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Fix for imposter and options init

Since both are optional in typescript, they should be initialized in the
function before used.
importer was accessed before its initialization, moved the init a few
lines up.
options is optional but is accessed without checking if it exists. It is
now being initialized or set in case some values are missing.
Raanan Weber 10 년 전
부모
커밋
427bbff292
2개의 변경된 파일235개의 추가작업 그리고 69개의 파일을 삭제
  1. 226 64
      Babylon/Mesh/babylon.abstractMesh.js
  2. 9 5
      Babylon/Mesh/babylon.abstractMesh.ts

+ 226 - 64
Babylon/Mesh/babylon.abstractMesh.js

@@ -1,4 +1,4 @@
-var __extends = this.__extends || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;
@@ -11,7 +11,7 @@ var BABYLON;
         function AbstractMesh(name, scene) {
             _super.call(this, name, scene);
             // Properties
-            this.definedFacingForward = true; // orientation for POV movement & rotation
+            this.definedFacingForward = true;
             this.position = new BABYLON.Vector3(0, 0, 0);
             this.rotation = new BABYLON.Vector3(0, 0, 0);
             this.scaling = new BABYLON.Vector3(1, 1, 1);
@@ -69,6 +69,7 @@ var BABYLON;
             this._renderId = 0;
             this._intersectionsInProgress = new Array();
             this._onAfterWorldMatrixUpdate = new Array();
+
             scene.meshes.push(this);
         }
         Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
@@ -78,6 +79,7 @@ var BABYLON;
             enumerable: true,
             configurable: true
         });
+
         Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
             get: function () {
                 return AbstractMesh._BILLBOARDMODE_X;
@@ -85,6 +87,7 @@ var BABYLON;
             enumerable: true,
             configurable: true
         });
+
         Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
             get: function () {
                 return AbstractMesh._BILLBOARDMODE_Y;
@@ -92,6 +95,7 @@ var BABYLON;
             enumerable: true,
             configurable: true
         });
+
         Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
             get: function () {
                 return AbstractMesh._BILLBOARDMODE_Z;
@@ -99,6 +103,7 @@ var BABYLON;
             enumerable: true,
             configurable: true
         });
+
         Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
             get: function () {
                 return AbstractMesh._BILLBOARDMODE_ALL;
@@ -106,6 +111,7 @@ var BABYLON;
             enumerable: true,
             configurable: true
         });
+
         Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
             // Methods
             get: function () {
@@ -114,30 +120,38 @@ var BABYLON;
             enumerable: true,
             configurable: true
         });
+
         AbstractMesh.prototype.getLOD = function (camera) {
             return this;
         };
+
         AbstractMesh.prototype.getTotalVertices = function () {
             return 0;
         };
+
         AbstractMesh.prototype.getIndices = function () {
             return null;
         };
+
         AbstractMesh.prototype.getVerticesData = function (kind) {
             return null;
         };
+
         AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
             return false;
         };
+
         AbstractMesh.prototype.getBoundingInfo = function () {
             if (this._masterMesh) {
                 return this._masterMesh.getBoundingInfo();
             }
+
             if (!this._boundingInfo) {
                 this._updateBoundingInfo();
             }
             return this._boundingInfo;
         };
+
         Object.defineProperty(AbstractMesh.prototype, "useBones", {
             get: function () {
                 return this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind);
@@ -145,20 +159,25 @@ var BABYLON;
             enumerable: true,
             configurable: true
         });
+
         AbstractMesh.prototype._preActivate = function () {
         };
+
         AbstractMesh.prototype._activate = function (renderId) {
             this._renderId = renderId;
         };
+
         AbstractMesh.prototype.getWorldMatrix = function () {
             if (this._masterMesh) {
                 return this._masterMesh.getWorldMatrix();
             }
+
             if (this._currentRenderId !== this.getScene().getRenderId()) {
                 this.computeWorldMatrix();
             }
             return this._worldMatrix;
         };
+
         Object.defineProperty(AbstractMesh.prototype, "worldMatrixFromCache", {
             get: function () {
                 return this._worldMatrix;
@@ -166,6 +185,7 @@ var BABYLON;
             enumerable: true,
             configurable: true
         });
+
         Object.defineProperty(AbstractMesh.prototype, "absolutePosition", {
