@onerjs/core 8.42.7 → 8.42.9
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animatable.core.js +1 -1
- package/Animations/animatable.core.js.map +1 -1
- package/Animations/animatorAvatar.js +2 -2
- package/Animations/animatorAvatar.js.map +1 -1
- package/Animations/runtimeAnimation.js +1 -1
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Audio/audioSceneComponent.js +1 -2
- package/Audio/audioSceneComponent.js.map +1 -1
- package/AudioV2/audioUtils.d.ts +23 -0
- package/AudioV2/audioUtils.js +37 -0
- package/AudioV2/audioUtils.js.map +1 -1
- package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js +3 -3
- package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js.map +1 -1
- package/AudioV2/webAudio/webAudioEngine.js +1 -1
- package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
- package/AudioV2/webAudio/webAudioStaticSound.js +3 -2
- package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
- package/AudioV2/webAudio/webAudioStreamingSound.js +10 -3
- package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
- package/Behaviors/Meshes/followBehavior.js +1 -1
- package/Behaviors/Meshes/followBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Bones/boneLookController.js +1 -1
- package/Bones/boneLookController.js.map +1 -1
- package/Buffers/buffer.js +1 -1
- package/Buffers/buffer.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +2 -2
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
- package/Cameras/camera.js +2 -2
- package/Cameras/camera.js.map +1 -1
- package/Engines/AbstractEngine/abstractEngine.renderPass.js +1 -0
- package/Engines/AbstractEngine/abstractEngine.renderPass.js.map +1 -1
- package/Engines/Extensions/engine.query.js +1 -1
- package/Engines/Extensions/engine.query.js.map +1 -1
- package/Engines/Processors/shaderProcessor.js +2 -3
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.js +1 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.debugging.d.ts +87 -0
- package/Engines/WebGPU/Extensions/engine.debugging.js +123 -31
- package/Engines/WebGPU/Extensions/engine.debugging.js.map +1 -1
- package/Engines/WebGPU/webgpuBufferManager.js +1 -1
- package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureManager.js +20 -6
- package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engine.common.js +2 -2
- package/Engines/engine.common.js.map +1 -1
- package/Engines/engine.js +0 -1
- package/Engines/engine.js.map +1 -1
- package/Engines/thinEngine.functions.js +1 -1
- package/Engines/thinEngine.functions.js.map +1 -1
- package/Engines/thinEngine.js +4 -5
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/thinNativeEngine.js +2 -5
- package/Engines/thinNativeEngine.js.map +1 -1
- package/Engines/thinWebGPUEngine.d.ts +6 -4
- package/Engines/thinWebGPUEngine.js +49 -25
- package/Engines/thinWebGPUEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +2 -1
- package/Engines/webgpuEngine.js +18 -16
- package/Engines/webgpuEngine.js.map +1 -1
- package/FlowGraph/flowGraph.d.ts +1 -0
- package/FlowGraph/flowGraph.js.map +1 -1
- package/FlowGraph/flowGraphBlock.d.ts +1 -0
- package/FlowGraph/flowGraphBlock.js.map +1 -1
- package/FlowGraph/flowGraphContext.d.ts +1 -0
- package/FlowGraph/flowGraphContext.js.map +1 -1
- package/FlowGraph/flowGraphCoordinator.d.ts +1 -0
- package/FlowGraph/flowGraphCoordinator.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.d.ts +12 -1
- package/FrameGraph/Node/nodeRenderGraph.js +36 -2
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.js +1 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +3 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +14 -0
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +2 -2
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +20 -14
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +3 -2
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +38 -14
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
- package/Layers/glowLayer.js +1 -1
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.js +1 -1
- package/Layers/highlightLayer.js.map +1 -1
- package/Layers/selectionOutlineLayer.js +8 -0
- package/Layers/selectionOutlineLayer.js.map +1 -1
- package/Layers/thinSelectionOutlineLayer.js +15 -0
- package/Layers/thinSelectionOutlineLayer.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js +0 -1
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.d.ts +28 -1
- package/Lights/Shadows/shadowGenerator.js +77 -11
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/lightingVolume.d.ts +1 -0
- package/Lights/lightingVolume.js +10 -2
- package/Lights/lightingVolume.js.map +1 -1
- package/Loading/sceneLoader.js +1 -1
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/Node/Blocks/Dual/fogBlock.js +1 -1
- package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/sheenBlock.js +1 -2
- package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
- package/Materials/Node/Blocks/cloudBlock.js +1 -1
- package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
- package/Materials/Node/Blocks/curveBlock.js +2 -3
- package/Materials/Node/Blocks/curveBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.js +1 -2
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/PBR/openpbrMaterial.js +3 -5
- package/Materials/PBR/openpbrMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +2 -3
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.js +0 -1
- package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
- package/Materials/Textures/cubeTexture.js +1 -1
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/htmlElementTexture.js +2 -2
- package/Materials/Textures/htmlElementTexture.js.map +1 -1
- package/Materials/Textures/multiRenderTarget.js +1 -1
- package/Materials/Textures/multiRenderTarget.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js +13 -2
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/effect.js +2 -1
- package/Materials/effect.js.map +1 -1
- package/Materials/materialHelper.functions.js +1 -1
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Materials/multiMaterial.js +1 -1
- package/Materials/multiMaterial.js.map +1 -1
- package/Materials/standardMaterial.js +1 -2
- package/Materials/standardMaterial.js.map +1 -1
- package/Maths/math.geospatial.d.ts +17 -2
- package/Maths/math.geospatial.functions.d.ts +16 -2
- package/Maths/math.geospatial.functions.js +37 -4
- package/Maths/math.geospatial.functions.js.map +1 -1
- package/Maths/math.geospatial.js.map +1 -1
- package/Maths/math.path.js +1 -1
- package/Maths/math.path.js.map +1 -1
- package/Maths/math.scalar.functions.js +3 -3
- package/Maths/math.scalar.functions.js.map +1 -1
- package/Maths/math.vector.js +1 -1
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/boxBuilder.js +1 -2
- package/Meshes/Builders/boxBuilder.js.map +1 -1
- package/Meshes/Builders/cylinderBuilder.js +2 -2
- package/Meshes/Builders/cylinderBuilder.js.map +1 -1
- package/Meshes/Builders/decalBuilder.js +1 -2
- package/Meshes/Builders/decalBuilder.js.map +1 -1
- package/Meshes/Builders/latheBuilder.js +2 -2
- package/Meshes/Builders/latheBuilder.js.map +1 -1
- package/Meshes/Builders/linesBuilder.js +11 -15
- package/Meshes/Builders/linesBuilder.js.map +1 -1
- package/Meshes/Builders/polygonBuilder.js +6 -6
- package/Meshes/Builders/polygonBuilder.js.map +1 -1
- package/Meshes/Builders/polyhedronBuilder.js +2 -2
- package/Meshes/Builders/polyhedronBuilder.js.map +1 -1
- package/Meshes/Builders/ribbonBuilder.js +6 -6
- package/Meshes/Builders/ribbonBuilder.js.map +1 -1
- package/Meshes/Builders/shapeBuilder.js +2 -3
- package/Meshes/Builders/shapeBuilder.js.map +1 -1
- package/Meshes/Builders/tiledBoxBuilder.js +1 -1
- package/Meshes/Builders/tiledBoxBuilder.js.map +1 -1
- package/Meshes/Builders/tiledPlaneBuilder.js +1 -1
- package/Meshes/Builders/tiledPlaneBuilder.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineMesh.js +1 -2
- package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineRibbonMesh.js +1 -1
- package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/extrudeGeometryBlock.d.ts +61 -0
- package/Meshes/Node/Blocks/extrudeGeometryBlock.js +297 -0
- package/Meshes/Node/Blocks/extrudeGeometryBlock.js.map +1 -0
- package/Meshes/Node/Blocks/mappingBlock.js +1 -1
- package/Meshes/Node/Blocks/mappingBlock.js.map +1 -1
- package/Meshes/Node/index.d.ts +1 -0
- package/Meshes/Node/index.js +1 -0
- package/Meshes/Node/index.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +4 -0
- package/Meshes/abstractMesh.js +14 -10
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/csg.js +1 -1
- package/Meshes/csg.js.map +1 -1
- package/Meshes/csg2.js +1 -1
- package/Meshes/csg2.js.map +1 -1
- package/Meshes/geodesicMesh.js +11 -13
- package/Meshes/geodesicMesh.js.map +1 -1
- package/Meshes/geometry.js +2 -2
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/groundMesh.js +7 -7
- package/Meshes/groundMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +2 -0
- package/Meshes/mesh.js +21 -7
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/mesh.vertexData.js +22 -22
- package/Meshes/mesh.vertexData.js.map +1 -1
- package/Meshes/meshSimplification.js +1 -1
- package/Meshes/meshSimplification.js.map +1 -1
- package/Meshes/polygonMesh.js +1 -1
- package/Meshes/polygonMesh.js.map +1 -1
- package/Meshes/trailMesh.js +1 -1
- package/Meshes/trailMesh.js.map +1 -1
- package/Misc/HighDynamicRange/hdr.js +4 -6
- package/Misc/HighDynamicRange/hdr.js.map +1 -1
- package/Misc/HighDynamicRange/panoramaToCubemap.js +1 -1
- package/Misc/HighDynamicRange/panoramaToCubemap.js.map +1 -1
- package/Misc/basisWorker.js +1 -1
- package/Misc/basisWorker.js.map +1 -1
- package/Misc/environmentTextureTools.js +1 -1
- package/Misc/environmentTextureTools.js.map +1 -1
- package/Misc/meshExploder.js +1 -2
- package/Misc/meshExploder.js.map +1 -1
- package/Misc/tga.js +2 -2
- package/Misc/tga.js.map +1 -1
- package/Misc/timer.js +4 -2
- package/Misc/timer.js.map +1 -1
- package/Misc/tools.d.ts +7 -0
- package/Misc/tools.js +25 -7
- package/Misc/tools.js.map +1 -1
- package/Misc/webRequest.d.ts +34 -3
- package/Misc/webRequest.js +107 -24
- package/Misc/webRequest.js.map +1 -1
- package/Morph/morphTargetManager.js +1 -1
- package/Morph/morphTargetManager.js.map +1 -1
- package/Particles/Node/Blocks/Update/updateNoiseBlock.js +1 -1
- package/Particles/Node/Blocks/Update/updateNoiseBlock.js.map +1 -1
- package/Particles/Node/Blocks/particleSourceTextureBlock.d.ts +11 -1
- package/Particles/Node/Blocks/particleSourceTextureBlock.js +25 -11
- package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.helper.js +3 -3
- package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.js +1 -1
- package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
- package/Particles/computeShaderParticleSystem.js +2 -0
- package/Particles/computeShaderParticleSystem.js.map +1 -1
- package/Particles/gpuParticleSystem.d.ts +14 -0
- package/Particles/gpuParticleSystem.js +94 -12
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particleSystem.js +4 -1
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/pointsCloudSystem.js +46 -47
- package/Particles/pointsCloudSystem.js.map +1 -1
- package/Particles/solidParticleSystem.js +5 -6
- package/Particles/solidParticleSystem.js.map +1 -1
- package/Particles/thinParticleSystem.js +3 -4
- package/Particles/thinParticleSystem.js.map +1 -1
- package/Particles/webgl2ParticleSystem.js +2 -1
- package/Particles/webgl2ParticleSystem.js.map +1 -1
- package/Physics/v1/Plugins/ammoJSPlugin.js +0 -8
- package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -1
- package/Physics/v2/characterController.js +4 -8
- package/Physics/v2/characterController.js.map +1 -1
- package/Physics/v2/ragdoll.js +1 -2
- package/Physics/v2/ragdoll.js.map +1 -1
- package/PostProcesses/postProcess.js +3 -3
- package/PostProcesses/postProcess.js.map +1 -1
- package/PostProcesses/thinDepthOfFieldEffect.js +2 -2
- package/PostProcesses/thinDepthOfFieldEffect.js.map +1 -1
- package/Probes/reflectionProbe.js +0 -1
- package/Probes/reflectionProbe.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +0 -5
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
- package/Rendering/depthRenderer.js +0 -11
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/depthRendererSceneComponent.js +1 -1
