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edgesRenderer.ts
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edgesRenderer.ts
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import { Nullable } from "../types";
import { VertexBuffer } from "../Meshes/buffer";
import { AbstractMesh } from "../Meshes/abstractMesh";
import { LinesMesh, InstancedLinesMesh } from "../Meshes/linesMesh";
import { Vector3, Tmp } from "../Maths/math";
import { IDisposable } from "../scene";
import { Observer } from "../Misc/observable";
import { Effect } from "../Materials/effect";
import { Material } from "../Materials/material";
import { ShaderMaterial } from "../Materials/shaderMaterial";
import { Camera } from "../Cameras/camera";
import { Constants } from "../Engines/constants";
import { Node } from "../node";
import "../Shaders/line.fragment";
import "../Shaders/line.vertex";
declare module "../Meshes/abstractMesh" {
export interface AbstractMesh {
/**
* Disables the mesh edge rendering mode
* @returns the currentAbstractMesh
*/
disableEdgesRendering(): AbstractMesh;
/**
* Enables the edge rendering mode on the mesh.
* This mode makes the mesh edges visible
* @param epsilon defines the maximal distance between two angles to detect a face
* @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
* @returns the currentAbstractMesh
* @see https://www.babylonjs-playground.com/#19O9TU#0
*/
enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
/**
* Gets the edgesRenderer associated with the mesh
*/
edgesRenderer: Nullable<EdgesRenderer>;
}
}
AbstractMesh.prototype.disableEdgesRendering = function(): AbstractMesh {
if (this._edgesRenderer) {
this._edgesRenderer.dispose();
this._edgesRenderer = null;
}
return this;
};
AbstractMesh.prototype.enableEdgesRendering = function(epsilon = 0.95, checkVerticesInsteadOfIndices = false): AbstractMesh {
this.disableEdgesRendering();
this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
return this;
};
Object.defineProperty(AbstractMesh.prototype, "edgesRenderer", {
get: function(this: AbstractMesh) {
return this._edgesRenderer;
},
enumerable: true,
configurable: true
});
declare module "../Meshes/linesMesh" {
export interface LinesMesh {
/**
* Enables the edge rendering mode on the mesh.
* This mode makes the mesh edges visible
* @param epsilon defines the maximal distance between two angles to detect a face
* @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
* @returns the currentAbstractMesh
* @see https://www.babylonjs-playground.com/#19O9TU#0
*/
enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
}
}
LinesMesh.prototype.enableEdgesRendering = function(epsilon = 0.95, checkVerticesInsteadOfIndices = false): AbstractMesh {
this.disableEdgesRendering();
this._edgesRenderer = new LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
return this;
};
declare module "../Meshes/linesMesh" {
export interface InstancedLinesMesh {
/**
* Enables the edge rendering mode on the mesh.
* This mode makes the mesh edges visible
* @param epsilon defines the maximal distance between two angles to detect a face
* @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
* @returns the current InstancedLinesMesh
* @see https://www.babylonjs-playground.com/#19O9TU#0
*/
enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
}
}
InstancedLinesMesh.prototype.enableEdgesRendering = function(epsilon = 0.95, checkVerticesInsteadOfIndices = false): InstancedLinesMesh {
LinesMesh.prototype.enableEdgesRendering.apply(this, arguments);
return this;
};
/**
* FaceAdjacencies Helper class to generate edges
*/
class FaceAdjacencies {
public edges = new Array<number>();
public p0: Vector3;
public p1: Vector3;
public p2: Vector3;
public edgesConnectedCount = 0;
}
/**
* Defines the minimum contract an Edges renderer should follow.
*/
export interface IEdgesRenderer extends IDisposable {
/**
* Gets or sets a boolean indicating if the edgesRenderer is active
*/
isEnabled: boolean;
/**
* Renders the edges of the attached mesh,
*/
render(): void;
/**
* Checks wether or not the edges renderer is ready to render.
* @return true if ready, otherwise false.
*/
isReady(): boolean;
}
/**
* This class is used to generate edges of the mesh that could then easily be rendered in a scene.
*/
export class EdgesRenderer implements IEdgesRenderer {
/**
* Define the size of the edges with an orthographic camera
*/
public edgesWidthScalerForOrthographic = 1000.0;
/**
* Define the size of the edges with a perspective camera
*/
public edgesWidthScalerForPerspective = 50.0;
protected _source: AbstractMesh;
protected _linesPositions = new Array<number>();
protected _linesNormals = new Array<number>();
protected _linesIndices = new Array<number>();
protected _epsilon: number;
protected _indicesCount: number;
protected _lineShader: ShaderMaterial;
protected _ib: WebGLBuffer;
protected _buffers: { [key: string]: Nullable<VertexBuffer> } = {};
protected _checkVerticesInsteadOfIndices = false;
private _meshRebuildObserver: Nullable<Observer<AbstractMesh>>;
private _meshDisposeObserver: Nullable<Observer<Node>>;
/** Gets or sets a boolean indicating if the edgesRenderer is active */
public isEnabled = true;
/**
* Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
* Beware when you use this class with complex objects as the adjacencies computation can be really long
* @param source Mesh used to create edges
* @param epsilon sum of angles in adjacency to check for edge
* @param checkVerticesInsteadOfIndices
* @param generateEdgesLines - should generate Lines or only prepare resources.