             get: function () {
                 return this._absolutePosition;
@@ -173,46 +193,53 @@ var BABYLON;
             enumerable: true,
             configurable: true
         });
+
         AbstractMesh.prototype.rotate = function (axis, amount, space) {
             if (!this.rotationQuaternion) {
                 this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
                 this.rotation = BABYLON.Vector3.Zero();
             }
+
             if (!space || space == 0 /* LOCAL */) {
                 var rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, amount);
                 this.rotationQuaternion = this.rotationQuaternion.multiply(rotationQuaternion);
-            }
-            else {
+            } else {
                 if (this.parent) {
                     var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
                     invertParentWorldMatrix.invert();
+
                     axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
                 }
                 rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, amount);
                 this.rotationQuaternion = rotationQuaternion.multiply(this.rotationQuaternion);
             }
         };
+
         AbstractMesh.prototype.translate = function (axis, distance, space) {
             var displacementVector = axis.scale(distance);
+
             if (!space || space == 0 /* LOCAL */) {
                 var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
                 this.setPositionWithLocalVector(tempV3);
-            }
-            else {
+            } else {
                 this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
             }
         };
+
         AbstractMesh.prototype.getAbsolutePosition = function () {
             this.computeWorldMatrix();
             return this._absolutePosition;
         };
+
         AbstractMesh.prototype.setAbsolutePosition = function (absolutePosition) {
             if (!absolutePosition) {
                 return;
             }
+
             var absolutePositionX;
             var absolutePositionY;
             var absolutePositionZ;
+
             if (absolutePosition.x === undefined) {
                 if (arguments.length < 3) {
                     return;
@@ -220,116 +247,134 @@ var BABYLON;
                 absolutePositionX = arguments[0];
                 absolutePositionY = arguments[1];
                 absolutePositionZ = arguments[2];
-            }
-            else {
+            } else {
                 absolutePositionX = absolutePosition.x;
                 absolutePositionY = absolutePosition.y;
                 absolutePositionZ = absolutePosition.z;
             }
+
             if (this.parent) {
                 var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
                 invertParentWorldMatrix.invert();
+
                 var worldPosition = new BABYLON.Vector3(absolutePositionX, absolutePositionY, absolutePositionZ);
+
                 this.position = BABYLON.Vector3.TransformCoordinates(worldPosition, invertParentWorldMatrix);
-            }
-            else {
+            } else {
                 this.position.x = absolutePositionX;
                 this.position.y = absolutePositionY;
                 this.position.z = absolutePositionZ;
             }
         };
+
         // ================================== Point of View Movement =================================
         /**
-         * Perform relative position change from the point of view of behind the front of the mesh.
-         * This is performed taking into account the meshes current rotation, so you do not have to care.
-         * Supports definition of mesh facing forward or backward.
-         * @param {number} amountRight
-         * @param {number} amountUp
-         * @param {number} amountForward
-         */
+        * Perform relative position change from the point of view of behind the front of the mesh.
+        * This is performed taking into account the meshes current rotation, so you do not have to care.
+        * Supports definition of mesh facing forward or backward.
+        * @param {number} amountRight
+        * @param {number} amountUp
+        * @param {number} amountForward
+        */
         AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {
             this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
         };
+
         /**
-         * Calculate relative position change from the point of view of behind the front of the mesh.
-         * This is performed taking into account the meshes current rotation, so you do not have to care.
-         * Supports definition of mesh facing forward or backward.
-         * @param {number} amountRight
-         * @param {number} amountUp
-         * @param {number} amountForward
-         */
+        * Calculate relative position change from the point of view of behind the front of the mesh.
