ModelHandle/source/model/meshutils.js

61 lines
1.6 KiB
JavaScript

OV.MeshType =
{
Empty : 0,
TriangleMesh : 1
};
OV.GetMeshType = function (mesh)
{
if (mesh.TriangleCount () > 0) {
return OV.MeshType.TriangleMesh;
}
return OV.MeshType.Empty;
};
OV.CalculateTriangleNormal = function (v0, v1, v2)
{
let v = OV.SubCoord3D (v1, v0);
let w = OV.SubCoord3D (v2, v0);
let normal = OV.CrossVector3D (v, w);
normal.Normalize ();
return normal;
};
OV.TransformMesh = function (mesh, transformation)
{
if (transformation.IsIdentity ()) {
return;
}
for (let i = 0; i < mesh.VertexCount (); i++) {
let vertex = mesh.GetVertex (i);
let transformed = transformation.TransformCoord3D (vertex);
vertex.x = transformed.x;
vertex.y = transformed.y;
vertex.z = transformed.z;
}
if (mesh.NormalCount () > 0) {
let trs = transformation.GetMatrix ().DecomposeTRS ();
let normalMatrix = new OV.Matrix ().ComposeTRS (new OV.Coord3D (0.0, 0.0, 0.0), trs.rotation, new OV.Coord3D (1.0, 1.0, 1.0));
let normalTransformation = new OV.Transformation (normalMatrix);
for (let i = 0; i < mesh.NormalCount (); i++) {
let normal = mesh.GetNormal (i);
let transformed = normalTransformation.TransformCoord3D (normal);
normal.x = transformed.x;
normal.y = transformed.y;
normal.z = transformed.z;
}
}
};
OV.FlipMeshTrianglesOrientation = function (mesh)
{
for (let i = 0; i < mesh.TriangleCount (); i++) {
let triangle = mesh.GetTriangle (i);
let tmp = triangle.v1;
triangle.v1 = triangle.v2;
triangle.v2 = tmp;
}
};