var BABYLON; (function (BABYLON) { var Color3 = (function () { function Color3(r, g, b) { if (typeof r === "undefined") { r = 0; } if (typeof g === "undefined") { g = 0; } if (typeof b === "undefined") { b = 0; } this.r = r; this.g = g; this.b = b; } Color3.prototype.toString = function () { return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}"; }; // Operators Color3.prototype.toArray = function (array, index) { if (index === undefined) { index = 0; } array[index] = this.r; array[index + 1] = this.g; array[index + 2] = this.b; }; Color3.prototype.toColor4 = function (alpha) { if (typeof alpha === "undefined") { alpha = 1; } return new Color4(this.r, this.g, this.b, alpha); }; Color3.prototype.asArray = function () { var result = []; this.toArray(result, 0); return result; }; Color3.prototype.toLuminance = function () { return this.r * 0.3 + this.g * 0.59 + this.b * 0.11; }; Color3.prototype.multiply = function (otherColor) { return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b); }; Color3.prototype.multiplyToRef = function (otherColor, result) { result.r = this.r * otherColor.r; result.g = this.g * otherColor.g; result.b = this.b * otherColor.b; }; Color3.prototype.equals = function (otherColor) { return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b; }; Color3.prototype.scale = function (scale) { return new Color3(this.r * scale, this.g * scale, this.b * scale); }; Color3.prototype.scaleToRef = function (scale, result) { result.r = this.r * scale; result.g = this.g * scale; result.b = this.b * scale; }; Color3.prototype.add = function (otherColor) { return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b); }; Color3.prototype.addToRef = function (otherColor, result) { result.r = this.r + otherColor.r; result.g = this.g + otherColor.g; result.b = this.b + otherColor.b; }; Color3.prototype.subtract = function (otherColor) { return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b); }; Color3.prototype.subtractToRef = function (otherColor, result) { result.r = this.r - otherColor.r; result.g = this.g - otherColor.g; result.b = this.b - otherColor.b; }; Color3.prototype.clone = function () { return new Color3(this.r, this.g, this.b); }; Color3.prototype.copyFrom = function (source) { this.r = source.r; this.g = source.g; this.b = source.b; }; Color3.prototype.copyFromFloats = function (r, g, b) { this.r = r; this.g = g; this.b = b; }; // Statics Color3.FromArray = function (array) { return new Color3(array[0], array[1], array[2]); }; Color3.FromInts = function (r, g, b) { return new Color3(r / 255.0, g / 255.0, b / 255.0); }; Color3.Lerp = function (start, end, amount) { var r = start.r + ((end.r - start.r) * amount); var g = start.g + ((end.g - start.g) * amount); var b = start.b + ((end.b - start.b) * amount); return new Color3(r, g, b); }; Color3.Red = function () { return new Color3(1, 0, 0); }; Color3.Green = function () { return new Color3(0, 1, 0); }; Color3.Blue = function () { return new Color3(0, 0, 1); }; Color3.Black = function () { return new Color3(0, 0, 0); }; Color3.White = function () { return new Color3(1, 1, 1); }; Color3.Purple = function () { return new Color3(0.5, 0, 0.5); }; Color3.Magenta = function () { return new Color3(1, 0, 1); }; Color3.Yellow = function () { return new Color3(1, 1, 0); }; Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); }; return Color3; })(); BABYLON.Color3 = Color3; var Color4 = (function () { function Color4(r, g, b, a) { this.r = r; this.g = g; this.b = b; this.a = a; } // Operators Color4.prototype.addInPlace = function (right) { this.r += right.r; this.g += right.g; this.b += right.b; this.a += right.a; }; Color4.prototype.asArray = function () { var result = []; this.toArray(result, 0); return result; }; Color4.prototype.toArray = function (array, index) { if (index === undefined) { index = 0; } array[index] = this.r; array[index + 1] = this.g; array[index + 2] = this.b; array[index + 3] = this.a; }; Color4.prototype.add = function (right) { return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a); }; Color4.prototype.subtract = function (right) { return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a); }; Color4.prototype.subtractToRef = function (right, result) { result.r = this.r - right.r; result.g = this.g - right.g; result.b = this.b - right.b; result.a = this.a - right.a; }; Color4.prototype.scale = function (scale) { return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale); }; Color4.prototype.scaleToRef = function (scale, result) { result.r = this.r * scale; result.g = this.g * scale; result.b = this.b * scale; result.a = this.a * scale; }; Color4.prototype.toString = function () { return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}"; }; Color4.prototype.clone = function () { return new Color4(this.r, this.g, this.b, this.a); }; Color4.prototype.copyFrom = function (source) { this.r = source.r; this.g = source.g; this.b = source.b; this.a = source.a; }; // Statics Color4.Lerp = function (left, right, amount) { var result = new Color4(0, 0, 0, 0); Color4.LerpToRef(left, right, amount, result); return result; }; Color4.LerpToRef = function (left, right, amount, result) { result.r = left.r + (right.r - left.r) * amount; result.g = left.g + (right.g - left.g) * amount; result.b = left.b + (right.b - left.b) * amount; result.a = left.a + (right.a - left.a) * amount; }; Color4.FromArray = function (array, offset) { if (typeof offset === "undefined") { offset = 0; } return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]); }; Color4.FromInts = function (r, g, b, a) { return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0); }; return Color4; })(); BABYLON.Color4 = Color4; var Vector2 = (function () { function Vector2(x, y) { this.x = x; this.y = y; } Vector2.prototype.toString = function () { return "{X: " + this.x + " Y:" + this.y + "}"; }; // Operators Vector2.prototype.toArray = function (array, index) { if (index === undefined) { index = 0; } array[index] = this.x; array[index + 1] = this.y; }; Vector2.prototype.asArray = function () { var result = []; this.toArray(result, 0); return result; }; Vector2.prototype.copyFrom = function (source) { this.x = source.x; this.y = source.y; }; Vector2.prototype.copyFromFloats = function (x, y) { this.x = x; this.y = y; }; Vector2.prototype.add = function (otherVector) { return new Vector2(this.x + otherVector.x, this.y + otherVector.y); }; Vector2.prototype.addVector3 = function (otherVector) { return new Vector2(this.x + otherVector.x, this.y + otherVector.y); }; Vector2.prototype.subtract = function (otherVector) { return new Vector2(this.x - otherVector.x, this.y - otherVector.y); }; Vector2.prototype.subtractInPlace = function (otherVector) { this.x -= otherVector.x; this.y -= otherVector.y; }; Vector2.prototype.multiplyInPlace = function (otherVector) { this.x *= otherVector.x; this.y *= otherVector.y; }; Vector2.prototype.multiply = function (otherVector) { return new Vector2(this.x * otherVector.x, this.y * otherVector.y); }; Vector2.prototype.multiplyToRef = function (otherVector, result) { result.x = this.x * otherVector.x; result.y = this.y * otherVector.y; }; Vector2.prototype.multiplyByFloats = function (x, y) { return new Vector2(this.x * x, this.y * y); }; Vector2.prototype.divide = function (otherVector) { return new Vector2(this.x / otherVector.x, this.y / otherVector.y); }; Vector2.prototype.divideToRef = function (otherVector, result) { result.x = this.x / otherVector.x; result.y = this.y / otherVector.y; }; Vector2.prototype.negate = function () { return new Vector2(-this.x, -this.y); }; Vector2.prototype.scaleInPlace = function (scale) { this.x *= scale; this.y *= scale; return this; }; Vector2.prototype.scale = function (scale) { return new Vector2(this.x * scale, this.y * scale); }; Vector2.prototype.equals = function (otherVector) { return otherVector && this.x === otherVector.x && this.y === otherVector.y; }; // Properties Vector2.prototype.length = function () { return Math.sqrt(this.x * this.x + this.y * this.y); }; Vector2.prototype.lengthSquared = function () { return (this.x * this.x + this.y * this.y); }; // Methods Vector2.prototype.normalize = function () { var len = this.length(); if (len === 0) return this; var num = 1.0 / len; this.x *= num; this.y *= num; return this; }; Vector2.prototype.clone = function () { return new Vector2(this.x, this.y); }; // Statics Vector2.Zero = function () { return new Vector2(0, 0); }; Vector2.FromArray = function (array, offset) { if (!offset) { offset = 0; } return new Vector2(array[offset], array[offset + 1]); }; Vector2.FromArrayToRef = function (array, offset, result) { result.x = array[offset]; result.y = array[offset + 