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@awayjs/scene

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import { IMaterial, ElementsType, ElementsBase, TriangleElements } from '@awayjs/renderer'; import { PrimitivePrefabBase } from '../prefabs/PrimitivePrefabBase'; /** * A Capsule primitive sprite. */ export class PrimitiveCapsulePrefab extends PrimitivePrefabBase { private _radius: number; private _height: number; private _segmentsW: number; private _segmentsH: number; private _yUp: boolean; private _numVertices: number = 0; /** * The radius of the capsule. */ public get radius(): number { return this._radius; } public set radius(value: number) { this._radius = value; this._pInvalidatePrimitive(); } /** * The height of the capsule. */ public get height(): number { return this._height; } public set height(value: number) { this._height = value; this._pInvalidatePrimitive(); } /** * Defines the number of horizontal segments that make up the capsule. Defaults to 16. */ public get segmentsW(): number { return this._segmentsW; } public set segmentsW(value: number) { this._segmentsW = value; this._pInvalidatePrimitive(); this._pInvalidateUVs(); } /** * Defines the number of vertical segments that make up the capsule. Defaults to 15. Must be uneven. */ public get segmentsH(): number { return this._segmentsH; } public set segmentsH(value: number) { this._segmentsH = (value % 2 == 0) ? value + 1 : value; this._pInvalidatePrimitive(); this._pInvalidateUVs(); } /** * Defines whether the capsule poles should lay on the Y-axis (true) or on the Z-axis (false). */ public get yUp(): boolean { return this._yUp; } public set yUp(value: boolean) { this._yUp = value; this._pInvalidatePrimitive(); } /** * Creates a new Capsule object. * @param radius The radius of the capsule. * @param height The height of the capsule. * @param segmentsW Defines the number of horizontal segments that make up the capsule. Defaults to 16. * @param segmentsH Defines the number of vertical segments that make up the capsule. * Defaults to 15. Must be uneven value. * @param yUp Defines whether the capsule poles should lay on the Y-axis (true) or on the Z-axis (false). */ constructor(material: IMaterial = null, elementsType: string = 'triangle', radius: number = 50, height: number = 100, segmentsW: number = 16, segmentsH: number = 15, yUp: boolean = true) { super(material, elementsType); this._radius = radius; this._height = height; this._segmentsW = segmentsW; this._segmentsH = (segmentsH % 2 == 0) ? segmentsH + 1 : segmentsH; this._yUp = yUp; } /** * @inheritDoc */ public _pBuildGraphics(target: ElementsBase, elementsType: string): void { let indices: Uint16Array; let positions: ArrayBufferView; let normals: Float32Array; let tangents: Float32Array; let stride: number; let i: number; let j: number; let triIndex: number = 0; let index: number = 0; let startIndex: number; let comp1: number, comp2: number, t1: number, t2: number; let numIndices: number = 0; if (elementsType == ElementsType.TRIANGLE) { const triangleGraphics: TriangleElements = <TriangleElements> target; // evaluate target number of vertices, triangles and indices this._numVertices = (this._segmentsH + 1) * (this._segmentsW + 1); // segmentsH + 1 because of closure, segmentsW + 1 because of closure numIndices = (this._segmentsH - 1) * this._segmentsW * 6; // each level has segmentH quads, each of 2 triangles // need to initialize raw arrays or can be reused? if (this._numVertices == triangleGraphics.numVertices) { triangleGraphics.invalidateIndices(); triangleGraphics.invalidateVertices(triangleGraphics.positions); triangleGraphics.invalidateVertices(triangleGraphics.normals); triangleGraphics.invalidateVertices(triangleGraphics.tangents); } else { triangleGraphics.setIndices(new Uint16Array(numIndices)); triangleGraphics.setPositions(new Float32Array(this._numVertices * 3)); triangleGraphics.setNormals(new Float32Array(this._numVertices * 3)); triangleGraphics.setTangents(new