David Catuhe 9 лет назад
Родитель
Сommit
337545c7c0

Разница между файлами не показана из-за своего большого размера
+ 5 - 5
dist/preview release/babylon.core.js


Разница между файлами не показана из-за своего большого размера
+ 3233 - 3208
dist/preview release/babylon.d.ts


Разница между файлами не показана из-за своего большого размера
+ 23 - 23
dist/preview release/babylon.js


+ 597 - 45
dist/preview release/babylon.max.js

@@ -27521,8 +27521,9 @@ var BABYLON;
             this._currentRenderId++;
             this._skeleton._markAsDirty();
         };
-        Bone.prototype.copyAnimationRange = function (source, rangeName, frameOffset, rescaleAsRequired) {
+        Bone.prototype.copyAnimationRange = function (source, rangeName, frameOffset, rescaleAsRequired, skelDimensionsRatio) {
             if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
+            if (skelDimensionsRatio === void 0) { skelDimensionsRatio = null; }
             // all animation may be coming from a library skeleton, so may need to create animation
             if (this.animations.length === 0) {
                 this.animations.push(new BABYLON.Animation(this.name, "_matrix", source.animations[0].framePerSecond, BABYLON.Animation.ANIMATIONTYPE_MATRIX, 0));
@@ -27538,22 +27539,33 @@ var BABYLON;
             var sourceKeys = source.animations[0].getKeys();
             // rescaling prep
             var sourceBoneLength = source.length;
-            var scalingReqd = rescaleAsRequired && sourceBoneLength && this.length && sourceBoneLength !== this.length;
-            var ratio = scalingReqd ? this.length / sourceBoneLength : null;
+            var sourceParent = source.getParent();
+            var parent = this.getParent();
+            var parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;
+            var parentRatio = parentScalingReqd ? parent.length / sourceParent.length : null;
+            var dimensionsScalingReqd = rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);
             var destKeys = this.animations[0].getKeys();
-            // loop vars declaration / initialization
+            // loop vars declaration
             var orig;
-            var origScale = scalingReqd ? BABYLON.Vector3.Zero() : null;
-            var origRotation = scalingReqd ? new BABYLON.Quaternion() : null;
-            var origTranslation = scalingReqd ? BABYLON.Vector3.Zero() : null;
+            var origTranslation;
             var mat;
             for (var key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {
                 orig = sourceKeys[key];
                 if (orig.frame >= from && orig.frame <= to) {
-                    if (scalingReqd) {
-                        orig.value.decompose(origScale, origRotation, origTranslation);
-                        origTranslation.scaleInPlace(ratio);
-                        mat = BABYLON.Matrix.Compose(origScale, origRotation, origTranslation);
+                    if (rescaleAsRequired) {
+                        mat = orig.value.clone();
+                        // scale based on parent ratio, when bone has parent
+                        if (parentScalingReqd) {
+                            origTranslation = mat.getTranslation();
+                            mat.setTranslation(origTranslation.scaleInPlace(parentRatio));
+                        }
+                        else if (dimensionsScalingReqd) {
+                            origTranslation = mat.getTranslation();
+                            mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));
+                        }
+                        else {
+                            mat = orig.value;
+                        }
                     }
                     else {
                         mat = orig.value;
@@ -27689,6 +27701,7 @@ var BABYLON;
                 BABYLON.Tools.Warn("copyAnimationRange: this rig has " + this.bones.length + " bones, while source as " + sourceBones.length);
                 ret = false;
             }
+            var skelDimensionsRatio = (rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest) ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;
             for (i = 0, nBones = this.bones.length; i < nBones; i++) {
                 var boneName = this.bones[i].name;
                 var sourceBone = boneDict[boneName];
@@ -45542,6 +45555,553 @@ var BABYLON;
     BABYLON.SceneSerializer = SceneSerializer;
 })(BABYLON || (BABYLON = {}));
 