- package/Rendering/depthRendererSceneComponent.js.map +1 -1
- package/Rendering/geometryBufferRenderer.js +0 -1
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/objectRenderer.js +7 -5
- package/Rendering/objectRenderer.js.map +1 -1
- package/Rendering/thinDepthPeelingRenderer.js +1 -1
- package/Rendering/thinDepthPeelingRenderer.js.map +1 -1
- package/Rendering/utilityLayerRenderer.js +1 -1
- package/Rendering/utilityLayerRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/screenSpaceRayTrace.js +18 -8
- package/Shaders/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
- package/Shaders/gpuRenderParticles.vertex.js +4 -0
- package/Shaders/gpuRenderParticles.vertex.js.map +1 -1
- package/Shaders/gpuUpdateParticles.vertex.js +15 -3
- package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js +18 -7
- package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
- package/ShadersWGSL/gpuUpdateParticles.compute.js +16 -1
- package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
- package/ShadersWGSL/lightingVolume.compute.js +1 -1
- package/ShadersWGSL/lightingVolume.compute.js.map +1 -1
- package/Sprites/spriteManager.js +4 -4
- package/Sprites/spriteManager.js.map +1 -1
- package/XR/features/WebXRAnchorSystem.js +2 -2
- package/XR/features/WebXRAnchorSystem.js.map +1 -1
- package/XR/features/WebXRHandTracking.js +1 -1
- package/XR/features/WebXRHandTracking.js.map +1 -1
- package/XR/features/WebXRNearInteraction.js +1 -1
- package/XR/features/WebXRNearInteraction.js.map +1 -1
- package/XR/motionController/webXRMicrosoftMixedRealityController.js +1 -1
- package/XR/motionController/webXRMicrosoftMixedRealityController.js.map +1 -1
- package/XR/motionController/webXROculusTouchMotionController.js +1 -1
- package/XR/motionController/webXROculusTouchMotionController.js.map +1 -1
- package/XR/webXRFeaturesManager.js +1 -1
- package/XR/webXRFeaturesManager.js.map +1 -1
- package/assetContainer.js +1 -1
- package/assetContainer.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +16 -0
- package/scene.js +28 -0
- package/scene.js.map +1 -1
- package/sceneComponent.js +1 -1
- package/sceneComponent.js.map +1 -1
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type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Vector4 } from \"../../Maths/math.vector\";\r\nimport { Vector3, TmpVectors, Matrix } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { CreateRibbon } from \"./ribbonBuilder\";\r\nimport { Path3D } from \"../../Maths/math.path\";\r\n\r\n/**\r\n * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.\r\n * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.\r\n * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.\r\n * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.\r\n * * The parameter `scale` (float, default 1) is the value to scale the shape.\r\n * * The parameter `closeShape` (boolean, default false) closes the shape when true, since v5.0.0.\r\n * * The parameter `closePath` (boolean, default false) closes the path when true and no caps, since v5.0.0.\r\n * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL\r\n * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph#extruded-shape\r\n * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.\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 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 * * The optional parameter `firstNormal` (Vector3) defines the direction of the first normal of the supplied path. Consider using this for any path that is straight, and particular for paths in the xy plane.\r\n * * The optional `adjustFrame` (boolean, default false) will cause the internally generated Path3D tangents, normals, and binormals to be adjusted so that a) they are always well-defined, and b) they do not reverse from one path point to the next. This prevents the extruded shape from being flipped and/or rotated with resulting mesh self-intersections. This is primarily useful for straight paths that can reverse direction.\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 extruded shape mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#extruded-shapes\r\n */\r\nexport function ExtrudeShape(\r\n name: string,\r\n options: {\r\n shape: Vector3[];\r\n path: Vector3[];\r\n scale?: number;\r\n rotation?: number;\r\n closeShape?: boolean;\r\n closePath?: boolean;\r\n cap?: 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 firstNormal?: Vector3;\r\n adjustFrame?: boolean;\r\n capFunction?: Nullable<{ (shapePath: Vector3[]): Vector3[] }>;\r\n },\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const path = options.path;\r\n const shape = options.shape;\r\n const scale = options.scale || 1;\r\n const rotation = options.rotation || 0;\r\n const cap = options.cap === 0 ? 0 : options.cap || Mesh.NO_CAP;\r\n const updatable = options.updatable;\r\n const sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n const instance = options.instance || null;\r\n const invertUV = options.invertUV || false;\r\n const closeShape = options.closeShape || false;\r\n const closePath = options.closePath || false;\r\n const capFunction = options.capFunction || null;\r\n\r\n return ExtrudeShapeGeneric(\r\n name,\r\n shape,\r\n path,\r\n scale,\r\n rotation,\r\n null,\r\n null,\r\n closePath,\r\n closeShape,\r\n cap,\r\n false,\r\n scene,\r\n updatable ? true : false,\r\n sideOrientation,\r\n instance,\r\n invertUV,\r\n options.frontUVs || null,\r\n options.backUVs || null,\r\n options.firstNormal || null,\r\n options.adjustFrame ? true : false,\r\n capFunction\r\n );\r\n}\r\n\r\n/**\r\n * Creates an custom extruded shape mesh.\r\n * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.\r\n * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.\r\n * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.\r\n * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the beginning of the path\r\n * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.\r\n * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the beginning of the path\r\n * * The parameter `scaleVectorFunction` (JS function) has the same purpose as `scaleFunction` but instead of returning a float it returns a Vector3 to allow non uniform scaling. If provided, it takes precedence over `scaleFunction`.\r\n * * It must returns a float value that will be the scale value applied to the shape on each path point\r\n * * The parameter `closeShape` (boolean, default false) closes the shape when true, since v5.0.0.\r\n * * The parameter `closePath` (boolean, default false) closes the path when true and no caps, since v5.0.0.\r\n * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray` - depreciated in favor of closeShape\r\n * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray` - depreciated in favor of closePath\r\n * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL\r\n * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph#extruded-shape\r\n * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape\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 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 * * The optional parameter `firstNormal` (Vector3) defines the direction of the first normal of the supplied path. It should be supplied when the path is in the xy plane, and particularly if these sections are straight, because the underlying Path3D object will pick a normal in the xy plane that causes the extrusion to be collapsed into the plane. This should be used for any path that is straight.\r\n * * The optional `adjustFrame` (boolean, default false) will cause the internally generated Path3D tangents, normals, and binormals to be adjusted so that a) they are always well-defined, and b) they do not reverse from one path point to the next. This prevents the extruded shape from being flipped and/or rotated with resulting mesh self-intersections. This is primarily useful for straight paths that can reverse direction.\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 custom extruded shape mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#custom-extruded-shapes\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#extruded-shapes\r\n */\r\nexport function ExtrudeShapeCustom(\r\n name: string,\r\n options: {\r\n shape: Vector3[];\r\n path: Vector3[];\r\n scaleFunction?: Nullable<{ (i: number, distance: number): number }>;\r\n scaleVectorFunction?: Nullable<{ (i: number, distance: number): Vector3 }>;\r\n rotationFunction?: Nullable<{ (i: number, distance: number): number }>;\r\n ribbonCloseArray?: boolean;\r\n ribbonClosePath?: boolean;\r\n closeShape?: boolean;\r\n closePath?: boolean;\r\n cap?: 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 firstNormal?: Vector3;\r\n adjustFrame?: boolean;\r\n capFunction?: Nullable<{ (shapePath: Vector3[]): Vector3[] }>;\r\n },\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const path = options.path;\r\n const shape = options.shape;\r\n const tmpVector3 = Vector3.Zero();\r\n const scaleFunction = (i: number, distance: number) => {\r\n const s = options.scaleFunction?.(i, distance) ?? 1;\r\n return tmpVector3.copyFromFloats(s, s, s);\r\n };\r\n const rotationFunction =\r\n options.rotationFunction ||\r\n (() => {\r\n return 0;\r\n });\r\n const ribbonCloseArray = options.closePath || options.ribbonCloseArray || false;\r\n const ribbonClosePath = options.closeShape || options.ribbonClosePath || false;\r\n const cap = options.cap === 0 ? 0 : options.cap || Mesh.NO_CAP;\r\n const updatable = options.updatable;\r\n const firstNormal = options.firstNormal || null;\r\n const adjustFrame = options.adjustFrame || false;\r\n const sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n const instance = options.instance;\r\n const invertUV = options.invertUV || false;\r\n const capFunction = options.capFunction || null;\r\n return ExtrudeShapeGeneric(\r\n name,\r\n shape,\r\n path,\r\n null,\r\n null,\r\n options.scaleVectorFunction ?? scaleFunction,\r\n rotationFunction,\r\n ribbonCloseArray,\r\n ribbonClosePath,\r\n cap,\r\n true,\r\n scene,\r\n updatable ? true : false,\r\n sideOrientation,\r\n instance || null,\r\n invertUV,\r\n options.frontUVs || null,\r\n options.backUVs || null,\r\n firstNormal,\r\n adjustFrame,\r\n capFunction || null\r\n );\r\n}\r\n\r\nfunction ExtrudeShapeGeneric(\r\n name: string,\r\n shape: Vector3[],\r\n curve: Vector3[],\r\n scale: Nullable<number>,\r\n rotation: Nullable<number>,\r\n scaleFunction: Nullable<{ (i: number, distance: number): Vector3 }>,\r\n rotateFunction: Nullable<{ (i: number, distance: number): number }>,\r\n rbCA: boolean,\r\n rbCP: boolean,\r\n cap: number,\r\n custom: boolean,\r\n scene: Nullable<Scene>,\r\n updtbl: boolean,\r\n side: number,\r\n instance: Nullable<Mesh>,\r\n invertUV: boolean,\r\n frontUVs: Nullable<Vector4>,\r\n backUVs: Nullable<Vector4>,\r\n firstNormal: Nullable<Vector3>,\r\n adjustFrame: boolean,\r\n capFunction: Nullable<{ (shapePath: Vector3[]): Vector3[] }>\r\n): Mesh {\r\n // extrusion geometry\r\n const extrusionPathArray = (\r\n shape: Vector3[],\r\n curve: Vector3[],\r\n path3D: Path3D,\r\n shapePaths: Vector3[][],\r\n scale: Nullable<Vector3>,\r\n rotation: Nullable<number>,\r\n scaleFunction: Nullable<{ (i: number, distance: number): Vector3 }>,\r\n rotateFunction: Nullable<{ (i: number, distance: number): number }>,\r\n cap: number,\r\n custom: boolean,\r\n adjustFrame: boolean\r\n ) => {\r\n const tangents = path3D.getTangents();\r\n const normals = path3D.getNormals();\r\n const binormals = path3D.getBinormals();\r\n const distances = path3D.getDistances();\r\n if (adjustFrame) {\r\n /* fix tangents,normals, binormals */\r\n for (let i = 0; i < tangents.length; i++) {\r\n if (tangents[i].x == 0 && tangents[i].y == 0 && tangents[i].z == 0) {\r\n tangents[i].copyFrom(tangents[i - 1]);\r\n }\r\n if (normals[i].x == 0 && normals[i].y == 0 && normals[i].z == 0) {\r\n normals[i].copyFrom(normals[i - 1]);\r\n }\r\n if (binormals[i].x == 0 && binormals[i].y == 0 && binormals[i].z == 0) {\r\n binormals[i].copyFrom(binormals[i - 1]);\r\n }\r\n if (i > 0) {\r\n let v = tangents[i - 1];\r\n if (Vector3.Dot(v, tangents[i]) < 0) {\r\n tangents[i].scaleInPlace(-1);\r\n }\r\n v = normals[i - 1];\r\n if (Vector3.Dot(v, normals[i]) < 0) {\r\n normals[i].scaleInPlace(-1);\r\n }\r\n v = binormals[i - 1];\r\n if (Vector3.Dot(v, binormals[i]) < 0) {\r\n binormals[i].scaleInPlace(-1);\r\n }\r\n }\r\n }\r\n }\r\n let angle = 0;\r\n const returnScale = () => {\r\n return scale !