@babylonjs/core 7.3.1 → 7.3.3
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/Actions/condition.js.map +1 -1
- package/Actions/directActions.js.map +1 -1
- package/Actions/directAudioActions.js.map +1 -1
- package/Actions/interpolateValueAction.js.map +1 -1
- package/Animations/easing.js.map +1 -1
- package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
- package/Bones/bone.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphFreeCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphGamepadCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphUniversalCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicFreeCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationFreeCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationGamepadCamera.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.js.map +1 -1
- package/Cameras/deviceOrientationCamera.js.map +1 -1
- package/Cameras/flyCamera.js.map +1 -1
- package/Cameras/followCamera.js.map +1 -1
- package/Cameras/freeCamera.js.map +1 -1
- package/Cameras/freeCameraInputsManager.js.map +1 -1
- package/Cameras/gamepadCamera.js.map +1 -1
- package/Cameras/targetCamera.js.map +1 -1
- package/Cameras/touchCamera.js.map +1 -1
- package/Cameras/universalCamera.js.map +1 -1
- package/Cameras/virtualJoysticksCamera.js.map +1 -1
- package/Compute/computeEffect.js +4 -4
- package/Compute/computeEffect.js.map +1 -1
- package/Debug/boneAxesViewer.js.map +1 -1
- package/Engines/IPipelineContext.d.ts +3 -0
- package/Engines/IPipelineContext.js.map +1 -1
- package/Engines/Native/nativePipelineContext.d.ts +2 -0
- package/Engines/Native/nativePipelineContext.js +3 -0
- package/Engines/Native/nativePipelineContext.js.map +1 -1
- package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js.map +1 -1
- package/Engines/Processors/iShaderProcessor.d.ts +3 -2
- package/Engines/Processors/iShaderProcessor.js.map +1 -1
- package/Engines/Processors/shaderCodeConditionNode.js.map +1 -1
- package/Engines/Processors/shaderCodeTestNode.js.map +1 -1
- package/Engines/Processors/shaderProcessor.d.ts +15 -23
- package/Engines/Processors/shaderProcessor.js +332 -320
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGL/webGLPipelineContext.d.ts +2 -0
- package/Engines/WebGL/webGLPipelineContext.js +3 -0
- package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
- package/Engines/WebGL/webGLShaderProcessors.d.ts +3 -2
- package/Engines/WebGL/webGLShaderProcessors.js +2 -2
- package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.computeShader.js +1 -1
- package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.rawTexture.js +10 -10
- package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
- package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.d.ts +2 -0
- package/Engines/WebGPU/webgpuHardwareTexture.js +2 -0
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuPipelineContext.d.ts +2 -0
- package/Engines/WebGPU/webgpuPipelineContext.js +3 -0
- package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.d.ts +3 -2
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +2 -4
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuStencilStateComposer.js.map +1 -1
- package/Engines/abstractEngine.d.ts +10 -5
- package/Engines/abstractEngine.functions.d.ts +38 -0
- package/Engines/abstractEngine.functions.js +75 -0
- package/Engines/abstractEngine.functions.js.map +1 -0
- package/Engines/abstractEngine.js +34 -14
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/constants.d.ts +2 -0
- package/Engines/constants.js +2 -0
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.d.ts +0 -8
- package/Engines/engine.js +0 -28
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinEngine.d.ts +11 -6
- package/Engines/thinEngine.functions.d.ts +96 -0
- package/Engines/thinEngine.functions.js +249 -0
- package/Engines/thinEngine.functions.js.map +1 -0
- package/Engines/thinEngine.js +50 -129
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +5 -1
- package/Engines/webgpuEngine.js.map +1 -1
- package/Events/keyboardEvents.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphConditionalDataBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphConstantBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphConstantOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphCoordinateTransformBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphTernaryOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Audio/flowGraphPlayAudioBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Audio/flowGraphStopAudioBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphBranchBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphFlipFlopBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSequenceBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphTimerBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js.map +1 -1
- package/FlowGraph/flowGraphDataConnection.js.map +1 -1
- package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
- package/FlowGraph/flowGraphSignalConnection.js.map +1 -1
- package/Gamepads/dualShockGamepad.js.map +1 -1
- package/Gamepads/gamepad.js.map +1 -1
- package/Gamepads/xboxGamepad.js.map +1 -1
- package/Gizmos/axisDragGizmo.js.map +1 -1
- package/Gizmos/axisScaleGizmo.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Gizmos/cameraGizmo.js.map +1 -1
- package/Gizmos/lightGizmo.js.map +1 -1
- package/Gizmos/planeDragGizmo.js.map +1 -1
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Gizmos/positionGizmo.js.map +1 -1
- package/Gizmos/rotationGizmo.js.map +1 -1
- package/Gizmos/scaleGizmo.js.map +1 -1
- package/Helpers/photoDome.js.map +1 -1
- package/Helpers/textureDome.js.map +1 -1
- package/Helpers/videoDome.js.map +1 -1
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/directionalLight.js.map +1 -1
- package/Lights/hemisphericLight.js.map +1 -1
- package/Lights/light.js.map +1 -1
- package/Lights/pointLight.js.map +1 -1
- package/Lights/shadowLight.js.map +1 -1
- package/Lights/spotLight.js.map +1 -1
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
- package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.js +3 -3
- package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/discardBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragDepthBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/frontFacingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/prePassTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js.map +1 -1
- package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js.map +1 -1
- package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/addBlock.js.map +1 -1
- package/Materials/Node/Blocks/arcTan2Block.js.map +1 -1
- package/Materials/Node/Blocks/biPlanarBlock.js.map +1 -1
- package/Materials/Node/Blocks/clampBlock.js.map +1 -1
- package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorSplitterBlock.js.map +1 -1
- package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
- package/Materials/Node/Blocks/crossBlock.js.map +1 -1
- package/Materials/Node/Blocks/curveBlock.js.map +1 -1
- package/Materials/Node/Blocks/customBlock.js.map +1 -1
- package/Materials/Node/Blocks/desaturateBlock.js.map +1 -1
- package/Materials/Node/Blocks/distanceBlock.js.map +1 -1
- package/Materials/Node/Blocks/divideBlock.js.map +1 -1
- package/Materials/Node/Blocks/dotBlock.js.map +1 -1
- package/Materials/Node/Blocks/elbowBlock.js.map +1 -1
- package/Materials/Node/Blocks/fresnelBlock.js.map +1 -1
- package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
- package/Materials/Node/Blocks/lengthBlock.js.map +1 -1
- package/Materials/Node/Blocks/lerpBlock.js.map +1 -1
- package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
- package/Materials/Node/Blocks/matrixDeterminantBlock.js.map +1 -1
- package/Materials/Node/Blocks/matrixTransposeBlock.js.map +1 -1
- package/Materials/Node/Blocks/maxBlock.js.map +1 -1
- package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
- package/Materials/Node/Blocks/minBlock.js.map +1 -1
- package/Materials/Node/Blocks/modBlock.js.map +1 -1
- package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
- package/Materials/Node/Blocks/nLerpBlock.js.map +1 -1
- package/Materials/Node/Blocks/negateBlock.js.map +1 -1
- package/Materials/Node/Blocks/normalBlendBlock.js.map +1 -1
- package/Materials/Node/Blocks/normalizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/oneMinusBlock.js.map +1 -1
- package/Materials/Node/Blocks/posterizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/powBlock.js.map +1 -1
- package/Materials/Node/Blocks/randomNumberBlock.js.map +1 -1
- package/Materials/Node/Blocks/reciprocalBlock.js.map +1 -1
- package/Materials/Node/Blocks/reflectBlock.js.map +1 -1
- package/Materials/Node/Blocks/refractBlock.js.map +1 -1
- package/Materials/Node/Blocks/remapBlock.js.map +1 -1
- package/Materials/Node/Blocks/replaceColorBlock.js.map +1 -1
- package/Materials/Node/Blocks/rotate2dBlock.js.map +1 -1
- package/Materials/Node/Blocks/scaleBlock.js.map +1 -1
- package/Materials/Node/Blocks/simplexPerlin3DBlock.js.map +1 -1
- package/Materials/Node/Blocks/smoothStepBlock.js.map +1 -1
- package/Materials/Node/Blocks/stepBlock.js.map +1 -1
- package/Materials/Node/Blocks/subtractBlock.js.map +1 -1
- package/Materials/Node/Blocks/transformBlock.js.map +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
- package/Materials/Node/Blocks/trigonometryBlock.js.map +1 -1
- package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/vectorSplitterBlock.js.map +1 -1
- package/Materials/Node/Blocks/viewDirectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/voronoiNoiseBlock.js.map +1 -1
- package/Materials/Node/Blocks/waveBlock.js.map +1 -1
- package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialConnectionPointCustomObject.js.map +1 -1
- package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
- package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
- package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
- package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
- package/Materials/PBR/pbrMaterial.js.map +1 -1
- package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
- package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
- package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
- package/Materials/Textures/MultiviewRenderTarget.js.map +1 -1
- package/Materials/Textures/Procedurals/customProceduralTexture.js.map +1 -1
- package/Materials/Textures/Procedurals/noiseProceduralTexture.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.d.ts +9 -1
- package/Materials/Textures/Procedurals/proceduralTexture.js +16 -0
- package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
- package/Materials/Textures/baseTexture.js.map +1 -1
- package/Materials/Textures/colorGradingTexture.js.map +1 -1
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/dynamicTexture.js.map +1 -1
- package/Materials/Textures/equiRectangularCubeTexture.js +1 -1
- package/Materials/Textures/equiRectangularCubeTexture.js.map +1 -1
- package/Materials/Textures/hdrCubeTexture.js.map +1 -1
- package/Materials/Textures/htmlElementTexture.js.map +1 -1
- package/Materials/Textures/internalTexture.js.map +1 -1
- package/Materials/Textures/mirrorTexture.js.map +1 -1
- package/Materials/Textures/multiRenderTarget.js.map +1 -1
- package/Materials/Textures/prePassRenderTarget.js.map +1 -1
- package/Materials/Textures/rawCubeTexture.js.map +1 -1
- package/Materials/Textures/refractionTexture.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/texture.js.map +1 -1
- package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/effect.d.ts +11 -6
- package/Materials/effect.functions.d.ts +86 -0
- package/Materials/effect.functions.js +185 -0
- package/Materials/effect.functions.js.map +1 -0
- package/Materials/effect.js +94 -153
- package/Materials/effect.js.map +1 -1
- package/Materials/effect.webgl.functions.d.ts +13 -0
- package/Materials/effect.webgl.functions.js +83 -0
- package/Materials/effect.webgl.functions.js.map +1 -0
- package/Materials/material.decalMapConfiguration.js.map +1 -1
- package/Materials/material.detailMapConfiguration.js.map +1 -1
- package/Materials/materialPluginManager.js +2 -2
- package/Materials/materialPluginManager.js.map +1 -1
- package/Materials/meshDebugPluginMaterial.js.map +1 -1
- package/Materials/multiMaterial.js.map +1 -1
- package/Materials/pushMaterial.js.map +1 -1
- package/Materials/shaderMaterial.js.map +1 -1
- package/Materials/standardMaterial.js.map +1 -1
- package/Meshes/Compression/dracoCompression.js.map +1 -1
- package/Meshes/Compression/dracoCompressionWorker.d.ts +1 -1
- package/Meshes/Compression/dracoCompressionWorker.js +21 -10
