@xeokit/xeokit-sdk 2.5.2-beta-10 → 2.5.2-beta-13

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (462) hide show
  1. package/dist/xeokit-sdk.cjs.js +146 -132
  2. package/dist/xeokit-sdk.es.js +146 -132
  3. package/dist/xeokit-sdk.es5.js +84 -84
  4. package/dist/xeokit-sdk.min.cjs.js +1 -1
  5. package/dist/xeokit-sdk.min.es.js +1 -1
  6. package/dist/xeokit-sdk.min.es5.js +1 -1
  7. package/package.json +1 -1
  8. package/src/src/extras/ContextMenu/ContextMenu.js +907 -0
  9. package/src/src/extras/ContextMenu/index.js +1 -0
  10. package/src/src/extras/MarqueePicker/MarqueePicker.js +352 -0
  11. package/src/src/extras/MarqueePicker/MarqueePickerMouseControl.js +174 -0
  12. package/src/src/extras/MarqueePicker/index.js +2 -0
  13. package/src/src/extras/PointerLens/PointerLens.js +312 -0
  14. package/src/src/extras/PointerLens/index.js +1 -0
  15. package/src/src/extras/collision/ObjectsKdTree3.js +149 -0
  16. package/src/src/extras/collision/index.js +1 -0
  17. package/src/src/extras/index.js +4 -0
  18. package/src/src/index.js +3 -0
  19. package/src/src/plugins/AngleMeasurementsPlugin/AngleMeasurement.js +731 -0
  20. package/src/src/plugins/AngleMeasurementsPlugin/AngleMeasurementsControl.js +84 -0
  21. package/src/src/plugins/AngleMeasurementsPlugin/AngleMeasurementsMouseControl.js +435 -0
  22. package/src/src/plugins/AngleMeasurementsPlugin/AngleMeasurementsPlugin.js +406 -0
  23. package/src/src/plugins/AngleMeasurementsPlugin/index.js +3 -0
  24. package/src/src/plugins/AnnotationsPlugin/Annotation.js +368 -0
  25. package/src/src/plugins/AnnotationsPlugin/AnnotationsPlugin.js +583 -0
  26. package/src/src/plugins/AnnotationsPlugin/index.js +1 -0
  27. package/src/src/plugins/AxisGizmoPlugin/AxisGizmoPlugin.js +333 -0
  28. package/src/src/plugins/AxisGizmoPlugin/index.js +1 -0
  29. package/src/src/plugins/BCFViewpointsPlugin/BCFViewpointsPlugin.js +977 -0
  30. package/src/src/plugins/BCFViewpointsPlugin/index.js +1 -0
  31. package/src/src/plugins/CityJSONLoaderPlugin/CityJSONDefaultDataSource.js +29 -0
  32. package/src/src/plugins/CityJSONLoaderPlugin/CityJSONLoaderPlugin.js +751 -0
  33. package/src/src/plugins/CityJSONLoaderPlugin/index.js +1 -0
  34. package/src/src/plugins/DistanceMeasurementsPlugin/DistanceMeasurement.js +963 -0
  35. package/src/src/plugins/DistanceMeasurementsPlugin/DistanceMeasurementsControl.js +84 -0
  36. package/src/src/plugins/DistanceMeasurementsPlugin/DistanceMeasurementsMouseControl.js +399 -0
  37. package/src/src/plugins/DistanceMeasurementsPlugin/DistanceMeasurementsPlugin.js +505 -0
  38. package/src/src/plugins/DistanceMeasurementsPlugin/index.js +3 -0
  39. package/src/src/plugins/FaceAlignedSectionPlanesPlugin/FaceAlignedSectionPlanesControl.js +639 -0
  40. package/src/src/plugins/FaceAlignedSectionPlanesPlugin/FaceAlignedSectionPlanesPlugin.js +436 -0
  41. package/src/src/plugins/FaceAlignedSectionPlanesPlugin/Overview.js +247 -0
  42. package/src/src/plugins/FaceAlignedSectionPlanesPlugin/Plane.js +167 -0
  43. package/src/src/plugins/FaceAlignedSectionPlanesPlugin/index.js +1 -0
  44. package/src/src/plugins/FastNavPlugin/FastNavPlugin.js +429 -0
  45. package/src/src/plugins/FastNavPlugin/index.js +1 -0
  46. package/src/src/plugins/GLTFLoaderPlugin/GLTFDefaultDataSource.js +140 -0
  47. package/src/src/plugins/GLTFLoaderPlugin/GLTFLoaderPlugin.js +421 -0
  48. package/src/src/plugins/GLTFLoaderPlugin/GLTFSceneModelLoader.js +669 -0
  49. package/src/src/plugins/GLTFLoaderPlugin/index.js +2 -0
  50. package/src/src/plugins/LASLoaderPlugin/LASDefaultDataSource.js +58 -0
  51. package/src/src/plugins/LASLoaderPlugin/LASLoaderPlugin.js +563 -0
  52. package/src/src/plugins/LASLoaderPlugin/index.js +1 -0
  53. package/src/src/plugins/LASLoaderPlugin/loadLASHeader.js +183 -0
  54. package/src/src/plugins/NavCubePlugin/CubeTextureCanvas.js +290 -0
  55. package/src/src/plugins/NavCubePlugin/NavCubePlugin.js +753 -0
  56. package/src/src/plugins/NavCubePlugin/index.js +1 -0
  57. package/src/src/plugins/OBJLoaderPlugin/OBJLoaderPlugin.js +145 -0
  58. package/src/src/plugins/OBJLoaderPlugin/OBJSceneGraphLoader.js +777 -0
  59. package/src/src/plugins/OBJLoaderPlugin/index.js +1 -0
  60. package/src/src/plugins/STLLoaderPlugin/STLDefaultDataSource.js +33 -0
  61. package/src/src/plugins/STLLoaderPlugin/STLLoaderPlugin.js +274 -0
  62. package/src/src/plugins/STLLoaderPlugin/STLSceneGraphLoader.js +313 -0
  63. package/src/src/plugins/STLLoaderPlugin/index.js +2 -0
  64. package/src/src/plugins/SectionPlanesPlugin/Control.js +1328 -0
  65. package/src/src/plugins/SectionPlanesPlugin/Overview.js +249 -0
  66. package/src/src/plugins/SectionPlanesPlugin/Plane.js +169 -0
  67. package/src/src/plugins/SectionPlanesPlugin/SectionPlanesPlugin.js +404 -0
  68. package/src/src/plugins/SectionPlanesPlugin/index.js +1 -0
  69. package/src/src/plugins/SkyboxesPlugin/SkyboxesPlugin.js +134 -0
  70. package/src/src/plugins/SkyboxesPlugin/index.js +1 -0
  71. package/src/src/plugins/StoreyViewsPlugin/Storey.js +84 -0
  72. package/src/src/plugins/StoreyViewsPlugin/StoreyMap.js +57 -0
  73. package/src/src/plugins/StoreyViewsPlugin/StoreyViewsPlugin.js +773 -0
  74. package/src/src/plugins/StoreyViewsPlugin/index.js +1 -0
  75. package/src/src/plugins/TreeViewPlugin/RenderService.js +169 -0
  76. package/src/src/plugins/TreeViewPlugin/TreeViewNode.js +101 -0
  77. package/src/src/plugins/TreeViewPlugin/TreeViewPlugin.js +1370 -0
  78. package/src/src/plugins/TreeViewPlugin/index.js +1 -0
  79. package/src/src/plugins/ViewCullPlugin/ViewCullPlugin.js +295 -0
  80. package/src/src/plugins/ViewCullPlugin/index.js +1 -0
  81. package/src/src/plugins/WebIFCLoaderPlugin/WebIFCDefaultDataSource.js +58 -0
  82. package/src/src/plugins/WebIFCLoaderPlugin/WebIFCLoaderPlugin.js +942 -0
  83. package/src/src/plugins/WebIFCLoaderPlugin/index.js +1 -0
  84. package/src/src/plugins/XKTLoaderPlugin/XKTDefaultDataSource.js +95 -0
  85. package/src/src/plugins/XKTLoaderPlugin/XKTLoaderPlugin.js +1194 -0
  86. package/src/src/plugins/XKTLoaderPlugin/index.js +2 -0
  87. package/src/src/plugins/XKTLoaderPlugin/parsers/ParserV1.js +169 -0
  88. package/src/src/plugins/XKTLoaderPlugin/parsers/ParserV10.js +660 -0
  89. package/src/src/plugins/XKTLoaderPlugin/parsers/ParserV11.js +663 -0
  90. package/src/src/plugins/XKTLoaderPlugin/parsers/ParserV2.js +230 -0
  91. package/src/src/plugins/XKTLoaderPlugin/parsers/ParserV3.js +223 -0
  92. package/src/src/plugins/XKTLoaderPlugin/parsers/ParserV4.js +283 -0
  93. package/src/src/plugins/XKTLoaderPlugin/parsers/ParserV5.js +246 -0
  94. package/src/src/plugins/XKTLoaderPlugin/parsers/ParserV6.js +301 -0
  95. package/src/src/plugins/XKTLoaderPlugin/parsers/ParserV7.js +439 -0
  96. package/src/src/plugins/XKTLoaderPlugin/parsers/ParserV8.js +563 -0
  97. package/src/src/plugins/XKTLoaderPlugin/parsers/ParserV9.js +518 -0
  98. package/src/src/plugins/XKTLoaderPlugin/parsers/lib/pako.js +2 -0
  99. package/src/src/plugins/XML3DLoaderPlugin/XML3DLoaderPlugin.js +238 -0
  100. package/src/src/plugins/XML3DLoaderPlugin/XML3DSceneGraphLoader.js +1279 -0
  101. package/src/src/plugins/XML3DLoaderPlugin/index.js +1 -0
  102. package/src/src/plugins/XML3DLoaderPlugin/zipjs/.jshintrc +11 -0
  103. package/src/src/plugins/XML3DLoaderPlugin/zipjs/deflate.js +2060 -0
  104. package/src/src/plugins/XML3DLoaderPlugin/zipjs/inflate.js +2155 -0
  105. package/src/src/plugins/XML3DLoaderPlugin/zipjs/mime-types.js +1002 -0
  106. package/src/src/plugins/XML3DLoaderPlugin/zipjs/pako/codecs.js +64 -0
  107. package/src/src/plugins/XML3DLoaderPlugin/zipjs/z-worker.js +153 -0
  108. package/src/src/plugins/XML3DLoaderPlugin/zipjs/zip-ext.js +267 -0
  109. package/src/src/plugins/XML3DLoaderPlugin/zipjs/zip-fs.js +553 -0
  110. package/src/src/plugins/XML3DLoaderPlugin/zipjs/zip.js +991 -0
  111. package/src/src/plugins/XML3DLoaderPlugin/zipjs/zlib-asm/codecs.js +49 -0
  112. package/src/src/plugins/index.js +21 -0
  113. package/src/src/plugins/lib/culling/ObjectCullStates.js +208 -0
  114. package/src/src/plugins/lib/earcut.js +677 -0
  115. package/src/src/plugins/lib/html/Dot.js +179 -0
  116. package/src/src/plugins/lib/html/Label.js +174 -0
  117. package/src/src/plugins/lib/html/Wire.js +220 -0
  118. package/src/src/viewer/Configs.js +127 -0
  119. package/src/src/viewer/Plugin.js +233 -0
  120. package/src/src/viewer/Viewer.js +542 -0
  121. package/src/src/viewer/index.js +5 -0
  122. package/src/src/viewer/localization/LocaleService.js +475 -0
  123. package/src/src/viewer/metadata/IFCObjectDefaultColors.js +163 -0
  124. package/src/src/viewer/metadata/IFCObjectDefaults.js +17 -0
  125. package/src/src/viewer/metadata/MetaModel.js +414 -0
  126. package/src/src/viewer/metadata/MetaObject.js +223 -0
  127. package/src/src/viewer/metadata/MetaScene.js +336 -0
  128. package/src/src/viewer/metadata/Property.js +55 -0
  129. package/src/src/viewer/metadata/PropertySet.js +77 -0
  130. package/src/src/viewer/scene/Bitmap/Bitmap.js +473 -0
  131. package/src/src/viewer/scene/Bitmap/index.js +1 -0
  132. package/src/src/viewer/scene/CameraControl/CameraControl.js +1750 -0
  133. package/src/src/viewer/scene/CameraControl/lib/CameraUpdater.js +312 -0
  134. package/src/src/viewer/scene/CameraControl/lib/controllers/PanController.js +112 -0
  135. package/src/src/viewer/scene/CameraControl/lib/controllers/PickController.js +265 -0
  136. package/src/src/viewer/scene/CameraControl/lib/controllers/PivotController.js +384 -0
  137. package/src/src/viewer/scene/CameraControl/lib/handlers/KeyboardAxisViewHandler.js +122 -0
  138. package/src/src/viewer/scene/CameraControl/lib/handlers/KeyboardPanRotateDollyHandler.js +183 -0
  139. package/src/src/viewer/scene/CameraControl/lib/handlers/MouseMiscHandler.js +68 -0
  140. package/src/src/viewer/scene/CameraControl/lib/handlers/MousePanRotateDollyHandler.js +345 -0
  141. package/src/src/viewer/scene/CameraControl/lib/handlers/MousePickHandler.js +376 -0
  142. package/src/src/viewer/scene/CameraControl/lib/handlers/TouchPanRotateAndDollyHandler.js +288 -0
  143. package/src/src/viewer/scene/CameraControl/lib/handlers/TouchPickHandler.js +235 -0
  144. package/src/src/viewer/scene/Component.js +915 -0
  145. package/src/src/viewer/scene/Entity.js +502 -0
  146. package/src/src/viewer/scene/ImagePlane/ImagePlane.js +570 -0
  147. package/src/src/viewer/scene/ImagePlane/index.js +1 -0
  148. package/src/src/viewer/scene/LineSet/LineSet.js +163 -0
  149. package/src/src/viewer/scene/LineSet/index.js +1 -0
  150. package/src/src/viewer/scene/camera/Camera.js +912 -0
  151. package/src/src/viewer/scene/camera/CameraFlightAnimation.js +669 -0
  152. package/src/src/viewer/scene/camera/CameraPath.js +194 -0
  153. package/src/src/viewer/scene/camera/CameraPathAnimation.js +326 -0
  154. package/src/src/viewer/scene/camera/CustomProjection.js +149 -0
  155. package/src/src/viewer/scene/camera/Frustum.js +316 -0
  156. package/src/src/viewer/scene/camera/Ortho.js +286 -0
  157. package/src/src/viewer/scene/camera/Perspective.js +304 -0
  158. package/src/src/viewer/scene/camera/index.js +2 -0
  159. package/src/src/viewer/scene/canvas/Canvas.js +490 -0
  160. package/src/src/viewer/scene/canvas/Spinner.js +323 -0
  161. package/src/src/viewer/scene/constants/constants.js +371 -0
  162. package/src/src/viewer/scene/core.js +268 -0
  163. package/src/src/viewer/scene/geometry/Geometry.js +33 -0
  164. package/src/src/viewer/scene/geometry/ReadableGeometry.js +682 -0
  165. package/src/src/viewer/scene/geometry/VBOGeometry.js +319 -0
  166. package/src/src/viewer/scene/geometry/builders/buildBoxGeometry.js +238 -0
  167. package/src/src/viewer/scene/geometry/builders/buildBoxLinesGeometry.js +106 -0
  168. package/src/src/viewer/scene/geometry/builders/buildCylinderGeometry.js +271 -0
  169. package/src/src/viewer/scene/geometry/builders/buildGridGeometry.js +102 -0
  170. package/src/src/viewer/scene/geometry/builders/buildPlaneGeometry.js +168 -0
  171. package/src/src/viewer/scene/geometry/builders/buildSphereGeometry.js +161 -0
  172. package/src/src/viewer/scene/geometry/builders/buildTorusGeometry.js +172 -0
