@awayjs/scene
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AwayJS scene classes
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text/typescript
import { IMaterial, ElementsType, LineElements, ElementsBase, TriangleElements } from '@awayjs/renderer';
import { PrimitivePrefabBase } from '../prefabs/PrimitivePrefabBase';
/**
* A Cylinder primitive sprite.
*/
export class PrimitiveCylinderPrefab extends PrimitivePrefabBase {
public _pBottomRadius: number;
public _pSegmentsW: number;
public _pSegmentsH: number;
private _topRadius: number;
private _height: number;
private _topClosed: boolean;
private _bottomClosed: boolean;
private _surfaceClosed: boolean;
private _yUp: boolean;
private _numVertices: number = 0;
/**
* The radius of the top end of the cylinder.
*/
public get topRadius(): number {
return this._topRadius;
}
public set topRadius(value: number) {
this._topRadius = value;
this._pInvalidatePrimitive();
}
/**
* The radius of the bottom end of the cylinder.
*/
public get bottomRadius(): number {
return this._pBottomRadius;
}
public set bottomRadius(value: number) {
this._pBottomRadius = value;
this._pInvalidatePrimitive();
}
/**
* The radius of the top end of the cylinder.
*/
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 cylinder. Defaults to 16.
*/
public get segmentsW(): number {
return this._pSegmentsW;
}
public set segmentsW(value: number) {
this.setSegmentsW(value);
}
public setSegmentsW(value: number): void {
this._pSegmentsW = value;
this._pInvalidatePrimitive();
this._pInvalidateUVs();
}
/**
* Defines the number of vertical segments that make up the cylinder. Defaults to 1.
*/
public get segmentsH(): number {
return this._pSegmentsH;
}
public set segmentsH(value: number) {
this.setSegmentsH(value);
}
public setSegmentsH(value: number): void {
this._pSegmentsH = value;
this._pInvalidatePrimitive();
this._pInvalidateUVs();
}
/**
* Defines whether the top end of the cylinder is closed (true) or open.
*/
public get topClosed(): boolean {
return this._topClosed;
}
public set topClosed(value: boolean) {
this._topClosed = value;
this._pInvalidatePrimitive();
}
/**
* Defines whether the bottom end of the cylinder is closed (true) or open.
*/
public get bottomClosed(): boolean {
return this._bottomClosed;
}
public set bottomClosed(value: boolean) {
this._bottomClosed = value;
this._pInvalidatePrimitive();
}
/**
* Defines whether the cylinder 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 Cylinder object.
* @param topRadius The radius of the top end of the cylinder.
* @param bottomRadius The radius of the bottom end of the cylinder
* @param height The radius of the bottom end of the cylinder
* @param segmentsW Defines the number of horizontal segments that make up the cylinder. Defaults to 16.
* @param segmentsH Defines the number of vertical segments that make up the cylinder. Defaults to 1.
* @param topClosed Defines whether the top end of the cylinder is closed (true) or open.
* @param bottomClosed Defines whether the bottom end of the cylinder is closed (true) or open.
* @param yUp Defines whether the cone poles should lay on the Y-axis (true) or on the Z-axis (false).