1]; }; Vector2.CatmullRom = function (value1, value2, value3, value4, amount) { var squared = amount * amount; var cubed = amount * squared; var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) + (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) + ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed)); var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) + (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) + ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed)); return new Vector2(x, y); }; Vector2.Clamp = function (value, min, max) { var x = value.x; x = (x > max.x) ? max.x : x; x = (x < min.x) ? min.x : x; var y = value.y; y = (y > max.y) ? max.y : y; y = (y < min.y) ? min.y : y; return new Vector2(x, y); }; Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) { var squared = amount * amount; var cubed = amount * squared; var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0; var part2 = (-2.0 * cubed) + (3.0 * squared); var part3 = (cubed - (2.0 * squared)) + amount; var part4 = cubed - squared; var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4); var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4); return new Vector2(x, y); }; Vector2.Lerp = function (start, end, amount) { var x = start.x + ((end.x - start.x) * amount); var y = start.y + ((end.y - start.y) * amount); return new Vector2(x, y); }; Vector2.Dot = function (left, right) { return left.x * right.x + left.y * right.y; }; Vector2.Normalize = function (vector) { var newVector = vector.clone(); newVector.normalize(); return newVector; }; Vector2.Minimize = function (left, right) { var x = (left.x < right.x) ? left.x : right.x; var y = (left.y < right.y) ? left.y : right.y; return new Vector2(x, y); }; Vector2.Maximize = function (left, right) { var x = (left.x > right.x) ? left.x : right.x; var y = (left.y > right.y) ? left.y : right.y; return new Vector2(x, y); }; Vector2.Transform = function (vector, transformation) { var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]); var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]); return new Vector2(x, y); }; Vector2.Distance = function (value1, value2) { return Math.sqrt(Vector2.DistanceSquared(value1, value2)); }; Vector2.DistanceSquared = function (value1, value2) { var x = value1.x - value2.x; var y = value1.y - value2.y; return (x * x) + (y * y); }; return Vector2; })(); BABYLON.Vector2 = Vector2; var Vector3 = (function () { function Vector3(x, y, z) { this.x = x; this.y = y; this.z = z; } Vector3.prototype.toString = function () { return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}"; }; // Operators Vector3.prototype.asArray = function () { var result = []; this.toArray(result, 0); return result; }; Vector3.prototype.toArray = function (array, index) { if (index === undefined) { index = 0; } array[index] = this.x; array[index + 1] = this.y; array[index + 2] = this.z; }; Vector3.prototype.addInPlace = function (otherVector) { this.x += otherVector.x; this.y += otherVector.y; this.z += otherVector.z; }; Vector3.prototype.add = function (otherVector) { return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z); }; Vector3.prototype.addToRef = function (otherVector, result) { result.x = this.x + otherVector.x; result.y = this.y + otherVector.y; result.z = this.z + otherVector.z; }; Vector3.prototype.subtractInPlace = function (otherVector) { this.x -= otherVector.x; this.y -= otherVector.y; this.z -= otherVector.z; }; Vector3.prototype.subtract = function (otherVector) { return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z); }; Vector3.prototype.subtractToRef = function (otherVector, result) { result.x = this.x - otherVector.x; result.y = this.y - otherVector.y; result.z = this.z - otherVector.z; }; Vector3.prototype.subtractFromFloats = function (x, y, z) { return new Vector3(this.x - x, this.y - y, this.z - z); }; Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) { result.x = this.x - x; result.y = this.y - y; result.z = this.z - z; }; Vector3.prototype.negate = function () { return new Vector3(-this.x, -this.y, -this.z); }; Vector3.prototype.scaleInPlace = function (scale) { this.x *= scale; this.y *= scale; this.z *= scale; return this; }; Vector3.prototype.scale = function (scale) { return new Vector3(this.x * scale, this.y * scale, this.z * scale); }; Vector3.prototype.scaleToRef = function (scale, result) { result.x = this.x * scale; result.y = this.y * scale; result.z = this.z * scale; }; Vector3.prototype.equals = function (otherVector) { return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z; }; Vector3.prototype.equalsWithEpsilon = function (otherVector) { return Math.abs(this.x - otherVector.x) < BABYLON.Engine.Epsilon && Math.abs(this.y - otherVector.y) < BABYLON.Engine.Epsilon && Math.abs(this.z - otherVector.z) < BABYLON.Engine.Epsilon; }; Vector3.prototype.equalsToFloats = function (x, y, z) { return this.x === x && this.y === y && this.z === z; }; Vector3.prototype.multiplyInPlace = function (otherVector) { this.x *= otherVector.x; this.y *= otherVector.y; this.z *= otherVector.z; }; Vector3.prototype.multiply = function (otherVector) { return new Vector3(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z); }; Vector3.prototype.multiplyToRef = function (otherVector, result) { result.x = this.x * otherVector.x; result.y = this.y * otherVector.y; result.z = this.z * otherVector.z; }; Vector3.prototype.multiplyByFloats = function (x, y, z) { return new Vector3(this.x * x, this.y * y, this.z * z); }; Vector3.prototype.divide = function (otherVector) { return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z); }; Vector3.prototype.divideToRef = function (otherVector, result) { result.x = this.x / otherVector.x; result.y = this.y / otherVector.y; result.z = this.z / otherVector.z; }; Vector3.prototype.MinimizeInPlace = function (other) { if (other.x < this.x) this.x = other.x; if (other.y < this.y) this.y = other.y; if (other.z < this.z) this.z = other.z; }; Vector3.prototype.MaximizeInPlace = function (other) { if (other.x > this.x) this.x = other.x; if (other.y > this.y) this.y = other.y; if (other.z > this.z) this.z = other.z; }; // Properties Vector3.prototype.length = function () { return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z); }; Vector3.prototype.lengthSquared = function () { return (this.x * this.x + this.y * this.y + this.z * this.z); }; // Methods Vector3.prototype.normalize = function () { var len = this.length(); if (len === 0) return this; var num = 1.0 / len; this.x *= num; this.y *= num; this.z *= num; return this; }; Vector3.prototype.clone = function () { return new Vector3(this.x, this.y, this.z); }; Vector3.prototype.copyFrom = function (source) { this.x = source.x; this.y = source.y; this.z = source.z; }; Vector3.prototype.copyFromFloats = function (x, y, z) { this.x = x; this.y = y; this.z = z; }; // Statics Vector3.FromArray = function (array, offset) { if (!offset) { offset = 0; } return new Vector3(array[offset], array[offset + 1], array[offset + 2]); }; Vector3.FromArrayToRef = function (array, offset, result) { result.x = array[offset]; result.y = array[offset + 1]; result.z = array[offset + 2]; }; Vector3.FromFloatArrayToRef = function (array, offset, result) { result.x = array[offset]; result.y = array[offset + 1]; result.z = array[offset + 2]; }; Vector3.FromFloatsToRef = function (x, y, z, result) { result.x = x; result.y = y; result.z = z; }; Vector3.Zero = function () { return new Vector3(0, 0, 0); }; Vector3.Up = function () { return new Vector3(0, 1.0, 0); }; Vector3.TransformCoordinates = function (vector, transformation) { var result = Vector3.Zero(); Vector3.TransformCoordinatesToRef(vector, transformation, result); return result; }; Vector3.TransformCoordinatesToRef = function (vector, transformation, result) { var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]) + transformation.m[12]; var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]) + transformation.m[13]; var z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]) + transformation.m[14]; var w = (vector.x * transformation.m[3]) + (vector.y * transformation.m[7]) + (vector.z * transformation.m[11]) + transformation.m[15]; result.x = x / w; result.y = y / w; result.z = z / w; }; Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) { var rx = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]) + transformation.m[12]; var ry = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]) + transformation.m[13]; var rz = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]) + transformation.m[14]; var rw = (x * transformation.m[3]) + (y * transformation.m[7]) + (z * transformation.m[11]) + transformation.m[15]; result.x = rx / rw; result.y = ry / rw; result.z = rz / rw; }; Vector3.TransformNormal = function (vector, transformation) { var result = Vector3.Zero(); Vector3.TransformNormalToRef(vector, transformation, result); return result; }; Vector3.TransformNormalToRef = function (vector, transformation, result) { result.x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]); result.y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]); result.z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]); }; Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) { result.x = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]); result.y = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]); result.z = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]); }; Vector3.CatmullRom = function (value1, value2, value3, value4, amount) { var squared = amount * amount; var cubed = amount * squared; var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) + (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) + ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed)); var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) + (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) + ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed)); var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) + (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) + ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed)); return new Vector3(x, y, z); }; Vector3.Clamp = function (value, min, max) { var x = value.x; x = (x > max.x) ? max.x : x; x = (x < min.x) ? min.x : x; var y = value.y; y = (y > max.y) ? max.y : y; y = (y < min.y) ? min.y : y; var z = value.z; z = (z > max.z) ? max.z : z; z = (z < min.z) ? min.z : z; return new Vector3(x, y, z); }; Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) { var squared = amount * amount; var cubed = amount * squared; var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0; var part2 = (-2.0 * cubed) + (3.0 * squared); var part3 = (cubed - (2.0 * squared)) + amount; var part4 = cubed - squared; var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4); var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4); var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4); return new Vector3(x, y, z); }; Vector3.Lerp = function (start, end, amount) { var x = start.x + ((end.x - start.x) * amount); var y = start.y + ((end.y - start.y) * amount); var z = start.z + ((end.z - start.z) * amount); return new Vector3(x, y, z); }; Vector3.Dot = function (left, right) { return (left.x * right.x + left.y * right.y + left.z * right.z); }; Vector3.Cross = function (left, right) { var result = Vector3.Zero(); Vector3.CrossToRef(left, right, result); return result; }; Vector3.CrossToRef = function (left, right, result) { result.x = left.y * right.z - left.z * right.y; result.y = left.z * right.x - left.x * right.z; result.z = left.x * right.y - left.y * right.x; }; Vector3.Normalize = function (vector) { var result = Vector3.Zero(); Vector3.NormalizeToRef(vector, result); return result; }; Vector3.NormalizeToRef = function (vector, result) { result.copyFrom(vector); result.normalize(); }; Vector3.Project = function (vector, world, transform, viewport) { var cw = viewport.width; var ch = viewport.height; var cx = viewport.x; var cy = viewport.y; var viewportMatrix = Matrix.FromValues(cw / 2.0, 0, 0, 0, 0, -ch / 2.0, 0, 0, 0, 0, 1, 0, cx + cw / 2.0, ch / 2.0 + cy, 0, 1); var finalMatrix = world.multiply(transform).multiply(viewportMatrix); return Vector3.TransformCoordinates(vector, finalMatrix); }; Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) { var matrix = world.multiply(transform); matrix.invert(); source.x = source.x / viewportWidth * 2 - 1; source.y = -(source.y / viewportHeight * 2 - 1); var vector = Vector3.TransformCoordinates(source, matrix); var num = source.x * matrix.m[3] + source.y * matrix.m[7] + source.z * matrix.m[11] + matrix.m[15]; if (BABYLON.Tools.WithinEpsilon(num, 1.0)) { vector = vector.scale(1.0 / num); } return vector; }; Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) { var matrix = world.multiply(view).multiply(projection); matrix.invert(); source.x = source.x / viewportWidth * 2 - 1; source.y = -(source.y / viewportHeight * 2 - 1); var vector = Vector3.TransformCoordinates(source, matrix); var num = source.x * matrix.m[3] + source.y * matrix.m[7] + source.z * matrix.m[11] + matrix.m[15]; if (BABYLON.Tools.WithinEpsilon(num, 1.0)) { vector = vector.scale(1.0 / num); } return vector; }; Vector3.Minimize = function (left, right) { var min = left.clone(); min.MinimizeInPlace(right); return min; }; Vector3.Maximize = function (left, right) { var max = left.clone(); max.MaximizeInPlace(right); return max; }; Vector3.Distance = function (value1, value2) { return Math.sqrt(Vector3.DistanceSquared(value1, value2)); }; Vector3.DistanceSquared = function (value1, value2) { var x = value1.x - value2.x; var y = value1.y - value2.y; var z = value1.z - value2.z; return (x * x) + (y * y) + (z * z); }; Vector3.Center = function (value1, value2) { var center = value1.add(value2); center.scaleInPlace(0.5); return center; }; return Vector3; })(); BABYLON.Vector3 = Vector3; //Vector4 class created for EulerAngle class conversion to Quaternion var Vector4 = (function () { function Vector4(x, y, z, w) { this.x = x; this.y = y; this.z = z; this.w = w; } Vector4.prototype.toString = function () { return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "W:" + this.w + "}"; }; // Operators Vector4.prototype.asArray = function () { var result = []; this.toArray(result, 0); return result; }; Vector4.prototype.toArray = function (array, index) { if (index === undefined) { index = 0; } array[index] = this.x; array[index + 1] = this.y; array[index + 2] = this.z; array[index + 3] = this.w; }; Vector4.prototype.addInPlace = function (otherVector) { this.x += otherVector.x; this.y += otherVector.y; this.z += otherVector.z; this.w += otherVector.w; }; Vector4.prototype.add = function (otherVector) { return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w); }; Vector4.prototype.addToRef = function (otherVector, result) { result.x = this.x + otherVector.x; result.y = this.y + otherVector.y; result.z = this.z + otherVector.z; result.w = this.w + otherVector.w; }; Vector4.prototype.subtractInPlace = function (otherVector) { this.x -= otherVector.x; this.y -= otherVector.y; this.z -= otherVector.z; this.w -= otherVector.w; }; Vector4.prototype.subtract = function (otherVector) { return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w); }; Vector4.prototype.subtractToRef = function (otherVector, result) { result.x = this.x - otherVector.x; result.y = this.y - otherVector.y; result.z = this.z - otherVector.z; result.w = this.w - otherVector.w; }; Vector4.prototype.subtractFromFloats = function (x, y, z, w) { return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w); }; Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) { result.x = this.x - x; result.y = this.y - y; result.z = this.z - z; result.w = this.w - w; }; Vector4.prototype.negate = function () { return new Vector4(-this.x, -this.y, -this.z, -this.w); }; Vector4.prototype.scaleInPlace = function (scale) { this.x *= scale; this.y *= scale; this.z *= scale; this.w *= scale; return this; }; Vector4.prototype.scale = function (scale) { return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale); }; Vector4.prototype.scaleToRef = function (scale, result) { result.x = this.x * scale; result.y = this.y * scale; result.z = this.z * scale; result.w = this.w * scale; }; Vector4.prototype.equals = function (otherVector) { return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w; }; Vector4.prototype.equalsWithEpsilon = function (otherVector) { return Math.abs(this.x - otherVector.x) < BABYLON.Engine.Epsilon && Math.abs(this.y - otherVector.y) < BABYLON.Engine.Epsilon && Math.abs(this.z - otherVector.z) < BABYLON.Engine.Epsilon && Math.abs(this.w - otherVector.w) < BABYLON.Engine.Epsilon; }; Vector4.prototype.equalsToFloats = function (x, y, z, w) { return this.x === x && this.y === y && this.z === z && this.w === w; }; Vector4.prototype.multiplyInPlace = function (otherVector) { this.x *= otherVector.x; this.y *= otherVector.y; this.z *= otherVector.z; this.w *= otherVector.w; }; Vector4.prototype.multiply = function (otherVector) { return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w); }; Vector4.prototype.multiplyToRef = function (otherVector, result) { result.x = this.x * otherVector.x; result.y = this.y * otherVector.y; result.z = this.z * otherVector.z; result.w = this.w * otherVector.w; }; Vector4.prototype.multiplyByFloats = function (x, y, z, w) { return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w); }; Vector4.prototype.divide = function (otherVector) { return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w); }; Vector4.prototype.divideToRef = function (otherVector, result) { result.x = this.x / otherVector.x; result.y = this.y / otherVector.y; result.z = this.z / otherVector.z; result.w = this.w / otherVector.w; }; Vector4.prototype.MinimizeInPlace = function (other) { if (other.x < this.x) this.x = other.x; if (other.y < this.y) this.y = other.y; if (other.z < this.z) this.z = other.z; if (other.w < this.w) this.w = other.w; }; Vector4.prototype.MaximizeInPlace = function (other) { if (other.x > this.x) this.x = other.x; if (other.y > this.y) this.y = other.y; if (other.z > this.z) this.z = other.z; if (other.w > this.w) this.w = other.w; }; // Properties Vector4.prototype.length = function () { return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w); }; Vector4.prototype.lengthSquared = function () { return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w); }; // Methods Vector4.prototype.normalize = function () { var len = this.length(); if (len === 0) return this; var num = 1.0 / len; this.x *= num; this.y *= num; this.z *= num; this.w *= num; return this; }; Vector4.prototype.clone = function () { return new Vector4(this.x, this.y, this.z, this.w); }; Vector4.prototype.copyFrom = function (source) { this.x = source.x; this.y = source.y; this.z = source.z; this.w = source.w; }; Vector4.prototype.copyFromFloats = function (x, y, z, w) { this.x = x; this.y = y; this.z = z; this.w = w; }; // Statics Vector4.FromArray = function (array, offset) { if (!offset) { offset = 0; } return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]); }; Vector4.FromArrayToRef = function (array, offset, result) { result.x = array[offset]; result.y = array[offset + 1]; result.z = array[offset + 2]; result.w = array[offset + 3]; }; Vector4.FromFloatArrayToRef = function (array, offset, result) { result.x = array[offset]; result.y = array[offset + 1]; result.z = array[offset + 2]; result.w = array[offset + 3]; }; Vector4.FromFloatsToRef = function (x, y, z, w, result) { result.x = x; result.y = y; result.z = z; result.w = w; }; Vector4.Zero = function () { return new Vector4(0, 0, 0, 0); }; Vector4.Normalize = function (vector) { var result = Vector4.Zero(); Vector4.NormalizeToRef(vector, result); return result; }; Vector4.NormalizeToRef = function (vector, result) { result.copyFrom(vector); result.normalize(); }; Vector4.Minimize = function (left, right) { var min = left.clone(); min.MinimizeInPlace(right); return min; }; Vector4.Maximize = function (left, right) { var max = left.clone(); max.MaximizeInPlace(right); return max; }; Vector4.Distance = function (value1, value2) { return Math.sqrt(Vector4.DistanceSquared(value1, value2)); }; Vector4.DistanceSquared = function (value1, value2) { var x = value1.x - value2.x; var y = value1.y - value2.y; var z = value1.z - value2.z; var w = value1.w - value2.w; return (x * x) + (y * y) + (z * z) + (w * w); }; Vector4.Center = function (value1, value2) { var center = value1.add(value2); center.scaleInPlace(0.5); return center; }; return Vector4; })(); BABYLON.Vector4 = Vector4; var Quaternion = (function () { function Quaternion(x, y, z, w) { if (typeof x === "undefined") { x = 0; } if (typeof y === "undefined") { y = 0; } if (typeof z === "undefined") { z = 0; } if (typeof w === "undefined") { w = 1; } this.x = x; this.y = y; this.z = z; this.w = w; } Quaternion.prototype.toString = function () { return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}"; }; Quaternion.prototype.asArray = function () { return [this.x, this.y, this.z, this.w]; }; Quaternion.prototype.equals = function (otherQuaternion) { return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w; }; Quaternion.prototype.clone = function () { return new Quaternion(this.x, this.y, this.z, this.w); }; Quaternion.prototype.copyFrom = function (other) { this.x = other.x; this.y = other.y; this.z = other.z; this.w = other.w; }; Quaternion.prototype.copyFromFloats = function (x, y, z, w) { this.x = x; this.y = y; this.z = z; this.w = w; }; Quaternion.prototype.add = function (other) { return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w); }; Quaternion.prototype.subtract = function (other) { return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w); }; Quaternion.prototype.scale = function (value) { return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value); }; Quaternion.prototype.multiply = function (q1) { var result = new Quaternion(0, 0, 0, 1.0); this.multiplyToRef(q1, result); return result; }; Quaternion.prototype.multiplyToRef = function (q1, result) { result.x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x; result.y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y; result.z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z; result.w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w; }; Quaternion.prototype.length = function () { return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w)); }; Quaternion.prototype.normalize = function () { var length = 1.0 / this.length(); this.x *= length; this.y *= length; this.z *= length; this.w *= length; }; Quaternion.prototype.toEulerAngles = function () { var result = Vector3.Zero(); this.toEulerAnglesToRef(result); return result; }; Quaternion.prototype.toEulerAnglesToRef = function (result) { //result is an EulerAngles in the in the z-x-z convention var qx = this.x; var qy = this.y; var qz = this.z; var qw = this.w; var qxy = qx * qy; var qxz = qx * qz; var qwy = qw * qy; var qwz = qw * qz; var qwx = qw * qx; var qyz = qy * qz; var sqx = qx * qx; var sqy = qy * qy; var determinant = sqx + sqy; if (determinant !== 0.000 && determinant !== 1.000) { result.x = Math.atan2(qxz + qwy, qwx - qyz); result.y = Math.acos(1 - 2 * determinant); result.z = Math.atan2(qxz - qwy, qwx + qyz); } else { if (determinant === 0.0) { result.x = 0.0; result.y = 0.0; result.z = Math.atan2(qxy - qwz, 0.5 - sqy - qz * qz); //actually, degeneracy gives us choice with x+z=Math.atan2(qxy-qwz,0.5-sqy-qz*qz) } else { result.x = Math.atan2(qxy - qwz, 0.5 - sqy - qz * qz); //actually, degeneracy gives us choice with x-z=Math.atan2(qxy-qwz,0.5-sqy-qz*qz) result.y = Math.PI; result.z = 0.0; } } }; Quaternion.prototype.toRotationMatrix = function (result) { var xx = this.x * this.x; var yy = this.y * this.y; var zz = this.z * this.z; var xy = this.x * this.y; var zw = this.z * this.w; var zx = this.z * this.x; var yw = this.y * this.w; var yz = this.y * this.z; var xw = this.x * this.w; result.m[0] = 1.0 - (2.0 * (yy + zz)); result.m[1] = 2.0 * (xy + zw); result.m[2] = 2.0 * (zx - yw); result.m[3] = 0; result.m[4] = 2.0 * (xy - zw); result.m[5] = 1.0 - (2.0 * (zz + xx)); result.m[6] = 2.0 * (yz + xw); result.m[7] = 0; result.m[8] = 2.0 * (zx + yw); result.m[9] = 2.0 * (yz - xw); result.m[10] = 1.0 - (2.0 * (yy + xx)); result.m[11] = 0; result.m[12] = 0; result.m[13] = 0; result.m[14] = 0; result.m[15] = 1.0; }; Quaternion.prototype.fromRotationMatrix = function (matrix) { var data = matrix.m; var m11 = data[0], m12 = data[4], m13 = data[8]; var m21 = data[1], m22 = data[5], m23 = data[9]; var m31 = data[2], m32 = data[6], m33 = data[10]; var trace = m11 + m22 + m33; var s; if (trace > 0) { s = 0.5 / Math.sqrt(trace + 1.0); this.w = 0.25 / s; this.x = (m32 - m23) * s; this.y = (m13 - m31) * s; this.z = (m21 - m12) * s; return; } if (m11 > m22 && m11 > m33) { s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33); this.w = (m32 - m23) / s; this.x = 0.25 * s; this.y = (m12 + m21) / s; this.z = (m13 + m31) / s; return; } if (m22 > m33) { s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33); this.w = (m13 - m31) / s; this.x = (m12 + m21) / s; this.y = 0.25 * s; this.z = (m23 + m32) / s; return; } s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22); this.w = (m21 - m12) / s; this.x = (m13 + m31) / s; this.y = (m23 + m32) / s; this.z = 0.25 * s; }; // Statics Quaternion.Inverse = function (q) { return new Quaternion(-q.x, -q.y, -q.z, q.w); }; Quaternion.RotationAxis = function (axis, angle) { var result = new Quaternion(); var sin = Math.sin(angle / 2); result.w = Math.cos(angle / 2); result.x = axis.x * sin; result.y = axis.y * sin; result.z = axis.z * sin; return result; }; Quaternion.FromArray = function (array, offset) { if (!offset) { offset = 0; } return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]); }; Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) { var result = new Quaternion(); Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, result); return result; }; Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) { var halfRoll = roll * 0.5; var