awayjs-display
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AwayJS displaylist classes
577 lines • 24 kB
JavaScript
"use strict";
var __extends = (this && this.__extends) || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
};
var ElementsType_1 = require("../graphics/ElementsType");
var PrimitivePrefabBase_1 = require("../prefabs/PrimitivePrefabBase");
/**
* A Cylinder primitive sprite.
*/
var PrimitiveCylinderPrefab = (function (_super) {
__extends(PrimitiveCylinderPrefab, _super);
/**
* 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).
*/
function PrimitiveCylinderPrefab(material, elementsType, topRadius, bottomRadius, height, segmentsW, segmentsH, topClosed, bottomClosed, surfaceClosed, yUp) {
if (material === void 0) { material = null; }
if (elementsType === void 0) { elementsType = "triangle"; }
if (topRadius === void 0) { topRadius = 50; }
if (bottomRadius === void 0) { bottomRadius = 50; }
if (height === void 0) { height = 100; }
if (segmentsW === void 0) { segmentsW = 16; }
if (segmentsH === void 0) { segmentsH = 1; }
if (topClosed === void 0) { topClosed = true; }
if (bottomClosed === void 0) { bottomClosed = true; }
if (surfaceClosed === void 0) { surfaceClosed = true; }
if (yUp === void 0) { yUp = true; }
_super.call(this, material, elementsType);
this._numVertices = 0;
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;
}
Object.defineProperty(PrimitiveCylinderPrefab.prototype, "topRadius", {
/**
* The radius of the top end of the cylinder.
*/
get: function () {
return this._topRadius;
},
set: function (value) {
this._topRadius = value;
this._pInvalidatePrimitive();
},
enumerable: true,
configurable: true
});
Object.defineProperty(PrimitiveCylinderPrefab.prototype, "bottomRadius", {
/**
* The radius of the bottom end of the cylinder.
*/
get: function () {
return this._pBottomRadius;
},
set: function (value) {
this._pBottomRadius = value;
this._pInvalidatePrimitive();
},
enumerable: true,
configurable: true
});
Object.defineProperty(PrimitiveCylinderPrefab.prototype, "height", {
/**
* The radius of the top end of the cylinder.
*/
get: function () {
return this._height;
},
set: function (value) {
this._height = value;
this._pInvalidatePrimitive();
},
enumerable: true,
configurable: true
});
Object.defineProperty(PrimitiveCylinderPrefab.prototype, "segmentsW", {
/**
* Defines the number of horizontal segments that make up the cylinder. Defaults to 16.
*/
get: function () {
return this._pSegmentsW;
},
set: function (value) {
this.setSegmentsW(value);
},
enumerable: true,
configurable: true
});
PrimitiveCylinderPrefab.prototype.setSegmentsW = function (value) {
this._pSegmentsW = value;
this._pInvalidatePrimitive();
this._pInvalidateUVs();
};
Object.defineProperty(PrimitiveCylinderPrefab.prototype, "segmentsH", {
/**
* Defines the number of vertical segments that make up the cylinder. Defaults to 1.
*/
get: function () {
return this._pSegmentsH;
},
set: function (value) {
this.setSegmentsH(value);
},
enumerable: true,
configurable: true
});
PrimitiveCylinderPrefab.prototype.setSegmentsH = function (value) {
this._pSegmentsH = value;
this._pInvalidatePrimitive();
this._pInvalidateUVs();
};
Object.defineProperty(PrimitiveCylinderPrefab.prototype, "topClosed", {
/**
* Defines whether the top end of the cylinder is closed (true) or open.
*/
get: function () {
return this._topClosed;
},
set: function (value) {
this._topClosed = value;
this._pInvalidatePrimitive();
},
enumerable: true,
configurable: true
});
Object.defineProperty(PrimitiveCylinderPrefab.prototype, "bottomClosed", {
/**
* Defines whether the bottom end of the cylinder is closed (true) or open.
*/
get: function () {
return this._bottomClosed;
},
set: function (value) {
this._bottomClosed = value;
this._pInvalidatePrimitive();
},
enumerable: true,
configurable: true
});
Object.defineProperty(PrimitiveCylinderPrefab.prototype, "yUp", {
/**
* Defines whether the cylinder poles should lay on the Y-axis (true) or on the Z-axis (false).
