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@@ -1,4 +1,4 @@
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-var __extends = this.__extends || function (d, b) {
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+var __extends = this.__extends || function (d, b) {
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for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
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function __() { this.constructor = d; }
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__.prototype = b.prototype;
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@@ -11,6 +11,7 @@ var BABYLON;
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function AbstractMesh(name, scene) {
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_super.call(this, name, scene);
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// Properties
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+ this.definedFacingForward = true; // orientation for POV movement & rotation
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this.position = new BABYLON.Vector3(0, 0, 0);
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this.rotation = new BABYLON.Vector3(0, 0, 0);
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this.scaling = new BABYLON.Vector3(1, 1, 1);
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@@ -68,7 +69,6 @@ var BABYLON;
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this._renderId = 0;
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this._intersectionsInProgress = new Array();
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this._onAfterWorldMatrixUpdate = new Array();
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-
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scene.meshes.push(this);
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}
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Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
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@@ -78,7 +78,6 @@ var BABYLON;
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enumerable: true,
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configurable: true
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});
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-
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Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
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get: function () {
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return AbstractMesh._BILLBOARDMODE_X;
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@@ -86,7 +85,6 @@ var BABYLON;
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enumerable: true,
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configurable: true
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});
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-
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Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
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get: function () {
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return AbstractMesh._BILLBOARDMODE_Y;
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@@ -94,7 +92,6 @@ var BABYLON;
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enumerable: true,
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configurable: true
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});
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-
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Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
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get: function () {
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return AbstractMesh._BILLBOARDMODE_Z;
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@@ -102,7 +99,6 @@ var BABYLON;
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enumerable: true,
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configurable: true
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});
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-
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Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
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get: function () {
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return AbstractMesh._BILLBOARDMODE_ALL;
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@@ -110,7 +106,6 @@ var BABYLON;
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enumerable: true,
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configurable: true
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});
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-
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Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
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// Methods
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get: function () {
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@@ -119,56 +114,44 @@ var BABYLON;
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enumerable: true,
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configurable: true
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});
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-
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AbstractMesh.prototype.getLOD = function (camera) {
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return this;
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};
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-
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AbstractMesh.prototype.getTotalVertices = function () {
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return 0;
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};
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-
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AbstractMesh.prototype.getIndices = function () {
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return null;
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};
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-
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AbstractMesh.prototype.getVerticesData = function (kind) {
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return null;
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};
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-
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AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
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return false;
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};
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-
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AbstractMesh.prototype.getBoundingInfo = function () {
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if (this._masterMesh) {
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return this._masterMesh.getBoundingInfo();
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}
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-
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if (!this._boundingInfo) {
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this._updateBoundingInfo();
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}
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return this._boundingInfo;
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};
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-
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AbstractMesh.prototype._preActivate = function () {
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};
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-
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AbstractMesh.prototype._activate = function (renderId) {
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this._renderId = renderId;
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};
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-
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AbstractMesh.prototype.getWorldMatrix = function () {
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if (this._masterMesh) {
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return this._masterMesh.getWorldMatrix();
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}
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-
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if (this._currentRenderId !== this.getScene().getRenderId()) {
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this.computeWorldMatrix();
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}
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return this._worldMatrix;
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};
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-
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Object.defineProperty(AbstractMesh.prototype, "worldMatrixFromCache", {
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get: function () {
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return this._worldMatrix;
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@@ -176,7 +159,6 @@ var BABYLON;
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enumerable: true,
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configurable: true
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});
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-
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Object.defineProperty(AbstractMesh.prototype, "absolutePosition", {
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get: function () {
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return this._absolutePosition;
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@@ -184,53 +166,46 @@ var BABYLON;
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enumerable: true,
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configurable: true
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});
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-
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AbstractMesh.prototype.rotate = function (axis, amount, space) {
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if (!this.rotationQuaternion) {
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this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
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this.rotation = BABYLON.Vector3.Zero();
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}
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-
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if (!space || space == 0 /* LOCAL */) {
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var rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, amount);
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this.rotationQuaternion = this.rotationQuaternion.multiply(rotationQuaternion);
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- } else {
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+ }
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+ else {
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if (this.parent) {
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var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
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invertParentWorldMatrix.invert();
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-
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axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
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}
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rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, amount);
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this.rotationQuaternion = rotationQuaternion.multiply(this.rotationQuaternion);
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}
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};
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-
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AbstractMesh.prototype.translate = function (axis, distance, space) {
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var displacementVector = axis.scale(distance);
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-
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if (!space || space == 0 /* LOCAL */) {
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var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
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this.setPositionWithLocalVector(tempV3);
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- } else {
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+ }
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+ else {
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this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
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}
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};
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-
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AbstractMesh.prototype.getAbsolutePosition = function () {
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this.computeWorldMatrix();
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return this._absolutePosition;
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};
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-
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AbstractMesh.prototype.setAbsolutePosition = function (absolutePosition) {
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if (!absolutePosition) {
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return;
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}
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-
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var absolutePositionX;
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var absolutePositionY;
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var absolutePositionZ;
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-
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if (absolutePosition.x === undefined) {
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if (arguments.length < 3) {
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return;
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@@ -238,78 +213,116 @@ var BABYLON;
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absolutePositionX = arguments[0];
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absolutePositionY = arguments[1];
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absolutePositionZ = arguments[2];
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- } else {
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+ }
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+ else {
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absolutePositionX = absolutePosition.x;
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absolutePositionY = absolutePosition.y;
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absolutePositionZ = absolutePosition.z;
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}
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-
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if (this.parent) {
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var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
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invertParentWorldMatrix.invert();
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-
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var worldPosition = new BABYLON.Vector3(absolutePositionX, absolutePositionY, absolutePositionZ);
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-
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this.position = BABYLON.Vector3.TransformCoordinates(worldPosition, invertParentWorldMatrix);
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- } else {
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+ }
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+ else {
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this.position.x = absolutePositionX;
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this.position.y = absolutePositionY;
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this.position.z = absolutePositionZ;
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}
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};
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-
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+ // ================================== Point of View Movement =================================
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+ /**
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+ * Perform relative position change from the point of view of behind the front of the mesh.
