"use strict"; var BABYLON = BABYLON || {}; (function () { ////////////////////////////////// Ray ////////////////////////////////// BABYLON.Ray = function (origin, direction) { this.origin = origin; this.direction = direction; }; // Methods BABYLON.Ray.prototype.intersectsBox = function (box) { var d = 0.0; var maxValue = Number.MAX_VALUE; if (Math.abs(this.direction.x) < 0.0000001) { if (this.origin.x < box.minimum.x || this.origin.x > box.maximum.x) { return false; } } else { var inv = 1.0 / this.direction.x; var min = (box.minimum.x - this.origin.x) * inv; var max = (box.maximum.x - this.origin.x) * inv; 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 < box.minimum.y || this.origin.y > box.maximum.y) { return false; } } else { var inv = 1.0 / this.direction.y; var min = (box.minimum.y - this.origin.y) * inv; var max = (box.maximum.y - this.origin.y) * inv; 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.z) < 0.0000001) { if (this.origin.z < box.minimum.z || this.origin.z > box.maximum.z) { return false; } } else { var inv = 1.0 / this.direction.z; var min = (box.minimum.z - this.origin.z) * inv; var max = (box.maximum.z - this.origin.z) * inv; 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; } } return true; }; BABYLON.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; }; BABYLON.Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) { if (!this._edge1) { this._edge1 = BABYLON.Vector3.Zero(); this._edge2 = BABYLON.Vector3.Zero(); this._pvec = BABYLON.Vector3.Zero(); this._tvec = BABYLON.Vector3.Zero(); this._qvec = BABYLON.Vector3.Zero(); } vertex1.subtractToRef(vertex0, this._edge1); vertex2.subtractToRef(vertex0, this._edge2); BABYLON.Vector3.CrossToRef(this.direction, this._edge2, this._pvec); var det = BABYLON.Vector3.Dot(this._edge1, this._pvec); if (det === 0) { return 0; } var invdet = 1 / det; this.origin.subtractToRef(vertex0, this._tvec); var bu = BABYLON.Vector3.Dot(this._tvec, this._pvec) * invdet; if (bu < 0 || bu > 1.0) { return 0; } BABYLON.Vector3.CrossToRef(this._tvec, this._edge1, this._qvec); var bv = BABYLON.Vector3.Dot(this.direction, this._qvec) * invdet; if (bv < 0 || bu + bv > 1.0) { return 0; } return BABYLON.Vector3.Dot(this._edge2, this._qvec) * invdet; }; // Statics BABYLON.Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) { var start = BABYLON.Vector3.Unproject(new BABYLON.Vector3(x, y, 0), viewportWidth, viewportHeight, world, view, projection); var end = BABYLON.Vector3.Unproject(new BABYLON.Vector3(x, y, 1), viewportWidth, viewportHeight, world, view, projection); var direction = end.subtract(start); direction.normalize(); return new BABYLON.Ray(start, direction); }; BABYLON.Ray.Transform = function (ray, matrix) { var newOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, matrix); var newDirection = BABYLON.Vector3.TransformNormal(ray.direction, matrix); return new BABYLON.Ray(newOrigin, newDirection); }; ////////////////////////////////// Color3 ////////////////////////////////// BABYLON.Color3 = function (initialR, initialG, initialB) { this.r = initialR; this.g = initialG; this.b = initialB; }; BABYLON.Color3.prototype.toString = function () { return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}"; }; // Operators BABYLON.Color3.prototype.multiply = function (otherColor) { return new BABYLON.Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b); }; BABYLON.Color3.prototype.multiplyToRef = function (otherColor, result) { result.r = this.r * otherColor.r; result.g = this.g * otherColor.g; result.b = this.b * otherColor.b; }; BABYLON.Color3.prototype.equals = function (otherColor) { return this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b; }; BABYLON.Color3.prototype.scale = function (scale) { return new BABYLON.Color3(this.r * scale, this.g * scale, this.b * scale); }; BABYLON.Color3.prototype.scaleToRef = function (scale, result) { result.r = this.r * scale; result.g = this.g * scale; result.b = this.b * scale; }; BABYLON.Color3.prototype.clone = function () { return new BABYLON.Color3(this.r, this.g, this.b); }; BABYLON.Color3.prototype.copyFrom = function (source) { this.r = source.r; this.g = source.g; this.b = source.b; }; BABYLON.Color3.prototype.copyFromFloats = function (r, g, b) { this.r = r; this.g = g; this.b = b; }; // Statics BABYLON.Color3.FromArray = function (array) { return new BABYLON.Color3(array[0], array[1], array[2]); }; ////////////////////////////////// Color4 ////////////////////////////////// BABYLON.Color4 = function (initialR, initialG, initialB, initialA) { this.r = initialR; this.g = initialG; this.b = initialB; this.a = initialA; }; // Operators BABYLON.Color4.prototype.addInPlace = function (right) { this.r += right.r; this.g += right.g; this.b += right.b; this.a += right.a; }; BABYLON.Color4.prototype.add = function (right) { return new BABYLON.Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a); }; BABYLON.Color4.prototype.subtract = function (right) { return new BABYLON.Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a); }; BABYLON.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; }; BABYLON.Color4.prototype.scale = function (scale) { return new BABYLON.Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale); }; BABYLON.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; }; BABYLON.Color4.prototype.toString = function () { return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}"; }; BABYLON.Color4.prototype.clone = function () { return new BABYLON.Color4(this.r, this.g, this.b, this.a); }; // Statics BABYLON.Color4.Lerp = function (left, right, amount) { var result = new BABYLON.Color4(0, 0, 0, 0); BABYLON.Color4.LerpToRef(left, right, amount, result); return result; }; BABYLON.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; }; BABYLON.Color4.FromArray = function (array, offset) { if (!offset) { offset = 0; } return new BABYLON.Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]); }; ////////////////////////////////// Vector2 ////////////////////////////////// BABYLON.Vector2 = function (initialX, initialY) { this.x = initialX; this.y = initialY; }; BABYLON.Vector2.prototype.toString = function () { return "{X: " + this.x + " Y:" + this.y + "}"; }; // Operators BABYLON.Vector2.prototype.add = function (otherVector) { return new BABYLON.Vector2(this.x + otherVector.x, this.y + otherVector.y); }; BABYLON.Vector2.prototype.subtract = function (otherVector) { return new BABYLON.Vector2(this.x - otherVector.x, this.y - otherVector.y); }; BABYLON.Vector2.prototype.negate = function () { return new BABYLON.Vector2(-this.x, -this.y); }; BABYLON.Vector2.prototype.scaleInPlace = function (scale) { this.x *= scale; this.y *= scale; }; BABYLON.Vector2.prototype.scale = function (scale) { return new BABYLON.Vector2(this.x * scale, this.y * scale); }; BABYLON.Vector2.prototype.equals = function (otherVector) { return this.x === otherVector.x && this.y === otherVector.y; }; // Properties BABYLON.Vector2.prototype.length = function () { return Math.sqrt(this.x * this.x + this.y * this.y); }; BABYLON.Vector2.prototype.lengthSquared = function () { return (this.x * this.x + this.y * this.y); }; // Methods BABYLON.Vector2.prototype.normalize = function () { var len = this.length(); if (len === 0) return; var num = 1.0 / len; this.x *= num; this.y *= num; }; BABYLON.Vector2.prototype.clone = function () { return new BABYLON.Vector2(this.x, this.y); }; // Statics BABYLON.Vector2.Zero = function () { return new BABYLON.Vector2(0, 0); }; BABYLON.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 BABYLON.Vector2(x, y); }; BABYLON.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 BABYLON.Vector2(x, y); }; BABYLON.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 BABYLON.Vector2(x, y); }; BABYLON.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 BABYLON.Vector2(x, y); }; BABYLON.Vector2.Dot = function (left, right) { return left.x * right.x + left.y * right.y; }; BABYLON.Vector2.Normalize = function (vector) { var newVector = vector.clone(); newVector.normalize(); return newVector; }; BABYLON.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 BABYLON.Vector2(x, y); }; BABYLON.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 BABYLON.Vector2(x, y); }; BABYLON.