  173. package/src/src/viewer/scene/geometry/builders/buildVectorTextGeometry.js +1721 -0
  174. package/src/src/viewer/scene/geometry/builders/index.js +8 -0
  175. package/src/src/viewer/scene/geometry/index.js +4 -0
  176. package/src/src/viewer/scene/geometry/loaders/index.js +2 -0
  177. package/src/src/viewer/scene/geometry/loaders/load3DSGeometry.js +103 -0
  178. package/src/src/viewer/scene/geometry/loaders/loadOBJGeometry.js +130 -0
  179. package/src/src/viewer/scene/index.js +21 -0
  180. package/src/src/viewer/scene/input/Input.js +1333 -0
  181. package/src/src/viewer/scene/libs/k3d.js +1032 -0
  182. package/src/src/viewer/scene/lights/AmbientLight.js +175 -0
  183. package/src/src/viewer/scene/lights/CubeTexture.js +156 -0
  184. package/src/src/viewer/scene/lights/DirLight.js +314 -0
  185. package/src/src/viewer/scene/lights/Light.js +29 -0
  186. package/src/src/viewer/scene/lights/LightMap.js +77 -0
  187. package/src/src/viewer/scene/lights/PointLight.js +395 -0
  188. package/src/src/viewer/scene/lights/ReflectionMap.js +79 -0
  189. package/src/src/viewer/scene/lights/Shadow.js +138 -0
  190. package/src/src/viewer/scene/lights/index.js +5 -0
  191. package/src/src/viewer/scene/marker/Marker.js +383 -0
  192. package/src/src/viewer/scene/marker/SpriteMarker.js +356 -0
  193. package/src/src/viewer/scene/marker/index.js +2 -0
  194. package/src/src/viewer/scene/materials/EdgeMaterial.js +359 -0
  195. package/src/src/viewer/scene/materials/EmphasisMaterial.js +613 -0
  196. package/src/src/viewer/scene/materials/Fresnel.js +222 -0
  197. package/src/src/viewer/scene/materials/LambertMaterial.js +378 -0
  198. package/src/src/viewer/scene/materials/LinesMaterial.js +169 -0
  199. package/src/src/viewer/scene/materials/Material.js +39 -0
  200. package/src/src/viewer/scene/materials/MetallicMaterial.js +820 -0
  201. package/src/src/viewer/scene/materials/PhongMaterial.js +860 -0
  202. package/src/src/viewer/scene/materials/PointsMaterial.js +409 -0
  203. package/src/src/viewer/scene/materials/SpecularMaterial.js +807 -0
  204. package/src/src/viewer/scene/materials/Texture.js +513 -0
  205. package/src/src/viewer/scene/materials/index.js +8 -0
  206. package/src/src/viewer/scene/math/Frustum.js +118 -0
  207. package/src/src/viewer/scene/math/buildEdgeIndices.js +162 -0
  208. package/src/src/viewer/scene/math/geometryCompressionUtils.js +365 -0
  209. package/src/src/viewer/scene/math/index.js +3 -0
  210. package/src/src/viewer/scene/math/math.js +5386 -0
  211. package/src/src/viewer/scene/math/rtcCoords.js +139 -0
  212. package/src/src/viewer/scene/mementos/CameraMemento.js +200 -0
  213. package/src/src/viewer/scene/mementos/ModelMemento.js +263 -0
  214. package/src/src/viewer/scene/mementos/ObjectsMemento.js +259 -0
  215. package/src/src/viewer/scene/mementos/index.js +3 -0
  216. package/src/src/viewer/scene/mesh/Mesh.js +2202 -0
  217. package/src/src/viewer/scene/mesh/draw/DrawRenderer.js +996 -0
  218. package/src/src/viewer/scene/mesh/draw/DrawShaderSource.js +1570 -0
  219. package/src/src/viewer/scene/mesh/emphasis/EmphasisEdgesRenderer.js +259 -0
  220. package/src/src/viewer/scene/mesh/emphasis/EmphasisEdgesShaderSource.js +159 -0
  221. package/src/src/viewer/scene/mesh/emphasis/EmphasisFillRenderer.js +286 -0
  222. package/src/src/viewer/scene/mesh/emphasis/EmphasisFillShaderSource.js +262 -0
  223. package/src/src/viewer/scene/mesh/index.js +1 -0
  224. package/src/src/viewer/scene/mesh/occlusion/OcclusionRenderer.js +217 -0
  225. package/src/src/viewer/scene/mesh/occlusion/OcclusionShaderSource.js +157 -0
  226. package/src/src/viewer/scene/mesh/pick/PickMeshRenderer.js +223 -0
  227. package/src/src/viewer/scene/mesh/pick/PickMeshShaderSource.js +151 -0
  228. package/src/src/viewer/scene/mesh/pick/PickTriangleRenderer.js +200 -0
  229. package/src/src/viewer/scene/mesh/pick/PickTriangleShaderSource.js +124 -0
  230. package/src/src/viewer/scene/mesh/shadow/ShadowRenderer.js +214 -0
  231. package/src/src/viewer/scene/mesh/shadow/ShadowShaderSource.js +98 -0
  232. package/src/src/viewer/scene/metriqs/Metriqs.js +259 -0
  233. package/src/src/viewer/scene/model/ENTITY_FLAGS.js +21 -0
  234. package/src/src/viewer/scene/model/PerformanceModel.js +26 -0
  235. package/src/src/viewer/scene/model/RENDER_PASSES.js +34 -0
  236. package/src/src/viewer/scene/model/SceneModel.js +4018 -0
  237. package/src/src/viewer/scene/model/SceneModelEntity.js +715 -0
  238. package/src/src/viewer/scene/model/SceneModelMesh.js +341 -0
  239. package/src/src/viewer/scene/model/SceneModelTexture.js +38 -0
  240. package/src/src/viewer/scene/model/SceneModelTextureSet.js +59 -0
  241. package/src/src/viewer/scene/model/SceneModelTransform.js +404 -0
  242. package/src/src/viewer/scene/model/VBOSceneModel.js +26 -0
  243. package/src/src/viewer/scene/model/calculateUniquePositions.js +126 -0
  244. package/src/src/viewer/scene/model/compression.js +227 -0
  245. package/src/src/viewer/scene/model/dtx/BindableDataTexture.js +31 -0
  246. package/src/src/viewer/scene/model/dtx/lines/DTXLinesBuffer.js +27 -0
  247. package/src/src/viewer/scene/model/dtx/lines/DTXLinesLayer.js +891 -0
  248. package/src/src/viewer/scene/model/dtx/lines/DTXLinesState.js +46 -0
  249. package/src/src/viewer/scene/model/dtx/lines/DTXLinesTextureFactory.js +411 -0
  250. package/src/src/viewer/scene/model/dtx/lines/dataTextureRamStats.js +49 -0
  251. package/src/src/viewer/scene/model/dtx/lines/rebucketPositions.js +208 -0
  252. package/src/src/viewer/scene/model/dtx/lines/renderers/DTXLinesColorRenderer.js +389 -0
  253. package/src/src/viewer/scene/model/dtx/lines/renderers/DTXLinesRenderers.js +65 -0
  254. package/src/src/viewer/scene/model/dtx/triangles/DTXTrianglesLayer.js +1322 -0
  255. package/src/src/viewer/scene/model/dtx/triangles/lib/DTXTrianglesBuffer.js +46 -0
  256. package/src/src/viewer/scene/model/dtx/triangles/lib/DTXTrianglesState.js +250 -0
  257. package/src/src/viewer/scene/model/dtx/triangles/lib/DTXTrianglesTextureFactory.js +518 -0
  258. package/src/src/viewer/scene/model/dtx/triangles/lib/dataTextureRamStats.js +54 -0
  259. package/src/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesColorRenderer.js +619 -0
  260. package/src/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesDepthRenderer.js +464 -0
  261. package/src/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesEdgesColorRenderer.js +414 -0
  262. package/src/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesEdgesRenderer.js +422 -0
  263. package/src/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesNormalsRenderer.js +345 -0
  264. package/src/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesOcclusionRenderer.js +436 -0
  265. package/src/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickDepthRenderer.js +462 -0
  266. package/src/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickMeshRenderer.js +436 -0
  267. package/src/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickNormalsFlatRenderer.js +455 -0
  268. package/src/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickNormalsRenderer.js +440 -0
  269. package/src/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesRenderers.js +307 -0
  270. package/src/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesSilhouetteRenderer.js +465 -0
  271. package/src/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesSnapInitRenderer.js +466 -0
  272. package/src/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesSnapRenderer.js +427 -0
  273. package/src/src/viewer/scene/model/index.js +5 -0
  274. package/src/src/viewer/scene/model/rebucketPositions.js +354 -0
  275. package/src/src/viewer/scene/model/vbo/ScratchMemory.js +63 -0
  276. package/src/src/viewer/scene/model/vbo/VBORenderer.js +646 -0
  277. package/src/src/viewer/scene/model/vbo/batching/lines/VBOBatchingLinesLayer.js +699 -0
  278. package/src/src/viewer/scene/model/vbo/batching/lines/lib/VBOBatchingLinesBuffer.js +19 -0
  279. package/src/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLineSnapInitRenderer.js +316 -0
  280. package/src/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesColorRenderer.js +114 -0
  281. package/src/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesRenderers.js +99 -0
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  307. package/src/{viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesDepthRenderer.js → src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesDepthRenderer.js} +2 -2
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  310. package/src/{viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesOcclusionRenderer.js → src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesOcclusionRenderer.js} +2 -2
  311. package/src/{viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesPBRRenderer.js → src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPBRRenderer.js} +2 -2
  312. package/src/{viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesPickDepthRenderer.js → src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickDepthRenderer.js} +2 -2
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@@ -0,0 +1,2202 @@
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+ /**
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+ Fired when this Mesh is picked via a call to {@link Scene/pick:method"}}Scene#pick(){{/crossLink}}.
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+
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+ The event parameters will be the hit result returned by the {@link Scene/pick:method"}}Scene#pick(){{/crossLink}} method.
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+ @event picked
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+ */
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+ import {math} from '../math/math.js';
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+ import {createRTCViewMat} from '../math/rtcCoords.js';
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+ import {Component} from '../Component.js';
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+ import {RenderState} from '../webgl/RenderState.js';
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+ import {DrawRenderer} from "./draw/DrawRenderer.js";
12
+ import {EmphasisFillRenderer} from "./emphasis/EmphasisFillRenderer.js";
13
+ import {EmphasisEdgesRenderer} from "./emphasis/EmphasisEdgesRenderer.js";
14
+ import {PickMeshRenderer} from "./pick/PickMeshRenderer.js";
15
+ import {PickTriangleRenderer} from "./pick/PickTriangleRenderer.js";
16
+ import {OcclusionRenderer} from "./occlusion/OcclusionRenderer.js";
17
+ import {ShadowRenderer} from "./shadow/ShadowRenderer.js";
18
+
19
+ import {geometryCompressionUtils} from '../math/geometryCompressionUtils.js';
20
+ import {RenderFlags} from "../webgl/RenderFlags.js";
21
+
22
+ const obb = math.OBB3();
23
+ const angleAxis = math.vec4();
24
+ const q1 = math.vec4();
25
+ const q2 = math.vec4();
26
+ const xAxis = math.vec3([1, 0, 0]);
27
+ const yAxis = math.vec3([0, 1, 0]);
28
+ const zAxis = math.vec3([0, 0, 1]);
29
+
30
+ const veca = math.vec3(3);
31
+ const vecb = math.vec3(3);
32
+
33
+ const identityMat = math.identityMat4();
34
+
35
+ /**
36
+ * @desc An {@link Entity} that is a drawable element, with a {@link Geometry} and a {@link Material}, that can be
37
+ * connected into a scene graph using {@link Node}s.
38
+ *
39
+ * ## Usage
40
+ *
41
+ * The example below is the same as the one given for {@link Node}, since the two classes work together. In this example,
42
+ * we'll create a scene graph in which a root {@link Node} represents a group and the Meshes are leaves.
43
+ *
44
+ * Since {@link Node} implements {@link Entity}, we can designate the root {@link Node} as a model, causing it to be registered by its
45
+ * ID in {@link Scene#models}.
46
+ *
47
+ * Since Mesh also implements {@link Entity}, we can designate the leaf Meshes as objects, causing them to
48
+ * be registered by their IDs in {@link Scene#objects}.
49
+ *
50
+ * We can then find those {@link Entity} types in {@link Scene#models} and {@link Scene#objects}.
51
+ *
52
+ * We can also update properties of our object-Meshes via calls to {@link Scene#setObjectsHighlighted} etc.