== null ? scale : Vector3.OneReadOnly;\r\n };\r\n const returnRotation = () => {\r\n return rotation !== null ? rotation : 0;\r\n };\r\n const rotate: { (i: number, distance: number): number } = custom && rotateFunction ? rotateFunction : returnRotation;\r\n const scl: { (i: number, distance: number): Vector3 } = custom && scaleFunction ? scaleFunction : returnScale;\r\n let index = cap === Mesh.NO_CAP || cap === Mesh.CAP_END ? 0 : 2;\r\n const rotationMatrix: Matrix = TmpVectors.Matrix[0];\r\n\r\n for (let i = 0; i < curve.length; i++) {\r\n const shapePath: Vector3[] = [];\r\n const angleStep = rotate(i, distances[i]);\r\n const scaleRatio = scl(i, distances[i]);\r\n Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix);\r\n for (let p = 0; p < shape.length; p++) {\r\n const planed = tangents[i].scale(shape[p].z).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y));\r\n const rotated = Vector3.Zero();\r\n Vector3.TransformCoordinatesToRef(planed, rotationMatrix, rotated);\r\n rotated.multiplyInPlace(scaleRatio).addInPlace(curve[i]);\r\n shapePath[p] = rotated;\r\n }\r\n shapePaths[index] = shapePath;\r\n angle += angleStep;\r\n index++;\r\n }\r\n // cap\r\n const defaultCapPath = (shapePath: Vector3[]) => {\r\n const pointCap = Array<Vector3>();\r\n const barycenter = Vector3.Zero();\r\n let i: number;\r\n for (i = 0; i < shapePath.length; i++) {\r\n barycenter.addInPlace(shapePath[i]);\r\n }\r\n barycenter.scaleInPlace(1.0 / shapePath.length);\r\n for (i = 0; i < shapePath.length; i++) {\r\n pointCap.push(barycenter);\r\n }\r\n return pointCap;\r\n };\r\n const capPath = capFunction || defaultCapPath;\r\n switch (cap) {\r\n case Mesh.NO_CAP:\r\n break;\r\n case Mesh.CAP_START:\r\n shapePaths[0] = capPath(shapePaths[2]);\r\n shapePaths[1] = shapePaths[2];\r\n break;\r\n case Mesh.CAP_END:\r\n shapePaths[index] = shapePaths[index - 1];\r\n shapePaths[index + 1] = capPath(shapePaths[index - 1]);\r\n break;\r\n case Mesh.CAP_ALL:\r\n shapePaths[0] = capPath(shapePaths[2]);\r\n shapePaths[1] = shapePaths[2];\r\n shapePaths[index] = shapePaths[index - 1];\r\n shapePaths[index + 1] = capPath(shapePaths[index - 1]);\r\n break;\r\n default:\r\n break;\r\n }\r\n return shapePaths;\r\n };\r\n const scaleVector = scale !== null ? new Vector3(scale, scale, scale) : null;\r\n let path3D;\r\n let pathArray;\r\n if (instance) {\r\n // instance update\r\n const storage = instance._creationDataStorage!;\r\n path3D = firstNormal ? storage.path3D.update(curve, firstNormal) : storage.path3D.update(curve);\r\n pathArray = extrusionPathArray(shape, curve, storage.path3D, storage.pathArray, scaleVector, rotation, scaleFunction, rotateFunction, storage.cap, custom, adjustFrame);\r\n instance = CreateRibbon(\"\", { pathArray, closeArray: false, closePath: false, offset: 0, updatable: false, sideOrientation: 0, instance }, scene || undefined);\r\n\r\n return instance;\r\n }\r\n // extruded shape creation\r\n path3D = firstNormal ? new Path3D(curve, firstNormal) : new Path3D(curve);\r\n const newShapePaths = new Array<Array<Vector3>>();\r\n cap = cap < 0 || cap > 3 ? 0 : cap;\r\n pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scaleVector, rotation, scaleFunction, rotateFunction, cap, custom, adjustFrame);\r\n const extrudedGeneric = CreateRibbon(\r\n name,\r\n {\r\n pathArray: pathArray,\r\n closeArray: rbCA,\r\n closePath: rbCP,\r\n updatable: updtbl,\r\n sideOrientation: side,\r\n invertUV: invertUV,\r\n frontUVs: frontUVs || undefined,\r\n backUVs: backUVs || undefined,\r\n },\r\n scene\r\n );\r\n extrudedGeneric._creationDataStorage!.pathArray = pathArray;\r\n extrudedGeneric._creationDataStorage!.path3D = path3D;\r\n extrudedGeneric._creationDataStorage!.cap = cap;\r\n\r\n return extrudedGeneric;\r\n}\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated please use the functions directly from the module\r\n */\r\nexport const ShapeBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n ExtrudeShape,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n ExtrudeShapeCustom,\r\n};\r\n\r\nMesh.ExtrudeShape = (\r\n name: string,\r\n shape: Vector3[],\r\n path: Vector3[],\r\n scale: number,\r\n rotation: number,\r\n cap: number,\r\n scene: Nullable<Scene> = null,\r\n updatable?: boolean,\r\n sideOrientation?: number,\r\n instance?: Mesh\r\n): Mesh => {\r\n const options = {\r\n shape: shape,\r\n path: path,\r\n scale: scale,\r\n rotation: rotation,\r\n cap: cap === 0 ? 0 : cap || Mesh.NO_CAP,\r\n sideOrientation: sideOrientation,\r\n instance: instance,\r\n updatable: updatable,\r\n };\r\n\r\n return ExtrudeShape(name, options, scene);\r\n};\r\n\r\nMesh.ExtrudeShapeCustom = (\r\n name: string,\r\n shape: Vector3[],\r\n path: Vector3[],\r\n scaleFunction: Nullable<{ (i: number, distance: number): number }>,\r\n rotationFunction: Nullable<{ (i: number, distance: number): number }>,\r\n ribbonCloseArray: boolean,\r\n ribbonClosePath: boolean,\r\n cap: number,\r\n scene: Scene,\r\n updatable?: boolean,\r\n sideOrientation?: number,\r\n instance?: Mesh\r\n): Mesh => {\r\n const options = {\r\n shape: shape,\r\n path: path,\r\n scaleFunction: scaleFunction,\r\n rotationFunction: rotationFunction,\r\n ribbonCloseArray: ribbonCloseArray,\r\n ribbonClosePath: ribbonClosePath,\r\n cap: cap === 0 ? 0 : cap || Mesh.NO_CAP,\r\n sideOrientation: sideOrientation,\r\n instance: instance,\r\n updatable: updatable,\r\n };\r\n\r\n return ExtrudeShapeCustom(name, options, scene);\r\n};\r\n"]}
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type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Vector4 } from \"../../Maths/math.vector\";\r\nimport { Vector3, TmpVectors, Matrix } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { CreateRibbon } from \"./ribbonBuilder\";\r\nimport { Path3D } from \"../../Maths/math.path\";\r\n\r\n/**\r\n * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.\r\n * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.\r\n * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.\r\n * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.\r\n * * The parameter `scale` (float, default 1) is the value to scale the shape.\r\n * * The parameter `closeShape` (boolean, default false) closes the shape when true, since v5.0.0.\r\n * * The parameter `closePath` (boolean, default false) closes the path when true and no caps, since v5.0.0.\r\n * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL\r\n * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph#extruded-shape\r\n * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.\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 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 * * The optional parameter `firstNormal` (Vector3) defines the direction of the first normal of the supplied path. Consider using this for any path that is straight, and particular for paths in the xy plane.\r\n * * The optional `adjustFrame` (boolean, default false) will cause the internally generated Path3D tangents, normals, and binormals to be adjusted so that a) they are always well-defined, and b) they do not reverse from one path point to the next. This prevents the extruded shape from being flipped and/or rotated with resulting mesh self-intersections. This is primarily useful for straight paths that can reverse direction.\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 extruded shape mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#extruded-shapes\r\n */\r\nexport function ExtrudeShape(\r\n name: string,\r\n options: {\r\n shape: Vector3[];\r\n path: Vector3[];\r\n scale?: number;\r\n rotation?: number;\r\n closeShape?: boolean;\r\n closePath?: boolean;\r\n cap?: 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 firstNormal?: Vector3;\r\n adjustFrame?: boolean;\r\n capFunction?: Nullable<{ (shapePath: Vector3[]): Vector3[] }>;\r\n },\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const path = options.path;\r\n const shape = options.shape;\r\n const scale = options.scale || 1;\r\n const rotation = options.rotation || 0;\r\n const cap = options.cap === 0 ? 0 : options.cap || Mesh.NO_CAP;\r\n const updatable = options.updatable;\r\n const sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n const instance = options.instance || null;\r\n const invertUV = options.invertUV || false;\r\n const closeShape = options.closeShape || false;\r\n const closePath = options.closePath || false;\r\n const capFunction = options.capFunction || null;\r\n\r\n return ExtrudeShapeGeneric(\r\n name,\r\n shape,\r\n path,\r\n scale,\r\n rotation,\r\n null,\r\n null,\r\n closePath,\r\n closeShape,\r\n cap,\r\n false,\r\n scene,\r\n updatable ? true : false,\r\n sideOrientation,\r\n instance,\r\n invertUV,\r\n options.frontUVs || null,\r\n options.backUVs || null,\r\n options.firstNormal || null,\r\n options.adjustFrame ? true : false,\r\n capFunction\r\n );\r\n}\r\n\r\n/**\r\n * Creates an custom extruded shape mesh.\r\n * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.\r\n * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.\r\n * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.\r\n * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the beginning of the path\r\n * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.\r\n * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the beginning of the path\r\n * * The parameter `scaleVectorFunction` (JS function) has the same purpose as `scaleFunction` but instead of returning a float it returns a Vector3 to allow non uniform scaling. If provided, it takes precedence over `scaleFunction`.\r\n * * It must returns a float value that will be the scale value applied to the shape on each path point\r\n * * The parameter `closeShape` (boolean, default false) closes the shape when true, since v5.0.0.\r\n * * The parameter `closePath` (boolean, default false) closes the path when true and no caps, since v5.0.0.\r\n * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray` - depreciated in favor of closeShape\r\n * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray` - depreciated in favor of closePath\r\n * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL\r\n * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph#extruded-shape\r\n * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape\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 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 * * The optional parameter `firstNormal` (Vector3) defines the direction of the first normal of the supplied path. It should be supplied when the path is in the xy plane, and particularly if these sections are straight, because the underlying Path3D object will pick a normal in the xy plane that causes the extrusion to be collapsed into the plane. This should be used for any path that is straight.\r\n * * The optional `adjustFrame` (boolean, default false) will cause the internally generated Path3D tangents, normals, and binormals to be adjusted so that a) they are always well-defined, and b) they do not reverse from one path point to the next. This prevents the extruded shape from being flipped and/or rotated with resulting mesh self-intersections. This is primarily useful for straight paths that can reverse direction.\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 custom extruded shape mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#custom-extruded-shapes\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#extruded-shapes\r\n */\r\nexport function ExtrudeShapeCustom(\r\n name: string,\r\n options: {\r\n shape: Vector3[];\r\n path: Vector3[];\r\n scaleFunction?: Nullable<{ (i: number, distance: number): number }>;\r\n scaleVectorFunction?: Nullable<{ (i: number, distance: number): Vector3 }>;\r\n rotationFunction?: Nullable<{ (i: number, distance: number): number }>;\r\n ribbonCloseArray?: boolean;\r\n ribbonClosePath?: boolean;\r\n closeShape?: boolean;\r\n closePath?: boolean;\r\n cap?: 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 firstNormal?: Vector3;\r\n adjustFrame?: boolean;\r\n capFunction?: Nullable<{ (shapePath: Vector3[]): Vector3[] }>;\r\n },\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const path = options.path;\r\n const shape = options.shape;\r\n const tmpVector3 = Vector3.Zero();\r\n const scaleFunction = (i: number, distance: number) => {\r\n const s = options.scaleFunction?.