mirror of
https://github.com/galacean/engine.git
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124 lines
3.9 KiB
TypeScript
124 lines
3.9 KiB
TypeScript
/**
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* @title Buffer Mesh Interleaved
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* @category Mesh
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* @thumbnail https://mdn.alipayobjects.com/merchant_appfe/afts/img/A*vikrSYHt6mAAAAAAAAAAAAAADiR2AQ/original
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*/
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import {
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BlinnPhongMaterial,
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Buffer,
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BufferBindFlag,
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BufferMesh,
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BufferUsage,
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Camera,
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Engine,
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IndexFormat,
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Mesh,
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MeshRenderer,
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PointLight,
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Vector3,
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VertexElement,
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VertexElementFormat,
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WebGLEngine,
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} from "@galacean/engine";
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// Create engine and get root entity
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WebGLEngine.create({ canvas: "canvas" }).then((engine) => {
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engine.canvas.resizeByClientSize();
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const rootEntity = engine.sceneManager.activeScene.createRootEntity("Root");
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// Create light.
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const lightEntity = rootEntity.createChild("pointLight");
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const pointLight = lightEntity.addComponent(PointLight);
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pointLight.distance = 10;
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lightEntity.transform.setPosition(2, 5, 5);
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// Create camera.
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const cameraEntity = rootEntity.createChild("Camera");
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cameraEntity.transform.setPosition(0, 6, 10);
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cameraEntity.transform.lookAt(new Vector3(0, 0, 0));
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cameraEntity.addComponent(Camera);
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// Create custom cube.
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// Use createCustomMesh() to create custom cube mesh.
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const cubeEntity = rootEntity.createChild("Cube");
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const cubeRenderer = cubeEntity.addComponent(MeshRenderer);
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const cubeGeometry = createCustomMesh(engine, 1.0);
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const material = new BlinnPhongMaterial(engine);
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cubeEntity.transform.rotate(0, 60, 0);
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cubeRenderer.mesh = cubeGeometry;
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cubeRenderer.setMaterial(material);
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// Run engine.
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engine.run();
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/**
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* Create cube geometry with custom BufferGeometry.
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* @param engine - Engine
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* @param size - Cube size
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* @returns Cube mesh
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*/
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function createCustomMesh(engine: Engine, size: number): Mesh {
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const geometry = new BufferMesh(engine, "CustomCubeGeometry");
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// prettier-ignore
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// Create vertices data.
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const vertices: Float32Array = new Float32Array([
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// Up
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-size, size, -size, 0, 1, 0, size, size, -size, 0, 1, 0, size, size, size, 0, 1, 0, -size, size, size, 0, 1, 0,
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// Down
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-size, -size, -size, 0, -1, 0, size, -size, -size, 0, -1, 0, size, -size, size, 0, -1, 0, -size, -size, size, 0, -1, 0,
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// Left
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-size, size, -size, -1, 0, 0, -size, size, size, -1, 0, 0, -size, -size, size, -1, 0, 0, -size, -size, -size, -1, 0, 0,
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// Right
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size, size, -size, 1, 0, 0, size, size, size, 1, 0, 0, size, -size, size, 1, 0, 0, size, -size, -size, 1, 0, 0,
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// Front
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-size, size, size, 0, 0, 1, size, size, size, 0, 0, 1, size, -size, size, 0, 0, 1, -size, -size, size, 0, 0, 1,
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// Back
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-size, size, -size, 0, 0, -1, size, size, -size, 0, 0, -1, size, -size, -size, 0, 0, -1, -size, -size, -size, 0, 0, -1]);
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// prettier-ignore
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// Create indices data.
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const indices: Uint16Array = new Uint16Array([
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// Up
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0, 2, 1, 2, 0, 3,
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// Down
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4, 6, 7, 6, 4, 5,
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// Left
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8, 10, 9, 10, 8, 11,
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// Right
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12, 14, 15, 14, 12, 13,
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// Front
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16, 18, 17, 18, 16, 19,
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// Back
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20, 22, 23, 22, 20, 21]);
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// Create gpu vertex buffer and index buffer.
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const vertexBuffer = new Buffer(
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engine,
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BufferBindFlag.VertexBuffer,
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vertices,
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BufferUsage.Static
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);
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const indexBuffer = new Buffer(
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engine,
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BufferBindFlag.IndexBuffer,
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indices,
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BufferUsage.Static
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);
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// Bind buffer
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geometry.setVertexBufferBinding(vertexBuffer, 24);
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geometry.setIndexBufferBinding(indexBuffer, IndexFormat.UInt16);
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// Add vertexElement
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geometry.setVertexElements([
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new VertexElement("POSITION", 0, VertexElementFormat.Vector3, 0),
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new VertexElement("NORMAL", 12, VertexElementFormat.Vector3, 0),
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]);
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// Add one sub geometry.
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geometry.addSubMesh(0, indices.length);
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return geometry;
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}
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});
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