+// All the credit goes to this project and the guy who's behind it https://github.com/mapbox/earcut
+// Huge respect for a such great lib. 
+// We just make it TypeScript compiling compliant and typed the public function.
+var Earcut;
+(function (Earcut) {
+    /**
+     * The fastest and smallest JavaScript polygon triangulation library for your WebGL apps
+     * @param data is a flat array of vertice coordinates like [x0, y0, x1, y1, x2, y2, ...].
+     * @param holeIndices is an array of hole indices if any (e.g. [5, 8] for a 12- vertice input would mean one hole with vertices 5–7 and another with 8–11).
+     * @param dim is the number of coordinates per vertice in the input array (2 by default).
+     */
+    function earcut(data, holeIndices, dim) {
+        dim = dim || 2;
+        var hasHoles = holeIndices && holeIndices.length, outerLen = hasHoles ? holeIndices[0] * dim : data.length, outerNode = linkedList(data, 0, outerLen, dim, true), triangles = [];
+        if (!outerNode)
+            return triangles;
+        var minX, minY, maxX, maxY, x, y, size;
+        if (hasHoles)
+            outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
+        // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
+        if (data.length > 80 * dim) {
+            minX = maxX = data[0];
+            minY = maxY = data[1];
+            for (var i = dim; i < outerLen; i += dim) {
+                x = data[i];
+                y = data[i + 1];
+                if (x < minX)
+                    minX = x;
+                if (y < minY)
+                    minY = y;
+                if (x > maxX)
+                    maxX = x;
+                if (y > maxY)
+                    maxY = y;
+            }
+            // minX, minY and size are later used to transform coords into integers for z-order calculation
+            size = Math.max(maxX - minX, maxY - minY);
+        }
+        earcutLinked(outerNode, triangles, dim, minX, minY, size, undefined);
+        return triangles;
+    }
+    Earcut.earcut = earcut;
+    // create a circular doubly linked list from polygon points in the specified winding order
+    function linkedList(data, start, end, dim, clockwise) {
+        var i, last;
+        if (clockwise === (signedArea(data, start, end, dim) > 0)) {
+            for (i = start; i < end; i += dim)
+                last = insertNode(i, data[i], data[i + 1], last);
+        }
+        else {
+            for (i = end - dim; i >= start; i -= dim)
+                last = insertNode(i, data[i], data[i + 1], last);
+        }
+        if (last && equals(last, last.next)) {
+            removeNode(last);
+            last = last.next;
+        }
+        return last;
+    }
+    // eliminate colinear or duplicate points
+    function filterPoints(start, end) {
+        if (!start)
+            return start;
+        if (!end)
+            end = start;
+        var p = start, again;
+        do {
+            again = false;
+            if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
+                removeNode(p);
+                p = end = p.prev;
+                if (p === p.next)
+                    return null;
+                again = true;
+            }
+            else {
+                p = p.next;
+            }
+        } while (again || p !== end);
+        return end;
+    }
+    // main ear slicing loop which triangulates a polygon (given as a linked list)
+    function earcutLinked(ear, triangles, dim, minX, minY, size, pass) {
+        if (!ear)
+            return;
+        // interlink polygon nodes in z-order
+        if (!pass && size)
+            indexCurve(ear, minX, minY, size);
+        var stop = ear, prev, next;
+        // iterate through ears, slicing them one by one
+        while (ear.prev !== ear.next) {
+            prev = ear.prev;
+            next = ear.next;
+            if (size ? isEarHashed(ear, minX, minY, size) : isEar(ear)) {
+                // cut off the triangle
+                triangles.push(prev.i / dim);
+                triangles.push(ear.i / dim);
+                triangles.push(next.i / dim);
+                removeNode(ear);
+                // skipping the next vertice leads to less sliver triangles
+                ear = next.next;
+                stop = next.next;
+                continue;
+            }
+            ear = next;
+            // if we looped through the whole remaining polygon and can't find any more ears
+            if (ear === stop) {
+                // try filtering points and slicing again
+                if (!pass) {
+                    earcutLinked(filterPoints(ear, undefined), triangles, dim, minX, minY, size, 1);
+                }
+                else if (pass === 1) {
+                    ear = cureLocalIntersections(ear, triangles, dim);
+                    earcutLinked(ear, triangles, dim, minX, minY, size, 2);
+                }
+                else if (pass === 2) {
+                    splitEarcut(ear, triangles, dim, minX, minY, size);
+                }
+                break;
+            }
+        }
+    }
+    // check whether a polygon node forms a valid ear with adjacent nodes
+    function isEar(ear) {
+        var a = ear.prev, b = ear, c = ear.next;
+        if (area(a, b, c) >= 0)
+            return false; // reflex, can't be an ear
+        // now make sure we don't have other points inside the potential ear
+        var p = ear.next.next;
+        while (p !== ear.prev) {
+            if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
+                area(p.prev, p, p.next) >= 0)
+                return false;
+            p = p.next;
+        }
+        return true;
+    }
+    function isEarHashed(ear, minX, minY, size) {
+        var a = ear.prev, b = ear, c = ear.next;
+        if (area(a, b, c) >= 0)
+            return false; // reflex, can't be an ear
+        // triangle bbox; min & max are calculated like this for speed
+        var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x), minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y), maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x), maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y);
+        // z-order range for the current triangle bbox;
+        var minZ = zOrder(minTX, minTY, minX, minY, size), maxZ = zOrder(maxTX, maxTY, minX, minY, size);
+        // first look for points inside the triangle in increasing z-order
+        var p = ear.nextZ;
+        while (p && p.z <= maxZ) {
+            if (p !== ear.prev &&
+                p !== ear.next &&
+                pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
+                area(p.prev, p, p.next) >= 0)
+                return false;
+            p = p.nextZ;
+        }
+        // then look for points in decreasing z-order
+        p = ear.prevZ;
+        while (p && p.z >= minZ) {
+            if (p !== ear.prev &&
+                p !== ear.next &&
+                pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
+                area(p.prev, p, p.next) >= 0)
+                return false;
+            p = p.prevZ;
+        }
+        return true;
+    }
+    // go through all polygon nodes and cure small local self-intersections
+    function cureLocalIntersections(start, triangles, dim) {
+        var p = start;
+        do {
+            var a = p.prev, b = p.next.next;
+            if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
+                triangles.push(a.i / dim);
+                triangles.push(p.i / dim);
+                triangles.push(b.i / dim);
+                // remove two nodes involved
+                removeNode(p);
+                removeNode(p.next);
+                p = start = b;
+            }
+            p = p.next;
+        } while (p !== start);
+        return p;
+    }
+    // try splitting polygon into two and triangulate them independently
+    function splitEarcut(start, triangles, dim, minX, minY, size) {
+        // look for a valid diagonal that divides the polygon into two
+        var a = start;
+        do {
+            var b = a.next.next;
+            while (b !== a.prev) {
+                if (a.i !== b.i && isValidDiagonal(a, b)) {
+                    // split the polygon in two by the diagonal
+                    var c = splitPolygon(a, b);
+                    // filter colinear points around the cuts
+                    a = filterPoints(a, a.next);
+                    c = filterPoints(c, c.next);
+                    // run earcut on each half
+                    earcutLinked(a, triangles, dim, minX, minY, size, undefined);