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 BABYLON.Vector2(x, y); }; BABYLON.Vector2.Distance = function (value1, value2) { return Math.sqrt(BABYLON.Vector2.DistanceSquared(value1, value2)); }; BABYLON.Vector2.DistanceSquared = function (value1, value2) { var x = value1.x - value2.x; var y = value1.y - value2.y; return (x * x) + (y * y); }; ////////////////////////////////// Vector3 ////////////////////////////////// BABYLON.Vector3 = function (initialX, initialY, initialZ) { this.x = initialX; this.y = initialY; this.z = initialZ; }; BABYLON.Vector3.prototype.toString = function () { return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}"; }; // Operators BABYLON.Vector3.prototype.toArray = function (array, index) { array[index] = this.x; array[index + 1] = this.y; array[index + 2] = this.z; }; BABYLON.Vector3.prototype.addInPlace = function (otherVector) { this.x += otherVector.x; this.y += otherVector.y; this.z += otherVector.z; }; BABYLON.Vector3.prototype.add = function (otherVector) { return new BABYLON.Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z); }; BABYLON.Vector3.prototype.addToRef = function (otherVector, result) { result.x = this.x + otherVector.x; result.y = this.y + otherVector.y; result.z = this.z + otherVector.z; }; BABYLON.Vector3.prototype.subtractInPlace = function (otherVector) { this.x -= otherVector.x; this.y -= otherVector.y; this.z -= otherVector.z; }; BABYLON.Vector3.prototype.subtract = function (otherVector) { return new BABYLON.Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z); }; BABYLON.Vector3.prototype.subtractToRef = function (otherVector, result) { result.x = this.x - otherVector.x; result.y = this.y - otherVector.y; result.z = this.z - otherVector.z; }; BABYLON.Vector3.prototype.subtractFromFloats = function (x, y, z) { return new BABYLON.Vector3(this.x - x, this.y - y, this.z - z); }; BABYLON.Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) { result.x = this.x - x; result.y = this.y - y; result.z = this.z - z; }; BABYLON.Vector3.prototype.negate = function () { return new BABYLON.Vector3(-this.x, -this.y, -this.z); }; BABYLON.Vector3.prototype.scaleInPlace = function (scale) { this.x *= scale; this.y *= scale; this.z *= scale; }; BABYLON.Vector3.prototype.scale = function (scale) { return new BABYLON.Vector3(this.x * scale, this.y * scale, this.z * scale); }; BABYLON.Vector3.prototype.scaleToRef = function (scale, result) { result.x = this.x * scale; result.y = this.y * scale; result.z = this.z * scale; }; BABYLON.Vector3.prototype.equals = function (otherVector) { return this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z; }; BABYLON.Vector3.prototype.equalsToFloats = function (x, y, z) { return this.x === x && this.y === y && this.z === z; }; BABYLON.Vector3.prototype.multiplyInPlace = function (otherVector) { this.x *= otherVector.x; this.y *= otherVector.y; this.z *= otherVector.z; }; BABYLON.Vector3.prototype.multiply = function (otherVector) { return new BABYLON.Vector3(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z); }; BABYLON.Vector3.prototype.multiplyToRef = function (otherVector, result) { result.x = this.x * otherVector.x; result.y = this.y * otherVector.y; result.z = this.z * otherVector.z; }; BABYLON.Vector3.prototype.multiplyByFloats = function (x, y, z) { return new BABYLON.Vector3(this.x * x, this.y * y, this.z * z); }; BABYLON.Vector3.prototype.divide = function (otherVector) { return new BABYLON.Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z); }; BABYLON.Vector3.prototype.divideToRef = function (otherVector, result) { result.x = this.x / otherVector.x; result.y = this.y / otherVector.y; result.z = this.z / otherVector.z; }; // Properties BABYLON.Vector3.prototype.length = function () { return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z); }; BABYLON.Vector3.prototype.lengthSquared = function () { return (this.x * this.x + this.y * this.y + this.z * this.z); }; // Methods BABYLON.Vector3.prototype.normalize = function () { var len = this.length(); if (len === 0) return; var num = 1.0 / len; this.x *= num; this.y *= num; this.z *= num; }; BABYLON.Vector3.prototype.clone = function () { return new BABYLON.Vector3(this.x, this.y, this.z); }; BABYLON.Vector3.prototype.copyFrom = function (source) { this.x = source.x; this.y = source.y; this.z = source.z; }; BABYLON.Vector3.prototype.copyFromFloats = function (x, y, z) { this.x = x; this.y = y; this.z = z; }; // Statics BABYLON.Vector3.FromArray = function (array, offset) { if (!offset) { offset = 0; } return new