53
+ *
54
+ * [[Run this example](/examples/#sceneRepresentation_SceneGraph)]
55
+ *
56
+ * ````javascript
57
+ * import {Viewer, Mesh, Node, PhongMaterial, buildBoxGeometry, ReadableGeometry} from "xeokit-sdk.es.js";
58
+ *
59
+ * const viewer = new Viewer({
60
+ * canvasId: "myCanvas"
61
+ * });
62
+ *
63
+ * viewer.scene.camera.eye = [-21.80, 4.01, 6.56];
64
+ * viewer.scene.camera.look = [0, -5.75, 0];
65
+ * viewer.scene.camera.up = [0.37, 0.91, -0.11];
66
+ *
67
+ * const boxGeometry = new ReadableGeometry(viewer.scene, buildBoxGeometry({
68
+ * xSize: 1,
69
+ * ySize: 1,
70
+ * zSize: 1
71
+ * }));
72
+ *
73
+ * new Node(viewer.scene, {
74
+ * id: "table",
75
+ * isModel: true, // <---------- Node represents a model, so is registered by ID in viewer.scene.models
76
+ * rotation: [0, 50, 0],
77
+ * position: [0, 0, 0],
78
+ * scale: [1, 1, 1],
79
+ *
80
+ * children: [
81
+ *
82
+ * new Mesh(viewer.scene, { // Red table leg
83
+ * id: "redLeg",
84
+ * isObject: true, // <------ Node represents an object, so is registered by ID in viewer.scene.objects
85
+ * position: [-4, -6, -4],
86
+ * scale: [1, 3, 1],
87
+ * rotation: [0, 0, 0],
88
+ * material: new PhongMaterial(viewer.scene, {
89
+ * diffuse: [1, 0.3, 0.3]
90
+ * }),
91
+ * geometry: boxGeometry
92
+ * }),
93
+ *
94
+ * new Mesh(viewer.scene, { // Green table leg
95
+ * id: "greenLeg",
96
+ * isObject: true, // <------ Node represents an object, so is registered by ID in viewer.scene.objects
97
+ * position: [4, -6, -4],
98
+ * scale: [1, 3, 1],
99
+ * rotation: [0, 0, 0],
100
+ * material: new PhongMaterial(viewer.scene, {
101
+ * diffuse: [0.3, 1.0, 0.3]
102
+ * }),
103
+ * geometry: boxGeometry
104
+ * }),
105
+ *
106
+ * new Mesh(viewer.scene, {// Blue table leg
107
+ * id: "blueLeg",
108
+ * isObject: true, // <------ Node represents an object, so is registered by ID in viewer.scene.objects
109
+ * position: [4, -6, 4],
110
+ * scale: [1, 3, 1],
111
+ * rotation: [0, 0, 0],
112
+ * material: new PhongMaterial(viewer.scene, {
113
+ * diffuse: [0.3, 0.3, 1.0]
114
+ * }),
115
+ * geometry: boxGeometry
116
+ * }),
117
+ *
118
+ * new Mesh(viewer.scene, { // Yellow table leg
119
+ * id: "yellowLeg",
120
+ * isObject: true, // <------ Node represents an object, so is registered by ID in viewer.scene.objects
121
+ * position: [-4, -6, 4],
122
+ * scale: [1, 3, 1],
123
+ * rotation: [0, 0, 0],
124
+ * material: new PhongMaterial(viewer.scene, {
125
+ * diffuse: [1.0, 1.0, 0.0]
126
+ * }),
127
+ * geometry: boxGeometry
128
+ * }),
129
+ *
130
+ * new Mesh(viewer.scene, { // Purple table top
131
+ * id: "tableTop",
132
+ * isObject: true, // <------ Node represents an object, so is registered by ID in viewer.scene.objects
133
+ * position: [0, -3, 0],
134
+ * scale: [6, 0.5, 6],
135
+ * rotation: [0, 0, 0],
136
+ * material: new PhongMaterial(viewer.scene, {
137
+ * diffuse: [1.0, 0.3, 1.0]
138
+ * }),
139
+ * geometry: boxGeometry
140
+ * })
141
+ * ]
142
+ * });
143
+ *
144
+ * // Find Nodes and Meshes by their IDs
145
+ *
146
+ * var table = viewer.scene.models["table"]; // Since table Node has isModel == true
147
+ *
148
+ * var redLeg = viewer.scene.objects["redLeg"]; // Since the Meshes have isObject == true
149
+ * var greenLeg = viewer.scene.objects["greenLeg"];
150
+ * var blueLeg = viewer.scene.objects["blueLeg"];
151
+ *
152
+ * // Highlight one of the table leg Meshes
153
+ *
154
+ * viewer.scene.setObjectsHighlighted(["redLeg"], true); // Since the Meshes have isObject == true
155
+ *
156
+ * // Periodically update transforms on our Nodes and Meshes
157
+ *
158
+ * viewer.scene.on("tick", function () {
159
+ *
160
+ * // Rotate legs
161
+ * redLeg.rotateY(0.5);
162
+ * greenLeg.rotateY(0.5);
163
+ * blueLeg.rotateY(0.5);
164
+ *
165
+ * // Rotate table
166
+ * table.rotateY(0.5);
167
+ * table.rotateX(0.3);
168
+ * });
169
+ * ````
170
+ *
171
+ * ## Metadata
172
+ *
173
+ * As mentioned, we can also associate {@link MetaModel}s and {@link MetaObject}s with our {@link Node}s and Meshes,
174
+ * within a {@link MetaScene}. See {@link MetaScene} for an example.
175
+ *
176
+ * @implements {Entity}
177
+ * @implements {Drawable}
178
+ */
179
+ class Mesh extends Component {
180
+
181
+ /**
182
+ * @constructor
183
+ * @param {Component} owner Owner component. When destroyed, the owner will destroy this component as well.
184
+ * @param {*} [cfg] Configs
185
+ * @param {String} [cfg.id] Optional ID, unique among all components in the parent scene, generated automatically when omitted.
186
+ * @param {String} [cfg.originalSystemId] ID of the corresponding object within the originating system, if any.
187
+ * @param {Boolean} [cfg.isModel] Specify ````true```` if this Mesh represents a model, in which case the Mesh will be registered by {@link Mesh#id} in {@link Scene#models} and may also have a corresponding {@link MetaModel} with matching {@link MetaModel#id}, registered by that ID in {@link MetaScene#metaModels}.
188
+ * @param {Boolean} [cfg.isObject] Specify ````true```` if this Mesh represents an object, in which case the Mesh will be registered by {@link Mesh#id} in {@link Scene#objects} and may also have a corresponding {@link MetaObject} with matching {@link MetaObject#id}, registered by that ID in {@link MetaScene#metaObjects}.
189
+ * @param {Node} [cfg.parent] The parent Node.
190
+ * @param {Number[]} [cfg.origin] World-space origin for this Mesh. When this is given, then ````matrix````, ````position```` and ````geometry```` are all assumed to be relative to this center.
191
+ * @param {Number[]} [cfg.rtcCenter] Deprecated - renamed to ````origin````.
192
+ * @param {Number[]} [cfg.position=[0,0,0]] 3D position of this Mesh, relative to ````origin````.
193
+ * @param {Number[]} [cfg.scale=[1,1,1]] Local scale.
194
+ * @param {Number[]} [cfg.rotation=[0,0,0]] Local rotation, as Euler angles given in degrees, for each of the X, Y and Z axis.
195
+ * @param {Number[]} [cfg.matrix=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]] Local modelling transform matrix. Overrides the position, scale and rotation parameters.
196
+ * @param {Number[]} [cfg.offset=[0,0,0]] World-space 3D translation offset. Translates the Mesh in World space, after modelling transforms.
197
+ * @param {Boolean} [cfg.occluder=true] Indicates if the Mesh is able to occlude {@link Marker}s.
198
+ * @param {Boolean} [cfg.visible=true] Indicates if the Mesh is initially visible.
199
+ * @param {Boolean} [cfg.culled=false] Indicates if the Mesh is initially culled from view.
200
+ * @param {Boolean} [cfg.pickable=true] Indicates if the Mesh is initially pickable.
201
+ * @param {Boolean} [cfg.clippable=true] Indicates if the Mesh is initially clippable.
202
+ * @param {Boolean} [cfg.collidable=true] Indicates if the Mesh is initially included in boundary calculations.
203
+ * @param {Boolean} [cfg.castsShadow=true] Indicates if the Mesh initially casts shadows.
204
+ * @param {Boolean} [cfg.receivesShadow=true] Indicates if the Mesh initially receives shadows.
205
+ * @param {Boolean} [cfg.xrayed=false] Indicates if the Mesh is initially xrayed.
206
+ * @param {Boolean} [cfg.highlighted=false] Indicates if the Mesh is initially highlighted.
207
+ * @param {Boolean} [cfg.selected=false] Indicates if the Mesh is initially selected.
208
+ * @param {Boolean} [cfg.edges=false] Indicates if the Mesh's edges are initially emphasized.
209
+ * @param {Boolean} [cfg.background=false] Indicates if the Mesh should act as background, e.g., it can be used for a skybox.
210
+ * @param {Number[]} [cfg.colorize=[1.0,1.0,1.0]] Mesh's initial RGB colorize color, multiplies by the rendered fragment colors.
211
+ * @param {Number} [cfg.opacity=1.0] Mesh's initial opacity factor, multiplies by the rendered fragment alpha.
212
+ * @param {String} [cfg.billboard="none"] Mesh's billboarding behaviour. Options are "none" for no billboarding, "spherical" to always directly face {@link Camera.eye}, rotating both vertically and horizontally, or "cylindrical" to face the {@link Camera#eye} while rotating only about its vertically axis (use that mode for things like trees on a landscape).
213
+ * @param {Geometry} [cfg.geometry] {@link Geometry} to define the shape of this Mesh. Inherits {@link Scene#geometry} by default.
214
+ * @param {Material} [cfg.material] {@link Material} to define the normal rendered appearance for this Mesh. Inherits {@link Scene#material} by default.
215
+ * @param {EmphasisMaterial} [cfg.xrayMaterial] {@link EmphasisMaterial} to define the xrayed appearance for this Mesh. Inherits {@link Scene#xrayMaterial} by default.
216
+ * @param {EmphasisMaterial} [cfg.highlightMaterial] {@link EmphasisMaterial} to define the xrayed appearance for this Mesh. Inherits {@link Scene#highlightMaterial} by default.
217
+ * @param {EmphasisMaterial} [cfg.selectedMaterial] {@link EmphasisMaterial} to define the selected appearance for this Mesh. Inherits {@link Scene#selectedMaterial} by default.
218
+ * @param {EmphasisMaterial} [cfg.edgeMaterial] {@link EdgeMaterial} to define the appearance of enhanced edges for this Mesh. Inherits {@link Scene#edgeMaterial} by default.
219
+ */
220
+ constructor(owner, cfg = {}) {
221
+
222
+ super(owner, cfg);
223
+
224
+ /**
225
+ * ID of the corresponding object within the originating system, if any.
226
+ *
227
+ * @type {String}
228
+ * @abstract
229
+ */
230
+ this.originalSystemId = (cfg.originalSystemId || this.id);
231
+
232
+ /** @private **/
233
+ this.renderFlags = new RenderFlags();
234
+
235
+ this._state = new RenderState({ // NOTE: Renderer gets modeling and normal matrices from Mesh#matrix and Mesh.#normalWorldMatrix
236
+ visible: true,
237
+ culled: false,
238
+ pickable: null,
239
+ clippable: null,
240
+ collidable: null,
241
+ occluder: (cfg.occluder !== false),
242
+ castsShadow: null,
243
+ receivesShadow: null,
244
+ xrayed: false,
245
+ highlighted: false,
246
+ selected: false,
247
+ edges: false,
248
+ stationary: !!cfg.stationary,
249
+ background: !!cfg.background,
250
+ billboard: this._checkBillboard(cfg.billboard),
251
+ layer: null,
252
+ colorize: null,
253
+ pickID: this.scene._renderer.getPickID(this),
254
+ drawHash: "",
255
+ pickHash: "",
256
+ offset: math.vec3(),
257
+ origin: null,
258
+ originHash: null
259
+ });
260
+
261
+ this._drawRenderer = null;
262
+ this._shadowRenderer = null;
263
+ this._emphasisFillRenderer = null;
264
+ this._emphasisEdgesRenderer = null;
265
+ this._pickMeshRenderer = null;
266
+ this._pickTriangleRenderer = null;
267
+ this._occlusionRenderer = null;
268
+
269
+ this._geometry = cfg.geometry ? this._checkComponent2(["ReadableGeometry", "VBOGeometry"], cfg.geometry) : this.scene.geometry;
270
+ this._material = cfg.material ? this._checkComponent2(["PhongMaterial", "MetallicMaterial", "SpecularMaterial", "LambertMaterial"], cfg.material) : this.scene.material;
271
+ this._xrayMaterial = cfg.xrayMaterial ? this._checkComponent("EmphasisMaterial", cfg.xrayMaterial) : this.scene.xrayMaterial;
272
+ this._highlightMaterial = cfg.highlightMaterial ? this._checkComponent("EmphasisMaterial", cfg.highlightMaterial) : this.scene.highlightMaterial;
273
+ this._selectedMaterial = cfg.selectedMaterial ? this._checkComponent("EmphasisMaterial", cfg.selectedMaterial) : this.scene.selectedMaterial;
274
+ this._edgeMaterial = cfg.edgeMaterial ? this._checkComponent("EdgeMaterial", cfg.edgeMaterial) : this.scene.edgeMaterial;
275
+
276
+ this._parentNode = null;
277
+
278
+ this._aabb = null;
279
+ this._aabbDirty = true;
280
+
281
+ this._numTriangles = (this._geometry ? this._geometry.numTriangles : 0);
282
+
283
+ this.scene._aabbDirty = true;
284
+
285
+ this._scale = math.vec3();
286
+ this._quaternion = math.identityQuaternion();
287
+ this._rotation = math.vec3();
288
+ this._position = math.vec3();
289
+
290
+ this._worldMatrix = math.identityMat4();
291
+ this._worldNormalMatrix = math.identityMat4();
292
+
293
+ this._localMatrixDirty = true;
294
+ this._worldMatrixDirty = true;
295
+ this._worldNormalMatrixDirty = true;
296
+
297
+ const origin = cfg.origin || cfg.rtcCenter;
298
+ if (origin) {
299
+ this._state.origin = math.vec3(origin);
300
+ this._state.originHash = origin.join();
301
+ }
302
+
303
+ if (cfg.matrix) {
304
+ this.matrix = cfg.matrix;
305
+ } else {
306
+ this.scale = cfg.scale;
307
+ this.position = cfg.position;
308
+ if (cfg.quaternion) {
309
+ } else {
310
+ this.rotation = cfg.rotation;
311
+ }
312
+ }
313
+
314
+ this._isObject = cfg.isObject;
315
+ if (this._isObject) {
316
+ this.scene._registerObject(this);
317
+ }
318
+
319
+ this._isModel = cfg.isModel;
320
+ if (this._isModel) {
321
+ this.scene._registerModel(this);
322
+ }
323
+
324
+ this.visible = cfg.visible;
325
+ this.culled = cfg.culled;
326
+ this.pickable = cfg.pickable;
327
+ this.clippable = cfg.clippable;
328
+ this.collidable = cfg.collidable;
329
+ this.castsShadow = cfg.castsShadow;
330
+ this.receivesShadow = cfg.receivesShadow;
331
+ this.xrayed = cfg.xrayed;
332
+ this.highlighted = cfg.highlighted;
333
+ this.selected = cfg.selected;
334
+ this.edges = cfg.edges;
335
+ this.layer = cfg.layer;
336
+ this.colorize = cfg.colorize;
337
+ this.opacity = cfg.opacity;
338
+ this.offset = cfg.offset;
339
+
340
+ if (cfg.parentId) {
341
+ const parentNode = this.scene.components[cfg.parentId];
342
+ if (!parentNode) {
343
+ this.error("Parent not found: '" + cfg.parentId + "'");
344
+ } else if (!parentNode.isNode) {
345
+ this.error("Parent is not a Node: '" + cfg.parentId + "'");
346
+ } else {
347
+ parentNode.addChild(this);
348
+ }
349
+ this._parentNode = parentNode;
350
+ } else if (cfg.parent) {
351
+ if (!cfg.parent.isNode) {
352
+ this.error("Parent is not a Node");
353
+ }
354
+ cfg.parent.addChild(this);
355
+ this._parentNode = cfg.parent;
356
+ }
357
+
358
+ this.compile();
359
+ }
360
+
361
+ /**
362
+ @private
363
+ */
364
+ get type() {
365
+ return "Mesh";
366
+ }
367
+
368
+ //------------------------------------------------------------------------------------------------------------------
369
+ // Mesh members
370
+ //------------------------------------------------------------------------------------------------------------------
371
+
372
+ /**
373
+ * Returns true to indicate that this Component is a Mesh.