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+ * This is performed taking into account the meshes current rotation, so you do not have to care.
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+ * Supports definition of mesh facing forward or backward.
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+ * @param {number} amountRight
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+ * @param {number} amountUp
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+ * @param {number} amountForward
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+ */
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+ AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {
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+ this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
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+ };
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+ /**
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+ * Calculate relative position change from the point of view of behind the front of the mesh.
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+ * This is performed taking into account the meshes current rotation, so you do not have to care.
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+ * Supports definition of mesh facing forward or backward.
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+ * @param {number} amountRight
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+ * @param {number} amountUp
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+ * @param {number} amountForward
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+ */
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+ AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {
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+ var rotMatrix = new BABYLON.Matrix();
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+ var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
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+ rotQuaternion.toRotationMatrix(rotMatrix);
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+ var translationDelta = BABYLON.Vector3.Zero();
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+ var defForwardMult = this.definedFacingForward ? -1 : 1;
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+ BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
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+ return translationDelta;
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+ };
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+ // ================================== Point of View Rotation =================================
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+ /**
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+ * Perform relative rotation change from the point of view of behind the front of the mesh.
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+ * Supports definition of mesh facing forward or backward.
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+ * @param {number} flipBack
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+ * @param {number} twirlClockwise
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+ * @param {number} tiltRight
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+ */
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+ AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {
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+ this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
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+ };
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+ /**
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+ * Calculate relative rotation change from the point of view of behind the front of the mesh.
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+ * Supports definition of mesh facing forward or backward.
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+ * @param {number} flipBack
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+ * @param {number} twirlClockwise
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+ * @param {number} tiltRight
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+ */
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+ AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {
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+ var defForwardMult = this.definedFacingForward ? 1 : -1;
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+ return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
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+ };
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AbstractMesh.prototype.setPivotMatrix = function (matrix) {
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this._pivotMatrix = matrix;
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this._cache.pivotMatrixUpdated = true;
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};
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-
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AbstractMesh.prototype.getPivotMatrix = function () {
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return this._pivotMatrix;
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};
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-
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AbstractMesh.prototype._isSynchronized = function () {
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if (this._isDirty) {
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return false;
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}
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-
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if (this.billboardMode !== AbstractMesh.BILLBOARDMODE_NONE)
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return false;
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-
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if (this._cache.pivotMatrixUpdated) {
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return false;
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}
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-
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if (this.infiniteDistance) {
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return false;
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}
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-
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if (!this._cache.position.equals(this.position))
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return false;
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-
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if (this.rotationQuaternion) {
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if (!this._cache.rotationQuaternion.equals(this.rotationQuaternion))
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return false;
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- } else {
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+ }
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+ else {
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if (!this._cache.rotation.equals(this.rotation))
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return false;
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}
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-
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if (!this._cache.scaling.equals(this.scaling))
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return false;
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-
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return true;
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};
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-
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AbstractMesh.prototype._initCache = function () {
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_super.prototype._initCache.call(this);
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-
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this._cache.localMatrixUpdated = false;
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this._cache.position = BABYLON.Vector3.Zero();
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this._cache.scaling = BABYLON.Vector3.Zero();
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this._cache.rotation = BABYLON.Vector3.Zero();
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this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
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};
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-
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AbstractMesh.prototype.markAsDirty = function (property) {
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if (property === "rotation") {
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this.rotationQuaternion = null;
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@@ -317,79 +330,65 @@ var BABYLON;
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this._currentRenderId = Number.MAX_VALUE;
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this._isDirty = true;