+                    earcutLinked(c, triangles, dim, minX, minY, size, undefined);
+                    return;
+                }
+                b = b.next;
+            }
+            a = a.next;
+        } while (a !== start);
+    }
+    // link every hole into the outer loop, producing a single-ring polygon without holes
+    function eliminateHoles(data, holeIndices, outerNode, dim) {
+        var queue = [], i, len, start, end, list;
+        for (i = 0, len = holeIndices.length; i < len; i++) {
+            start = holeIndices[i] * dim;
+            end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
+            list = linkedList(data, start, end, dim, false);
+            if (list === list.next)
+                list.steiner = true;
+            queue.push(getLeftmost(list));
+        }
+        queue.sort(compareX);
+        // process holes from left to right
+        for (i = 0; i < queue.length; i++) {
+            eliminateHole(queue[i], outerNode);
+            outerNode = filterPoints(outerNode, outerNode.next);
+        }
+        return outerNode;
+    }
+    function compareX(a, b) {
+        return a.x - b.x;
+    }
+    // find a bridge between vertices that connects hole with an outer ring and and link it
+    function eliminateHole(hole, outerNode) {
+        outerNode = findHoleBridge(hole, outerNode);
+        if (outerNode) {
+            var b = splitPolygon(outerNode, hole);
+            filterPoints(b, b.next);
+        }
+    }
+    // David Eberly's algorithm for finding a bridge between hole and outer polygon
+    function findHoleBridge(hole, outerNode) {
+        var p = outerNode, hx = hole.x, hy = hole.y, qx = -Infinity, m;
+        // find a segment intersected by a ray from the hole's leftmost point to the left;
+        // segment's endpoint with lesser x will be potential connection point
+        do {
+            if (hy <= p.y && hy >= p.next.y) {
+                var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
+                if (x <= hx && x > qx) {
+                    qx = x;
+                    if (x === hx) {
+                        if (hy === p.y)
+                            return p;
+                        if (hy === p.next.y)
+                            return p.next;
+                    }
+                    m = p.x < p.next.x ? p : p.next;
+                }
+            }
+            p = p.next;
+        } while (p !== outerNode);
+        if (!m)
+            return null;
+        if (hx === qx)
+            return m.prev; // hole touches outer segment; pick lower endpoint
+        // look for points inside the triangle of hole point, segment intersection and endpoint;
+        // if there are no points found, we have a valid connection;
+        // otherwise choose the point of the minimum angle with the ray as connection point
+        var stop = m, mx = m.x, my = m.y, tanMin = Infinity, tan;
+        p = m.next;
+        while (p !== stop) {
+            if (hx >= p.x &&
+                p.x >= mx &&
+                pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
+                tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
+                if ((tan < tanMin || (tan === tanMin && p.x > m.x)) && locallyInside(p, hole)) {
+                    m = p;
+                    tanMin = tan;
+                }
+            }
+            p = p.next;
+        }
+        return m;
+    }
+    // interlink polygon nodes in z-order
+    function indexCurve(start, minX, minY, size) {
+        var p = start;
+        do {
+            if (p.z === null)
+                p.z = zOrder(p.x, p.y, minX, minY, size);
+            p.prevZ = p.prev;
+            p.nextZ = p.next;
+            p = p.next;
+        } while (p !== start);
+        p.prevZ.nextZ = null;
+        p.prevZ = null;
+        sortLinked(p);
+    }
+    // Simon Tatham's linked list merge sort algorithm
+    // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
+    function sortLinked(list) {
+        var i, p, q, e, tail, numMerges, pSize, qSize, inSize = 1;
+        do {
+            p = list;
+            list = null;
+            tail = null;
+            numMerges = 0;
+            while (p) {
+                numMerges++;
+                q = p;
+                pSize = 0;
+                for (i = 0; i < inSize; i++) {
+                    pSize++;
+                    q = q.nextZ;
+                    if (!q)
+                        break;
+                }
+                qSize = inSize;
+                while (pSize > 0 || (qSize > 0 && q)) {
+                    if (pSize === 0) {
+                        e = q;
+                        q = q.nextZ;
+                        qSize--;
+                    }
+                    else if (qSize === 0 || !q) {
+                        e = p;
+                        p = p.nextZ;
+                        pSize--;
+                    }
+                    else if (p.z <= q.z) {
+                        e = p;
+                        p = p.nextZ;
+                        pSize--;
+                    }
+                    else {
+                        e = q;
+                        q = q.nextZ;
+                        qSize--;
+                    }
+                    if (tail)
+                        tail.nextZ = e;
+                    else
+                        list = e;
+                    e.prevZ = tail;
+                    tail = e;
+                }
+                p = q;
+            }
+            tail.nextZ = null;
+            inSize *= 2;
+        } while (numMerges > 1);
+        return list;
+    }
+    // z-order of a point given coords and size of the data bounding box
+    function zOrder(x, y, minX, minY, size) {
+        // coords are transformed into non-negative 15-bit integer range
+        x = 32767 * (x - minX) / size;
+        y = 32767 * (y - minY) / size;
+        x = (x | (x << 8)) & 0x00FF00FF;
+        x = (x | (x << 4)) & 0x0F0F0F0F;
+        x = (x | (x << 2)) & 0x33333333;
+        x = (x | (x << 1)) & 0x55555555;
+        y = (y | (y << 8)) & 0x00FF00FF;
+        y = (y | (y << 4)) & 0x0F0F0F0F;
+        y = (y | (y << 2)) & 0x33333333;
+        y = (y | (y << 1)) & 0x55555555;
+        return x | (y << 1);
+    }
+    // find the leftmost node of a polygon ring
+    function getLeftmost(start) {
+        var p = start, leftmost = start;
+        do {
+            if (p.x < leftmost.x)
+                leftmost = p;
+            p = p.next;
+        } while (p !== start);
+        return leftmost;
+    }
+    // check if a point lies within a convex triangle
+    function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
+        return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 &&
+            (ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 &&
+            (bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;
+    }
+    // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
+    function isValidDiagonal(a, b) {
+        return a.next.i !== b.i &&
+            a.prev.i !== b.i &&
+            !intersectsPolygon(a, b) &&
+            locallyInside(a, b) &&
+            locallyInside(b, a) &&
+            middleInside(a, b);
+    }
+    // signed area of a triangle
+    function area(p, q, r) {
+        return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
+    }
+    // check if two points are equal
+    function equals(p1, p2) {
+        return p1.x === p2.x && p1.y === p2.y;
+    }
+    // check if two segments intersect
+    function intersects(p1, q1, p2, q2) {
+        if ((equals(p1, q1) && equals(p2, q2)) ||
+            (equals(p1, q2) && equals(p2, q1)))
+            return true;
+        return area(p1, q1, p2) > 0 !== area(p1, q1, q2) > 0 &&
+            area(p2, q2, p1) > 0 !== area(p2, q2, q1) > 0;
+    }
+    // check if a polygon diagonal intersects any polygon segments
+    function intersectsPolygon(a, b) {
+        var p = a;
+        do {
+            if (p.i !== a.i &&
+                p.next.i !== a.i &&
+                p.i !== b.i &&
+                p.next.i !== b.i &&
+                intersects(p, p.next, a, b))
+                return true;
+            p = p.next;
+        } while (p !== a);
+        return false;
+    }
+    // check if a polygon diagonal is locally inside the polygon
+    function locallyInside(a, b) {
+        return area(a.prev, a, a.next) < 0
+            ? area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0
+            : area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
+    }
+    // check if the middle point of a polygon diagonal is inside the polygon
+    function middleInside(a, b) {