374
+ * @final
375
+ * @type {Boolean}
376
+ */
377
+ get isMesh() {
378
+ return true;
379
+ }
380
+
381
+ /**
382
+ * The parent Node.
383
+ *
384
+ * The parent Node may also be set by passing the Mesh to the parent's {@link Node#addChild} method.
385
+ *
386
+ * @type {Node}
387
+ */
388
+ get parent() {
389
+ return this._parentNode;
390
+ }
391
+
392
+ /**
393
+ * Defines the shape of this Mesh.
394
+ *
395
+ * Set to {@link Scene#geometry} by default.
396
+ *
397
+ * @type {Geometry}
398
+ */
399
+ get geometry() {
400
+ return this._geometry;
401
+ }
402
+
403
+ /**
404
+ * Defines the appearance of this Mesh when rendering normally, ie. when not xrayed, highlighted or selected.
405
+ *
406
+ * Set to {@link Scene#material} by default.
407
+ *
408
+ * @type {Material}
409
+ */
410
+ get material() {
411
+ return this._material;
412
+ }
413
+
414
+ /**
415
+ * Gets the Mesh's local translation.
416
+ *
417
+ * Default value is ````[0,0,0]````.
418
+ *
419
+ * @type {Number[]}
420
+ */
421
+ get position() {
422
+ return this._position;
423
+ }
424
+
425
+ /**
426
+ * Sets the Mesh's local translation.
427
+ *
428
+ * Default value is ````[0,0,0]````.
429
+ *
430
+ * @type {Number[]}
431
+ */
432
+ set position(value) {
433
+ this._position.set(value || [0, 0, 0]);
434
+ this._setLocalMatrixDirty();
435
+ this._setAABBDirty();
436
+ this.glRedraw();
437
+ }
438
+
439
+ /**
440
+ * Gets the Mesh's local rotation, as Euler angles given in degrees, for each of the X, Y and Z axis.
441
+ *
442
+ * Default value is ````[0,0,0]````.
443
+ *
444
+ * @type {Number[]}
445
+ */
446
+ get rotation() {
447
+ return this._rotation;
448
+ }
449
+
450
+ /**
451
+ * Sets the Mesh's local rotation, as Euler angles given in degrees, for each of the X, Y and Z axis.
452
+ *
453
+ * Default value is ````[0,0,0]````.
454
+ *
455
+ * @type {Number[]}
456
+ */
457
+ set rotation(value) {
458
+ this._rotation.set(value || [0, 0, 0]);
459
+ math.eulerToQuaternion(this._rotation, "XYZ", this._quaternion);
460
+ this._setLocalMatrixDirty();
461
+ this._setAABBDirty();
462
+ this.glRedraw();
463
+ }
464
+
465
+ /**
466
+ * Gets the Mesh's local rotation quaternion.
467
+ *
468
+ * Default value is ````[0,0,0,1]````.
469
+ *
470
+ * @type {Number[]}
471
+ */
472
+ get quaternion() {
473
+ return this._quaternion;
474
+ }
475
+
476
+ /**
477
+ * Sets the Mesh's local rotation quaternion.
478
+ *
479
+ * Default value is ````[0,0,0,1]````.
480
+ *
481
+ * @type {Number[]}
482
+ */
483
+ set quaternion(value) {
484
+ this._quaternion.set(value || [0, 0, 0, 1]);
485
+ math.quaternionToEuler(this._quaternion, "XYZ", this._rotation);
486
+ this._setLocalMatrixDirty();
487
+ this._setAABBDirty();
488
+ this.glRedraw();
489
+ }
490
+
491
+ /**
492
+ * Gets the Mesh's local scale.
493
+ *
494
+ * Default value is ````[1,1,1]````.
495
+ *
496
+ * @type {Number[]}
497
+ */
498
+ get scale() {
499
+ return this._scale;
500
+ }
501
+
502
+ /**
503
+ * Sets the Mesh's local scale.
504
+ *
505
+ * Default value is ````[1,1,1]````.
506
+ *
507
+ * @type {Number[]}
508
+ */
509
+ set scale(value) {
510
+ this._scale.set(value || [1, 1, 1]);
511
+ this._setLocalMatrixDirty();
512
+ this._setAABBDirty();
513
+ this.glRedraw();
514
+ }
515
+
516
+ /**
517
+ * Gets the Mesh's local modeling transform matrix.
518
+ *
519
+ * Default value is ````[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]````.
520
+ *
521
+ * @type {Number[]}
522
+ */
523
+ get matrix() {
524
+ if (this._localMatrixDirty) {
525
+ if (!this.__localMatrix) {
526
+ this.__localMatrix = math.identityMat4();
527
+ }
528
+ math.composeMat4(this._position, this._quaternion, this._scale, this.__localMatrix);
529
+ this._localMatrixDirty = false;
530
+ }
531
+ return this.__localMatrix;
532
+ }
533
+
534
+ /**
535
+ * Sets the Mesh's local modeling transform matrix.
536
+ *
537
+ * Default value is ````[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]````.
538
+ *
539
+ * @type {Number[]}
540
+ */
541
+ set matrix(value) {
542
+ if (!this.__localMatrix) {
543
+ this.__localMatrix = math.identityMat4();
544
+ }
545
+ this.__localMatrix.set(value || identityMat);
546
+ math.decomposeMat4(this.__localMatrix, this._position, this._quaternion, this._scale);
547
+ this._localMatrixDirty = false;
548
+ this._setWorldMatrixDirty();
549
+ this._setAABBDirty();
550
+ this.glRedraw();
551
+ }
552
+
553
+ /**
554
+ * Gets the Mesh's World matrix.
555
+ *
556
+ * @property worldMatrix
557
+ * @type {Number[]}
558
+ */
559
+ get worldMatrix() {
560
+ if (this._worldMatrixDirty) {
561
+ this._buildWorldMatrix();
562
+ }
563
+ return this._worldMatrix;
564
+ }
565
+
566
+ /**
567
+ * Gets the Mesh's World normal matrix.
568
+ *
569
+ * @type {Number[]}
570
+ */
571
+ get worldNormalMatrix() {
572
+ if (this._worldNormalMatrixDirty) {
573
+ this._buildWorldNormalMatrix();
574
+ }
575
+ return this._worldNormalMatrix;
576
+ }
577
+
578
+ /**
579
+ * Returns true to indicate that Mesh implements {@link Entity}.
580
+ *
581
+ * @returns {Boolean}
582
+ */
583
+ get isEntity() {
584
+ return true;
585
+ }
586
+
587
+ /**
588
+ * Returns ````true```` if this Mesh represents a model.
589
+ *
590
+ * When this returns ````true````, the Mesh will be registered by {@link Mesh#id} in {@link Scene#models} and
591
+ * may also have a corresponding {@link MetaModel}.
592
+ *
593
+ * @type {Boolean}
594
+ */
595
+ get isModel() {
596
+ return this._isModel;
597
+ }
598
+
599
+ /**
600
+ * Returns ````true```` if this Mesh represents an object.
601
+ *
602
+ * When this returns ````true````, the Mesh will be registered by {@link Mesh#id} in {@link Scene#objects} and
603
+ * may also have a corresponding {@link MetaObject}.
604
+ *
605
+ * @type {Boolean}
606
+ */
607
+ get isObject() {
608
+ return this._isObject;
609
+ }
610
+
611
+ /**
612
+ * Gets the Mesh's World-space 3D axis-aligned bounding box.
613
+ *
614
+ * Represented by a six-element Float64Array containing the min/max extents of the
615
+ * axis-aligned volume, ie. ````[xmin, ymin,zmin,xmax,ymax, zmax]````.
616
+ *
617
+ * @type {Number[]}
618
+ */
619
+ get aabb() {
620
+ if (this._aabbDirty) {
621
+ this._updateAABB();
622
+ }
623
+ return this._aabb;
624
+ }
625
+
626
+ /**
627
+ * Gets the 3D origin of the Mesh's {@link Geometry}'s vertex positions.
628
+ *
629
+ * When this is given, then {@link Mesh#matrix}, {@link Mesh#position} and {@link Mesh#geometry} are all assumed to be relative to this center position.
630
+ *
631
+ * @type {Float64Array}
632
+ */
633
+ get origin() {
634
+ return this._state.origin;
635
+ }
636
+
637
+ /**
638
+ * Sets the 3D origin of the Mesh's {@link Geometry}'s vertex positions.
639
+ *
640
+ * When this is given, then {@link Mesh#matrix}, {@link Mesh#position} and {@link Mesh#geometry} are all assumed to be relative to this center position.
641
+ *
642
+ * @type {Float64Array}
643
+ */
644
+ set origin(origin) {
645
+ if (origin) {
646
+ if (!this._state.origin) {
647
+ this._state.origin = math.vec3();
648
+ }
649
+ this._state.origin.set(origin);
650
+ this._state.originHash = origin.join();
651
+ this._setAABBDirty();
652
+ this.scene._aabbDirty = true;
653
+ } else {
654
+ if (this._state.origin) {
655
+ this._state.origin = null;
656
+ this._state.originHash = null;
657
+ this._setAABBDirty();
658
+ this.scene._aabbDirty = true;
659
+ }
660
+ }
661
+ }
662
+
663
+ /**
664
+ * Gets the World-space origin for this Mesh.
665
+ *
666
+ * Deprecated and replaced by {@link Mesh#origin}.
667
+ *
668
+ * @deprecated
669
+ * @type {Float64Array}
670
+ */
671
+ get rtcCenter() {
672
+ return this.origin;
673
+ }
674
+
675
+ /**
676
+ * Sets the World-space origin for this Mesh.
677
+ *
678
+ * Deprecated and replaced by {@link Mesh#origin}.
679
+ *
680
+ * @deprecated
681
+ * @type {Float64Array}
682
+ */
683
+ set rtcCenter(rtcCenter) {
684
+ this.origin = rtcCenter;
685
+ }
686
+
687
+ /**
688
+ * The approximate number of triangles in this Mesh.
689
+ *
690
+ * @type {Number}
691
+ */
692
+ get numTriangles() {
693
+ return this._numTriangles;
694
+ }
695
+
696
+ /**
697
+ * Gets if this Mesh is visible.
698
+ *
699
+ * Only rendered when {@link Mesh#visible} is ````true```` and {@link Mesh#culled} is ````false````.
700
+ *
701
+ * When {@link Mesh#isObject} and {@link Mesh#visible} are both ````true```` the Mesh will be
702
+ * registered by {@link Mesh#id} in {@link Scene#visibleObjects}.
703
+ *
704
+ * @type {Boolean}
705
+ */
706
+ get visible() {
707
+ return this._state.visible;
708
+ }
709
+
710
+ /**
711
+ * Sets if this Mesh is visible.
712
+ *
713
+ * Only rendered when {@link Mesh#visible} is ````true```` and {@link Mesh#culled} is ````false````.
714
+ *
715
+ * When {@link Mesh#isObject} and {@link Mesh#visible} are both ````true```` the Mesh will be
716
+ * registered by {@link Mesh#id} in {@link Scene#visibleObjects}.
717
+ *
718
+ * @type {Boolean}
719
+ */
720
+ set visible(visible) {
721
+ visible = visible !== false;
722
+ this._state.visible = visible;
723
+ if (this._isObject) {
724
+ this.scene._objectVisibilityUpdated(this, visible);
725
+ }
726
+ this.glRedraw();
727
+ }
728
+
729
+ /**
730
+ * Gets if this Mesh is xrayed.
731
+ *
732
+ * XRayed appearance is configured by the {@link EmphasisMaterial} referenced by {@link Mesh#xrayMaterial}.
733
+ *
734
+ * When {@link Mesh#isObject} and {@link Mesh#xrayed} are both ````true``` the Mesh will be
735
+ * registered by {@link Mesh#id} in {@link Scene#xrayedObjects}.
