UNPKG

playcanvas

Version:

PlayCanvas WebGL game engine

78 lines (75 loc) 2.61 kB
import { Vec3 } from '../../core/math/vec3.js'; import { Quat } from '../../core/math/quat.js'; import { Mat4 } from '../../core/math/mat4.js'; import { Tri } from '../../core/shape/tri.js'; import { Geometry } from '../../scene/geometry/geometry.js'; const tmpV1 = new Vec3(); const tmpV2 = new Vec3(); const tmpV3 = new Vec3(); /** * The class for holding triangle data. * * @ignore */ class TriData { /** * @param {Geometry} geometry - The geometry to create the triangle data from. * @param {number} [priority] - The priority of the triangle data. */ constructor(geometry, priority = 0){ /** * The priority of the triangle data (Used for intersection ordering): * - priority = 0 - no priority * - priority > 0 - higher value represents a higher priority * defaults to 0. * * @type {number} */ this._priority = 0; /** * The transform of the triangles. * * @type {Mat4} */ this._transform = new Mat4(); /** * The array of triangles for the geometry. * * @type {Tri[]} */ this.tris = []; this.fromGeometry(geometry); this._priority = priority; } get transform() { return this._transform; } get priority() { return this._priority; } /** * Sets the transform of the triangle data. * * @param {Vec3} [pos] - The position of the transform. * @param {Quat} [rot] - The rotation of the transform. * @param {Vec3} [scale] - The scale of the transform. */ setTransform(pos = new Vec3(), rot = new Quat(), scale = new Vec3()) { this.transform.setTRS(pos, rot, scale); } /** * @param {Geometry} geometry - The geometry to create the triangle data from. */ fromGeometry(geometry) { if (!geometry || !(geometry instanceof Geometry)) { throw new Error('No geometry provided.'); } const positions = geometry.positions ?? []; const indices = geometry.indices ?? []; this.tris = []; for(let k = 0; k < indices.length; k += 3){ const i1 = indices[k]; const i2 = indices[k + 1]; const i3 = indices[k + 2]; tmpV1.set(positions[i1 * 3], positions[i1 * 3 + 1], positions[i1 * 3 + 2]); tmpV2.set(positions[i2 * 3], positions[i2 * 3 + 1], positions[i2 * 3 + 2]); tmpV3.set(positions[i3 * 3], positions[i3 * 3 + 1], positions[i3 * 3 + 2]); const tri = new Tri(tmpV1, tmpV2, tmpV3); this.tris.push(tri); } } } export { TriData };