@onerjs/core 8.42.7 → 8.42.8

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (305) hide show
  1. package/Animations/animatable.core.js +1 -1
  2. package/Animations/animatable.core.js.map +1 -1
  3. package/Animations/animatorAvatar.js +2 -2
  4. package/Animations/animatorAvatar.js.map +1 -1
  5. package/Animations/runtimeAnimation.js +1 -1
  6. package/Animations/runtimeAnimation.js.map +1 -1
  7. package/Audio/audioSceneComponent.js +1 -2
  8. package/Audio/audioSceneComponent.js.map +1 -1
  9. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js +3 -3
  10. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js.map +1 -1
  11. package/AudioV2/webAudio/webAudioEngine.js +1 -1
  12. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  13. package/Behaviors/Meshes/followBehavior.js +1 -1
  14. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  15. package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
  16. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  17. package/Bones/boneLookController.js +1 -1
  18. package/Bones/boneLookController.js.map +1 -1
  19. package/Buffers/buffer.js +1 -1
  20. package/Buffers/buffer.js.map +1 -1
  21. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +2 -2
  22. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  23. package/Cameras/camera.js +2 -2
  24. package/Cameras/camera.js.map +1 -1
  25. package/Engines/AbstractEngine/abstractEngine.renderPass.js +1 -0
  26. package/Engines/AbstractEngine/abstractEngine.renderPass.js.map +1 -1
  27. package/Engines/Extensions/engine.query.js +1 -1
  28. package/Engines/Extensions/engine.query.js.map +1 -1
  29. package/Engines/Processors/shaderProcessor.js +2 -3
  30. package/Engines/Processors/shaderProcessor.js.map +1 -1
  31. package/Engines/WebGL/webGLRenderTargetWrapper.js +1 -1
  32. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  33. package/Engines/WebGPU/Extensions/engine.debugging.d.ts +87 -0
  34. package/Engines/WebGPU/Extensions/engine.debugging.js +123 -31
  35. package/Engines/WebGPU/Extensions/engine.debugging.js.map +1 -1
  36. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  37. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  38. package/Engines/WebGPU/webgpuShaderProcessor.js +1 -1
  39. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  40. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +1 -1
  41. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  42. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +1 -1
  43. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  44. package/Engines/WebGPU/webgpuTextureManager.js +10 -5
  45. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  46. package/Engines/abstractEngine.js +2 -2
  47. package/Engines/abstractEngine.js.map +1 -1
  48. package/Engines/engine.common.js +2 -2
  49. package/Engines/engine.common.js.map +1 -1
  50. package/Engines/engine.js +0 -1
  51. package/Engines/engine.js.map +1 -1
  52. package/Engines/thinEngine.functions.js +1 -1
  53. package/Engines/thinEngine.functions.js.map +1 -1
  54. package/Engines/thinEngine.js +4 -5
  55. package/Engines/thinEngine.js.map +1 -1
  56. package/Engines/thinNativeEngine.js +2 -5
  57. package/Engines/thinNativeEngine.js.map +1 -1
  58. package/Engines/thinWebGPUEngine.d.ts +6 -4
  59. package/Engines/thinWebGPUEngine.js +49 -25
  60. package/Engines/thinWebGPUEngine.js.map +1 -1
  61. package/Engines/webgpuEngine.d.ts +2 -1
  62. package/Engines/webgpuEngine.js +18 -16
  63. package/Engines/webgpuEngine.js.map +1 -1
  64. package/FlowGraph/flowGraph.d.ts +1 -0
  65. package/FlowGraph/flowGraph.js.map +1 -1
  66. package/FlowGraph/flowGraphBlock.d.ts +1 -0
  67. package/FlowGraph/flowGraphBlock.js.map +1 -1
  68. package/FlowGraph/flowGraphContext.d.ts +1 -0
  69. package/FlowGraph/flowGraphContext.js.map +1 -1
  70. package/FlowGraph/flowGraphCoordinator.d.ts +1 -0
  71. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  72. package/FrameGraph/Node/nodeRenderGraph.d.ts +12 -1
  73. package/FrameGraph/Node/nodeRenderGraph.js +36 -2
  74. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  75. package/FrameGraph/Tasks/Layers/baseLayerTask.js +1 -1
  76. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  77. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js +3 -0
  78. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js.map +1 -1
  79. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +3 -0
  80. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
  81. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +3 -1
  82. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +14 -0
  83. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
  84. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +2 -2
  85. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +20 -14
  86. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  87. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +3 -2
  88. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +38 -14
  89. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
  90. package/Layers/glowLayer.js +1 -1
  91. package/Layers/glowLayer.js.map +1 -1
  92. package/Layers/highlightLayer.js +1 -1
  93. package/Layers/highlightLayer.js.map +1 -1
  94. package/Lights/Shadows/cascadedShadowGenerator.js +0 -1
  95. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  96. package/Lights/Shadows/shadowGenerator.d.ts +28 -1
  97. package/Lights/Shadows/shadowGenerator.js +77 -11
  98. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  99. package/Lights/lightingVolume.d.ts +1 -0
  100. package/Lights/lightingVolume.js +10 -2
  101. package/Lights/lightingVolume.js.map +1 -1
  102. package/Loading/sceneLoader.js +1 -1
  103. package/Loading/sceneLoader.js.map +1 -1
  104. package/Materials/Node/Blocks/Dual/fogBlock.js +1 -1
  105. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  106. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +1 -1
  107. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  108. package/Materials/Node/Blocks/PBR/sheenBlock.js +1 -2
  109. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  110. package/Materials/Node/Blocks/cloudBlock.js +1 -1
  111. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  112. package/Materials/Node/Blocks/curveBlock.js +2 -3
  113. package/Materials/Node/Blocks/curveBlock.js.map +1 -1
  114. package/Materials/Node/nodeMaterial.js +1 -2
  115. package/Materials/Node/nodeMaterial.js.map +1 -1
  116. package/Materials/PBR/openpbrMaterial.js +3 -5
  117. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  118. package/Materials/PBR/pbrBaseMaterial.js +2 -3
  119. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  120. package/Materials/Textures/Procedurals/proceduralTexture.js +0 -1
  121. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  122. package/Materials/Textures/cubeTexture.js +1 -1
  123. package/Materials/Textures/cubeTexture.js.map +1 -1
  124. package/Materials/Textures/htmlElementTexture.js +2 -2
  125. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  126. package/Materials/Textures/multiRenderTarget.js +1 -1
  127. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  128. package/Materials/Textures/renderTargetTexture.js +13 -2
  129. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  130. package/Materials/effect.js +2 -1
  131. package/Materials/effect.js.map +1 -1
  132. package/Materials/materialHelper.functions.js +1 -1
  133. package/Materials/materialHelper.functions.js.map +1 -1
  134. package/Materials/multiMaterial.js +1 -1
  135. package/Materials/multiMaterial.js.map +1 -1
  136. package/Materials/standardMaterial.js +1 -2
  137. package/Materials/standardMaterial.js.map +1 -1
  138. package/Maths/math.geospatial.d.ts +17 -2
  139. package/Maths/math.geospatial.functions.d.ts +16 -2
  140. package/Maths/math.geospatial.functions.js +37 -4
  141. package/Maths/math.geospatial.functions.js.map +1 -1
  142. package/Maths/math.geospatial.js.map +1 -1
  143. package/Maths/math.path.js +1 -1
  144. package/Maths/math.path.js.map +1 -1
  145. package/Maths/math.scalar.functions.js +3 -3
  146. package/Maths/math.scalar.functions.js.map +1 -1
  147. package/Maths/math.vector.js +1 -1
  148. package/Maths/math.vector.js.map +1 -1
  149. package/Meshes/Builders/boxBuilder.js +1 -2
  150. package/Meshes/Builders/boxBuilder.js.map +1 -1
  151. package/Meshes/Builders/cylinderBuilder.js +2 -2
  152. package/Meshes/Builders/cylinderBuilder.js.map +1 -1
  153. package/Meshes/Builders/decalBuilder.js +1 -2
  154. package/Meshes/Builders/decalBuilder.js.map +1 -1
  155. package/Meshes/Builders/latheBuilder.js +2 -2
  156. package/Meshes/Builders/latheBuilder.js.map +1 -1
  157. package/Meshes/Builders/linesBuilder.js +11 -15
  158. package/Meshes/Builders/linesBuilder.js.map +1 -1
  159. package/Meshes/Builders/polygonBuilder.js +6 -6
  160. package/Meshes/Builders/polygonBuilder.js.map +1 -1
  161. package/Meshes/Builders/polyhedronBuilder.js +2 -2
  162. package/Meshes/Builders/polyhedronBuilder.js.map +1 -1
  163. package/Meshes/Builders/ribbonBuilder.js +6 -6
  164. package/Meshes/Builders/ribbonBuilder.js.map +1 -1
  165. package/Meshes/Builders/shapeBuilder.js +2 -3
  166. package/Meshes/Builders/shapeBuilder.js.map +1 -1
  167. package/Meshes/Builders/tiledBoxBuilder.js +1 -1
  168. package/Meshes/Builders/tiledBoxBuilder.js.map +1 -1
  169. package/Meshes/Builders/tiledPlaneBuilder.js +1 -1
  170. package/Meshes/Builders/tiledPlaneBuilder.js.map +1 -1
  171. package/Meshes/GreasedLine/greasedLineMesh.js +1 -2
  172. package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
  173. package/Meshes/GreasedLine/greasedLineRibbonMesh.js +1 -1
  174. package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
  175. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +1 -1
  176. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
  177. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js +1 -1
  178. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
  179. package/Meshes/Node/Blocks/mappingBlock.js +1 -1
  180. package/Meshes/Node/Blocks/mappingBlock.js.map +1 -1
  181. package/Meshes/abstractMesh.d.ts +4 -0
  182. package/Meshes/abstractMesh.js +14 -10
  183. package/Meshes/abstractMesh.js.map +1 -1
  184. package/Meshes/csg.js +1 -1
  185. package/Meshes/csg.js.map +1 -1
  186. package/Meshes/csg2.js +1 -1
  187. package/Meshes/csg2.js.map +1 -1
  188. package/Meshes/geodesicMesh.js +11 -13
  189. package/Meshes/geodesicMesh.js.map +1 -1
  190. package/Meshes/geometry.js +2 -2
  191. package/Meshes/geometry.js.map +1 -1
  192. package/Meshes/groundMesh.js +7 -7
  193. package/Meshes/groundMesh.js.map +1 -1
  194. package/Meshes/mesh.d.ts +2 -0
  195. package/Meshes/mesh.js +21 -7
  196. package/Meshes/mesh.js.map +1 -1
  197. package/Meshes/mesh.vertexData.js +22 -22
  198. package/Meshes/mesh.vertexData.js.map +1 -1
  199. package/Meshes/meshSimplification.js +1 -1
  200. package/Meshes/meshSimplification.js.map +1 -1
  201. package/Meshes/polygonMesh.js +1 -1
  202. package/Meshes/polygonMesh.js.map +1 -1
  203. package/Meshes/trailMesh.js +1 -1
  204. package/Meshes/trailMesh.js.map +1 -1
  205. package/Misc/HighDynamicRange/hdr.js +4 -6
  206. package/Misc/HighDynamicRange/hdr.js.map +1 -1
  207. package/Misc/HighDynamicRange/panoramaToCubemap.js +1 -1
  208. package/Misc/HighDynamicRange/panoramaToCubemap.js.map +1 -1
  209. package/Misc/basisWorker.js +1 -1
  210. package/Misc/basisWorker.js.map +1 -1
  211. package/Misc/environmentTextureTools.js +1 -1
  212. package/Misc/environmentTextureTools.js.map +1 -1
  213. package/Misc/meshExploder.js +1 -2
  214. package/Misc/meshExploder.js.map +1 -1
  215. package/Misc/tga.js +2 -2
  216. package/Misc/tga.js.map +1 -1
  217. package/Misc/timer.js +4 -2
  218. package/Misc/timer.js.map +1 -1
  219. package/Misc/tools.d.ts +7 -0
  220. package/Misc/tools.js +20 -6
  221. package/Misc/tools.js.map +1 -1
  222. package/Morph/morphTargetManager.js +1 -1
  223. package/Morph/morphTargetManager.js.map +1 -1
  224. package/Particles/Node/Blocks/Update/updateNoiseBlock.js +1 -1
  225. package/Particles/Node/Blocks/Update/updateNoiseBlock.js.map +1 -1
  226. package/Particles/Node/Blocks/particleSourceTextureBlock.d.ts +11 -1
  227. package/Particles/Node/Blocks/particleSourceTextureBlock.js +25 -11
  228. package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
  229. package/Particles/Node/nodeParticleSystemSet.helper.js +3 -3
  230. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  231. package/Particles/Node/nodeParticleSystemSet.js +1 -1
  232. package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
  233. package/Particles/computeShaderParticleSystem.js +2 -0
  234. package/Particles/computeShaderParticleSystem.js.map +1 -1
  235. package/Particles/gpuParticleSystem.d.ts +14 -0
  236. package/Particles/gpuParticleSystem.js +94 -12
  237. package/Particles/gpuParticleSystem.js.map +1 -1
  238. package/Particles/particleSystem.js +4 -1