+        * This is performed taking into account the meshes current rotation, so you do not have to care.
+        * Supports definition of mesh facing forward or backward.
+        * @param {number} amountRight
+        * @param {number} amountUp
+        * @param {number} amountForward
+        */
         AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {
             var rotMatrix = new BABYLON.Matrix();
             var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
             rotQuaternion.toRotationMatrix(rotMatrix);
+
             var translationDelta = BABYLON.Vector3.Zero();
             var defForwardMult = this.definedFacingForward ? -1 : 1;
             BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
             return translationDelta;
         };
+
         // ================================== Point of View Rotation =================================
         /**
-         * Perform relative rotation change from the point of view of behind the front of the mesh.
-         * Supports definition of mesh facing forward or backward.
-         * @param {number} flipBack
-         * @param {number} twirlClockwise
-         * @param {number} tiltRight
-         */
+        * Perform relative rotation change from the point of view of behind the front of the mesh.
+        * Supports definition of mesh facing forward or backward.
+        * @param {number} flipBack
+        * @param {number} twirlClockwise
+        * @param {number} tiltRight
+        */
         AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {
             this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
         };
+
         /**
-         * Calculate relative rotation change from the point of view of behind the front of the mesh.
-         * Supports definition of mesh facing forward or backward.
-         * @param {number} flipBack
-         * @param {number} twirlClockwise
-         * @param {number} tiltRight
-         */
+        * Calculate relative rotation change from the point of view of behind the front of the mesh.
+        * Supports definition of mesh facing forward or backward.
+        * @param {number} flipBack
+        * @param {number} twirlClockwise
+        * @param {number} tiltRight
+        */
         AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {
             var defForwardMult = this.definedFacingForward ? 1 : -1;
             return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
         };
+
         AbstractMesh.prototype.setPivotMatrix = function (matrix) {
             this._pivotMatrix = matrix;
             this._cache.pivotMatrixUpdated = true;
         };
+
         AbstractMesh.prototype.getPivotMatrix = function () {
             return this._pivotMatrix;
         };
+
         AbstractMesh.prototype._isSynchronized = function () {
             if (this._isDirty) {
                 return false;
             }
+
             if (this.billboardMode !== AbstractMesh.BILLBOARDMODE_NONE)
                 return false;
+
             if (this._cache.pivotMatrixUpdated) {
                 return false;
             }
+
             if (this.infiniteDistance) {
                 return false;
             }
+
             if (!this._cache.position.equals(this.position))
                 return false;
+
             if (this.rotationQuaternion) {
                 if (!this._cache.rotationQuaternion.equals(this.rotationQuaternion))
                     return false;
-            }
-            else {
+            } else {
                 if (!this._cache.rotation.equals(this.rotation))
                     return false;
             }
+
             if (!this._cache.scaling.equals(this.scaling))
                 return false;
+
             return true;
         };
+
         AbstractMesh.prototype._initCache = function () {
             _super.prototype._initCache.call(this);
+
             this._cache.localMatrixUpdated = false;
             this._cache.position = BABYLON.Vector3.Zero();
             this._cache.scaling = BABYLON.Vector3.Zero();
             this._cache.rotation = BABYLON.Vector3.Zero();
             this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
         };
+
         AbstractMesh.prototype.markAsDirty = function (property) {
             if (property === "rotation") {
                 this.rotationQuaternion = null;
@@ -337,65 +382,79 @@ var BABYLON;
             this._currentRenderId = Number.MAX_VALUE;
             this._isDirty = true;
         };
+
         AbstractMesh.prototype._updateBoundingInfo = function () {
             this._boundingInfo = this._boundingInfo || new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition);
