudePolygon,\r\n CreatePolygon,\r\n};\r\n\r\nVertexData.CreatePolygon = CreatePolygonVertexData;\r\nMesh.CreatePolygon = (name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection = earcut): Mesh => {\r\n const options = {\r\n shape: shape,\r\n holes: holes,\r\n updatable: updatable,\r\n sideOrientation: sideOrientation,\r\n };\r\n return CreatePolygon(name, options, scene, earcutInjection);\r\n};\r\n\r\nMesh.ExtrudePolygon = (\r\n name: string,\r\n shape: Vector3[],\r\n depth: number,\r\n scene: Scene,\r\n holes?: Vector3[][],\r\n updatable?: boolean,\r\n sideOrientation?: number,\r\n earcutInjection = earcut\r\n): Mesh => {\r\n const options = {\r\n shape: shape,\r\n holes: holes,\r\n depth: depth,\r\n updatable: updatable,\r\n sideOrientation: sideOrientation,\r\n };\r\n return ExtrudePolygon(name, options, scene, earcutInjection);\r\n};\r\n"]}
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Vector2, Vector4 } from \"../../Maths/math.vector\";\r\nimport { Color4 } from \"../../Maths/math.color\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { PolygonMeshBuilder } from \"../polygonMesh\";\r\nimport type { FloatArray, IndicesArray, Nullable } from \"../../types\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport { useOpenGLOrientationForUV } from \"../../Compat/compatibilityOptions\";\r\n\r\ndeclare let earcut: any;\r\n\r\n/**\r\n * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()\r\n * All parameters are provided by CreatePolygon as needed\r\n * @param polygon a mesh built from polygonTriangulation.build()\r\n * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively\r\n * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively\r\n * @param 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 * @param 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 * @param wrp a boolean, default false, when true and fUVs used texture is wrapped around all sides, when false texture is applied side\r\n * @returns the VertexData of the Polygon\r\n */\r\nexport function CreatePolygonVertexData(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4, wrp?: boolean) {\r\n const faceUV: Vector4[] = fUV || new Array<Vector4>(3);\r\n const faceColors = fColors;\r\n const colors = [];\r\n const wrap: boolean = wrp || false;\r\n\r\n // default face colors and UV if undefined\r\n for (let f = 0; f < 3; f++) {\r\n if (faceUV[f] === undefined) {\r\n faceUV[f] = new Vector4(0, 0, 1, 1);\r\n }\r\n if (faceColors && faceColors[f] === undefined) {\r\n faceColors[f] = new Color4(1, 1, 1, 1);\r\n }\r\n }\r\n\r\n const positions = <FloatArray>polygon.getVerticesData(VertexBuffer.PositionKind);\r\n const normals = <FloatArray>polygon.getVerticesData(VertexBuffer.NormalKind);\r\n const uvs = <FloatArray>polygon.getVerticesData(VertexBuffer.UVKind);\r\n const indices = <IndicesArray>polygon.getIndices();\r\n const startIndex = positions.length / 9;\r\n let disp = 0;\r\n let distX = 0;\r\n let distZ = 0;\r\n let dist = 0;\r\n let totalLen = 0;\r\n const cumulate = [0];\r\n if (wrap) {\r\n for (let idx = startIndex; idx < positions.length / 3; idx += 4) {\r\n distX = positions[3 * (idx + 2)] - positions[3 * idx];\r\n distZ = positions[3 * (idx + 2) + 2] - positions[3 * idx + 2];\r\n dist = Math.sqrt(distX * distX + distZ * distZ);\r\n totalLen += dist;\r\n cumulate.push(totalLen);\r\n }\r\n }\r\n // set face colours and textures\r\n let idx: number = 0;\r\n let face: number = 0;\r\n for (let index = 0; index < normals.length; index += 3) {\r\n //Edge Face no. 1\r\n if (Math.abs(normals[index + 1]) < 0.001) {\r\n face = 1;\r\n }\r\n //Top Face no. 0\r\n if (Math.abs(normals[index + 1] - 1) < 0.001) {\r\n face = 0;\r\n }\r\n //Bottom Face no. 2\r\n if (Math.abs(normals[index + 1] + 1) < 0.001) {\r\n face = 2;\r\n }\r\n idx = index / 3;\r\n if (face === 1) {\r\n disp = idx - startIndex;\r\n if (disp % 4 < 1.5) {\r\n if (wrap) {\r\n uvs[2 * idx] = faceUV[face].x + ((faceUV[face].z - faceUV[face].x) * cumulate[Math.floor(disp / 4)]) / totalLen;\r\n } else {\r\n uvs[2 * idx] = faceUV[face].x;\r\n }\r\n } else {\r\n if (wrap) {\r\n uvs[2 * idx] = faceUV[face].x + ((faceUV[face].z - faceUV[face].x) * cumulate[Math.floor(disp / 4) + 1]) / totalLen;\r\n } else {\r\n uvs[2 * idx] = faceUV[face].z;\r\n }\r\n }\r\n if (disp % 2 === 0) {\r\n uvs[2 * idx + 1] = useOpenGLOrientationForUV ? 