  239. package/Particles/particleSystem.js.map +1 -1
  240. package/Particles/pointsCloudSystem.js +46 -47
  241. package/Particles/pointsCloudSystem.js.map +1 -1
  242. package/Particles/solidParticleSystem.js +5 -6
  243. package/Particles/solidParticleSystem.js.map +1 -1
  244. package/Particles/thinParticleSystem.js +3 -4
  245. package/Particles/thinParticleSystem.js.map +1 -1
  246. package/Particles/webgl2ParticleSystem.js +2 -1
  247. package/Particles/webgl2ParticleSystem.js.map +1 -1
  248. package/Physics/v1/Plugins/ammoJSPlugin.js +0 -8
  249. package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -1
  250. package/Physics/v2/characterController.js +4 -8
  251. package/Physics/v2/characterController.js.map +1 -1
  252. package/Physics/v2/ragdoll.js +1 -2
  253. package/Physics/v2/ragdoll.js.map +1 -1
  254. package/PostProcesses/postProcess.js +3 -3
  255. package/PostProcesses/postProcess.js.map +1 -1
  256. package/PostProcesses/thinDepthOfFieldEffect.js +2 -2
  257. package/PostProcesses/thinDepthOfFieldEffect.js.map +1 -1
  258. package/Probes/reflectionProbe.js +0 -1
  259. package/Probes/reflectionProbe.js.map +1 -1
  260. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +0 -5
  261. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  262. package/Rendering/depthRenderer.js +0 -11
  263. package/Rendering/depthRenderer.js.map +1 -1
  264. package/Rendering/depthRendererSceneComponent.js +1 -1
  265. package/Rendering/depthRendererSceneComponent.js.map +1 -1
  266. package/Rendering/geometryBufferRenderer.js +0 -1
  267. package/Rendering/geometryBufferRenderer.js.map +1 -1
  268. package/Rendering/objectRenderer.js +7 -5
  269. package/Rendering/objectRenderer.js.map +1 -1
  270. package/Rendering/thinDepthPeelingRenderer.js +1 -1
  271. package/Rendering/thinDepthPeelingRenderer.js.map +1 -1
  272. package/Rendering/utilityLayerRenderer.js +1 -1
  273. package/Rendering/utilityLayerRenderer.js.map +1 -1
  274. package/Shaders/ShadersInclude/screenSpaceRayTrace.js +18 -8
  275. package/Shaders/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
  276. package/Shaders/gpuRenderParticles.vertex.js +4 -0
  277. package/Shaders/gpuRenderParticles.vertex.js.map +1 -1
  278. package/Shaders/gpuUpdateParticles.vertex.js +15 -3
  279. package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
  280. package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js +18 -7
  281. package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
  282. package/ShadersWGSL/gpuUpdateParticles.compute.js +16 -1
  283. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  284. package/Sprites/spriteManager.js +4 -4
  285. package/Sprites/spriteManager.js.map +1 -1
  286. package/XR/features/WebXRAnchorSystem.js +2 -2
  287. package/XR/features/WebXRAnchorSystem.js.map +1 -1
  288. package/XR/features/WebXRHandTracking.js +1 -1
  289. package/XR/features/WebXRHandTracking.js.map +1 -1
  290. package/XR/features/WebXRNearInteraction.js +1 -1
  291. package/XR/features/WebXRNearInteraction.js.map +1 -1
  292. package/XR/motionController/webXRMicrosoftMixedRealityController.js +1 -1
  293. package/XR/motionController/webXRMicrosoftMixedRealityController.js.map +1 -1
  294. package/XR/motionController/webXROculusTouchMotionController.js +1 -1
  295. package/XR/motionController/webXROculusTouchMotionController.js.map +1 -1
  296. package/XR/webXRFeaturesManager.js +1 -1
  297. package/XR/webXRFeaturesManager.js.map +1 -1
  298. package/assetContainer.js +1 -1
  299. package/assetContainer.js.map +1 -1
  300. package/package.json +1 -1
  301. package/scene.d.ts +16 -0
  302. package/scene.js +28 -0
  303. package/scene.js.map +1 -1
  304. package/sceneComponent.js +1 -1
  305. package/sceneComponent.js.map +1 -1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Vector2, Vector4 } from \"../../Maths/math.vector\";\r\nimport { Color4 } from \"../../Maths/math.color\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { PolygonMeshBuilder } from \"../polygonMesh\";\r\nimport type { FloatArray, IndicesArray, Nullable } from \"../../types\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport { useOpenGLOrientationForUV } from \"../../Compat/compatibilityOptions\";\r\n\r\ndeclare let earcut: any;\r\n\r\n/**\r\n * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()\r\n * All parameters are provided by CreatePolygon as needed\r\n * @param polygon a mesh built from polygonTriangulation.build()\r\n * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively\r\n * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively\r\n * @param frontUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * @param backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @param wrp a boolean, default false, when true and fUVs used texture is wrapped around all sides, when false texture is applied side\r\n * @returns the VertexData of the Polygon\r\n */\r\nexport function CreatePolygonVertexData(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4, wrp?: boolean) {\r\n const faceUV: Vector4[] = fUV || new Array<Vector4>(3);\r\n const faceColors = fColors;\r\n const colors = [];\r\n const wrap: boolean = wrp || false;\r\n\r\n // default face colors and UV if undefined\r\n for (let f = 0; f < 3; f++) {\r\n if (faceUV[f] === undefined) {\r\n faceUV[f] = new Vector4(0, 0, 1, 1);\r\n }\r\n if (faceColors && faceColors[f] === undefined) {\r\n faceColors[f] = new Color4(1, 1, 1, 1);\r\n }\r\n }\r\n\r\n const positions = <FloatArray>polygon.getVerticesData(VertexBuffer.PositionKind);\r\n const normals = <FloatArray>polygon.getVerticesData(VertexBuffer.NormalKind);\r\n const uvs = <FloatArray>polygon.getVerticesData(VertexBuffer.UVKind);\r\n const indices = <IndicesArray>polygon.getIndices();\r\n const startIndex = positions.length / 9;\r\n let disp = 0;\r\n let distX = 0;\r\n let distZ = 0;\r\n let dist = 0;\r\n let totalLen = 0;\r\n const cumulate = [0];\r\n if (wrap) {\r\n for (let idx = startIndex; idx < positions.length / 3; idx += 4) {\r\n distX = positions[3 * (idx + 2)] - positions[3 * idx];\r\n distZ = positions[3 * (idx + 2) + 2] - positions[3 * idx + 2];\r\n dist = Math.sqrt(distX * distX + distZ * distZ);\r\n totalLen += dist;\r\n cumulate.push(totalLen);\r\n }\r\n }\r\n // set face colours and textures\r\n let idx: number = 0;\r\n let face: number = 0;\r\n for (let index = 0; index < normals.length; index += 3) {\r\n //Edge Face no. 1\r\n if (Math.abs(normals[index + 1]) < 0.001) {\r\n face = 1;\r\n }\r\n //Top Face no. 0\r\n if (Math.abs(normals[index + 1] - 1) < 0.001) {\r\n face = 0;\r\n }\r\n //Bottom Face no. 2\r\n if (Math.abs(normals[index + 1] + 1) < 0.001) {\r\n face = 2;\r\n }\r\n idx = index / 3;\r\n if (face === 1) {\r\n disp = idx - startIndex;\r\n if (disp % 4 < 1.5) {\r\n if (wrap) {\r\n uvs[2 * idx] = faceUV[face].x + ((faceUV[face].z - faceUV[face].x) * cumulate[Math.floor(disp / 4)]) / totalLen;\r\n } else {\r\n uvs[2 * idx] = faceUV[face].x;\r\n }\r\n } else {\r\n if (wrap) {\r\n uvs[2 * idx] = faceUV[face].x + ((faceUV[face].z - faceUV[face].x) * cumulate[Math.floor(disp / 4) + 1]) / totalLen;\r\n } else {\r\n uvs[2 * idx] = faceUV[face].z;\r\n }\r\n }\r\n if (disp % 2 === 0) {\r\n uvs[2 * idx + 1] = useOpenGLOrientationForUV ? 1.0 - faceUV[face].w : faceUV[face].w;\r\n } else {\r\n uvs[2 * idx + 1] = useOpenGLOrientationForUV ? 1.0 - faceUV[face].y : faceUV[face].y;\r\n }\r\n } else {\r\n uvs[2 * idx] = (1 - uvs[2 * idx]) * faceUV[face].x + uvs[2 * idx] * faceUV[face].z;\r\n uvs[2 * idx + 1] = (1 - uvs[2 * idx + 1]) * faceUV[face].y + uvs[2 * idx + 1] * faceUV[face].w;\r\n\r\n if (useOpenGLOrientationForUV) {\r\n uvs[2 * idx + 1] = 1.0 - uvs[2 * idx + 1];\r\n }\r\n }\r\n if (faceColors) {\r\n colors.push(faceColors[face].r, faceColors[face].g, faceColors[face].b, faceColors[face].a);\r\n }\r\n }\r\n\r\n // sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs);\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n if (faceColors) {\r\n const totalColors = sideOrientation === VertexData.DOUBLESIDE ? colors.concat(colors) : colors;\r\n vertexData.colors = totalColors;\r\n }\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a polygon mesh\r\n * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh\r\n * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors\r\n * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)\r\n * * Remember you can only change the shape positions, not their number when updating a polygon\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @param earcutInjection can be used to inject your own earcut reference\r\n * @returns the polygon mesh\r\n */\r\nexport function CreatePolygon(\r\n name: string,\r\n options: {\r\n shape: Vector3[];\r\n holes?: Vector3[][];\r\n depth?: number;\r\n smoothingThreshold?: number;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n updatable?: boolean;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n wrap?: boolean;\r\n },\r\n scene: Nullable<Scene> = null,\r\n earcutInjection = earcut\r\n): Mesh {\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n const shape = options.shape;\r\n const holes = options.holes || [];\r\n const depth = options.depth || 0;\r\n const smoothingThreshold = options.smoothingThreshold || 2;\r\n const contours: Array<Vector2> = [];\r\n let hole: Array<Vector2> = [];\r\n\r\n for (let i = 0; i < shape.length; i++) {\r\n contours[i] = new Vector2(shape[i].x, shape[i].z);\r\n }\r\n const epsilon = 0.00000001;\r\n if (contours[0].equalsWithEpsilon(contours[contours.length - 1], epsilon)) {\r\n contours.pop();\r\n }\r\n\r\n const polygonTriangulation = new PolygonMeshBuilder(name, contours, scene || EngineStore.LastCreatedScene!, earcutInjection);\r\n for (let hNb = 0; hNb < holes.length; hNb++) {\r\n hole = [];\r\n for (let hPoint = 0; hPoint < holes[hNb].length; hPoint++) {\r\n hole.push(new Vector2(holes[hNb][hPoint].x, holes[hNb][hPoint].z));\r\n }\r\n polygonTriangulation.addHole(hole);\r\n }\r\n //updatability is set during applyToMesh; setting to true in triangulation build produces errors\r\n const polygon = polygonTriangulation.build(false, depth, smoothingThreshold);\r\n polygon._originalBuilderSideOrientation = options.sideOrientation;\r\n const vertexData = CreatePolygonVertexData(polygon, options.sideOrientation, options.faceUV, options.faceColors, options.frontUVs, options.backUVs, options.wrap);\r\n vertexData.applyToMesh(polygon, options.updatable);\r\n\r\n return polygon;\r\n}\r\n\r\n/**\r\n * Creates an extruded polygon mesh, with depth in the Y direction.\r\n * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/texturePerBoxFace\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @param earcutInjection can be used to inject your own earcut reference\r\n * @returns the polygon mesh\r\n */\r\nexport function ExtrudePolygon(\r\n name: string,\r\n options: {\r\n shape: Vector3[];\r\n holes?: Vector3[][];\r\n depth?: number;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n updatable?: boolean;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n wrap?: boolean;\r\n },\r\n scene: Nullable<Scene> = null,\r\n earcutInjection = earcut\r\n): Mesh {\r\n return CreatePolygon(name, options, scene, earcutInjection);\r\n}\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use the functions directly from the module\r\n */\r\nexport const PolygonBuilder = {\r\n ExtrudePolygon,\r\n CreatePolygon,\r\n};\r\n\r\nVertexData.CreatePolygon = CreatePolygonVertexData;\r\nMesh.CreatePolygon = (name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection = earcut): Mesh => {\r\n const options = {\r\n shape: shape,\r\n holes: holes,\r\n updatable: updatable,\r\n sideOrientation: sideOrientation,\r\n };\r\n return CreatePolygon(name, options, scene, earcutInjection);\r\n};\r\n\r\nMesh.ExtrudePolygon = (\r\n name: string,\r\n shape: Vector3[],\r\n depth: number,\r\n scene: Scene,\r\n holes?: Vector3[][],\r\n updatable?: boolean,\r\n sideOrientation?: number,\r\n earcutInjection = earcut\r\n): Mesh => {\r\n const options = {\r\n shape: shape,\r\n holes: holes,\r\n depth: depth,\r\n updatable: updatable,\r\n sideOrientation: sideOrientation,\r\n };\r\n return ExtrudePolygon(name, options, scene, earcutInjection);\r\n};\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Vector2, Vector4 } from \"../../Maths/math.vector\";\r\nimport { Color4 } from \"../../Maths/math.color\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { PolygonMeshBuilder } from \"../polygonMesh\";\r\nimport type { FloatArray, IndicesArray, Nullable } from \"../../types\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport { useOpenGLOrientationForUV } from \"../../Compat/compatibilityOptions\";\r\n\r\ndeclare let earcut: any;\r\n\r\n/**\r\n * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()\r\n * All parameters are provided by CreatePolygon as needed\r\n * @param polygon a mesh built from polygonTriangulation.build()\r\n * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively\r\n * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively\r\n * @param frontUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * @param backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @param wrp a boolean, default false, when true and fUVs used texture is wrapped around all sides, when false texture is applied side\r\n * @returns the VertexData of the Polygon\r\n */\r\nexport function CreatePolygonVertexData(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4, wrp?: boolean) {\r\n const faceUV: Vector4[] = fUV || new Array<Vector4>(3);\r\n const faceColors = fColors;\r\n const colors = [];\r\n const wrap: boolean = wrp || false;\r\n\r\n // default face colors and UV if undefined\r\n for (let f = 0; f < 3; f++) {\r\n if (faceUV[f] === undefined) {\r\n faceUV[f] = new Vector4(0, 0, 1, 1);\r\n }\r\n if (faceColors && faceColors[f] === undefined) {\r\n faceColors[f] = new Color4(1, 1, 1, 1);\r\n }\r\n }\r\n\r\n const positions = <FloatArray>polygon.getVerticesData(VertexBuffer.PositionKind);\r\n const normals = <FloatArray>polygon.getVerticesData(VertexBuffer.NormalKind);\r\n const uvs = <FloatArray>polygon.getVerticesData(VertexBuffer.UVKind);\r\n const indices = <IndicesArray>polygon.getIndices();\r\n const startIndex = positions.length / 9;\r\n let disp: number;\r\n let distX: number;\r\n let distZ: number;\r\n let dist: number;\r\n let totalLen = 0;\r\n const cumulate = [0];\r\n if (wrap) {\r\n for (let idx = startIndex; idx < positions.length / 3; idx += 4) {\r\n distX = positions[3 * (idx + 2)] - positions[3 * idx];\r\n distZ = positions[3 * (idx + 2) + 2] - positions[3 * idx + 2];\r\n dist = Math.sqrt(distX * distX + distZ * distZ);\r\n totalLen += dist;\r\n cumulate.push(totalLen);\r\n }\r\n }\r\n // set face colours and textures\r\n let idx: number;\r\n let face: number = 0;\r\n for (let index = 0; index < normals.length; index += 3) {\r\n //Edge Face no. 1\r\n if (Math.abs(normals[index + 1]) < 0.001) {\r\n face = 1;\r\n }\r\n //Top Face no. 0\r\n if (Math.abs(normals[index + 1] - 1) < 0.001) {\r\n face = 0;\r\n }\r\n //Bottom Face no. 2\r\n if (Math.abs(normals[index + 1] + 1) < 0.001) {\r\n face = 2;\r\n }\r\n idx = index / 3;\r\n if (face === 1) {\r\n disp = idx - startIndex;\r\n if (disp % 4 < 1.5) {\r\n if (wrap) {\r\n uvs[2 * idx] = faceUV[face].x + ((faceUV[face].z - faceUV[face].x) * cumulate[Math.floor(disp / 4)]) / totalLen;\r\n } else {\r\n uvs[2 * idx] = faceUV[face].x;\r\n }\r\n } else {\r\n if (wrap) {\r\n uvs[2 * idx] = faceUV[face].x + ((faceUV[face].z - faceUV[face].x) * cumulate[Math.floor(disp / 4) + 1]) / totalLen;\r\n } else {\r\n uvs[2 * idx] = faceUV[face].z;\r\n }\r\n }\r\n if (disp % 2 === 0) {\r\n uvs[2 * idx + 1] = useOpenGLOrientationForUV ? 1.0 - faceUV[face].w : faceUV[face].w;\r\n } else {\r\n uvs[2 * idx + 1] = useOpenGLOrientationForUV ? 1.0 - faceUV[face].y : faceUV[face].y;\r\n }\r\n } else {\r\n uvs[2 * idx] = (1 - uvs[2 * idx]) * faceUV[face].x + uvs[2 * idx] * faceUV[face].z;\r\n uvs[2 * idx + 1] = (1 - uvs[2 * idx + 1]) * faceUV[face].y + uvs[2 * idx + 1] * faceUV[face].w;\r\n\r\n if (useOpenGLOrientationForUV) {\r\n uvs[2 * idx + 1] = 1.0 - uvs[2 * idx + 1];\r\n }\r\n }\r\n if (faceColors) {\r\n colors.push(faceColors[face].r, faceColors[face].g, faceColors[face].b, faceColors[face].a);\r\n }\r\n }\r\n\r\n // sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs);\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n if (faceColors) {\r\n const totalColors = sideOrientation === VertexData.DOUBLESIDE ? colors.concat(colors) : colors;\r\n vertexData.colors = totalColors;\r\n }\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a polygon mesh\r\n * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh\r\n * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors\r\n * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)\r\n * * Remember you can only change the shape positions, not their number when updating a polygon\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @param earcutInjection can be used to inject your own earcut reference\r\n * @returns the polygon mesh\r\n */\r\nexport function CreatePolygon(\r\n name: string,\r\n options: {\r\n shape: Vector3[];\r\n holes?: Vector3[][];\r\n depth?: number;\r\n smoothingThreshold?: number;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n updatable?: boolean;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n wrap?: boolean;\r\n },\r\n scene: Nullable<Scene> = null,\r\n earcutInjection = earcut\r\n): Mesh {\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n const shape = options.shape;\r\n const holes = options.holes || [];\r\n const depth = options.depth || 0;\r\n const smoothingThreshold = options.smoothingThreshold || 2;\r\n const contours: Array<Vector2> = [];\r\n let hole: Array<Vector2>;\r\n\r\n for (let i = 0; i < shape.length; i++) {\r\n contours[i] = new Vector2(shape[i].x, shape[i].z);\r\n }\r\n const epsilon = 0.00000001;\r\n if (contours[0].equalsWithEpsilon(contours[contours.length - 1], epsilon)) {\r\n contours.pop();\r\n }\r\n\r\n const polygonTriangulation = new PolygonMeshBuilder(name, contours, scene || EngineStore.LastCreatedScene!, earcutInjection);\r\n for (let hNb = 0; hNb < holes.length; hNb++) {\r\n hole = [];\r\n for (let hPoint = 0; hPoint < holes[hNb].length; hPoint++) {\r\n hole.push(new Vector2(holes[hNb][hPoint].x, holes[hNb][hPoint].z));\r\n }\r\n polygonTriangulation.addHole(hole);\r\n }\r\n //updatability is set during applyToMesh; setting to true in triangulation build produces errors\r\n const polygon = polygonTriangulation.build(false, depth, smoothingThreshold);\r\n polygon._originalBuilderSideOrientation = options.sideOrientation;\r\n const vertexData = CreatePolygonVertexData(polygon, options.sideOrientation, options.faceUV, options.faceColors, options.frontUVs, options.backUVs, options.wrap);\r\n vertexData.applyToMesh(polygon, options.updatable);\r\n\r\n return polygon;\r\n}\r\n\r\n/**\r\n * Creates an extruded polygon mesh, with depth in the Y direction.\r\n * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/texturePerBoxFace\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @param earcutInjection can be used to inject your own earcut reference\r\n * @returns the polygon mesh\r\n */\r\nexport function ExtrudePolygon(\r\n name: string,\r\n options: {\r\n shape: Vector3[];\r\n holes?: Vector3[][];\r\n depth?: number;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n updatable?: boolean;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n wrap?: boolean;\r\n },\r\n scene: Nullable<Scene> = null,\r\n earcutInjection = earcut\r\n): Mesh {\r\n return CreatePolygon(name, options, scene, earcutInjection);\r\n}\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use the functions directly from the module\r\n */\r\nexport const PolygonBuilder = {\r\n ExtrudePolygon,\r\n CreatePolygon,\r\n};\r\n\r\nVertexData.CreatePolygon = CreatePolygonVertexData;\r\nMesh.CreatePolygon = (name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection = earcut): Mesh => {\r\n const options = {\r\n shape: shape,\r\n holes: holes,\r\n updatable: updatable,\r\n sideOrientation: sideOrientation,\r\n };\r\n return CreatePolygon(name, options, scene, earcutInjection);\r\n};\r\n\r\nMesh.ExtrudePolygon = (\r\n name: string,\r\n shape: Vector3[],\r\n depth: number,\r\n scene: Scene,\r\n holes?: Vector3[][],\r\n updatable?: boolean,\r\n sideOrientation?: number,\r\n earcutInjection = earcut\r\n): Mesh => {\r\n const options = {\r\n shape: shape,\r\n holes: holes,\r\n depth: depth,\r\n updatable: updatable,\r\n sideOrientation: sideOrientation,\r\n };\r\n return ExtrudePolygon(name, options, scene, earcutInjection);\r\n};\r\n"]}
@@ -468,8 +468,8 @@ export function CreatePolyhedronVertexData(options) {
468
468
  let index = 0;
469
469
  let faceIdx = 0; // face cursor in the array "indexes"
470
470
  const indexes = [];
471
- let i = 0;
472
- let f = 0;
471
+ let i;
472
+ let f;
473
473
  let u, v, ang, x, y, tmp;
474
474
  // default face colors and UV if undefined
475
475
  if (flat) {
@@ -1 +1 @@
1
- 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type { Scene } from \"../../scene\";\r\nimport { Vector4 } from \"../../Maths/math.vector\";\r\nimport { Color4 } from \"../../Maths/math.color\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { useOpenGLOrientationForUV } from \"../../Compat/compatibilityOptions\";\r\n\r\n// inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html\r\n/**\r\n * Creates the VertexData for a Polyhedron\r\n * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty\r\n * * type provided types are:\r\n * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)\r\n * * 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)\r\n * * size the size of the IcoSphere, optional default 1\r\n * * sizeX allows stretching in the x direction, optional, default size\r\n * * sizeY allows stretching in the y direction, optional, default size\r\n * * sizeZ allows stretching in the z direction, optional, default size\r\n * * custom a number that overwrites the type to create from an extended set of polyhedron from https://www.babylonjs-playground.com/#21QRSK#15 with minimised editor\r\n * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively\r\n * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively\r\n * * flat when true creates a flat shaded mesh, optional, default true\r\n * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the Polyhedron\r\n */\r\nexport function CreatePolyhedronVertexData(options: {\r\n type?: number;\r\n size?: number;\r\n sizeX?: number;\r\n sizeY?: number;\r\n sizeZ?: number;\r\n custom?: any;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n flat?: boolean;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n}): VertexData {\r\n // provided polyhedron types :\r\n // 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)\r\n // 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)\r\n const polyhedra: { vertex: number[][]; face: number[][] }[] = [];\r\n polyhedra[0] = {\r\n vertex: [\r\n [0, 0, 1.732051],\r\n [1.632993, 0, -0.5773503],\r\n [-0.8164966, 1.414214, -0.5773503],\r\n [-0.8164966, -1.414214, -0.5773503],\r\n ],\r\n face: [\r\n [0, 1, 2],\r\n [0, 2, 3],\r\n [0, 3, 1],\r\n [1, 3, 2],\r\n ],\r\n };\r\n polyhedra[1] = {\r\n vertex: [\r\n [0, 0, 1.414214],\r\n [1.414214, 0, 0],\r\n [0, 1.414214, 0],\r\n [-1.414214, 0, 0],\r\n [0, -1.414214, 0],\r\n [0, 0, -1.414214],\r\n ],\r\n face: [\r\n [0, 1, 2],\r\n [0, 2, 3],\r\n [0, 3, 4],\r\n [0, 4, 1],\r\n [1, 4, 5],\r\n [1, 5, 2],\r\n [2, 5, 3],\r\n [3, 5, 4],\r\n ],\r\n };\r\n polyhedra[2] = {\r\n vertex: [\r\n [0, 0, 1.070466],\r\n [0.7136442, 0, 0.7978784],\r\n [-0.3568221, 0.618034, 0.7978784],\r\n [-0.3568221, -0.618034, 0.7978784],\r\n [0.7978784, 0.618034, 0.3568221],\r\n [0.7978784, -0.618034, 0.3568221],\r\n [-0.9341724, 0.381966, 0.3568221],\r\n [0.1362939, 1, 0.3568221],\r\n [0.1362939, -1, 0.3568221],\r\n [-0.9341724, -0.381966, 0.3568221],\r\n [0.9341724, 0.381966, -0.3568221],\r\n [0.9341724, -0.381966, -0.3568221],\r\n [-0.7978784, 0.618034, -0.3568221],\r\n [-0.1362939, 1, -0.3568221],\r\n [-0.1362939, -1, -0.3568221],\r\n [-0.7978784, -0.618034, -0.3568221],\r\n [0.3568221, 0.618034, -0.7978784],\r\n [0.3568221, -0.618034, -0.7978784],\r\n [-0.7136442, 0, -0.7978784],\r\n [0, 0, -1.070466],\r\n ],\r\n face: [\r\n [0, 1, 4, 7, 2],\r\n [0, 2, 6, 9, 3],\r\n [0, 3, 8, 5, 1],\r\n [1, 5, 11, 10, 4],\r\n [2, 7, 13, 12, 6],\r\n [3, 9, 15, 14, 8],\r\n [4, 10, 16, 13, 7],\r\n [5, 8, 14, 17, 11],\r\n [6, 12, 18, 15, 9],\r\n [10, 11, 17, 19, 16],\r\n [12, 13, 16, 19, 18],\r\n [14, 15, 18, 19, 17],\r\n ],\r\n };\r\n polyhedra[3] = {\r\n vertex: [\r\n [0, 0, 1.175571],\r\n [1.051462, 0, 0.5257311],\r\n [0.3249197, 1, 0.5257311],\r\n [-0.8506508, 0.618034, 0.5257311],\r\n [-0.8506508, -0.618034, 0.5257311],\r\n [0.3249197, -1, 0.5257311],\r\n [0.8506508, 0.618034, -0.5257311],\r\n [0.8506508, -0.618034, -0.5257311],\r\n [-0.3249197, 1, -0.5257311],\r\n [-1.051462, 0, -0.5257311],\r\n [-0.3249197, -1, -0.5257311],\r\n [0, 0, -1.175571],\r\n ],\r\n face: [\r\n [0, 1, 2],\r\n [0, 2, 3],\r\n [0, 3, 4],\r\n [0, 4, 5],\r\n [0, 5, 1],\r\n [1, 5, 7],\r\n [1, 7, 6],\r\n [1, 6, 2],\r\n [2, 6, 8],\r\n [2, 8, 3],\r\n [3, 8, 9],\r\n [3, 9, 4],\r\n [4, 9, 10],\r\n [4, 10, 5],\r\n [5, 10, 7],\r\n [6, 7, 11],\r\n [6, 11, 8],\r\n [7, 10, 11],\r\n [8, 11, 9],\r\n [9, 11, 10],\r\n ],\r\n };\r\n polyhedra[4] = {\r\n vertex: [\r\n [0, 0, 1.070722],\r\n [0.7148135, 0, 0.7971752],\r\n [-0.104682, 0.7071068, 0.7971752],\r\n [-0.6841528, 0.2071068, 0.7971752],\r\n [-0.104682, -0.7071068, 0.7971752],\r\n [0.6101315, 0.7071068, 0.5236279],\r\n [1.04156, 0.2071068, 0.1367736],\r\n [0.6101315, -0.7071068, 0.5236279],\r\n [-0.3574067, 1, 0.1367736],\r\n [-0.7888348, -0.5, 0.5236279],\r\n [-0.9368776, 0.5, 0.1367736],\r\n [-0.3574067, -1, 0.1367736],\r\n [0.3574067, 1, -0.1367736],\r\n [0.9368776, -0.5, -0.1367736],\r\n [0.7888348, 0.5, -0.5236279],\r\n [0.3574067, -1, -0.1367736],\r\n [-0.6101315, 0.7071068, -0.5236279],\r\n [-1.04156, -0.2071068, -0.1367736],\r\n [-0.6101315, -0.7071068, -0.5236279],\r\n [0.104682, 0.7071068, -0.7971752],\r\n [0.6841528, -0.2071068, -0.7971752],\r\n [0.104682, -0.7071068, -0.7971752],\r\n [-0.7148135, 0, -0.7971752],\r\n [0, 0, -1.070722],\r\n ],\r\n face: [\r\n [0, 2, 3],\r\n [1, 6, 5],\r\n [4, 9, 11],\r\n [7, 15, 13],\r\n [8, 16, 10],\r\n [12, 14, 19],\r\n [17, 22, 18],\r\n [20, 21, 23],\r\n [0, 1, 5, 2],\r\n [0, 3, 9, 4],\r\n [0, 4, 7, 1],\r\n [1, 7, 13, 6],\r\n [2, 5, 12, 8],\r\n [2, 8, 10, 3],\r\n [3, 10, 17, 9],\r\n [4, 11, 15, 7],\r\n [5, 6, 14, 12],\r\n [6, 13, 20, 14],\r\n [8, 12, 19, 16],\r\n [9, 17, 18, 11],\r\n [10, 16, 22, 17],\r\n [11, 18, 21, 15],\r\n [13, 15, 21, 20],\r\n [14, 20, 23, 19],\r\n [16, 19, 23, 22],\r\n [18, 22, 23, 21],\r\n ],\r\n };\r\n polyhedra[5] = {\r\n vertex: [\r\n [0, 0, 1.322876],\r\n [1.309307, 0, 0.1889822],\r\n [-0.9819805, 0.8660254, 0.1889822],\r\n [0.1636634, -1.299038, 0.1889822],\r\n [0.3273268, 0.8660254, -0.9449112],\r\n [-0.8183171, -0.4330127, -0.9449112],\r\n ],\r\n face: [\r\n [0, 3, 1],\r\n [2, 4, 5],\r\n [0, 1, 4, 2],\r\n [0, 2, 5, 3],\r\n [1, 3, 5, 4],\r\n ],\r\n };\r\n polyhedra[6] = {\r\n vertex: [\r\n [0, 0, 1.159953],\r\n [1.013464, 0, 0.5642542],\r\n [-0.3501431, 0.9510565, 0.5642542],\r\n [-0.7715208, -0.6571639, 0.5642542],\r\n [0.6633206, 0.9510565, -0.03144481],\r\n [0.8682979, -0.6571639, -0.3996071],\r\n [-1.121664, 0.2938926, -0.03144481],\r\n [-0.2348831, -1.063314, -0.3996071],\r\n [0.5181548, 0.2938926, -0.9953061],\r\n [-0.5850262, -0.112257, -0.9953061],\r\n ],\r\n face: [\r\n [0, 1, 4, 2],\r\n [0, 2, 6, 3],\r\n [1, 5, 8, 4],\r\n [3, 6, 9, 7],\r\n [5, 7, 9, 8],\r\n [0, 3, 7, 5, 1],\r\n [2, 4, 8, 9, 6],\r\n ],\r\n };\r\n polyhedra[7] = {\r\n vertex: [\r\n [0, 0, 1.118034],\r\n [0.8944272, 0, 0.6708204],\r\n [-0.2236068, 0.8660254, 0.6708204],\r\n [-0.7826238, -0.4330127, 0.6708204],\r\n [0.6708204, 0.8660254, 0.2236068],\r\n [1.006231, -0.4330127, -0.2236068],\r\n [-1.006231, 0.4330127, 0.2236068],\r\n [-0.6708204, -0.8660254, -0.2236068],\r\n [0.7826238, 0.4330127, -0.6708204],\r\n [0.2236068, -0.8660254, -0.6708204],\r\n [-0.8944272, 0, -0.6708204],\r\n [0, 0, -1.118034],\r\n ],\r\n face: [\r\n [0, 1, 4, 2],\r\n [0, 2, 6, 3],\r\n [1, 5, 8, 4],\r\n [3, 6, 10, 7],\r\n [5, 9, 11, 8],\r\n [7, 10, 11, 9],\r\n [0, 3, 7, 9, 5, 1],\r\n [2, 4, 8, 11, 10, 6],\r\n ],\r\n };\r\n polyhedra[8] = {\r\n vertex: [\r\n [-0.729665, 0.670121, 0.319155],\r\n [-0.655235, -0.29213, -0.754096],\r\n [-0.093922, -0.607123, 0.537818],\r\n [0.702196, 0.595691, 0.485187],\r\n [0.776626, -0.36656, -0.588064],\r\n ],\r\n face: [\r\n [1, 4, 2],\r\n [0, 1, 2],\r\n [3, 0, 2],\r\n [4, 3, 2],\r\n [4, 1, 0, 3],\r\n ],\r\n };\r\n polyhedra[9] = {\r\n vertex: [\r\n [-0.868849, -0.100041, 0.61257],\r\n [-0.329458, 0.976099, 0.28078],\r\n [-0.26629, -0.013796, -0.477654],\r\n [-0.13392, -1.034115, 0.229829],\r\n [0.738834, 0.707117, -0.307018],\r\n [0.859683, -0.535264, -0.338508],\r\n ],\r\n face: [\r\n [3, 0, 2],\r\n [5, 3, 2],\r\n [4, 5, 2],\r\n [1, 4, 2],\r\n [0, 1, 2],\r\n [0, 3, 5, 4, 1],\r\n ],\r\n };\r\n polyhedra[10] = {\r\n vertex: [\r\n [-0.610389, 0.243975, 0.531213],\r\n [-0.187812, -0.48795, -0.664016],\r\n [-0.187812, 0.9759, -0.664016],\r\n [0.187812, -0.9759, 0.664016],\r\n [0.798201, 0.243975, 0.132803],\r\n ],\r\n face: [\r\n [1, 3, 0],\r\n [3, 4, 0],\r\n [3, 1, 4],\r\n [0, 2, 1],\r\n [0, 4, 2],\r\n [2, 4, 1],\r\n ],\r\n };\r\n polyhedra[11] = {\r\n vertex: [\r\n [-1.028778, 0.392027, -0.048786],\r\n [-0.640503, -0.646161, 0.621837],\r\n [-0.125162, -0.395663, -0.540059],\r\n [0.004683, 0.888447, -0.651988],\r\n [0.125161, 0.395663, 0.540059],\r\n [0.632925, -0.791376, 0.433102],\r\n [1.031672, 0.157063, -0.354165],\r\n ],\r\n face: [\r\n [3, 2, 0],\r\n [2, 1, 0],\r\n [2, 5, 1],\r\n [0, 4, 3],\r\n [0, 1, 4],\r\n [4, 1, 5],\r\n [2, 3, 6],\r\n [3, 4, 6],\r\n [5, 2, 6],\r\n [4, 5, 6],\r\n ],\r\n };\r\n polyhedra[12] = {\r\n vertex: [\r\n [-0.669867, 0.334933, -0.529576],\r\n [-0.669867, 0.334933, 0.529577],\r\n [-0.4043, 1.212901, 0],\r\n [-0.334933, -0.669867, -0.529576],\r\n [-0.334933, -0.669867, 0.529577],\r\n [0.334933, 0.669867, -0.529576],\r\n [0.334933, 0.669867, 0.529577],\r\n [0.4043, -1.212901, 0],\r\n [0.669867, -0.334933, -0.529576],\r\n [0.669867, -0.334933, 0.529577],\r\n ],\r\n face: [\r\n [8, 9, 7],\r\n [6, 5, 2],\r\n [3, 8, 7],\r\n [5, 0, 2],\r\n [4, 3, 7],\r\n [0, 1, 2],\r\n [9, 4, 7],\r\n [1, 6, 2],\r\n [9, 8, 5, 6],\r\n [8, 3, 0, 5],\r\n [3, 4, 1, 0],\r\n [4, 9, 6, 1],\r\n ],\r\n };\r\n polyhedra[13] = {\r\n vertex: [\r\n [-0.931836, 0.219976, -0.264632],\r\n [-0.636706, 0.318353, 0.692816],\r\n [-0.613483, -0.735083, -0.264632],\r\n [-0.326545, 0.979634, 0],\r\n [-0.318353, -0.636706, 0.692816],\r\n [-0.159176, 0.477529, -0.856368],\r\n [0.159176, -0.477529, -0.856368],\r\n [0.318353, 0.636706, 0.692816],\r\n [0.326545, -0.979634, 0],\r\n [0.613482, 0.735082, -0.264632],\r\n [0.636706, -0.318353, 0.692816],\r\n [0.931835, -0.219977, -0.264632],\r\n ],\r\n face: [\r\n [11, 10, 8],\r\n [7, 9, 3],\r\n [6, 11, 8],\r\n [9, 5, 3],\r\n [2, 6, 8],\r\n [5, 0, 3],\r\n [4, 2, 8],\r\n [0, 1, 3],\r\n [10, 4, 8],\r\n [1, 7, 3],\r\n [10, 11, 9, 7],\r\n [11, 6, 5, 9],\r\n [6, 2, 0, 5],\r\n [2, 4, 1, 0],\r\n [4, 10, 7, 1],\r\n ],\r\n };\r\n polyhedra[14] = {\r\n vertex: [\r\n [-0.93465, 0.300459, -0.271185],\r\n [-0.838689, -0.260219, -0.516017],\r\n [-0.711319, 0.717591, 0.128359],\r\n [-0.710334, -0.156922, 0.080946],\r\n [-0.599799, 0.556003, -0.725148],\r\n [-0.503838, -0.004675, -0.969981],\r\n [-0.487004, 0.26021, 0.48049],\r\n [-0.460089, -0.750282, -0.512622],\r\n [-0.376468, 0.973135, -0.325605],\r\n [-0.331735, -0.646985, 0.084342],\r\n [-0.254001, 0.831847, 0.530001],\r\n [-0.125239, -0.494738, -0.966586],\r\n [0.029622, 0.027949, 0.730817],\r\n [0.056536, -0.982543, -0.262295],\r\n [0.08085, 1.087391, 0.076037],\r\n [0.125583, -0.532729, 0.485984],\r\n [0.262625, 0.599586, 0.780328],\r\n [0.391387, -0.726999, -0.716259],\r\n [0.513854, -0.868287, 0.139347],\r\n [0.597475, 0.85513, 0.326364],\r\n [0.641224, 0.109523, 0.783723],\r\n [0.737185, -0.451155, 0.538891],\r\n [0.848705, -0.612742, -0.314616],\r\n [0.976075, 0.365067, 0.32976],\r\n [1.072036, -0.19561, 0.084927],\r\n ],\r\n face: [\r\n [15, 18, 21],\r\n [12, 20, 16],\r\n [6, 10, 2],\r\n [3, 0, 1],\r\n [9, 7, 13],\r\n [2, 8, 4, 0],\r\n [0, 4, 5, 1],\r\n [1, 5, 11, 7],\r\n [7, 11, 17, 13],\r\n [13, 17, 22, 18],\r\n [18, 22, 24, 21],\r\n [21, 24, 23, 20],\r\n [20, 23, 19, 16],\r\n [16, 19, 14, 10],\r\n [10, 14, 8, 2],\r\n [15, 9, 13, 18],\r\n [12, 15, 21, 20],\r\n [6, 12, 16, 10],\r\n [3, 6, 2, 0],\r\n [9, 3, 1, 7],\r\n [9, 15, 12, 6, 3],\r\n [22, 17, 11, 5, 4, 8, 14, 19, 23, 24],\r\n ],\r\n };\r\n\r\n const type: number = options.type && (options.type < 0 || options.type >= polyhedra.length) ? 0 : options.type || 0;\r\n const size = options.size;\r\n const sizeX: number = options.sizeX || size || 1;\r\n const sizeY: number = options.sizeY || size || 1;\r\n const sizeZ: number = options.sizeZ || size || 1;\r\n const data: { vertex: number[][]; face: number[][]; name?: string; category?: string } = options.custom || polyhedra[type];\r\n const nbfaces = data.face.length;\r\n const faceUV = options.faceUV || new Array(nbfaces);\r\n const faceColors = options.faceColors;\r\n const flat = options.flat === undefined ? true : options.flat;\r\n const sideOrientation = options.sideOrientation === 0 ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n const positions: number[] = [];\r\n const indices: number[] = [];\r\n const normals: number[] = [];\r\n const uvs: number[] = [];\r\n const colors: number[] = [];\r\n let index = 0;\r\n let faceIdx = 0; // face cursor in the array \"indexes\"\r\n const indexes: number[] = [];\r\n let i = 0;\r\n let f = 0;\r\n let u: number, v: number, ang: number, x: number, y: number, tmp: number;\r\n\r\n // default face colors and UV if undefined\r\n if (flat) {\r\n for (f = 0; f < nbfaces; f++) {\r\n if (faceColors && faceColors[f] === undefined) {\r\n faceColors[f] = new Color4(1, 1, 1, 1);\r\n }\r\n if (faceUV && faceUV[f] === undefined) {\r\n faceUV[f] = new Vector4(0, 0, 1, 1);\r\n }\r\n }\r\n }\r\n\r\n if (!flat) {\r\n for (i = 0; i < data.vertex.length; i++) {\r\n positions.push(data.vertex[i][0] * sizeX, data.vertex[i][1] * sizeY, data.vertex[i][2] * sizeZ);\r\n uvs.push(0, useOpenGLOrientationForUV ? 1.0 : 0);\r\n }\r\n for (f = 0; f < nbfaces; f++) {\r\n for (i = 0; i < data.face[f].length - 2; i++) {\r\n indices.push(data.face[f][0], data.face[f][i + 2], data.face[f][i + 1]);\r\n }\r\n }\r\n } else {\r\n for (f = 0; f < nbfaces; f++) {\r\n const fl = data.face[f].length; // number of vertices of the current face\r\n ang = (2 * Math.PI) / fl;\r\n x = 0.5 * Math.tan(ang / 2);\r\n y = 0.5;\r\n\r\n // positions, uvs, colors\r\n for (i = 0; i < fl; i++) {\r\n // positions\r\n positions.push(data.vertex[data.face[f][i]][0] * sizeX, data.vertex[data.face[f][i]][1] * sizeY, data.vertex[data.face[f][i]][2] * sizeZ);\r\n indexes.push(index);\r\n index++;\r\n // uvs\r\n u = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * (0.5 + x);\r\n v = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * (y - 0.5);\r\n uvs.push(u, useOpenGLOrientationForUV ? 1.0 - v : v);\r\n tmp = x * Math.cos(ang) - y * Math.sin(ang);\r\n y = x * Math.sin(ang) + y * Math.cos(ang);\r\n x = tmp;\r\n // colors\r\n if (faceColors) {\r\n colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);\r\n }\r\n }\r\n\r\n // indices from indexes\r\n for (i = 0; i < fl - 2; i++) {\r\n indices.push(indexes[0 + faceIdx], indexes[i + 2 + faceIdx], indexes[i + 1 + faceIdx]);\r\n }\r\n faceIdx += fl;\r\n }\r\n }\r\n\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n const vertexData = new VertexData();\r\n vertexData.positions = positions;\r\n vertexData.indices = indices;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n if (faceColors && flat) {\r\n vertexData.colors = colors;\r\n }\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a polyhedron mesh\r\n * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type\r\n * * The parameter `size` (positive float, default 1) sets the polygon size\r\n * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)\r\n * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overrides the parameter `type`\r\n * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron\r\n * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)\r\n * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/features/featuresDeepDive/materials/using/texturePerBoxFace\r\n * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the polyhedron mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/polyhedra\r\n */\r\nexport function CreatePolyhedron(\r\n name: string,\r\n options: {\r\n type?: number;\r\n size?: number;\r\n sizeX?: number;\r\n sizeY?: number;\r\n sizeZ?: number;\r\n custom?: any;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n flat?: boolean;\r\n updatable?: boolean;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n } = {},\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const polyhedron = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n polyhedron._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n const vertexData = CreatePolyhedronVertexData(options);\r\n\r\n vertexData.applyToMesh(polyhedron, options.updatable);\r\n\r\n return polyhedron;\r\n}\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use the function directly from the module\r\n */\r\nexport const PolyhedronBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreatePolyhedron,\r\n};\r\n\r\nVertexData.CreatePolyhedron = CreatePolyhedronVertexData;\r\n\r\nMesh.CreatePolyhedron = (\r\n name: string,\r\n options: {\r\n type?: number;\r\n size?: number;\r\n sizeX?: number;\r\n sizeY?: number;\r\n sizeZ?: number;\r\n custom?: any;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n updatable?: boolean;\r\n sideOrientation?: number;\r\n },\r\n scene: Scene\r\n): Mesh => {\r\n return CreatePolyhedron(name, options, scene);\r\n};\r\n"]}
1
