playcanvas
Version:
PlayCanvas WebGL game engine
78 lines (75 loc) • 2.61 kB
JavaScript
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 };