*/
constructor(source: AbstractMesh, epsilon = 0.95, checkVerticesInsteadOfIndices = false, generateEdgesLines = true) {
this._source = source;
this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;
this._epsilon = epsilon;
this._prepareRessources();
if (generateEdgesLines) {
this._generateEdgesLines();
}
this._meshRebuildObserver = this._source.onRebuildObservable.add(() => {
this._rebuild();
});
this._meshDisposeObserver = this._source.onDisposeObservable.add(() => {
this.dispose();
});
}
protected _prepareRessources(): void {
if (this._lineShader) {
return;
}
this._lineShader = new ShaderMaterial("lineShader", this._source.getScene(), "line",
{
attributes: ["position", "normal"],
uniforms: ["worldViewProjection", "color", "width", "aspectRatio"]
});
this._lineShader.disableDepthWrite = true;
this._lineShader.backFaceCulling = false;
}
/** @hidden */
public _rebuild(): void {
var buffer = this._buffers[VertexBuffer.PositionKind];
if (buffer) {
buffer._rebuild();
}
buffer = this._buffers[VertexBuffer.NormalKind];
if (buffer) {
buffer._rebuild();
}
var scene = this._source.getScene();
var engine = scene.getEngine();
this._ib = engine.createIndexBuffer(this._linesIndices);
}
/**
* Releases the required resources for the edges renderer
*/
public dispose(): void {
this._source.onRebuildObservable.remove(this._meshRebuildObserver);
this._source.onDisposeObservable.remove(this._meshDisposeObserver);
var buffer = this._buffers[VertexBuffer.PositionKind];
if (buffer) {
buffer.dispose();
this._buffers[VertexBuffer.PositionKind] = null;
}
buffer = this._buffers[VertexBuffer.NormalKind];
if (buffer) {
buffer.dispose();
this._buffers[VertexBuffer.NormalKind] = null;
}
this._source.getScene().getEngine()._releaseBuffer(this._ib);
this._lineShader.dispose();
}
protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number {
if (pa === p0 && pb === p1 || pa === p1 && pb === p0) {
return 0;
}
if (pa === p1 && pb === p2 || pa === p2 && pb === p1) {
return 1;
}
if (pa === p2 && pb === p0 || pa === p0 && pb === p2) {
return 2;
}
return -1;
}
protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number {
if (pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p1) || pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p0)) {
return 0;
}
if (pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p2) || pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p1)) {
return 1;
}
if (pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p0) || pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p2)) {
return 2;
}
return -1;
}
/**
* Checks if the pair of p0 and p1 is en edge
* @param faceIndex
* @param edge
* @param faceNormals
* @param p0
* @param p1
* @private
*/
protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void {
var needToCreateLine;
if (edge === undefined) {
needToCreateLine = true;
} else {
var dotProduct = Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);
needToCreateLine = dotProduct < this._epsilon;
}
if (needToCreateLine) {
this.createLine(p0, p1, this._linesPositions.length / 3);
}
}
/**
* push line into the position, normal and index buffer
* @protected
*/
protected createLine(p0: Vector3, p1: Vector3, offset: number) {
// Positions
this._linesPositions.push(
p0.x, p0.y, p0.z,
p0.x, p0.y, p0.z,
p1.x, p1.y, p1.z,
p1.x, p1.y, p1.z
);
// Normals
this._linesNormals.push(
p1.x, p1.y, p1.z, -1,
p1.x, p1.y, p1.z, 1,
p0.x, p0.y, p0.z, -1,
p0.x, p0.y, p0.z, 1
);
// Indices
this._linesIndices.push(
offset, offset + 1, offset + 2,
offset, offset + 2, offset + 3
);
}
/**
* Generates lines edges from adjacencjes
* @private
*/
_generateEdgesLines(): void {
var positions = this._source.getVerticesData(VertexBuffer.PositionKind);
var indices = this._source.getIndices();
if (!indices || !positions) {
return;
}
// First let's find adjacencies
var adjacencies = new Array<FaceAdjacencies>();
var faceNormals = new Array<Vector3>();
var index: number;
var faceAdjacencies: FaceAdjacencies;
// Prepare faces
for (index = 0; index < indices.length; index += 3) {
faceAdjacencies = new FaceAdjacencies();
var p0Index = indices[index];
var p1Index = indices[index + 1];
var p2Index = indices[index + 2];
faceAdjacencies.p0 = new Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);
faceAdjacencies.p1 = new Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);
faceAdjacencies.p2 = new Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);
var faceNormal = Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));
faceNormal.normalize();
faceNormals.push(faceNormal);
adjacencies.push(faceAdjacencies);
}
// Scan
for (index = 0; index < adjacencies.length; index++) {
faceAdjacencies = adjacencies[index];
for (var otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {
var otherFaceAdjacencies = adjacencies[otherIndex];
if (faceAdjacencies.edgesConnectedCount === 3) { // Full
break;
}
if (otherFaceAdjacencies.edgesConnectedCount === 3) { // Full
continue;
}