+ 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type { Scene } from \"../../scene\";\r\nimport { Vector4 } from \"../../Maths/math.vector\";\r\nimport { Color4 } from \"../../Maths/math.color\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { useOpenGLOrientationForUV } from \"../../Compat/compatibilityOptions\";\r\n\r\n// inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html\r\n/**\r\n * Creates the VertexData for a Polyhedron\r\n * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty\r\n * * type provided types are:\r\n * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)\r\n * * 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)\r\n * * size the size of the IcoSphere, optional default 1\r\n * * sizeX allows stretching in the x direction, optional, default size\r\n * * sizeY allows stretching in the y direction, optional, default size\r\n * * sizeZ allows stretching in the z direction, optional, default size\r\n * * custom a number that overwrites the type to create from an extended set of polyhedron from https://www.babylonjs-playground.com/#21QRSK#15 with minimised editor\r\n * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively\r\n * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively\r\n * * flat when true creates a flat shaded mesh, optional, default true\r\n * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the Polyhedron\r\n */\r\nexport function CreatePolyhedronVertexData(options: {\r\n type?: number;\r\n size?: number;\r\n sizeX?: number;\r\n sizeY?: number;\r\n sizeZ?: number;\r\n custom?: any;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n flat?: boolean;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n}): VertexData {\r\n // provided polyhedron types :\r\n // 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)\r\n // 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)\r\n const polyhedra: { vertex: number[][]; face: number[][] }[] = [];\r\n polyhedra[0] = {\r\n vertex: [\r\n [0, 0, 1.732051],\r\n [1.632993, 0, -0.5773503],\r\n [-0.8164966, 1.414214, -0.5773503],\r\n [-0.8164966, -1.414214, -0.5773503],\r\n ],\r\n face: [\r\n [0, 1, 2],\r\n [0, 2, 3],\r\n [0, 3, 1],\r\n [1, 3, 2],\r\n ],\r\n };\r\n polyhedra[1] = {\r\n vertex: [\r\n [0, 0, 1.414214],\r\n [1.414214, 0, 0],\r\n [0, 1.414214, 0],\r\n [-1.414214, 0, 0],\r\n [0, -1.414214, 0],\r\n [0, 0, -1.414214],\r\n ],\r\n face: [\r\n [0, 1, 2],\r\n [0, 2, 3],\r\n [0, 3, 4],\r\n [0, 4, 1],\r\n [1, 4, 5],\r\n [1, 5, 2],\r\n [2, 5, 3],\r\n [3, 5, 4],\r\n ],\r\n };\r\n polyhedra[2] = {\r\n vertex: [\r\n [0, 0, 1.070466],\r\n [0.7136442, 0, 0.7978784],\r\n [-0.3568221, 0.618034, 0.7978784],\r\n [-0.3568221, -0.618034, 0.7978784],\r\n [0.7978784, 0.618034, 0.3568221],\r\n [0.7978784, -0.618034, 0.3568221],\r\n [-0.9341724, 0.381966, 0.3568221],\r\n [0.1362939, 1, 0.3568221],\r\n [0.1362939, -1, 0.3568221],\r\n [-0.9341724, -0.381966, 0.3568221],\r\n [0.9341724, 0.381966, -0.3568221],\r\n [0.9341724, -0.381966, -0.3568221],\r\n [-0.7978784, 0.618034, -0.3568221],\r\n [-0.1362939, 1, -0.3568221],\r\n [-0.1362939, -1, -0.3568221],\r\n [-0.7978784, -0.618034, -0.3568221],\r\n [0.3568221, 0.618034, -0.7978784],\r\n [0.3568221, -0.618034, -0.7978784],\r\n [-0.7136442, 0, -0.7978784],\r\n [0, 0, -1.070466],\r\n ],\r\n face: [\r\n [0, 1, 4, 7, 2],\r\n [0, 2, 6, 9, 3],\r\n [0, 3, 8, 5, 1],\r\n [1, 5, 11, 10, 4],\r\n [2, 7, 13, 12, 6],\r\n [3, 9, 15, 14, 8],\r\n [4, 10, 16, 13, 7],\r\n [5, 8, 14, 17, 11],\r\n [6, 12, 18, 15, 9],\r\n [10, 11, 17, 19, 16],\r\n [12, 13, 16, 19, 18],\r\n [14, 15, 18, 19, 17],\r\n ],\r\n };\r\n polyhedra[3] = {\r\n vertex: [\r\n [0, 0, 1.175571],\r\n [1.051462, 0, 0.5257311],\r\n [0.3249197, 1, 0.5257311],\r\n [-0.8506508, 0.618034, 0.5257311],\r\n [-0.8506508, -0.618034, 0.5257311],\r\n [0.3249197, -1, 0.5257311],\r\n [0.8506508, 0.618034, -0.5257311],\r\n [0.8506508, -0.618034, -0.5257311],\r\n [-0.3249197, 1, -0.5257311],\r\n [-1.051462, 0, -0.5257311],\r\n [-0.3249197, -1, -0.5257311],\r\n [0, 0, -1.175571],\r\n ],\r\n face: [\r\n [0, 1, 2],\r\n [0, 2, 3],\r\n [0, 3, 4],\r\n [0, 4, 5],\r\n [0, 5, 1],\r\n [1, 5, 7],\r\n [1, 7, 6],\r\n [1, 6, 2],\r\n [2, 6, 8],\r\n [2, 8, 3],\r\n [3, 8, 9],\r\n [3, 9, 4],\r\n [4, 9, 10],\r\n [4, 10, 5],\r\n [5, 10, 7],\r\n [6, 7, 11],\r\n [6, 11, 8],\r\n [7, 10, 11],\r\n [8, 11, 9],\r\n [9, 11, 10],\r\n ],\r\n };\r\n polyhedra[4] = {\r\n vertex: [\r\n [0, 0, 1.070722],\r\n [0.7148135, 0, 0.7971752],\r\n [-0.104682, 0.7071068, 0.7971752],\r\n [-0.6841528, 0.2071068, 0.7971752],\r\n [-0.104682, -0.7071068, 0.7971752],\r\n [0.6101315, 0.7071068, 0.5236279],\r\n [1.04156, 0.2071068, 0.1367736],\r\n [0.6101315, -0.7071068, 0.5236279],\r\n [-0.3574067, 1, 0.1367736],\r\n [-0.7888348, -0.5, 0.5236279],\r\n [-0.9368776, 0.5, 0.1367736],\r\n [-0.3574067, -1, 0.1367736],\r\n [0.3574067, 1, -0.1367736],\r\n [0.9368776, -0.5, -0.1367736],\r\n [0.7888348, 0.5, -0.5236279],\r\n [0.3574067, -1, -0.1367736],\r\n [-0.6101315, 0.7071068, -0.5236279],\r\n [-1.04156, -0.2071068, -0.1367736],\r\n [-0.6101315, -0.7071068, -0.5236279],\r\n [0.104682, 0.7071068, -0.7971752],\r\n [0.6841528, -0.2071068, -0.7971752],\r\n [0.104682, -0.7071068, -0.7971752],\r\n [-0.7148135, 0, -0.7971752],\r\n [0, 0, -1.070722],\r\n ],\r\n face: [\r\n [0, 2, 3],\r\n [1, 6, 5],\r\n [4, 9, 11],\r\n [7, 15, 13],\r\n [8, 16, 10],\r\n [12, 14, 19],\r\n [17, 22, 18],\r\n [20, 21, 23],\r\n [0, 1, 5, 2],\r\n [0, 3, 9, 4],\r\n [0, 4, 7, 1],\r\n [1, 7, 13, 6],\r\n [2, 5, 12, 8],\r\n [2, 8, 10, 3],\r\n [3, 10, 17, 9],\r\n [4, 11, 15, 7],\r\n [5, 6, 14, 12],\r\n [6, 13, 20, 14],\r\n [8, 12, 19, 16],\r\n [9, 17, 18, 11],\r\n [10, 16, 22, 17],\r\n [11, 18, 21, 15],\r\n [13, 15, 21, 20],\r\n [14, 20, 23, 19],\r\n [16, 19, 23, 22],\r\n [18, 22, 23, 21],\r\n ],\r\n };\r\n polyhedra[5] = {\r\n vertex: [\r\n [0, 0, 1.322876],\r\n [1.309307, 0, 0.1889822],\r\n [-0.9819805, 0.8660254, 0.1889822],\r\n [0.1636634, -1.299038, 0.1889822],\r\n [0.3273268, 0.8660254, -0.9449112],\r\n [-0.8183171, -0.4330127, -0.9449112],\r\n ],\r\n face: [\r\n [0, 3, 1],\r\n [2, 4, 5],\r\n [0, 1, 4, 2],\r\n [0, 2, 5, 3],\r\n [1, 3, 5, 4],\r\n ],\r\n };\r\n polyhedra[6] = {\r\n vertex: [\r\n [0, 0, 1.159953],\r\n [1.013464, 0, 0.5642542],\r\n [-0.3501431, 0.9510565, 0.5642542],\r\n [-0.7715208, -0.6571639, 0.5642542],\r\n [0.6633206, 0.9510565, -0.03144481],\r\n [0.8682979, -0.6571639, -0.3996071],\r\n [-1.121664, 0.2938926, -0.03144481],\r\n [-0.2348831, -1.063314, -0.3996071],\r\n [0.5181548, 0.2938926, -0.9953061],\r\n [-0.5850262, -0.112257, -0.9953061],\r\n ],\r\n face: [\r\n [0, 1, 4, 2],\r\n [0, 2, 6, 3],\r\n [1, 5, 8, 4],\r\n [3, 6, 9, 7],\r\n [5, 7, 9, 8],\r\n [0, 3, 7, 5, 1],\r\n [2, 4, 8, 9, 6],\r\n ],\r\n };\r\n polyhedra[7] = {\r\n vertex: [\r\n [0, 0, 1.118034],\r\n [0.8944272, 0, 0.6708204],\r\n [-0.2236068, 0.8660254, 0.6708204],\r\n [-0.7826238, -0.4330127, 0.6708204],\r\n [0.6708204, 0.8660254, 0.2236068],\r\n [1.006231, -0.4330127, -0.2236068],\r\n [-1.006231, 0.4330127, 0.2236068],\r\n [-0.6708204, -0.8660254, -0.2236068],\r\n [0.7826238, 0.4330127, -0.6708204],\r\n [0.2236068, -0.8660254, -0.6708204],\r\n [-0.8944272, 0, -0.6708204],\r\n [0, 0, -1.118034],\r\n ],\r\n face: [\r\n [0, 1, 4, 2],\r\n [0, 2, 6, 3],\r\n [1, 5, 8, 4],\r\n [3, 6, 10, 7],\r\n [5, 9, 11, 8],\r\n [7, 10, 11, 9],\r\n [0, 3, 7, 9, 5, 1],\r\n [2, 4, 8, 11, 10, 6],\r\n ],\r\n };\r\n polyhedra[8] = {\r\n vertex: [\r\n [-0.729665, 0.670121, 0.319155],\r\n [-0.655235, -0.29213, -0.754096],\r\n [-0.093922, -0.607123, 0.537818],\r\n [0.702196, 0.595691, 0.485187],\r\n [0.776626, -0.36656, -0.588064],\r\n ],\r\n face: [\r\n [1, 4, 2],\r\n [0, 1, 2],\r\n [3, 0, 2],\r\n [4, 3, 2],\r\n [4, 1, 0, 3],\r\n ],\r\n };\r\n polyhedra[9] = {\r\n vertex: [\r\n [-0.868849, -0.100041, 0.61257],\r\n [-0.329458, 0.976099, 0.28078],\r\n [-0.26629, -0.013796, -0.477654],\r\n [-0.13392, -1.034115, 0.229829],\r\n [0.738834, 0.707117, -0.307018],\r\n [0.859683, -0.535264, -0.338508],\r\n ],\r\n face: [\r\n [3, 0, 2],\r\n [5, 3, 2],\r\n [4, 5, 2],\r\n [1, 4, 2],\r\n [0, 1, 2],\r\n [0, 3, 5, 4, 1],\r\n ],\r\n };\r\n polyhedra[10] = {\r\n vertex: [\r\n [-0.610389, 0.243975, 0.531213],\r\n [-0.187812, -0.48795, -0.664016],\r\n [-0.187812, 0.9759, -0.664016],\r\n [0.187812, -0.9759, 0.664016],\r\n [0.798201, 0.243975, 0.132803],\r\n ],\r\n face: [\r\n [1, 3, 0],\r\n [3, 4, 0],\r\n [3, 1, 4],\r\n [0, 2, 1],\r\n [0, 4, 2],\r\n [2, 4, 1],\r\n ],\r\n };\r\n polyhedra[11] = {\r\n vertex: [\r\n [-1.028778, 0.392027, -0.048786],\r\n [-0.640503, -0.646161, 0.621837],\r\n [-0.125162, -0.395663, -0.540059],\r\n [0.004683, 0.888447, -0.651988],\r\n [0.125161, 0.395663, 0.540059],\r\n [0.632925, -0.791376, 0.433102],\r\n [1.031672, 0.157063, -0.354165],\r\n ],\r\n face: [\r\n [3, 2, 0],\r\n [2, 1, 0],\r\n [2, 5, 1],\r\n [0, 4, 3],\r\n [0, 1, 4],\r\n [4, 1, 5],\r\n [2, 3, 6],\r\n [3, 4, 6],\r\n [5, 2, 6],\r\n [4, 5, 6],\r\n ],\r\n };\r\n polyhedra[12] = {\r\n vertex: [\r\n [-0.669867, 0.334933, -0.529576],\r\n [-0.669867, 0.334933, 0.529577],\r\n [-0.4043, 1.212901, 0],\r\n [-0.334933, -0.669867, -0.529576],\r\n [-0.334933, -0.669867, 0.529577],\r\n [0.334933, 0.669867, -0.529576],\r\n [0.334933, 0.669867, 0.529577],\r\n [0.4043, -1.212901, 0],\r\n [0.669867, -0.334933, -0.529576],\r\n [0.669867, -0.334933, 0.529577],\r\n ],\r\n face: [\r\n [8, 9, 7],\r\n [6, 5, 2],\r\n [3, 8, 7],\r\n [5, 0, 2],\r\n [4, 3, 7],\r\n [0, 1, 2],\r\n [9, 4, 7],\r\n [1, 6, 2],\r\n [9, 8, 5, 6],\r\n [8, 3, 0, 5],\r\n [3, 4, 1, 0],\r\n [4, 9, 6, 1],\r\n ],\r\n };\r\n polyhedra[13] = {\r\n vertex: [\r\n [-0.931836, 0.219976, -0.264632],\r\n [-0.636706, 0.318353, 0.692816],\r\n [-0.613483, -0.735083, -0.264632],\r\n [-0.326545, 0.979634, 0],\r\n [-0.318353, -0.636706, 0.692816],\r\n [-0.159176, 0.477529, -0.856368],\r\n [0.159176, -0.477529, -0.856368],\r\n [0.318353, 0.636706, 0.692816],\r\n [0.326545, -0.979634, 0],\r\n [0.613482, 0.735082, -0.264632],\r\n [0.636706, -0.318353, 0.692816],\r\n [0.931835, -0.219977, -0.264632],\r\n ],\r\n face: [\r\n [11, 10, 8],\r\n [7, 9, 3],\r\n [6, 11, 8],\r\n [9, 5, 3],\r\n [2, 6, 8],\r\n [5, 0, 3],\r\n [4, 2, 8],\r\n [0, 1, 3],\r\n [10, 4, 8],\r\n [1, 7, 3],\r\n [10, 11, 9, 7],\r\n [11, 6, 5, 9],\r\n [6, 2, 0, 5],\r\n [2, 4, 1, 0],\r\n [4, 10, 7, 1],\r\n ],\r\n };\r\n polyhedra[14] = {\r\n vertex: [\r\n [-0.93465, 0.300459, -0.271185],\r\n [-0.838689, -0.260219, -0.516017],\r\n [-0.711319, 0.717591, 0.128359],\r\n [-0.710334, -0.156922, 0.080946],\r\n [-0.599799, 0.556003, -0.725148],\r\n [-0.503838, -0.004675, -0.969981],\r\n [-0.487004, 0.26021, 0.48049],\r\n [-0.460089, -0.750282, -0.512622],\r\n [-0.376468, 0.973135, -0.325605],\r\n [-0.331735, -0.646985, 0.084342],\r\n [-0.254001, 0.831847, 0.530001],\r\n [-0.125239, -0.494738, -0.966586],\r\n [0.029622, 0.027949, 0.730817],\r\n [0.056536, -0.982543, -0.262295],\r\n [0.08085, 1.087391, 0.076037],\r\n [0.125583, -0.532729, 0.485984],\r\n [0.262625, 0.599586, 0.780328],\r\n [0.391387, -0.726999, -0.716259],\r\n [0.513854, -0.868287, 0.139347],\r\n [0.597475, 0.85513, 0.326364],\r\n [0.641224, 0.109523, 0.783723],\r\n [0.737185, -0.451155, 0.538891],\r\n [0.848705, -0.612742, -0.314616],\r\n [0.976075, 0.365067, 0.32976],\r\n [1.072036, -0.19561, 0.084927],\r\n ],\r\n face: [\r\n [15, 18, 21],\r\n [12, 20, 16],\r\n [6, 10, 2],\r\n [3, 0, 1],\r\n [9, 7, 13],\r\n [2, 8, 4, 0],\r\n [0, 4, 5, 1],\r\n [1, 5, 11, 7],\r\n [7, 11, 17, 13],\r\n [13, 17, 22, 18],\r\n [18, 22, 24, 21],\r\n [21, 24, 23, 20],\r\n [20, 23, 19, 16],\r\n [16, 19, 14, 10],\r\n [10, 14, 8, 2],\r\n [15, 9, 13, 18],\r\n [12, 15, 21, 20],\r\n [6, 12, 16, 10],\r\n [3, 6, 2, 0],\r\n [9, 3, 1, 7],\r\n [9, 15, 12, 6, 3],\r\n [22, 17, 11, 5, 4, 8, 14, 19, 23, 24],\r\n ],\r\n };\r\n\r\n const type: number = options.type && (options.type < 0 || options.type >= polyhedra.length) ? 0 : options.type || 0;\r\n const size = options.size;\r\n const sizeX: number = options.sizeX || size || 1;\r\n const sizeY: number = options.sizeY || size || 1;\r\n const sizeZ: number = options.sizeZ || size || 1;\r\n const data: { vertex: number[][]; face: number[][]; name?: string; category?: string } = options.custom || polyhedra[type];\r\n const nbfaces = data.face.length;\r\n const faceUV = options.faceUV || new Array(nbfaces);\r\n const faceColors = options.faceColors;\r\n const flat = options.flat === undefined ? true : options.flat;\r\n const sideOrientation = options.sideOrientation === 0 ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n const positions: number[] = [];\r\n const indices: number[] = [];\r\n const normals: number[] = [];\r\n const uvs: number[] = [];\r\n const colors: number[] = [];\r\n let index = 0;\r\n let faceIdx = 0; // face cursor in the array \"indexes\"\r\n const indexes: number[] = [];\r\n let i: number;\r\n let f: number;\r\n let u: number, v: number, ang: number, x: number, y: number, tmp: number;\r\n\r\n // default face colors and UV if undefined\r\n if (flat) {\r\n for (f = 0; f < nbfaces; f++) {\r\n if (faceColors && faceColors[f] === undefined) {\r\n faceColors[f] = new Color4(1, 1, 1, 1);\r\n }\r\n if (faceUV && faceUV[f] === undefined) {\r\n faceUV[f] = new Vector4(0, 0, 1, 1);\r\n }\r\n }\r\n }\r\n\r\n if (!flat) {\r\n for (i = 0; i < data.vertex.length; i++) {\r\n positions.push(data.vertex[i][0] * sizeX, data.vertex[i][1] * sizeY, data.vertex[i][2] * sizeZ);\r\n uvs.push(0, useOpenGLOrientationForUV ? 1.0 : 0);\r\n }\r\n for (f = 0; f < nbfaces; f++) {\r\n for (i = 0; i < data.face[f].length - 2; i++) {\r\n indices.push(data.face[f][0], data.face[f][i + 2], data.face[f][i + 1]);\r\n }\r\n }\r\n } else {\r\n for (f = 0; f < nbfaces; f++) {\r\n const fl = data.face[f].length; // number of vertices of the current face\r\n ang = (2 * Math.PI) / fl;\r\n x = 0.5 * Math.tan(ang / 2);\r\n y = 0.5;\r\n\r\n // positions, uvs, colors\r\n for (i = 0; i < fl; i++) {\r\n // positions\r\n positions.push(data.vertex[data.face[f][i]][0] * sizeX, data.vertex[data.face[f][i]][1] * sizeY, data.vertex[data.face[f][i]][2] * sizeZ);\r\n indexes.push(index);\r\n index++;\r\n // uvs\r\n u = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * (0.5 + x);\r\n v = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * (y - 0.5);\r\n uvs.push(u, useOpenGLOrientationForUV ? 