736
+ *
737
+ * @type {Boolean}
738
+ */
739
+ get xrayed() {
740
+ return this._state.xrayed;
741
+ }
742
+
743
+ /**
744
+ * Sets if this Mesh is xrayed.
745
+ *
746
+ * XRayed appearance is configured by the {@link EmphasisMaterial} referenced by {@link Mesh#xrayMaterial}.
747
+ *
748
+ * When {@link Mesh#isObject} and {@link Mesh#xrayed} are both ````true``` the Mesh will be
749
+ * registered by {@link Mesh#id} in {@link Scene#xrayedObjects}.
750
+ *
751
+ * @type {Boolean}
752
+ */
753
+ set xrayed(xrayed) {
754
+ xrayed = !!xrayed;
755
+ if (this._state.xrayed === xrayed) {
756
+ return;
757
+ }
758
+ this._state.xrayed = xrayed;
759
+ if (this._isObject) {
760
+ this.scene._objectXRayedUpdated(this, xrayed);
761
+ }
762
+ this.glRedraw();
763
+ }
764
+
765
+ /**
766
+ * Gets if this Mesh is highlighted.
767
+ *
768
+ * Highlighted appearance is configured by the {@link EmphasisMaterial} referenced by {@link Mesh#highlightMaterial}.
769
+ *
770
+ * When {@link Mesh#isObject} and {@link Mesh#highlighted} are both ````true```` the Mesh will be
771
+ * registered by {@link Mesh#id} in {@link Scene#highlightedObjects}.
772
+ *
773
+ * @type {Boolean}
774
+ */
775
+ get highlighted() {
776
+ return this._state.highlighted;
777
+ }
778
+
779
+ /**
780
+ * Sets if this Mesh is highlighted.
781
+ *
782
+ * Highlighted appearance is configured by the {@link EmphasisMaterial} referenced by {@link Mesh#highlightMaterial}.
783
+ *
784
+ * When {@link Mesh#isObject} and {@link Mesh#highlighted} are both ````true```` the Mesh will be
785
+ * registered by {@link Mesh#id} in {@link Scene#highlightedObjects}.
786
+ *
787
+ * @type {Boolean}
788
+ */
789
+ set highlighted(highlighted) {
790
+ highlighted = !!highlighted;
791
+ if (highlighted === this._state.highlighted) {
792
+ return;
793
+ }
794
+ this._state.highlighted = highlighted;
795
+ if (this._isObject) {
796
+ this.scene._objectHighlightedUpdated(this, highlighted);
797
+ }
798
+ this.glRedraw();
799
+ }
800
+
801
+ /**
802
+ * Gets if this Mesh is selected.
803
+ *
804
+ * Selected appearance is configured by the {@link EmphasisMaterial} referenced by {@link Mesh#selectedMaterial}.
805
+ *
806
+ * When {@link Mesh#isObject} and {@link Mesh#selected} are both ````true``` the Mesh will be
807
+ * registered by {@link Mesh#id} in {@link Scene#selectedObjects}.
808
+ *
809
+ * @type {Boolean}
810
+ */
811
+ get selected() {
812
+ return this._state.selected;
813
+ }
814
+
815
+ /**
816
+ * Sets if this Mesh is selected.
817
+ *
818
+ * Selected appearance is configured by the {@link EmphasisMaterial} referenced by {@link Mesh#selectedMaterial}.
819
+ *
820
+ * When {@link Mesh#isObject} and {@link Mesh#selected} are both ````true``` the Mesh will be
821
+ * registered by {@link Mesh#id} in {@link Scene#selectedObjects}.
822
+ *
823
+ * @type {Boolean}
824
+ */
825
+ set selected(selected) {
826
+ selected = !!selected;
827
+ if (selected === this._state.selected) {
828
+ return;
829
+ }
830
+ this._state.selected = selected;
831
+ if (this._isObject) {
832
+ this.scene._objectSelectedUpdated(this, selected);
833
+ }
834
+ this.glRedraw();
835
+ }
836
+
837
+ /**
838
+ * Gets if this Mesh is edge-enhanced.
839
+ *
840
+ * Edge appearance is configured by the {@link EdgeMaterial} referenced by {@link Mesh#edgeMaterial}.
841
+ *
842
+ * @type {Boolean}
843
+ */
844
+ get edges() {
845
+ return this._state.edges;
846
+ }
847
+
848
+ /**
849
+ * Sets if this Mesh is edge-enhanced.
850
+ *
851
+ * Edge appearance is configured by the {@link EdgeMaterial} referenced by {@link Mesh#edgeMaterial}.
852
+ *
853
+ * @type {Boolean}
854
+ */
855
+ set edges(edges) {
856
+ edges = !!edges;
857
+ if (edges === this._state.edges) {
858
+ return;
859
+ }
860
+ this._state.edges = edges;
861
+ this.glRedraw();
862
+ }
863
+
864
+ /**
865
+ * Gets if this Mesh is culled.
866
+ *
867
+ * Only rendered when {@link Mesh#visible} is ````true```` and {@link Mesh#culled} is ````false````.
868
+ *
869
+ * @type {Boolean}
870
+ */
871
+ get culled() {
872
+ return this._state.culled;
873
+ }
874
+
875
+ /**
876
+ * Sets if this Mesh is culled.
877
+ *
878
+ * Only rendered when {@link Mesh#visible} is ````true```` and {@link Mesh#culled} is ````false````.
879
+ *
880
+ * @type {Boolean}
881
+ */
882
+ set culled(value) {
883
+ this._state.culled = !!value;
884
+ this.glRedraw();
885
+ }
886
+
887
+ /**
888
+ * Gets if this Mesh is clippable.
889
+ *
890
+ * Clipping is done by the {@link SectionPlane}s in {@link Scene#sectionPlanes}.
891
+ *
892
+ * @type {Boolean}
893
+ */
894
+ get clippable() {
895
+ return this._state.clippable;
896
+ }
897
+
898
+ /**
899
+ * Sets if this Mesh is clippable.
900
+ *
901
+ * Clipping is done by the {@link SectionPlane}s in {@link Scene#sectionPlanes}.
902
+ *
903
+ * @type {Boolean}
904
+ */
905
+ set clippable(value) {
906
+ value = value !== false;
907
+ if (this._state.clippable === value) {
908
+ return;
909
+ }
910
+ this._state.clippable = value;
911
+ this.glRedraw();
912
+ }
913
+
914
+ /**
915
+ * Gets if this Mesh included in boundary calculations.
916
+ *
917
+ * @type {Boolean}
918
+ */
919
+ get collidable() {
920
+ return this._state.collidable;
921
+ }
922
+
923
+ /**
924
+ * Sets if this Mesh included in boundary calculations.
925
+ *
926
+ * @type {Boolean}
927
+ */
928
+ set collidable(value) {
929
+ value = value !== false;
930
+ if (value === this._state.collidable) {
931
+ return;
932
+ }
933
+ this._state.collidable = value;
934
+ this._setAABBDirty();
935
+ this.scene._aabbDirty = true;
936
+
937
+ }
938
+
939
+ //------------------------------------------------------------------------------------------------------------------
940
+ // Entity members
941
+ //------------------------------------------------------------------------------------------------------------------
942
+
943
+ /**
944
+ * Gets if this Mesh is pickable.
945
+ *
946
+ * Picking is done via calls to {@link Scene#pick}.
947
+ *
948
+ * @type {Boolean}
949
+ */
950
+ get pickable() {
951
+ return this._state.pickable;
952
+ }
953
+
954
+ /**
955
+ * Sets if this Mesh is pickable.
956
+ *
957
+ * Picking is done via calls to {@link Scene#pick}.
958
+ *
959
+ * @type {Boolean}
960
+ */
961
+ set pickable(value) {
962
+ value = value !== false;
963
+ if (this._state.pickable === value) {
964
+ return;
965
+ }
966
+ this._state.pickable = value;
967
+ // No need to trigger a render;
968
+ // state is only used when picking
969
+ }
970
+
971
+ /**
972
+ * Gets if this Mesh casts shadows.
973
+ *
974
+ * @type {Boolean}
975
+ */
976
+ get castsShadow() {
977
+ return this._state.castsShadow;
978
+ }
979
+
980
+ /**
981
+ * Sets if this Mesh casts shadows.
982
+ *
983
+ * @type {Boolean}
984
+ */
985
+ set castsShadow(value) {
986
+ value = value !== false;
987
+ if (value === this._state.castsShadow) {
988
+ return;
989
+ }
990
+ this._state.castsShadow = value;
991
+ this.glRedraw();
992
+ }
993
+
994
+ /**
995
+ * Gets if this Mesh can have shadows cast upon it.
996
+ *
997
+ * @type {Boolean}
998
+ */
999
+ get receivesShadow() {
1000
+ return this._state.receivesShadow;
1001
+ }
1002
+
1003
+ /**
1004
+ * Sets if this Mesh can have shadows cast upon it.
1005
+ *
1006
+ * @type {Boolean}
1007
+ */
1008
+ set receivesShadow(value) {
1009
+ value = value !== false;
1010
+ if (value === this._state.receivesShadow) {
1011
+ return;
1012
+ }
1013
+ this._state.receivesShadow = value;
1014
+ this._state.hash = value ? "/mod/rs;" : "/mod;";
1015
+ this.fire("dirty", this); // Now need to (re)compile objectRenderers to include/exclude shadow mapping
1016
+ }
1017
+
1018
+ /**
1019
+ * Gets if this Mesh can have Scalable Ambient Obscurance (SAO) applied to it.
1020
+ *
1021
+ * SAO is configured by {@link SAO}.
1022
+ *
1023
+ * @type {Boolean}
1024
+ * @abstract
1025
+ */
1026
+ get saoEnabled() {
1027
+ return false; // TODO: Support SAO on Meshes
1028
+ }
1029
+
1030
+ /**
1031
+ * Gets the RGB colorize color for this Mesh.
1032
+ *
1033
+ * Multiplies by rendered fragment colors.
1034
+ *
1035
+ * Each element of the color is in range ````[0..1]````.
1036
+ *
1037
+ * @type {Number[]}
1038
+ */
1039
+ get colorize() {
1040
+ return this._state.colorize;
1041
+ }
1042
+
1043
+ /**
1044
+ * Sets the RGB colorize color for this Mesh.
1045
+ *
1046
+ * Multiplies by rendered fragment colors.
1047
+ *
1048
+ * Each element of the color is in range ````[0..1]````.
1049
+ *
1050
+ * @type {Number[]}
1051
+ */
1052
+ set colorize(value) {
1053
+ let colorize = this._state.colorize;
1054
+ if (!colorize) {
1055
+ colorize = this._state.colorize = new Float32Array(4);
1056
+ colorize[3] = 1;
1057
+ }
1058
+ if (value) {
1059
+ colorize[0] = value[0];
1060
+ colorize[1] = value[1];
1061
+ colorize[2] = value[2];
1062
+ } else {
1063
+ colorize[0] = 1;
1064
+ colorize[1] = 1;
1065
+ colorize[2] = 1;
1066
+ }
1067
+ const colorized = (!!value);
1068
+ this.scene._objectColorizeUpdated(this, colorized);
1069
+ this.glRedraw();
1070
+ }
1071
+
1072
+ /**
1073
+ * Gets the opacity factor for this Mesh.
1074
+ *
1075
+ * This is a factor in range ````[0..1]```` which multiplies by the rendered fragment alphas.
1076
+ *
1077
+ * @type {Number}
1078
+ */
1079
+ get opacity() {
1080
+ return this._state.colorize[3];
1081
+ }
1082
+
1083
+ /**
1084
+ * Sets the opacity factor for this Mesh.
1085
+ *
1086
+ * This is a factor in range ````[0..1]```` which multiplies by the rendered fragment alphas.
1087
+ *
1088
+ * @type {Number}
1089
+ */
1090
+ set opacity(opacity) {
1091
+ let colorize = this._state.colorize;
1092
+ if (!colorize) {
1093
+ colorize = this._state.colorize = new Float32Array(4);
1094
+ colorize[0] = 1;
1095
+ colorize[1] = 1;
1096
+ colorize[2] = 1;
1097
+ }
1098
+ const opacityUpdated = (opacity !== null && opacity !== undefined);
1099
+ colorize[3] = opacityUpdated ? opacity : 1.0;
1100
+ this.scene._objectOpacityUpdated(this, opacityUpdated);
1101
+ this.glRedraw();
1102
+ }
1103
+
1104
+ /**
1105
+ * Gets if this Mesh is transparent.
1106
+ * @returns {Boolean}
1107
+ */
1108
+ get transparent() {
1109
+ return this._material.alphaMode === 2 /* blend */ || this._state.colorize[3] < 1
1110
+ }
1111
+
1112
+ /**
1113
+ * Gets the Mesh's rendering order relative to other Meshes.
1114
+ *
1115
+ * Default value is ````0````.
1116
+ *
1117
+ * This can be set on multiple transparent Meshes, to make them render in a specific order for correct alpha blending.
1118
+ *
1119
+ * @type {Number}
1120
+ */
1121
+ get layer() {
1122
+ return this._state.layer;
1123
+ }
1124
+
1125
+ /**
1126
+ * Sets the Mesh's rendering order relative to other Meshes.
1127
+ *
1128
+ * Default value is ````0````.
1129
+ *
1130
+ * This can be set on multiple transparent Meshes, to make them render in a specific order for correct alpha blending.
1131
+ *
1132
+ * @type {Number}
1133
+ */
1134
+ set layer(value) {
1135
+ // TODO: Only accept rendering layer in range [0...MAX_layer]
1136
+ value = value || 0;
1137
+ value = Math.round(value);
1138
+ if (value === this._state.layer) {
1139
+ return;
1140
+ }
1141
+ this._state.layer = value;
1142
+ this._renderer.needStateSort();
1143
+ }
1144
+
1145
+ /**
1146
+ * Gets if the Node's position is stationary.
1147
+ *
1148
+ * When true, will disable the effect of {@link Camera} translations for this Mesh, while still allowing it to rotate. This is useful for skyboxes.
1149
+ *
1150
+ * @type {Boolean}
1151
+ */
1152
+ get stationary() {
1153
+ return this._state.stationary;
1154
+ }
1155
+
1156
+ /**
1157
+ * Gets the Node's billboarding behaviour.
1158
+ *
1159
+ * Options are:
1160
+ * * ````"none"```` - (default) - No billboarding.