*/
constructor(material: IMaterial = null, elementsType: string = 'triangle',
topRadius: number = 50, bottomRadius: number = 50, height: number = 100,
segmentsW: number = 16, segmentsH: number = 1,
topClosed: boolean = true, bottomClosed: boolean = true,
surfaceClosed: boolean = true, yUp: boolean = true) {
super(material, elementsType);
this._topRadius = topRadius;
this._pBottomRadius = bottomRadius;
this._height = height;
this._pSegmentsW = segmentsW;
this._pSegmentsH = segmentsH;
this._topClosed = topClosed;
this._bottomClosed = bottomClosed;
this._surfaceClosed = surfaceClosed;
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 x: number;
let y: number;
let z: number;
let vidx: number;
let fidx: number;
let radius: number;
let revolutionAngle: number;
let dr: number;
let latNormElev: number;
let latNormBase: number;
let numIndices: number = 0;
let comp1: number;
let comp2: number;
let startIndex: number = 0;
let nextVertexIndex: number = 0;
let centerVertexIndex: number = 0;
let t1: number;
let t2: number;
// reset utility variables
this._numVertices = 0;
// evaluate revolution steps
const revolutionAngleDelta: number = 2 * Math.PI / this._pSegmentsW;
if (elementsType == ElementsType.TRIANGLE) {
const triangleGraphics: TriangleElements = <TriangleElements> target;
// evaluate target number of vertices, triangles and indices
if (this._surfaceClosed) {
this._numVertices += (this._pSegmentsH + 1) * (this._pSegmentsW + 1);
// segmentsH + 1 because of closure, segmentsW + 1 because of UV unwrapping
numIndices += this._pSegmentsH * this._pSegmentsW * 6;
// each level has segmentW quads, each of 2 triangles
}
if (this._topClosed) {
this._numVertices += 2 * (this._pSegmentsW + 1); // segmentsW + 1 because of unwrapping
numIndices += this._pSegmentsW * 3; // one triangle for each segment
}
if (this._bottomClosed) {
this._numVertices += 2 * (this._pSegmentsW + 1);
numIndices += this._pSegmentsW * 3;
}
// 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);*/
triangleGraphics.positions.invalidate();
triangleGraphics.normals.invalidate();
triangleGraphics.tangents.invalidate();
triangleGraphics.indices.invalidate();
} 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;
vidx = 0;
fidx = 0;
// top
if (this._topClosed && this._topRadius > 0) {
z = -0.5 * this._height;
// central vertex
if (this._yUp) {
t1 = 1;
t2 = 0;
comp1 = -z;
comp2 = 0;
} else {
t1 = 0;
t2 = -1;
comp1 = 0;
comp2 = z;
}
positions[vidx] = 0;
positions[vidx + 1] = comp1;
positions[vidx + 2] = comp2;
normals[vidx] = 0;
normals[vidx + 1] = t1;
normals[vidx + 2] = t2;
tangents[vidx] = 1;
tangents[vidx + 1] = 0;
tangents[vidx + 2] = 0;
vidx += stride;
nextVertexIndex++;
for (i = 0; i <= this._pSegmentsW; ++i) {
// revolution vertex
revolutionAngle = i * revolutionAngleDelta;
x = this._topRadius * Math.cos(revolutionAngle);
y = this._topRadius * Math.sin(revolutionAngle);
if (this._yUp) {
comp1 = -z;
comp2 = y;
} else {
comp1 = y;
comp2 = z;
}
if (i == this._pSegmentsW) {
positions[vidx] = positions[startIndex + stride];
positions[vidx + 1] = positions[startIndex + stride + 1];
positions[vidx + 2] = positions[startIndex + stride + 2];
} else {
positions[vidx] = x;
positions[vidx + 1] = comp1;
positions[vidx + 2] = comp2;
}
normals[vidx] = 0;
normals[vidx + 1] = t1;
normals[vidx + 2] = t2;
tangents[vidx] = 1;
tangents[vidx + 1] = 0;
tangents[vidx + 2] = 0;
vidx += stride;
if (i > 0) {
// add triangle
indices[fidx++] = nextVertexIndex - 1;