1.0 - v : v);\r\n tmp = x * Math.cos(ang) - y * Math.sin(ang);\r\n y = x * Math.sin(ang) + y * Math.cos(ang);\r\n x = tmp;\r\n // colors\r\n if (faceColors) {\r\n colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);\r\n }\r\n }\r\n\r\n // indices from indexes\r\n for (i = 0; i < fl - 2; i++) {\r\n indices.push(indexes[0 + faceIdx], indexes[i + 2 + faceIdx], indexes[i + 1 + faceIdx]);\r\n }\r\n faceIdx += fl;\r\n }\r\n }\r\n\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n const vertexData = new VertexData();\r\n vertexData.positions = positions;\r\n vertexData.indices = indices;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n if (faceColors && flat) {\r\n vertexData.colors = colors;\r\n }\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a polyhedron mesh\r\n * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type\r\n * * The parameter `size` (positive float, default 1) sets the polygon size\r\n * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)\r\n * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overrides the parameter `type`\r\n * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron\r\n * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)\r\n * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/features/featuresDeepDive/materials/using/texturePerBoxFace\r\n * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the polyhedron mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/polyhedra\r\n */\r\nexport function CreatePolyhedron(\r\n name: string,\r\n options: {\r\n type?: number;\r\n size?: number;\r\n sizeX?: number;\r\n sizeY?: number;\r\n sizeZ?: number;\r\n custom?: any;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n flat?: boolean;\r\n updatable?: boolean;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n } = {},\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const polyhedron = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n polyhedron._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n const vertexData = CreatePolyhedronVertexData(options);\r\n\r\n vertexData.applyToMesh(polyhedron, options.updatable);\r\n\r\n return polyhedron;\r\n}\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use the function directly from the module\r\n */\r\nexport const PolyhedronBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreatePolyhedron,\r\n};\r\n\r\nVertexData.CreatePolyhedron = CreatePolyhedronVertexData;\r\n\r\nMesh.CreatePolyhedron = (\r\n name: string,\r\n options: {\r\n type?: number;\r\n size?: number;\r\n sizeX?: number;\r\n sizeY?: number;\r\n sizeZ?: number;\r\n custom?: any;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n updatable?: boolean;\r\n sideOrientation?: number;\r\n },\r\n scene: Scene\r\n): Mesh => {\r\n return CreatePolyhedron(name, options, scene);\r\n};\r\n"]}
@@ -95,8 +95,8 @@ export function CreateRibbonVertexData(options) {
95
95
  // vertical distances (v)
96
96
  let path1;
97
97
  let path2;
98
- let vertex1 = null;
99
- let vertex2 = null;
98
+ let vertex1;
99
+ let vertex2;
100
100
  for (i = 0; i < minlg + closePathCorr; i++) {
101
101
  vTotalDistance[i] = 0;
102
102
  vs[i] = [0];
@@ -168,8 +168,8 @@ export function CreateRibbonVertexData(options) {
168
168
  VertexData.ComputeNormals(positions, indices, normals);
169
169
  if (closePath) {
170
170
  // update both the first and last vertex normals to their average value
171
- let indexFirst = 0;
172
- let indexLast = 0;
171
+ let indexFirst;
172
+ let indexLast;
173
173
  for (p = 0; p < pathArray.length; p++) {
174
174
  indexFirst = idx[p] * 3;
175
175
  if (p + 1 < pathArray.length) {
@@ -337,8 +337,8 @@ export function CreateRibbon(name, options, scene = null) {
337
337
  const params = instance.isFacetDataEnabled ? instance.getFacetDataParameters() : null;
338
338
  VertexData.ComputeNormals(positions, indices, normals, params);
339
339
  if (instance._creationDataStorage && instance._creationDataStorage.closePath) {
340
- let indexFirst = 0;
341
- let indexLast = 0;
340
+ let indexFirst;
341
+ let indexLast;
342
342
  for (let p = 0; p < pathArray.length; p++) {
343
343
  indexFirst = instance._creationDataStorage.idx[p] * 3;
344
344
  if (p + 1 < pathArray.length) {
@@ -1 +1 @@
1
- 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type { Nullable, FloatArray } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Vector3, Vector2, Vector4 } from \"../../Maths/math.vector\";\r\nimport { TmpVectors } from \"../../Maths/math.vector\";\r\nimport type { Color4 } from \"../../Maths/math.color\";\r\nimport { Mesh, _CreationDataStorage } from \"../mesh\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { useOpenGLOrientationForUV } from \"../../Compat/compatibilityOptions\";\r\n\r\n/**\r\n * Creates the VertexData for a Ribbon\r\n * @param options an object used to set the following optional parameters for the ribbon, required but can be empty\r\n * * pathArray array of paths, each of which an array of successive Vector3\r\n * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false\r\n * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false\r\n * * offset a positive integer, only used when pathArray contains a single path (offset = 10 means the point 1 is joined to the point 11), default rounded half size of the pathArray length\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false\r\n * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional\r\n * * colors a linear array, of length 4 * number of vertices, of custom color values, optional\r\n * @returns the VertexData of the ribbon\r\n */\r\nexport function CreateRibbonVertexData(options: {\r\n pathArray: Vector3[][];\r\n closeArray?: boolean;\r\n closePath?: boolean;\r\n offset?: number;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n invertUV?: boolean;\r\n uvs?: Vector2[];\r\n colors?: Color4[];\r\n}): VertexData {\r\n let pathArray: Vector3[][] = options.pathArray;\r\n const closeArray: boolean = options.closeArray || false;\r\n const closePath: boolean = options.closePath || false;\r\n const invertUV: boolean = options.invertUV || false;\r\n const defaultOffset: number = Math.floor(pathArray[0].length / 2);\r\n let offset: number = options.offset || defaultOffset;\r\n offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset\r\n const sideOrientation: number = options.sideOrientation === 0 ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n const customUV = options.uvs;\r\n const customColors = options.colors;\r\n\r\n const positions: number[] = [];\r\n const indices: number[] = [];\r\n const normals: number[] = [];\r\n const uvs: number[] = [];\r\n\r\n const us: number[][] = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id\r\n const vs: number[][] = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutive paths from pathArray\r\n const uTotalDistance: number[] = []; // uTotalDistance[p] : total distance of path p\r\n const vTotalDistance: number[] = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray\r\n let minlg: number; // minimal length among all paths from pathArray\r\n const lg: number[] = []; // array of path lengths : nb of vertex per path\r\n const idx: number[] = []; // array of path indexes : index of each path (first vertex) in the total vertex number\r\n let p: number; // path iterator\r\n let i: number; // point iterator\r\n let j: number; // point iterator\r\n\r\n // if single path in pathArray\r\n if (pathArray.length < 2) {\r\n const ar1: Vector3[] = [];\r\n const ar2: Vector3[] = [];\r\n for (i = 0; i < pathArray[0].length - offset; i++) {\r\n ar1.push(pathArray[0][i]);\r\n ar2.push(pathArray[0][i + offset]);\r\n }\r\n pathArray = [ar1, ar2];\r\n }\r\n\r\n // positions and horizontal distances (u)\r\n let idc: number = 0;\r\n const closePathCorr: number = closePath ? 1 : 0; // the final index will be +1 if closePath\r\n const closeArrayCorr: number = closeArray ? 1 : 0;\r\n let path: Vector3[];\r\n let l: number;\r\n minlg = pathArray[0].length;\r\n let vectlg: number;\r\n let dist: number;\r\n for (p = 0; p < pathArray.length + closeArrayCorr; p++) {\r\n uTotalDistance[p] = 0;\r\n us[p] = [0];\r\n path = p === pathArray.length ? pathArray[0] : pathArray[p];\r\n l = path.length;\r\n minlg = minlg < l ? minlg : l;\r\n\r\n j = 0;\r\n while (j < l) {\r\n positions.push(path[j].x, path[j].y, path[j].z);\r\n if (j > 0) {\r\n vectlg = path[j].subtract(path[j - 1]).length();\r\n dist = vectlg + uTotalDistance[p];\r\n us[p].push(dist);\r\n uTotalDistance[p] = dist;\r\n }\r\n j++;\r\n }\r\n\r\n if (closePath) {\r\n // an extra hidden vertex is added in the \"positions\" array\r\n j--;\r\n positions.push(path[0].x, path[0].y, path[0].z);\r\n vectlg = path[j].subtract(path[0]).length();\r\n dist = vectlg + uTotalDistance[p];\r\n us[p].push(dist);\r\n uTotalDistance[p] = dist;\r\n }\r\n\r\n lg[p] = l + closePathCorr;\r\n idx[p] = idc;\r\n idc += l + closePathCorr;\r\n }\r\n\r\n // vertical distances (v)\r\n let path1: Vector3[];\r\n let path2: Vector3[];\r\n let vertex1: Nullable<Vector3> = null;\r\n let vertex2: Nullable<Vector3> = null;\r\n for (i = 0; i < minlg + closePathCorr; i++) {\r\n vTotalDistance[i] = 0;\r\n vs[i] = [0];\r\n for (p = 0; p < pathArray.length - 1 + closeArrayCorr; p++) {\r\n path1 = pathArray[p];\r\n path2 = p === pathArray.length - 1 ? pathArray[0] : pathArray[p + 1];\r\n if (i === minlg) {\r\n // closePath\r\n vertex1 = path1[0];\r\n vertex2 = path2[0];\r\n } else {\r\n vertex1 = path1[i];\r\n vertex2 = path2[i];\r\n }\r\n vectlg = vertex2.subtract(vertex1).length();\r\n dist = vectlg + vTotalDistance[i];\r\n vs[i].push(dist);\r\n vTotalDistance[i] = dist;\r\n }\r\n }\r\n\r\n // uvs\r\n let u: number;\r\n let v: number;\r\n if (customUV) {\r\n for (p = 0; p < customUV.length; p++) {\r\n uvs.push(customUV[p].x, useOpenGLOrientationForUV ? 1.0 - customUV[p].y : customUV[p].y);\r\n }\r\n } else {\r\n for (p = 0; p < pathArray.length + closeArrayCorr; p++) {\r\n for (i = 0; i < minlg + closePathCorr; i++) {\r\n u = uTotalDistance[p] != 0.0 ? us[p][i] / uTotalDistance[p] : 0.0;\r\n v = vTotalDistance[i] != 0.0 ? vs[i][p] / vTotalDistance[i] : 0.0;\r\n if (invertUV) {\r\n uvs.push(v, u);\r\n } else {\r\n uvs.push(u, useOpenGLOrientationForUV ? 1.0 - v : v);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // indices\r\n p = 0; // path index\r\n let pi: number = 0; // positions array index\r\n let l1: number = lg[p] - 1; // path1 length\r\n let l2: number = lg[p + 1] - 1; // path2 length\r\n let min: number = l1 < l2 ? l1 : l2; // current path stop index\r\n let shft: number = idx[1] - idx[0]; // shift\r\n const path1nb: number = lg.length - 1; // number of path1 to iterate on\r\n\r\n while (pi <= min && p < path1nb) {\r\n // stay under min and don't go over next to last path\r\n // draw two triangles between path1 (p1) and path2 (p2) : (p1.pi, p2.pi, p1.pi+1) and (p2.pi+1, p1.pi+1, p2.pi) clockwise\r\n\r\n indices.push(pi, pi + shft, pi + 1);\r\n indices.push(pi + shft + 1, pi + 1, pi + shft);\r\n pi += 1;\r\n if (pi === min) {\r\n // if end of one of two consecutive paths reached, go to next existing path\r\n p++;\r\n shft = idx[p + 1] - idx[p];\r\n l1 = lg[p] - 1;\r\n l2 = lg[p + 1] - 1;\r\n pi = idx[p];\r\n min = l1 < l2 ? l1 + pi : l2 + pi;\r\n }\r\n }\r\n\r\n // normals\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n\r\n if (closePath) {\r\n // update both the first and last vertex normals to their average value\r\n let indexFirst: number = 0;\r\n let indexLast: number = 0;\r\n for (p = 0; p < pathArray.length; p++) {\r\n indexFirst = idx[p] * 3;\r\n if (p + 1 < pathArray.length) {\r\n indexLast = (idx[p + 1] - 1) * 3;\r\n } else {\r\n indexLast = normals.length - 3;\r\n }\r\n normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;\r\n normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;\r\n normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;\r\n const l = Math.sqrt(normals[indexFirst] * normals[indexFirst] + normals[indexFirst + 1] * normals[indexFirst + 1] + normals[indexFirst + 2] * normals[indexFirst + 2]);\r\n normals[indexFirst] /= l;\r\n normals[indexFirst + 1] /= l;\r\n normals[indexFirst + 2] /= l;\r\n normals[indexLast] = normals[indexFirst];\r\n normals[indexLast + 1] = normals[indexFirst + 1];\r\n normals[indexLast + 2] = normals[indexFirst + 2];\r\n }\r\n }\r\n\r\n if (closeArray) {\r\n let indexFirst = idx[0] * 3;\r\n let indexLast = idx[pathArray.length] * 3;\r\n for (i = 0; i < minlg + closePathCorr; i++) {\r\n normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;\r\n normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;\r\n normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;\r\n const l = Math.sqrt(normals[indexFirst] * normals[indexFirst] + normals[indexFirst + 1] * normals[indexFirst + 