+        var p = a, inside = false, px = (a.x + b.x) / 2, py = (a.y + b.y) / 2;
+        do {
+            if (((p.y > py) !== (p.next.y > py)) && (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
+                inside = !inside;
+            p = p.next;
+        } while (p !== a);
+        return inside;
+    }
+    // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
+    // if one belongs to the outer ring and another to a hole, it merges it into a single ring
+    function splitPolygon(a, b) {
+        var a2 = new Node(a.i, a.x, a.y), b2 = new Node(b.i, b.x, b.y), an = a.next, bp = b.prev;
+        a.next = b;
+        b.prev = a;
+        a2.next = an;
+        an.prev = a2;
+        b2.next = a2;
+        a2.prev = b2;
+        bp.next = b2;
+        b2.prev = bp;
+        return b2;
+    }
+    // create a node and optionally link it with previous one (in a circular doubly linked list)
+    function insertNode(i, x, y, last) {
+        var p = new Node(i, x, y);
+        if (!last) {
+            p.prev = p;
+            p.next = p;
+        }
+        else {
+            p.next = last.next;
+            p.prev = last;
+            last.next.prev = p;
+            last.next = p;
+        }
+        return p;
+    }
+    function removeNode(p) {
+        p.next.prev = p.prev;
+        p.prev.next = p.next;
+        if (p.prevZ)
+            p.prevZ.nextZ = p.nextZ;
+        if (p.nextZ)
+            p.nextZ.prevZ = p.prevZ;
+    }
+    function Node(i, x, y) {
+        // vertice index in coordinates array
+        this.i = i;
+        // vertex coordinates
+        this.x = x;
+        this.y = y;
+        // previous and next vertice nodes in a polygon ring
+        this.prev = null;
+        this.next = null;
+        // z-order curve value
+        this.z = null;
+        // previous and next nodes in z-order
+        this.prevZ = null;
+        this.nextZ = null;
+        // indicates whether this is a steiner point
+        this.steiner = false;
+    }
+    /**
+     * return a percentage difference between the polygon area and its triangulation area;
+     * used to verify correctness of triangulation
+     */
+    function deviation(data, holeIndices, dim, triangles) {
+        var hasHoles = holeIndices && holeIndices.length;
+        var outerLen = hasHoles ? holeIndices[0] * dim : data.length;
+        var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim));
+        if (hasHoles) {
+            for (var i = 0, len = holeIndices.length; i < len; i++) {
+                var start = holeIndices[i] * dim;
+                var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
+                polygonArea -= Math.abs(signedArea(data, start, end, dim));
+            }
+        }
+        var trianglesArea = 0;
+        for (i = 0; i < triangles.length; i += 3) {
+            var a = triangles[i] * dim;
+            var b = triangles[i + 1] * dim;
+            var c = triangles[i + 2] * dim;
+            trianglesArea += Math.abs((data[a] - data[c]) * (data[b + 1] - data[a + 1]) -
+                (data[a] - data[b]) * (data[c + 1] - data[a + 1]));
+        }
+        return polygonArea === 0 && trianglesArea === 0 ? 0 : Math.abs((trianglesArea - polygonArea) / polygonArea);
+    }
+    Earcut.deviation = deviation;
+    ;
+    function signedArea(data, start, end, dim) {
+        var sum = 0;
+        for (var i = start, j = end - dim; i < end; i += dim) {
+            sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
+            j = i;
+        }
+        return sum;
+    }
+    /**
+     *  turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts
+     */
+    function flatten(data) {
+        var dim = data[0][0].length, result = { vertices: [], holes: [], dimensions: dim }, holeIndex = 0;
+        for (var i = 0; i < data.length; i++) {
+            for (var j = 0; j < data[i].length; j++) {
+                for (var d = 0; d < dim; d++)
+                    result.vertices.push(data[i][j][d]);
+            }
+            if (i > 0) {
+                holeIndex += data[i - 1].length;
+                result.holes.push(holeIndex);
+            }
+        }
+        return result;
+    }
+    Earcut.flatten = flatten;
+    ;
+})(Earcut || (Earcut = {}));
+
 var BABYLON;
 (function (BABYLON) {
     // Unique ID when we import meshes from Babylon to CSG
@@ -47511,9 +48071,8 @@ var BABYLON;
             this._points = new PolygonPoints();
             this._outlinepoints = new PolygonPoints();
             this._holes = [];
-            if (!("poly2tri" in window)) {
-                throw "PolygonMeshBuilder cannot be used because poly2tri is not referenced";
-            }
+            this._epoints = new Array();
+            this._eholes = new Array();
             this._name = name;
             this._scene = scene;
             var points;
@@ -47523,14 +48082,23 @@ var BABYLON;
             else {
                 points = contours;
             }
-            this._swctx = new poly2tri.SweepContext(this._points.add(points));
+            this._addToepoint(points);
+            this._points.add(points);
             this._outlinepoints.add(points);
         }
+        PolygonMeshBuilder.prototype._addToepoint = function (points) {
+            for (var _i = 0; _i < points.length; _i++) {
+                var p = points[_i];
+                this._epoints.push(p.x, p.y);
+            }
+        };
         PolygonMeshBuilder.prototype.addHole = function (hole) {
-            this._swctx.addHole(this._points.add(hole));
+            this._points.add(hole);
             var holepoints = new PolygonPoints();
             holepoints.add(hole);
             this._holes.push(holepoints);
+            this._eholes.push(this._epoints.length / 2);
+            this._addToepoint(hole);
             return this;
         };
         PolygonMeshBuilder.prototype.build = function (updatable, depth) {
@@ -47547,12 +48115,10 @@ var BABYLON;
                 uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
             });
             var indices = [];
-            this._swctx.triangulate();
-            this._swctx.getTriangles().forEach(function (triangle) {
-                triangle.getPoints().forEach(function (point) {
-                    indices.push(point.index);
-                });
-            });
+            var res = Earcut.earcut(this._epoints, this._eholes, 2);
+            for (var i = 0; i < res.length; i++) {
+                indices.push(res[i]);
+            }
             if (depth > 0) {
                 var positionscount = (positions.length / 3); //get the current pointcount
                 this._points.elements.forEach(function (p) {
@@ -47560,29 +48126,15 @@ var BABYLON;
                     positions.push(p.x, -depth, p.y);
                     uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height);
                 });
-                var p1; //we need to change order of point so the triangles are made in the rigth way.
-                var p2;
-                var poscounter = 0;
-                this._swctx.getTriangles().forEach(function (triangle) {
-                    triangle.getPoints().forEach(function (point) {
-                        switch (poscounter) {
-                            case 0:
-                                p1 = point;
-                                break;
-                            case 1:
-                                p2 = point;
-                                break;
-                            case 2:
-                                indices.push(point.index + positionscount);
-                                indices.push(p2.index + positionscount);
-                                indices.push(p1.index + positionscount);
-                                poscounter = -1;
-                                break;
-                        }
-                        poscounter++;
-                        //indices.push((<IndexedVector2>point).index + positionscount);
-                    });
-                });
+                var totalCount = indices.length;
+                for (var i = 0; i < totalCount; i += 3) {
+                    var i0 = indices[i + 0];
+                    var i1 = indices[i + 1];
+                    var i2 = indices[i + 2];
+                    indices.push(i2 + positionscount);
+                    indices.push(i1 + positionscount);
+                    indices.push(i0 + positionscount);
+                }
                 //Add the sides
                 this.addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false);
                 this._holes.forEach(function (hole) {