1161
+ * * ````"spherical"```` - Mesh is billboarded to face the viewpoint, rotating both vertically and horizontally.
1162
+ * * ````"cylindrical"```` - Mesh is billboarded to face the viewpoint, rotating only about its vertically axis. Use this mode for things like trees on a landscape.
1163
+ * @type {String}
1164
+ */
1165
+ get billboard() {
1166
+ return this._state.billboard;
1167
+ }
1168
+
1169
+ /**
1170
+ * Gets the Mesh's 3D World-space offset.
1171
+ *
1172
+ * Default value is ````[0,0,0]````.
1173
+ *
1174
+ * @type {Number[]}
1175
+ */
1176
+ get offset() {
1177
+ return this._state.offset;
1178
+ }
1179
+
1180
+ /**
1181
+ * Sets the Mesh's 3D World-space offset.
1182
+ *
1183
+ * The offset dynamically translates the Mesh in World-space.
1184
+ *
1185
+ * Default value is ````[0, 0, 0]````.
1186
+ *
1187
+ * Provide a null or undefined value to reset to the default value.
1188
+ *
1189
+ * @type {Number[]}
1190
+ */
1191
+ set offset(value) {
1192
+ this._state.offset.set(value || [0, 0, 0]);
1193
+ this._setAABBDirty();
1194
+ this.glRedraw();
1195
+ }
1196
+
1197
+ /**
1198
+ * Returns true to indicate that Mesh implements {@link Drawable}.
1199
+ * @final
1200
+ * @type {Boolean}
1201
+ */
1202
+ get isDrawable() {
1203
+ return true;
1204
+ }
1205
+
1206
+ /**
1207
+ * Property with final value ````true```` to indicate that xeokit should render this Mesh in sorted order, relative to other Meshes.
1208
+ *
1209
+ * The sort order is determined by {@link Mesh#stateSortCompare}.
1210
+ *
1211
+ * Sorting is essential for rendering performance, so that xeokit is able to avoid applying runs of the same state changes to the GPU, ie. can collapse them.
1212
+ *
1213
+ * @type {Boolean}
1214
+ */
1215
+ get isStateSortable() {
1216
+ return true;
1217
+ }
1218
+
1219
+ /**
1220
+ * Defines the appearance of this Mesh when xrayed.
1221
+ *
1222
+ * Mesh is xrayed when {@link Mesh#xrayed} is ````true````.
1223
+ *
1224
+ * Set to {@link Scene#xrayMaterial} by default.
1225
+ *
1226
+ * @type {EmphasisMaterial}
1227
+ */
1228
+ get xrayMaterial() {
1229
+ return this._xrayMaterial;
1230
+ }
1231
+
1232
+ /**
1233
+ * Defines the appearance of this Mesh when highlighted.
1234
+ *
1235
+ * Mesh is xrayed when {@link Mesh#highlighted} is ````true````.
1236
+ *
1237
+ * Set to {@link Scene#highlightMaterial} by default.
1238
+ *
1239
+ * @type {EmphasisMaterial}
1240
+ */
1241
+ get highlightMaterial() {
1242
+ return this._highlightMaterial;
1243
+ }
1244
+
1245
+ /**
1246
+ * Defines the appearance of this Mesh when selected.
1247
+ *
1248
+ * Mesh is xrayed when {@link Mesh#selected} is ````true````.
1249
+ *
1250
+ * Set to {@link Scene#selectedMaterial} by default.
1251
+ *
1252
+ * @type {EmphasisMaterial}
1253
+ */
1254
+ get selectedMaterial() {
1255
+ return this._selectedMaterial;
1256
+ }
1257
+
1258
+ /**
1259
+ * Defines the appearance of this Mesh when edges are enhanced.
1260
+ *
1261
+ * Mesh is xrayed when {@link Mesh#edges} is ````true````.
1262
+ *
1263
+ * Set to {@link Scene#edgeMaterial} by default.
1264
+ *
1265
+ * @type {EdgeMaterial}
1266
+ */
1267
+ get edgeMaterial() {
1268
+ return this._edgeMaterial;
1269
+ }
1270
+
1271
+ _checkBillboard(value) {
1272
+ value = value || "none";
1273
+ if (value !== "spherical" && value !== "cylindrical" && value !== "none") {
1274
+ this.error("Unsupported value for 'billboard': " + value + " - accepted values are " +
1275
+ "'spherical', 'cylindrical' and 'none' - defaulting to 'none'.");
1276
+ value = "none";
1277
+ }
1278
+ return value;
1279
+ }
1280
+
1281
+ /**
1282
+ * Called by xeokit to compile shaders for this Mesh.
1283
+ * @private
1284
+ */
1285
+ compile() {
1286
+ const drawHash = this._makeDrawHash();
1287
+ if (this._state.drawHash !== drawHash) {
1288
+ this._state.drawHash = drawHash;
1289
+ this._putDrawRenderers();
1290
+ this._drawRenderer = DrawRenderer.get(this);
1291
+ // this._shadowRenderer = ShadowRenderer.get(this);
1292
+ this._emphasisFillRenderer = EmphasisFillRenderer.get(this);
1293
+ this._emphasisEdgesRenderer = EmphasisEdgesRenderer.get(this);
1294
+ }
1295
+ const pickHash = this._makePickHash();
1296
+ if (this._state.pickHash !== pickHash) {
1297
+ this._state.pickHash = pickHash;
1298
+ this._putPickRenderers();
1299
+ this._pickMeshRenderer = PickMeshRenderer.get(this);
1300
+ }
1301
+ if (this._state.occluder) {
1302
+ const occlusionHash = this._makeOcclusionHash();
1303
+ if (this._state.occlusionHash !== occlusionHash) {
1304
+ this._state.occlusionHash = occlusionHash;
1305
+ this._putOcclusionRenderer();
1306
+ this._occlusionRenderer = OcclusionRenderer.get(this);
1307
+ }
1308
+ }
1309
+ }
1310
+
1311
+ _setLocalMatrixDirty() {
1312
+ this._localMatrixDirty = true;
1313
+ this._setWorldMatrixDirty();
1314
+ }
1315
+
1316
+ _setWorldMatrixDirty() {
1317
+ this._worldMatrixDirty = true;
1318
+ this._worldNormalMatrixDirty = true;
1319
+ }
1320
+
1321
+ _buildWorldMatrix() {
1322
+ const localMatrix = this.matrix;
1323
+ if (!this._parentNode) {
1324
+ for (let i = 0, len = localMatrix.length; i < len; i++) {
1325
+ this._worldMatrix[i] = localMatrix[i];
1326
+ }
1327
+ } else {
1328
+ math.mulMat4(this._parentNode.worldMatrix, localMatrix, this._worldMatrix);
1329
+ }
1330
+ this._worldMatrixDirty = false;
1331
+ }
1332
+
1333
+ _buildWorldNormalMatrix() {
1334
+ if (this._worldMatrixDirty) {
1335
+ this._buildWorldMatrix();
1336
+ }
1337
+ if (!this._worldNormalMatrix) {
1338
+ this._worldNormalMatrix = math.mat4();
1339
+ }
1340
+ // Note: order of inverse and transpose doesn't matter
1341
+ math.transposeMat4(this._worldMatrix, this._worldNormalMatrix);
1342
+ math.inverseMat4(this._worldNormalMatrix);
1343
+ this._worldNormalMatrixDirty = false;
1344
+ }
1345
+
1346
+ _setAABBDirty() {
1347
+ if (this.collidable) {
1348
+ for (let node = this; node; node = node._parentNode) {
1349
+ node._aabbDirty = true;
1350
+ }
1351
+ }
1352
+ }
1353
+
1354
+ _updateAABB() {
1355
+ this.scene._aabbDirty = true;
1356
+ if (!this._aabb) {
1357
+ this._aabb = math.AABB3();
1358
+ }
1359
+ this._buildAABB(this.worldMatrix, this._aabb); // Mesh or VBOSceneModel
1360
+ this._aabbDirty = false;
1361
+ }
1362
+
1363
+ _webglContextRestored() {
1364
+ if (this._drawRenderer) {
1365
+ this._drawRenderer.webglContextRestored();
1366
+ }
1367
+ if (this._shadowRenderer) {
1368
+ this._shadowRenderer.webglContextRestored();
1369
+ }
1370
+ if (this._emphasisFillRenderer) {
1371
+ this._emphasisFillRenderer.webglContextRestored();
1372
+ }
1373
+ if (this._emphasisEdgesRenderer) {
1374
+ this._emphasisEdgesRenderer.webglContextRestored();
1375
+ }
1376
+ if (this._pickMeshRenderer) {
1377
+ this._pickMeshRenderer.webglContextRestored();
1378
+ }
1379
+ if (this._pickTriangleRenderer) {
1380
+ this._pickMeshRenderer.webglContextRestored();
1381
+ }
1382
+ if (this._occlusionRenderer) {
1383
+ this._occlusionRenderer.webglContextRestored();
1384
+ }
1385
+ }
1386
+
1387
+ _makeDrawHash() {
1388
+ const scene = this.scene;
1389
+ const hash = [
1390
+ scene.canvas.canvas.id,
1391
+ (scene.gammaInput ? "gi;" : ";") + (scene.gammaOutput ? "go" : ""),
1392
+ scene._lightsState.getHash(),
1393
+ scene._sectionPlanesState.getHash()
1394
+ ];
1395
+ const state = this._state;
1396
+ if (state.stationary) {
1397
+ hash.push("/s");
1398
+ }
1399
+ if (state.billboard === "none") {
1400
+ hash.push("/n");
1401
+ } else if (state.billboard === "spherical") {
1402
+ hash.push("/s");
1403
+ } else if (state.billboard === "cylindrical") {
1404
+ hash.push("/c");
1405
+ }
1406
+ if (state.receivesShadow) {
1407
+ hash.push("/rs");
1408
+ }
1409
+ hash.push(";");
1410
+ return hash.join("");
1411
+ }
1412
+
1413
+ _makePickHash() {
1414
+ const scene = this.scene;
1415
+ const hash = [
1416
+ scene.canvas.canvas.id,
1417
+ scene._sectionPlanesState.getHash()
1418
+ ];
1419
+ const state = this._state;
1420
+ if (state.stationary) {
1421
+ hash.push("/s");
1422
+ }
1423
+ if (state.billboard === "none") {
1424
+ hash.push("/n");
1425
+ } else if (state.billboard === "spherical") {
1426
+ hash.push("/s");
1427
+ } else if (state.billboard === "cylindrical") {
1428
+ hash.push("/c");
1429
+ }
1430
+ hash.push(";");
1431
+ return hash.join("");
1432
+ }
1433
+
1434
+ _makeOcclusionHash() {
1435
+ const scene = this.scene;
1436
+ const hash = [
1437
+ scene.canvas.canvas.id,
1438
+ scene._sectionPlanesState.getHash()
1439
+ ];
1440
+ const state = this._state;
1441
+ if (state.stationary) {
1442
+ hash.push("/s");
1443
+ }
1444
+ if (state.billboard === "none") {
1445
+ hash.push("/n");
1446
+ } else if (state.billboard === "spherical") {
1447
+ hash.push("/s");
1448
+ } else if (state.billboard === "cylindrical") {
1449
+ hash.push("/c");
1450
+ }
1451
+ hash.push(";");
1452
+ return hash.join("");
1453
+ }
1454
+
1455
+ _buildAABB(worldMatrix, aabb) {
1456
+
1457
+ math.transformOBB3(worldMatrix, this._geometry.obb, obb);
1458
+ math.OBB3ToAABB3(obb, aabb);
1459
+
1460
+ const offset = this._state.offset;
1461
+
1462
+ aabb[0] += offset[0];
1463
+ aabb[1] += offset[1];
1464
+ aabb[2] += offset[2];
1465
+ aabb[3] += offset[0];
1466
+ aabb[4] += offset[1];
1467
+ aabb[5] += offset[2];
1468
+
1469
+ if (this._state.origin) {
1470
+ const origin = this._state.origin;
1471
+ aabb[0] += origin[0];
1472
+ aabb[1] += origin[1];
1473
+ aabb[2] += origin[2];
1474
+ aabb[3] += origin[0];
1475
+ aabb[4] += origin[1];
1476
+ aabb[5] += origin[2];
1477
+ }
1478
+ }
1479
+
1480
+ /**
1481
+ * Rotates the Mesh about the given local axis by the given increment.
1482
+ *
1483
+ * @param {Number[]} axis Local axis about which to rotate.
1484
+ * @param {Number} angle Angle increment in degrees.
1485
+ */
1486
+ rotate(axis, angle) {
1487
+ angleAxis[0] = axis[0];
1488
+ angleAxis[1] = axis[1];
1489
+ angleAxis[2] = axis[2];
1490
+ angleAxis[3] = angle * math.DEGTORAD;
1491
+ math.angleAxisToQuaternion(angleAxis, q1);
1492
+ math.mulQuaternions(this.quaternion, q1, q2);
1493
+ this.quaternion = q2;
1494
+ this._setLocalMatrixDirty();
1495
+ this._setAABBDirty();
1496
+ this.glRedraw();
1497
+ return this;
1498
+ }
1499
+
1500
+ /**
1501
+ * Rotates the Mesh about the given World-space axis by the given increment.
1502
+ *
1503
+ * @param {Number[]} axis Local axis about which to rotate.
1504
+ * @param {Number} angle Angle increment in degrees.
1505
+ */
1506
+ rotateOnWorldAxis(axis, angle) {
1507
+ angleAxis[0] = axis[0];
1508
+ angleAxis[1] = axis[1];
1509
+ angleAxis[2] = axis[2];
1510
+ angleAxis[3] = angle * math.DEGTORAD;
1511
+ math.angleAxisToQuaternion(angleAxis, q1);
1512
+ math.mulQuaternions(q1, this.quaternion, q1);
1513
+ //this.quaternion.premultiply(q1);
1514
+ return this;
1515
+ }
1516
+
1517
+ /**
1518
+ * Rotates the Mesh about the local X-axis by the given increment.
1519
+ *
1520
+ * @param {Number} angle Angle increment in degrees.
1521
+ */
1522
+ rotateX(angle) {
1523
+ return this.rotate(xAxis, angle);
1524
+ }
1525
+
1526
+ /**
1527
+ * Rotates the Mesh about the local Y-axis by the given increment.