- package/Meshes/Compression/dracoCompressionWorker.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateLinearBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateRadialBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Matrices/alignBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Matrices/rotationXBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Matrices/rotationYBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Matrices/rotationZBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Matrices/scalingBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Matrices/translationBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setColorsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setMaterialIDBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setNormalsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setPositionsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setTangentsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setUVsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/boxBlock.js.map +1 -1
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{ Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Scalar } from \"../Maths/math.scalar\";\r\nimport { PHI } from \"../Maths/math.constants\";\r\nimport { _IsoVector } from \"../Maths/math.isovector\";\r\n\r\n/**\r\n * Class representing data for one face OAB of an equilateral icosahedron\r\n * When O is the isovector (0, 0), A is isovector (m, n)\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class _PrimaryIsoTriangle {\r\n //properties\r\n public m: number;\r\n public n: number;\r\n public cartesian: Vector3[] = [];\r\n public vertices: _IsoVector[] = [];\r\n public max: number[] = [];\r\n public min: number[] = [];\r\n public vecToidx: { [key: string]: number };\r\n public vertByDist: { [key: string]: number[] };\r\n public closestTo: number[][] = [];\r\n\r\n public innerFacets: string[][] = [];\r\n public isoVecsABOB: _IsoVector[][] = [];\r\n public isoVecsOBOA: _IsoVector[][] = [];\r\n public isoVecsBAOA: _IsoVector[][] = [];\r\n public vertexTypes: number[][] = [];\r\n\r\n public coau: number;\r\n public cobu: number;\r\n public coav: number;\r\n public cobv: number;\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public IDATA: PolyhedronData = new PolyhedronData(\r\n \"icosahedron\",\r\n \"Regular\",\r\n [\r\n [0, PHI, -1],\r\n [-PHI, 1, 0],\r\n [-1, 0, -PHI],\r\n [1, 0, -PHI],\r\n [PHI, 1, 0],\r\n [0, PHI, 1],\r\n [-1, 0, PHI],\r\n [-PHI, -1, 0],\r\n [0, -PHI, -1],\r\n [PHI, -1, 0],\r\n [1, 0, PHI],\r\n [0, -PHI, 1],\r\n ],\r\n [\r\n [0, 2, 1],\r\n [0, 3, 2],\r\n [0, 4, 3],\r\n [0, 5, 4],\r\n [0, 1, 5],\r\n [7, 6, 1],\r\n [8, 7, 2],\r\n [9, 8, 3],\r\n [10, 9, 4],\r\n [6, 10, 5],\r\n [2, 7, 1],\r\n [3, 8, 2],\r\n [4, 9, 3],\r\n [5, 10, 4],\r\n [1, 6, 5],\r\n [11, 6, 7],\r\n [11, 7, 8],\r\n [11, 8, 9],\r\n [11, 9, 10],\r\n [11, 10, 6],\r\n ]\r\n );\r\n\r\n /**\r\n * Creates the PrimaryIsoTriangle Triangle OAB\r\n * @param m an integer\r\n * @param n an integer\r\n */\r\n\r\n //operators\r\n public setIndices() {\r\n let indexCount = 12; // 12 vertices already assigned\r\n const vecToidx: { [key: string]: number } = {}; //maps iso-vectors to indexCount;\r\n const m = this.m;\r\n const n = this.n;\r\n let g = m; // hcf of m, n when n != 0\r\n let m1 = 1;\r\n let n1 = 0;\r\n if (n !== 0) {\r\n g = Scalar.HCF(m, n);\r\n }\r\n m1 = m / g;\r\n n1 = n / g;\r\n\r\n let fr: number | string; //face to the right of current face\r\n let rot: number | string; //rotation about which vertex for fr\r\n let O: number;\r\n let A: number;\r\n let B: number;\r\n const oVec: _IsoVector = _IsoVector.Zero();\r\n const aVec = new _IsoVector(m, n);\r\n const bVec = new _IsoVector(-n, m + n);\r\n const oaVec: _IsoVector = _IsoVector.Zero();\r\n const abVec: _IsoVector = _IsoVector.Zero();\r\n const obVec: _IsoVector = _IsoVector.Zero();\r\n let verts: number[] = [];\r\n let idx: string;\r\n let idxR: string;\r\n let isoId: string;\r\n let isoIdR: string;\r\n\r\n const closestTo: number[][] = [];\r\n const vDist = this.vertByDist;\r\n\r\n const matchIdx = (f: number, fr: number, isoId: string, isoIdR: string) => {\r\n idx = f + \"|\" + isoId;\r\n idxR = fr + \"|\" + isoIdR;\r\n if (!(idx in vecToidx || idxR in vecToidx)) {\r\n vecToidx[idx] = indexCount;\r\n vecToidx[idxR] = indexCount;\r\n indexCount++;\r\n } else if (idx in vecToidx && !(idxR in vecToidx)) {\r\n vecToidx[idxR] = vecToidx[idx];\r\n } else if (idxR in vecToidx && !(idx in vecToidx)) {\r\n vecToidx[idx] = vecToidx[idxR];\r\n }\r\n if (vDist[isoId][0] > 2) {\r\n closestTo[vecToidx[idx]] = [-vDist[isoId][0], vDist[isoId][1], vecToidx[idx]];\r\n } else {\r\n closestTo[vecToidx[idx]] = [verts[vDist[isoId][0]], vDist[isoId][1], vecToidx[idx]];\r\n }\r\n };\r\n\r\n this.IDATA.edgematch = [\r\n [1, \"B\"],\r\n [2, \"B\"],\r\n [3, \"B\"],\r\n [4, \"B\"],\r\n [0, \"B\"],\r\n [10, \"O\", 14, \"A\"],\r\n [11, \"O\", 10, \"A\"],\r\n [12, \"O\", 11, \"A\"],\r\n [13, \"O\", 12, \"A\"],\r\n [14, \"O\", 13, \"A\"],\r\n [0, \"O\"],\r\n [1, \"O\"],\r\n [2, \"O\"],\r\n [3, \"O\"],\r\n [4, \"O\"],\r\n [19, \"B\", 5, \"A\"],\r\n [15, \"B\", 6, \"A\"],\r\n [16, \"B\", 7, \"A\"],\r\n [17, \"B\", 8, \"A\"],\r\n [18, \"B\", 9, \"A\"],\r\n ];\r\n\r\n /***edges AB to OB***** rotation about B*/\r\n for (let f = 0; f < 20; f++) {\r\n //f current face\r\n\r\n verts = this.IDATA.face[f];\r\n O = verts[2];\r\n A = verts[1];\r\n B = verts[0];\r\n\r\n isoId = oVec.x + \"|\" + oVec.y;\r\n idx = f + \"|\" + isoId;\r\n if (!(idx in vecToidx)) {\r\n vecToidx[idx] = O;\r\n closestTo[O] = [verts[vDist[isoId][0]], vDist[isoId][1]];\r\n }\r\n\r\n isoId = aVec.x + \"|\" + aVec.y;\r\n idx = f + \"|\" + isoId;\r\n if (!(idx in vecToidx)) {\r\n vecToidx[idx] = A;\r\n closestTo[A] = [verts[vDist[isoId][0]], vDist[isoId][1]];\r\n }\r\n\r\n isoId = bVec.x + \"|\" + bVec.y;\r\n idx = f + \"|\" + isoId;\r\n if (!(idx in vecToidx)) {\r\n vecToidx[idx] = B;\r\n closestTo[B] = [verts[vDist[isoId][0]], vDist[isoId][1]];\r\n }\r\n\r\n //for edge vertices\r\n fr = <number>this.IDATA.edgematch[f][0];\r\n rot = <string>this.IDATA.edgematch[f][1];\r\n if (rot === \"B\") {\r\n for (let i = 1; i < g; i++) {\r\n abVec.x = m - i * (m1 + n1);\r\n abVec.y = n + i * m1;\r\n obVec.x = -i * n1;\r\n obVec.y = i * (m1 + n1);\r\n isoId = abVec.x + \"|\" + abVec.y;\r\n isoIdR = obVec.x + \"|\" + obVec.y;\r\n matchIdx(f, fr, isoId, isoIdR);\r\n }\r\n }\r\n\r\n if (rot === \"O\") {\r\n for (let i = 1; i < g; i++) {\r\n obVec.x = -i * n1;\r\n obVec.y = i * (m1 + n1);\r\n oaVec.x = i * m1;\r\n oaVec.y = i * n1;\r\n isoId = obVec.x + \"|\" + obVec.y;\r\n isoIdR = oaVec.x + \"|\" + oaVec.y;\r\n matchIdx(f, fr, isoId, isoIdR);\r\n }\r\n }\r\n\r\n fr = <number>this.IDATA.edgematch[f][2];\r\n rot = <string>this.IDATA.edgematch[f][3];\r\n if (rot && rot === \"A\") {\r\n for (let i = 1; i < g; i++) {\r\n oaVec.x = i * m1;\r\n oaVec.y = i * n1;\r\n abVec.x = m - (g - i) * (m1 + n1); //reversed for BA\r\n abVec.y = n + (g - i) * m1; //reversed for BA\r\n isoId = oaVec.x + \"|\" + oaVec.y;\r\n isoIdR = abVec.x + \"|\" + abVec.y;\r\n matchIdx(f, fr, isoId, isoIdR);\r\n }\r\n }\r\n\r\n for (let i = 0; i < this.vertices.length; i++) {\r\n isoId = this.vertices[i].x + \"|\" + this.vertices[i].y;\r\n idx = f + \"|\" + isoId;\r\n if (!(idx in vecToidx)) {\r\n vecToidx[idx] = indexCount++;\r\n if (vDist[isoId][0] > 2) {\r\n closestTo[vecToidx[idx]] = [-vDist[isoId][0], vDist[isoId][1], vecToidx[idx]];\r\n } else {\r\n closestTo[vecToidx[idx]] = [verts[vDist[isoId][0]], vDist[isoId][1], vecToidx[idx]];\r\n }\r\n }\r\n }\r\n }\r\n\r\n this.closestTo = closestTo;\r\n this.vecToidx = vecToidx;\r\n }\r\n\r\n public calcCoeffs() {\r\n const m = this.m;\r\n const n = this.n;\r\n const thirdR3 = Math.sqrt(3) / 3;\r\n\r\n const LSQD = m * m + n * n + m * n;\r\n\r\n this.coau = (m + n) / LSQD;\r\n this.cobu = -n / LSQD;\r\n this.coav = (-thirdR3 * (m - n)) / LSQD;\r\n this.cobv = (thirdR3 * (2 * m + n)) / LSQD;\r\n }\r\n\r\n public createInnerFacets() {\r\n const m = this.m;\r\n const n = this.n;\r\n for (let y = 0; y < n + m + 1; y++) {\r\n for (let x = this.min[y]; x < this.max[y] + 1; x++) {\r\n if (x < this.max[y] && x < this.max[y + 1] + 1) {\r\n this.innerFacets.push([\"|\" + x + \"|\" + y, \"|\" + x + \"|\" + (y + 1), \"|\" + (x + 1) + \"|\" + y]);\r\n }\r\n if (y > 0 && x < this.max[y - 1] && x + 1 < this.max[y] + 1) {\r\n this.innerFacets.push([\"|\" + x + \"|\" + y, \"|\" + (x + 1) + \"|\" + y, \"|\" + (x + 1) + \"|\" + (y - 1)]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n public edgeVecsABOB() {\r\n const m = this.m;\r\n const n = this.n;\r\n\r\n const B = new _IsoVector(-n, m + n);\r\n\r\n for (let y = 1; y < m + n; y++) {\r\n const point = new _IsoVector(this.min[y], y);\r\n const prev = new _IsoVector(this.min[y - 1], y - 1);\r\n const next = new _IsoVector(this.min[y + 1], y + 1);\r\n const pointR = point.clone();\r\n const prevR = prev.clone();\r\n const nextR = next.clone();\r\n\r\n pointR.rotate60About(B);\r\n prevR.rotate60About(B);\r\n nextR.rotate60About(B);\r\n\r\n const maxPoint = new _IsoVector(this.max[pointR.y], pointR.y);\r\n const maxPrev = new _IsoVector(this.max[pointR.y - 1], pointR.y - 1);\r\n const maxLeftPrev = new _IsoVector(this.max[pointR.y - 1] - 1, pointR.y - 1);\r\n\r\n if (pointR.x !== maxPoint.x || pointR.y !== maxPoint.y) {\r\n if (pointR.x !== maxPrev.x) {\r\n // type2\r\n //up\r\n this.vertexTypes.push([1, 0, 0]);\r\n this.isoVecsABOB.push([point, maxPrev, maxLeftPrev]);\r\n //down\r\n this.vertexTypes.push([1, 0, 0]);\r\n this.isoVecsABOB.push([point, maxLeftPrev, maxPoint]);\r\n } else if (pointR.y === nextR.y) {\r\n // type1\r\n //up\r\n this.vertexTypes.push([1, 1, 0]);\r\n this.isoVecsABOB.push([point, prev, maxPrev]);\r\n //down\r\n this.vertexTypes.push([1, 0, 1]);\r\n this.isoVecsABOB.push([point, maxPrev, next]);\r\n } else {\r\n // type 0\r\n //up\r\n this.vertexTypes.push([1, 1, 0]);\r\n this.isoVecsABOB.push([point, prev, maxPrev]);\r\n //down\r\n this.vertexTypes.push([1, 0, 0]);\r\n this.isoVecsABOB.push([point, maxPrev, maxPoint]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n public mapABOBtoOBOA() {\r\n const point = new _IsoVector(0, 0);\r\n for (let i = 0; i < this.isoVecsABOB.length; i++) {\r\n const temp = [];\r\n for (let j = 0; j < 3; j++) {\r\n point.x = this.isoVecsABOB[i][j].x;\r\n point.y = this.isoVecsABOB[i][j].y;\r\n if (this.vertexTypes[i][j] === 0) {\r\n point.rotateNeg120(this.m, this.n);\r\n }\r\n temp.push(point.clone());\r\n }\r\n this.isoVecsOBOA.push(temp);\r\n }\r\n }\r\n\r\n public mapABOBtoBAOA() {\r\n const point = new _IsoVector(0, 0);\r\n for (let i = 0; i < this.isoVecsABOB.length; i++) {\r\n const temp = [];\r\n for (let j = 0; j < 3; j++) {\r\n point.x = this.isoVecsABOB[i][j].x;\r\n point.y = this.isoVecsABOB[i][j].y;\r\n if (this.vertexTypes[i][j] === 1) {\r\n point.rotate120(this.m, this.n);\r\n }\r\n temp.push(point.clone());\r\n }\r\n this.isoVecsBAOA.push(temp);\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public MapToFace(faceNb: number, geodesicData: PolyhedronData) {\r\n const F = this.IDATA.face[faceNb];\r\n const oidx = F[2];\r\n const aidx = F[1];\r\n const bidx = F[0];\r\n\r\n const O = Vector3.FromArray(this.IDATA.vertex[oidx]);\r\n const A = Vector3.FromArray(this.IDATA.vertex[aidx]);\r\n const B = Vector3.FromArray(this.IDATA.vertex[bidx]);\r\n\r\n const OA = A.subtract(O);\r\n const OB = B.subtract(O);\r\n\r\n const x: Vector3 = OA.scale(this.coau).add(OB.scale(this.cobu));\r\n const y: Vector3 = OA.scale(this.coav).add(OB.scale(this.cobv));\r\n\r\n const mapped = [];\r\n\r\n let idx: string;\r\n let tempVec: Vector3 = TmpVectors.Vector3[0];\r\n for (let i = 0; i < this.cartesian.length; i++) {\r\n tempVec = x.scale(this.cartesian[i].x).add(y.scale(this.cartesian[i].y)).add(O);\r\n mapped[i] = [tempVec.x, tempVec.y, tempVec.z];\r\n idx = faceNb + \"|\" + this.vertices[i].x + \"|\" + this.vertices[i].y;\r\n geodesicData.vertex[this.vecToidx[idx]] = [tempVec.x, tempVec.y, tempVec.z];\r\n }\r\n }\r\n\r\n //statics\r\n /**Creates a primary triangle\r\n * @internal\r\n */\r\n\r\n public build(m: number, n: number) {\r\n const vertices: _IsoVector[] = [];\r\n\r\n const O: _IsoVector = _IsoVector.Zero();\r\n const A: _IsoVector = new _IsoVector(m, n);\r\n const B: _IsoVector = new _IsoVector(-n, m + n);\r\n vertices.push(O, A, B);\r\n\r\n //max internal isoceles triangle vertices\r\n for (let y = n; y < m + 1; y++) {\r\n for (let x = 0; x < m + 1 - y; x++) {\r\n vertices.push(new _IsoVector(x, y));\r\n }\r\n }\r\n\r\n //shared vertices along edges when needed\r\n if (n > 0) {\r\n const g = Scalar.HCF(m, n);\r\n const m1 = m / g;\r\n const n1 = n / g;\r\n\r\n for (let i = 1; i < g; i++) {\r\n vertices.push(new _IsoVector(i * m1, i * n1)); //OA\r\n vertices.push(new _IsoVector(-i * n1, i * (m1 + n1))); //OB\r\n vertices.push(new _IsoVector(m - i * (m1 + n1), n + i * m1)); // AB\r\n }\r\n\r\n //lower rows vertices and their rotations\r\n const ratio = m / n;\r\n for (let y = 1; y < n; y++) {\r\n for (let x = 0; x < y * ratio; x++) {\r\n