+
             this._boundingInfo._update(this.worldMatrixFromCache);
+
             this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
         };
+
         AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
             if (!this.subMeshes) {
                 return;
             }
+
             for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
                 var subMesh = this.subMeshes[subIndex];
+
                 subMesh.updateBoundingInfo(matrix);
             }
         };
+
         AbstractMesh.prototype.computeWorldMatrix = function (force) {
             if (!force && (this._currentRenderId == this.getScene().getRenderId() || this.isSynchronized(true))) {
                 return this._worldMatrix;
             }
+
             this._cache.position.copyFrom(this.position);
             this._cache.scaling.copyFrom(this.scaling);
             this._cache.pivotMatrixUpdated = false;
             this._currentRenderId = this.getScene().getRenderId();
             this._isDirty = false;
+
             // Scaling
             BABYLON.Matrix.ScalingToRef(this.scaling.x, this.scaling.y, this.scaling.z, this._localScaling);
+
             // Rotation
             if (this.rotationQuaternion) {
                 this.rotationQuaternion.toRotationMatrix(this._localRotation);
                 this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
-            }
-            else {
+            } else {
                 BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._localRotation);
                 this._cache.rotation.copyFrom(this.rotation);
             }
+
             // Translation
             if (this.infiniteDistance && !this.parent) {
                 var camera = this.getScene().activeCamera;
                 var cameraWorldMatrix = camera.getWorldMatrix();
+
                 var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
+
                 BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, this._localTranslation);
-            }
-            else {
+            } else {
                 BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._localTranslation);
             }
+
             // Composing transformations
             this._pivotMatrix.multiplyToRef(this._localScaling, this._localPivotScaling);
             this._localPivotScaling.multiplyToRef(this._localRotation, this._localPivotScalingRotation);
+
             // Billboarding
             if (this.billboardMode !== AbstractMesh.BILLBOARDMODE_NONE && this.getScene().activeCamera) {
                 var localPosition = this.position.clone();
                 var zero = this.getScene().activeCamera.position.clone();
+
                 if (this.parent && this.parent.position) {
                     localPosition.addInPlace(this.parent.position);
                     BABYLON.Matrix.TranslationToRef(localPosition.x, localPosition.y, localPosition.z, this._localTranslation);
                 }
+
                 if ((this.billboardMode & AbstractMesh.BILLBOARDMODE_ALL) === AbstractMesh.BILLBOARDMODE_ALL) {
                     zero = this.getScene().activeCamera.position;
-                }
-                else {
+                } else {
                     if (this.billboardMode & BABYLON.AbstractMesh.BILLBOARDMODE_X)
                         zero.x = localPosition.x + BABYLON.Engine.Epsilon;
                     if (this.billboardMode & BABYLON.AbstractMesh.BILLBOARDMODE_Y)
@@ -403,30 +462,39 @@ var BABYLON;
                     if (this.billboardMode & BABYLON.AbstractMesh.BILLBOARDMODE_Z)
                         zero.z = localPosition.z + 0.001;
                 }
+
                 BABYLON.Matrix.LookAtLHToRef(localPosition, zero, BABYLON.Vector3.Up(), this._localBillboard);
                 this._localBillboard.m[12] = this._localBillboard.m[13] = this._localBillboard.m[14] = 0;
+
                 this._localBillboard.invert();
+
                 this._localPivotScalingRotation.multiplyToRef(this._localBillboard, this._localWorld);
                 this._rotateYByPI.multiplyToRef(this._localWorld, this._localPivotScalingRotation);
             }
+
             // Local world
             this._localPivotScalingRotation.multiplyToRef(this._localTranslation, this._localWorld);
+
             // Parent
             if (this.parent && this.parent.getWorldMatrix && this.billboardMode === BABYLON.AbstractMesh.BILLBOARDMODE_NONE) {
                 this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
-            }
-            else {
+            } else {
                 this._worldMatrix.copyFrom(this._localWorld);
             }
+
             // Bounding info