1528
+ *
1529
+ * @param {Number} angle Angle increment in degrees.
1530
+ */
1531
+ rotateY(angle) {
1532
+ return this.rotate(yAxis, angle);
1533
+ }
1534
+
1535
+ /**
1536
+ * Rotates the Mesh about the local Z-axis by the given increment.
1537
+ *
1538
+ * @param {Number} angle Angle increment in degrees.
1539
+ */
1540
+ rotateZ(angle) {
1541
+ return this.rotate(zAxis, angle);
1542
+ }
1543
+
1544
+ /**
1545
+ * Translates the Mesh along local space vector by the given increment.
1546
+ *
1547
+ * @param {Number[]} axis Normalized local space 3D vector along which to translate.
1548
+ * @param {Number} distance Distance to translate along the vector.
1549
+ */
1550
+ translate(axis, distance) {
1551
+ math.vec3ApplyQuaternion(this.quaternion, axis, veca);
1552
+ math.mulVec3Scalar(veca, distance, vecb);
1553
+ math.addVec3(this.position, vecb, this.position);
1554
+ this._setLocalMatrixDirty();
1555
+ this._setAABBDirty();
1556
+ this.glRedraw();
1557
+ return this;
1558
+ }
1559
+
1560
+ //------------------------------------------------------------------------------------------------------------------
1561
+ // Drawable members
1562
+ //------------------------------------------------------------------------------------------------------------------
1563
+
1564
+ /**
1565
+ * Translates the Mesh along the local X-axis by the given increment.
1566
+ *
1567
+ * @param {Number} distance Distance to translate along the X-axis.
1568
+ */
1569
+ translateX(distance) {
1570
+ return this.translate(xAxis, distance);
1571
+ }
1572
+
1573
+ /**
1574
+ * Translates the Mesh along the local Y-axis by the given increment.
1575
+ *
1576
+ * @param {Number} distance Distance to translate along the Y-axis.
1577
+ */
1578
+ translateY(distance) {
1579
+ return this.translate(yAxis, distance);
1580
+ }
1581
+
1582
+ /**
1583
+ * Translates the Mesh along the local Z-axis by the given increment.
1584
+ *
1585
+ * @param {Number} distance Distance to translate along the Z-axis.
1586
+ */
1587
+ translateZ(distance) {
1588
+ return this.translate(zAxis, distance);
1589
+ }
1590
+
1591
+ _putDrawRenderers() {
1592
+ if (this._drawRenderer) {
1593
+ this._drawRenderer.put();
1594
+ this._drawRenderer = null;
1595
+ }
1596
+ if (this._shadowRenderer) {
1597
+ this._shadowRenderer.put();
1598
+ this._shadowRenderer = null;
1599
+ }
1600
+ if (this._emphasisFillRenderer) {
1601
+ this._emphasisFillRenderer.put();
1602
+ this._emphasisFillRenderer = null;
1603
+ }
1604
+ if (this._emphasisEdgesRenderer) {
1605
+ this._emphasisEdgesRenderer.put();
1606
+ this._emphasisEdgesRenderer = null;
1607
+ }
1608
+ }
1609
+
1610
+ _putPickRenderers() {
1611
+ if (this._pickMeshRenderer) {
1612
+ this._pickMeshRenderer.put();
1613
+ this._pickMeshRenderer = null;
1614
+ }
1615
+ if (this._pickTriangleRenderer) {
1616
+ this._pickTriangleRenderer.put();
1617
+ this._pickTriangleRenderer = null;
1618
+ }
1619
+ }
1620
+
1621
+ _putOcclusionRenderer() {
1622
+ if (this._occlusionRenderer) {
1623
+ this._occlusionRenderer.put();
1624
+ this._occlusionRenderer = null;
1625
+ }
1626
+ }
1627
+
1628
+ /**
1629
+ * Comparison function used by the renderer to determine the order in which xeokit should render the Mesh, relative to to other Meshes.
1630
+ *
1631
+ * xeokit requires this method because Mesh implements {@link Drawable}.
1632
+ *
1633
+ * Sorting is essential for rendering performance, so that xeokit is able to avoid needlessly applying runs of the same rendering state changes to the GPU, ie. can collapse them.
1634
+ *
1635
+ * @param {Mesh} mesh1
1636
+ * @param {Mesh} mesh2
1637
+ * @returns {number}
1638
+ */
1639
+ stateSortCompare(mesh1, mesh2) {
1640
+ return (mesh1._state.layer - mesh2._state.layer)
1641
+ || (mesh1._drawRenderer.id - mesh2._drawRenderer.id) // Program state
1642
+ || (mesh1._material._state.id - mesh2._material._state.id) // Material state
1643
+ || (mesh1._geometry._state.id - mesh2._geometry._state.id); // Geometry state
1644
+ }
1645
+
1646
+ /** @private */
1647
+ rebuildRenderFlags() {
1648
+ this.renderFlags.reset();
1649
+ if (!this._getActiveSectionPlanes()) {
1650
+ this.renderFlags.culled = true;
1651
+ return;
1652
+ }
1653
+ this.renderFlags.numLayers = 1;
1654
+ this.renderFlags.numVisibleLayers = 1;
1655
+ this.renderFlags.visibleLayers[0] = 0;
1656
+ this._updateRenderFlags();
1657
+ }
1658
+
1659
+ /**
1660
+ * @private
1661
+ */
1662
+ _updateRenderFlags() {
1663
+
1664
+ const renderFlags = this.renderFlags;
1665
+ const state = this._state;
1666
+
1667
+ if (state.xrayed) {
1668
+ const xrayMaterial = this._xrayMaterial._state;
1669
+ if (xrayMaterial.fill) {
1670
+ if (xrayMaterial.fillAlpha < 1.0) {
1671
+ renderFlags.xrayedSilhouetteTransparent = true;
1672
+ } else {
1673
+ renderFlags.xrayedSilhouetteOpaque = true;
1674
+ }
1675
+ }
1676
+ if (xrayMaterial.edges) {
1677
+ if (xrayMaterial.edgeAlpha < 1.0) {
1678
+ renderFlags.xrayedEdgesTransparent = true;
1679
+ } else {
1680
+ renderFlags.xrayedEdgesOpaque = true;
1681
+ }
1682
+ }
1683
+ } else {
1684
+ const normalMaterial = this._material._state;
1685
+ if (normalMaterial.alpha < 1.0 || state.colorize[3] < 1.0) {
1686
+ renderFlags.colorTransparent = true;
1687
+ } else {
1688
+ renderFlags.colorOpaque = true;
1689
+ }
1690
+ if (state.edges) {
1691
+ const edgeMaterial = this._edgeMaterial._state;
1692
+ if (edgeMaterial.alpha < 1.0) {
1693
+ renderFlags.edgesTransparent = true;
1694
+ } else {
1695
+ renderFlags.edgesOpaque = true;
1696
+ }
1697
+ }
1698
+ if (state.selected) {
1699
+ const selectedMaterial = this._selectedMaterial._state;
1700
+ if (selectedMaterial.fill) {
1701
+ if (selectedMaterial.fillAlpha < 1.0) {
1702
+ renderFlags.selectedSilhouetteTransparent = true;
1703
+ } else {
1704
+ renderFlags.selectedSilhouetteOpaque = true;
1705
+ }
1706
+ }
1707
+ if (selectedMaterial.edges) {
1708
+ if (selectedMaterial.edgeAlpha < 1.0) {
1709
+ renderFlags.selectedEdgesTransparent = true;
1710
+ } else {
1711
+ renderFlags.selectedEdgesOpaque = true;
1712
+ }
1713
+ }
1714
+ } else if (state.highlighted) {
1715
+ const highlightMaterial = this._highlightMaterial._state;
1716
+ if (highlightMaterial.fill) {
1717
+ if (highlightMaterial.fillAlpha < 1.0) {
1718
+ renderFlags.highlightedSilhouetteTransparent = true;
1719
+ } else {
1720
+ renderFlags.highlightedSilhouetteOpaque = true;
1721
+ }
1722
+ }
1723
+ if (highlightMaterial.edges) {
1724
+ if (highlightMaterial.edgeAlpha < 1.0) {
1725
+ renderFlags.highlightedEdgesTransparent = true;
1726
+ } else {
1727
+ renderFlags.highlightedEdgesOpaque = true;
1728
+ }
1729
+ }
1730
+ }
1731
+ }
1732
+ }
1733
+
1734
+ _getActiveSectionPlanes() {
1735
+
1736
+ if (this._state.clippable) {
1737
+
1738
+ const sectionPlanes = this.scene._sectionPlanesState.sectionPlanes;
1739
+ const numSectionPlanes = sectionPlanes.length;
1740
+
1741
+ if (numSectionPlanes > 0) {
1742
+ for (let i = 0; i < numSectionPlanes; i++) {
1743
+
1744
+ const sectionPlane = sectionPlanes[i];
1745
+ const renderFlags = this.renderFlags;
1746
+
1747
+ if (!sectionPlane.active) {
1748
+ renderFlags.sectionPlanesActivePerLayer[i] = false;
1749
+
1750
+ } else {
1751
+
1752
+ if (this._state.origin) {
1753
+
1754
+ const intersect = math.planeAABB3Intersect(sectionPlane.dir, sectionPlane.dist, this.aabb);
1755
+ const outside = (intersect === -1);
1756
+
1757
+ if (outside) {
1758
+ return false;
1759
+ }
1760
+
1761
+ const intersecting = (intersect === 0);
1762
+ renderFlags.sectionPlanesActivePerLayer[i] = intersecting;
1763
+
1764
+ } else {
1765
+ renderFlags.sectionPlanesActivePerLayer[i] = true;
1766
+ }
1767
+ }
1768
+ }
1769
+ }
1770
+ }
1771
+
1772
+ return true;
1773
+ }
1774
+
1775
+ // ---------------------- NORMAL RENDERING -----------------------------------
1776
+
1777
+ /** @private */
1778
+ drawColorOpaque(frameCtx) {
1779
+ if (this._drawRenderer || (this._drawRenderer = DrawRenderer.get(this))) {
1780
+ this._drawRenderer.drawMesh(frameCtx, this);
1781
+ }
1782
+ }
1783
+
1784
+ /** @private */
1785
+ drawColorTransparent(frameCtx) {
1786
+ if (this._drawRenderer || (this._drawRenderer = DrawRenderer.get(this))) {
1787
+ this._drawRenderer.drawMesh(frameCtx, this);
1788
+ }
1789
+ }
1790
+
1791
+ // ---------------------- RENDERING SAO POST EFFECT TARGETS --------------
1792
+
1793
+ // TODO
1794
+
1795
+ // ---------------------- EMPHASIS RENDERING -----------------------------------
1796
+
1797
+ /** @private */
1798
+ drawSilhouetteXRayed(frameCtx) {
1799
+ if (this._emphasisFillRenderer || (this._emphasisFillRenderer = EmphasisFillRenderer.get(this))) {
1800
+ this._emphasisFillRenderer.drawMesh(frameCtx, this, 0); // 0 == xray
1801
+ }
1802
+ }
1803
+
1804
+ /** @private */
1805
+ drawSilhouetteHighlighted(frameCtx) {
1806
+ if (this._emphasisFillRenderer || (this._emphasisFillRenderer = EmphasisFillRenderer.get(this))) {
1807
+ this._emphasisFillRenderer.drawMesh(frameCtx, this, 1); // 1 == highlight
1808
+ }
1809
+ }
1810
+
1811
+ /** @private */
1812
+ drawSilhouetteSelected(frameCtx) {
1813
+ if (this._emphasisFillRenderer || (this._emphasisFillRenderer = EmphasisFillRenderer.get(this))) {
1814
+ this._emphasisFillRenderer.drawMesh(frameCtx, this, 2); // 2 == selected
1815
+ }
1816
+ }
1817
+
1818
+ // ---------------------- EDGES RENDERING -----------------------------------
1819
+
1820
+ /** @private */
1821
+ drawEdgesColorOpaque(frameCtx) {
1822
+ if (this._emphasisEdgesRenderer || (this._emphasisEdgesRenderer = EmphasisEdgesRenderer.get(this))) {
1823
+ this._emphasisEdgesRenderer.drawMesh(frameCtx, this, 3); // 3 == edges
1824
+ }
1825
+ }
1826
+
1827
+ /** @private */
1828
+ drawEdgesColorTransparent(frameCtx) {
1829
+ if (this._emphasisEdgesRenderer || (this._emphasisEdgesRenderer = EmphasisEdgesRenderer.get(this))) {
1830
+ this._emphasisEdgesRenderer.drawMesh(frameCtx, this, 3); // 3 == edges
1831
+ }
1832
+ }
1833
+
1834
+ /** @private */
1835
+ drawEdgesXRayed(frameCtx) {
1836
+ if (this._emphasisEdgesRenderer || (this._emphasisEdgesRenderer = EmphasisEdgesRenderer.get(this))) {
1837
+ this._emphasisEdgesRenderer.drawMesh(frameCtx, this, 0); // 0 == xray
1838
+ }
1839
+ }
1840
+
1841
+ /** @private */
1842
+ drawEdgesHighlighted(frameCtx) {
1843
+ if (this._emphasisEdgesRenderer || (this._emphasisEdgesRenderer = EmphasisEdgesRenderer.get(this))) {
1844
+ this._emphasisEdgesRenderer.drawMesh(frameCtx, this, 1); // 1 == highlight
1845
+ }
1846
+ }
1847
+
1848
+ /** @private */
1849
+ drawEdgesSelected(frameCtx) {
1850
+ if (this._emphasisEdgesRenderer || (this._emphasisEdgesRenderer = EmphasisEdgesRenderer.get(this))) {
1851
+ this._emphasisEdgesRenderer.drawMesh(frameCtx, this, 2); // 2 == selected
1852
+ }
1853
+ }
1854
+
1855
+ // ---------------------- OCCLUSION CULL RENDERING -----------------------------------
1856
+
1857
+ /** @private */
1858
+ drawOcclusion(frameCtx) {
1859
+ if (this._state.occluder && this._occlusionRenderer || (this._occlusionRenderer = OcclusionRenderer.get(this))) {
1860
+ this._occlusionRenderer.drawMesh(frameCtx, this);
1861
+ }
1862
+ }
1863
+
1864
+ // ---------------------- SHADOW BUFFER RENDERING -----------------------------------
1865
+
1866
+ /** @private */
1867
+ drawShadow(frameCtx) {
1868
+ if (this._shadowRenderer || (this._shadowRenderer = ShadowRenderer.get(this))) {
1869
+ this._shadowRenderer.drawMesh(frameCtx, this);
1870
+ }
1871
+ }
1872
+
1873
+ // ---------------------- PICKING RENDERING ----------------------------------
1874
+
1875
+ /** @private */
1876
+ drawPickMesh(frameCtx) {
1877
+ if (this._pickMeshRenderer || (this._pickMeshRenderer = PickMeshRenderer.get(this))) {
1878
+ this._pickMeshRenderer.drawMesh(frameCtx, this);
1879
+ }
1880
+ }
1881
+
1882
+ /** @private
1883
+ */
1884
+ canPickTriangle() {
1885
+ return this._geometry.isReadableGeometry; // VBOGeometry does not support surface picking because it has no geometry data in browser memory
1886
+ }
1887
+
1888
+ /** @private */
1889
+ drawPickTriangles(frameCtx) {
1890
+ if (this._pickTriangleRenderer || (this._pickTriangleRenderer = PickTriangleRenderer.get(this))) {
1891
+ this._pickTriangleRenderer.drawMesh(frameCtx, this);
1892
+ }
1893
+ }
1894
+
1895
+ /** @private */
1896
+ pickTriangleSurface(pickViewMatrix, pickProjMatrix, pickResult) {
1897
+ pickTriangleSurface(this, pickViewMatrix, pickProjMatrix, pickResult);
1898
+ }
1899
+
1900
+ /** @private */
1901
+ drawPickVertices(frameCtx) {
1902
+
1903
+ }
1904
+
1905
+ /**
1906
+ * @private
1907
+ * @returns {PerformanceNode}
1908
+ */
1909
+ delegatePickedEntity() {
1910
+ return this;
1911
+ }
1912
+
1913
+ //------------------------------------------------------------------------------------------------------------------
1914
+ // Component members
1915
+ //------------------------------------------------------------------------------------------------------------------
1916
+
1917
+ /**
1918
+ * Destroys this Mesh.