vertices.push(new _IsoVector(x, y));\r\n vertices.push(new _IsoVector(x, y).rotate120(m, n));\r\n vertices.push(new _IsoVector(x, y).rotateNeg120(m, n));\r\n }\r\n }\r\n }\r\n //order vertices by x and then y\r\n vertices.sort((a, b) => {\r\n return a.x - b.x;\r\n });\r\n\r\n vertices.sort((a, b) => {\r\n return a.y - b.y;\r\n });\r\n\r\n const min = new Array<number>(m + n + 1);\r\n const max = new Array<number>(m + n + 1);\r\n for (let i = 0; i < min.length; i++) {\r\n min[i] = Infinity;\r\n max[i] = -Infinity;\r\n }\r\n\r\n let y: number = 0;\r\n let x: number = 0;\r\n\r\n const len: number = vertices.length;\r\n for (let i = 0; i < len; i++) {\r\n x = vertices[i].x;\r\n y = vertices[i].y;\r\n min[y] = Math.min(x, min[y]);\r\n max[y] = Math.max(x, max[y]);\r\n }\r\n\r\n //calculates the distance of a vertex from a given primary vertex\r\n const distFrom = (vert: _IsoVector, primVert: string) => {\r\n const v = vert.clone();\r\n if (primVert === \"A\") {\r\n v.rotateNeg120(m, n);\r\n }\r\n if (primVert === \"B\") {\r\n v.rotate120(m, n);\r\n }\r\n if (v.x < 0) {\r\n return v.y;\r\n }\r\n return v.x + v.y;\r\n };\r\n\r\n const cartesian: Vector3[] = [];\r\n const distFromO: number[] = [];\r\n const distFromA: number[] = [];\r\n const distFromB: number[] = [];\r\n const vertByDist: { [key: string]: number[] } = {};\r\n const vertData: number[][] = [];\r\n let closest: number = -1;\r\n let dist: number = -1;\r\n for (let i = 0; i < len; i++) {\r\n cartesian[i] = vertices[i].toCartesianOrigin(new _IsoVector(0, 0), 0.5);\r\n distFromO[i] = distFrom(vertices[i], \"O\");\r\n distFromA[i] = distFrom(vertices[i], \"A\");\r\n distFromB[i] = distFrom(vertices[i], \"B\");\r\n\r\n if (distFromO[i] === distFromA[i] && distFromA[i] === distFromB[i]) {\r\n closest = 3;\r\n dist = distFromO[i];\r\n } else if (distFromO[i] === distFromA[i]) {\r\n closest = 4;\r\n dist = distFromO[i];\r\n } else if (distFromA[i] === distFromB[i]) {\r\n closest = 5;\r\n dist = distFromA[i];\r\n } else if (distFromB[i] === distFromO[i]) {\r\n closest = 6;\r\n dist = distFromO[i];\r\n }\r\n if (distFromO[i] < distFromA[i] && distFromO[i] < distFromB[i]) {\r\n closest = 2;\r\n dist = distFromO[i];\r\n }\r\n if (distFromA[i] < distFromO[i] && distFromA[i] < distFromB[i]) {\r\n closest = 1;\r\n dist = distFromA[i];\r\n }\r\n if (distFromB[i] < distFromA[i] && distFromB[i] < distFromO[i]) {\r\n closest = 0;\r\n dist = distFromB[i];\r\n }\r\n vertData.push([closest, dist, vertices[i].x, vertices[i].y]);\r\n }\r\n\r\n vertData.sort((a, b) => {\r\n return a[2] - b[2];\r\n });\r\n vertData.sort((a, b) => {\r\n return a[3] - b[3];\r\n });\r\n vertData.sort((a, b) => {\r\n return a[1] - b[1];\r\n });\r\n vertData.sort((a, b) => {\r\n return a[0] - b[0];\r\n });\r\n\r\n for (let v = 0; v < vertData.length; v++) {\r\n vertByDist[vertData[v][2] + \"|\" + vertData[v][3]] = [vertData[v][0], vertData[v][1], v];\r\n }\r\n\r\n this.m = m;\r\n this.n = n;\r\n this.vertices = vertices;\r\n this.vertByDist = vertByDist;\r\n this.cartesian = cartesian;\r\n this.min = min;\r\n this.max = max;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n/** Builds Polyhedron Data\r\n * @internal\r\n */\r\n\r\nexport class PolyhedronData {\r\n /**\r\n * @internal\r\n */\r\n public edgematch: (number | string)[][];\r\n\r\n constructor(\r\n /**\r\n * The name of the polyhedron\r\n */\r\n public name: string,\r\n /**\r\n * The category of the polyhedron\r\n */\r\n public category: string,\r\n /**\r\n * vertex data\r\n */\r\n public vertex: number[][],\r\n /**\r\n * face data\r\n */\r\n public face: number[][]\r\n ) {}\r\n}\r\n\r\n/**\r\n * This class Extends the PolyhedronData Class to provide measures for a Geodesic Polyhedron\r\n */\r\nexport class GeodesicData extends PolyhedronData {\r\n /**\r\n * @internal\r\n */\r\n public edgematch: (number | string)[][];\r\n /**\r\n * @internal\r\n */\r\n public adjacentFaces: number[][];\r\n /**\r\n * @internal\r\n */\r\n public sharedNodes: number;\r\n /**\r\n * @internal\r\n */\r\n public poleNodes: number;\r\n /**\r\n * @internal\r\n */\r\n public innerToData(face: number, primTri: _PrimaryIsoTriangle) {\r\n for (let i = 0; i < primTri.innerFacets.length; i++) {\r\n this.face.push(primTri.innerFacets[i].map((el) => primTri.vecToidx[face + el]));\r\n }\r\n }\r\n /**\r\n * @internal\r\n */\r\n public mapABOBtoDATA(faceNb: number, primTri: _PrimaryIsoTriangle) {\r\n const fr = primTri.IDATA.edgematch[faceNb][0];\r\n for (let i = 0; i < primTri.isoVecsABOB.length; i++) {\r\n const temp = [];\r\n for (let j = 0; j < 3; j++) {\r\n if (primTri.vertexTypes[i][j] === 0) {\r\n temp.push(faceNb + \"|\" + primTri.isoVecsABOB[i][j].x + \"|\" + primTri.isoVecsABOB[i][j].y);\r\n } else {\r\n temp.push(fr + \"|\" + primTri.isoVecsABOB[i][j].x + \"|\" + primTri.isoVecsABOB[i][j].y);\r\n }\r\n }\r\n this.face.push([primTri.vecToidx[temp[0]], primTri.vecToidx[temp[1]], primTri.vecToidx[temp[2]]]);\r\n }\r\n }\r\n /**\r\n * @internal\r\n */\r\n public mapOBOAtoDATA(faceNb: number, primTri: _PrimaryIsoTriangle) {\r\n const fr = primTri.IDATA.edgematch[faceNb][0];\r\n for (let i = 0; i < primTri.isoVecsOBOA.length; i++) {\r\n const temp = [];\r\n for (let j = 0; j < 3; j++) {\r\n if (primTri.vertexTypes[i][j] === 1) {\r\n temp.push(faceNb + \"|\" + primTri.isoVecsOBOA[i][j].x + \"|\" + primTri.isoVecsOBOA[i][j].y);\r\n } else {\r\n temp.push(fr + \"|\" + primTri.isoVecsOBOA[i][j].x + \"|\" + primTri.isoVecsOBOA[i][j].y);\r\n }\r\n }\r\n this.face.push([primTri.vecToidx[temp[0]], primTri.vecToidx[temp[1]], primTri.vecToidx[temp[2]]]);\r\n }\r\n }\r\n /**\r\n * @internal\r\n */\r\n public mapBAOAtoDATA(faceNb: number, primTri: _PrimaryIsoTriangle) {\r\n const fr = primTri.IDATA.edgematch[faceNb][2];\r\n for (let i = 0; i < primTri.isoVecsBAOA.length; i++) {\r\n const temp = [];\r\n for (let j = 0; j < 3; j++) {\r\n if (primTri.vertexTypes[i][j] === 1) {\r\n temp.push(faceNb + \"|\" + primTri.isoVecsBAOA[i][j].x + \"|\" + primTri.isoVecsBAOA[i][j].y);\r\n } else {\r\n temp.push(fr + \"|\" + primTri.isoVecsBAOA[i][j].x + \"|\" + primTri.isoVecsBAOA[i][j].y);\r\n }\r\n }\r\n this.face.push([primTri.vecToidx[temp[0]], primTri.vecToidx[temp[1]], primTri.vecToidx[temp[2]]]);\r\n }\r\n }\r\n /**\r\n * @internal\r\n */\r\n public orderData(primTri: _PrimaryIsoTriangle) {\r\n const nearTo: number[][][] = [];\r\n for (let i = 0; i < 13; i++) {\r\n nearTo[i] = [];\r\n }\r\n const close: number[][] = primTri.closestTo;\r\n for (let i = 0; i < close.length; i++) {\r\n if (close[i][0] > -1) {\r\n if (close[i][1] > 0) {\r\n nearTo[close[i][0]].push([i, close[i][1]]);\r\n }\r\n } else {\r\n nearTo[12].push([i, close[i][0]]);\r\n }\r\n }\r\n\r\n const near: number[] = [];\r\n for (let i = 0; i < 12; i++) {\r\n near[i] = i;\r\n }\r\n let nearIndex = 12;\r\n for (let i = 0; i < 12; i++) {\r\n nearTo[i].sort((a: number[], b: number[]) => {\r\n return a[1] - b[1];\r\n });\r\n for (let j = 0; j < nearTo[i].length; j++) {\r\n near[nearTo[i][j][0]] = nearIndex++;\r\n }\r\n }\r\n\r\n for (let j = 0; j < nearTo[12].length; j++) {\r\n near[nearTo[12][j][0]] = nearIndex++;\r\n }\r\n\r\n for (let i = 0; i < this.vertex.length; i++) {\r\n this.vertex[i].push(near[i]);\r\n }\r\n\r\n this.vertex.sort((a, b) => {\r\n return a[3] - b[3];\r\n });\r\n\r\n for (let i = 0; i < this.vertex.length; i++) {\r\n this.vertex[i].pop();\r\n }\r\n\r\n for (let i = 0; i < this.face.length; i++) {\r\n for (let j = 0; j < this.face[i].length; j++) {\r\n this.face[i][j] = near[this.face[i][j]];\r\n }\r\n }\r\n\r\n this.sharedNodes = nearTo[12].length;\r\n this.poleNodes = this.vertex.length - this.sharedNodes;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public setOrder(m: number, faces: number[]) {\r\n const adjVerts: number[] = [];\r\n const dualFaces: number[] = [];\r\n let face: number = <number>faces.pop();\r\n dualFaces.push(face);\r\n let index = this.face[face].indexOf(m);\r\n index = (index + 2) % 3;\r\n let v = this.face[face][index];\r\n adjVerts.push(v);\r\n let f = 0;\r\n while (faces.length > 0) {\r\n face = faces[f];\r\n if (this.face[face].indexOf(v) > -1) {\r\n // v is a vertex of face f\r\n index = (this.face[face].indexOf(v) + 1) % 3;\r\n v = this.face[face][index];\r\n adjVerts.push(v);\r\n dualFaces.push(face);\r\n faces.splice(f, 1);\r\n f = 0;\r\n } else {\r\n f++;\r\n }\r\n }\r\n this.adjacentFaces.push(adjVerts);\r\n return dualFaces;\r\n }\r\n /**\r\n * @internal\r\n */\r\n public toGoldbergPolyhedronData(): PolyhedronData {\r\n const goldbergPolyhedronData: PolyhedronData = new PolyhedronData(\"GeoDual\", \"Goldberg\", [], []);\r\n goldbergPolyhedronData.name = \"GD dual\";\r\n const verticesNb: number = this.vertex.length;\r\n const map = new Array(verticesNb);\r\n for (let v = 0; v < verticesNb; v++) {\r\n map[v] = [];\r\n }\r\n for (let f = 0; f < this.face.length; f++) {\r\n for (let i = 0; i < 3; i++) {\r\n map[this.face[f][i]].push(f);\r\n }\r\n }\r\n let cx = 0;\r\n let cy = 0;\r\n let cz = 0;\r\n let face = [];\r\n let vertex = [];\r\n this.adjacentFaces = [];\r\n for (let m = 0; m < map.length; m++) {\r\n goldbergPolyhedronData.face[m] = this.setOrder(m, map[m].concat([]));\r\n map[m].forEach((el: number) => {\r\n cx = 0;\r\n cy = 0;\r\n cz = 0;\r\n face = this.face[el];\r\n for (let i = 0; i < 3; i++) {\r\n vertex = this.vertex[face[i]];\r\n cx += vertex[0];\r\n cy += vertex[1];\r\n cz += vertex[2];\r\n }\r\n goldbergPolyhedronData.vertex[el] = [cx / 3, cy / 3, cz / 3];\r\n });\r\n }\r\n return goldbergPolyhedronData;\r\n }\r\n\r\n //statics\r\n /**Builds the data for a Geodesic Polyhedron from a primary triangle\r\n * @param primTri the primary triangle\r\n * @internal\r\n */\r\n\r\n public static BuildGeodesicData(primTri: _PrimaryIsoTriangle) {\r\n const geodesicData = new GeodesicData(\r\n \"Geodesic-m-n\",\r\n \"Geodesic\",\r\n [\r\n [0, PHI, -1],\r\n [-PHI, 1, 0],\r\n [-1, 0, -PHI],\r\n [1, 0, -PHI],\r\n [PHI, 1, 0],\r\n [0, PHI, 1],\r\n [-1, 0, PHI],\r\n [-PHI, -1, 0],\r\n [0, -PHI, -1],\r\n [PHI, -1, 0],\r\n [1, 0, PHI],\r\n [0, -PHI, 1],\r\n ],\r\n []\r\n );\r\n\r\n primTri.setIndices();\r\n primTri.calcCoeffs();\r\n primTri.createInnerFacets();\r\n primTri.edgeVecsABOB();\r\n primTri.mapABOBtoOBOA();\r\n primTri.mapABOBtoBAOA();\r\n\r\n for (let f = 0; f < primTri.IDATA.face.length; f++) {\r\n primTri.MapToFace(f, geodesicData);\r\n geodesicData.innerToData(f, primTri);\r\n if (primTri.IDATA.edgematch[f][1] === \"B\") {\r\n geodesicData.mapABOBtoDATA(f, primTri);\r\n }\r\n if (primTri.IDATA.edgematch[f][1] === \"O\") {\r\n geodesicData.mapOBOAtoDATA(f, primTri);\r\n }\r\n if (primTri.IDATA.edgematch[f][3] === \"A\") {\r\n geodesicData.mapBAOAtoDATA(f, primTri);\r\n }\r\n }\r\n\r\n geodesicData.orderData(primTri);\r\n const radius = 1;\r\n geodesicData.vertex = geodesicData.vertex.map(function (el) {\r\n const a = el[0];\r\n const b = el[1];\r\n const c = el[2];\r\n const d = Math.sqrt(a * a + b * b + c * c);\r\n el[0] *= radius / d;\r\n el[1] *= radius / d;\r\n el[2] *= radius / d;\r\n return el;\r\n });\r\n\r\n return geodesicData;\r\n }\r\n}\r\n"]}
|
|
1