indices[fidx++] = centerVertexIndex;
indices[fidx++] = nextVertexIndex;
}
nextVertexIndex++;
}
}
// bottom
if (this._bottomClosed && this._pBottomRadius > 0) {
z = 0.5 * this._height;
startIndex = nextVertexIndex * stride;
centerVertexIndex = nextVertexIndex;
// central vertex
if (this._yUp) {
t1 = -1;
t2 = 0;
comp1 = -z;
comp2 = 0;
} else {
t1 = 0;
t2 = 1;
comp1 = 0;
comp2 = z;
}
if (i > 0) {
positions[vidx] = 0;
positions[vidx + 1] = comp1;
positions[vidx + 2] = comp2;
normals[vidx] = 0;
normals[vidx + 1] = t1;
normals[vidx + 2] = t2;
tangents[vidx] = 1;
tangents[vidx + 1] = 0;
tangents[vidx + 2] = 0;
vidx += stride;
}
nextVertexIndex++;
for (i = 0; i <= this._pSegmentsW; ++i) {
// revolution vertex
revolutionAngle = i * revolutionAngleDelta;
x = this._pBottomRadius * Math.cos(revolutionAngle);
y = this._pBottomRadius * Math.sin(revolutionAngle);
if (this._yUp) {
comp1 = -z;
comp2 = y;
} else {
comp1 = y;
comp2 = z;
}
if (i == this._pSegmentsW) {
positions[vidx] = positions[startIndex + stride];
positions[vidx + 1] = positions[startIndex + stride + 1];
positions[vidx + 2] = positions[startIndex + stride + 2];
} else {
positions[vidx] = x;
positions[vidx + 1] = comp1;
positions[vidx + 2] = comp2;
}
normals[vidx] = 0;
normals[vidx + 1] = t1;
normals[vidx + 2] = t2;
tangents[vidx] = 1;
tangents[vidx + 1] = 0;
tangents[vidx + 2] = 0;
vidx += stride;
if (i > 0) {
// add triangle
indices[fidx++] = nextVertexIndex - 1;
indices[fidx++] = nextVertexIndex;
indices[fidx++] = centerVertexIndex;
}
nextVertexIndex++;
}
}
// The normals on the lateral surface all have the same incline, i.e.
// the "elevation" component (Y or Z depending on yUp) is constant.
// Same principle goes for the "base" of these vectors, which will be
// calculated such that a vector [base,elev] will be a unit vector.
dr = (this._pBottomRadius - this._topRadius);
latNormElev = dr / this._height;
latNormBase = (latNormElev == 0) ? 1 : this._height / dr;
// lateral surface
if (this._surfaceClosed) {
let a: number;
let b: number;
let c: number;
let d: number;
let na0: number, na1: number, naComp1: number, naComp2: number;
for (j = 0; j <= this._pSegmentsH; ++j) {
radius = this._topRadius - ((j / this._pSegmentsH) * (this._topRadius - this._pBottomRadius));
z = -(this._height / 2) + (j / this._pSegmentsH * this._height);
startIndex = nextVertexIndex * stride;
for (i = 0; i <= this._pSegmentsW; ++i) {
// revolution vertex
revolutionAngle = i * revolutionAngleDelta;
x = radius * Math.cos(revolutionAngle);
y = radius * Math.sin(revolutionAngle);
na0 = latNormBase * Math.cos(revolutionAngle);
na1 = latNormBase * Math.sin(revolutionAngle);
if (this._yUp) {
t1 = 0;
t2 = -na0;
comp1 = -z;
comp2 = y;
naComp1 = latNormElev;
naComp2 = na1;
} else {
t1 = -na0;
t2 = 0;
comp1 = y;
comp2 = z;
naComp1 = na1;
naComp2 = latNormElev;
}
if (i == this._pSegmentsW) {
positions[vidx] = positions[startIndex];
positions[vidx + 1] = positions[startIndex + 1];
positions[vidx + 2] = positions[startIndex + 2];
normals[vidx] = na0;
normals[vidx + 1] = latNormElev;
normals[vidx + 2] = na1;
tangents[vidx] = na1;
tangents[vidx + 1] = t1;
tangents[vidx + 2] = t2;
} else {
positions[vidx] = x;
positions[vidx + 1] = comp1;
positions[vidx + 2] = comp2;
normals[vidx] = na0;
normals[vidx + 1] = naComp1;
normals[vidx + 2] = naComp2;
tangents[vidx] = -na1;
tangents[vidx + 1] = t1;
tangents[vidx + 2] = t2;
}
vidx += stride;
// close triangle