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};
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-
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AbstractMesh.prototype._updateBoundingInfo = function () {
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this._boundingInfo = this._boundingInfo || new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition);
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-
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this._boundingInfo._update(this.worldMatrixFromCache);
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-
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this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
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};
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-
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AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
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if (!this.subMeshes) {
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return;
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}
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-
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for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
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var subMesh = this.subMeshes[subIndex];
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-
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subMesh.updateBoundingInfo(matrix);
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}
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};
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-
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AbstractMesh.prototype.computeWorldMatrix = function (force) {
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if (!force && (this._currentRenderId == this.getScene().getRenderId() || this.isSynchronized(true))) {
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return this._worldMatrix;
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}
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-
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this._cache.position.copyFrom(this.position);
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this._cache.scaling.copyFrom(this.scaling);
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this._cache.pivotMatrixUpdated = false;
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this._currentRenderId = this.getScene().getRenderId();
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this._isDirty = false;
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-
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// Scaling
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BABYLON.Matrix.ScalingToRef(this.scaling.x, this.scaling.y, this.scaling.z, this._localScaling);
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-
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// Rotation
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if (this.rotationQuaternion) {
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this.rotationQuaternion.toRotationMatrix(this._localRotation);
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this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
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- } else {
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+ }
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+ else {
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BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._localRotation);
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this._cache.rotation.copyFrom(this.rotation);
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}
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-
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// Translation
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if (this.infiniteDistance && !this.parent) {
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var camera = this.getScene().activeCamera;
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var cameraWorldMatrix = camera.getWorldMatrix();
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-
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var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
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-
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BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, this._localTranslation);
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- } else {
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+ }
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+ else {
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BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._localTranslation);
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}
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-
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// Composing transformations
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this._pivotMatrix.multiplyToRef(this._localScaling, this._localPivotScaling);
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this._localPivotScaling.multiplyToRef(this._localRotation, this._localPivotScalingRotation);
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-
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// Billboarding
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if (this.billboardMode !== AbstractMesh.BILLBOARDMODE_NONE && this.getScene().activeCamera) {
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var localPosition = this.position.clone();
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var zero = this.getScene().activeCamera.position.clone();
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-
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if (this.parent && this.parent.position) {
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localPosition.addInPlace(this.parent.position);
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BABYLON.Matrix.TranslationToRef(localPosition.x, localPosition.y, localPosition.z, this._localTranslation);
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}
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-
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if ((this.billboardMode & AbstractMesh.BILLBOARDMODE_ALL) === AbstractMesh.BILLBOARDMODE_ALL) {
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zero = this.getScene().activeCamera.position;
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- } else {
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+ }
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+ else {
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if (this.billboardMode & BABYLON.AbstractMesh.BILLBOARDMODE_X)
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zero.x = localPosition.x + BABYLON.Engine.Epsilon;
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if (this.billboardMode & BABYLON.AbstractMesh.BILLBOARDMODE_Y)
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@@ -397,39 +396,30 @@ var BABYLON;
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if (this.billboardMode & BABYLON.AbstractMesh.BILLBOARDMODE_Z)
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zero.z = localPosition.z + 0.001;
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}
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-
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|
|
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
|
|
@@ -437,35 +427,26 @@ 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>
|
|
@@ -473,200 +454,154 @@ 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;
|
|
|
}
|
|
|
-
|
|
|
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;
|
|
|
-
|
|
|
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 (typeof maxCapacity === "undefined") { maxCapacity = 64; }
|
|
|
- if (typeof maxDepth === "undefined") { maxDepth = 2; }
|
|
|
+ if (maxCapacity === void 0) { maxCapacity = 64; }
|
|
|
+ if (maxDepth === void 0) { 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();
|
|
@@ -678,114 +613,90 @@ 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();
|
|
|
var worldOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, world);
|
|
|
var direction = ray.direction.clone();
|
|
|
- direction.normalize();
|
|
|
+ // direction.normalize();
|
|
|
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);
|
|
@@ -796,49 +707,40 @@ 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) {
|
|
@@ -846,7 +748,6 @@ var BABYLON;
|
|
|
index--;
|
|
|
}
|
|
|
}
|
|
|
-
|
|
|
// Children
|
|
|
var objects = this.getScene().meshes.slice(0);
|
|
|
for (index = 0; index < objects.length; index++) {
|
|
@@ -854,7 +755,8 @@ 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) {
|
|
@@ -863,16 +765,14 @@ 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;
|
|
@@ -882,4 +782,4 @@ var BABYLON;
|
|
|
})(BABYLON.Node);
|
|
|
BABYLON.AbstractMesh = AbstractMesh;
|
|
|
})(BABYLON || (BABYLON = {}));
|
|
|
-//# sourceMappingURL=babylon.abstractMesh.js.map
|
|
|
+//# sourceMappingURL=babylon.abstractMesh.js.map
|