             this._updateBoundingInfo();
+
             // Absolute position
             this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
+
             for (var callbackIndex = 0; callbackIndex < this._onAfterWorldMatrixUpdate.length; callbackIndex++) {
                 this._onAfterWorldMatrixUpdate[callbackIndex](this);
             }
+
             return this._worldMatrix;
         };
+
         /**
         * If you'd like to be callbacked after the mesh position, rotation or scaling has been updated
         * @param func: callback function to add
@@ -434,26 +502,35 @@ var BABYLON;
         AbstractMesh.prototype.registerAfterWorldMatrixUpdate = function (func) {
             this._onAfterWorldMatrixUpdate.push(func);
         };
+
         AbstractMesh.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
             var index = this._onAfterWorldMatrixUpdate.indexOf(func);
+
             if (index > -1) {
                 this._onAfterWorldMatrixUpdate.splice(index, 1);
             }
         };
+
         AbstractMesh.prototype.setPositionWithLocalVector = function (vector3) {
             this.computeWorldMatrix();
+
             this.position = BABYLON.Vector3.TransformNormal(vector3, this._localWorld);
         };
+
         AbstractMesh.prototype.getPositionExpressedInLocalSpace = function () {
             this.computeWorldMatrix();
             var invLocalWorldMatrix = this._localWorld.clone();
             invLocalWorldMatrix.invert();
+
             return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
         };
+
         AbstractMesh.prototype.locallyTranslate = function (vector3) {
             this.computeWorldMatrix();
+
             this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld);
         };
+
         AbstractMesh.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor) {
             /// <summary>Orients a mesh towards a target point. Mesh must be drawn facing user.</summary>
             /// <param name="targetPoint" type="BABYLON.Vector3">The position (must be in same space as current mesh) to look at</param>
@@ -461,154 +538,204 @@ var BABYLON;
             /// <param name="pitchCor" type="Number">optional pitch (x-axis) correction in radians</param>
             /// <param name="rollCor" type="Number">optional roll (z-axis) correction in radians</param>
             /// <returns>Mesh oriented towards targetMesh</returns>
-            yawCor = yawCor || 0; // default to zero if undefined 
+            yawCor = yawCor || 0; // default to zero if undefined
             pitchCor = pitchCor || 0;
             rollCor = rollCor || 0;
+
             var dv = targetPoint.subtract(this.position);
             var yaw = -Math.atan2(dv.z, dv.x) - Math.PI / 2;
             var len = Math.sqrt(dv.x * dv.x + dv.z * dv.z);
             var pitch = Math.atan2(dv.y, len);
             this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(yaw + yawCor, pitch + pitchCor, rollCor);
         };
+
         AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
             if (!this._boundingInfo.isInFrustum(frustumPlanes)) {
                 return false;
             }
+
             return true;
         };
+
         AbstractMesh.prototype.isCompletelyInFrustum = function (camera) {
             if (!camera) {
                 camera = this.getScene().activeCamera;
             }
+
             var transformMatrix = camera.getViewMatrix().multiply(camera.getProjectionMatrix());
+
             if (!this._boundingInfo.isCompletelyInFrustum(BABYLON.Frustum.GetPlanes(transformMatrix))) {
                 return false;
             }
+
             return true;
         };
+
         AbstractMesh.prototype.intersectsMesh = function (mesh, precise) {
             if (!this._boundingInfo || !mesh._boundingInfo) {
                 return false;
             }
+
             return this._boundingInfo.intersects(mesh._boundingInfo, precise);
         };
+
         AbstractMesh.prototype.intersectsPoint = function (point) {
             if (!this._boundingInfo) {
                 return false;
             }
+
             return this._boundingInfo.intersectsPoint(point);
         };
+
         // Physics
         AbstractMesh.prototype.setPhysicsState = function (impostor, options) {
             var physicsEngine = this.getScene().getPhysicsEngine();
+
             if (!physicsEngine) {
                 return;
             }
+
+            impostor = impostor || BABYLON.PhysicsEngine.NoImpostor;
+
             if (impostor.impostor) {
                 // Old API
                 options = impostor;
                 impostor = impostor.impostor;
             }