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{ Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Scalar } from \"../Maths/math.scalar\";\r\nimport { PHI } from \"../Maths/math.constants\";\r\nimport { _IsoVector } from \"../Maths/math.isovector\";\r\n\r\n/**\r\n * Class representing data for one face OAB of an equilateral icosahedron\r\n * When O is the isovector (0, 0), A is isovector (m, n)\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class _PrimaryIsoTriangle {\r\n //properties\r\n public m: number;\r\n public n: number;\r\n public cartesian: Vector3[] = [];\r\n public vertices: _IsoVector[] = [];\r\n public max: number[] = [];\r\n public min: number[] = [];\r\n public vecToidx: { [key: string]: number };\r\n public vertByDist: { [key: string]: number[] };\r\n public closestTo: number[][] = [];\r\n\r\n public innerFacets: string[][] = [];\r\n public isoVecsABOB: _IsoVector[][] = [];\r\n public isoVecsOBOA: _IsoVector[][] = [];\r\n public isoVecsBAOA: _IsoVector[][] = [];\r\n public vertexTypes: number[][] = [];\r\n\r\n public coau: number;\r\n public cobu: number;\r\n public coav: number;\r\n public cobv: number;\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public IDATA: PolyhedronData = new PolyhedronData(\r\n \"icosahedron\",\r\n \"Regular\",\r\n [\r\n [0, PHI, -1],\r\n [-PHI, 1, 0],\r\n [-1, 0, -PHI],\r\n [1, 0, -PHI],\r\n [PHI, 1, 0],\r\n [0, PHI, 1],\r\n [-1, 0, PHI],\r\n [-PHI, -1, 0],\r\n [0, -PHI, -1],\r\n [PHI, -1, 0],\r\n [1, 0, PHI],\r\n [0, -PHI, 1],\r\n ],\r\n [\r\n [0, 2, 1],\r\n [0, 3, 2],\r\n [0, 4, 3],\r\n [0, 5, 4],\r\n [0, 1, 5],\r\n [7, 6, 1],\r\n [8, 7, 2],\r\n [9, 8, 3],\r\n [10, 9, 4],\r\n [6, 10, 5],\r\n [2, 7, 1],\r\n [3, 8, 2],\r\n [4, 9, 3],\r\n [5, 10, 4],\r\n [1, 6, 5],\r\n [11, 6, 7],\r\n [11, 7, 8],\r\n [11, 8, 9],\r\n [11, 9, 10],\r\n [11, 10, 6],\r\n ]\r\n );\r\n\r\n /**\r\n * Creates the PrimaryIsoTriangle Triangle OAB\r\n * @param m an integer\r\n * @param n an integer\r\n */\r\n\r\n //operators\r\n public setIndices() {\r\n let indexCount = 12; // 12 vertices already assigned\r\n const vecToidx: { [key: string]: number } = {}; //maps iso-vectors to indexCount;\r\n const m = this.m;\r\n const n = this.n;\r\n let g = m; // hcf of m, n when n != 0\r\n let m1 = 1;\r\n let n1 = 0;\r\n if (n !== 0) {\r\n g = Scalar.HCF(m, n);\r\n }\r\n m1 = m / g;\r\n n1 = n / g;\r\n\r\n let fr: number | string; //face to the right of current face\r\n let rot: number | string; //rotation about which vertex for fr\r\n let O: number;\r\n let A: number;\r\n let B: number;\r\n const oVec: _IsoVector = _IsoVector.Zero();\r\n const aVec = new _IsoVector(m, n);\r\n const bVec = new _IsoVector(-n, m + n);\r\n const oaVec: _IsoVector = _IsoVector.Zero();\r\n const abVec: _IsoVector = _IsoVector.Zero();\r\n const obVec: _IsoVector = _IsoVector.Zero();\r\n let verts: number[] = [];\r\n let idx: string;\r\n let idxR: string;\r\n let isoId: string;\r\n let isoIdR: string;\r\n\r\n const closestTo: number[][] = [];\r\n const vDist = this.vertByDist;\r\n\r\n const matchIdx = (f: number, fr: number, isoId: string, isoIdR: string) => {\r\n idx = f + \"|\" + isoId;\r\n idxR = fr + \"|\" + isoIdR;\r\n if (!(idx in vecToidx || idxR in vecToidx)) {\r\n vecToidx[idx] = indexCount;\r\n vecToidx[idxR] = indexCount;\r\n indexCount++;\r\n } else if (idx in vecToidx && !(idxR in vecToidx)) {\r\n vecToidx[idxR] = vecToidx[idx];\r\n } else if (idxR in vecToidx && !(idx in vecToidx)) {\r\n vecToidx[idx] = vecToidx[idxR];\r\n }\r\n if (vDist[isoId][0] > 2) {\r\n closestTo[vecToidx[idx]] = [-vDist[isoId][0], vDist[isoId][1], vecToidx[idx]];\r\n } else {\r\n closestTo[vecToidx[idx]] = [verts[vDist[isoId][0]], vDist[isoId][1], vecToidx[idx]];\r\n }\r\n };\r\n\r\n this.IDATA.edgematch = [\r\n [1, \"B\"],\r\n [2, \"B\"],\r\n [3, \"B\"],\r\n [4, \"B\"],\r\n [0, \"B\"],\r\n [10, \"O\", 14, \"A\"],\r\n [11, \"O\", 10, \"A\"],\r\n [12, \"O\", 11, \"A\"],\r\n [13, \"O\", 12, \"A\"],\r\n [14, \"O\", 13, \"A\"],\r\n [0, \"O\"],\r\n [1, \"O\"],\r\n [2, \"O\"],\r\n [3, \"O\"],\r\n [4, \"O\"],\r\n [19, \"B\", 5, \"A\"],\r\n [15, \"B\", 6, \"A\"],\r\n [16, \"B\", 7, \"A\"],\r\n [17, \"B\", 8, \"A\"],\r\n [18, \"B\", 9, \"A\"],\r\n ];\r\n\r\n /***edges AB to OB***** rotation about B*/\r\n for (let f = 0; f < 20; f++) {\r\n //f current face\r\n\r\n verts = this.IDATA.face[f];\r\n O = verts[2];\r\n A = verts[1];\r\n B = verts[0];\r\n\r\n isoId = oVec.x + \"|\" + oVec.y;\r\n idx = f + \"|\" + isoId;\r\n if (!(idx in vecToidx)) {\r\n vecToidx[idx] = O;\r\n closestTo[O] = [verts[vDist[isoId][0]], vDist[isoId][1]];\r\n }\r\n\r\n isoId = aVec.x + \"|\" + aVec.y;\r\n idx = f + \"|\" + isoId;\r\n if (!(idx in vecToidx)) {\r\n vecToidx[idx] = A;\r\n closestTo[A] = [verts[vDist[isoId][0]], vDist[isoId][1]];\r\n }\r\n\r\n isoId = bVec.x + \"|\" + bVec.y;\r\n idx = f + \"|\" + isoId;\r\n if (!(idx in vecToidx)) {\r\n vecToidx[idx] = B;\r\n closestTo[B] = [verts[vDist[isoId][0]], vDist[isoId][1]];\r\n }\r\n\r\n //for edge vertices\r\n fr = <number>this.IDATA.edgematch[f][0];\r\n rot = <string>this.IDATA.edgematch[f][1];\r\n if (rot === \"B\") {\r\n for (let i = 1; i < g; i++) {\r\n abVec.x = m - i * (m1 + n1);\r\n abVec.y = n + i * m1;\r\n obVec.x = -i * n1;\r\n obVec.y = i * (m1 + n1);\r\n isoId = abVec.x + \"|\" + abVec.y;\r\n isoIdR = obVec.x + \"|\" + obVec.y;\r\n matchIdx(f, fr, isoId, isoIdR);\r\n }\r\n }\r\n\r\n if (rot === \"O\") {\r\n for (let i = 1; i < g; i++) {\r\n obVec.x = -i * n1;\r\n obVec.y = i * (m1 + n1);\r\n oaVec.x = i * m1;\r\n oaVec.y = i * n1;\r\n isoId = obVec.x + \"|\" + obVec.y;\r\n isoIdR = oaVec.x + \"|\" + oaVec.y;\r\n matchIdx(f, fr, isoId, isoIdR);\r\n }\r\n }\r\n\r\n fr = <number>this.IDATA.edgematch[f][2];\r\n rot = <string>this.IDATA.edgematch[f][3];\r\n if (rot && rot === \"A\") {\r\n for (let i = 1; i < g; i++) {\r\n oaVec.x = i * m1;\r\n oaVec.y = i * n1;\r\n abVec.x = m - (g - i) * (m1 + n1); //reversed for BA\r\n abVec.y = n + (g - i) * m1; //reversed for BA\r\n isoId = oaVec.x + \"|\" + oaVec.y;\r\n isoIdR = abVec.x + \"|\" + abVec.y;\r\n matchIdx(f, fr, isoId, isoIdR);\r\n }\r\n }\r\n\r\n for (let i = 0; i < this.vertices.length; i++) {\r\n isoId = this.vertices[i].x + \"|\" + this.vertices[i].y;\r\n idx = f + \"|\" + isoId;\r\n if (!(idx in vecToidx)) {\r\n vecToidx[idx] = indexCount++;\r\n if (vDist[isoId][0] > 2) {\r\n closestTo[vecToidx[idx]] = [-vDist[isoId][0], vDist[isoId][1], vecToidx[idx]];\r\n } else {\r\n closestTo[vecToidx[idx]] = [verts[vDist[isoId][0]], vDist[isoId][1], vecToidx[idx]];\r\n }\r\n }\r\n }\r\n }\r\n\r\n this.closestTo = closestTo;\r\n this.vecToidx = vecToidx;\r\n }\r\n\r\n public calcCoeffs() {\r\n const m = this.m;\r\n const n = this.n;\r\n const thirdR3 = Math.sqrt(3) / 3;\r\n\r\n const LSQD = m * m + n * n + m * n;\r\n\r\n this.coau = (m + n) / LSQD;\r\n this.cobu = -n / LSQD;\r\n this.coav = (-thirdR3 * (m - n)) / LSQD;\r\n this.cobv = (thirdR3 * (2 * m + n)) / LSQD;\r\n }\r\n\r\n public createInnerFacets() {\r\n const m = this.m;\r\n const n = this.n;\r\n for (let y = 0; y < n + m + 1; y++) {\r\n for (let x = this.min[y]; x < this.max[y] + 1; x++) {\r\n if (x < this.max[y] && x < this.max[y + 1] + 1) {\r\n this.innerFacets.push([\"|\" + x + \"|\" + y, \"|\" + x + \"|\" + (y + 1), \"|\" + (x + 1) + \"|\" + y]);\r\n }\r\n if (y > 0 && x < this.max[y - 1] && x + 1 < this.max[y] + 1) {\r\n this.innerFacets.push([\"|\" + x + \"|\" + y, \"|\" + (x + 1) + \"|\" + y, \"|\" + (x + 1) + \"|\" + (y - 1)]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n public edgeVecsABOB() {\r\n const m = this.m;\r\n const n = this.n;\r\n\r\n const B = new _IsoVector(-n, m + n);\r\n\r\n for (let y = 1; y < m + n; y++) {\r\n const point = new _IsoVector(this.min[y], y);\r\n const prev = new _IsoVector(this.min[y - 1], y - 1);\r\n const next = new _IsoVector(this.min[y + 1], y + 1);\r\n const pointR = point.clone();\r\n const prevR = prev.clone();\r\n const nextR = next.clone();\r\n\r\n pointR.rotate60About(B);\r\n prevR.rotate60About(B);\r\n nextR.rotate60About(B);\r\n\r\n const maxPoint = new _IsoVector(this.max[pointR.y], pointR.y);\r\n const maxPrev = new _IsoVector(this.max[pointR.y - 1], pointR.y - 1);\r\n const maxLeftPrev = new _IsoVector(this.max[pointR.y - 1] - 1, pointR.y - 1);\r\n\r\n if (pointR.x !== maxPoint.x || pointR.y !== maxPoint.y) {\r\n if (pointR.x !== maxPrev.x) {\r\n // type2\r\n //up\r\n this.vertexTypes.push([1, 0, 0]);\r\n this.isoVecsABOB.push([point, maxPrev, maxLeftPrev]);\r\n //down\r\n this.vertexTypes.push([1, 0, 0]);\r\n this.isoVecsABOB.push([point, maxLeftPrev, maxPoint]);\r\n } else if (pointR.y === nextR.y) {\r\n // type1\r\n //up\r\n this.vertexTypes.push([1, 1, 0]);\r\n this.isoVecsABOB.push([point, prev, maxPrev]);\r\n //down\r\n this.vertexTypes.push([1, 0, 1]);\r\n this.isoVecsABOB.push([point, maxPrev, next]);\r\n } else {\r\n // type 0\r\n //up\r\n this.vertexTypes.push([1, 1, 0]);\r\n this.isoVecsABOB.push([point, prev, maxPrev]);\r\n //down\r\n this.vertexTypes.push([1, 0, 0]);\r\n this.isoVecsABOB.push([point, maxPrev, maxPoint]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n public mapABOBtoOBOA() {\r\n const point = new _IsoVector(0, 0);\r\n for (let i = 0; i < this.isoVecsABOB.length; i++) {\r\n const temp = [];\r\n for (let j = 0; j < 3; j++) {\r\n point.x = this.isoVecsABOB[i][j].x;\r\n point.y = this.isoVecsABOB[i][j].y;\r\n if (this.vertexTypes[i][j] === 0) {\r\n point.rotateNeg120(this.m, this.n);\r\n }\r\n temp.push(point.clone());\r\n }\r\n this.isoVecsOBOA.push(temp);\r\n }\r\n }\r\n\r\n public mapABOBtoBAOA() {\r\n const point = new _IsoVector(0, 0);\r\n for (let i = 0; i < this.isoVecsABOB.length; i++) {\r\n const temp = [];\r\n for (let j = 0; j < 3; j++) {\r\n point.x = this.isoVecsABOB[i][j].x;\r\n point.y = this.isoVecsABOB[i][j].y;\r\n if (this.vertexTypes[i][j] === 1) {\r\n point.rotate120(this.m, this.n);\r\n }\r\n temp.push(point.clone());\r\n }\r\n this.isoVecsBAOA.push(temp);\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public MapToFace(faceNb: number, geodesicData: PolyhedronData) {\r\n const F = this.IDATA.face[faceNb];\r\n const oidx = F[2];\r\n const aidx = F[1];\r\n const bidx = F[0];\r\n\r\n const O = Vector3.FromArray(this.IDATA.vertex[oidx]);\r\n const A = Vector3.FromArray(this.IDATA.vertex[aidx]);\r\n const B = Vector3.FromArray(this.IDATA.vertex[bidx]);\r\n\r\n const OA = A.subtract(O);\r\n const OB = B.subtract(O);\r\n\r\n const x: Vector3 = OA.scale(this.coau).add(OB.scale(this.cobu));\r\n const y: Vector3 = OA.scale(this.coav).add(OB.scale(this.cobv));\r\n\r\n const mapped = [];\r\n\r\n let idx: string;\r\n let tempVec: Vector3 = TmpVectors.Vector3[0];\r\n for (let i = 0; i < this.cartesian.length; i++) {\r\n tempVec = x.scale(this.cartesian[i].x).add(y.scale(this.cartesian[i].y)).add(O);\r\n mapped[i] = [tempVec.x, tempVec.y, tempVec.z];\r\n idx = faceNb + \"|\" + this.vertices[i].x + \"|\" + this.vertices[i].y;\r\n geodesicData.vertex[this.vecToidx[idx]] = [tempVec.x, tempVec.y, tempVec.z];\r\n }\r\n }\r\n\r\n //statics\r\n /**Creates a primary triangle\r\n * @internal\r\n */\r\n\r\n public build(m: number, n: number) {\r\n const vertices: _IsoVector[] = [];\r\n\r\n const O: _IsoVector = _IsoVector.Zero();\r\n const A: _IsoVector = new _IsoVector(m, n);\r\n const B: _IsoVector = new _IsoVector(-n, m + n);\r\n vertices.push(O, A, B);\r\n\r\n //max internal isoceles triangle vertices\r\n for (let y = n; y < m + 1; y++) {\r\n for (let x = 0; x < m + 1 - y; x++) {\r\n vertices.push(new _IsoVector(x, y));\r\n }\r\n }\r\n\r\n //shared vertices along edges when needed\r\n if (n > 0) {\r\n const g = Scalar.HCF(m, n);\r\n const m1 = m / g;\r\n const n1 = n / g;\r\n\r\n for (let i = 1; i < g; i++) {\r\n vertices.push(new _IsoVector(i * m1, i * n1)); //OA\r\n vertices.push(new _IsoVector(-i * n1, i * (m1 + n1))); //OB\r\n vertices.push(new _IsoVector(m - i * (m1 + n1), n + i * m1)); // AB\r\n }\r\n\r\n //lower rows vertices and their rotations\r\n const ratio = m / n;\r\n for (let y = 1; y < n; y++) {\r\n for (let x = 0; x < y * ratio; x++) {\r\n vertices.push(new _IsoVector(x, y));\r\n vertices.push(new _IsoVector(x, y).rotate120(m, n));\r\n vertices.push(new _IsoVector(x, y).rotateNeg120(m, n));\r\n }\r\n }\r\n }\r\n //order vertices by x and then y\r\n vertices.sort((a, b) => {\r\n return a.x - b.x;\r\n });\r\n\r\n vertices.sort((a, b) => {\r\n return a.y - b.y;\r\n });\r\n\r\n const min = new Array<number>(m + n + 1);\r\n const max = new Array<number>(m + n + 1);\r\n for (let i = 0; i < min.length; i++) {\r\n min[i] = Infinity;\r\n max[i] = -Infinity;\r\n }\r\n\r\n let y: number = 0;\r\n let x: number = 0;\r\n\r\n const len: number = vertices.length;\r\n for (let i = 0; i < len; i++) {\r\n x = vertices[i].x;\r\n y = vertices[i].y;\r\n min[y] = Math.min(x, min[y]);\r\n max[y] = Math.max(x, max[y]);\r\n }\r\n\r\n //calculates the distance of a vertex from a given primary vertex\r\n const distFrom = (vert: _IsoVector, primVert: string) => {\r\n const v = vert.clone();\r\n if (primVert === \"A\") {\r\n v.rotateNeg120(m, n);\r\n }\r\n if (primVert === \"B\") {\r\n v.rotate120(m, n);\r\n }\r\n if (v.x < 0) {\r\n return v.y;\r\n }\r\n return v.x + v.y;\r\n };\r\n\r\n const cartesian: Vector3[] = [];\r\n const distFromO: number[] = [];\r\n const distFromA: number[] = [];\r\n const distFromB: number[] = [];\r\n const vertByDist: { [key: string]: number[] } = {};\r\n const vertData: number[][] = [];\r\n let closest: number = -1;\r\n let dist: number = -1;\r\n for (let i = 0; i < len; i++) {\r\n cartesian[i] = vertices[i].toCartesianOrigin(new _IsoVector(0, 0), 0.5);\r\n distFromO[i] = distFrom(vertices[i], \"O\");\r\n distFromA[i] = distFrom(vertices[i], \"A\");\r\n distFromB[i] = distFrom(vertices[i], \"B\");\r\n\r\n if (distFromO[i] === distFromA[i] && distFromA[i] === distFromB[i]) {\r\n closest = 3;\r\n dist = distFromO[i];\r\n } else if (distFromO[i] === distFromA[i]) {\r\n closest = 4;\r\n dist = distFromO[i];\r\n } else if (distFromA[i] === distFromB[i]) {\r\n closest = 5;\r\n dist = distFromA[i];\r\n } else if (distFromB[i] === distFromO[i]) {\r\n closest = 6;\r\n dist = distFromO[i];\r\n }\r\n if (distFromO[i] < distFromA[i] && distFromO[i] < distFromB[i]) {\r\n closest = 2;\r\n dist = distFromO[i];\r\n }\r\n if (distFromA[i] < distFromO[i] && distFromA[i] < distFromB[i]) {\r\n closest = 1;\r\n dist = distFromA[i];\r\n }\r\n if (distFromB[i] < distFromA[i] && distFromB[i] < distFromO[i]) {\r\n closest = 0;\r\n dist = distFromB[i];\r\n }\r\n vertData.push([closest, dist, vertices[i].x, vertices[i].y]);\r\n }\r\n\r\n vertData.sort((a, b) => {\r\n return a[2] - b[2];\r\n });\r\n vertData.sort((a, b) => {\r\n return a[3] - b[3];\r\n });\r\n