BABYLON.Vector3(array[offset], array[offset + 1], array[offset + 2]); }; BABYLON.Vector3.FromArrayToRef = function (array, offset, result) { if (!offset) { offset = 0; } result.x = array[offset]; result.y = array[offset + 1]; result.z = array[offset + 2]; }; BABYLON.Vector3.FromFloatsToRef = function (x, y, z, result) { result.x = x; result.y = y; result.z = z; }; BABYLON.Vector3.Zero = function () { return new BABYLON.Vector3(0, 0, 0); }; BABYLON.Vector3.Up = function () { return new BABYLON.Vector3(0, 1.0, 0); }; BABYLON.Vector3.TransformCoordinates = function (vector, transformation) { var result = BABYLON.Vector3.Zero(); BABYLON.Vector3.TransformCoordinatesToRef(vector, transformation, result); return result; }; BABYLON.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; }; BABYLON.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; }; BABYLON.Vector3.TransformNormal = function (vector, transformation) { var result = BABYLON.Vector3.Zero(); BABYLON.Vector3.TransformNormalToRef(vector, transformation, result); return result; }; BABYLON.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]); }; BABYLON.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]); }; BABYLON.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 BABYLON.Vector3(x, y, z); }; BABYLON.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 BABYLON.Vector3(x, y, z); }; BABYLON.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 BABYLON.Vector3(x, y, z); }; BABYLON.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 BABYLON.Vector3(x, y, z); }; BABYLON.Vector3.Dot = function (left, right) { return (left.x * right.x + left.y * right.y + left.z * right.z); }; BABYLON.Vector3.Cross = function (left, right) { var result = BABYLON.Vector3.Zero(); BABYLON.Vector3.CrossToRef(left, right, result); return result; }; BABYLON.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; }; BABYLON.Vector3.Normalize = function (vector) { var result = BABYLON.Vector3.Zero(); BABYLON.Vector3.NormalizeToRef(vector, result); return result; }; BABYLON.Vector3.NormalizeToRef = function (vector, result) { result.copyFrom(vector); result.normalize(); }; BABYLON.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 = BABYLON.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 BABYLON.Vector3.TransformCoordinates(vector, finalMatrix); }; BABYLON.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 = BABYLON.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; }; BABYLON.Vector3.Minimize = function (left, right) { var x = (left.x < right.x) ? left.x : right.x; var y = (left.y < right.y) ? left.y : right.y; var z = (left.z < right.z) ? left.z : right.z; return new BABYLON.Vector3(x, y, z); }; BABYLON.Vector3.Maximize = function (left, right) { var x = (left.x > right.x) ? left.x : right.x; var y = (left.y > right.y) ? left.y : right.y; var z = (left.z > right.z) ? left.z : right.z; return new BABYLON.Vector3(x, y, z); }; BABYLON.Vector3.Distance = function (value1, value2) { return Math.sqrt(BABYLON.Vector3.DistanceSquared(value1, value2)); }; BABYLON.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); }; ////////////////////////////////// Quaternion ////////////////////////////////// BABYLON.Quaternion = function (initialX, initialY, initialZ, initialW) { this.x = initialX; this.y = initialY; this.z = initialZ; this.w = initialW; }; BABYLON.Quaternion.prototype.toString = function () { return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}"; }; BABYLON.Quaternion.prototype.equals = function (otherQuaternion) { return this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w; }; BABYLON.Quaternion.prototype.clone = function () { return new BABYLON.Quaternion(this.x, this.y, this.z, this.w); }; BABYLON.Quaternion.prototype.copyFrom = function (other) { this.x = other.x; this.y = other.y; this.z = other.z; this.w = other.w; }; BABYLON.Quaternion.prototype.add = function (other) { return new BABYLON.Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w); }; BABYLON.Quaternion.prototype.scale = function (value) { return new BABYLON.Quaternion(this.x * value, this.y * value, this.z * value, this.w * value); }; BABYLON.Quaternion.prototype.multiply = function (q1) { var result = new BABYLON.Quaternion(0, 0, 0, 1.0); this.multiplyToRef(q1, result); return result; }; BABYLON.