-            impostor = impostor || BABYLON.PhysicsEngine.NoImpostor;
+
             if (impostor === BABYLON.PhysicsEngine.NoImpostor) {
                 physicsEngine._unregisterMesh(this);
                 return;
             }
-            options.mass = options.mass || 0;
-            options.friction = options.friction || 0.2;
-            options.restitution = options.restitution || 0.2;
+
+            if (!options) {
+                options = { mass: 0, friction: 0.2, restitution: 0.2 };
+            } else {
+                options.mass = options.mass || 0;
+                options.friction = options.friction || 0.2;
+                options.restitution = options.restitution || 0.2;
+            }
+
             this._physicImpostor = impostor;
             this._physicsMass = options.mass;
             this._physicsFriction = options.friction;
             this._physicRestitution = options.restitution;
+
             return physicsEngine._registerMesh(this, impostor, options);
         };
+
         AbstractMesh.prototype.getPhysicsImpostor = function () {
             if (!this._physicImpostor) {
                 return BABYLON.PhysicsEngine.NoImpostor;
             }
+
             return this._physicImpostor;
         };
+
         AbstractMesh.prototype.getPhysicsMass = function () {
             if (!this._physicsMass) {
                 return 0;
             }
+
             return this._physicsMass;
         };
+
         AbstractMesh.prototype.getPhysicsFriction = function () {
             if (!this._physicsFriction) {
                 return 0;
             }
+
             return this._physicsFriction;
         };
+
         AbstractMesh.prototype.getPhysicsRestitution = function () {
             if (!this._physicRestitution) {
                 return 0;
             }
+
             return this._physicRestitution;
         };
+
         AbstractMesh.prototype.getPositionInCameraSpace = function (camera) {
             if (!camera) {
                 camera = this.getScene().activeCamera;
             }
+
             return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
         };
+
         AbstractMesh.prototype.getDistanceToCamera = function (camera) {
             if (!camera) {
                 camera = this.getScene().activeCamera;
             }
+
             return this.absolutePosition.subtract(camera.position).length();
         };
+
         AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
             if (!this._physicImpostor) {
                 return;
             }
+
             this.getScene().getPhysicsEngine()._applyImpulse(this, force, contactPoint);
         };
+
         AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
             if (!this._physicImpostor) {
                 return;
             }
+
             this.getScene().getPhysicsEngine()._createLink(this, otherMesh, pivot1, pivot2, options);
         };
+
         AbstractMesh.prototype.updatePhysicsBodyPosition = function () {
             if (!this._physicImpostor) {
                 return;
             }
             this.getScene().getPhysicsEngine()._updateBodyPosition(this);
         };
+
         // Collisions
         AbstractMesh.prototype.moveWithCollisions = function (velocity) {
             var globalPosition = this.getAbsolutePosition();
+
             globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPositionForCollisions);
             this._oldPositionForCollisions.addInPlace(this.ellipsoidOffset);
             this._collider.radius = this.ellipsoid;
+
             this.getScene()._getNewPosition(this._oldPositionForCollisions, velocity, this._collider, 3, this._newPositionForCollisions, this);
             this._newPositionForCollisions.subtractToRef(this._oldPositionForCollisions, this._diffPositionForCollisions);
+
             if (this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
                 this.position.addInPlace(this._diffPositionForCollisions);
             }
         };
+
         // Submeshes octree
         /**
         * This function will create an octree to help select the right submeshes for rendering, picking and collisions
         * Please note that you must have a decent number of submeshes to get performance improvements when using octree
         */
         AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
-            if (maxCapacity === void 0) { maxCapacity = 64; }
-            if (maxDepth === void 0) { maxDepth = 2; }
+            if (typeof maxCapacity === "undefined") { maxCapacity = 64; }
+            if (typeof maxDepth === "undefined") { maxDepth = 2; }
             if (!this._submeshesOctree) {