halfPitch = pitch * 0.5; var halfYaw = yaw * 0.5; var sinRoll = Math.sin(halfRoll); var cosRoll = Math.cos(halfRoll); var sinPitch = Math.sin(halfPitch); var cosPitch = Math.cos(halfPitch); var sinYaw = Math.sin(halfYaw); var cosYaw = Math.cos(halfYaw); result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll); result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll); result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll); result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll); }; Quaternion.Slerp = function (left, right, amount) { var num2; var num3; var num = amount; var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w); var flag = false; if (num4 < 0) { flag = true; num4 = -num4; } if (num4 > 0.999999) { num3 = 1 - num; num2 = flag ? -num : num; } else { var num5 = Math.acos(num4); var num6 = (1.0 / Math.sin(num5)); num3 = (Math.sin((1.0 - num) * num5)) * num6; num2 = flag ? ((-Math.sin(num * num5)) * num6) : ((Math.sin(num * num5)) * num6); } return new Quaternion((num3 * left.x) + (num2 * right.x), (num3 * left.y) + (num2 * right.y), (num3 * left.z) + (num2 * right.z), (num3 * left.w) + (num2 * right.w)); }; return Quaternion; })(); BABYLON.Quaternion = Quaternion; var Matrix = (function () { function Matrix() { this.m = new Float32Array(16); } // Properties Matrix.prototype.isIdentity = function () { if (this.m[0] !== 1.0 || this.m[5] !== 1.0 || this.m[10] !== 1.0 || this.m[15] !== 1.0) return false; if (this.m[1] !== 0.0 || this.m[2] !== 0.0 || this.m[3] !== 0.0 || this.m[4] !== 0.0 || this.m[6] !== 0.0 || this.m[7] !== 0.0 || this.m[8] !== 0.0 || this.m[9] !== 0.0 || this.m[11] !== 0.0 || this.m[12] !== 0.0 || this.m[13] !== 0.0 || this.m[14] !== 0.0) return false; return true; }; Matrix.prototype.determinant = function () { var temp1 = (this.m[10] * this.m[15]) - (this.m[11] * this.m[14]); var temp2 = (this.m[9] * this.m[15]) - (this.m[11] * this.m[13]); var temp3 = (this.m[9] * this.m[14]) - (this.m[10] * this.m[13]); var temp4 = (this.m[8] * this.m[15]) - (this.m[11] * this.m[12]); var temp5 = (this.m[8] * this.m[14]) - (this.m[10] * this.m[12]); var temp6 = (this.m[8] * this.m[13]) - (this.m[9] * this.m[12]); return ((((this.m[0] * (((this.m[5] * temp1) - (this.m[6] * temp2)) + (this.m[7] * temp3))) - (this.m[1] * (((this.m[4] * temp1) - (this.m[6] * temp4)) + (this.m[7] * temp5)))) + (this.m[2] * (((this.m[4] * temp2) - (this.m[5] * temp4)) + (this.m[7] * temp6)))) - (this.m[3] * (((this.m[4] * temp3) - (this.m[5] * temp5)) + (this.m[6] * temp6)))); }; // Methods Matrix.prototype.toArray = function () { return this.m; }; Matrix.prototype.asArray = function () { return this.toArray(); }; Matrix.prototype.invert = function () { this.invertToRef(this); }; Matrix.prototype.invertToRef = function (other) { var l1 = this.m[0]; var l2 = this.m[1]; var l3 = this.m[2]; var l4 = this.m[3]; var l5 = this.m[4]; var l6 = this.m[5]; var l7 = this.m[6]; var l8 = this.m[7]; var l9 = this.m[8]; var l10 = this.m[9]; var l11 = this.m[10]; var l12 = this.m[11]; var l13 = this.m[12]; var l14 = this.m[13]; var l15 = this.m[14]; var l16 = this.m[15]; var l17 = (l11 * l16) - (l12 * l15); var l18 = (l10 * l16) - (l12 * l14); var l19 = (l10 * l15) - (l11 * l14); var l20 = (l9 * l16) - (l12 * l13); var l21 = (l9 * l15) - (l11 * l13); var l22 = (l9 * l14) - (l10 * l13); var l23 = ((l6 * l17) - (l7 * l18)) + (l8 * l19); var l24 = -(((l5 * l17) - (l7 * l20)) + (l8 * l21)); var l25 = ((l5 * l18) - (l6 * l20)) + (l8 * l22); var l26 = -(((l5 * l19) - (l6 * l21)) + (l7 * l22)); var l27 = 1.0 / ((((l1 * l23) + (l2 * l24)) + (l3 * l25)) + (l4 * l26)); var l28 = (l7 * l16) - (l8 * l15); var l29 = (l6 * l16) - (l8 * l14); var l30 = (l6 * l15) - (l7 * l14); var l31 = (l5 * l16) - (l8 * l13); var l32 = (l5 * l15) - (l7 * l13); var l33 = (l5 * l14) - (l6 * l13); var l34 = (l7 * l12) - (l8 * l11); var l35 = (l6 * l12) - (l8 * l10); var l36 = (l6 * l11) - (l7 * l10); var l37 = (l5 * l12) - (l8 * l9); var l38 = (l5 * l11) - (l7 * l9); var l39 = (l5 * l10) - (l6 * l9); other.m[0] = l23 * l27; other.m[4] = l24 * l27; other.m[8] = l25 * l27; other.m[12] = l26 * l27; other.m[1] = -(((l2 * l17) - (l3 * l18)) + (l4 * l19)) * l27; other.m[5] = (((l1 * l17) - (l3 * l20)) + (l4 * l21)) * l27; other.m[9] = -(((l1 * l18) - (l2 * l20)) + (l4 * l22)) * l27; other.m[13] = (((l1 * l19) - (l2 * l21)) + (l3 * l22)) * l27; other.m[2] = (((l2 * l28) - (l3 * l29)) + (l4 * l30)) * l27; other.m[6] = -(((l1 * l28) - (l3 * l31)) + (l4 * l32)) * l27; other.m[10] = (((l1 * l29) - (l2 * l31)) + (l4 * l33)) * l27; other.m[14] = -(((l1 * l30) - (l2 * l32)) + (l3 * l33)) * l27; other.m[3] = -(((l2 * l34) - (l3 * l35)) + (l4 * l36)) * l27; other.m[7] = (((l1 * l34) - (l3 * l37)) + (l4 * l38)) * l27; other.m[11] = -(((l1 * l35) - (l2 * l37)) + (l4 * l39)) * l27; other.m[15] = (((l1 * l36) - (l2 * l38)) + (l3 * l39)) * l27; }; Matrix.prototype.setTranslation = function (vector3) { this.m[12] = vector3.x; this.m[13] = vector3.y; this.m[14] = vector3.z; }; Matrix.prototype.multiply = function (other) { var result = new Matrix(); this.multiplyToRef(other, result); return result; }; Matrix.prototype.copyFrom = function (other) { for (var index = 0; index < 16; index++) { this.m[index] = other.m[index]; } }; Matrix.prototype.copyToArray = function (array, offset) { if (typeof offset === "undefined") { offset = 0; } for (var index = 0; index < 16; index++) { array[offset + index] = this.m[index]; } }; Matrix.prototype.multiplyToRef = function (other, result) { this.multiplyToArray(other, result.m, 0); }; Matrix.prototype.multiplyToArray = function (other, result, offset) { var tm0 = this.m[0]; var tm1 = this.m[1]; var tm2 = this.m[2]; var tm3 = this.m[3]; var tm4 = this.m[4]; var tm5 = this.m[5]; var tm6 = this.m[6]; var tm7 = this.m[7]; var tm8 = this.m[8]; var tm9 = this.m[9]; var tm10 = this.m[10]; var tm11 = this.m[11]; var tm12 = this.m[12]; var tm13 = this.m[13]; var tm14 = this.m[14]; var tm15 = this.m[15]; var om0 = other.m[0]; var om1 = other.m[1]; var om2 = other.m[2]; var om3 = other.m[3]; var om4 = other.m[4]; var om5 = other.m[5]; var om6 = other.m[6]; var om7 = other.m[7]; var om8 = other.m[8]; var om9 = other.m[9]; var om10 = other.m[10]; var om11 = other.m[11]; var om12 = other.m[12]; var om13 = other.m[13]; var om14 = other.m[14]; var om15 = other.m[15]; result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12; result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13; result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14; result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15; result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12; result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13; result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14; result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15; result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12; result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13; result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14; result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15; result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12; result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13; result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14; result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15; }; Matrix.prototype.equals = function (value) { return value && (this.m[0] === value.m[0] && this.m[1] === value.m[1] && this.m[2] === value.m[2] && this.m[3] === value.m[3] && this.m[4] === value.m[4] && this.m[5] === value.m[5] && this.m[6] === value.m[6] && this.m[7] === value.m[7] && this.m[8] === value.m[8] && this.m[9] === value.m[9] && this.m[10] === value.m[10] && this.m[11] === value.m[11] && this.m[12] === value.m[12] && this.m[13] === value.m[13] && this.m[14] === value.m[14] && this.m[15] === value.m[15]); }; Matrix.prototype.clone = function () { return Matrix.FromValues(this.m[0], this.m[1], this.m[2], this.m[3], this.m[4], this.m[5], this.m[6], this.m[7], this.m[8], this.m[9], this.m[10], this.m[11], this.m[12], this.m[13], this.m[14], this.m[15]); }; // Statics Matrix.FromArray = function (array, offset) { var result = new Matrix(); if (!offset) { offset = 0; } Matrix.FromArrayToRef(array, offset, result); return result; }; Matrix.FromArrayToRef = function (array, offset, result) { for (var index = 0; index < 16; index++) { result.m[index] = array[index + offset]; } }; Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) { result.m[0] = initialM11; result.m[1] = initialM12; result.m[2] = initialM13; result.m[3] = initialM14; result.m[4] = initialM21; result.m[5] = initialM22; result.m[6] = initialM23; result.m[7] = initialM24; result.m[8] = initialM31; result.m[9] = initialM32; result.m[10] = initialM33; result.m[11] = initialM34; result.m[12] = initialM41; result.m[13] = initialM42; result.m[14] = initialM43; result.m[15] = initialM44; }; Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) { var