if (i > 0 && j > 0) {
a = nextVertexIndex; // current
b = nextVertexIndex - 1; // previous
c = b - this._pSegmentsW - 1; // previous of last level
d = a - this._pSegmentsW - 1; // current of last level
indices[fidx++] = a;
indices[fidx++] = b;
indices[fidx++] = c;
indices[fidx++] = a;
indices[fidx++] = c;
indices[fidx++] = d;
}
nextVertexIndex++;
}
}
}
} else if (elementsType == ElementsType.LINE) {
const lineGraphics: LineElements = <LineElements> target;
const numSegments: number = this._pSegmentsH * this._pSegmentsW * 2 + this._pSegmentsW;
positions = new Float32Array(numSegments * 6);
const thickness: Float32Array = new Float32Array(numSegments);
vidx = 0;
fidx = 0;
for (j = 0; j <= this._pSegmentsH; ++j) {
radius = this._topRadius - ((j / this._pSegmentsH) * (this._topRadius - this._pBottomRadius));
z = -(this._height / 2) + (j / this._pSegmentsH * this._height);
for (i = 0; i <= this._pSegmentsW; ++i) {
// revolution vertex
revolutionAngle = i * revolutionAngleDelta;
x = radius * Math.cos(revolutionAngle);
y = radius * Math.sin(revolutionAngle);
if (this._yUp) {
comp1 = -z;
comp2 = y;
} else {
comp1 = y;
comp2 = z;
}
if (i > 0) {
//horizonal lines
positions[vidx++] = x;
positions[vidx++] = comp1;
positions[vidx++] = comp2;
thickness[fidx++] = 1;
//vertical lines
if (j > 0) {
const addx: number =
(j == 1) ? 3 - (6 * (this._pSegmentsW - i) + 12 * i) : 3 - this._pSegmentsW * 12;
positions[vidx] = positions[vidx++ + addx];
positions[vidx] = positions[vidx++ + addx];
positions[vidx] = positions[vidx++ + addx];
positions[vidx++] = x;
positions[vidx++] = comp1;
positions[vidx++] = comp2;
thickness[fidx++] = 1;
}
}
//horizonal lines
if (i < this._pSegmentsW) {
positions[vidx++] = x;
positions[vidx++] = comp1;
positions[vidx++] = comp2;
}
}
}
// build real data from raw data
lineGraphics.setPositions(positions);
lineGraphics.setThickness(thickness);
}
}
/**
* @inheritDoc
*/
public _pBuildUVs(target: ElementsBase, elementsType: string): void {
let i: number;
let j: number;
let x: number;
let y: number;
let revolutionAngle: 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;
// evaluate revolution steps
const revolutionAngleDelta: number = 2 * Math.PI / this._pSegmentsW;
// current uv component index
let index: number = 0;
// top
if (this._topClosed) {
uvs[index] = 0.5 * this._scaleU; // central vertex
uvs[index + 1] = 0.5 * this._scaleV;
index += stride;
for (i = 0; i <= this._pSegmentsW; ++i) {
revolutionAngle = i * revolutionAngleDelta;
x = 0.5 + 0.5 * -Math.cos(revolutionAngle);
y = 0.5 + 0.5 * Math.sin(revolutionAngle);
uvs[index] = x * this._scaleU; // revolution vertex
uvs[index + 1] = y * this._scaleV;
index += stride;
}
}
// bottom
if (this._bottomClosed) {
uvs[index] = 0.5 * this._scaleU; // central vertex
uvs[index + 1] = 0.5 * this._scaleV;
index += stride;
for (i = 0; i <= this._pSegmentsW; ++i) {
revolutionAngle = i * revolutionAngleDelta;
x = 0.5 + 0.5 * Math.cos(revolutionAngle);
y = 0.5 + 0.5 * Math.sin(revolutionAngle);
uvs[index] = x * this._scaleU; // revolution vertex
uvs[index + 1] = y * this._scaleV;
index += stride;
}
}
// lateral surface
if (this._surfaceClosed) {
for (j = 0; j <= this._pSegmentsH; ++j) {
for (i = 0; i <= this._pSegmentsW; ++i) {
// revolution vertex
uvs[index] = (i / this._pSegmentsW) * this._scaleU;
uvs[index + 1] = (j / this._pSegmentsH) * this._scaleV;
index += stride;
}
}
}
} else if (elementsType == ElementsType.LINE) {
//nothing to do here
}
}
}