vertData.sort((a, b) => {\r\n return a[1] - b[1];\r\n });\r\n vertData.sort((a, b) => {\r\n return a[0] - b[0];\r\n });\r\n\r\n for (let v = 0; v < vertData.length; v++) {\r\n vertByDist[vertData[v][2] + \"|\" + vertData[v][3]] = [vertData[v][0], vertData[v][1], v];\r\n }\r\n\r\n this.m = m;\r\n this.n = n;\r\n this.vertices = vertices;\r\n this.vertByDist = vertByDist;\r\n this.cartesian = cartesian;\r\n this.min = min;\r\n this.max = max;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n/** Builds Polyhedron Data\r\n * @internal\r\n */\r\n\r\nexport class PolyhedronData {\r\n /**\r\n * @internal\r\n */\r\n public edgematch: (number | string)[][];\r\n\r\n constructor(\r\n /**\r\n * The name of the polyhedron\r\n */\r\n public name: string,\r\n /**\r\n * The category of the polyhedron\r\n */\r\n public category: string,\r\n /**\r\n * vertex data\r\n */\r\n public vertex: number[][],\r\n /**\r\n * face data\r\n */\r\n public face: number[][]\r\n ) {}\r\n}\r\n\r\n/**\r\n * This class Extends the PolyhedronData Class to provide measures for a Geodesic Polyhedron\r\n */\r\nexport class GeodesicData extends PolyhedronData {\r\n /**\r\n * @internal\r\n */\r\n public override edgematch: (number | string)[][];\r\n /**\r\n * @internal\r\n */\r\n public adjacentFaces: number[][];\r\n /**\r\n * @internal\r\n */\r\n public sharedNodes: number;\r\n /**\r\n * @internal\r\n */\r\n public poleNodes: number;\r\n /**\r\n * @internal\r\n */\r\n public innerToData(face: number, primTri: _PrimaryIsoTriangle) {\r\n for (let i = 0; i < primTri.innerFacets.length; i++) {\r\n this.face.push(primTri.innerFacets[i].map((el) => primTri.vecToidx[face + el]));\r\n }\r\n }\r\n /**\r\n * @internal\r\n */\r\n public mapABOBtoDATA(faceNb: number, primTri: _PrimaryIsoTriangle) {\r\n const fr = primTri.IDATA.edgematch[faceNb][0];\r\n for (let i = 0; i < primTri.isoVecsABOB.length; i++) {\r\n const temp = [];\r\n for (let j = 0; j < 3; j++) {\r\n if (primTri.vertexTypes[i][j] === 0) {\r\n temp.push(faceNb + \"|\" + primTri.isoVecsABOB[i][j].x + \"|\" + primTri.isoVecsABOB[i][j].y);\r\n } else {\r\n temp.push(fr + \"|\" + primTri.isoVecsABOB[i][j].x + \"|\" + primTri.isoVecsABOB[i][j].y);\r\n }\r\n }\r\n this.face.push([primTri.vecToidx[temp[0]], primTri.vecToidx[temp[1]], primTri.vecToidx[temp[2]]]);\r\n }\r\n }\r\n /**\r\n * @internal\r\n */\r\n public mapOBOAtoDATA(faceNb: number, primTri: _PrimaryIsoTriangle) {\r\n const fr = primTri.IDATA.edgematch[faceNb][0];\r\n for (let i = 0; i < primTri.isoVecsOBOA.length; i++) {\r\n const temp = [];\r\n for (let j = 0; j < 3; j++) {\r\n if (primTri.vertexTypes[i][j] === 1) {\r\n temp.push(faceNb + \"|\" + primTri.isoVecsOBOA[i][j].x + \"|\" + primTri.isoVecsOBOA[i][j].y);\r\n } else {\r\n temp.push(fr + \"|\" + primTri.isoVecsOBOA[i][j].x + \"|\" + primTri.isoVecsOBOA[i][j].y);\r\n }\r\n }\r\n this.face.push([primTri.vecToidx[temp[0]], primTri.vecToidx[temp[1]], primTri.vecToidx[temp[2]]]);\r\n }\r\n }\r\n /**\r\n * @internal\r\n */\r\n public mapBAOAtoDATA(faceNb: number, primTri: _PrimaryIsoTriangle) {\r\n const fr = primTri.IDATA.edgematch[faceNb][2];\r\n for (let i = 0; i < primTri.isoVecsBAOA.length; i++) {\r\n const temp = [];\r\n for (let j = 0; j < 3; j++) {\r\n if (primTri.vertexTypes[i][j] === 1) {\r\n temp.push(faceNb + \"|\" + primTri.isoVecsBAOA[i][j].x + \"|\" + primTri.isoVecsBAOA[i][j].y);\r\n } else {\r\n temp.push(fr + \"|\" + primTri.isoVecsBAOA[i][j].x + \"|\" + primTri.isoVecsBAOA[i][j].y);\r\n }\r\n }\r\n this.face.push([primTri.vecToidx[temp[0]], primTri.vecToidx[temp[1]], primTri.vecToidx[temp[2]]]);\r\n }\r\n }\r\n /**\r\n * @internal\r\n */\r\n public orderData(primTri: _PrimaryIsoTriangle) {\r\n const nearTo: number[][][] = [];\r\n for (let i = 0; i < 13; i++) {\r\n nearTo[i] = [];\r\n }\r\n const close: number[][] = primTri.closestTo;\r\n for (let i = 0; i < close.length; i++) {\r\n if (close[i][0] > -1) {\r\n if (close[i][1] > 0) {\r\n nearTo[close[i][0]].push([i, close[i][1]]);\r\n }\r\n } else {\r\n nearTo[12].push([i, close[i][0]]);\r\n }\r\n }\r\n\r\n const near: number[] = [];\r\n for (let i = 0; i < 12; i++) {\r\n near[i] = i;\r\n }\r\n let nearIndex = 12;\r\n for (let i = 0; i < 12; i++) {\r\n nearTo[i].sort((a: number[], b: number[]) => {\r\n return a[1] - b[1];\r\n });\r\n for (let j = 0; j < nearTo[i].length; j++) {\r\n near[nearTo[i][j][0]] = nearIndex++;\r\n }\r\n }\r\n\r\n for (let j = 0; j < nearTo[12].length; j++) {\r\n near[nearTo[12][j][0]] = nearIndex++;\r\n }\r\n\r\n for (let i = 0; i < this.vertex.length; i++) {\r\n this.vertex[i].push(near[i]);\r\n }\r\n\r\n this.vertex.sort((a, b) => {\r\n return a[3] - b[3];\r\n });\r\n\r\n for (let i = 0; i < this.vertex.length; i++) {\r\n this.vertex[i].pop();\r\n }\r\n\r\n for (let i = 0; i < this.face.length; i++) {\r\n for (let j = 0; j < this.face[i].length; j++) {\r\n this.face[i][j] = near[this.face[i][j]];\r\n }\r\n }\r\n\r\n this.sharedNodes = nearTo[12].length;\r\n this.poleNodes = this.vertex.length - this.sharedNodes;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public setOrder(m: number, faces: number[]) {\r\n const adjVerts: number[] = [];\r\n const dualFaces: number[] = [];\r\n let face: number = <number>faces.pop();\r\n dualFaces.push(face);\r\n let index = this.face[face].indexOf(m);\r\n index = (index + 2) % 3;\r\n let v = this.face[face][index];\r\n adjVerts.push(v);\r\n let f = 0;\r\n while (faces.length > 0) {\r\n face = faces[f];\r\n if (this.face[face].indexOf(v) > -1) {\r\n // v is a vertex of face f\r\n index = (this.face[face].indexOf(v) + 1) % 3;\r\n v = this.face[face][index];\r\n adjVerts.push(v);\r\n dualFaces.push(face);\r\n faces.splice(f, 1);\r\n f = 0;\r\n } else {\r\n f++;\r\n }\r\n }\r\n this.adjacentFaces.push(adjVerts);\r\n return dualFaces;\r\n }\r\n /**\r\n * @internal\r\n */\r\n public toGoldbergPolyhedronData(): PolyhedronData {\r\n const goldbergPolyhedronData: PolyhedronData = new PolyhedronData(\"GeoDual\", \"Goldberg\", [], []);\r\n goldbergPolyhedronData.name = \"GD dual\";\r\n const verticesNb: number = this.vertex.length;\r\n const map = new Array(verticesNb);\r\n for (let v = 0; v < verticesNb; v++) {\r\n map[v] = [];\r\n }\r\n for (let f = 0; f < this.face.length; f++) {\r\n for (let i = 0; i < 3; i++) {\r\n map[this.face[f][i]].push(f);\r\n }\r\n }\r\n let cx = 0;\r\n let cy = 0;\r\n let cz = 0;\r\n let face = [];\r\n let vertex = [];\r\n this.adjacentFaces = [];\r\n for (let m = 0; m < map.length; m++) {\r\n goldbergPolyhedronData.face[m] = this.setOrder(m, map[m].concat([]));\r\n map[m].forEach((el: number) => {\r\n cx = 0;\r\n cy = 0;\r\n cz = 0;\r\n face = this.face[el];\r\n for (let i = 0; i < 3; i++) {\r\n vertex = this.vertex[face[i]];\r\n cx += vertex[0];\r\n cy += vertex[1];\r\n cz += vertex[2];\r\n }\r\n goldbergPolyhedronData.vertex[el] = [cx / 3, cy / 3, cz / 3];\r\n });\r\n }\r\n return goldbergPolyhedronData;\r\n }\r\n\r\n //statics\r\n /**Builds the data for a Geodesic Polyhedron from a primary triangle\r\n * @param primTri the primary triangle\r\n * @internal\r\n */\r\n\r\n public static BuildGeodesicData(primTri: _PrimaryIsoTriangle) {\r\n const geodesicData = new GeodesicData(\r\n \"Geodesic-m-n\",\r\n \"Geodesic\",\r\n [\r\n [0, PHI, -1],\r\n [-PHI, 1, 0],\r\n [-1, 0, -PHI],\r\n [1, 0, -PHI],\r\n [PHI, 1, 0],\r\n [0, PHI, 1],\r\n [-1, 0, PHI],\r\n [-PHI, -1, 0],\r\n [0, -PHI, -1],\r\n [PHI, -1, 0],\r\n [1, 0, PHI],\r\n [0, -PHI, 1],\r\n ],\r\n []\r\n );\r\n\r\n primTri.setIndices();\r\n primTri.calcCoeffs();\r\n primTri.createInnerFacets();\r\n primTri.edgeVecsABOB();\r\n primTri.mapABOBtoOBOA();\r\n primTri.mapABOBtoBAOA();\r\n\r\n for (let f = 0; f < primTri.IDATA.face.length; f++) {\r\n primTri.MapToFace(f, geodesicData);\r\n geodesicData.innerToData(f, primTri);\r\n if (primTri.IDATA.edgematch[f][1] === \"B\") {\r\n geodesicData.mapABOBtoDATA(f, primTri);\r\n }\r\n if (primTri.IDATA.edgematch[f][1] === \"O\") {\r\n geodesicData.mapOBOAtoDATA(f, primTri);\r\n }\r\n if (primTri.IDATA.edgematch[f][3] === \"A\") {\r\n geodesicData.mapBAOAtoDATA(f, primTri);\r\n }\r\n }\r\n\r\n geodesicData.orderData(primTri);\r\n const radius = 1;\r\n geodesicData.vertex = geodesicData.vertex.map(function (el) {\r\n const a = el[0];\r\n const b = el[1];\r\n const c = el[2];\r\n const d = Math.sqrt(a * a + b * b + c * c);\r\n el[0] *= radius / d;\r\n el[1] *= radius / d;\r\n el[2] *= radius / d;\r\n return el;\r\n });\r\n\r\n return geodesicData;\r\n }\r\n}\r\n"]}
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@@ -1 +1 @@
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-
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type { Scene } from \"../scene\";\r\nimport type { Vector2 } from \"../Maths/math.vector\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { FloatArray } from \"../types\";\r\n\r\nMesh._GoldbergMeshParser = (parsedMesh: any, scene: Scene): GoldbergMesh => {\r\n return GoldbergMesh.Parse(parsedMesh, scene);\r\n};\r\n\r\n/**\r\n * Defines the set of goldberg data used to create the polygon\r\n */\r\nexport type GoldbergData = {\r\n /**\r\n * The list of Goldberg faces colors\r\n */\r\n faceColors: Color4[];\r\n /**\r\n * The list of Goldberg faces centers\r\n */\r\n faceCenters: Vector3[];\r\n /**\r\n * The list of Goldberg faces Z axis\r\n */\r\n faceZaxis: Vector3[];\r\n /**\r\n * The list of Goldberg faces Y axis\r\n */\r\n faceXaxis: Vector3[];\r\n /**\r\n * The list of Goldberg faces X axis\r\n */\r\n faceYaxis: Vector3[];\r\n /**\r\n * Defines the number of shared faces\r\n */\r\n nbSharedFaces: number;\r\n /**\r\n * Defines the number of unshared faces\r\n */\r\n nbUnsharedFaces: number;\r\n /**\r\n * Defines the total number of goldberg faces\r\n */\r\n nbFaces: number;\r\n /**\r\n * Defines the number of goldberg faces at the pole\r\n */\r\n nbFacesAtPole: number;\r\n /**\r\n * Defines the number of adjacent faces per goldberg faces\r\n */\r\n adjacentFaces: number[][];\r\n};\r\n\r\n/**\r\n * Mesh for a Goldberg Polyhedron which is made from 12 pentagonal and the rest hexagonal faces\r\n * @see https://en.wikipedia.org/wiki/Goldberg_polyhedron\r\n */\r\nexport class GoldbergMesh extends Mesh {\r\n /**\r\n * Defines the specific Goldberg data used in this mesh construction.\r\n */\r\n public goldbergData: GoldbergData = {\r\n faceColors: [],\r\n faceCenters: [],\r\n faceZaxis: [],\r\n faceXaxis: [],\r\n faceYaxis: [],\r\n nbSharedFaces: 0,\r\n nbUnsharedFaces: 0,\r\n nbFaces: 0,\r\n nbFacesAtPole: 0,\r\n adjacentFaces: [],\r\n };\r\n\r\n /**\r\n * Gets the related Goldberg face from pole infos\r\n * @param poleOrShared Defines the pole index or the shared face index if the fromPole parameter is passed in\r\n * @param fromPole Defines an optional pole index to find the related info from\r\n * @returns the goldberg face number\r\n */\r\n public relatedGoldbergFace(poleOrShared: number, fromPole?: number): number {\r\n if (fromPole === void 0) {\r\n if (poleOrShared > this.goldbergData.nbUnsharedFaces - 1) {\r\n Logger.Warn(\"Maximum number of unshared faces used\");\r\n poleOrShared = this.goldbergData.nbUnsharedFaces - 1;\r\n }\r\n return this.goldbergData.nbUnsharedFaces + poleOrShared;\r\n }\r\n if (poleOrShared > 11) {\r\n Logger.Warn(\"Last pole used\");\r\n poleOrShared = 11;\r\n }\r\n if (fromPole > this.goldbergData.nbFacesAtPole - 1) {\r\n Logger.Warn(\"Maximum number of faces at a pole used\");\r\n fromPole = this.goldbergData.nbFacesAtPole - 1;\r\n }\r\n\r\n return 12 + poleOrShared * this.goldbergData.nbFacesAtPole + fromPole;\r\n }\r\n\r\n private _changeGoldbergFaceColors(colorRange: (number | Color4)[][]): number[] {\r\n for (let i = 0; i < colorRange.length; i++) {\r\n const min: number = <number>colorRange[i][0];\r\n const max: number = <number>colorRange[i][1];\r\n const col: Color4 = <Color4>colorRange[i][2];\r\n for (let f = min; f < max + 1; f++) {\r\n this.goldbergData.faceColors[f] = col;\r\n }\r\n }\r\n\r\n const newCols: number[] = [];\r\n for (let f = 0; f < 12; f++) {\r\n for (let i = 0; i < 5; i++) {\r\n newCols.push(this.goldbergData.faceColors[f].r, this.goldbergData.faceColors[f].g, this.goldbergData.faceColors[f].b, this.goldbergData.faceColors[f].a);\r\n }\r\n }\r\n for (let f = 12; f < this.goldbergData.faceColors.length; f++) {\r\n for (let i = 0; i < 6; i++) {\r\n newCols.push(this.goldbergData.faceColors[f].r, this.goldbergData.faceColors[f].g, this.goldbergData.faceColors[f].b, this.goldbergData.faceColors[f].a);\r\n }\r\n }\r\n return newCols;\r\n }\r\n\r\n /**\r\n * Set new goldberg face colors\r\n * @param colorRange the new color to apply to the mesh\r\n */\r\n public setGoldbergFaceColors(colorRange: (number | Color4)[][]) {\r\n const newCols = this._changeGoldbergFaceColors(colorRange);\r\n this.setVerticesData(VertexBuffer.ColorKind, newCols);\r\n }\r\n\r\n /**\r\n * Updates new goldberg face colors\r\n * @param colorRange the new color to apply