                 this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
             }
+
             this.computeWorldMatrix(true);
+
             // Update octree
             var bbox = this.getBoundingInfo().boundingBox;
             this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
+
             return this._submeshesOctree;
         };
+
         // Collisions
         AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
             this._generatePointsArray();
+
             // Transformation
             if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
                 subMesh._lastColliderTransformMatrix = transformMatrix.clone();
@@ -620,81 +747,103 @@ var BABYLON;
                     subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
                 }
             }
+
             // Collide
             collider._collide(subMesh, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart);
         };
+
         AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
             var subMeshes;
             var len;
+
             // Octrees
             if (this._submeshesOctree && this.useOctreeForCollisions) {
                 var radius = collider.velocityWorldLength + Math.max(collider.radius.x, collider.radius.y, collider.radius.z);
                 var intersections = this._submeshesOctree.intersects(collider.basePointWorld, radius);
+
                 len = intersections.length;
                 subMeshes = intersections.data;
-            }
-            else {
+            } else {
                 subMeshes = this.subMeshes;
                 len = subMeshes.length;
             }
+
             for (var index = 0; index < len; index++) {
                 var subMesh = subMeshes[index];
+
                 // Bounding test
                 if (len > 1 && !subMesh._checkCollision(collider))
                     continue;
+
                 this._collideForSubMesh(subMesh, transformMatrix, collider);
             }
         };
+
         AbstractMesh.prototype._checkCollision = function (collider) {
             // Bounding box test
             if (!this._boundingInfo._checkCollision(collider))
                 return;
+
             // Transformation matrix
             BABYLON.Matrix.ScalingToRef(1.0 / collider.radius.x, 1.0 / collider.radius.y, 1.0 / collider.radius.z, this._collisionsScalingMatrix);
             this.worldMatrixFromCache.multiplyToRef(this._collisionsScalingMatrix, this._collisionsTransformMatrix);
+
             this._processCollisionsForSubMeshes(collider, this._collisionsTransformMatrix);
         };
+
         // Picking
         AbstractMesh.prototype._generatePointsArray = function () {
             return false;
         };
+
         AbstractMesh.prototype.intersects = function (ray, fastCheck) {
             var pickingInfo = new BABYLON.PickingInfo();
+
             if (!this.subMeshes || !this._boundingInfo || !ray.intersectsSphere(this._boundingInfo.boundingSphere) || !ray.intersectsBox(this._boundingInfo.boundingBox)) {
                 return pickingInfo;
             }
+
             if (!this._generatePointsArray()) {
                 return pickingInfo;
             }
+
             var intersectInfo = null;
+
             // Octrees
             var subMeshes;
             var len;
+
             if (this._submeshesOctree && this.useOctreeForPicking) {
                 var worldRay = BABYLON.Ray.Transform(ray, this.getWorldMatrix());
                 var intersections = this._submeshesOctree.intersectsRay(worldRay);
+
                 len = intersections.length;
                 subMeshes = intersections.data;
-            }
-            else {
+            } else {
                 subMeshes = this.subMeshes;
                 len = subMeshes.length;
             }
+
             for (var index = 0; index < len; index++) {
                 var subMesh = subMeshes[index];
+
                 // Bounding test
                 if (len > 1 && !subMesh.canIntersects(ray))
                     continue;
+
                 var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
+
                 if (currentIntersectInfo) {
                     if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
                         intersectInfo = currentIntersectInfo;
+
                         if (fastCheck) {
                             break;
                         }
                     }
                 }
             }
+
             if (intersectInfo) {
                 // Get picked point
                 var world = this.getWorldMatrix();
@@ -702,7 +851,9 @@ var BABYLON;
                 var direction = ray.direction.clone();