1.0 - faceUV[face].w : faceUV[face].w;\r\n } else {\r\n uvs[2 * idx + 1] = useOpenGLOrientationForUV ? 1.0 - faceUV[face].y : faceUV[face].y;\r\n }\r\n } else {\r\n uvs[2 * idx] = (1 - uvs[2 * idx]) * faceUV[face].x + uvs[2 * idx] * faceUV[face].z;\r\n uvs[2 * idx + 1] = (1 - uvs[2 * idx + 1]) * faceUV[face].y + uvs[2 * idx + 1] * faceUV[face].w;\r\n\r\n if (useOpenGLOrientationForUV) {\r\n uvs[2 * idx + 1] = 1.0 - uvs[2 * idx + 1];\r\n }\r\n }\r\n if (faceColors) {\r\n colors.push(faceColors[face].r, faceColors[face].g, faceColors[face].b, faceColors[face].a);\r\n }\r\n }\r\n\r\n // sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs);\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n if (faceColors) {\r\n const totalColors = sideOrientation === VertexData.DOUBLESIDE ? colors.concat(colors) : colors;\r\n vertexData.colors = totalColors;\r\n }\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a polygon mesh\r\n * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh\r\n * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors\r\n * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\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 * * 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)\r\n * * Remember you can only change the shape positions, not their number when updating a polygon\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 * @param earcutInjection can be used to inject your own earcut reference\r\n * @returns the polygon mesh\r\n */\r\nexport function CreatePolygon(\r\n name: string,\r\n options: {\r\n shape: Vector3[];\r\n holes?: Vector3[][];\r\n depth?: number;\r\n smoothingThreshold?: number;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n updatable?: boolean;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n wrap?: boolean;\r\n },\r\n scene: Nullable<Scene> = null,\r\n earcutInjection = earcut\r\n): Mesh {\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n const shape = options.shape;\r\n const holes = options.holes || [];\r\n const depth = options.depth || 0;\r\n const smoothingThreshold = options.smoothingThreshold || 2;\r\n const contours: Array<Vector2> = [];\r\n let hole: Array<Vector2> = [];\r\n\r\n for (let i = 0; i < shape.length; i++) {\r\n contours[i] = new Vector2(shape[i].x, shape[i].z);\r\n }\r\n const epsilon = 0.00000001;\r\n if (contours[0].equalsWithEpsilon(contours[contours.length - 1], epsilon)) {\r\n contours.pop();\r\n }\r\n\r\n const polygonTriangulation = new PolygonMeshBuilder(name, contours, scene || EngineStore.LastCreatedScene!, earcutInjection);\r\n for (let hNb = 0; hNb < holes.length; hNb++) {\r\n hole = [];\r\n for (let hPoint = 0; hPoint < holes[hNb].length; hPoint++) {\r\n hole.push(new Vector2(holes[hNb][hPoint].x, holes[hNb][hPoint].z));\r\n }\r\n polygonTriangulation.addHole(hole);\r\n }\r\n //updatability is set during applyToMesh; setting to true in triangulation build produces errors\r\n const polygon = polygonTriangulation.build(false, depth, smoothingThreshold);\r\n polygon._originalBuilderSideOrientation = options.sideOrientation;\r\n const vertexData = CreatePolygonVertexData(polygon, options.sideOrientation, options.faceUV, options.faceColors, options.frontUVs, options.backUVs, options.wrap);\r\n vertexData.applyToMesh(polygon, options.updatable);\r\n\r\n return polygon;\r\n}\r\n\r\n/**\r\n * Creates an extruded polygon mesh, with depth in the Y direction.