Разница между файлами не показана из-за своего большого размера
+ 23 - 23
dist/preview release/babylon.noworker.js


+ 3 - 3
dist/preview release/what's new.md

@@ -17,9 +17,9 @@
     - Added two new types of Texture: FontTexture and MapTexture ([quick doc](http://www.html5gamedevs.com/topic/22565-two-new-texture-types-fonttexture-and-maptexture/)) ([nockawa](https://github.com/nockawa))
     - Added a dynamic [2D Bin Packing Algorithm](http://stackoverflow.com/questions/8762569/how-is-2d-bin-packing-achieved-programmatically), ([more info here](http://www.html5gamedevs.com/topic/22565-two-new-texture-types-fonttexture-and-maptexture/)) ([nockawa](https://github.com/nockawa))
     - Physics engine was completely rewritten, including both plugins for Oimo.js and Cannon.js. [overview](http://doc.babylonjs.com/overviews/Using_The_Physics_Engine) ([RaananW](https://github.com/RaananW))
-	- Interleaved buffers are now directly supported. Create a `Buffer` object and then use `buffer.createVertexBuffer` to specify the vertex buffers ([benaadams](https://github.com/benaadams)) 
-	- Vertex buffers can be marked as instanced to allow custom instancing attributes ([benaadams](https://github.com/benaadams)) 
-	- Mesh can have `overridenInstanceCount` set to specify the number of meshes to draw when custom instancing is used ([benaadams](https://github.com/benaadams)) 
+    - Interleaved buffers are now directly supported. Create a `Buffer` object and then use `buffer.createVertexBuffer` to specify the vertex buffers ([benaadams](https://github.com/benaadams)) 
+    - Vertex buffers can be marked as instanced to allow custom instancing attributes ([benaadams](https://github.com/benaadams)) 
+    - Mesh can have `overridenInstanceCount` set to specify the number of meshes to draw when custom instancing is used ([benaadams](https://github.com/benaadams)) 
     - Now supporting the [Earcut](https://github.com/mapbox/earcut) polygon triangulation library as part of babylon.js library. (Look for the `Earcut` module). The `PolygonMeshBuilder` class now relies on Earcut. ([nockawa](https://github.com/nockawa))	
   - **Updates**
     - Added `renderTargetTexture.useCameraPostProcesses` to control postprocesses for render targets ([deltakosh](https://github.com/deltakosh))

+ 23 - 11
src/Bones/babylon.bone.js

@@ -80,8 +80,9 @@ var BABYLON;
             this._currentRenderId++;
             this._skeleton._markAsDirty();
         };
-        Bone.prototype.copyAnimationRange = function (source, rangeName, frameOffset, rescaleAsRequired) {
+        Bone.prototype.copyAnimationRange = function (source, rangeName, frameOffset, rescaleAsRequired, skelDimensionsRatio) {
             if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
+            if (skelDimensionsRatio === void 0) { skelDimensionsRatio = null; }
             // all animation may be coming from a library skeleton, so may need to create animation
             if (this.animations.length === 0) {
                 this.animations.push(new BABYLON.Animation(this.name, "_matrix", source.animations[0].framePerSecond, BABYLON.Animation.ANIMATIONTYPE_MATRIX, 0));
@@ -97,22 +98,33 @@ var BABYLON;
             var sourceKeys = source.animations[0].getKeys();
             // rescaling prep
             var sourceBoneLength = source.length;
-            var scalingReqd = rescaleAsRequired && sourceBoneLength && this.length && sourceBoneLength !== this.length;
-            var ratio = scalingReqd ? this.length / sourceBoneLength : null;
+            var sourceParent = source.getParent();
+            var parent = this.getParent();
+            var parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;
+            var parentRatio = parentScalingReqd ? parent.length / sourceParent.length : null;
+            var dimensionsScalingReqd = rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);
             var destKeys = this.animations[0].getKeys();
-            // loop vars declaration / initialization
+            // loop vars declaration
             var orig;
-            var origScale = scalingReqd ? BABYLON.Vector3.Zero() : null;
-            var origRotation = scalingReqd ? new BABYLON.Quaternion() : null;
-            var origTranslation = scalingReqd ? BABYLON.Vector3.Zero() : null;
+            var origTranslation;
             var mat;
             for (var key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {
                 orig = sourceKeys[key];
                 if (orig.frame >= from && orig.frame <= to) {
-                    if (scalingReqd) {
-                        orig.value.decompose(origScale, origRotation, origTranslation);
-                        origTranslation.scaleInPlace(ratio);
-                        mat = BABYLON.Matrix.Compose(origScale, origRotation, origTranslation);
+                    if (rescaleAsRequired) {
+                        mat = orig.value.clone();
+                        // scale based on parent ratio, when bone has parent
+                        if (parentScalingReqd) {
+                            origTranslation = mat.getTranslation();
+                            mat.setTranslation(origTranslation.scaleInPlace(parentRatio));
+                        }
+                        else if (dimensionsScalingReqd) {
+                            origTranslation = mat.getTranslation();
+                            mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));
+                        }
+                        else {
+                            mat = orig.value;
+                        }
                     }
                     else {
                         mat = orig.value;

+ 1 - 0
src/Bones/babylon.skeleton.js

@@ -118,6 +118,7 @@ var BABYLON;
                 BABYLON.Tools.Warn("copyAnimationRange: this rig has " + this.bones.length + " bones, while source as " + sourceBones.length);
                 ret = false;
             }
+            var skelDimensionsRatio = (rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest) ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;
             for (i = 0, nBones = this.bones.length; i < nBones; i++) {
                 var boneName = this.bones[i].name;
                 var sourceBone = boneDict[boneName];

+ 26 - 34
src/Mesh/babylon.polygonMesh.js

@@ -100,9 +100,8 @@ var BABYLON;
             this._points = new PolygonPoints();
             this._outlinepoints = new PolygonPoints();
             this._holes = [];
-            if (!("poly2tri" in window)) {
-                throw "PolygonMeshBuilder cannot be used because poly2tri is not referenced";
-            }
+            this._epoints = new Array();
+            this._eholes = new Array();
             this._name = name;
             this._scene = scene;
             var points;
@@ -112,14 +111,23 @@ var BABYLON;
             else {
                 points = contours;
             }
-            this._swctx = new poly2tri.SweepContext(this._points.add(points));
+            this._addToepoint(points);
+            this._points.add(points);
             this._outlinepoints.add(points);
         }
+        PolygonMeshBuilder.prototype._addToepoint = function (points) {
+            for (var _i = 0; _i < points.length; _i++) {
+                var p = points[_i];
+                this._epoints.push(p.x, p.y);
+            }
+        };
         PolygonMeshBuilder.prototype.addHole = function (hole) {
-            this._swctx.addHole(this._points.add(hole));
+            this._points.add(hole);
             var holepoints = new PolygonPoints();
             holepoints.add(hole);
             this._holes.push(holepoints);
+            this._eholes.push(this._epoints.length / 2);
+            this._addToepoint(hole);
             return this;
         };
         PolygonMeshBuilder.prototype.build = function (updatable, depth) {
@@ -136,12 +144,10 @@ var BABYLON;
                 uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
             });
             var indices = [];
-            this._swctx.triangulate();
-            this._swctx.getTriangles().forEach(function (triangle) {
-                triangle.getPoints().forEach(function (point) {
-                    indices.push(point.index);
-                });
-            });
+            var res = Earcut.earcut(this._epoints, this._eholes, 2);
+            for (var i = 0; i < res.length; i++) {
+                indices.push(res[i]);
+            }
             if (depth > 0) {
                 var positionscount = (positions.length / 3); //get the current pointcount
                 this._points.elements.forEach(function (p) {
@@ -149,29 +155,15 @@ var BABYLON;
                     positions.push(p.x, -depth, p.y);
                     uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height);
                 });
-                var p1; //we need to change order of point so the triangles are made in the rigth way.
-                var p2;
-                var poscounter = 0;
-                this._swctx.getTriangles().forEach(function (triangle) {
-                    triangle.getPoints().forEach(function (point) {
-                        switch (poscounter) {
-                            case 0:
-                                p1 = point;
-                                break;
-                            case 1:
-                                p2 = point;
-                                break;
-                            case 2:
-                                indices.push(point.index + positionscount);
-                                indices.push(p2.index + positionscount);
-                                indices.push(p1.index + positionscount);
-                                poscounter = -1;
-                                break;
-                        }
-                        poscounter++;
-                        //indices.push((<IndexedVector2>point).index + positionscount);
-                    });
-                });
+                var totalCount = indices.length;
+                for (var i = 0; i < totalCount; i += 3) {
+                    var i0 = indices[i + 0];
+                    var i1 = indices[i + 1];
+                    var i2 = indices[i + 2];
+                    indices.push(i2 + positionscount);
+                    indices.push(i1 + positionscount);
+                    indices.push(i0 + positionscount);
+                }
                 //Add the sides
                 this.addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false);
                 this._holes.forEach(function (hole) {