*/
get: function () {
return this._yUp;
},
set: function (value) {
this._yUp = value;
this._pInvalidatePrimitive();
},
enumerable: true,
configurable: true
});
/**
* @inheritDoc
*/
PrimitiveCylinderPrefab.prototype._pBuildGraphics = function (target, elementsType) {
var indices;
var positions;
var normals;
var tangents;
var i;
var j;
var x;
var y;
var z;
var vidx;
var fidx;
var radius;
var revolutionAngle;
var dr;
var latNormElev;
var latNormBase;
var numIndices = 0;
var comp1;
var comp2;
var startIndex = 0;
var nextVertexIndex = 0;
var centerVertexIndex = 0;
var t1;
var t2;
// reset utility variables
this._numVertices = 0;
// evaluate revolution steps
var revolutionAngleDelta = 2 * Math.PI / this._pSegmentsW;
if (elementsType == ElementsType_1.default.TRIANGLE) {
var triangleGraphics = 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) {
indices = triangleGraphics.indices.get(triangleGraphics.numElements);
positions = triangleGraphics.positions.get(this._numVertices);
normals = triangleGraphics.normals.get(this._numVertices);
tangents = triangleGraphics.tangents.get(this._numVertices);
}
else {
indices = new Uint16Array(numIndices);
positions = new Float32Array(this._numVertices * 3);
normals = new Float32Array(this._numVertices * 3);
tangents = new Float32Array(this._numVertices * 3);
this._pInvalidateUVs();
}
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 += 3;
nextVertexIndex += 1;
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 + 3];
positions[vidx + 1] = positions[startIndex + 4];
positions[vidx + 2] = positions[startIndex + 5];
}
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 += 3;
if (i > 0) {
// add triangle
indices[fidx++] = nextVertexIndex - 1;
indices[fidx++] = centerVertexIndex;
indices[fidx++] = nextVertexIndex;
}
nextVertexIndex += 1;
}
}
// bottom
if (this._bottomClosed && this._pBottomRadius > 0) {
z = 0.5 * this._height;
startIndex = nextVertexIndex * 3;
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 += 3;
}
nextVertexIndex += 1;
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 + 3];
positions[vidx + 1] = positions[startIndex + 4];
positions[vidx + 2] = positions[startIndex + 5];
}
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 += 3;
if (i > 0) {
// add triangle
indices[fidx++] = nextVertexIndex - 1;
indices[fidx++] = nextVertexIndex;
indices[fidx++] = centerVertexIndex;
}
nextVertexIndex += 1;
}
}
// 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) {
var a;
var b;
var c;
var d;
var na0, na1, naComp1, naComp2;
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 * 3;
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 += 3;
// 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++;
}
}
}
// build real data from raw data
triangleGraphics.setIndices(indices);
triangleGraphics.setPositions(positions);
triangleGraphics.setNormals(normals);
triangleGraphics.setTangents(tangents);
}
else if (elementsType == ElementsType_1.default.LINE) {
var lineGraphics = target;
var numSegments = this._pSegmentsH * this._pSegmentsW * 2 + this._pSegmentsW;
positions = new Float32Array(numSegments * 6);
var thickness = new Float32Array(numSegments);
vidx = 0;
fidx = 0;
var _radius = 50;
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) {
var addx = (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
*/
PrimitiveCylinderPrefab.prototype._pBuildUVs = function (target, elementsType) {
var i;
var j;
var x;
var y;
var revolutionAngle;
var uvs;
if (elementsType == ElementsType_1.default.TRIANGLE) {
var triangleGraphics = target;
// need to initialize raw array or can be reused?
if (triangleGraphics.uvs && this._numVertices == triangleGraphics.numVertices) {
uvs = triangleGraphics.uvs.get(this._numVertices);
}
else {
uvs = new Float32Array(this._numVertices * 2);
}
// evaluate revolution steps
var revolutionAngleDelta = 2 * Math.PI / this._pSegmentsW;
// current uv component index
var index = 0;
// top
if (this._topClosed) {
uvs[index++] = 0.5 * this._scaleU; // central vertex
uvs[index++] = 0.5 * this._scaleV;
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++] = y * this._scaleV;
}
}
// bottom
if (this._bottomClosed) {
uvs[index++] = 0.5 * this._scaleU; // central vertex
uvs[index++] = 0.5 * this._scaleV;
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++] = y * this._scaleV;
}
}
// 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++] = (j / this._pSegmentsH) * this._scaleV;
}
}
}
// build real data from raw data
triangleGraphics.setUVs(uvs);
}
else if (elementsType == ElementsType_1.default.LINE) {
}
};
return PrimitiveCylinderPrefab;
}(PrimitivePrefabBase_1.default));
Object.defineProperty(exports, "__esModule", { value: true });
exports.default = PrimitiveCylinderPrefab;
//# sourceMappingURL=PrimitiveCylinderPrefab.js.map