result = new Matrix(); result.m[0] = initialM11; result.m[1] = initialM12; result.m[2] = initialM13; result.m[3] = initialM14; result.m[4] = initialM21; result.m[5] = initialM22; result.m[6] = initialM23; result.m[7] = initialM24; result.m[8] = initialM31; result.m[9] = initialM32; result.m[10] = initialM33; result.m[11] = initialM34; result.m[12] = initialM41; result.m[13] = initialM42; result.m[14] = initialM43; result.m[15] = initialM44; return result; }; Matrix.Identity = function () { return Matrix.FromValues(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0); }; Matrix.IdentityToRef = function (result) { Matrix.FromValuesToRef(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, result); }; Matrix.Zero = function () { return Matrix.FromValues(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0); }; Matrix.RotationX = function (angle) { var result = new Matrix(); Matrix.RotationXToRef(angle, result); return result; }; Matrix.Invert = function (source) { var result = new Matrix(); source.invertToRef(result); return result; }; Matrix.RotationXToRef = function (angle, result) { var s = Math.sin(angle); var c = Math.cos(angle); result.m[0] = 1.0; result.m[15] = 1.0; result.m[5] = c; result.m[10] = c; result.m[9] = -s; result.m[6] = s; result.m[1] = 0; result.m[2] = 0; result.m[3] = 0; result.m[4] = 0; result.m[7] = 0; result.m[8] = 0; result.m[11] = 0; result.m[12] = 0; result.m[13] = 0; result.m[14] = 0; }; Matrix.RotationY = function (angle) { var result = new Matrix(); Matrix.RotationYToRef(angle, result); return result; }; Matrix.RotationYToRef = function (angle, result) { var s = Math.sin(angle); var c = Math.cos(angle); result.m[5] = 1.0; result.m[15] = 1.0; result.m[0] = c; result.m[2] = -s; result.m[8] = s; result.m[10] = c; result.m[1] = 0; result.m[3] = 0; result.m[4] = 0; result.m[6] = 0; result.m[7] = 0; result.m[9] = 0; result.m[11] = 0; result.m[12] = 0; result.m[13] = 0; result.m[14] = 0; }; Matrix.RotationZ = function (angle) { var result = new Matrix(); Matrix.RotationZToRef(angle, result); return result; }; Matrix.RotationZToRef = function (angle, result) { var s = Math.sin(angle); var c = Math.cos(angle); result.m[10] = 1.0; result.m[15] = 1.0; result.m[0] = c; result.m[1] = s; result.m[4] = -s; result.m[5] = c; result.m[2] = 0; result.m[3] = 0; result.m[6] = 0; result.m[7] = 0; result.m[8] = 0; result.m[9] = 0; result.m[11] = 0; result.m[12] = 0; result.m[13] = 0; result.m[14] = 0; }; Matrix.RotationAxis = function (axis, angle) { var s = Math.sin(-angle); var c = Math.cos(-angle); var c1 = 1 - c; axis.normalize(); var result = Matrix.Zero(); result.m[0] = (axis.x * axis.x) * c1 + c; result.m[1] = (axis.x * axis.y) * c1 - (axis.z * s); result.m[2] = (axis.x * axis.z) * c1 + (axis.y * s); result.m[3] = 0.0; result.m[4] = (axis.y * axis.x) * c1 + (axis.z * s); result.m[5] = (axis.y * axis.y) * c1 + c; result.m[6] = (axis.y * axis.z) * c1 - (axis.x * s); result.m[7] = 0.0; result.m[8] = (axis.z * axis.x) * c1 - (axis.y * s); result.m[9] = (axis.z * axis.y) * c1 + (axis.x * s); result.m[10] = (axis.z * axis.z) * c1 + c; result.m[11] = 0.0; result.m[15] = 1.0; return result; }; Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) { var result = new Matrix(); Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result); return result; }; Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) { Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, this._tempQuaternion); this._tempQuaternion.toRotationMatrix(result); }; Matrix.Scaling = function (x, y, z) { var result = Matrix.Zero(); Matrix.ScalingToRef(x, y, z, result); return result; }; Matrix.ScalingToRef = function (x, y, z, result) { result.m[0] = x; result.m[1] = 0; result.m[2] = 0; result.m[3] = 0; result.m[4] = 0; result.m[5] = y; result.m[6] = 0; result.m[7] = 0; result.m[8] = 0; result.m[9] = 0; result.m[10] = z; result.m[11] = 0; result.m[12] = 0; result.m[13] = 0; result.m[14] = 0; result.m[15] = 1.0; }; Matrix.Translation = function (x, y, z) { var result = Matrix.Identity(); Matrix.TranslationToRef(x, y, z, result); return result; }; Matrix.TranslationToRef = function (x, y, z, result) { Matrix.FromValuesToRef(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, x, y, z, 1.0, result); }; Matrix.LookAtLH = function (eye, target, up) { var result = Matrix.Zero(); Matrix.LookAtLHToRef(eye, target, up, result); return result; }; Matrix.LookAtLHToRef = function (eye, target, up, result) { // Z axis target.subtractToRef(eye, this._zAxis); this._zAxis.normalize(); // X axis Vector3.CrossToRef(up, this._zAxis, this._xAxis); this._xAxis.normalize(); // Y axis Vector3.CrossToRef(this._zAxis, this._xAxis, this._yAxis); this._yAxis.normalize(); // Eye angles var ex = -Vector3.Dot(this._xAxis, eye); var ey = -Vector3.Dot(this._yAxis, eye); var ez = -Vector3.Dot(this._zAxis, eye); return Matrix.FromValuesToRef(this._xAxis.x, this._yAxis.x, this._zAxis.x, 0, this._xAxis.y, this._yAxis.y, this._zAxis.y, 0, this._xAxis.z, this._yAxis.z, this._zAxis.z, 0, ex, ey, ez, 1, result); }; Matrix.OrthoLH = function (width, height, znear, zfar) { var hw = 2.0 / width; var hh = 2.0 / height; var id = 1.0 / (zfar - znear); var nid = znear / (znear - zfar); return Matrix.FromValues(hw, 0, 0, 0, 0, hh, 0, 0, 0, 0, id, 0, 0, 0, nid, 1); }; Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) { var matrix = Matrix.Zero(); Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix); return matrix; }; Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) { result.m[0] = 2.0 / (right - left); result.m[1] = result.m[2] = result.m[3] = 0; result.m[5] = 2.0 / (top - bottom); result.m[4] = result.m[6] = result.m[7] = 0; result.m[10] = -1.0 / (znear - zfar); result.m[8] = result.m[9] = result.m[11] = 0; result.m[12] = (left + right) / (left - right); result.m[13] = (top + bottom) / (bottom - top); result.m[14] = znear / (znear - zfar); result.m[15] = 1.0; }; Matrix.PerspectiveLH = function (width, height, znear, zfar) { var matrix = Matrix.Zero(); matrix.m[0] = (2.0 * znear) / width; matrix.m[1] = matrix.m[2] = matrix.m[3] = 0.0; matrix.m[5] = (2.0 * znear) / height; matrix.m[4] = matrix.m[6] = matrix.m[7] = 0.0; matrix.m[10] = -zfar / (znear - zfar); matrix.m[8] = matrix.m[9] = 0.0; matrix.m[11] = 1.0; matrix.m[12] = matrix.m[13] = matrix.m[15] = 0.0; matrix.m[14] = (znear * zfar) / (znear - zfar); return matrix; }; Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) { var matrix = Matrix.Zero(); Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix); return matrix; }; Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result) { var tan = 1.0 / (Math.tan(fov * 0.5)); result.m[0] = tan / aspect; result.m[1] = result.m[2] = result.m[3] = 0.0; result.m[5] = tan; result.m[4] = result.m[6] = result.m[7] = 0.0; result.m[8] = result.m[9] = 0.0; result.m[10] = -zfar / (znear - zfar); result.m[11] = 1.0; result.m[12] = result.m[13] = result.m[15] = 0.0; result.m[14] = (znear * zfar) / (znear - zfar); }; Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) { var cw = viewport.width; var ch = viewport.height; var cx = viewport.x; var cy = viewport.y; var viewportMatrix = Matrix.FromValues(cw / 2.0, 0, 0, 0, 0, -ch / 2.0, 0, 0, 0, 0, zmax - zmin, 0, cx + cw / 2.0, ch / 2.0 + cy, zmin, 1); return world.multiply(view).multiply(projection).multiply(viewportMatrix); }; Matrix.Transpose = function (matrix) { var result = new Matrix(); result.m[0] = matrix.m[0]; result.m[1] = matrix.m[4]; result.m[2] = matrix.m[8]; result.m[3] = matrix.m[12]; result.m[4] = matrix.m[1]; result.m[5] = matrix.m[5]; result.m[6] = matrix.m[9]; result.m[7] = matrix.m[13]; result.m[8] = matrix.m[2]; result.m[9] = matrix.m[6]; result.m[10] = matrix.m[10]; result.m[11] = matrix.m[14]; result.m[12] = matrix.m[3]; result.m[13] = matrix.m[7]; result.m[14] = matrix.m[11]; result.m[15] = matrix.m[15]; return result; }; Matrix.Reflection = function (plane) { var matrix = new Matrix(); Matrix.ReflectionToRef(plane, matrix); return matrix; }; Matrix.ReflectionToRef = function (plane, result) { plane.normalize(); var x = plane.normal.x; var y = plane.normal.y; var z = plane.normal.z; var temp = -2 * x; var temp2 = -2 * y; var temp3 = -2 * z; result.m[0] = (temp * x) + 1; result.m[1] = temp2 * x; result.m[2] = temp3 * x; result.m[3] = 0.0; result.m[4] = temp * y; result.m[5] = (temp2 * y) + 1; result.m[6] = temp3 * y; result.m[7] = 0.0; result.m[8] = temp * z; result.m[9] = temp2 * z; result.m[10] = (temp3 * z) + 1; result.m[11] = 0.0; result.m[12] = temp * plane.d; result.m[13] = temp2 * plane.d; result.m[14] = temp3 * plane.d; result.m[15] = 1.0; }; Matrix._tempQuaternion = new Quaternion(); Matrix._xAxis = Vector3.Zero(); Matrix._yAxis = Vector3.Zero(); Matrix._zAxis = Vector3.Zero(); return Matrix; })(); BABYLON.Matrix = Matrix; var Plane = (function () { function Plane(a, b, c, d) { this.normal = new Vector3(a, b, c); this.d = d; } Plane.prototype.asArray = function () { return [this.normal.x, this.normal.y, this.normal.z, this.d]; }; // Methods Plane.prototype.clone = function () { return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d); }; Plane.prototype.normalize = function () { var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z))); var magnitude = 0; if (norm !