1] + normals[indexFirst + 2] * normals[indexFirst + 2]);\r\n normals[indexFirst] /= l;\r\n normals[indexFirst + 1] /= l;\r\n normals[indexFirst + 2] /= l;\r\n normals[indexLast] = normals[indexFirst];\r\n normals[indexLast + 1] = normals[indexFirst + 1];\r\n normals[indexLast + 2] = normals[indexFirst + 2];\r\n indexFirst += 3;\r\n indexLast += 3;\r\n }\r\n }\r\n\r\n // sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n // Colors\r\n let colors: Nullable<Float32Array> = null;\r\n if (customColors) {\r\n colors = new Float32Array(customColors.length * 4);\r\n for (let c = 0; c < customColors.length; c++) {\r\n colors[c * 4] = customColors[c].r;\r\n colors[c * 4 + 1] = customColors[c].g;\r\n colors[c * 4 + 2] = customColors[c].b;\r\n colors[c * 4 + 3] = customColors[c].a;\r\n }\r\n }\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n const positions32 = new Float32Array(positions);\r\n const normals32 = new Float32Array(normals);\r\n const uvs32 = new Float32Array(uvs);\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions32;\r\n vertexData.normals = normals32;\r\n vertexData.uvs = uvs32;\r\n if (colors) {\r\n vertexData.set(colors, VertexBuffer.ColorKind);\r\n }\r\n\r\n if (closePath) {\r\n (<any>vertexData)._idx = idx;\r\n }\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters\r\n * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry\r\n * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array\r\n * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array\r\n * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path\r\n * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11\r\n * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph#ribbon\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation\r\n * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture\r\n * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones\r\n * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values\r\n * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry\r\n * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the ribbon mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param/ribbon_extra\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param\r\n */\r\nexport function CreateRibbon(\r\n name: string,\r\n options: {\r\n pathArray: Vector3[][];\r\n closeArray?: boolean;\r\n closePath?: boolean;\r\n offset?: number;\r\n updatable?: boolean;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n instance?: Mesh;\r\n invertUV?: boolean;\r\n uvs?: Vector2[];\r\n colors?: Color4[];\r\n },\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const pathArray = options.pathArray;\r\n const closeArray = options.closeArray;\r\n const closePath = options.closePath;\r\n const sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n const instance = options.instance;\r\n const updatable = options.updatable;\r\n\r\n if (instance) {\r\n // existing ribbon instance update\r\n // positionFunction : ribbon case\r\n // only pathArray and sideOrientation parameters are taken into account for positions update\r\n const minimum = TmpVectors.Vector3[0].setAll(Number.MAX_VALUE);\r\n const maximum = TmpVectors.Vector3[1].setAll(-Number.MAX_VALUE);\r\n const positionFunction = (positions: FloatArray) => {\r\n let minlg = pathArray[0].length;\r\n const mesh = instance;\r\n let i = 0;\r\n const ns = mesh._originalBuilderSideOrientation === Mesh.DOUBLESIDE ? 2 : 1;\r\n for (let si = 1; si <= ns; ++si) {\r\n for (let p = 0; p < pathArray.length; ++p) {\r\n const path = pathArray[p];\r\n const l = path.length;\r\n minlg = minlg < l ? minlg : l;\r\n for (let j = 0; j < minlg; ++j) {\r\n const pathPoint = path[j];\r\n positions[i] = pathPoint.x;\r\n positions[i + 1] = pathPoint.y;\r\n positions[i + 2] = pathPoint.z;\r\n minimum.minimizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);\r\n maximum.maximizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);\r\n i += 3;\r\n }\r\n if (mesh._creationDataStorage && mesh._creationDataStorage.closePath) {\r\n const pathPoint = path[0];\r\n positions[i] = pathPoint.x;\r\n positions[i + 1] = pathPoint.y;\r\n positions[i + 2] = pathPoint.z;\r\n i += 3;\r\n }\r\n }\r\n }\r\n };\r\n const positions = <FloatArray>instance.getVerticesData(VertexBuffer.PositionKind);\r\n positionFunction(positions);\r\n if (instance.hasBoundingInfo) {\r\n instance.getBoundingInfo().reConstruct(minimum, maximum, instance._worldMatrix);\r\n } else {\r\n instance.buildBoundingInfo(minimum, maximum, instance._worldMatrix);\r\n }\r\n instance.updateVerticesData(VertexBuffer.PositionKind, positions, false, false);\r\n if (options.colors) {\r\n const colors = <FloatArray>instance.getVerticesData(VertexBuffer.ColorKind);\r\n for (let c = 0, colorIndex = 0; c < options.colors.length; c++, colorIndex += 4) {\r\n const color = options.colors[c];\r\n colors[colorIndex] = color.r;\r\n colors[colorIndex + 1] = color.g;\r\n colors[colorIndex + 2] = color.b;\r\n colors[colorIndex + 3] = color.a;\r\n }\r\n instance.updateVerticesData(VertexBuffer.ColorKind, colors, false, false);\r\n }\r\n if (options.uvs) {\r\n const uvs = <FloatArray>instance.getVerticesData(VertexBuffer.UVKind);\r\n for (let i = 0; i < options.uvs.length; i++) {\r\n uvs[i * 2] = options.uvs[i].x;\r\n uvs[i * 2 + 1] = useOpenGLOrientationForUV ? 1.0 - options.uvs[i].y : options.uvs[i].y;\r\n }\r\n instance.updateVerticesData(VertexBuffer.UVKind, uvs, false, false);\r\n }\r\n if (!instance.areNormalsFrozen || instance.isFacetDataEnabled) {\r\n const indices = instance.getIndices();\r\n const normals = <FloatArray>instance.getVerticesData(VertexBuffer.NormalKind);\r\n const params = instance.isFacetDataEnabled ? instance.getFacetDataParameters() : null;\r\n VertexData.ComputeNormals(positions, indices, normals, params);\r\n\r\n if (instance._creationDataStorage && instance._creationDataStorage.closePath) {\r\n let indexFirst: number = 0;\r\n let indexLast: number = 0;\r\n for (let p = 0; p < pathArray.length; p++) {\r\n indexFirst = instance._creationDataStorage.idx[p] * 3;\r\n if (p + 1 < pathArray.length) {\r\n indexLast = (instance._creationDataStorage.idx[p + 1] - 1) * 3;\r\n } else {\r\n indexLast = normals.length - 3;\r\n }\r\n normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;\r\n normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;\r\n normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;\r\n normals[indexLast] = normals[indexFirst];\r\n normals[indexLast + 1] = normals[indexFirst + 1];\r\n normals[indexLast + 2] = normals[indexFirst + 2];\r\n }\r\n }\r\n if (!instance.areNormalsFrozen) {\r\n instance.updateVerticesData(VertexBuffer.NormalKind, normals, false, false);\r\n }\r\n }\r\n\r\n return instance;\r\n } else {\r\n // new ribbon creation\r\n\r\n const ribbon = new Mesh(name, scene);\r\n ribbon._originalBuilderSideOrientation = sideOrientation;\r\n ribbon._creationDataStorage = new _CreationDataStorage();\r\n\r\n const vertexData = CreateRibbonVertexData(options);\r\n if (closePath) {\r\n ribbon._creationDataStorage.idx = (<any>vertexData)._idx;\r\n }\r\n ribbon._creationDataStorage.closePath = closePath;\r\n ribbon._creationDataStorage.closeArray = closeArray;\r\n\r\n vertexData.applyToMesh(ribbon, updatable);\r\n\r\n return ribbon;\r\n }\r\n}\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use CreateRibbon directly\r\n */\r\nexport const RibbonBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateRibbon,\r\n};\r\n\r\nVertexData.CreateRibbon = CreateRibbonVertexData;\r\n\r\nMesh.CreateRibbon = (\r\n name: string,\r\n pathArray: Vector3[][],\r\n closeArray: boolean = false,\r\n closePath: boolean,\r\n offset: number,\r\n scene?: Scene,\r\n updatable: boolean = false,\r\n sideOrientation?: number,\r\n instance?: Mesh\r\n) => {\r\n return CreateRibbon(\r\n name,\r\n {\r\n pathArray: pathArray,\r\n closeArray: closeArray,\r\n closePath: closePath,\r\n offset: offset,\r\n updatable: updatable,\r\n sideOrientation: sideOrientation,\r\n instance: instance,\r\n },\r\n scene\r\n );\r\n};\r\n"]}
1
+ 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type { Nullable, FloatArray } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Vector3, Vector2, Vector4 } from \"../../Maths/math.vector\";\r\nimport { TmpVectors } from \"../../Maths/math.vector\";\r\nimport type { Color4 } from \"../../Maths/math.color\";\r\nimport { Mesh, _CreationDataStorage } from \"../mesh\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { useOpenGLOrientationForUV } from \"../../Compat/compatibilityOptions\";\r\n\r\n/**\r\n * Creates the VertexData for a Ribbon\r\n * @param options an object used to set the following optional parameters for the ribbon, required but can be empty\r\n * * pathArray array of paths, each of which an array of successive Vector3\r\n * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false\r\n * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false\r\n * * offset a positive integer, only used when pathArray contains a single path (offset = 10 means the point 1 is joined to the point 11), default rounded half size of the pathArray length\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false\r\n * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional\r\n * * colors a linear array, of length 4 * number of vertices, of custom color values, optional\r\n * @returns the VertexData of the ribbon\r\n */\r\nexport function CreateRibbonVertexData(options: {\r\n pathArray: Vector3[][];\r\n closeArray?: boolean;\r\n closePath?: boolean;\r\n offset?: number;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n invertUV?: boolean;\r\n uvs?: Vector2[];\r\n colors?: Color4[];\r\n}): VertexData {\r\n let pathArray: Vector3[][] = options.pathArray;\r\n const closeArray: boolean = options.closeArray || false;\r\n const closePath: boolean = options.closePath || false;\r\n const invertUV: boolean = options.invertUV || false;\r\n const defaultOffset: number = Math.floor(pathArray[0].length / 2);\r\n let offset: number = options.offset || defaultOffset;\r\n offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset\r\n const sideOrientation: number = options.sideOrientation === 0 ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n const customUV = options.uvs;\r\n const customColors = options.colors;\r\n\r\n const positions: number[] = [];\r\n const indices: number[] = [];\r\n const normals: number[] = [];\r\n const uvs: number[] = [];\r\n\r\n const us: number[][] = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id\r\n const vs: number[][] = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutive paths from pathArray\r\n const uTotalDistance: number[] = []; // uTotalDistance[p] : total distance of path p\r\n const vTotalDistance: number[] = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray\r\n let minlg: number; // minimal length among all paths from pathArray\r\n const lg: number[] = []; // array of path lengths : nb of vertex per path\r\n const idx: number[] = []; // array of path indexes : index of each path (first vertex) in the total vertex number\r\n let p: number; // path iterator\r\n let i: number; // point iterator\r\n let j: number; // point iterator\r\n\r\n // if single path in pathArray\r\n if (pathArray.length < 2) {\r\n const ar1: Vector3[] = [];\r\n const ar2: Vector3[] = [];\r\n for (i = 0; i < pathArray[0].length - offset; i++) {\r\n ar1.push(pathArray[0][i]);\r\n ar2.push(pathArray[0][i + offset]);\r\n }\r\n pathArray = [ar1, ar2];\r\n }\r\n\r\n // positions and horizontal distances (u)\r\n let idc: number = 0;\r\n const closePathCorr: number = closePath ? 1 : 0; // the final index will be +1 if closePath\r\n const closeArrayCorr: number = closeArray ? 1 : 0;\r\n let path: Vector3[];\r\n let l: number;\r\n minlg = pathArray[0].length;\r\n let vectlg: number;\r\n let dist: number;\r\n for (p = 0; p < pathArray.length + closeArrayCorr; p++) {\r\n uTotalDistance[p] = 0;\r\n us[p] = [0];\r\n path = p === pathArray.length ? pathArray[0] : pathArray[p];\r\n l = path.length;\r\n minlg = minlg < l ? minlg : l;\r\n\r\n j = 0;\r\n while (j < l) {\r\n positions.push(path[j].x, path[j].y, path[j].z);\r\n if (j > 0) {\r\n vectlg = path[j].subtract(path[j - 1]).length();\r\n dist = vectlg + uTotalDistance[p];\r\n us[p].push(dist);\r\n uTotalDistance[p] = dist;\r\n }\r\n j++;\r\n }\r\n\r\n if (closePath) {\r\n // an extra hidden vertex is added in the \"positions\" array\r\n j--;\r\n positions.push(path[0].x, path[0].y, path[0].z);\r\n vectlg = path[j].subtract(path[0]).length();\r\n dist = vectlg + uTotalDistance[p];\r\n us[p].push(dist);\r\n uTotalDistance[p] = dist;\r\n }\r\n\r\n lg[p] = l + closePathCorr;\r\n idx[p] = idc;\r\n idc += l + closePathCorr;\r\n }\r\n\r\n // vertical distances (v)\r\n let path1: Vector3[];\r\n let path2: Vector3[];\r\n let vertex1: Nullable<Vector3>;\r\n let vertex2: Nullable<Vector3>;\r\n for (i = 0; i < minlg + closePathCorr; i++) {\r\n vTotalDistance[i] = 0;\r\n vs[i] = [0];\r\n for (p = 0; p < pathArray.length - 1 + closeArrayCorr; p++) {\r\n path1 = pathArray[p];\r\n path2 = p === pathArray.length - 1 ? pathArray[0] : pathArray[p + 1];\r\n if (i === minlg) {\r\n // closePath\r\n vertex1 = path1[0];\r\n vertex2 = path2[0];\r\n } else {\r\n vertex1 = path1[i];\r\n vertex2 = path2[i];\r\n }\r\n vectlg = vertex2.subtract(vertex1).length();\r\n dist = vectlg + vTotalDistance[i];\r\n vs[i].push(dist);\r\n vTotalDistance[i] = dist;\r\n }\r\n }\r\n\r\n // uvs\r\n let u: number;\r\n let v: number;\r\n if (customUV) {\r\n for (p = 0; p < customUV.length; p++) {\r\n uvs.push(customUV[p].x, useOpenGLOrientationForUV ? 