Float32Array(this._numVertices * 3)); this._pInvalidateUVs(); } indices = triangleGraphics.indices.get(triangleGraphics.numElements); positions = triangleGraphics.positions.get(this._numVertices); normals = triangleGraphics.normals.get(this._numVertices); tangents = triangleGraphics.tangents.get(this._numVertices); stride = triangleGraphics.concatenatedBuffer.stride / 4; for (j = 0; j <= this._segmentsH; ++j) { const horangle: number = Math.PI * j / this._segmentsH; const z: number = -this._radius * Math.cos(horangle); const ringradius: number = this._radius * Math.sin(horangle); startIndex = index; for (i = 0; i <= this._segmentsW; ++i) { const verangle: number = 2 * Math.PI * i / this._segmentsW; const x: number = ringradius * Math.cos(verangle); const offset: number = j > this._segmentsH / 2 ? this._height / 2 : -this._height / 2; const y: number = ringradius * Math.sin(verangle); const normLen: number = 1 / Math.sqrt(x * x + y * y + z * z); const tanLen: number = Math.sqrt(y * y + x * x); if (this._yUp) { t1 = 0; t2 = tanLen > .007 ? x / tanLen : 0; comp1 = -z; comp2 = y; } else { t1 = tanLen > .007 ? x / tanLen : 0; t2 = 0; comp1 = y; comp2 = z; } if (i == this._segmentsW) { positions[index] = positions[startIndex]; positions[index + 1] = positions[startIndex + 1]; positions[index + 2] = positions[startIndex + 2]; normals[index] = (normals[startIndex] + (x * normLen)) * .5; normals[index + 1] = (normals[startIndex + 1] + (comp1 * normLen)) * .5; normals[index + 2] = (normals[startIndex + 2] + (comp2 * normLen)) * .5; tangents[index] = (tangents[startIndex] + (tanLen > .007 ? -y / tanLen : 1)) * .5; tangents[index + 1] = (tangents[startIndex + 1] + t1) * .5; tangents[index + 2] = (tangents[startIndex + 2] + t2) * .5; } else { // vertex positions[index] = x; positions[index + 1] = (this._yUp) ? comp1 - offset : comp1; positions[index + 2] = (this._yUp) ? comp2 : comp2 + offset; // normal normals[index] = x * normLen; normals[index + 1] = comp1 * normLen; normals[index + 2] = comp2 * normLen; // tangent tangents[index] = tanLen > .007 ? -y / tanLen : 1; tangents[index + 1] = t1; tangents[index + 2] = t2; } if (i > 0 && j > 0) { const a: number = (this._segmentsW + 1) * j + i; const b: number = (this._segmentsW + 1) * j + i - 1; const c: number = (this._segmentsW + 1) * (j - 1) + i - 1; const d: number = (this._segmentsW + 1) * (j - 1) + i; if (j == this._segmentsH) { positions[index] = positions[startIndex]; positions[index + 1] = positions[startIndex + 1]; positions[index + 2] = positions[startIndex + 2]; indices[triIndex++] = a; indices[triIndex++] = c; indices[triIndex++] = d; } else if (j == 1) { indices[triIndex++] = a; indices[triIndex++] = b; indices[triIndex++] = c; } else { indices[triIndex++] = a; indices[triIndex++] = b; indices[triIndex++] = c; indices[triIndex++] = a; indices[triIndex++] = c; indices[triIndex++] = d; } } index += stride; } } } else if (elementsType == ElementsType.LINE) { //TODO } } /** * @inheritDoc */ public _pBuildUVs(target: ElementsBase, elementsType: string): void { let i: number, j: number; let uvs: ArrayBufferView; let stride: number; if (elementsType == ElementsType.TRIANGLE) { const triangleGraphics: TriangleElements = <TriangleElements> target; // need to initialize raw array or can be reused? if (triangleGraphics.uvs && this._numVertices == triangleGraphics.numVertices) { triangleGraphics.invalidateVertices(triangleGraphics.uvs); } else { triangleGraphics.setUVs(new Float32Array(this._numVertices * 2)); } uvs = triangleGraphics.uvs.get(this._numVertices); stride = triangleGraphics.uvs.stride; // current uv component index let index: number = 0; // surface for (j = 0; j <= this._segmentsH; ++j) { for (i = 0; i <= this._segmentsW; ++i) { // revolution vertex uvs[index] = (i / this._segmentsW) * this._scaleU; uvs[index + 1] = (j / this._segmentsH) * this._scaleV; index += stride; } } } else if (elementsType == ElementsType.LINE) { //nothing to do here } } }