+ 0 - 4
src/Mesh/babylon.polygonMesh.ts

@@ -117,10 +117,6 @@ module BABYLON {
         constructor(name: string, contours: Path2, scene: Scene)
         constructor(name: string, contours: Vector2[], scene: Scene)
         constructor(name: string, contours: any, scene: Scene) {
-            if (!("poly2tri" in window)) {
-                throw "PolygonMeshBuilder cannot be used because poly2tri is not referenced";
-            }
-
             this._name = name;
             this._scene = scene;
 

+ 546 - 0
src/Tools/babylon.earcut.js

@@ -0,0 +1,546 @@
+// All the credit goes to this project and the guy who's behind it https://github.com/mapbox/earcut
+// Huge respect for a such great lib. 
+// We just make it TypeScript compiling compliant and typed the public function.
+var Earcut;
+(function (Earcut) {
+    /**
+     * The fastest and smallest JavaScript polygon triangulation library for your WebGL apps
+     * @param data is a flat array of vertice coordinates like [x0, y0, x1, y1, x2, y2, ...].
+     * @param holeIndices is an array of hole indices if any (e.g. [5, 8] for a 12- vertice input would mean one hole with vertices 5–7 and another with 8–11).
+     * @param dim is the number of coordinates per vertice in the input array (2 by default).
+     */
+    function earcut(data, holeIndices, dim) {
+        dim = dim || 2;
+        var hasHoles = holeIndices && holeIndices.length, outerLen = hasHoles ? holeIndices[0] * dim : data.length, outerNode = linkedList(data, 0, outerLen, dim, true), triangles = [];
+        if (!outerNode)
+            return triangles;
+        var minX, minY, maxX, maxY, x, y, size;
+        if (hasHoles)
+            outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
+        // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
+        if (data.length > 80 * dim) {
+            minX = maxX = data[0];
+            minY = maxY = data[1];
+            for (var i = dim; i < outerLen; i += dim) {
+                x = data[i];
+                y = data[i + 1];
+                if (x < minX)
+                    minX = x;
+                if (y < minY)
+                    minY = y;
+                if (x > maxX)
+                    maxX = x;
+                if (y > maxY)
+                    maxY = y;
+            }
+            // minX, minY and size are later used to transform coords into integers for z-order calculation
+            size = Math.max(maxX - minX, maxY - minY);
+        }
+        earcutLinked(outerNode, triangles, dim, minX, minY, size, undefined);
+        return triangles;
+    }
+    Earcut.earcut = earcut;
+    // create a circular doubly linked list from polygon points in the specified winding order
+    function linkedList(data, start, end, dim, clockwise) {
+        var i, last;
+        if (clockwise === (signedArea(data, start, end, dim) > 0)) {
+            for (i = start; i < end; i += dim)
+                last = insertNode(i, data[i], data[i + 1], last);
+        }
+        else {
+            for (i = end - dim; i >= start; i -= dim)
+                last = insertNode(i, data[i], data[i + 1], last);
+        }
+        if (last && equals(last, last.next)) {
+            removeNode(last);
+            last = last.next;
+        }
+        return last;
+    }
+    // eliminate colinear or duplicate points
+    function filterPoints(start, end) {
+        if (!start)
+            return start;
+        if (!end)
+            end = start;
+        var p = start, again;
+        do {
+            again = false;
+            if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
+                removeNode(p);
+                p = end = p.prev;
+                if (p === p.next)
+                    return null;
+                again = true;
+            }
+            else {
+                p = p.next;
+            }
+        } while (again || p !== end);
+        return end;
+    }
+    // main ear slicing loop which triangulates a polygon (given as a linked list)
+    function earcutLinked(ear, triangles, dim, minX, minY, size, pass) {
+        if (!ear)
+            return;
+        // interlink polygon nodes in z-order
+        if (!pass && size)
+            indexCurve(ear, minX, minY, size);
+        var stop = ear, prev, next;
+        // iterate through ears, slicing them one by one
+        while (ear.prev !== ear.next) {
+            prev = ear.prev;
+            next = ear.next;
+            if (size ? isEarHashed(ear, minX, minY, size) : isEar(ear)) {
+                // cut off the triangle
+                triangles.push(prev.i / dim);
+                triangles.push(ear.i / dim);
+                triangles.push(next.i / dim);
+                removeNode(ear);
+                // skipping the next vertice leads to less sliver triangles
+                ear = next.next;
+                stop = next.next;
+                continue;
+            }
+            ear = next;
+            // if we looped through the whole remaining polygon and can't find any more ears
+            if (ear === stop) {
+                // try filtering points and slicing again
+                if (!pass) {
+                    earcutLinked(filterPoints(ear, undefined), triangles, dim, minX, minY, size, 1);
+                }
+                else if (pass === 1) {
+                    ear = cureLocalIntersections(ear, triangles, dim);
+                    earcutLinked(ear, triangles, dim, minX, minY, size, 2);
+                }
+                else if (pass === 2) {
+                    splitEarcut(ear, triangles, dim, minX, minY, size);
+                }
+                break;
+            }
+        }
+    }
+    // check whether a polygon node forms a valid ear with adjacent nodes
+    function isEar(ear) {
+        var a = ear.prev, b = ear, c = ear.next;
+        if (area(a, b, c) >= 0)
+            return false; // reflex, can't be an ear
+        // now make sure we don't have other points inside the potential ear
+        var p = ear.next.next;
+        while (p !== ear.prev) {
+            if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
+                area(p.prev, p, p.next) >= 0)
+                return false;
+            p = p.next;
+        }
+        return true;
+    }
+    function isEarHashed(ear, minX, minY, size) {
+        var a = ear.prev, b = ear, c = ear.next;
+        if (area(a, b, c) >= 0)
+            return false; // reflex, can't be an ear
+        // triangle bbox; min & max are calculated like this for speed
+        var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x), minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y), maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x), maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y);
+        // z-order range for the current triangle bbox;
+        var minZ = zOrder(minTX, minTY, minX, minY, size), maxZ = zOrder(maxTX, maxTY, minX, minY, size);
+        // first look for points inside the triangle in increasing z-order
+        var p = ear.nextZ;
+        while (p && p.z <= maxZ) {
+            if (p !== ear.prev &&
+                p !== ear.next &&
+                pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
+                area(p.prev, p, p.next) >= 0)
+                return false;
+            p = p.nextZ;
+        }
+        // then look for points in decreasing z-order