(i, distance) ?? 1;\r\n return tmpVector3.copyFromFloats(s, s, s);\r\n };\r\n const rotationFunction =\r\n options.rotationFunction ||\r\n (() => {\r\n return 0;\r\n });\r\n const ribbonCloseArray = options.closePath || options.ribbonCloseArray || false;\r\n const ribbonClosePath = options.closeShape || options.ribbonClosePath || false;\r\n const cap = options.cap === 0 ? 0 : options.cap || Mesh.NO_CAP;\r\n const updatable = options.updatable;\r\n const firstNormal = options.firstNormal || null;\r\n const adjustFrame = options.adjustFrame || false;\r\n const sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n const instance = options.instance;\r\n const invertUV = options.invertUV || false;\r\n const capFunction = options.capFunction || null;\r\n return ExtrudeShapeGeneric(\r\n name,\r\n shape,\r\n path,\r\n null,\r\n null,\r\n options.scaleVectorFunction ?? scaleFunction,\r\n rotationFunction,\r\n ribbonCloseArray,\r\n ribbonClosePath,\r\n cap,\r\n true,\r\n scene,\r\n updatable ? true : false,\r\n sideOrientation,\r\n instance || null,\r\n invertUV,\r\n options.frontUVs || null,\r\n options.backUVs || null,\r\n firstNormal,\r\n adjustFrame,\r\n capFunction || null\r\n );\r\n}\r\n\r\nfunction ExtrudeShapeGeneric(\r\n name: string,\r\n shape: Vector3[],\r\n curve: Vector3[],\r\n scale: Nullable<number>,\r\n rotation: Nullable<number>,\r\n scaleFunction: Nullable<{ (i: number, distance: number): Vector3 }>,\r\n rotateFunction: Nullable<{ (i: number, distance: number): number }>,\r\n rbCA: boolean,\r\n rbCP: boolean,\r\n cap: number,\r\n custom: boolean,\r\n scene: Nullable<Scene>,\r\n updtbl: boolean,\r\n side: number,\r\n instance: Nullable<Mesh>,\r\n invertUV: boolean,\r\n frontUVs: Nullable<Vector4>,\r\n backUVs: Nullable<Vector4>,\r\n firstNormal: Nullable<Vector3>,\r\n adjustFrame: boolean,\r\n capFunction: Nullable<{ (shapePath: Vector3[]): Vector3[] }>\r\n): Mesh {\r\n // extrusion geometry\r\n const extrusionPathArray = (\r\n shape: Vector3[],\r\n curve: Vector3[],\r\n path3D: Path3D,\r\n shapePaths: Vector3[][],\r\n scale: Nullable<Vector3>,\r\n rotation: Nullable<number>,\r\n scaleFunction: Nullable<{ (i: number, distance: number): Vector3 }>,\r\n rotateFunction: Nullable<{ (i: number, distance: number): number }>,\r\n cap: number,\r\n custom: boolean,\r\n adjustFrame: boolean\r\n ) => {\r\n const tangents = path3D.getTangents();\r\n const normals = path3D.getNormals();\r\n const binormals = path3D.getBinormals();\r\n const distances = path3D.getDistances();\r\n if (adjustFrame) {\r\n /* fix tangents,normals, binormals */\r\n for (let i = 0; i < tangents.length; i++) {\r\n if (tangents[i].x == 0 && tangents[i].y == 0 && tangents[i].z == 0) {\r\n tangents[i].copyFrom(tangents[i - 1]);\r\n }\r\n if (normals[i].x == 0 && normals[i].y == 0 && normals[i].z == 0) {\r\n normals[i].copyFrom(normals[i - 1]);\r\n }\r\n if (binormals[i].x == 0 && binormals[i].y == 0 && binormals[i].z == 0) {\r\n binormals[i].copyFrom(binormals[i - 1]);\r\n }\r\n if (i > 0) {\r\n let v = tangents[i - 1];\r\n if (Vector3.Dot(v, tangents[i]) < 0) {\r\n tangents[i].scaleInPlace(-1);\r\n }\r\n v = normals[i - 1];\r\n if (Vector3.Dot(v, normals[i]) < 0) {\r\n normals[i].scaleInPlace(-1);\r\n }\r\n v = binormals[i - 1];\r\n if (Vector3.Dot(v, binormals[i]) < 0) {\r\n binormals[i].scaleInPlace(-1);\r\n }\r\n }\r\n }\r\n }\r\n let angle = 0;\r\n const returnScale = () => {\r\n return scale !== null ? scale : Vector3.OneReadOnly;\r\n };\r\n const returnRotation = () => {\r\n return rotation !== null ? rotation : 0;\r\n };\r\n const rotate: { (i: number, distance: number): number } = custom && rotateFunction ? rotateFunction : returnRotation;\r\n const scl: { (i: number, distance: number): Vector3 } = custom && scaleFunction ? scaleFunction : returnScale;\r\n let index = cap === Mesh.NO_CAP || cap === Mesh.CAP_END ? 0 : 2;\r\n const rotationMatrix: Matrix = TmpVectors.Matrix[0];\r\n\r\n for (let i = 0; i < curve.length; i++) {\r\n const shapePath: Vector3[] = [];\r\n const angleStep = rotate(i, distances[i]);\r\n const scaleRatio = scl(i, distances[i]);\r\n Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix);\r\n for (let p = 0; p < shape.length; p++) {\r\n const planed = tangents[i].scale(shape[p].z).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y));\r\n const rotated = Vector3.Zero();\r\n Vector3.TransformCoordinatesToRef(planed, rotationMatrix, rotated);\r\n rotated.multiplyInPlace(scaleRatio).addInPlace(curve[i]);\r\n shapePath[p] = rotated;\r\n }\r\n shapePaths[index] = shapePath;\r\n angle += angleStep;\r\n index++;\r\n }\r\n // cap\r\n const defaultCapPath = (shapePath: Vector3[]) => {\r\n const pointCap = Array<Vector3>();\r\n const barycenter = Vector3.Zero();\r\n let i: number;\r\n for (i = 0; i < shapePath.length; i++) {\r\n barycenter.addInPlace(shapePath[i]);\r\n }\r\n barycenter.scaleInPlace(1.0 / shapePath.length);\r\n for (i = 0; i < shapePath.length; i++) {\r\n pointCap.push(barycenter);\r\n }\r\n return pointCap;\r\n };\r\n const capPath = capFunction || defaultCapPath;\r\n switch (cap) {\r\n case Mesh.NO_CAP:\r\n break;\r\n case Mesh.CAP_START:\r\n shapePaths[0] = capPath(shapePaths[2]);\r\n shapePaths[1] = shapePaths[2];\r\n break;\r\n case Mesh.CAP_END:\r\n shapePaths[index] = shapePaths[index - 1];\r\n shapePaths[index + 1] = capPath(shapePaths[index - 1]);\r\n break;\r\n case Mesh.CAP_ALL:\r\n shapePaths[0] = capPath(shapePaths[2]);\r\n shapePaths[1] = shapePaths[2];\r\n shapePaths[index] = shapePaths[index - 1];\r\n shapePaths[index + 1] = capPath(shapePaths[index - 1]);\r\n break;\r\n default:\r\n break;\r\n }\r\n return shapePaths;\r\n };\r\n const scaleVector = scale !== null ? new Vector3(scale, scale, scale) : null;\r\n let pathArray;\r\n if (instance) {\r\n // instance update\r\n const storage = instance._creationDataStorage!;\r\n firstNormal ? storage.path3D.update(curve, firstNormal) : storage.path3D.update(curve);\r\n pathArray = extrusionPathArray(shape, curve, storage.path3D, storage.pathArray, scaleVector, rotation, scaleFunction, rotateFunction, storage.cap, custom, adjustFrame);\r\n instance = CreateRibbon(\"\", { pathArray, closeArray: false, closePath: false, offset: 0, updatable: false, sideOrientation: 0, instance }, scene || undefined);\r\n\r\n return instance;\r\n }\r\n // extruded shape creation\r\n const path3D = firstNormal ? new Path3D(curve, firstNormal) : new Path3D(curve);\r\n const newShapePaths = new Array<Array<Vector3>>();\r\n cap = cap < 0 || cap > 3 ? 0 : cap;\r\n pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scaleVector, rotation, scaleFunction, rotateFunction, cap, custom, adjustFrame);\r\n const extrudedGeneric = CreateRibbon(\r\n name,\r\n {\r\n pathArray: pathArray,\r\n closeArray: rbCA,\r\n closePath: rbCP,\r\n updatable: updtbl,\r\n sideOrientation: side,\r\n invertUV: invertUV,\r\n frontUVs: frontUVs || undefined,\r\n backUVs: backUVs || undefined,\r\n },\r\n scene\r\n );\r\n extrudedGeneric._creationDataStorage!.pathArray = pathArray;\r\n extrudedGeneric._creationDataStorage!.path3D = path3D;\r\n extrudedGeneric._creationDataStorage!.cap = cap;\r\n\r\n return extrudedGeneric;\r\n}\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated please use the functions directly from the module\r\n */\r\nexport const ShapeBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n ExtrudeShape,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n ExtrudeShapeCustom,\r\n};\r\n\r\nMesh.ExtrudeShape = (\r\n name: string,\r\n shape: Vector3[],\r\n path: Vector3[],\r\n scale: number,\r\n rotation: number,\r\n cap: number,\r\n scene: Nullable<Scene> = null,\r\n updatable?: boolean,\r\n sideOrientation?: number,\r\n instance?: Mesh\r\n): Mesh => {\r\n const options = {\r\n shape: shape,\r\n path: path,\r\n scale: scale,\r\n rotation: rotation,\r\n cap: cap === 0 ? 0 : cap || Mesh.NO_CAP,\r\n sideOrientation: sideOrientation,\r\n instance: instance,\r\n updatable: updatable,\r\n };\r\n\r\n return ExtrudeShape(name, options, scene);\r\n};\r\n\r\nMesh.ExtrudeShapeCustom = (\r\n name: string,\r\n shape: Vector3[],\r\n path: Vector3[],\r\n scaleFunction: Nullable<{ (i: number, distance: number): number }>,\r\n rotationFunction: Nullable<{ (i: number, distance: number): number }>,\r\n ribbonCloseArray: boolean,\r\n ribbonClosePath: boolean,\r\n cap: number,\r\n scene: Scene,\r\n updatable?: boolean,\r\n sideOrientation?: number,\r\n instance?: Mesh\r\n): Mesh => {\r\n const options = {\r\n shape: shape,\r\n path: path,\r\n scaleFunction: scaleFunction,\r\n rotationFunction: rotationFunction,\r\n ribbonCloseArray: ribbonCloseArray,\r\n ribbonClosePath: ribbonClosePath,\r\n cap: cap === 0 ? 0 : cap || Mesh.NO_CAP,\r\n sideOrientation: sideOrientation,\r\n instance: instance,\r\n updatable: updatable,\r\n };\r\n\r\n return ExtrudeShapeCustom(name, options, scene);\r\n};\r\n"]}
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type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3, 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 { CreateTiledPlaneVertexData } from \"./tiledPlaneBuilder\";\r\nimport { useOpenGLOrientationForUV } from \"../../Compat/compatibilityOptions\";\r\n\r\nconst OP_ADD = 1;\r\nconst OP_SUB = -1;\r\n\r\n/**\r\n * Creates the VertexData for a tiled box\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/tiled_box\r\n * @param options an object used to set the following optional parameters for the tiled box, required but can be empty\r\n * * pattern sets the rotation or reflection pattern for the tiles,\r\n * * size of the box\r\n * * width of the box, overwrites size\r\n * * height of the box, overwrites size\r\n * * depth of the box, overwrites size\r\n * * tileSize sets the size of a tile\r\n * * tileWidth sets the tile width and overwrites tileSize\r\n * * tileHeight sets the tile width and overwrites tileSize\r\n * * faceUV an array of 6 Vector4 elements used to set different images to each box side\r\n * * faceColors an array of 6 Color4 elements used to set different colors to each box side\r\n * * alignHorizontal places whole tiles aligned to the center, left or right of a row\r\n * * alignVertical places whole tiles aligned to the center, left or right of a column\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * @returns the VertexData of the TiledBox\r\n */\r\nexport function CreateTiledBoxVertexData(options: {\r\n pattern?: number;\r\n size?: number;\r\n width?: number;\r\n height?: number;\r\n depth?: number;\r\n tileSize?: number;\r\n tileWidth?: number;\r\n tileHeight?: number;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n alignHorizontal?: number;\r\n alignVertical?: number;\r\n sideOrientation?: number;\r\n}): VertexData {\r\n const nbFaces = 6;\r\n\r\n const faceUV: Vector4[] = options.faceUV || new Array<Vector4>(6);\r\n const faceColors = options.faceColors;\r\n\r\n const flipTile = options.pattern || Mesh.NO_FLIP;\r\n\r\n const width = options.width || options.size || 1;\r\n const height = options.height || options.size || 1;\r\n const depth = options.depth || options.size || 1;\r\n const tileWidth = options.tileWidth || options.tileSize || 1;\r\n const tileHeight = options.tileHeight || options.tileSize || 1;\r\n const alignH = options.alignHorizontal || 0;\r\n const alignV = options.alignVertical || 0;\r\n\r\n const sideOrientation = options.sideOrientation === 0 ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n // default face colors and UV if undefined\r\n for (let f = 0; f < nbFaces; 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 halfWidth = width / 2;\r\n const halfHeight = height / 2;\r\n const halfDepth = depth / 2;\r\n\r\n const faceVertexData: Array<VertexData> = [];\r\n\r\n for (let f = 0; f < 2; f++) {\r\n //front and back\r\n faceVertexData[f] = CreateTiledPlaneVertexData({\r\n pattern: flipTile,\r\n tileWidth: tileWidth,\r\n tileHeight: tileHeight,\r\n width: width,\r\n height: height,\r\n alignVertical: alignV,\r\n alignHorizontal: alignH,\r\n sideOrientation: sideOrientation,\r\n });\r\n }\r\n\r\n for (let f = 2; f < 4; f++) {\r\n //sides\r\n faceVertexData[f] = CreateTiledPlaneVertexData({\r\n pattern: flipTile,\r\n tileWidth: tileWidth,\r\n tileHeight: tileHeight,\r\n width: depth,\r\n height: height,\r\n alignVertical: alignV,\r\n alignHorizontal: alignH,\r\n sideOrientation: sideOrientation,\r\n });\r\n }\r\n\r\n let baseAlignV = alignV;\r\n if (alignV === Mesh.BOTTOM) {\r\n baseAlignV = Mesh.TOP;\r\n } else if (alignV === Mesh.TOP) {\r\n baseAlignV = Mesh.BOTTOM;\r\n }\r\n\r\n for (let f = 4; f < 6; f++) {\r\n //top and bottom\r\n faceVertexData[f] = CreateTiledPlaneVertexData({\r\n pattern: flipTile,\r\n tileWidth: tileWidth,\r\n tileHeight: tileHeight,\r\n width: width,\r\n height: depth,\r\n alignVertical: baseAlignV,\r\n alignHorizontal: alignH,\r\n sideOrientation: sideOrientation,\r\n });\r\n }\r\n\r\n const positions: Array<number> = [];\r\n const normals: Array<number> = [];\r\n let uvs: Array<number> = [];\r\n let indices: Array<number> = [];\r\n const colors: Array<number> = [];\r\n const facePositions: Array<Array<Vector3>> = [];\r\n const faceNormals: Array<Array<Vector3>> = [];\r\n\r\n const newFaceUV: Array<Array<number>> = [];\r\n let lu: number = 0;\r\n\r\n let li: number = 0;\r\n\r\n for (let f = 0; f < nbFaces; f++) {\r\n const len = faceVertexData[f].positions!.length;\r\n facePositions[f] = [];\r\n faceNormals[f] = [];\r\n for (let p = 0; p < len / 3; p++) {\r\n facePositions[f].push(new Vector3(faceVertexData[f].positions![3 * p], faceVertexData[f].positions![3 * p + 1], faceVertexData[f].positions![3 * p + 2]));\r\n faceNormals[f].push(new Vector3(faceVertexData[f].normals![3 * p], faceVertexData[f].normals![3 * p + 1], faceVertexData[f].normals![3 * p + 2]));\r\n }\r\n // uvs\r\n lu = faceVertexData[f].uvs!.length;\r\n newFaceUV[f] = [];\r\n for (let i = 0; i < lu; i += 2) {\r\n newFaceUV[f][i] = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * faceVertexData[f].uvs![i];\r\n newFaceUV[f][i + 1] = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * faceVertexData[f].uvs![i + 1];\r\n\r\n if (useOpenGLOrientationForUV) {\r\n newFaceUV[f][i + 1] = 1.0 - newFaceUV[f][i + 1];\r\n }\r\n }\r\n uvs = uvs.concat(newFaceUV[f]);\r\n\r\n indices = indices.concat(<Array<number>>faceVertexData[f].indices!.map((x: number) => x + li));\r\n li += facePositions[f].length;\r\n if (faceColors) {\r\n const color = faceColors[f];\r\n for (let p = 0; p < facePositions[f].length; p++) {\r\n colors.push(color.r, color.g, color.b, color.a);\r\n }\r\n }\r\n }\r\n\r\n // Define transforms for each face\r\n const faceTransforms = [\r\n // FRONT\r\n { m: Matrix.RotationY(Math.PI), t: new Vector3(0, 0, halfDepth), op: OP_ADD },\r\n // BACK\r\n { m: Matrix.Identity(), t: new Vector3(0, 0, halfDepth), op: OP_SUB },\r\n // RIGHT\r\n { m: Matrix.RotationY(-Math.PI / 2), t: new Vector3(halfWidth, 0, 0), op: OP_ADD },\r\n // LEFT\r\n { m: Matrix.RotationY(Math.PI / 2), t: new Vector3(halfWidth, 0, 0), op: OP_SUB },\r\n // TOP\r\n { m: Matrix.RotationX(Math.PI / 2), t: new Vector3(0, halfHeight, 0), op: OP_ADD },\r\n // BOTTOM\r\n { m: Matrix.RotationX(-Math.PI / 2), t: new Vector3(0, halfHeight, 0), op: OP_SUB },\r\n ];\r\n\r\n // Assemble positions and normals\r\n for (let f = 0; f < nbFaces; f++) {\r\n const { m, t, op } = faceTransforms[f];\r\n\r\n for (const v of facePositions[f]) {\r\n const p = Vector3.TransformCoordinates(v, m);\r\n const final = op === OP_ADD ? p.add(t) : p.subtract(t);\r\n positions.push(final.x, final.y, final.z);\r\n }\r\n\r\n for (const n of faceNormals[f]) {\r\n const nn = Vector3.TransformNormal(n, m);\r\n normals.push(nn.x, nn.y, nn.z);\r\n }\r\n }\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n 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 tiled box mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/tiled_box\r\n * @param name defines the name of the mesh\r\n * @param options an object used to set the following optional parameters for the tiled box, required but can be empty\r\n * * pattern sets the rotation or reflection pattern for the tiles,\r\n * * size of the box\r\n * * width of the box, overwrites size\r\n * * height of the box, overwrites size\r\n * * depth of the box, overwrites size\r\n * * tileSize sets the size of a tile\r\n * * tileWidth sets the tile width and overwrites tileSize\r\n * * tileHeight sets the tile width and overwrites tileSize\r\n * * faceUV an array of 6 Vector4 elements used to set different images to each box side\r\n * * faceColors an array of 6 Color3 elements used to set different colors to each box side\r\n * * alignHorizontal places whole tiles aligned to the center, left or right of a row\r\n * * alignVertical places whole tiles aligned to the center, left or right of a column\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * @param scene defines the hosting scene\r\n * @returns the box mesh\r\n */\r\nexport function CreateTiledBox(\r\n name: string,\r\n options: {\r\n pattern?: number;\r\n width?: number;\r\n height?: number;\r\n depth?: number;\r\n tileSize?: number;\r\n tileWidth?: number;\r\n tileHeight?: number;\r\n alignHorizontal?: number;\r\n alignVertical?: number;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n sideOrientation?: number;\r\n updatable?: boolean;\r\n },\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const box = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n box._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n const vertexData = CreateTiledBoxVertexData(options);\r\n\r\n vertexData.applyToMesh(box, options.updatable);\r\n\r\n return box;\r\n}\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use CreateTiledBox instead\r\n */\r\nexport const TiledBoxBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateTiledBox,\r\n};\r\n\r\nVertexData.CreateTiledBox = CreateTiledBoxVertexData;\r\n"]}
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1
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+
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type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3, 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 { CreateTiledPlaneVertexData } from \"./tiledPlaneBuilder\";\r\nimport { useOpenGLOrientationForUV } from \"../../Compat/compatibilityOptions\";\r\n\r\nconst OP_ADD = 1;\r\nconst OP_SUB = -1;\r\n\r\n/**\r\n * Creates the VertexData for a tiled box\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/tiled_box\r\n * @param options an object used to set the following optional parameters for the tiled box, required but can be empty\r\n * * pattern sets the rotation or reflection pattern for the tiles,\r\n * * size of the box\r\n * * width of the box, overwrites size\r\n * * height of the box, overwrites size\r\n * * depth of the box, overwrites size\r\n * * tileSize sets the size of a tile\r\n * * tileWidth sets the tile width and overwrites tileSize\r\n * * tileHeight sets the tile width and overwrites tileSize\r\n * * faceUV an array of 6 Vector4 elements used to set different images to each box side\r\n * * faceColors an array of 6 Color4 elements used to set different colors to each box side\r\n * * alignHorizontal places whole tiles aligned to the center, left or right of a row\r\n * * alignVertical places whole tiles aligned to the center, left or right of a column\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * @returns the VertexData of the TiledBox\r\n */\r\nexport function CreateTiledBoxVertexData(options: {\r\n pattern?: number;\r\n size?: number;\r\n width?: number;\r\n height?: number;\r\n depth?: number;\r\n tileSize?: number;\r\n tileWidth?: number;\r\n tileHeight?: number;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n alignHorizontal?: number;\r\n alignVertical?: number;\r\n sideOrientation?: number;\r\n}): VertexData {\r\n const nbFaces = 6;\r\n\r\n const faceUV: Vector4[] = options.faceUV || new Array<Vector4>(6);\r\n const faceColors = options.faceColors;\r\n\r\n const flipTile = options.pattern || Mesh.NO_FLIP;\r\n\r\n const width = options.width || options.size || 1;\r\n const height = options.height || options.size || 1;\r\n const depth = options.depth || options.size || 1;\r\n const tileWidth = options.tileWidth || options.tileSize || 1;\r\n const tileHeight = options.tileHeight || options.tileSize || 1;\r\n const alignH = options.alignHorizontal || 0;\r\n const alignV = options.alignVertical || 0;\r\n\r\n const sideOrientation = options.sideOrientation === 0 ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n // default face colors and UV if undefined\r\n for (let f = 0; f < nbFaces; 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 halfWidth = width / 2;\r\n const halfHeight = height / 2;\r\n const halfDepth = depth / 2;\r\n\r\n const faceVertexData: Array<VertexData> = [];\r\n\r\n for (let f = 0; f < 2; f++) {\r\n //front and back\r\n faceVertexData[f] = CreateTiledPlaneVertexData({\r\n pattern: flipTile,\r\n tileWidth: tileWidth,\r\n tileHeight: tileHeight,\r\n width: width,\r\n height: height,\r\n alignVertical: alignV,\r\n alignHorizontal: alignH,\r\n sideOrientation: sideOrientation,\r\n });\r\n }\r\n\r\n for (let f = 2; f < 4; f++) {\r\n //sides\r\n faceVertexData[f] = CreateTiledPlaneVertexData({\r\n pattern: flipTile,\r\n tileWidth: tileWidth,\r\n tileHeight: tileHeight,\r\n width: depth,\r\n height: height,\r\n alignVertical: alignV,\r\n alignHorizontal: alignH,\r\n sideOrientation: sideOrientation,\r\n });\r\n }\r\n\r\n let baseAlignV = alignV;\r\n if (alignV === Mesh.BOTTOM) {\r\n baseAlignV = Mesh.TOP;\r\n } else if (alignV === Mesh.TOP) {\r\n baseAlignV = Mesh.BOTTOM;\r\n }\r\n\r\n for (let f = 4; f < 6; f++) {\r\n //top and bottom\r\n faceVertexData[f] = CreateTiledPlaneVertexData({\r\n pattern: flipTile,\r\n tileWidth: tileWidth,\r\n tileHeight: tileHeight,\r\n width: width,\r\n height: depth,\r\n alignVertical: baseAlignV,\r\n alignHorizontal: alignH,\r\n sideOrientation: sideOrientation,\r\n });\r\n }\r\n\r\n const positions: Array<number> = [];\r\n const normals: Array<number> = [];\r\n let uvs: Array<number> = [];\r\n let indices: Array<number> = [];\r\n const colors: Array<number> = [];\r\n const facePositions: Array<Array<Vector3>> = [];\r\n const faceNormals: Array<Array<Vector3>> = [];\r\n\r\n const newFaceUV: Array<Array<number>> = [];\r\n let lu: number;\r\n\r\n let li: number = 0;\r\n\r\n for (let f = 0; f < nbFaces; f++) {\r\n const len = faceVertexData[f].positions!.length;\r\n facePositions[f] = [];\r\n faceNormals[f] = [];\r\n for (let p = 0; p < len / 3; p++) {\r\n facePositions[f].push(new Vector3(faceVertexData[f].positions![3 * p], faceVertexData[f].positions![3 * p + 1], faceVertexData[f].positions![3 * p + 2]));\r\n faceNormals[f].push(new Vector3(faceVertexData[f].normals![3 * p], faceVertexData[f].normals![3 * p + 1], faceVertexData[f].normals![3 * p + 2]));\r\n }\r\n // uvs\r\n lu = faceVertexData[f].uvs!.length;\r\n newFaceUV[f] = [];\r\n for (let i = 0; i < lu; i += 2) {\r\n newFaceUV[f][i] = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * faceVertexData[f].uvs![i];\r\n newFaceUV[f][i + 1] = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * faceVertexData[f].uvs![i + 1];\r\n\r\n if (useOpenGLOrientationForUV) {\r\n newFaceUV[f][i + 1] = 1.0 - newFaceUV[f][i + 1];\r\n }\r\n }\r\n uvs = uvs.concat(newFaceUV[f]);\r\n\r\n indices = indices.concat(<Array<number>>faceVertexData[f].indices!.map((x: number) => x + li));\r\n li += facePositions[f].length;\r\n if (faceColors) {\r\n const color = faceColors[f];\r\n for (let p = 0; p < facePositions[f].length; p++) {\r\n colors.push(color.r, color.g, color.b, color.a);\r\n }\r\n }\r\n }\r\n\r\n // Define transforms for each face\r\n const faceTransforms = [\r\n // FRONT\r\n { m: Matrix.RotationY(Math.PI), t: new Vector3(0, 0, halfDepth), op: OP_ADD },\r\n // BACK\r\n { m: Matrix.Identity(), t: new Vector3(0, 0, halfDepth), op: OP_SUB },\r\n // RIGHT\r\n { m: Matrix.RotationY(-Math.PI / 2), t: new Vector3(halfWidth, 0, 0), op: OP_ADD },\r\n // LEFT\r\n { m: Matrix.RotationY(Math.PI / 2), t: new Vector3(halfWidth, 0, 0), op: OP_SUB },\r\n // TOP\r\n { m: Matrix.RotationX(Math.PI / 2), t: new Vector3(0, halfHeight, 0), op: OP_ADD },\r\n // BOTTOM\r\n { m: Matrix.RotationX(-Math.PI / 2), t: new Vector3(0, halfHeight, 0), op: OP_SUB },\r\n ];\r\n\r\n // Assemble positions and normals\r\n for (let f = 0; f < nbFaces; f++) {\r\n const { m, t, op } = faceTransforms[f];\r\n\r\n for (const v of facePositions[f]) {\r\n const p = Vector3.TransformCoordinates(v, m);\r\n const final = op === OP_ADD ? p.add(t) : p.subtract(t);\r\n positions.push(final.x, final.y, final.z);\r\n }\r\n\r\n for (const n of faceNormals[f]) {\r\n const nn = Vector3.TransformNormal(n, m);\r\n normals.push(nn.x, nn.y, nn.z);\r\n }\r\n }\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n 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 tiled box mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/tiled_box\r\n * @param name defines the name of the mesh\r\n * @param options an object used to set the following optional parameters for the tiled box, required but can be empty\r\n * * pattern sets the rotation or reflection pattern for the tiles,\r\n * * size of the box\r\n * * width of the box, overwrites size\r\n * * height of the box, overwrites size\r\n * * depth of the box, overwrites size\r\n * * tileSize sets the size of a tile\r\n * * tileWidth sets the tile width and overwrites tileSize\r\n * * tileHeight sets the tile width and overwrites tileSize\r\n * * faceUV an array of 6 Vector4 elements used to set different images to each box side\r\n * * faceColors an array of 6 Color3 elements used to set different colors to each box side\r\n * * alignHorizontal places whole tiles aligned to the center, left or right of a row\r\n * * alignVertical places whole tiles aligned to the center, left or right of a column\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * @param scene defines the hosting scene\r\n * @returns the box mesh\r\n */\r\nexport function CreateTiledBox(\r\n name: string,\r\n options: {\r\n pattern?: number;\r\n width?: number;\r\n height?: number;\r\n depth?: number;\r\n tileSize?: number;\r\n tileWidth?: number;\r\n tileHeight?: number;\r\n alignHorizontal?: number;\r\n alignVertical?: number;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n sideOrientation?: number;\r\n updatable?: boolean;\r\n },\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const box = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n box._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n const vertexData = CreateTiledBoxVertexData(options);\r\n\r\n vertexData.applyToMesh(box, options.updatable);\r\n\r\n return box;\r\n}\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use CreateTiledBox instead\r\n */\r\nexport const TiledBoxBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateTiledBox,\r\n};\r\n\r\nVertexData.CreateTiledBox = CreateTiledBoxVertexData;\r\n"]}
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@@ -120,7 +120,7 @@ export function CreateTiledPlaneVertexData(options) {
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120
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const partialTopRow = offsetY > 0 && (alignV === Mesh.CENTER || alignV === Mesh.BOTTOM);
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121
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const partialLeftCol = offsetX > 0 && (alignH === Mesh.CENTER || alignH === Mesh.RIGHT);
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122
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const partialRightCol = offsetX > 0 && (alignH === Mesh.CENTER || alignH === Mesh.LEFT);
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123
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-
let uvPart
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123
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+
let uvPart;
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let a, b, c, d;
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//corners
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if (partialBottomRow && partialLeftCol) {
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@@ -1 +1 @@
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-
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type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Vector4 } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\n\r\n/**\r\n * Creates the VertexData for a tiled plane\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/tiled_plane\r\n * @param options an object used to set the following optional parameters for the tiled plane, required but can be empty\r\n * * pattern a limited pattern arrangement depending on the number\r\n * * size of the box\r\n * * width of the box, overwrites size\r\n * * height of the box, overwrites size\r\n * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1\r\n * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size\r\n * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * alignHorizontal places whole tiles aligned to the center, left or right of a row\r\n * * alignVertical places whole tiles aligned to the center, left or right of a column\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 tiled plane\r\n */\r\nexport function CreateTiledPlaneVertexData(options: {\r\n pattern?: number;\r\n tileSize?: number;\r\n tileWidth?: number;\r\n tileHeight?: number;\r\n size?: number;\r\n width?: number;\r\n height?: number;\r\n alignHorizontal?: number;\r\n alignVertical?: number;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n}): VertexData {\r\n const flipTile = options.pattern || Mesh.NO_FLIP;\r\n const tileWidth = options.tileWidth || options.tileSize || 1;\r\n const tileHeight = options.tileHeight || options.tileSize || 1;\r\n const alignH = options.alignHorizontal || 0;\r\n const alignV = options.alignVertical || 0;\r\n\r\n const width = options.width || options.size || 1;\r\n const tilesX = Math.floor(width / tileWidth);\r\n let offsetX = width - tilesX * tileWidth;\r\n\r\n const height = options.height || options.size || 1;\r\n const tilesY = Math.floor(height / tileHeight);\r\n let offsetY = height - tilesY * tileHeight;\r\n\r\n const halfWidth = (tileWidth * tilesX) / 2;\r\n const halfHeight = (tileHeight * tilesY) / 2;\r\n\r\n let adjustX = 0;\r\n let adjustY = 0;\r\n let startX = 0;\r\n let startY = 0;\r\n let endX = 0;\r\n let endY = 0;\r\n\r\n //Part Tiles\r\n if (offsetX > 0 || offsetY > 0) {\r\n startX = -halfWidth;\r\n startY = -halfHeight;\r\n endX = halfWidth;\r\n endY = halfHeight;\r\n\r\n switch (alignH) {\r\n case Mesh.CENTER:\r\n offsetX /= 2;\r\n startX -= offsetX;\r\n endX += offsetX;\r\n break;\r\n case Mesh.LEFT:\r\n endX += offsetX;\r\n adjustX = -offsetX / 2;\r\n break;\r\n case Mesh.RIGHT:\r\n startX -= offsetX;\r\n adjustX = offsetX / 2;\r\n break;\r\n }\r\n\r\n switch (alignV) {\r\n case Mesh.CENTER:\r\n offsetY /= 2;\r\n startY -= offsetY;\r\n endY += offsetY;\r\n break;\r\n case Mesh.BOTTOM:\r\n endY += offsetY;\r\n adjustY = -offsetY / 2;\r\n break;\r\n case Mesh.TOP:\r\n startY -= offsetY;\r\n adjustY = offsetY / 2;\r\n break;\r\n }\r\n }\r\n\r\n const positions = [];\r\n const normals = [];\r\n const uvBase = [];\r\n uvBase[0] = [0, 0, 1, 0, 1, 1, 0, 1];\r\n uvBase[1] = [0, 0, 1, 0, 1, 1, 0, 1];\r\n if (flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.ROTATE_ROW) {\r\n uvBase[1] = [1, 1, 0, 1, 0, 0, 1, 0];\r\n }\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.FLIP_ROW) {\r\n uvBase[1] = [1, 0, 0, 0, 0, 1, 1, 1];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvBase[1] = [0, 1, 1, 1, 1, 0, 0, 0];\r\n }\r\n let uvs: Array<number> = [];\r\n const colors = [];\r\n const indices = [];\r\n let index = 0;\r\n for (let y = 0; y < tilesY; y++) {\r\n for (let x = 0; x < tilesX; x++) {\r\n positions.push(-halfWidth + x * tileWidth + adjustX, -halfHeight + y * tileHeight + adjustY, 0);\r\n positions.push(-halfWidth + (x + 1) * tileWidth + adjustX, -halfHeight + y * tileHeight + adjustY, 0);\r\n positions.push(-halfWidth + (x + 1) * tileWidth + adjustX, -halfHeight + (y + 1) * tileHeight + adjustY, 0);\r\n positions.push(-halfWidth + x * tileWidth + adjustX, -halfHeight + (y + 1) * tileHeight + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_TILE) {\r\n uvs = uvs.concat(uvBase[((x % 2) + (y % 2)) % 2]);\r\n } else if (flipTile === Mesh.FLIP_ROW || flipTile === Mesh.ROTATE_ROW || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvs = uvs.concat(uvBase[y % 2]);\r\n } else {\r\n uvs = uvs.concat(uvBase[0]);\r\n }\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n index += 4;\r\n }\r\n }\r\n\r\n //Part Tiles\r\n if (offsetX > 0 || offsetY > 0) {\r\n const partialBottomRow: boolean = offsetY > 0 && (alignV === Mesh.CENTER || alignV === Mesh.TOP);\r\n const partialTopRow: boolean = offsetY > 0 && (alignV === Mesh.CENTER || alignV === Mesh.BOTTOM);\r\n const partialLeftCol: boolean = offsetX > 0 && (alignH === Mesh.CENTER || alignH === Mesh.RIGHT);\r\n const partialRightCol: boolean = offsetX > 0 && (alignH === Mesh.CENTER || alignH === Mesh.LEFT);\r\n let uvPart: Array<number> = [];\r\n let a, b, c, d: number;\r\n\r\n //corners\r\n if (partialBottomRow && partialLeftCol) {\r\n //bottom left corner\r\n positions.push(startX + adjustX, startY + adjustY, 0);\r\n positions.push(-halfWidth + adjustX, startY + adjustY, 0);\r\n positions.push(-halfWidth + adjustX, startY + offsetY + adjustY, 0);\r\n positions.push(startX + adjustX, startY + offsetY + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n a = 1 - offsetX / tileWidth;\r\n b = 1 - offsetY / tileHeight;\r\n c = 1;\r\n d = 1;\r\n uvPart = [a, b, c, b, c, d, a, d];\r\n if (flipTile === Mesh.ROTATE_ROW) {\r\n uvPart = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if (flipTile === Mesh.FLIP_ROW) {\r\n uvPart = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvPart = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n uvs = uvs.concat(uvPart);\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n\r\n if (partialBottomRow && partialRightCol) {\r\n //bottom right corner\r\n positions.push(halfWidth + adjustX, startY + adjustY, 0);\r\n positions.push(endX + adjustX, startY + adjustY, 0);\r\n positions.push(endX + adjustX, startY + offsetY + adjustY, 0);\r\n positions.push(halfWidth + adjustX, startY + offsetY + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n a = 0;\r\n b = 1 - offsetY / tileHeight;\r\n c = offsetX / tileWidth;\r\n d = 1;\r\n uvPart = [a, b, c, b, c, d, a, d];\r\n if (flipTile === Mesh.ROTATE_ROW || (flipTile === Mesh.ROTATE_TILE && tilesX % 2 === 0)) {\r\n uvPart = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if (flipTile === Mesh.FLIP_ROW || (flipTile === Mesh.FLIP_TILE && tilesX % 2 === 0)) {\r\n uvPart = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_ROW || (flipTile === Mesh.FLIP_N_ROTATE_TILE && tilesX % 2 === 0)) {\r\n uvPart = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n uvs = uvs.concat(uvPart);\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n\r\n if (partialTopRow && partialLeftCol) {\r\n //top left corner\r\n positions.push(startX + adjustX, halfHeight + adjustY, 0);\r\n positions.push(-halfWidth + adjustX, halfHeight + adjustY, 0);\r\n positions.push(-halfWidth + adjustX, endY + adjustY, 0);\r\n positions.push(startX + adjustX, endY + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n a = 1 - offsetX / tileWidth;\r\n b = 0;\r\n c = 1;\r\n d = offsetY / tileHeight;\r\n uvPart = [a, b, c, b, c, d, a, d];\r\n if ((flipTile === Mesh.ROTATE_ROW && tilesY % 2 === 1) || (flipTile === Mesh.ROTATE_TILE && tilesY % 1 === 0)) {\r\n uvPart = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if ((flipTile === Mesh.FLIP_ROW && tilesY % 2 === 1) || (flipTile === Mesh.FLIP_TILE && tilesY % 2 === 0)) {\r\n uvPart = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if ((flipTile === Mesh.FLIP_N_ROTATE_ROW && tilesY % 2 === 1) || (flipTile === Mesh.FLIP_N_ROTATE_TILE && tilesY % 2 === 0)) {\r\n uvPart = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n uvs = uvs.concat(uvPart);\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n\r\n if (partialTopRow && partialRightCol) {\r\n //top right corner\r\n positions.push(halfWidth + adjustX, halfHeight + adjustY, 0);\r\n positions.push(endX + adjustX, halfHeight + adjustY, 0);\r\n positions.push(endX + adjustX, endY + adjustY, 0);\r\n positions.push(halfWidth + adjustX, endY + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n a = 0;\r\n b = 0;\r\n c = offsetX / tileWidth;\r\n d = offsetY / tileHeight;\r\n uvPart = [a, b, c, b, c, d, a, d];\r\n if ((flipTile === Mesh.ROTATE_ROW && tilesY % 2 === 1) || (flipTile === Mesh.ROTATE_TILE && (tilesY + tilesX) % 2 === 1)) {\r\n uvPart = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if ((flipTile === Mesh.FLIP_ROW && tilesY % 2 === 1) || (flipTile === Mesh.FLIP_TILE && (tilesY + tilesX) % 2 === 1)) {\r\n uvPart = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if ((flipTile === Mesh.FLIP_N_ROTATE_ROW && tilesY % 2 === 1) || (flipTile === Mesh.FLIP_N_ROTATE_TILE && (tilesY + tilesX) % 2 === 1)) {\r\n uvPart = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n uvs = uvs.concat(uvPart);\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n\r\n //part rows\r\n if (partialBottomRow) {\r\n const uvBaseBR = [];\r\n a = 0;\r\n b = 1 - offsetY / tileHeight;\r\n c = 1;\r\n d = 1;\r\n uvBaseBR[0] = [a, b, c, b, c, d, a, d];\r\n uvBaseBR[1] = [a, b, c, b, c, d, a, d];\r\n if (flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.ROTATE_ROW) {\r\n uvBaseBR[1] = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.FLIP_ROW) {\r\n uvBaseBR[1] = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvBaseBR[1] = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n for (let x = 0; x < tilesX; x++) {\r\n positions.push(-halfWidth + x * tileWidth + adjustX, startY + adjustY, 0);\r\n positions.push(-halfWidth + (x + 1) * tileWidth + adjustX, startY + adjustY, 0);\r\n positions.push(-halfWidth + (x + 1) * tileWidth + adjustX, startY + offsetY + adjustY, 0);\r\n positions.push(-halfWidth + x * tileWidth + adjustX, startY + offsetY + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_TILE) {\r\n uvs = uvs.concat(uvBaseBR[(x + 1) % 2]);\r\n } else if (flipTile === Mesh.FLIP_ROW || flipTile === Mesh.ROTATE_ROW || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvs = uvs.concat(uvBaseBR[1]);\r\n } else {\r\n uvs = uvs.concat(uvBaseBR[0]);\r\n }\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n }\r\n\r\n if (partialTopRow) {\r\n const uvBaseTR = [];\r\n a = 0;\r\n b = 0;\r\n c = 1;\r\n d = offsetY / tileHeight;\r\n uvBaseTR[0] = [a, b, c, b, c, d, a, d];\r\n uvBaseTR[1] = [a, b, c, b, c, d, a, d];\r\n if (flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.ROTATE_ROW) {\r\n uvBaseTR[1] = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.FLIP_ROW) {\r\n uvBaseTR[1] = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvBaseTR[1] = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n for (let x = 0; x < tilesX; x++) {\r\n positions.push(-halfWidth + x * tileWidth + adjustX, endY - offsetY + adjustY, 0);\r\n positions.push(-halfWidth + (x + 1) * tileWidth + adjustX, endY - offsetY + adjustY, 0);\r\n positions.push(-halfWidth + (x + 1) * tileWidth + adjustX, endY + adjustY, 0);\r\n positions.push(-halfWidth + x * tileWidth + adjustX, endY + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_TILE) {\r\n uvs = uvs.concat(uvBaseTR[(x + tilesY) % 2]);\r\n } else if (flipTile === Mesh.FLIP_ROW || flipTile === Mesh.ROTATE_ROW || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvs = uvs.concat(uvBaseTR[tilesY % 2]);\r\n } else {\r\n uvs = uvs.concat(uvBaseTR[0]);\r\n }\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n }\r\n\r\n if (partialLeftCol) {\r\n const uvBaseLC = [];\r\n a = 1 - offsetX / tileWidth;\r\n b = 0;\r\n c = 1;\r\n d = 1;\r\n uvBaseLC[0] = [a, b, c, b, c, d, a, d];\r\n uvBaseLC[1] = [a, b, c, b, c, d, a, d];\r\n if (flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.ROTATE_ROW) {\r\n uvBaseLC[1] = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.FLIP_ROW) {\r\n uvBaseLC[1] = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvBaseLC[1] = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n for (let y = 0; y < tilesY; y++) {\r\n positions.push(startX + adjustX, -halfHeight + y * tileHeight + adjustY, 0);\r\n positions.push(startX + offsetX + adjustX, -halfHeight + y * tileHeight + adjustY, 0);\r\n positions.push(startX + offsetX + adjustX, -halfHeight + (y + 1) * tileHeight + adjustY, 0);\r\n positions.push(startX + adjustX, -halfHeight + (y + 1) * tileHeight + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_TILE) {\r\n uvs = uvs.concat(uvBaseLC[(y + 1) % 2]);\r\n } else if (flipTile === Mesh.FLIP_ROW || flipTile === Mesh.ROTATE_ROW || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvs = uvs.concat(uvBaseLC[y % 2]);\r\n } else {\r\n uvs = uvs.concat(uvBaseLC[0]);\r\n }\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n }\r\n\r\n if (partialRightCol) {\r\n const uvBaseRC = [];\r\n a = 0;\r\n b = 0;\r\n c = offsetX / tileHeight;\r\n d = 1;\r\n uvBaseRC[0] = [a, b, c, b, c, d, a, d];\r\n uvBaseRC[1] = [a, b, c, b, c, d, a, d];\r\n if (flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.ROTATE_ROW) {\r\n uvBaseRC[1] = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.FLIP_ROW) {\r\n uvBaseRC[1] = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvBaseRC[1] = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n for (let y = 0; y < tilesY; y++) {\r\n positions.push(endX - offsetX + adjustX, -halfHeight + y * tileHeight + adjustY, 0);\r\n positions.push(endX + adjustX, -halfHeight + y * tileHeight + adjustY, 0);\r\n positions.push(endX + adjustX, -halfHeight + (y + 1) * tileHeight + adjustY, 0);\r\n positions.push(endX - offsetX + adjustX, -halfHeight + (y + 1) * tileHeight + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_TILE) {\r\n uvs = uvs.concat(uvBaseRC[(y + tilesX) % 2]);\r\n } else if (flipTile === Mesh.FLIP_ROW || flipTile === Mesh.ROTATE_ROW || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvs = uvs.concat(uvBaseRC[y % 2]);\r\n } else {\r\n uvs = uvs.concat(uvBaseRC[0]);\r\n }\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n }\r\n }\r\n\r\n const sideOrientation = options.sideOrientation === 0 ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n // sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n const totalColors = sideOrientation === VertexData.DOUBLESIDE ? colors.concat(colors) : colors;\r\n vertexData.colors = totalColors;\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a tiled plane mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/tiled_plane\r\n * @param name defines the name of the mesh\r\n * @param options an object used to set the following optional parameters for the tiled plane, required but can be empty\r\n * * pattern a limited pattern arrangement depending on the number\r\n * * size of the box\r\n * * width of the box, overwrites size\r\n * * height of the box, overwrites size\r\n * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1\r\n * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size\r\n * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * alignHorizontal places whole tiles aligned to the center, left or right of a row\r\n * * alignVertical places whole tiles aligned to the center, left or right of a column\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 * @param scene defines the hosting scene\r\n * @returns the box mesh\r\n */\r\nexport function CreateTiledPlane(\r\n name: string,\r\n options: {\r\n pattern?: number;\r\n tileSize?: number;\r\n tileWidth?: number;\r\n tileHeight?: number;\r\n size?: number;\r\n width?: number;\r\n height?: number;\r\n alignHorizontal?: number;\r\n alignVertical?: number;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n updatable?: boolean;\r\n },\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const plane = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n plane._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n const vertexData = CreateTiledPlaneVertexData(options);\r\n\r\n vertexData.applyToMesh(plane, options.updatable);\r\n\r\n return plane;\r\n}\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use CreateTiledPlane instead\r\n */\r\nexport const TiledPlaneBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateTiledPlane,\r\n};\r\n\r\nVertexData.CreateTiledPlane = CreateTiledPlaneVertexData;\r\n"]}
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+
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type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Vector4 } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\n\r\n/**\r\n * Creates the VertexData for a tiled plane\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/tiled_plane\r\n * @param options an object used to set the following optional parameters for the tiled plane, required but can be empty\r\n * * pattern a limited pattern arrangement depending on the number\r\n * * size of the box\r\n * * width of the box, overwrites size\r\n * * height of the box, overwrites size\r\n * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1\r\n * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size\r\n * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * alignHorizontal places whole tiles aligned to the center, left or right of a row\r\n * * alignVertical places whole tiles aligned to the center, left or right of a column\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 tiled plane\r\n */\r\nexport function CreateTiledPlaneVertexData(options: {\r\n pattern?: number;\r\n tileSize?: number;\r\n tileWidth?: number;\r\n tileHeight?: number;\r\n size?: number;\r\n width?: number;\r\n height?: number;\r\n alignHorizontal?: number;\r\n alignVertical?: number;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n}): VertexData {\r\n const flipTile = options.pattern || Mesh.NO_FLIP;\r\n const tileWidth = options.tileWidth || options.tileSize || 1;\r\n const tileHeight = options.tileHeight || options.tileSize || 1;\r\n const alignH = options.alignHorizontal || 0;\r\n const alignV = options.alignVertical || 0;\r\n\r\n const width = options.width || options.size || 1;\r\n const tilesX = Math.floor(width / tileWidth);\r\n let offsetX = width - tilesX * tileWidth;\r\n\r\n const height = options.height || options.size || 1;\r\n const tilesY = Math.floor(height / tileHeight);\r\n let offsetY = height - tilesY * tileHeight;\r\n\r\n const halfWidth = (tileWidth * tilesX) / 2;\r\n const halfHeight = (tileHeight * tilesY) / 2;\r\n\r\n let adjustX = 0;\r\n let adjustY = 0;\r\n let startX = 0;\r\n let startY = 0;\r\n let endX = 0;\r\n let endY = 0;\r\n\r\n //Part Tiles\r\n if (offsetX > 0 || offsetY > 0) {\r\n startX = -halfWidth;\r\n startY = -halfHeight;\r\n endX = halfWidth;\r\n endY = halfHeight;\r\n\r\n switch (alignH) {\r\n case Mesh.CENTER:\r\n offsetX /= 2;\r\n startX -= offsetX;\r\n endX += offsetX;\r\n break;\r\n case Mesh.LEFT:\r\n endX += offsetX;\r\n adjustX = -offsetX / 2;\r\n break;\r\n case Mesh.RIGHT:\r\n startX -= offsetX;\r\n adjustX = offsetX / 2;\r\n break;\r\n }\r\n\r\n switch (alignV) {\r\n case Mesh.CENTER:\r\n offsetY /= 2;\r\n startY -= offsetY;\r\n endY += offsetY;\r\n break;\r\n case Mesh.BOTTOM:\r\n endY += offsetY;\r\n adjustY = -offsetY / 2;\r\n break;\r\n case Mesh.TOP:\r\n startY -= offsetY;\r\n adjustY = offsetY / 2;\r\n break;\r\n }\r\n }\r\n\r\n const positions = [];\r\n const normals = [];\r\n const uvBase = [];\r\n uvBase[0] = [0, 0, 1, 0, 1, 1, 0, 1];\r\n uvBase[1] = [0, 0, 1, 0, 1, 1, 0, 1];\r\n if (flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.ROTATE_ROW) {\r\n uvBase[1] = [1, 1, 0, 1, 0, 0, 1, 0];\r\n }\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.FLIP_ROW) {\r\n uvBase[1] = [1, 0, 0, 0, 0, 1, 1, 1];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvBase[1] = [0, 1, 1, 1, 1, 0, 0, 0];\r\n }\r\n let uvs: Array<number> = [];\r\n const colors = [];\r\n const indices = [];\r\n let index = 0;\r\n for (let y = 0; y < tilesY; y++) {\r\n for (let x = 0; x < tilesX; x++) {\r\n positions.push(-halfWidth + x * tileWidth + adjustX, -halfHeight + y * tileHeight + adjustY, 0);\r\n positions.push(-halfWidth + (x + 1) * tileWidth + adjustX, -halfHeight + y * tileHeight + adjustY, 0);\r\n positions.push(-halfWidth + (x + 1) * tileWidth + adjustX, -halfHeight + (y + 1) * tileHeight + adjustY, 0);\r\n positions.push(-halfWidth + x * tileWidth + adjustX, -halfHeight + (y + 1) * tileHeight + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_TILE) {\r\n uvs = uvs.concat(uvBase[((x % 2) + (y % 