== 0) { magnitude = 1.0 / norm; } this.normal.x *= magnitude; this.normal.y *= magnitude; this.normal.z *= magnitude; this.d *= magnitude; }; Plane.prototype.transform = function (transformation) { var transposedMatrix = Matrix.Transpose(transformation); var x = this.normal.x; var y = this.normal.y; var z = this.normal.z; var d = this.d; var normalX = (((x * transposedMatrix.m[0]) + (y * transposedMatrix.m[1])) + (z * transposedMatrix.m[2])) + (d * transposedMatrix.m[3]); var normalY = (((x * transposedMatrix.m[4]) + (y * transposedMatrix.m[5])) + (z * transposedMatrix.m[6])) + (d * transposedMatrix.m[7]); var normalZ = (((x * transposedMatrix.m[8]) + (y * transposedMatrix.m[9])) + (z * transposedMatrix.m[10])) + (d * transposedMatrix.m[11]); var finalD = (((x * transposedMatrix.m[12]) + (y * transposedMatrix.m[13])) + (z * transposedMatrix.m[14])) + (d * transposedMatrix.m[15]); return new Plane(normalX, normalY, normalZ, finalD); }; Plane.prototype.dotCoordinate = function (point) { return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d); }; Plane.prototype.copyFromPoints = function (point1, point2, point3) { var x1 = point2.x - point1.x; var y1 = point2.y - point1.y; var z1 = point2.z - point1.z; var x2 = point3.x - point1.x; var y2 = point3.y - point1.y; var z2 = point3.z - point1.z; var yz = (y1 * z2) - (z1 * y2); var xz = (z1 * x2) - (x1 * z2); var xy = (x1 * y2) - (y1 * x2); var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy))); var invPyth; if (pyth !== 0) { invPyth = 1.0 / pyth; } else { invPyth = 0; } this.normal.x = yz * invPyth; this.normal.y = xz * invPyth; this.normal.z = xy * invPyth; this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z)); }; Plane.prototype.isFrontFacingTo = function (direction, epsilon) { var dot = Vector3.Dot(this.normal, direction); return (dot <= epsilon); }; Plane.prototype.signedDistanceTo = function (point) { return Vector3.Dot(point, this.normal) + this.d; }; // Statics Plane.FromArray = function (array) { return new Plane(array[0], array[1], array[2], array[3]); }; Plane.FromPoints = function (point1, point2, point3) { var result = new Plane(0, 0, 0, 0); result.copyFromPoints(point1, point2, point3); return result; }; Plane.FromPositionAndNormal = function (origin, normal) { var result = new Plane(0, 0, 0, 0); normal.normalize(); result.normal = normal; result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z); return result; }; Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) { var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z); return Vector3.Dot(point, normal) + d; }; return Plane; })(); BABYLON.Plane = Plane; var Viewport = (function () { function Viewport(x, y, width, height) { this.x = x; this.y = y; this.width = width; this.height = height; } Viewport.prototype.toGlobal = function (engine) { var width = engine.getRenderWidth(); var height = engine.getRenderHeight(); return new Viewport(this.x * width, this.y * height, this.width * width, this.height * height); }; return Viewport; })(); BABYLON.Viewport = Viewport; var Frustum = (function () { function Frustum() { } Frustum.GetPlanes = function (transform) { var frustumPlanes = []; for (var index = 0; index < 6; index++) { frustumPlanes.push(new Plane(0, 0, 0, 0)); } Frustum.GetPlanesToRef(transform, frustumPlanes); return frustumPlanes; }; Frustum.GetPlanesToRef = function (transform, frustumPlanes) { // Near frustumPlanes[0].normal.x = transform.m[3] + transform.m[2]; frustumPlanes[0].normal.y = transform.m[7] + transform.m[6]; frustumPlanes[0].normal.z = transform.m[10] + transform.m[10]; frustumPlanes[0].d = transform.m[15] + transform.m[14]; frustumPlanes[0].normalize(); // Far frustumPlanes[1].normal.x = transform.m[3] - transform.m[2]; frustumPlanes[1].normal.y = transform.m[7] - transform.m[6]; frustumPlanes[1].normal.z = transform.m[11] - transform.m[10]; frustumPlanes[1].d = transform.m[15] - transform.m[14]; frustumPlanes[1].normalize(); // Left frustumPlanes[2].normal.x = transform.m[3] + transform.m[0]; frustumPlanes[2].normal.y = transform.m[7] + transform.m[4]; frustumPlanes[2].normal.z = transform.m[11] + transform.m[8]; frustumPlanes[2].d = transform.m[15] + transform.m[12]; frustumPlanes[2].normalize(); // Right frustumPlanes[3].normal.x = transform.m[3] - transform.m[0]; frustumPlanes[3].normal.y = transform.m[7] - transform.m[4]; frustumPlanes[3].normal.z = transform.m[11] - transform.m[8]; frustumPlanes[3].d = transform.m[15] - transform.m[12]; frustumPlanes[3].normalize(); // Top frustumPlanes[4].normal.x = transform.m[3] - transform.m[1]; frustumPlanes[4].normal.y = transform.m[7] - transform.m[5]; frustumPlanes[4].normal.z = transform.m[11] - transform.m[9]; frustumPlanes[4].d = transform.m[15] - transform.m[13]; frustumPlanes[4].normalize(); // Bottom frustumPlanes[5].normal.x = transform.m[3] + transform.m[1]; frustumPlanes[5].normal.y = transform.m[7] + transform.m[5]; frustumPlanes[5].normal.z = transform.m[11] + transform.m[9]; frustumPlanes[5].d = transform.m[15] + transform.m[13]; frustumPlanes[5].normalize(); }; return Frustum; })(); BABYLON.Frustum = Frustum; var Ray = (function () { function Ray(origin, direction, length) { if (typeof length === "undefined") { length = Number.MAX_VALUE; } this.origin = origin; this.direction = direction; this.length = length; } // Methods Ray.prototype.intersectsBoxMinMax = function (minimum, maximum) { var d = 0.0; var maxValue = Number.MAX_VALUE; if (Math.abs(this.direction.x) < 0.0000001) { if (this.origin.x < minimum.x || this.origin.x > maximum.x) { return false; } } else { var inv = 1.0 / this.direction.x; var min = (minimum.x - this.origin.x) * inv; var max = (maximum.x - this.origin.x) * inv; if (max === -Infinity) { max = Infinity; } if (min > max) { var temp = min; min = max; max = temp; } d = Math.max(min, d); maxValue = Math.min(max, maxValue); if (d > maxValue) { return false; } } if (Math.abs(this.direction.y) < 0.0000001) { if (this.origin.y < minimum.y || this.origin.y > maximum.y) { return false; } } else { inv = 1.0 / this.direction.y; min = (minimum.y - this.origin.y) * inv; max = (maximum.y - this.origin.y) * inv; if (max === -Infinity) { max = Infinity; } if (min > max) { temp = min; min = max; max = temp; } d = Math.max(min, d); maxValue = Math.min(max, maxValue); if (d > maxValue) { return false; } } if (Math.abs(this.direction.z) < 0.0000001) { if (this.origin.z < minimum.z || this.origin.z > maximum.z) { return false; } } else { inv = 1.0 / this.direction.z; min = (minimum.z - this.origin.z) * inv; max = (maximum.z - this.origin.z) * inv; if (max === -Infinity) { max = Infinity; } if (min > max) { temp = min; min = max; max = temp; } d = Math.max(min, d); maxValue = Math.min(max, maxValue); if (d > maxValue) { return false; } } return true; }; Ray.prototype.intersectsBox = function (box) { return this.intersectsBoxMinMax(box.minimum, box.maximum); }; Ray.prototype.intersectsSphere = function (sphere) { var x = sphere.center.x - this.origin.x; var y = sphere.center.y - this.origin.y; var z = sphere.center.z - this.origin.z; var pyth = (x * x) + (y * y) + (z * z); var rr = sphere.radius * sphere.radius; if (pyth <= rr) { return true; } var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z); if (dot < 0.0) { return false; } var temp = pyth - (dot * dot); return temp <= rr; }; Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) { if (!this._edge1) { this._edge1 = Vector3.Zero(); this._edge2 = Vector3.Zero(); this._pvec = Vector3.Zero(); this._tvec = Vector3.Zero(); this._qvec = Vector3.Zero(); } vertex1.subtractToRef(vertex0, this._edge1); vertex2.subtractToRef(vertex0, this._edge2); Vector3.CrossToRef(this.direction, this._edge2, this._pvec); var det = Vector3.Dot(this._edge1, this._pvec); if (det === 0) { return null; } var invdet = 1 / det; this.origin.subtractToRef(vertex0, this._tvec); var bu = Vector3.Dot(this._tvec, this._pvec) * invdet; if (bu < 0 || bu > 1.0) { return null; } Vector3.CrossToRef(this._tvec, this._edge1, this._qvec); var bv = Vector3.Dot(this.direction, this._qvec) * invdet; if (bv < 0 || bu + bv > 1.0) { return null; } //check if the distance is longer than the predefined length. var distance = Vector3.Dot(this._edge2, this._qvec) * invdet; if (distance > this.length) { return null; } return new BABYLON.IntersectionInfo(bu, bv, distance); }; // Statics Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) { var start = Vector3.Unproject(new Vector3(x, y, 0), viewportWidth, viewportHeight, world, view, projection); var end = Vector3.Unproject(new Vector3(x, y, 1), viewportWidth, viewportHeight, world, view, projection); var direction = end.subtract(start); direction.normalize(); return new Ray(start, direction); }; /** * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be * transformed to the given world matrix. * @param origin The origin point * @param end The end point * @param world a matrix to transform the ray to. Default is the identity matrix. */ Ray.CreateNewFromTo = function (origin, end, world) { if (typeof world === "undefined") { world = Matrix.Identity(); } var direction = end.subtract(origin); var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z)); direction.normalize(); return Ray.Transform(new Ray(origin, direction, length), world); }; Ray.Transform = function (ray, matrix) { var newOrigin = Vector3.TransformCoordinates(ray.origin, matrix); var newDirection = Vector3.TransformNormal(ray.direction, matrix); return new Ray(newOrigin, newDirection, ray.length); }; return Ray; })(); BABYLON.Ray = Ray; (function (Space) { Space[Space["LOCAL"] = 0] = "LOCAL"; Space[Space["WORLD"] = 1] = "WORLD"; })(BABYLON.Space || (BABYLON.Space = {})); var Space = BABYLON.Space; var Axis = (function () { function Axis() { } Axis.X = new Vector3(1, 0, 0); Axis.Y = new Vector3(0, 1, 0); Axis.Z = new Vector3(0, 0, 1); return Axis; })(); BABYLON.Axis = Axis; ; var BezierCurve = (function () { function BezierCurve() { } BezierCurve.interpolate = function (t, x1, y1, x2, y2) { // Extract X (which is equal to time here) var f0 = 1 - 3 * x2 + 3 * x1; var f1 = 3 * x2 - 6 * x1; var f2 = 3 * x1; var refinedT = t; for (var i = 0; i < 5; i++) { var refinedT2 = refinedT * refinedT; var refinedT3 = refinedT2 * refinedT; var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT; var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2); refinedT -= (x - t) * slope; refinedT = Math.min(1, Math.max(0, refinedT)); } // Resolve cubic bezier for the given x return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 + 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 + Math.pow(refinedT, 3); }; return BezierCurve; })(); BABYLON.BezierCurve = BezierCurve; (function (Orientation) { Orientation[Orientation["CW"] = 0] = "CW"; Orientation[Orientation["CCW"] = 1] = "CCW"; })(BABYLON.Orientation || (BABYLON.Orientation = {})); var Orientation = BABYLON.Orientation; var Angle = (function () { function Angle(radians) { var _this = this; this.degrees = function () { return _this._radians * 180 / Math.PI; }; this.radians = function () { return _this._radians; }; this._radians = radians; if (this._radians < 0) this._radians += (2 * Math.PI); } Angle.BetweenTwoPoints = function (a, b) { var delta = b.subtract(a); var theta = Math.atan2(delta.y, delta.x); return new Angle(theta); }; Angle.FromRadians = function (radians) { return new Angle(radians); }; Angle.FromDegrees = function (degrees) { return new Angle(degrees * Math.PI / 180); }; return Angle; })(); BABYLON.Angle = Angle; var Arc2 = (function () { function Arc2(startPoint, midPoint, endPoint) { this.startPoint = startPoint; this.midPoint = midPoint; this.endPoint = endPoint; var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2); var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.; var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.; var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y); this.centerPoint = new Vector2((startToMid * (midPoint.y - endPoint.y) - midToEnd * (startPoint.y - midPoint.y)) / det, ((startPoint.x - midPoint.x) * midToEnd - (midPoint.x - endPoint.x) * startToMid) / det); this.radius = this.centerPoint.subtract(this.startPoint).length(); this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint); var a1 = this.startAngle.degrees(); var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees(); var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees(); // angles correction if (a2 - a1 > +180.0) a2 -= 360.0; if (a2 - a1 < -180.0) a2 += 360.0; if (a3 - a2 > +180.0) a3 -= 360.0; if (a3 - a2 < -180.0) a3 += 360.0; this.orientation = (a2 - a1) < 0 ? 0 /* CW */ : 1 /* CCW */; this.angle = Angle.FromDegrees(this.orientation === 0 /* CW */ ? a1 - a3 : a3 - a1); } return Arc2; })(); BABYLON.Arc2 = Arc2; var PathCursor = (function () { function PathCursor(path) { this.path = path; this._onchange = new Array(); this.value = 0; this.animations = new Array(); } PathCursor.prototype.getPoint = function () { var point = this.path.getPointAtLengthPosition(this.value); return new Vector3(point.x, 0, point.y); }; PathCursor.prototype.moveAhead = function (step) { if (typeof step === "undefined") { step = 0.002; } this.move(step); }; PathCursor.prototype.moveBack = function (step) { if (typeof step === "undefined") { step = 0.002; } this.move(-step); }; PathCursor.prototype.move = function (step) { if (Math.abs(step) > 1) { throw "step size should be less than 1."; } this.value += step; this.ensureLimits(); this.raiseOnChange(); }; PathCursor.prototype.ensureLimits = function () { while (this.value > 1) { this.value -= 1; } while (this.value < 0) { this.value += 1; } }; // used by animation engine PathCursor.prototype.markAsDirty = function (propertyName) { this.ensureLimits(); this.raiseOnChange(); }; PathCursor.prototype.raiseOnChange = function () { var _this = this; this._onchange.forEach(function (f) { return f(_this); }); }; PathCursor.prototype.onchange = function (f) { this._onchange.push(f); }; return PathCursor; })(); BABYLON.PathCursor = PathCursor; var Path2 = (function () { function Path2(x, y) { this._points = []; this._length = 0; this.closed = false; this._points.push(new Vector2(x, y)); } Path2.prototype.addLineTo = function (x, y) { if (closed) { BABYLON.Tools.Error("cannot add lines to closed paths"); return this; } var newPoint = new Vector2(x, y); var previousPoint = this._points[this._points.length - 1]; this._points.push(newPoint); this._length += newPoint.subtract(previousPoint).length(); return this; }; Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) { if (typeof numberOfSegments === "undefined") { numberOfSegments = 36; } if (closed) { BABYLON.Tools.Error("cannot add arcs to closed paths"); return this; } var startPoint = this._points[this._points.length - 1]; var midPoint = new Vector2(midX, midY); var endPoint = new Vector2(endX, endY); var arc = new Arc2(startPoint, midPoint, endPoint); var increment = arc.angle.radians() / numberOfSegments; if (arc.orientation === 0 /* CW */) increment *= -1; var currentAngle = arc.startAngle.radians() + increment; for (var i = 0; i < numberOfSegments; i++) { var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x; var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y; this.addLineTo(x, y); currentAngle += increment; } return this; }; Path2.prototype.close = function () { this.closed = true; return this; }; Path2.prototype.length = function () { var result = this._length; if (!this.closed) { var lastPoint = this._points[this._points.length - 1]; var firstPoint = this._points[0]; result += (firstPoint.subtract(lastPoint).length()); } return result; }; Path2.prototype.getPoints = function () { return this._points; }; Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) { if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) { BABYLON.Tools.Error("normalized length position should be between 0 and 1."); return; } var lengthPosition = normalizedLengthPosition * this.length(); var previousOffset = 0; for (var i = 0; i < this._points.length; i++) { var j = (i + 1) % this._points.length; var a = this._points[i]; var b = this._points[j]; var bToA = b.subtract(a); var nextOffset = (bToA.length() + previousOffset); if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) { var dir = bToA.normalize(); var localOffset = lengthPosition - previousOffset; return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset)); } previousOffset = nextOffset; } BABYLON.Tools.Error("internal error"); }; Path2.StartingAt = function (x, y) { return new Path2(x, y); }; return Path2; })(); BABYLON.Path2 = Path2; })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.math.js.map