to the mesh\r\n */\r\n public updateGoldbergFaceColors(colorRange: (number | Color4)[][]) {\r\n const newCols = this._changeGoldbergFaceColors(colorRange);\r\n this.updateVerticesData(VertexBuffer.ColorKind, newCols);\r\n }\r\n\r\n private _changeGoldbergFaceUVs(uvRange: (number | Vector2)[][]): FloatArray {\r\n const uvs: FloatArray = this.getVerticesData(VertexBuffer.UVKind)!!;\r\n for (let i = 0; i < uvRange.length; i++) {\r\n const min: number = <number>uvRange[i][0];\r\n const max: number = <number>uvRange[i][1];\r\n const center: Vector2 = <Vector2>uvRange[i][2];\r\n const radius: number = <number>uvRange[i][3];\r\n const angle: number = <number>uvRange[i][4];\r\n const points5: number[] = [];\r\n const points6: number[] = [];\r\n let u: number;\r\n let v: number;\r\n for (let p = 0; p < 5; p++) {\r\n u = center.x + radius * Math.cos(angle + (p * Math.PI) / 2.5);\r\n v = center.y + radius * Math.sin(angle + (p * Math.PI) / 2.5);\r\n if (u < 0) {\r\n u = 0;\r\n }\r\n if (u > 1) {\r\n u = 1;\r\n }\r\n points5.push(u, v);\r\n }\r\n for (let p = 0; p < 6; p++) {\r\n u = center.x + radius * Math.cos(angle + (p * Math.PI) / 3);\r\n v = center.y + radius * Math.sin(angle + (p * Math.PI) / 3);\r\n if (u < 0) {\r\n u = 0;\r\n }\r\n if (u > 1) {\r\n u = 1;\r\n }\r\n points6.push(u, v);\r\n }\r\n for (let f = min; f < Math.min(12, max + 1); f++) {\r\n for (let p = 0; p < 5; p++) {\r\n uvs[10 * f + 2 * p] = points5[2 * p];\r\n uvs[10 * f + 2 * p + 1] = points5[2 * p + 1];\r\n }\r\n }\r\n for (let f = Math.max(12, min); f < max + 1; f++) {\r\n for (let p = 0; p < 6; p++) {\r\n //120 + 12 * (f - 12) = 12 * f - 24\r\n uvs[12 * f - 24 + 2 * p] = points6[2 * p];\r\n uvs[12 * f - 23 + 2 * p] = points6[2 * p + 1];\r\n }\r\n }\r\n }\r\n return uvs;\r\n }\r\n\r\n /**\r\n * set new goldberg face UVs\r\n * @param uvRange the new UVs to apply to the mesh\r\n */\r\n public setGoldbergFaceUVs(uvRange: (number | Vector2)[][]) {\r\n const newUVs: FloatArray = this._changeGoldbergFaceUVs(uvRange);\r\n this.setVerticesData(VertexBuffer.UVKind, newUVs);\r\n }\r\n\r\n /**\r\n * Updates new goldberg face UVs\r\n * @param uvRange the new UVs to apply to the mesh\r\n */\r\n public updateGoldbergFaceUVs(uvRange: (number | Vector2)[][]) {\r\n const newUVs = this._changeGoldbergFaceUVs(uvRange);\r\n this.updateVerticesData(VertexBuffer.UVKind, newUVs);\r\n }\r\n\r\n /**\r\n * Places a mesh on a particular face of the goldberg polygon\r\n * @param mesh Defines the mesh to position\r\n * @param face Defines the face to position onto\r\n * @param position Defines the position relative to the face we are positioning the mesh onto\r\n */\r\n public placeOnGoldbergFaceAt(mesh: Mesh, face: number, position: Vector3) {\r\n const orientation = Vector3.RotationFromAxis(this.goldbergData.faceXaxis[face], this.goldbergData.faceYaxis[face], this.goldbergData.faceZaxis[face]);\r\n mesh.rotation = orientation;\r\n mesh.position = this.goldbergData.faceCenters[face]\r\n .add(this.goldbergData.faceXaxis[face].scale(position.x))\r\n .add(this.goldbergData.faceYaxis[face].scale(position.y))\r\n .add(this.goldbergData.faceZaxis[face].scale(position.z));\r\n }\r\n\r\n /**\r\n * Serialize current mesh\r\n * @param serializationObject defines the object which will receive the serialization data\r\n */\r\n public serialize(serializationObject: any): void {\r\n super.serialize(serializationObject);\r\n serializationObject.type = \"GoldbergMesh\";\r\n\r\n const goldbergData: any = {};\r\n goldbergData.adjacentFaces = this.goldbergData.adjacentFaces;\r\n goldbergData.nbSharedFaces = this.goldbergData.nbSharedFaces;\r\n goldbergData.nbUnsharedFaces = this.goldbergData.nbUnsharedFaces;\r\n goldbergData.nbFaces = this.goldbergData.nbFaces;\r\n goldbergData.nbFacesAtPole = this.goldbergData.nbFacesAtPole;\r\n\r\n if (this.goldbergData.faceColors) {\r\n goldbergData.faceColors = [];\r\n for (const color of this.goldbergData.faceColors) {\r\n goldbergData.faceColors.push(color.asArray());\r\n }\r\n }\r\n if (this.goldbergData.faceCenters) {\r\n goldbergData.faceCenters = [];\r\n for (const vector of this.goldbergData.faceCenters) {\r\n goldbergData.faceCenters.push(vector.asArray());\r\n }\r\n }\r\n if (this.goldbergData.faceZaxis) {\r\n goldbergData.faceZaxis = [];\r\n for (const vector of this.goldbergData.faceZaxis) {\r\n goldbergData.faceZaxis.push(vector.asArray());\r\n }\r\n }\r\n if (this.goldbergData.faceYaxis) {\r\n goldbergData.faceYaxis = [];\r\n for (const vector of this.goldbergData.faceYaxis) {\r\n goldbergData.faceYaxis.push(vector.asArray());\r\n }\r\n }\r\n if (this.goldbergData.faceXaxis) {\r\n goldbergData.faceXaxis = [];\r\n for (const vector of this.goldbergData.faceXaxis) {\r\n goldbergData.faceXaxis.push(vector.asArray());\r\n }\r\n }\r\n\r\n serializationObject.goldbergData = goldbergData;\r\n }\r\n\r\n /**\r\n * Parses a serialized goldberg mesh\r\n * @param parsedMesh the serialized mesh\r\n * @param scene the scene to create the goldberg mesh in\r\n * @returns the created goldberg mesh\r\n */\r\n public static Parse(parsedMesh: any, scene: Scene): GoldbergMesh {\r\n const goldbergData = parsedMesh.goldbergData;\r\n goldbergData.faceColors = goldbergData.faceColors.map((el: number[]) => Color4.FromArray(el));\r\n goldbergData.faceCenters = goldbergData.faceCenters.map((el: number[]) => Vector3.FromArray(el));\r\n goldbergData.faceZaxis = goldbergData.faceZaxis.map((el: number[]) => Vector3.FromArray(el));\r\n goldbergData.faceXaxis = goldbergData.faceXaxis.map((el: number[]) => Vector3.FromArray(el));\r\n goldbergData.faceYaxis = goldbergData.faceYaxis.map((el: number[]) => Vector3.FromArray(el));\r\n\r\n const goldberg = new GoldbergMesh(parsedMesh.name, scene);\r\n goldberg.goldbergData = goldbergData;\r\n\r\n return goldberg;\r\n }\r\n}\r\n"]}
|
|
1
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+
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type { Scene } from \"../scene\";\r\nimport type { Vector2 } from \"../Maths/math.vector\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { FloatArray } from \"../types\";\r\n\r\nMesh._GoldbergMeshParser = (parsedMesh: any, scene: Scene): GoldbergMesh => {\r\n return GoldbergMesh.Parse(parsedMesh, scene);\r\n};\r\n\r\n/**\r\n * Defines the set of goldberg data used to create the polygon\r\n */\r\nexport type GoldbergData = {\r\n /**\r\n * The list of Goldberg faces colors\r\n */\r\n faceColors: Color4[];\r\n /**\r\n * The list of Goldberg faces centers\r\n */\r\n faceCenters: Vector3[];\r\n /**\r\n * The list of Goldberg faces Z axis\r\n */\r\n faceZaxis: Vector3[];\r\n /**\r\n * The list of Goldberg faces Y axis\r\n */\r\n faceXaxis: Vector3[];\r\n /**\r\n * The list of Goldberg faces X axis\r\n */\r\n faceYaxis: Vector3[];\r\n /**\r\n * Defines the number of shared faces\r\n */\r\n nbSharedFaces: number;\r\n /**\r\n * Defines the number of unshared faces\r\n */\r\n nbUnsharedFaces: number;\r\n /**\r\n * Defines the total number of goldberg faces\r\n */\r\n nbFaces: number;\r\n /**\r\n * Defines the number of goldberg faces at the pole\r\n */\r\n nbFacesAtPole: number;\r\n /**\r\n * Defines the number of adjacent faces per goldberg faces\r\n */\r\n adjacentFaces: number[][];\r\n};\r\n\r\n/**\r\n * Mesh for a Goldberg Polyhedron which is made from 12 pentagonal and the rest hexagonal faces\r\n * @see https://en.wikipedia.org/wiki/Goldberg_polyhedron\r\n */\r\nexport class GoldbergMesh extends Mesh {\r\n /**\r\n * Defines the specific Goldberg data used in this mesh construction.\r\n */\r\n public goldbergData: GoldbergData = {\r\n faceColors: [],\r\n faceCenters: [],\r\n faceZaxis: [],\r\n faceXaxis: [],\r\n faceYaxis: [],\r\n nbSharedFaces: 0,\r\n nbUnsharedFaces: 0,\r\n nbFaces: 0,\r\n nbFacesAtPole: 0,\r\n adjacentFaces: [],\r\n };\r\n\r\n /**\r\n * Gets the related Goldberg face from pole infos\r\n * @param poleOrShared Defines the pole index or the shared face index if the fromPole parameter is passed in\r\n * @param fromPole Defines an optional pole index to find the related info from\r\n * @returns the goldberg face number\r\n */\r\n public relatedGoldbergFace(poleOrShared: number, fromPole?: number): number {\r\n if (fromPole === void 0) {\r\n if (poleOrShared > this.goldbergData.nbUnsharedFaces - 1) {\r\n Logger.Warn(\"Maximum number of unshared faces used\");\r\n poleOrShared = this.goldbergData.nbUnsharedFaces - 1;\r\n }\r\n return this.goldbergData.nbUnsharedFaces + poleOrShared;\r\n }\r\n if (poleOrShared > 11) {\r\n Logger.Warn(\"Last pole used\");\r\n poleOrShared = 11;\r\n }\r\n if (fromPole > this.goldbergData.nbFacesAtPole - 1) {\r\n Logger.Warn(\"Maximum number of faces at a pole used\");\r\n fromPole = this.goldbergData.nbFacesAtPole - 1;\r\n }\r\n\r\n return 12 + poleOrShared * this.goldbergData.nbFacesAtPole + fromPole;\r\n }\r\n\r\n private _changeGoldbergFaceColors(colorRange: (number | Color4)[][]): number[] {\r\n for (let i = 0; i < colorRange.length; i++) {\r\n const min: number = <number>colorRange[i][0];\r\n const max: number = <number>colorRange[i][1];\r\n const col: Color4 = <Color4>colorRange[i][2];\r\n for (let f = min; f < max + 1; f++) {\r\n this.goldbergData.faceColors[f] = col;\r\n }\r\n }\r\n\r\n const newCols: number[] = [];\r\n for (let f = 0; f < 12; f++) {\r\n for (let i = 0; i < 5; i++) {\r\n newCols.push(this.goldbergData.faceColors[f].r, this.goldbergData.faceColors[f].g, this.goldbergData.faceColors[f].b, this.goldbergData.faceColors[f].a);\r\n }\r\n }\r\n for (let f = 12; f < this.goldbergData.faceColors.length; f++) {\r\n for (let i = 0; i < 6; i++) {\r\n newCols.push(this.goldbergData.faceColors[f].r, this.goldbergData.faceColors[f].g, this.goldbergData.faceColors[f].b, this.goldbergData.faceColors[f].a);\r\n }\r\n }\r\n return newCols;\r\n }\r\n\r\n /**\r\n * Set new goldberg face colors\r\n * @param colorRange the new color to apply to the mesh\r\n */\r\n public setGoldbergFaceColors(colorRange: (number | Color4)[][]) {\r\n const newCols = this._changeGoldbergFaceColors(colorRange);\r\n this.setVerticesData(VertexBuffer.ColorKind, newCols);\r\n }\r\n\r\n /**\r\n * Updates new goldberg face colors\r\n * @param colorRange the new color to apply to the mesh\r\n */\r\n public updateGoldbergFaceColors(colorRange: (number | Color4)[][]) {\r\n const newCols = this._changeGoldbergFaceColors(colorRange);\r\n this.updateVerticesData(VertexBuffer.ColorKind, newCols);\r\n }\r\n\r\n private _changeGoldbergFaceUVs(uvRange: (number | Vector2)[][]): FloatArray {\r\n const uvs: FloatArray = this.getVerticesData(VertexBuffer.UVKind)!!;\r\n for (let i = 0; i < uvRange.length; i++) {\r\n const min: number = <number>uvRange[i][0];\r\n const max: number = <number>uvRange[i][1];\r\n const center: Vector2 = <Vector2>uvRange[i][2];\r\n const radius: number = <number>uvRange[i][3];\r\n const angle: number = <number>uvRange[i][4];\r\n const points5: number[] = [];\r\n const points6: number[] = [];\r\n let u: number;\r\n let v: number;\r\n for (let p = 0; p < 5; p++) {\r\n u = center.x + radius * Math.cos(angle + (p * Math.PI) / 2.5);\r\n v = center.y + radius * Math.sin(angle + (p * Math.PI) / 2.5);\r\n if (u < 0) {\r\n u = 0;\r\n }\r\n if (u > 1) {\r\n u = 1;\r\n }\r\n points5.push(u, v);\r\n }\r\n for (let p = 0; p < 6; p++) {\r\n u = center.x + radius * Math.cos(angle + (p * Math.PI) / 3);\r\n v = center.y + radius * Math.sin(angle + (p * Math.PI) / 3);\r\n if (u < 0) {\r\n u = 0;\r\n }\r\n if (u > 1) {\r\n u = 1;\r\n }\r\n points6.push(u, v);\r\n }\r\n for (let f = min; f < Math.min(12, max + 1); f++) {\r\n for (let p = 0; p < 5; p++) {\r\n uvs[10 * f + 2 * p] = points5[2 * p];\r\n uvs[10 * f + 2 * p + 1] = points5[2 * p + 1];\r\n }\r\n }\r\n for (let f = Math.max(12, min); f < max + 1; f++) {\r\n for (let p = 0; p < 6; p++) {\r\n //120 + 12 * (f - 12) = 12 * f - 24\r\n uvs[12 * f - 24 + 2 * p] = points6[2 * p];\r\n uvs[12 * f - 23 + 2 * p] = points6[2 * p + 1];\r\n }\r\n }\r\n }\r\n return uvs;\r\n }\r\n\r\n /**\r\n * set new goldberg face UVs\r\n * @param uvRange the new UVs to apply to the mesh\r\n */\r\n public setGoldbergFaceUVs(uvRange: (number | Vector2)[][]) {\r\n const newUVs: FloatArray = this._changeGoldbergFaceUVs(uvRange);\r\n this.setVerticesData(VertexBuffer.UVKind, newUVs);\r\n }\r\n\r\n /**\r\n * Updates new goldberg face UVs\r\n * @param uvRange the new UVs to apply to the mesh\r\n */\r\n public updateGoldbergFaceUVs(uvRange: (number | Vector2)[][]) {\r\n const newUVs = this._changeGoldbergFaceUVs(uvRange);\r\n this.updateVerticesData(VertexBuffer.UVKind, newUVs);\r\n }\r\n\r\n /**\r\n * Places a mesh on a particular face of the goldberg polygon\r\n * @param mesh Defines the mesh to position\r\n * @param face Defines the face to position onto\r\n * @param position Defines the position relative to the face we are positioning the mesh onto\r\n */\r\n public placeOnGoldbergFaceAt(mesh: Mesh, face: number, position: Vector3) {\r\n const orientation = Vector3.RotationFromAxis(this.goldbergData.faceXaxis[face], this.goldbergData.faceYaxis[face], this.goldbergData.faceZaxis[face]);\r\n mesh.rotation = orientation;\r\n mesh.position = this.goldbergData.faceCenters[face]\r\n .add(this.goldbergData.faceXaxis[face].scale(position.x))\r\n .add(this.goldbergData.faceYaxis[face].scale(position.y))\r\n .add(this.goldbergData.faceZaxis[face].scale(position.z));\r\n }\r\n\r\n /**\r\n * Serialize current mesh\r\n * @param serializationObject defines the object which will receive the serialization data\r\n */\r\n public override serialize(serializationObject: any): void {\r\n super.serialize(serializationObject);\r\n serializationObject.type = \"GoldbergMesh\";\r\n\r\n const goldbergData: any = {};\r\n goldbergData.adjacentFaces = this.goldbergData.adjacentFaces;\r\n goldbergData.nbSharedFaces = this.goldbergData.nbSharedFaces;\r\n goldbergData.nbUnsharedFaces = this.goldbergData.nbUnsharedFaces;\r\n goldbergData.nbFaces = this.goldbergData.nbFaces;\r\n goldbergData.nbFacesAtPole = this.goldbergData.nbFacesAtPole;\r\n\r\n if (this.goldbergData.faceColors) {\r\n goldbergData.faceColors = [];\r\n for (const color of this.goldbergData.faceColors) {\r\n goldbergData.faceColors.push(color.asArray());\r\n }\r\n }\r\n if (this.goldbergData.faceCenters) {\r\n goldbergData.faceCenters = [];\r\n for (const vector of this.goldbergData.faceCenters) {\r\n goldbergData.faceCenters.push(vector.asArray());\r\n }\r\n }\r\n if (this.goldbergData.faceZaxis) {\r\n goldbergData.faceZaxis = [];\r\n for (const vector of this.goldbergData.faceZaxis) {\r\n goldbergData.faceZaxis.push(vector.asArray());\r\n }\r\n }\r\n if (this.goldbergData.faceYaxis) {\r\n goldbergData.faceYaxis = [];\r\n for (const vector of this.goldbergData.faceYaxis) {\r\n goldbergData.faceYaxis.push(vector.asArray());\r\n }\r\n }\r\n if (this.goldbergData.faceXaxis) {\r\n goldbergData.faceXaxis = [];\r\n for (const vector of this.goldbergData.faceXaxis) {\r\n goldbergData.faceXaxis.push(vector.asArray());\r\n }\r\n }\r\n\r\n serializationObject.goldbergData = goldbergData;\r\n }\r\n\r\n /**\r\n * Parses a serialized goldberg mesh\r\n * @param parsedMesh the serialized mesh\r\n * @param scene the scene to create the goldberg mesh in\r\n * @returns the created goldberg mesh\r\n */\r\n public static override Parse(parsedMesh: any, scene: Scene): GoldbergMesh {\r\n const goldbergData = parsedMesh.goldbergData;\r\n goldbergData.faceColors = goldbergData.faceColors.map((el: number[]) => Color4.FromArray(el));\r\n goldbergData.faceCenters = goldbergData.faceCenters.map((el: number[]) => Vector3.FromArray(el));\r\n goldbergData.faceZaxis = goldbergData.faceZaxis.map((el: number[]) => Vector3.FromArray(el));\r\n goldbergData.faceXaxis = goldbergData.faceXaxis.map((el: number[]) => Vector3.FromArray(el));\r\n goldbergData.faceYaxis = goldbergData.faceYaxis.map((el: number[]) => Vector3.FromArray(el));\r\n\r\n const goldberg = new GoldbergMesh(parsedMesh.name, scene);\r\n goldberg.goldbergData = goldbergData;\r\n\r\n return goldberg;\r\n }\r\n}\r\n"]}
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package/Meshes/groundMesh.js.map
CHANGED
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@@ -1 +1 @@
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1
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-
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type { Scene } from \"../scene\";\r\nimport { Vector3, Vector2, TmpVectors, Vector4 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\n\r\nMesh._GroundMeshParser = (parsedMesh: any, scene: Scene): Mesh => {\r\n return GroundMesh.Parse(parsedMesh, scene);\r\n};\r\n\r\n/**\r\n * Mesh representing the ground\r\n */\r\nexport class GroundMesh extends Mesh {\r\n /** If octree should be generated */\r\n public generateOctree = false;\r\n\r\n private _heightQuads: { slope: Vector2; facet1: Vector4; facet2: Vector4 }[];\r\n\r\n /** @internal */\r\n public _subdivisionsX: number;\r\n /** @internal */\r\n public _subdivisionsY: number;\r\n /** @internal */\r\n public _width: number;\r\n /** @internal */\r\n public _height: number;\r\n /** @internal */\r\n public _minX: number;\r\n /** @internal */\r\n public _maxX: number;\r\n /** @internal */\r\n public _minZ: number;\r\n /** @internal */\r\n public _maxZ: number;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n /**\r\n * \"GroundMesh\"\r\n * @returns \"GroundMesh\"\r\n */\r\n public getClassName(): string {\r\n return \"GroundMesh\";\r\n }\r\n\r\n /**\r\n * The minimum of x and y subdivisions\r\n */\r\n public get subdivisions(): number {\r\n return Math.min(this._subdivisionsX, this._subdivisionsY);\r\n }\r\n\r\n /**\r\n * X subdivisions\r\n */\r\n public get subdivisionsX(): number {\r\n return this._subdivisionsX;\r\n }\r\n\r\n /**\r\n * Y subdivisions\r\n */\r\n public get subdivisionsY(): number {\r\n return this._subdivisionsY;\r\n }\r\n\r\n /**\r\n * This function will divide the mesh into submeshes and update an octree to help to select the right submeshes\r\n * for rendering, picking and collision computations. Please note that you must have a decent number of submeshes\r\n * to get performance improvements when using an octree.\r\n * @param chunksCount the number of submeshes the mesh will be divided into\r\n * @param octreeBlocksSize the maximum size of the octree blocks (Default: 32)\r\n */\r\n public optimize(chunksCount: number, octreeBlocksSize = 32): void {\r\n this._subdivisionsX = chunksCount;\r\n this._subdivisionsY = chunksCount;\r\n this.subdivide(chunksCount);\r\n\r\n // Call the octree system optimization if it is defined.\r\n const thisAsAny = this as any;\r\n if (thisAsAny.createOrUpdateSubmeshesOctree) {\r\n thisAsAny.createOrUpdateSubmeshesOctree(octreeBlocksSize);\r\n }\r\n }\r\n\r\n /**\r\n * Returns a height (y) value in the World system :\r\n * the ground altitude at the coordinates (x, z) expressed in the World system.\r\n * @param x x coordinate\r\n * @param z z coordinate\r\n * @returns the ground y position if (x, z) are outside the ground surface.\r\n */\r\n public getHeightAtCoordinates(x: number, z: number): number {\r\n const world = this.getWorldMatrix();\r\n const invMat = TmpVectors.Matrix[5];\r\n world.invertToRef(invMat);\r\n const tmpVect = TmpVectors.Vector3[8];\r\n Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space\r\n x = tmpVect.x;\r\n z = tmpVect.z;\r\n if (x < this._minX || x >= this._maxX || z <= this._minZ || z > this._maxZ) {\r\n return this.position.y;\r\n }\r\n if (!this._heightQuads || this._heightQuads.length == 0) {\r\n this._initHeightQuads();\r\n this._computeHeightQuads();\r\n }\r\n const facet = this._getFacetAt(x, z);\r\n const y = -(facet.x * x + facet.z * z + facet.w) / facet.y;\r\n // return y in the World system\r\n Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);\r\n return tmpVect.y;\r\n }\r\n\r\n /**\r\n * Returns a normalized vector (Vector3) orthogonal to the ground\r\n * at the ground coordinates (x, z) expressed in the World system.\r\n * @param x x coordinate\r\n * @param z z coordinate\r\n * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.\r\n */\r\n public getNormalAtCoordinates(x: number, z: number): Vector3 {\r\n const normal = new Vector3(0.0, 1.0, 0.0);\r\n this.getNormalAtCoordinatesToRef(x, z, normal);\r\n return normal;\r\n }\r\n\r\n /**\r\n * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground\r\n * at the ground coordinates (x, z) expressed in the World system.\r\n * Doesn't update the reference Vector3 if (x, z) are outside the ground surface.\r\n * @param x x coordinate\r\n * @param z z coordinate\r\n * @param ref vector to store the result\r\n * @returns the GroundMesh.\r\n */\r\n public getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh {\r\n const world = this.getWorldMatrix();\r\n const tmpMat = TmpVectors.Matrix[5];\r\n world.invertToRef(tmpMat);\r\n const tmpVect = TmpVectors.Vector3[8];\r\n Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space\r\n x = tmpVect.x;\r\n z = tmpVect.z;\r\n if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {\r\n return this;\r\n }\r\n if (!this._heightQuads || this._heightQuads.length == 0) {\r\n this._initHeightQuads();\r\n this._computeHeightQuads();\r\n }\r\n const facet = this._getFacetAt(x, z);\r\n Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);\r\n return this;\r\n }\r\n\r\n /**\r\n * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()\r\n * if the ground has been updated.\r\n * This can be used in the render loop.\r\n * @returns the GroundMesh.\r\n */\r\n public updateCoordinateHeights(): GroundMesh {\r\n if (!this._heightQuads || this._heightQuads.length == 0) {\r\n this._initHeightQuads();\r\n }\r\n this._computeHeightQuads();\r\n return this;\r\n }\r\n\r\n // Returns the element \"facet\" from the heightQuads array relative to (x, z) local coordinates\r\n private _getFacetAt(x: number, z: number): Vector4 {\r\n // retrieve col and row from x, z coordinates in the ground local system\r\n const col = Math.floor(((x + this._maxX) * this._subdivisionsX) / this._width);\r\n const row = Math.floor((-(z + this._maxZ) * this._subdivisionsY) / this._height + this._subdivisionsY);\r\n const quad = this._heightQuads[row * this._subdivisionsX + col];\r\n let facet;\r\n if (z < quad.slope.x * x + quad.slope.y) {\r\n facet = quad.facet1;\r\n } else {\r\n facet = quad.facet2;\r\n }\r\n return facet;\r\n }\r\n\r\n // Creates and populates the heightMap array with \"facet\" elements :\r\n // a quad is two triangular facets separated by a slope, so a \"facet\" element is 1 slope + 2 facets\r\n // slope : Vector2(c, h) = 2D diagonal line equation setting apart two triangular facets in a quad : z = cx + h\r\n // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0\r\n // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0\r\n // Returns the GroundMesh.\r\n private _initHeightQuads(): GroundMesh {\r\n const subdivisionsX = this._subdivisionsX;\r\n const subdivisionsY = this._subdivisionsY;\r\n this._heightQuads = new Array();\r\n for (let row = 0; row < subdivisionsY; row++) {\r\n for (let col = 0; col < subdivisionsX; col++) {\r\n const quad = { slope: Vector2.Zero(), facet1: new Vector4(0.0, 0.0, 0.0, 0.0), facet2: new Vector4(0.0, 0.0, 0.0, 0.0) };\r\n this._heightQuads[row * subdivisionsX + col] = quad;\r\n }\r\n }\r\n return this;\r\n }\r\n\r\n // Compute each quad element values and update the heightMap array :\r\n // slope : Vector2(c, h) = 2D diagonal line equation setting apart two triangular facets in a quad : z = cx + h\r\n // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0\r\n // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0\r\n // Returns the GroundMesh.\r\n private _computeHeightQuads(): GroundMesh {\r\n const positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n if (!positions) {\r\n return this;\r\n }\r\n\r\n const v1 = TmpVectors.Vector3[3];\r\n const v2 = TmpVectors.Vector3[2];\r\n const v3 = TmpVectors.Vector3[1];\r\n const v4 = TmpVectors.Vector3[0];\r\n const v1v2 = TmpVectors.Vector3[4];\r\n const v1v3 = TmpVectors.Vector3[5];\r\n const v1v4 = TmpVectors.Vector3[6];\r\n const norm1 = TmpVectors.Vector3[7];\r\n const norm2 = TmpVectors.Vector3[8];\r\n let i = 0;\r\n let j = 0;\r\n let k = 0;\r\n let cd = 0; // 2D slope coefficient : z = cd * x + h\r\n let h = 0;\r\n let d1 = 0; // facet plane equation : ax + by + cz + d = 0\r\n let d2 = 0;\r\n\r\n const subdivisionsX = this._subdivisionsX;\r\n const subdivisionsY = this._subdivisionsY;\r\n\r\n for (let row = 0; row < subdivisionsY; row++) {\r\n for (let col = 0; col < subdivisionsX; col++) {\r\n i = col * 3;\r\n j = row * (subdivisionsX + 1) * 3;\r\n k = (row + 1) * (subdivisionsX + 1) * 3;\r\n v1.x = positions[j + i];\r\n v1.y = positions[j + i + 1];\r\n v1.z = positions[j + i + 2];\r\n v2.x = positions[j + i + 3];\r\n v2.y = positions[j + i + 4];\r\n v2.z = positions[j + i + 5];\r\n v3.x = positions[k + i];\r\n v3.y = positions[k + i + 1];\r\n v3.z = positions[k + i + 2];\r\n v4.x = positions[k + i + 3];\r\n v4.y = positions[k + i + 4];\r\n v4.z = positions[k + i + 5];\r\n\r\n // 2D slope V1V4\r\n cd = (v4.z - v1.z) / (v4.x - v1.x);\r\n h = v1.z - cd * v1.x; // v1 belongs to the slope\r\n\r\n // facet equations :\r\n // we compute each facet normal vector\r\n // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0\r\n // we compute the value d by applying the equation to v1 which belongs to the plane\r\n // then we store the facet equation in a Vector4\r\n v2.subtractToRef(v1, v1v2);\r\n v3.subtractToRef(v1, v1v3);\r\n v4.subtractToRef(v1, v1v4);\r\n Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class\r\n Vector3.CrossToRef(v1v2, v1v4, norm2);\r\n norm1.normalize();\r\n norm2.normalize();\r\n d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);\r\n d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);\r\n\r\n const quad = this._heightQuads[row * subdivisionsX + col];\r\n quad.slope.copyFromFloats(cd, h);\r\n quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);\r\n quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);\r\n }\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Serializes this ground mesh\r\n * @param serializationObject object to write serialization to\r\n */\r\n public serialize(serializationObject: any): void {\r\n super.serialize(serializationObject);\r\n serializationObject.subdivisionsX = this._subdivisionsX;\r\n serializationObject.subdivisionsY = this._subdivisionsY;\r\n\r\n serializationObject.minX = this._minX;\r\n serializationObject.maxX = this._maxX;\r\n\r\n serializationObject.minZ = this._minZ;\r\n serializationObject.maxZ = this._maxZ;\r\n\r\n serializationObject.width = this._width;\r\n serializationObject.height = this._height;\r\n }\r\n\r\n /**\r\n * Parses a serialized ground mesh\r\n * @param parsedMesh the serialized mesh\r\n * @param scene the scene to create the ground mesh in\r\n * @returns the created ground mesh\r\n */\r\n public static Parse(parsedMesh: any, scene: Scene): GroundMesh {\r\n const result = new GroundMesh(parsedMesh.name, scene);\r\n\r\n result._subdivisionsX = parsedMesh.subdivisionsX || 1;\r\n result._subdivisionsY = parsedMesh.subdivisionsY || 1;\r\n\r\n result._minX = parsedMesh.minX;\r\n result._maxX = parsedMesh.maxX;\r\n\r\n result._minZ = parsedMesh.minZ;\r\n result._maxZ = parsedMesh.maxZ;\r\n\r\n result._width = parsedMesh.width;\r\n result._height = parsedMesh.height;\r\n\r\n return result;\r\n }\r\n}\r\n"]}