2)) % 2]);\r\n } else if (flipTile === Mesh.FLIP_ROW || flipTile === Mesh.ROTATE_ROW || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvs = uvs.concat(uvBase[y % 2]);\r\n } else {\r\n uvs = uvs.concat(uvBase[0]);\r\n }\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n index += 4;\r\n }\r\n }\r\n\r\n //Part Tiles\r\n if (offsetX > 0 || offsetY > 0) {\r\n const partialBottomRow: boolean = offsetY > 0 && (alignV === Mesh.CENTER || alignV === Mesh.TOP);\r\n const partialTopRow: boolean = offsetY > 0 && (alignV === Mesh.CENTER || alignV === Mesh.BOTTOM);\r\n const partialLeftCol: boolean = offsetX > 0 && (alignH === Mesh.CENTER || alignH === Mesh.RIGHT);\r\n const partialRightCol: boolean = offsetX > 0 && (alignH === Mesh.CENTER || alignH === Mesh.LEFT);\r\n let uvPart: Array<number>;\r\n let a, b, c, d: number;\r\n\r\n //corners\r\n if (partialBottomRow && partialLeftCol) {\r\n //bottom left corner\r\n positions.push(startX + adjustX, startY + adjustY, 0);\r\n positions.push(-halfWidth + adjustX, startY + adjustY, 0);\r\n positions.push(-halfWidth + adjustX, startY + offsetY + adjustY, 0);\r\n positions.push(startX + adjustX, startY + offsetY + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n a = 1 - offsetX / tileWidth;\r\n b = 1 - offsetY / tileHeight;\r\n c = 1;\r\n d = 1;\r\n uvPart = [a, b, c, b, c, d, a, d];\r\n if (flipTile === Mesh.ROTATE_ROW) {\r\n uvPart = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if (flipTile === Mesh.FLIP_ROW) {\r\n uvPart = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvPart = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n uvs = uvs.concat(uvPart);\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n\r\n if (partialBottomRow && partialRightCol) {\r\n //bottom right corner\r\n positions.push(halfWidth + adjustX, startY + adjustY, 0);\r\n positions.push(endX + adjustX, startY + adjustY, 0);\r\n positions.push(endX + adjustX, startY + offsetY + adjustY, 0);\r\n positions.push(halfWidth + adjustX, startY + offsetY + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n a = 0;\r\n b = 1 - offsetY / tileHeight;\r\n c = offsetX / tileWidth;\r\n d = 1;\r\n uvPart = [a, b, c, b, c, d, a, d];\r\n if (flipTile === Mesh.ROTATE_ROW || (flipTile === Mesh.ROTATE_TILE && tilesX % 2 === 0)) {\r\n uvPart = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if (flipTile === Mesh.FLIP_ROW || (flipTile === Mesh.FLIP_TILE && tilesX % 2 === 0)) {\r\n uvPart = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_ROW || (flipTile === Mesh.FLIP_N_ROTATE_TILE && tilesX % 2 === 0)) {\r\n uvPart = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n uvs = uvs.concat(uvPart);\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n\r\n if (partialTopRow && partialLeftCol) {\r\n //top left corner\r\n positions.push(startX + adjustX, halfHeight + adjustY, 0);\r\n positions.push(-halfWidth + adjustX, halfHeight + adjustY, 0);\r\n positions.push(-halfWidth + adjustX, endY + adjustY, 0);\r\n positions.push(startX + adjustX, endY + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n a = 1 - offsetX / tileWidth;\r\n b = 0;\r\n c = 1;\r\n d = offsetY / tileHeight;\r\n uvPart = [a, b, c, b, c, d, a, d];\r\n if ((flipTile === Mesh.ROTATE_ROW && tilesY % 2 === 1) || (flipTile === Mesh.ROTATE_TILE && tilesY % 1 === 0)) {\r\n uvPart = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if ((flipTile === Mesh.FLIP_ROW && tilesY % 2 === 1) || (flipTile === Mesh.FLIP_TILE && tilesY % 2 === 0)) {\r\n uvPart = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if ((flipTile === Mesh.FLIP_N_ROTATE_ROW && tilesY % 2 === 1) || (flipTile === Mesh.FLIP_N_ROTATE_TILE && tilesY % 2 === 0)) {\r\n uvPart = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n uvs = uvs.concat(uvPart);\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n\r\n if (partialTopRow && partialRightCol) {\r\n //top right corner\r\n positions.push(halfWidth + adjustX, halfHeight + adjustY, 0);\r\n positions.push(endX + adjustX, halfHeight + adjustY, 0);\r\n positions.push(endX + adjustX, endY + adjustY, 0);\r\n positions.push(halfWidth + adjustX, endY + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n a = 0;\r\n b = 0;\r\n c = offsetX / tileWidth;\r\n d = offsetY / tileHeight;\r\n uvPart = [a, b, c, b, c, d, a, d];\r\n if ((flipTile === Mesh.ROTATE_ROW && tilesY % 2 === 1) || (flipTile === Mesh.ROTATE_TILE && (tilesY + tilesX) % 2 === 1)) {\r\n uvPart = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if ((flipTile === Mesh.FLIP_ROW && tilesY % 2 === 1) || (flipTile === Mesh.FLIP_TILE && (tilesY + tilesX) % 2 === 1)) {\r\n uvPart = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if ((flipTile === Mesh.FLIP_N_ROTATE_ROW && tilesY % 2 === 1) || (flipTile === Mesh.FLIP_N_ROTATE_TILE && (tilesY + tilesX) % 2 === 1)) {\r\n uvPart = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n uvs = uvs.concat(uvPart);\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n\r\n //part rows\r\n if (partialBottomRow) {\r\n const uvBaseBR = [];\r\n a = 0;\r\n b = 1 - offsetY / tileHeight;\r\n c = 1;\r\n d = 1;\r\n uvBaseBR[0] = [a, b, c, b, c, d, a, d];\r\n uvBaseBR[1] = [a, b, c, b, c, d, a, d];\r\n if (flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.ROTATE_ROW) {\r\n uvBaseBR[1] = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.FLIP_ROW) {\r\n uvBaseBR[1] = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvBaseBR[1] = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n for (let x = 0; x < tilesX; x++) {\r\n positions.push(-halfWidth + x * tileWidth + adjustX, startY + adjustY, 0);\r\n positions.push(-halfWidth + (x + 1) * tileWidth + adjustX, startY + adjustY, 0);\r\n positions.push(-halfWidth + (x + 1) * tileWidth + adjustX, startY + offsetY + adjustY, 0);\r\n positions.push(-halfWidth + x * tileWidth + adjustX, startY + offsetY + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_TILE) {\r\n uvs = uvs.concat(uvBaseBR[(x + 1) % 2]);\r\n } else if (flipTile === Mesh.FLIP_ROW || flipTile === Mesh.ROTATE_ROW || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvs = uvs.concat(uvBaseBR[1]);\r\n } else {\r\n uvs = uvs.concat(uvBaseBR[0]);\r\n }\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n }\r\n\r\n if (partialTopRow) {\r\n const uvBaseTR = [];\r\n a = 0;\r\n b = 0;\r\n c = 1;\r\n d = offsetY / tileHeight;\r\n uvBaseTR[0] = [a, b, c, b, c, d, a, d];\r\n uvBaseTR[1] = [a, b, c, b, c, d, a, d];\r\n if (flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.ROTATE_ROW) {\r\n uvBaseTR[1] = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.FLIP_ROW) {\r\n uvBaseTR[1] = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvBaseTR[1] = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n for (let x = 0; x < tilesX; x++) {\r\n positions.push(-halfWidth + x * tileWidth + adjustX, endY - offsetY + adjustY, 0);\r\n positions.push(-halfWidth + (x + 1) * tileWidth + adjustX, endY - offsetY + adjustY, 0);\r\n positions.push(-halfWidth + (x + 1) * tileWidth + adjustX, endY + adjustY, 0);\r\n positions.push(-halfWidth + x * tileWidth + adjustX, endY + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_TILE) {\r\n uvs = uvs.concat(uvBaseTR[(x + tilesY) % 2]);\r\n } else if (flipTile === Mesh.FLIP_ROW || flipTile === Mesh.ROTATE_ROW || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvs = uvs.concat(uvBaseTR[tilesY % 2]);\r\n } else {\r\n uvs = uvs.concat(uvBaseTR[0]);\r\n }\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n }\r\n\r\n if (partialLeftCol) {\r\n const uvBaseLC = [];\r\n a = 1 - offsetX / tileWidth;\r\n b = 0;\r\n c = 1;\r\n d = 1;\r\n uvBaseLC[0] = [a, b, c, b, c, d, a, d];\r\n uvBaseLC[1] = [a, b, c, b, c, d, a, d];\r\n if (flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.ROTATE_ROW) {\r\n uvBaseLC[1] = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.FLIP_ROW) {\r\n uvBaseLC[1] = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvBaseLC[1] = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n for (let y = 0; y < tilesY; y++) {\r\n positions.push(startX + adjustX, -halfHeight + y * tileHeight + adjustY, 0);\r\n positions.push(startX + offsetX + adjustX, -halfHeight + y * tileHeight + adjustY, 0);\r\n positions.push(startX + offsetX + adjustX, -halfHeight + (y + 1) * tileHeight + adjustY, 0);\r\n positions.push(startX + adjustX, -halfHeight + (y + 1) * tileHeight + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_TILE) {\r\n uvs = uvs.concat(uvBaseLC[(y + 1) % 2]);\r\n } else if (flipTile === Mesh.FLIP_ROW || flipTile === Mesh.ROTATE_ROW || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvs = uvs.concat(uvBaseLC[y % 2]);\r\n } else {\r\n uvs = uvs.concat(uvBaseLC[0]);\r\n }\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n }\r\n\r\n if (partialRightCol) {\r\n const uvBaseRC = [];\r\n a = 0;\r\n b = 0;\r\n c = offsetX / tileHeight;\r\n d = 1;\r\n uvBaseRC[0] = [a, b, c, b, c, d, a, d];\r\n uvBaseRC[1] = [a, b, c, b, c, d, a, d];\r\n if (flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.ROTATE_ROW) {\r\n uvBaseRC[1] = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.FLIP_ROW) {\r\n uvBaseRC[1] = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvBaseRC[1] = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n for (let y = 0; y < tilesY; y++) {\r\n positions.push(endX - offsetX + adjustX, -halfHeight + y * tileHeight + adjustY, 0);\r\n positions.push(endX + adjustX, -halfHeight + y * tileHeight + adjustY, 0);\r\n positions.push(endX + adjustX, -halfHeight + (y + 1) * tileHeight + adjustY, 0);\r\n positions.push(endX - offsetX + adjustX, -halfHeight + (y + 1) * tileHeight + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_TILE) {\r\n uvs = uvs.concat(uvBaseRC[(y + tilesX) % 2]);\r\n } else if (flipTile === Mesh.FLIP_ROW || flipTile === Mesh.ROTATE_ROW || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvs = uvs.concat(uvBaseRC[y % 2]);\r\n } else {\r\n uvs = uvs.concat(uvBaseRC[0]);\r\n }\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n }\r\n }\r\n\r\n const sideOrientation = options.sideOrientation === 0 ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n // sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n const totalColors = sideOrientation === VertexData.DOUBLESIDE ? colors.concat(colors) : colors;\r\n vertexData.colors = totalColors;\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a tiled plane mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/tiled_plane\r\n * @param name defines the name of the mesh\r\n * @param options an object used to set the following optional parameters for the tiled plane, required but can be empty\r\n * * pattern a limited pattern arrangement depending on the number\r\n * * size of the box\r\n * * width of the box, overwrites size\r\n * * height of the box, overwrites size\r\n * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1\r\n * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size\r\n * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * alignHorizontal places whole tiles aligned to the center, left or right of a row\r\n * * alignVertical places whole tiles aligned to the center, left or right of a column\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 * @param scene defines the hosting scene\r\n * @returns the box mesh\r\n */\r\nexport function CreateTiledPlane(\r\n name: string,\r\n options: {\r\n pattern?: number;\r\n tileSize?: number;\r\n tileWidth?: number;\r\n tileHeight?: number;\r\n size?: number;\r\n width?: number;\r\n height?: number;\r\n alignHorizontal?: number;\r\n alignVertical?: number;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n updatable?: boolean;\r\n },\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const plane = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n plane._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n const vertexData = CreateTiledPlaneVertexData(options);\r\n\r\n vertexData.applyToMesh(plane, options.updatable);\r\n\r\n return plane;\r\n}\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use CreateTiledPlane instead\r\n */\r\nexport const TiledPlaneBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateTiledPlane,\r\n};\r\n\r\nVertexData.CreateTiledPlane = CreateTiledPlaneVertexData;\r\n"]}
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