var otherP0 = indices[otherIndex * 3];
var otherP1 = indices[otherIndex * 3 + 1];
var otherP2 = indices[otherIndex * 3 + 2];
for (var edgeIndex = 0; edgeIndex < 3; edgeIndex++) {
var otherEdgeIndex: number = 0;
if (faceAdjacencies.edges[edgeIndex] !== undefined) {
continue;
}
switch (edgeIndex) {
case 0:
if (this._checkVerticesInsteadOfIndices) {
otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p0, faceAdjacencies.p1, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
} else {
otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);
}
break;
case 1:
if (this._checkVerticesInsteadOfIndices) {
otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p1, faceAdjacencies.p2, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
} else {
otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);
}
break;
case 2:
if (this._checkVerticesInsteadOfIndices) {
otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p2, faceAdjacencies.p0, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
} else {
otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);
}
break;
}
if (otherEdgeIndex === -1) {
continue;
}
faceAdjacencies.edges[edgeIndex] = otherIndex;
otherFaceAdjacencies.edges[otherEdgeIndex] = index;
faceAdjacencies.edgesConnectedCount++;
otherFaceAdjacencies.edgesConnectedCount++;
if (faceAdjacencies.edgesConnectedCount === 3) {
break;
}
}
}
}
// Create lines
for (index = 0; index < adjacencies.length; index++) {
// We need a line when a face has no adjacency on a specific edge or if all the adjacencies has an angle greater than epsilon
var current = adjacencies[index];
this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);
this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);
this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);
}
// Merge into a single mesh
var engine = this._source.getScene().getEngine();
this._buffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, this._linesPositions, VertexBuffer.PositionKind, false);
this._buffers[VertexBuffer.NormalKind] = new VertexBuffer(engine, this._linesNormals, VertexBuffer.NormalKind, false, false, 4);
this._ib = engine.createIndexBuffer(this._linesIndices);
this._indicesCount = this._linesIndices.length;
}
/**
* Checks wether or not the edges renderer is ready to render.
* @return true if ready, otherwise false.
*/
public isReady(): boolean {
return this._lineShader.isReady();
}
/**
* Renders the edges of the attached mesh,
*/
public render(): void {
var scene = this._source.getScene();
if (!this.isReady() || !scene.activeCamera) {
return;
}
var engine = scene.getEngine();
this._lineShader._preBind();
if (this._source.edgesColor.a !== 1) {
engine.setAlphaMode(Constants.ALPHA_COMBINE);
} else {
engine.setAlphaMode(Constants.ALPHA_DISABLE);
}
// VBOs
engine.bindBuffers(this._buffers, this._ib, <Effect>this._lineShader.getEffect());
scene.resetCachedMaterial();
this._lineShader.setColor4("color", this._source.edgesColor);
if (scene.activeCamera.mode === Camera.ORTHOGRAPHIC_CAMERA) {
this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);
} else {
this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForPerspective);
}
this._lineShader.setFloat("aspectRatio", engine.getAspectRatio(scene.activeCamera));
this._lineShader.bind(this._source.getWorldMatrix());
// Draw order
engine.drawElementsType(Material.TriangleFillMode, 0, this._indicesCount);
this._lineShader.unbind();
}
}
/**
* LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
*/
export class LineEdgesRenderer extends EdgesRenderer {
/**
* This constructor turns off auto generating edges line in Edges Renderer to make it here.
* @param source LineMesh used to generate edges
* @param epsilon not important (specified angle for edge detection)
* @param checkVerticesInsteadOfIndices not important for LineMesh
*/
constructor(source: AbstractMesh, epsilon = 0.95, checkVerticesInsteadOfIndices = false) {
super(source, epsilon, checkVerticesInsteadOfIndices, false);
this._generateEdgesLines();
}
/**
* Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
*/
_generateEdgesLines(): void {
var positions = this._source.getVerticesData(VertexBuffer.PositionKind);
var indices = this._source.getIndices();
if (!indices || !positions) {
return;
}
const p0 = Tmp.Vector3[0];
const p1 = Tmp.Vector3[1];
const len = indices.length - 1;
for (let i = 0, offset = 0; i < len; i += 2, offset += 4) {
Vector3.FromArrayToRef(positions, 3 * indices[i], p0);
Vector3.FromArrayToRef(positions, 3 * indices[i + 1], p1);
this.createLine(p0, p1, offset);
}
// Merge into a single mesh
var engine = this._source.getScene().getEngine();
this._buffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, this._linesPositions, VertexBuffer.PositionKind, false);
this._buffers[VertexBuffer.NormalKind] = new VertexBuffer(engine, this._linesNormals, VertexBuffer.NormalKind, false, false, 4);
this._ib = engine.createIndexBuffer(this._linesIndices);
this._indicesCount = this._linesIndices.length;
}
}