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+
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type { Scene } from \"../scene\";\r\nimport { Vector3, Vector2, TmpVectors, Vector4 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\n\r\nMesh._GroundMeshParser = (parsedMesh: any, scene: Scene): Mesh => {\r\n return GroundMesh.Parse(parsedMesh, scene);\r\n};\r\n\r\n/**\r\n * Mesh representing the ground\r\n */\r\nexport class GroundMesh extends Mesh {\r\n /** If octree should be generated */\r\n public generateOctree = false;\r\n\r\n private _heightQuads: { slope: Vector2; facet1: Vector4; facet2: Vector4 }[];\r\n\r\n /** @internal */\r\n public _subdivisionsX: number;\r\n /** @internal */\r\n public _subdivisionsY: number;\r\n /** @internal */\r\n public _width: number;\r\n /** @internal */\r\n public _height: number;\r\n /** @internal */\r\n public _minX: number;\r\n /** @internal */\r\n public _maxX: number;\r\n /** @internal */\r\n public _minZ: number;\r\n /** @internal */\r\n public _maxZ: number;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n /**\r\n * \"GroundMesh\"\r\n * @returns \"GroundMesh\"\r\n */\r\n public override getClassName(): string {\r\n return \"GroundMesh\";\r\n }\r\n\r\n /**\r\n * The minimum of x and y subdivisions\r\n */\r\n public get subdivisions(): number {\r\n return Math.min(this._subdivisionsX, this._subdivisionsY);\r\n }\r\n\r\n /**\r\n * X subdivisions\r\n */\r\n public get subdivisionsX(): number {\r\n return this._subdivisionsX;\r\n }\r\n\r\n /**\r\n * Y subdivisions\r\n */\r\n public get subdivisionsY(): number {\r\n return this._subdivisionsY;\r\n }\r\n\r\n /**\r\n * This function will divide the mesh into submeshes and update an octree to help to select the right submeshes\r\n * for rendering, picking and collision computations. Please note that you must have a decent number of submeshes\r\n * to get performance improvements when using an octree.\r\n * @param chunksCount the number of submeshes the mesh will be divided into\r\n * @param octreeBlocksSize the maximum size of the octree blocks (Default: 32)\r\n */\r\n public optimize(chunksCount: number, octreeBlocksSize = 32): void {\r\n this._subdivisionsX = chunksCount;\r\n this._subdivisionsY = chunksCount;\r\n this.subdivide(chunksCount);\r\n\r\n // Call the octree system optimization if it is defined.\r\n const thisAsAny = this as any;\r\n if (thisAsAny.createOrUpdateSubmeshesOctree) {\r\n thisAsAny.createOrUpdateSubmeshesOctree(octreeBlocksSize);\r\n }\r\n }\r\n\r\n /**\r\n * Returns a height (y) value in the World system :\r\n * the ground altitude at the coordinates (x, z) expressed in the World system.\r\n * @param x x coordinate\r\n * @param z z coordinate\r\n * @returns the ground y position if (x, z) are outside the ground surface.\r\n */\r\n public getHeightAtCoordinates(x: number, z: number): number {\r\n const world = this.getWorldMatrix();\r\n const invMat = TmpVectors.Matrix[5];\r\n world.invertToRef(invMat);\r\n const tmpVect = TmpVectors.Vector3[8];\r\n Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space\r\n x = tmpVect.x;\r\n z = tmpVect.z;\r\n if (x < this._minX || x >= this._maxX || z <= this._minZ || z > this._maxZ) {\r\n return this.position.y;\r\n }\r\n if (!this._heightQuads || this._heightQuads.length == 0) {\r\n this._initHeightQuads();\r\n this._computeHeightQuads();\r\n }\r\n const facet = this._getFacetAt(x, z);\r\n const y = -(facet.x * x + facet.z * z + facet.w) / facet.y;\r\n // return y in the World system\r\n Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);\r\n return tmpVect.y;\r\n }\r\n\r\n /**\r\n * Returns a normalized vector (Vector3) orthogonal to the ground\r\n * at the ground coordinates (x, z) expressed in the World system.\r\n * @param x x coordinate\r\n * @param z z coordinate\r\n * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.\r\n */\r\n public getNormalAtCoordinates(x: number, z: number): Vector3 {\r\n const normal = new Vector3(0.0, 1.0, 0.0);\r\n this.getNormalAtCoordinatesToRef(x, z, normal);\r\n return normal;\r\n }\r\n\r\n /**\r\n * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground\r\n * at the ground coordinates (x, z) expressed in the World system.\r\n * Doesn't update the reference Vector3 if (x, z) are outside the ground surface.\r\n * @param x x coordinate\r\n * @param z z coordinate\r\n * @param ref vector to store the result\r\n * @returns the GroundMesh.\r\n */\r\n public getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh {\r\n const world = this.getWorldMatrix();\r\n const tmpMat = TmpVectors.Matrix[5];\r\n world.invertToRef(tmpMat);\r\n const tmpVect = TmpVectors.Vector3[8];\r\n Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space\r\n x = tmpVect.x;\r\n z = tmpVect.z;\r\n if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {\r\n return this;\r\n }\r\n if (!this._heightQuads || this._heightQuads.length == 0) {\r\n this._initHeightQuads();\r\n this._computeHeightQuads();\r\n }\r\n const facet = this._getFacetAt(x, z);\r\n Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);\r\n return this;\r\n }\r\n\r\n /**\r\n * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()\r\n * if the ground has been updated.\r\n * This can be used in the render loop.\r\n * @returns the GroundMesh.\r\n */\r\n public updateCoordinateHeights(): GroundMesh {\r\n if (!this._heightQuads || this._heightQuads.length == 0) {\r\n this._initHeightQuads();\r\n }\r\n this._computeHeightQuads();\r\n return this;\r\n }\r\n\r\n // Returns the element \"facet\" from the heightQuads array relative to (x, z) local coordinates\r\n private _getFacetAt(x: number, z: number): Vector4 {\r\n // retrieve col and row from x, z coordinates in the ground local system\r\n const col = Math.floor(((x + this._maxX) * this._subdivisionsX) / this._width);\r\n const row = Math.floor((-(z + this._maxZ) * this._subdivisionsY) / this._height + this._subdivisionsY);\r\n const quad = this._heightQuads[row * this._subdivisionsX + col];\r\n let facet;\r\n if (z < quad.slope.x * x + quad.slope.y) {\r\n facet = quad.facet1;\r\n } else {\r\n facet = quad.facet2;\r\n }\r\n return facet;\r\n }\r\n\r\n // Creates and populates the heightMap array with \"facet\" elements :\r\n // a quad is two triangular facets separated by a slope, so a \"facet\" element is 1 slope + 2 facets\r\n // slope : Vector2(c, h) = 2D diagonal line equation setting apart two triangular facets in a quad : z = cx + h\r\n // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0\r\n // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0\r\n // Returns the GroundMesh.\r\n private _initHeightQuads(): GroundMesh {\r\n const subdivisionsX = this._subdivisionsX;\r\n const subdivisionsY = this._subdivisionsY;\r\n this._heightQuads = new Array();\r\n for (let row = 0; row < subdivisionsY; row++) {\r\n for (let col = 0; col < subdivisionsX; col++) {\r\n const quad = { slope: Vector2.Zero(), facet1: new Vector4(0.0, 0.0, 0.0, 0.0), facet2: new Vector4(0.0, 0.0, 0.0, 0.0) };\r\n this._heightQuads[row * subdivisionsX + col] = quad;\r\n }\r\n }\r\n return this;\r\n }\r\n\r\n // Compute each quad element values and update the heightMap array :\r\n // slope : Vector2(c, h) = 2D diagonal line equation setting apart two triangular facets in a quad : z = cx + h\r\n // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0\r\n // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0\r\n // Returns the GroundMesh.\r\n private _computeHeightQuads(): GroundMesh {\r\n const positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n if (!positions) {\r\n return this;\r\n }\r\n\r\n const v1 = TmpVectors.Vector3[3];\r\n const v2 = TmpVectors.Vector3[2];\r\n const v3 = TmpVectors.Vector3[1];\r\n const v4 = TmpVectors.Vector3[0];\r\n const v1v2 = TmpVectors.Vector3[4];\r\n const v1v3 = TmpVectors.Vector3[5];\r\n const v1v4 = TmpVectors.Vector3[6];\r\n const norm1 = TmpVectors.Vector3[7];\r\n const norm2 = TmpVectors.Vector3[8];\r\n let i = 0;\r\n let j = 0;\r\n let k = 0;\r\n let cd = 0; // 2D slope coefficient : z = cd * x + h\r\n let h = 0;\r\n let d1 = 0; // facet plane equation : ax + by + cz + d = 0\r\n let d2 = 0;\r\n\r\n const subdivisionsX = this._subdivisionsX;\r\n const subdivisionsY = this._subdivisionsY;\r\n\r\n for (let row = 0; row < subdivisionsY; row++) {\r\n for (let col = 0; col < subdivisionsX; col++) {\r\n i = col * 3;\r\n j = row * (subdivisionsX + 1) * 3;\r\n k = (row + 1) * (subdivisionsX + 1) * 3;\r\n v1.x = positions[j + i];\r\n v1.y = positions[j + i + 1];\r\n v1.z = positions[j + i + 2];\r\n v2.x = positions[j + i + 3];\r\n v2.y = positions[j + i + 4];\r\n v2.z = positions[j + i + 5];\r\n v3.x = positions[k + i];\r\n v3.y = positions[k + i + 1];\r\n v3.z = positions[k + i + 2];\r\n v4.x = positions[k + i + 3];\r\n v4.y = positions[k + i + 4];\r\n v4.z = positions[k + i + 5];\r\n\r\n // 2D slope V1V4\r\n cd = (v4.z - v1.z) / (v4.x - v1.x);\r\n h = v1.z - cd * v1.x; // v1 belongs to the slope\r\n\r\n // facet equations :\r\n // we compute each facet normal vector\r\n // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0\r\n // we compute the value d by applying the equation to v1 which belongs to the plane\r\n // then we store the facet equation in a Vector4\r\n v2.subtractToRef(v1, v1v2);\r\n v3.subtractToRef(v1, v1v3);\r\n v4.subtractToRef(v1, v1v4);\r\n Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class\r\n Vector3.CrossToRef(v1v2, v1v4, norm2);\r\n norm1.normalize();\r\n norm2.normalize();\r\n d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);\r\n d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);\r\n\r\n const quad = this._heightQuads[row * subdivisionsX + col];\r\n quad.slope.copyFromFloats(cd, h);\r\n quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);\r\n quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);\r\n }\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Serializes this ground mesh\r\n * @param serializationObject object to write serialization to\r\n */\r\n public override serialize(serializationObject: any): void {\r\n super.serialize(serializationObject);\r\n serializationObject.subdivisionsX = this._subdivisionsX;\r\n serializationObject.subdivisionsY = this._subdivisionsY;\r\n\r\n serializationObject.minX = this._minX;\r\n serializationObject.maxX = this._maxX;\r\n\r\n serializationObject.minZ = this._minZ;\r\n serializationObject.maxZ = this._maxZ;\r\n\r\n serializationObject.width = this._width;\r\n serializationObject.height = this._height;\r\n }\r\n\r\n /**\r\n * Parses a serialized ground mesh\r\n * @param parsedMesh the serialized mesh\r\n * @param scene the scene to create the ground mesh in\r\n * @returns the created ground mesh\r\n */\r\n public static override Parse(parsedMesh: any, scene: Scene): GroundMesh {\r\n const result = new GroundMesh(parsedMesh.name, scene);\r\n\r\n result._subdivisionsX = parsedMesh.subdivisionsX || 1;\r\n result._subdivisionsY = parsedMesh.subdivisionsY || 1;\r\n\r\n result._minX = parsedMesh.minX;\r\n result._maxX = parsedMesh.maxX;\r\n\r\n result._minZ = parsedMesh.minZ;\r\n result._maxZ = parsedMesh.maxZ;\r\n\r\n result._width = parsedMesh.width;\r\n result._height = parsedMesh.height;\r\n\r\n return result;\r\n }\r\n}\r\n"]}
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