+        p = ear.prevZ;
+        while (p && p.z >= minZ) {
+            if (p !== ear.prev &&
+                p !== ear.next &&
+                pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
+                area(p.prev, p, p.next) >= 0)
+                return false;
+            p = p.prevZ;
+        }
+        return true;
+    }
+    // go through all polygon nodes and cure small local self-intersections
+    function cureLocalIntersections(start, triangles, dim) {
+        var p = start;
+        do {
+            var a = p.prev, b = p.next.next;
+            if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
+                triangles.push(a.i / dim);
+                triangles.push(p.i / dim);
+                triangles.push(b.i / dim);
+                // remove two nodes involved
+                removeNode(p);
+                removeNode(p.next);
+                p = start = b;
+            }
+            p = p.next;
+        } while (p !== start);
+        return p;
+    }
+    // try splitting polygon into two and triangulate them independently
+    function splitEarcut(start, triangles, dim, minX, minY, size) {
+        // look for a valid diagonal that divides the polygon into two
+        var a = start;
+        do {
+            var b = a.next.next;
+            while (b !== a.prev) {
+                if (a.i !== b.i && isValidDiagonal(a, b)) {
+                    // split the polygon in two by the diagonal
+                    var c = splitPolygon(a, b);
+                    // filter colinear points around the cuts
+                    a = filterPoints(a, a.next);
+                    c = filterPoints(c, c.next);
+                    // run earcut on each half
+                    earcutLinked(a, triangles, dim, minX, minY, size, undefined);
+                    earcutLinked(c, triangles, dim, minX, minY, size, undefined);
+                    return;
+                }
+                b = b.next;
+            }
+            a = a.next;
+        } while (a !== start);
+    }
+    // link every hole into the outer loop, producing a single-ring polygon without holes
+    function eliminateHoles(data, holeIndices, outerNode, dim) {
+        var queue = [], i, len, start, end, list;
+        for (i = 0, len = holeIndices.length; i < len; i++) {
+            start = holeIndices[i] * dim;
+            end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
+            list = linkedList(data, start, end, dim, false);
+            if (list === list.next)
+                list.steiner = true;
+            queue.push(getLeftmost(list));
+        }
+        queue.sort(compareX);
+        // process holes from left to right
+        for (i = 0; i < queue.length; i++) {
+            eliminateHole(queue[i], outerNode);
+            outerNode = filterPoints(outerNode, outerNode.next);
+        }
+        return outerNode;
+    }
+    function compareX(a, b) {
+        return a.x - b.x;
+    }
+    // find a bridge between vertices that connects hole with an outer ring and and link it
+    function eliminateHole(hole, outerNode) {
+        outerNode = findHoleBridge(hole, outerNode);
+        if (outerNode) {
+            var b = splitPolygon(outerNode, hole);
+            filterPoints(b, b.next);
+        }
+    }
+    // David Eberly's algorithm for finding a bridge between hole and outer polygon
+    function findHoleBridge(hole, outerNode) {
+        var p = outerNode, hx = hole.x, hy = hole.y, qx = -Infinity, m;
+        // find a segment intersected by a ray from the hole's leftmost point to the left;
+        // segment's endpoint with lesser x will be potential connection point
+        do {
+            if (hy <= p.y && hy >= p.next.y) {
+                var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
+                if (x <= hx && x > qx) {
+                    qx = x;
+                    if (x === hx) {
+                        if (hy === p.y)
+                            return p;
+                        if (hy === p.next.y)
+                            return p.next;
+                    }
+                    m = p.x < p.next.x ? p : p.next;
+                }
+            }
+            p = p.next;
+        } while (p !== outerNode);
+        if (!m)
+            return null;
+        if (hx === qx)
+            return m.prev; // hole touches outer segment; pick lower endpoint
+        // look for points inside the triangle of hole point, segment intersection and endpoint;
+        // if there are no points found, we have a valid connection;
+        // otherwise choose the point of the minimum angle with the ray as connection point
+        var stop = m, mx = m.x, my = m.y, tanMin = Infinity, tan;
+        p = m.next;
+        while (p !== stop) {
+            if (hx >= p.x &&
+                p.x >= mx &&
+                pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
+                tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
+                if ((tan < tanMin || (tan === tanMin && p.x > m.x)) && locallyInside(p, hole)) {
+                    m = p;
+                    tanMin = tan;
+                }
+            }
+            p = p.next;
+        }
+        return m;
+    }
+    // interlink polygon nodes in z-order
+    function indexCurve(start, minX, minY, size) {
+        var p = start;
+        do {
+            if (p.z === null)
+                p.z = zOrder(p.x, p.y, minX, minY, size);
+            p.prevZ = p.prev;
+            p.nextZ = p.next;
+            p = p.next;
+        } while (p !== start);
+        p.prevZ.nextZ = null;
+        p.prevZ = null;
+        sortLinked(p);
+    }
+    // Simon Tatham's linked list merge sort algorithm
+    // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
+    function sortLinked(list) {
+        var i, p, q, e, tail, numMerges, pSize, qSize, inSize = 1;
+        do {
+            p = list;
+            list = null;
+            tail = null;
+            numMerges = 0;
+            while (p) {
+                numMerges++;
+                q = p;
+                pSize = 0;
+                for (i = 0; i < inSize; i++) {
+                    pSize++;
+                    q = q.nextZ;
+                    if (!q)
+                        break;
+                }
+                qSize = inSize;
+                while (pSize > 0 || (qSize > 0 && q)) {
+                    if (pSize === 0) {
+                        e = q;
+                        q = q.nextZ;
+                        qSize--;
+                    }
+                    else if (qSize === 0 || !q) {
+                        e = p;
+                        p = p.nextZ;
+                        pSize--;
+                    }
+                    else if (p.z <= q.z) {
+                        e = p;
+                        p = p.nextZ;
+                        pSize--;
+                    }
+                    else {
+                        e = q;
+                        q = q.nextZ;
+                        qSize--;
+                    }
+                    if (tail)
+                        tail.nextZ = e;
+                    else
+                        list = e;
+                    e.prevZ = tail;
+                    tail = e;
+                }
+                p = q;
+            }
+            tail.nextZ = null;
+            inSize *= 2;