1.0 - customUV[p].y : customUV[p].y);\r\n }\r\n } else {\r\n for (p = 0; p < pathArray.length + closeArrayCorr; p++) {\r\n for (i = 0; i < minlg + closePathCorr; i++) {\r\n u = uTotalDistance[p] != 0.0 ? us[p][i] / uTotalDistance[p] : 0.0;\r\n v = vTotalDistance[i] != 0.0 ? vs[i][p] / vTotalDistance[i] : 0.0;\r\n if (invertUV) {\r\n uvs.push(v, u);\r\n } else {\r\n uvs.push(u, useOpenGLOrientationForUV ? 1.0 - v : v);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // indices\r\n p = 0; // path index\r\n let pi: number = 0; // positions array index\r\n let l1: number = lg[p] - 1; // path1 length\r\n let l2: number = lg[p + 1] - 1; // path2 length\r\n let min: number = l1 < l2 ? l1 : l2; // current path stop index\r\n let shft: number = idx[1] - idx[0]; // shift\r\n const path1nb: number = lg.length - 1; // number of path1 to iterate on\r\n\r\n while (pi <= min && p < path1nb) {\r\n // stay under min and don't go over next to last path\r\n // draw two triangles between path1 (p1) and path2 (p2) : (p1.pi, p2.pi, p1.pi+1) and (p2.pi+1, p1.pi+1, p2.pi) clockwise\r\n\r\n indices.push(pi, pi + shft, pi + 1);\r\n indices.push(pi + shft + 1, pi + 1, pi + shft);\r\n pi += 1;\r\n if (pi === min) {\r\n // if end of one of two consecutive paths reached, go to next existing path\r\n p++;\r\n shft = idx[p + 1] - idx[p];\r\n l1 = lg[p] - 1;\r\n l2 = lg[p + 1] - 1;\r\n pi = idx[p];\r\n min = l1 < l2 ? l1 + pi : l2 + pi;\r\n }\r\n }\r\n\r\n // normals\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n\r\n if (closePath) {\r\n // update both the first and last vertex normals to their average value\r\n let indexFirst: number;\r\n let indexLast: number;\r\n for (p = 0; p < pathArray.length; p++) {\r\n indexFirst = idx[p] * 3;\r\n if (p + 1 < pathArray.length) {\r\n indexLast = (idx[p + 1] - 1) * 3;\r\n } else {\r\n indexLast = normals.length - 3;\r\n }\r\n normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;\r\n normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;\r\n normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;\r\n const l = Math.sqrt(normals[indexFirst] * normals[indexFirst] + normals[indexFirst + 1] * normals[indexFirst + 1] + normals[indexFirst + 2] * normals[indexFirst + 2]);\r\n normals[indexFirst] /= l;\r\n normals[indexFirst + 1] /= l;\r\n normals[indexFirst + 2] /= l;\r\n normals[indexLast] = normals[indexFirst];\r\n normals[indexLast + 1] = normals[indexFirst + 1];\r\n normals[indexLast + 2] = normals[indexFirst + 2];\r\n }\r\n }\r\n\r\n if (closeArray) {\r\n let indexFirst = idx[0] * 3;\r\n let indexLast = idx[pathArray.length] * 3;\r\n for (i = 0; i < minlg + closePathCorr; i++) {\r\n normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;\r\n normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;\r\n normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;\r\n const l = Math.sqrt(normals[indexFirst] * normals[indexFirst] + normals[indexFirst + 1] * normals[indexFirst + 1] + normals[indexFirst + 2] * normals[indexFirst + 2]);\r\n normals[indexFirst] /= l;\r\n normals[indexFirst + 1] /= l;\r\n normals[indexFirst + 2] /= l;\r\n normals[indexLast] = normals[indexFirst];\r\n normals[indexLast + 1] = normals[indexFirst + 1];\r\n normals[indexLast + 2] = normals[indexFirst + 2];\r\n indexFirst += 3;\r\n indexLast += 3;\r\n }\r\n }\r\n\r\n // sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n // Colors\r\n let colors: Nullable<Float32Array> = null;\r\n if (customColors) {\r\n colors = new Float32Array(customColors.length * 4);\r\n for (let c = 0; c < customColors.length; c++) {\r\n colors[c * 4] = customColors[c].r;\r\n colors[c * 4 + 1] = customColors[c].g;\r\n colors[c * 4 + 2] = customColors[c].b;\r\n colors[c * 4 + 3] = customColors[c].a;\r\n }\r\n }\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n const positions32 = new Float32Array(positions);\r\n const normals32 = new Float32Array(normals);\r\n const uvs32 = new Float32Array(uvs);\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions32;\r\n vertexData.normals = normals32;\r\n vertexData.uvs = uvs32;\r\n if (colors) {\r\n vertexData.set(colors, VertexBuffer.ColorKind);\r\n }\r\n\r\n if (closePath) {\r\n (<any>vertexData)._idx = idx;\r\n }\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters\r\n * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry\r\n * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array\r\n * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array\r\n * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path\r\n * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11\r\n * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph#ribbon\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation\r\n * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture\r\n * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones\r\n * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values\r\n * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry\r\n * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the ribbon mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param/ribbon_extra\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param\r\n */\r\nexport function CreateRibbon(\r\n name: string,\r\n options: {\r\n pathArray: Vector3[][];\r\n closeArray?: boolean;\r\n closePath?: boolean;\r\n offset?: number;\r\n updatable?: boolean;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n instance?: Mesh;\r\n invertUV?: boolean;\r\n uvs?: Vector2[];\r\n colors?: Color4[];\r\n },\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const pathArray = options.pathArray;\r\n const closeArray = options.closeArray;\r\n const closePath = options.closePath;\r\n const sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n const instance = options.instance;\r\n const updatable = options.updatable;\r\n\r\n if (instance) {\r\n // existing ribbon instance update\r\n // positionFunction : ribbon case\r\n // only pathArray and sideOrientation parameters are taken into account for positions update\r\n const minimum = TmpVectors.Vector3[0].setAll(Number.MAX_VALUE);\r\n const maximum = TmpVectors.Vector3[1].setAll(-Number.MAX_VALUE);\r\n const positionFunction = (positions: FloatArray) => {\r\n let minlg = pathArray[0].length;\r\n const mesh = instance;\r\n let i = 0;\r\n const ns = mesh._originalBuilderSideOrientation === Mesh.DOUBLESIDE ? 2 : 1;\r\n for (let si = 1; si <= ns; ++si) {\r\n for (let p = 0; p < pathArray.length; ++p) {\r\n const path = pathArray[p];\r\n const l = path.length;\r\n minlg = minlg < l ? minlg : l;\r\n for (let j = 0; j < minlg; ++j) {\r\n const pathPoint = path[j];\r\n positions[i] = pathPoint.x;\r\n positions[i + 1] = pathPoint.y;\r\n positions[i + 2] = pathPoint.z;\r\n minimum.minimizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);\r\n maximum.maximizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);\r\n i += 3;\r\n }\r\n if (mesh._creationDataStorage && mesh._creationDataStorage.closePath) {\r\n const pathPoint = path[0];\r\n positions[i] = pathPoint.x;\r\n positions[i + 1] = pathPoint.y;\r\n positions[i + 2] = pathPoint.z;\r\n i += 3;\r\n }\r\n }\r\n }\r\n };\r\n const positions = <FloatArray>instance.getVerticesData(VertexBuffer.PositionKind);\r\n positionFunction(positions);\r\n if (instance.hasBoundingInfo) {\r\n instance.getBoundingInfo().reConstruct(minimum, maximum, instance._worldMatrix);\r\n } else {\r\n instance.buildBoundingInfo(minimum, maximum, instance._worldMatrix);\r\n }\r\n instance.updateVerticesData(VertexBuffer.PositionKind, positions, false, false);\r\n if (options.colors) {\r\n const colors = <FloatArray>instance.getVerticesData(VertexBuffer.ColorKind);\r\n for (let c = 0, colorIndex = 0; c < options.colors.length; c++, colorIndex += 4) {\r\n const color = options.colors[c];\r\n colors[colorIndex] = color.r;\r\n colors[colorIndex + 1] = color.g;\r\n colors[colorIndex + 2] = color.b;\r\n colors[colorIndex + 3] = color.a;\r\n }\r\n instance.updateVerticesData(VertexBuffer.ColorKind, colors, false, false);\r\n }\r\n if (options.uvs) {\r\n const uvs = <FloatArray>instance.getVerticesData(VertexBuffer.UVKind);\r\n for (let i = 0; i < options.uvs.length; i++) {\r\n uvs[i * 2] = options.uvs[i].x;\r\n uvs[i * 2 + 1] = useOpenGLOrientationForUV ? 1.0 - options.uvs[i].y : options.uvs[i].y;\r\n }\r\n instance.updateVerticesData(VertexBuffer.UVKind, uvs, false, false);\r\n }\r\n if (!instance.areNormalsFrozen || instance.isFacetDataEnabled) {\r\n const indices = instance.getIndices();\r\n const normals = <FloatArray>instance.getVerticesData(VertexBuffer.NormalKind);\r\n const params = instance.isFacetDataEnabled ? instance.getFacetDataParameters() : null;\r\n VertexData.ComputeNormals(positions, indices, normals, params);\r\n\r\n if (instance._creationDataStorage && instance._creationDataStorage.closePath) {\r\n let indexFirst: number;\r\n let indexLast: number;\r\n for (let p = 0; p < pathArray.length; p++) {\r\n indexFirst = instance._creationDataStorage.idx[p] * 3;\r\n if (p + 1 < pathArray.length) {\r\n indexLast = (instance._creationDataStorage.idx[p + 1] - 1) * 3;\r\n } else {\r\n indexLast = normals.length - 3;\r\n }\r\n normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;\r\n normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;\r\n normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;\r\n normals[indexLast] = normals[indexFirst];\r\n normals[indexLast + 1] = normals[indexFirst + 1];\r\n normals[indexLast + 2] = normals[indexFirst + 2];\r\n }\r\n }\r\n if (!instance.areNormalsFrozen) {\r\n instance.updateVerticesData(VertexBuffer.NormalKind, normals, false, false);\r\n }\r\n }\r\n\r\n return instance;\r\n } else {\r\n // new ribbon creation\r\n\r\n const ribbon = new Mesh(name, scene);\r\n ribbon._originalBuilderSideOrientation = sideOrientation;\r\n ribbon._creationDataStorage = new _CreationDataStorage();\r\n\r\n const vertexData = CreateRibbonVertexData(options);\r\n if (closePath) {\r\n ribbon._creationDataStorage.idx = (<any>vertexData)._idx;\r\n }\r\n ribbon._creationDataStorage.closePath = closePath;\r\n ribbon._creationDataStorage.closeArray = closeArray;\r\n\r\n vertexData.applyToMesh(ribbon, updatable);\r\n\r\n return ribbon;\r\n }\r\n}\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use CreateRibbon directly\r\n */\r\nexport const RibbonBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateRibbon,\r\n};\r\n\r\nVertexData.CreateRibbon = CreateRibbonVertexData;\r\n\r\nMesh.CreateRibbon = (\r\n name: string,\r\n pathArray: Vector3[][],\r\n closeArray: boolean = false,\r\n closePath: boolean,\r\n offset: number,\r\n scene?: Scene,\r\n updatable: boolean = false,\r\n sideOrientation?: number,\r\n instance?: Mesh\r\n) => {\r\n return CreateRibbon(\r\n name,\r\n {\r\n pathArray: pathArray,\r\n closeArray: closeArray,\r\n closePath: closePath,\r\n offset: offset,\r\n updatable: updatable,\r\n sideOrientation: sideOrientation,\r\n instance: instance,\r\n },\r\n scene\r\n );\r\n};\r\n"]}
@@ -196,18 +196,17 @@ function ExtrudeShapeGeneric(name, shape, curve, scale, rotation, scaleFunction,
196
196
  return shapePaths;
197
197
  };
198
198
  const scaleVector = scale !== null ? new Vector3(scale, scale, scale) : null;
199
- let path3D;
200
199
  let pathArray;
201
200
  if (instance) {
202
201
  // instance update
203
202
  const storage = instance._creationDataStorage;
204
- path3D = firstNormal ? storage.path3D.update(curve, firstNormal) : storage.path3D.update(curve);
203
+ firstNormal ? storage.path3D.update(curve, firstNormal) : storage.path3D.update(curve);
205
204
  pathArray = extrusionPathArray(shape, curve, storage.path3D, storage.pathArray, scaleVector, rotation, scaleFunction, rotateFunction, storage.cap, custom, adjustFrame);
206
205
  instance = CreateRibbon("", { pathArray, closeArray: false, closePath: false, offset: 0, updatable: false, sideOrientation: 0, instance }, scene || undefined);
207
206
  return instance;
208
207
  }
209
208
  // extruded shape creation
210
- path3D = firstNormal ? new Path3D(curve, firstNormal) : new Path3D(curve);
209
+ const path3D = firstNormal ? new Path3D(curve, firstNormal) : new Path3D(curve);
211
210
  const newShapePaths = new Array();
212
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  cap = cap < 0 || cap > 3 ? 0 : cap;
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  pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scaleVector, rotation, scaleFunction, rotateFunction, cap, custom, adjustFrame);