                 direction = direction.scale(intersectInfo.distance);
                 var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
+
                 var pickedPoint = worldOrigin.add(worldDirection);
+
                 // Return result
                 pickingInfo.hit = true;
                 pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
@@ -713,40 +864,49 @@ var BABYLON;
                 pickingInfo.faceId = intersectInfo.faceId;
                 return pickingInfo;
             }
+
             return pickingInfo;
         };
+
         AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
             return null;
         };
+
         AbstractMesh.prototype.releaseSubMeshes = function () {
             if (this.subMeshes) {
                 while (this.subMeshes.length) {
                     this.subMeshes[0].dispose();
                 }
-            }
-            else {
+            } else {
                 this.subMeshes = new Array();
             }
         };
+
         AbstractMesh.prototype.dispose = function (doNotRecurse) {
             // Physics
             if (this.getPhysicsImpostor() != BABYLON.PhysicsEngine.NoImpostor) {
                 this.setPhysicsState(BABYLON.PhysicsEngine.NoImpostor);
             }
+
             for (index = 0; index < this._intersectionsInProgress.length; index++) {
                 var other = this._intersectionsInProgress[index];
+
                 var pos = other._intersectionsInProgress.indexOf(this);
                 other._intersectionsInProgress.splice(pos, 1);
             }
+
             this._intersectionsInProgress = [];
+
             // SubMeshes
             this.releaseSubMeshes();
+
             // Remove from scene
             var index = this.getScene().meshes.indexOf(this);
             if (index != -1) {
-                // Remove from the scene if mesh found 
+                // Remove from the scene if mesh found
                 this.getScene().meshes.splice(index, 1);
             }
+
             if (!doNotRecurse) {
                 for (index = 0; index < this.getScene().particleSystems.length; index++) {
                     if (this.getScene().particleSystems[index].emitter == this) {
@@ -754,6 +914,7 @@ var BABYLON;
                         index--;
                     }
                 }
+
                 // Children
                 var objects = this.getScene().meshes.slice(0);
                 for (index = 0; index < objects.length; index++) {
@@ -761,8 +922,7 @@ var BABYLON;
                         objects[index].dispose();
                     }
                 }
-            }
-            else {
+            } else {
                 for (index = 0; index < this.getScene().meshes.length; index++) {
                     var obj = this.getScene().meshes[index];
                     if (obj.parent === this) {
@@ -771,14 +931,16 @@ var BABYLON;
                     }
                 }
             }
+
             this._onAfterWorldMatrixUpdate = [];
+
             this._isDisposed = true;
+
             // Callback
             if (this.onDispose) {
                 this.onDispose();
             }
         };
-        // Statics
         AbstractMesh._BILLBOARDMODE_NONE = 0;
         AbstractMesh._BILLBOARDMODE_X = 1;
         AbstractMesh._BILLBOARDMODE_Y = 2;
@@ -788,4 +950,4 @@ var BABYLON;
     })(BABYLON.Node);
     BABYLON.AbstractMesh = AbstractMesh;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.abstractMesh.js.map
+//# sourceMappingURL=babylon.abstractMesh.js.map

+ 9 - 5
Babylon/Mesh/babylon.abstractMesh.ts

@@ -587,22 +587,26 @@
                 return;
             }
 
+            impostor = impostor || PhysicsEngine.NoImpostor;
+
             if (impostor.impostor) {
                 // Old API
                 options = impostor;
                 impostor = impostor.impostor;
             }
 
-            impostor = impostor || PhysicsEngine.NoImpostor;
-
             if (impostor === BABYLON.PhysicsEngine.NoImpostor) {
                 physicsEngine._unregisterMesh(this);
                 return;
             }
 
-            options.mass = options.mass || 0;
-            options.friction = options.friction || 0.2;
-            options.restitution = options.restitution || 0.2;
+            if (!options) {
+                options = { mass: 0, friction: 0.2, restitution: 0.2 };
+            } else {
+                options.mass = options.mass || 0;
+                options.friction = options.friction || 0.2;
+                options.restitution = options.restitution || 0.2;
+            }
 
             this._physicImpostor = impostor;
             this._physicsMass = options.mass;