\r\n * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/texturePerBoxFace\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 * @param earcutInjection can be used to inject your own earcut reference\r\n * @returns the polygon mesh\r\n */\r\nexport function ExtrudePolygon(\r\n name: string,\r\n options: {\r\n shape: Vector3[];\r\n holes?: Vector3[][];\r\n depth?: number;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n updatable?: boolean;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n wrap?: boolean;\r\n },\r\n scene: Nullable<Scene> = null,\r\n earcutInjection = earcut\r\n): Mesh {\r\n return CreatePolygon(name, options, scene, earcutInjection);\r\n}\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use the functions directly from the module\r\n */\r\nexport const PolygonBuilder = {\r\n ExtrudePolygon,\r\n CreatePolygon,\r\n};\r\n\r\nVertexData.CreatePolygon = CreatePolygonVertexData;\r\nMesh.CreatePolygon = (name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection = earcut): Mesh => {\r\n const options = {\r\n shape: shape,\r\n holes: holes,\r\n updatable: updatable,\r\n sideOrientation: sideOrientation,\r\n };\r\n return CreatePolygon(name, options, scene, earcutInjection);\r\n};\r\n\r\nMesh.ExtrudePolygon = (\r\n name: string,\r\n shape: Vector3[],\r\n depth: number,\r\n scene: Scene,\r\n holes?: Vector3[][],\r\n updatable?: boolean,\r\n sideOrientation?: number,\r\n earcutInjection = earcut\r\n): Mesh => {\r\n const options = {\r\n shape: shape,\r\n holes: holes,\r\n depth: depth,\r\n updatable: updatable,\r\n sideOrientation: sideOrientation,\r\n };\r\n return ExtrudePolygon(name, options, scene, earcutInjection);\r\n};\r\n"]}
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@@ -2,7 +2,7 @@ import { Vector4 } from "../../Maths/math.vector.js";
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import { Color4 } from "../../Maths/math.color.js";
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import { Mesh } from "../mesh.js";
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import { VertexData } from "../mesh.vertexData.js";
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import {
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import { useOpenGLOrientationForUV } from "../../Compat/compatibilityOptions.js";
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// inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html
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/**
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* Creates the VertexData for a Polyhedron
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@@ -485,7 +485,7 @@ export function CreatePolyhedronVertexData(options) {
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if (!flat) {
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for (i = 0; i < data.vertex.length; i++) {
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positions.push(data.vertex[i][0] * sizeX, data.vertex[i][1] * sizeY, data.vertex[i][2] * sizeZ);
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uvs.push(0,
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uvs.push(0, useOpenGLOrientationForUV ? 1.0 : 0);
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}
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for (f = 0; f < nbfaces; f++) {
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for (i = 0; i < data.face[f].length - 2; i++) {
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@@ -508,7 +508,7 @@ export function CreatePolyhedronVertexData(options) {
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// uvs
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u = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * (0.5 + x);
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v = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * (y - 0.5);
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uvs.push(u,
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uvs.push(u, useOpenGLOrientationForUV ? 1.0 - v : v);
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tmp = x * Math.cos(ang) - y * Math.sin(ang);
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y = x * Math.sin(ang) + y * Math.cos(ang);
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x = tmp;
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