1919
+ */
1920
+ destroy() {
1921
+ super.destroy(); // xeokit.Object
1922
+ this._putDrawRenderers();
1923
+ this._putPickRenderers();
1924
+ this._putOcclusionRenderer();
1925
+ this.scene._renderer.putPickID(this._state.pickID); // TODO: somehow puch this down into xeokit framework?
1926
+ if (this._isObject) {
1927
+ this.scene._deregisterObject(this);
1928
+ if (this._visible) {
1929
+ this.scene._objectVisibilityUpdated(this, false, false);
1930
+ }
1931
+ if (this._xrayed) {
1932
+ this.scene._objectXRayedUpdated(this, false, false);
1933
+ }
1934
+ if (this._selected) {
1935
+ this.scene._objectSelectedUpdated(this, false, false);
1936
+ }
1937
+ if (this._highlighted) {
1938
+ this.scene._objectHighlightedUpdated(this, false, false);
1939
+ }
1940
+ this.scene._objectColorizeUpdated(this, false);
1941
+ this.scene._objectOpacityUpdated(this, false);
1942
+ if (this.offset.some((v) => v !== 0))
1943
+ this.scene._objectOffsetUpdated(this, false);
1944
+ }
1945
+ if (this._isModel) {
1946
+ this.scene._deregisterModel(this);
1947
+ }
1948
+ this.glRedraw();
1949
+ }
1950
+
1951
+ }
1952
+
1953
+
1954
+ const pickTriangleSurface = (function () {
1955
+
1956
+ // Cached vars to avoid garbage collection
1957
+
1958
+ const localRayOrigin = math.vec3();
1959
+ const localRayDir = math.vec3();
1960
+ const positionA = math.vec3();
1961
+ const positionB = math.vec3();
1962
+ const positionC = math.vec3();
1963
+ const triangleVertices = math.vec3();
1964
+ const position = math.vec4();
1965
+ const worldPos = math.vec3();
1966
+ const viewPos = math.vec3();
1967
+ const bary = math.vec3();
1968
+ const normalA = math.vec3();
1969
+ const normalB = math.vec3();
1970
+ const normalC = math.vec3();
1971
+ const uva = math.vec3();
1972
+ const uvb = math.vec3();
1973
+ const uvc = math.vec3();
1974
+ const tempVec4a = math.vec4();
1975
+ const tempVec4b = math.vec4();
1976
+ const tempVec4c = math.vec4();
1977
+ const tempVec3 = math.vec3();
1978
+ const tempVec3b = math.vec3();
1979
+ const tempVec3c = math.vec3();
1980
+ const tempVec3d = math.vec3();
1981
+ const tempVec3e = math.vec3();
1982
+ const tempVec3f = math.vec3();
1983
+ const tempVec3g = math.vec3();
1984
+ const tempVec3h = math.vec3();
1985
+ const tempVec3i = math.vec3();
1986
+ const tempVec3j = math.vec3();
1987
+ const tempVec3k = math.vec3();
1988
+
1989
+ return function (mesh, pickViewMatrix, pickProjMatrix, pickResult) {
1990
+
1991
+ var primIndex = pickResult.primIndex;
1992
+
1993
+ if (primIndex !== undefined && primIndex !== null && primIndex > -1) {
1994
+
1995
+ const geometry = mesh.geometry._state;
1996
+ const scene = mesh.scene;
1997
+ const camera = scene.camera;
1998
+ const canvas = scene.canvas;
1999
+
2000
+ if (geometry.primitiveName === "triangles") {
2001
+
2002
+ // Triangle picked; this only happens when the
2003
+ // Mesh has a Geometry that has primitives of type "triangle"
2004
+
2005
+ pickResult.primitive = "triangle";
2006
+
2007
+ // Get the World-space positions of the triangle's vertices
2008
+
2009
+ const i = primIndex; // Indicates the first triangle index in the indices array
2010
+
2011
+ const indices = geometry.indices; // Indices into geometry arrays, not into shared VertexBufs
2012
+ const positions = geometry.positions;
2013
+
2014
+ let ia3;
2015
+ let ib3;
2016
+ let ic3;
2017
+
2018
+ if (indices) {
2019
+
2020
+ var ia = indices[i + 0];
2021
+ var ib = indices[i + 1];
2022
+ var ic = indices[i + 2];
2023
+
2024
+ triangleVertices[0] = ia;
2025
+ triangleVertices[1] = ib;
2026
+ triangleVertices[2] = ic;
2027
+
2028
+ pickResult.indices = triangleVertices;
2029
+
2030
+ ia3 = ia * 3;
2031
+ ib3 = ib * 3;
2032
+ ic3 = ic * 3;
2033
+
2034
+ } else {
2035
+
2036
+ ia3 = i * 3;
2037
+ ib3 = ia3 + 3;
2038
+ ic3 = ib3 + 3;
2039
+ }
2040
+
2041
+ positionA[0] = positions[ia3 + 0];
2042
+ positionA[1] = positions[ia3 + 1];
2043
+ positionA[2] = positions[ia3 + 2];
2044
+
2045
+ positionB[0] = positions[ib3 + 0];
2046
+ positionB[1] = positions[ib3 + 1];
2047
+ positionB[2] = positions[ib3 + 2];
2048
+
2049
+ positionC[0] = positions[ic3 + 0];
2050
+ positionC[1] = positions[ic3 + 1];
2051
+ positionC[2] = positions[ic3 + 2];
2052
+
2053
+ if (geometry.compressGeometry) {
2054
+
2055
+ // Decompress vertex positions
2056
+
2057
+ const positionsDecodeMatrix = geometry.positionsDecodeMatrix;
2058
+ if (positionsDecodeMatrix) {
2059
+ geometryCompressionUtils.decompressPosition(positionA, positionsDecodeMatrix, positionA);
2060
+ geometryCompressionUtils.decompressPosition(positionB, positionsDecodeMatrix, positionB);
2061
+ geometryCompressionUtils.decompressPosition(positionC, positionsDecodeMatrix, positionC);
2062
+ }
2063
+ }
2064
+
2065
+ // Attempt to ray-pick the triangle in local space
2066
+
2067
+ if (pickResult.canvasPos) {
2068
+ math.canvasPosToLocalRay(canvas.canvas, mesh.origin ? createRTCViewMat(pickViewMatrix, mesh.origin) : pickViewMatrix, pickProjMatrix, mesh.worldMatrix, pickResult.canvasPos, localRayOrigin, localRayDir);
2069
+
2070
+ } else if (pickResult.origin && pickResult.direction) {
2071
+ math.worldRayToLocalRay(mesh.worldMatrix, pickResult.origin, pickResult.direction, localRayOrigin, localRayDir);
2072
+ }
2073
+
2074
+ math.normalizeVec3(localRayDir);
2075
+ math.rayPlaneIntersect(localRayOrigin, localRayDir, positionA, positionB, positionC, position);
2076
+
2077
+ // Get Local-space cartesian coordinates of the ray-triangle intersection
2078
+
2079
+ pickResult.localPos = position;
2080
+ pickResult.position = position;
2081
+
2082
+ // Get interpolated World-space coordinates
2083
+
2084
+ // Need to transform homogeneous coords
2085
+
2086
+ tempVec4a[0] = position[0];
2087
+ tempVec4a[1] = position[1];
2088
+ tempVec4a[2] = position[2];
2089
+ tempVec4a[3] = 1;
2090
+
2091
+ // Get World-space cartesian coordinates of the ray-triangle intersection
2092
+
2093
+ math.transformVec4(mesh.worldMatrix, tempVec4a, tempVec4b);
2094
+
2095
+ worldPos[0] = tempVec4b[0];
2096
+ worldPos[1] = tempVec4b[1];
2097
+ worldPos[2] = tempVec4b[2];
2098
+
2099
+ if (pickResult.canvasPos && mesh.origin) {
2100
+ worldPos[0] += mesh.origin[0];
2101
+ worldPos[1] += mesh.origin[1];
2102
+ worldPos[2] += mesh.origin[2];
2103
+ }
2104
+
2105
+ pickResult.worldPos = worldPos;
2106
+
2107
+ // Get View-space cartesian coordinates of the ray-triangle intersection
2108
+
2109
+ math.transformVec4(camera.matrix, tempVec4b, tempVec4c);
2110
+
2111
+ viewPos[0] = tempVec4c[0];
2112
+ viewPos[1] = tempVec4c[1];
2113
+ viewPos[2] = tempVec4c[2];
2114
+
2115
+ pickResult.viewPos = viewPos;
2116
+
2117
+ // Get barycentric coordinates of the ray-triangle intersection
2118
+
2119
+ math.cartesianToBarycentric(position, positionA, positionB, positionC, bary);
2120
+
2121
+ pickResult.bary = bary;
2122
+
2123
+ // Get interpolated normal vector
2124
+
2125
+ const normals = geometry.normals;
2126
+
2127
+ if (normals) {
2128
+
2129
+ if (geometry.compressGeometry) {
2130
+
2131
+ // Decompress vertex normals
2132
+
2133
+ const ia2 = ia * 3;
2134
+ const ib2 = ib * 3;
2135
+ const ic2 = ic * 3;
2136
+
2137
+ geometryCompressionUtils.decompressNormal(normals.subarray(ia2, ia2 + 2), normalA);
2138
+ geometryCompressionUtils.decompressNormal(normals.subarray(ib2, ib2 + 2), normalB);
2139
+ geometryCompressionUtils.decompressNormal(normals.subarray(ic2, ic2 + 2), normalC);
2140
+
2141
+ } else {
2142
+
2143
+ normalA[0] = normals[ia3];
2144
+ normalA[1] = normals[ia3 + 1];
2145
+ normalA[2] = normals[ia3 + 2];
2146
+
2147
+ normalB[0] = normals[ib3];
2148
+ normalB[1] = normals[ib3 + 1];
2149
+ normalB[2] = normals[ib3 + 2];
2150
+
2151
+ normalC[0] = normals[ic3];
2152
+ normalC[1] = normals[ic3 + 1];
2153
+ normalC[2] = normals[ic3 + 2];
2154
+ }
2155
+
2156
+ const normal = math.addVec3(math.addVec3(
2157
+ math.mulVec3Scalar(normalA, bary[0], tempVec3),
2158
+ math.mulVec3Scalar(normalB, bary[1], tempVec3b), tempVec3c),
2159
+ math.mulVec3Scalar(normalC, bary[2], tempVec3d), tempVec3e);
2160
+
2161
+ pickResult.worldNormal = math.normalizeVec3(math.transformVec3(mesh.worldNormalMatrix, normal, tempVec3f));
2162
+ }
2163
+
2164
+ // Get interpolated UV coordinates
2165
+
2166
+ const uvs = geometry.uv;
2167
+
2168
+ if (uvs) {
2169
+
2170
+ uva[0] = uvs[(ia * 2)];
2171
+ uva[1] = uvs[(ia * 2) + 1];
2172
+
2173
+ uvb[0] = uvs[(ib * 2)];
2174
+ uvb[1] = uvs[(ib * 2) + 1];
2175
+
2176
+ uvc[0] = uvs[(ic * 2)];
2177
+ uvc[1] = uvs[(ic * 2) + 1];
2178
+
2179
+ if (geometry.compressGeometry) {
2180
+
2181
+ // Decompress vertex UVs
2182
+
2183
+ const uvDecodeMatrix = geometry.uvDecodeMatrix;
2184
+ if (uvDecodeMatrix) {
2185
+ geometryCompressionUtils.decompressUV(uva, uvDecodeMatrix, uva);
2186
+ geometryCompressionUtils.decompressUV(uvb, uvDecodeMatrix, uvb);
2187
+ geometryCompressionUtils.decompressUV(uvc, uvDecodeMatrix, uvc);
2188
+ }
2189
+ }
2190
+
2191
+ pickResult.uv = math.addVec3(
2192
+ math.addVec3(
2193
+ math.mulVec2Scalar(uva, bary[0], tempVec3g),
2194
+ math.mulVec2Scalar(uvb, bary[1], tempVec3h), tempVec3i),
2195
+ math.mulVec2Scalar(uvc, bary[2], tempVec3j), tempVec3k);
2196
+ }
2197
+ }
2198
+ }
2199
+ }
2200
+ })();
2201
+
2202
+ export {Mesh};