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; }; BABYLON.Quaternion.prototype.length = function () { return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w)); }; BABYLON.Quaternion.prototype.normalize = function () { var length = 1.0 / this.length(); this.x *= length; this.y *= length; this.z *= length; this.w *= length; }; BABYLON.Quaternion.prototype.toEulerAngles = function () { var qx = this.x; var qy = this.y; var qz = this.z; var qw = this.w; var sqx = qx * qx; var sqy = qy * qy; var sqz = qz * qz; var yaw = Math.atan2(2.0 * (qy * qw - qx * qz), 1.0 - 2.0 * (sqy + sqz)); var pitch = Math.asin(2.0 * (qx * qy + qz * qw)); var roll = Math.atan2(2.0 * (qx * qw - qy * qz), 1.0 - 2.0 * (sqx + sqz)); var gimbaLockTest = qx * qy + qz * qw; if (gimbaLockTest > 0.499) { yaw = 2.0 * Math.atan2(qx, qw); roll = 0; } else if (gimbaLockTest < -0.499) { yaw = -2.0 * Math.atan2(qx, qw); roll = 0; } return new BABYLON.Vector3(pitch, yaw, roll); }; BABYLON.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; }; // Statics BABYLON.Quaternion.FromArray = function (array, offset) { if (!offset) { offset = 0; } return new BABYLON.Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]); }; BABYLON.Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) { var result = new BABYLON.Quaternion(); BABYLON.Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, result); return result; }; BABYLON.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); }; BABYLON.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 BABYLON.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)); }; ////////////////////////////////// Matrix ////////////////////////////////// if (!BABYLON.MatrixType) { BABYLON.MatrixType = (typeof Float32Array !== 'undefined') ? Float32Array : Array; } BABYLON.Matrix = function () { this.m = new BABYLON.MatrixType(16); }; // Properties BABYLON.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; }; BABYLON.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 BABYLON.Matrix.prototype.toArray = function () { return this.m; }; BABYLON.Matrix.prototype.invert = function () { this.invertToRef(this); }; BABYLON.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; }; BABYLON.Matrix.prototype.setTranslation = function (vector3) { this.m[12] = vector3.x; this.m[13] = vector3.y; this.m[14] = vector3.z; }; BABYLON.Matrix.prototype.multiply = function (other) { var result = new BABYLON.Matrix(); this.multiplyToRef(other, result); return result; }; BABYLON.Matrix.prototype.copyFrom = function (other) { for (var index = 0; index < 16; index++) { this.m[index] = other.m[index]; } }; BABYLON.Matrix.prototype.multiplyToRef = function (other, result) { this.multiplyToArray(other, result.m, 0); }; BABYLON.Matrix.prototype.multiplyToArray = function (other, result, offset) { result[offset] = this.m[0] * other.m[0] + this.m[1] * other.m[4] + this.m[2] * other.m[8] + this.m[3] * other.m[12]; result[offset + 1] = this.m[0] * other.m[1] + this.m[1] * other.m[5] + this.m[2] * other.m[9] + this.m[3] * other.m[13]; result[offset + 2] = this.m[0] * other.m[2] + this.m[1] * other.m[6] + this.m[2] * other.m[10] + this.m[3] * other.m[14]; result[offset + 3] = this.m[0] * other.m[3] + this.m[1] * other.m[7] + this.m[2] * other.m[11] + this.m[3] * other.m[15]; result[offset + 4] = this.m[4] * other.m[0] + this.m[5] * other.m[4] + this.m[6] * other.m[8] + this.m[7] * other.m[12]; result[offset + 5] = this.m[4] * other.m[1] + this.m[5] * other.m[5] + this.m[6] * other.m[9] + this.m[7] * other.m[13]; result[offset + 6] = this.m[4] * other.m[2] + this.m[5] * other.m[6] + this.m[6] * other.m[10] + this.m[7] * other.m[14]; result[offset + 7] = this.m[4] * other.m[3] + this.m[5] * other.m[7] + this.m[6] * other.m[11] + this.m[7] * other.m[15]; result[offset + 8] = this.m[8] * other.m[0] + this.m[9] * other.m[4] + this.m[10] * other.m[8] + this.m[11] * other.m[12]; result[offset + 9] = this.m[8] * other.m[1] + this.m[9] * other.m[5] + this.m[10] * other.m[9] + this.m[11] * other.m[13]; result[offset + 10] = this.m[8] * other.m[2] + this.m[9] * other.m[6] + this.m[10] * other.m[10] + this.m[11] * other.m[14]; result[offset + 11] = this.m[8] * other.m[3] + this.m[9] * other.m[7] + this.m[10] * other.m[11] + this.m[11] * other.m[15]; result[offset + 12] = this.m[12] * other.m[0] + this.m[13] * other.m[4] + this.m[14] * other.m[8] + this.m[15] * other.m[12]; result[offset + 13] = this.m[12] * other.m[1] + this.m[13] * other.m[5] + this.m[14] * other.m[9] + this.m[15] * other.m[13]; result[offset + 14] = this.m[12] * other.m[2] + this.m[13] * other.m[6] + this.m[14] * other.m[10] + this.m[15] * other.m[14]; result[offset + 15] = this.m[12] * other.m[3] + this.m[13] * other.m[7] + this.m[14] * other.m[11] + this.m[15] * other.m[15]; }; BABYLON.Matrix.prototype.equals = function (value) { return (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]); }; BABYLON.Matrix.prototype.clone = function () { return BABYLON.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 BABYLON.Matrix.FromArray = function (array, offset) { var result = new BABYLON.Matrix(); BABYLON.Matrix.FromArrayToRef(array, offset, result); return result; }; BABYLON.Matrix.FromArrayToRef = function (array, offset, result) { if (!offset) { offset = 0; } for (var index = 0; index < 16; index++) { result.m[index] = array[index + offset]; } }; BABYLON.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; }; BABYLON.Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) { var result = new BABYLON.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; }; BABYLON.Matrix.Identity = function () { return BABYLON.Matrix.FromValues(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0); }; BABYLON.Matrix.IdentityToRef = function (result) { BABYLON.Matrix.FromValuesToRef(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, result); }; BABYLON.Matrix.Zero = function () { return BABYLON.Matrix.FromValues(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0); }; BABYLON.Matrix.RotationX = function (angle) { var result = new BABYLON.Matrix(); BABYLON.Matrix.RotationXToRef(angle, result); return result; }; BABYLON.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; }; BABYLON.Matrix.RotationY = function (angle) { var result = new BABYLON.Matrix(); BABYLON.Matrix.RotationYToRef(angle, result); return result; }; BABYLON.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; }; BABYLON.Matrix.RotationZ = function (angle) { var result = new BABYLON.Matrix(); BABYLON.Matrix.RotationZToRef(angle, result); return result; }; BABYLON.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; }; BABYLON.Matrix.RotationAxis = function (axis, angle) { var s = Math.sin(-angle); var c = Math.cos(-angle); var c1 = 1 - c; axis.normalize(); var result = BABYLON.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; }; BABYLON.Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) { var result = new BABYLON.Matrix(); BABYLON.Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result); return result; }; var tempQuaternion = new BABYLON.Quaternion(); // For RotationYawPitchRoll BABYLON.Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) { BABYLON.Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, tempQuaternion); tempQuaternion.toRotationMatrix(result); }; BABYLON.Matrix.Scaling = function (x, y, z) { var result = BABYLON.Matrix.Zero(); BABYLON.Matrix.ScalingToRef(x, y, z, result); return result; }; BABYLON.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; }; BABYLON.Matrix.Translation = function (x, y, z) { var result = BABYLON.Matrix.Identity(); BABYLON.Matrix.TranslationToRef(x, y, z, result); return result; }; BABYLON.Matrix.TranslationToRef = function (x, y, z, result) { BABYLON.Matrix.FromValuesToRef(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, x, y, z, 1.0, result); }; BABYLON.Matrix.LookAtLH = function (eye, target, up) { var result = BABYLON.Matrix.Zero(); BABYLON.Matrix.LookAtLHToRef(eye, target, up, result); return result; }; var xAxis = BABYLON.Vector3.Zero(); var yAxis = BABYLON.Vector3.Zero(); var zAxis = BABYLON.Vector3.Zero(); BABYLON.Matrix.LookAtLHToRef = function (eye, target, up, result) { // Z axis target.subtractToRef(eye, zAxis); zAxis.normalize(); // X axis BABYLON.Vector3.CrossToRef(up, zAxis, xAxis); xAxis.normalize(); // Y axis BABYLON.Vector3.CrossToRef(zAxis, xAxis, yAxis); yAxis.normalize(); // Eye angles var ex = -BABYLON.Vector3.Dot(xAxis, eye); var ey = -BABYLON.Vector3.Dot(yAxis, eye); var ez = -BABYLON.Vector3.Dot(zAxis, eye); return BABYLON.Matrix.FromValuesToRef(xAxis.x, yAxis.x, zAxis.x, 0, xAxis.y, yAxis.y, zAxis.y, 0, xAxis.z, yAxis.z, zAxis.z, 0, ex, ey, ez, 1, result); }; BABYLON.