+        } while (numMerges > 1);
+        return list;
+    }
+    // z-order of a point given coords and size of the data bounding box
+    function zOrder(x, y, minX, minY, size) {
+        // coords are transformed into non-negative 15-bit integer range
+        x = 32767 * (x - minX) / size;
+        y = 32767 * (y - minY) / size;
+        x = (x | (x << 8)) & 0x00FF00FF;
+        x = (x | (x << 4)) & 0x0F0F0F0F;
+        x = (x | (x << 2)) & 0x33333333;
+        x = (x | (x << 1)) & 0x55555555;
+        y = (y | (y << 8)) & 0x00FF00FF;
+        y = (y | (y << 4)) & 0x0F0F0F0F;
+        y = (y | (y << 2)) & 0x33333333;
+        y = (y | (y << 1)) & 0x55555555;
+        return x | (y << 1);
+    }
+    // find the leftmost node of a polygon ring
+    function getLeftmost(start) {
+        var p = start, leftmost = start;
+        do {
+            if (p.x < leftmost.x)
+                leftmost = p;
+            p = p.next;
+        } while (p !== start);
+        return leftmost;
+    }
+    // check if a point lies within a convex triangle
+    function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
+        return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 &&
+            (ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 &&
+            (bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;
+    }
+    // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
+    function isValidDiagonal(a, b) {
+        return a.next.i !== b.i &&
+            a.prev.i !== b.i &&
+            !intersectsPolygon(a, b) &&
+            locallyInside(a, b) &&
+            locallyInside(b, a) &&
+            middleInside(a, b);
+    }
+    // signed area of a triangle
+    function area(p, q, r) {
+        return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
+    }
+    // check if two points are equal
+    function equals(p1, p2) {
+        return p1.x === p2.x && p1.y === p2.y;
+    }
+    // check if two segments intersect
+    function intersects(p1, q1, p2, q2) {
+        if ((equals(p1, q1) && equals(p2, q2)) ||
+            (equals(p1, q2) && equals(p2, q1)))
+            return true;
+        return area(p1, q1, p2) > 0 !== area(p1, q1, q2) > 0 &&
+            area(p2, q2, p1) > 0 !== area(p2, q2, q1) > 0;
+    }
+    // check if a polygon diagonal intersects any polygon segments
+    function intersectsPolygon(a, b) {
+        var p = a;
+        do {
+            if (p.i !== a.i &&
+                p.next.i !== a.i &&
+                p.i !== b.i &&
+                p.next.i !== b.i &&
+                intersects(p, p.next, a, b))
+                return true;
+            p = p.next;
+        } while (p !== a);
+        return false;
+    }
+    // check if a polygon diagonal is locally inside the polygon
+    function locallyInside(a, b) {
+        return area(a.prev, a, a.next) < 0
+            ? area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0
+            : area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
+    }
+    // check if the middle point of a polygon diagonal is inside the polygon
+    function middleInside(a, b) {
+        var p = a, inside = false, px = (a.x + b.x) / 2, py = (a.y + b.y) / 2;
+        do {
+            if (((p.y > py) !== (p.next.y > py)) && (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
+                inside = !inside;
+            p = p.next;
+        } while (p !== a);
+        return inside;
+    }
+    // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
+    // if one belongs to the outer ring and another to a hole, it merges it into a single ring
+    function splitPolygon(a, b) {
+        var a2 = new Node(a.i, a.x, a.y), b2 = new Node(b.i, b.x, b.y), an = a.next, bp = b.prev;
+        a.next = b;
+        b.prev = a;
+        a2.next = an;
+        an.prev = a2;
+        b2.next = a2;
+        a2.prev = b2;
+        bp.next = b2;
+        b2.prev = bp;
+        return b2;
+    }
+    // create a node and optionally link it with previous one (in a circular doubly linked list)
+    function insertNode(i, x, y, last) {
+        var p = new Node(i, x, y);
+        if (!last) {
+            p.prev = p;
+            p.next = p;
+        }
+        else {
+            p.next = last.next;
+            p.prev = last;
+            last.next.prev = p;
+            last.next = p;
+        }
+        return p;
+    }
+    function removeNode(p) {
+        p.next.prev = p.prev;
+        p.prev.next = p.next;
+        if (p.prevZ)
+            p.prevZ.nextZ = p.nextZ;
+        if (p.nextZ)
+            p.nextZ.prevZ = p.prevZ;
+    }
+    function Node(i, x, y) {
+        // vertice index in coordinates array
+        this.i = i;
+        // vertex coordinates
+        this.x = x;
+        this.y = y;
+        // previous and next vertice nodes in a polygon ring
+        this.prev = null;
+        this.next = null;
+        // z-order curve value
+        this.z = null;
+        // previous and next nodes in z-order
+        this.prevZ = null;
+        this.nextZ = null;
+        // indicates whether this is a steiner point
+        this.steiner = false;
+    }
+    /**
+     * return a percentage difference between the polygon area and its triangulation area;
+     * used to verify correctness of triangulation
+     */
+    function deviation(data, holeIndices, dim, triangles) {
+        var hasHoles = holeIndices && holeIndices.length;
+        var outerLen = hasHoles ? holeIndices[0] * dim : data.length;
+        var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim));
+        if (hasHoles) {
+            for (var i = 0, len = holeIndices.length; i < len; i++) {
+                var start = holeIndices[i] * dim;
+                var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
+                polygonArea -= Math.abs(signedArea(data, start, end, dim));
+            }
+        }
+        var trianglesArea = 0;
+        for (i = 0; i < triangles.length; i += 3) {
+            var a = triangles[i] * dim;
+            var b = triangles[i + 1] * dim;
+            var c = triangles[i + 2] * dim;
+            trianglesArea += Math.abs((data[a] - data[c]) * (data[b + 1] - data[a + 1]) -
+                (data[a] - data[b]) * (data[c + 1] - data[a + 1]));
+        }
+        return polygonArea === 0 && trianglesArea === 0 ? 0 : Math.abs((trianglesArea - polygonArea) / polygonArea);
+    }
+    Earcut.deviation = deviation;
+    ;
+    function signedArea(data, start, end, dim) {
+        var sum = 0;
+        for (var i = start, j = end - dim; i < end; i += dim) {
+            sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
+            j = i;
+        }
+        return sum;
+    }
+    /**
+     *  turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts
+     */
+    function flatten(data) {
+        var dim = data[0][0].length, result = { vertices: [], holes: [], dimensions: dim }, holeIndex = 0;
+        for (var i = 0; i < data.length; i++) {
+            for (var j = 0; j < data[i].length; j++) {
+                for (var d = 0; d < dim; d++)
+                    result.vertices.push(data[i][j][d]);
+            }
+            if (i > 0) {
+                holeIndex += data[i - 1].length;
+                result.holes.push(holeIndex);
+            }
+        }
+        return result;
+    }
+    Earcut.flatten = flatten;
+    ;
+})(Earcut || (Earcut = {}));