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 BABYLON.Matrix.FromValues(hw, 0, 0, 0, 0, hh, 0, 0, 0, 0, id, 0, 0, 0, nid, 1); }; BABYLON.Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) { var matrix = BABYLON.Matrix.Zero(); BABYLON.Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix); return matrix; }; BABYLON.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; }; BABYLON.Matrix.PerspectiveLH = function (width, height, znear, zfar) { var matrix = BABYLON.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; }; BABYLON.Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) { var matrix = BABYLON.Matrix.Zero(); BABYLON.Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix); return matrix; }; BABYLON.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); }; BABYLON.Matrix.AffineTransformation = function (scaling, rotationCenter, rotation, translation) { return BABYLON.Matrix.Scaling(scaling, scaling, scaling) * BABYLON.Matrix.Translation(-rotationCenter) * BABYLON.Matrix.RotationQuaternion(rotation) * BABYLON.Matrix.Translation(rotationCenter) * BABYLON.Matrix.Translation(translation); }; BABYLON.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 = new BABYLON.Matrix(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); }; BABYLON.Matrix.Transpose = function (matrix) { var result = new BABYLON.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; }; BABYLON.Matrix.Reflection = function (plane) { var matrix = new BABYLON.Matrix(); BABYLON.Matrix.ReflectionToRef(plane, matrix); return matrix; }; BABYLON.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; }; ////////////////////////////////// Plane ////////////////////////////////// BABYLON.Plane = function (a, b, c, d) { this.normal = new BABYLON.Vector3(a, b, c); this.d = d; }; // Methods BABYLON.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; }; BABYLON.Plane.prototype.transform = function (transformation) { var transposedMatrix = BABYLON.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 BABYLON.Plane(normalX, normalY, normalZ, finalD); }; BABYLON.Plane.prototype.dotCoordinate = function (point) { return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d); }; BABYLON.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)); }; BABYLON.Plane.prototype.isFrontFacingTo = function (direction, epsilon) { var dot = BABYLON.Vector3.Dot(this.normal, direction); return (dot <= epsilon); }; BABYLON.Plane.prototype.signedDistanceTo = function (point) { return BABYLON.Vector3.Dot(point, this.normal) + this.d; }; // Statics BABYLON.Plane.FromArray = function (array) { return new BABYLON.Plane(array[0], array[1], array[2], array[3]); }; BABYLON.Plane.FromPoints = function (point1, point2, point3) { var result = new BABYLON.Plane(0, 0, 0, 0); result.copyFromPoints(point1, point2, point3); return result; }; BABYLON.Plane.FromPositionAndNormal = function (origin, normal) { var result = new BABYLON.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; }; BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) { var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z); return BABYLON.Vector3.Dot(point, normal) + d; }; ////////////////////////////////// Frustum ////////////////////////////////// BABYLON.Frustum = {}; // Statics BABYLON.Frustum.GetPlanes = function (transform) { var frustumPlanes = []; for (var index = 0; index < 6; index++) { frustumPlanes.push(new BABYLON.Plane(0, 0, 0, 0)); } BABYLON.Frustum.GetPlanesToRef(transform, frustumPlanes); return frustumPlanes; }; BABYLON.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(); }; ////////////////////////////////// Viewport ////////////////////////////////// BABYLON.Viewport = {}; BABYLON.Viewport = function (x, y, width, height) { this.width = width; this.height = height; this.x = x; this.y = y; }; BABYLON.Viewport.prototype.toGlobal = function (engine) { var width = engine.getRenderWidth() * engine.getHardwareScalingLevel(); var height = engine.getRenderHeight() * engine.getHardwareScalingLevel(); return new BABYLON.Viewport(this.x * width, this.y * height, this.width * width, this.height * height); }; })();