var BABYLON;
(function (BABYLON) {
var Color3 = (function () {
function Color3(r, g, b) {
if (r === void 0) { r = 0; }
if (g === void 0) { g = 0; }
if (b === void 0) { 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;
return this;
};
Color3.prototype.toColor4 = function (alpha) {
if (alpha === void 0) { 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;
return this;
};
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;
return this;
};
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;
return this;
};
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;
return this;
};
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;
return this;
};
Color3.prototype.copyFromFloats = function (r, g, b) {
this.r = r;
this.g = g;
this.b = b;
return this;
};
// Statics
Color3.FromArray = function (array, offset) {
if (offset === void 0) { offset = 0; }
return new Color3(array[offset], array[offset + 1], array[offset + 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;
return this;
};
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;
return this;
};
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;
return this;
};
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;
return this;
};
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;
return this;
};
// 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 (offset === void 0) { 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 === void 0) { index = 0; }
array[index] = this.x;
array[index + 1] = this.y;
return this;
};
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;
return this;
};
Vector2.prototype.copyFromFloats = function (x, y) {
this.x = x;
this.y = y;
return this;
};
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;
return this;
};
Vector2.prototype.multiplyInPlace = function (otherVector) {
this.x *= otherVector.x;
this.y *= otherVector.y;
return this;
};
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;
return this;
};
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;
return this;
};
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;
};
Vector2.prototype.equalsWithEpsilon = function (otherVector) {
return otherVector && BABYLON.Tools.WithinEpsilon(this.x, otherVector.x) && BABYLON.Tools.WithinEpsilon(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 === void 0) { 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 === void 0) { index = 0; }
array[index] = this.x;
array[index + 1] = this.y;
array[index + 2] = this.z;
return this;
};
Vector3.prototype.toQuaternion = function () {
var result = new Quaternion(0, 0, 0, 1);
var cosxPlusz = Math.cos((this.x + this.z) * 0.5);
var sinxPlusz = Math.sin((this.x + this.z) * 0.5);
var coszMinusx = Math.cos((this.z - this.x) * 0.5);
var sinzMinusx = Math.sin((this.z - this.x) * 0.5);
var cosy = Math.cos(this.y * 0.5);
var siny = Math.sin(this.y * 0.5);
result.x = coszMinusx * siny;
result.y = -sinzMinusx * siny;
result.z = sinxPlusz * cosy;
result.w = cosxPlusz * cosy;
return result;
};
Vector3.prototype.addInPlace = function (otherVector) {
this.x += otherVector.x;
this.y += otherVector.y;
this.z += otherVector.z;
return this;
};
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;
return this;
};
Vector3.prototype.subtractInPlace = function (otherVector) {
this.x -= otherVector.x;
this.y -= otherVector.y;
this.z -= otherVector.z;
return this;
};
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;
return this;
};
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;
return this;
};
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 otherVector && BABYLON.Tools.WithinEpsilon(this.x, otherVector.x) && BABYLON.Tools.WithinEpsilon(this.y, otherVector.y) && BABYLON.Tools.WithinEpsilon(this.z, otherVector.z);
};
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;
return this;
};
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;
return this;
};
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;
return this;
};
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;
return this;
};
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;
return this;
};
// 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;
return this;
};
Vector3.prototype.copyFromFloats = function (x, y, z) {
this.x = x;
this.y = y;
this.z = z;
return this;
};
// Statics
Vector3.GetClipFactor = function (vector0, vector1, axis, size) {
var d0 = Vector3.Dot(vector0, axis) - size;
var d1 = Vector3.Dot(vector1, axis) - size;
var s = d0 / (d0 - d1);
return s;
};
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.TransformCoordinatesToRefSIMD = function (vector, transformation, result) {
var v = SIMD.float32x4.loadXYZ(vector._data, 0);
var m0 = SIMD.float32x4.load(transformation.m, 0);
var m1 = SIMD.float32x4.load(transformation.m, 4);
var m2 = SIMD.float32x4.load(transformation.m, 8);
var m3 = SIMD.float32x4.load(transformation.m, 12);
var r = SIMD.float32x4.add(SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(v, 0, 0, 0, 0), m0), SIMD.float32x4.mul(SIMD.float32x4.swizzle(v, 1, 1, 1, 1), m1)), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(v, 2, 2, 2, 2), m2), m3));
r = SIMD.float32x4.div(r, SIMD.float32x4.swizzle(r, 3, 3, 3, 3));
SIMD.float32x4.storeXYZ(result._data, 0, r);
};
Vector3.TransformCoordinatesFromFloatsToRefSIMD = function (x, y, z, transformation, result) {
var v0 = SIMD.float32x4.splat(x);
var v1 = SIMD.float32x4.splat(y);
var v2 = SIMD.float32x4.splat(z);
var m0 = SIMD.float32x4.load(transformation.m, 0);
var m1 = SIMD.float32x4.load(transformation.m, 4);
var m2 = SIMD.float32x4.load(transformation.m, 8);
var m3 = SIMD.float32x4.load(transformation.m, 12);
var r = SIMD.float32x4.add(SIMD.float32x4.add(SIMD.float32x4.mul(v0, m0), SIMD.float32x4.mul(v1, m1)), SIMD.float32x4.add(SIMD.float32x4.mul(v2, m2), m3));
r = SIMD.float32x4.div(r, SIMD.float32x4.swizzle(r, 3, 3, 3, 3));
SIMD.float32x4.storeXYZ(result._data, 0, r);
};
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;
};
/**
* Given three orthogonal left-handed oriented Vector3 axis in space (target system),
* RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
* to something in order to rotate it from its local system to the given target system.
*/
Vector3.RotationFromAxis = function (axis1, axis2, axis3) {
var u = Vector3.Normalize(axis1);
var v = Vector3.Normalize(axis2);
var w = Vector3.Normalize(axis3);
// world axis
var X = Axis.X;
var Y = Axis.Y;
var Z = Axis.Z;
// equation unknowns and vars
var yaw = 0.0;
var pitch = 0.0;
var roll = 0.0;
var x = 0.0;
var y = 0.0;
var z = 0.0;
var t = 0.0;
var sign = -1.0;
var pi = Math.PI;
var nbRevert = 0;
var cross;
var dot = 0.0;
// step 1 : rotation around w
// Rv3(u) = u1, and u1 belongs to plane xOz
// Rv3(w) = w1 = w invariant
var u1;
var v1;
if (w.z == 0) {
z = 1.0;
}
else if (w.x == 0) {
x = 1.0;
}
else {
t = w.z / w.x;
x = -t * Math.sqrt(1 / (1 + t * t));
z = Math.sqrt(1 / (1 + t * t));
}
u1 = new Vector3(x, y, z);
v1 = Vector3.Cross(w, u1); // v1 image of v through rotation around w
cross = Vector3.Cross(u, u1); // returns same direction as w (=local z) if positive angle : cross(source, image)
if (Vector3.Dot(w, cross) < 0) {
sign = 1;
}
dot = Vector3.Dot(u, u1);
roll = Math.acos(dot) * sign;
if (Vector3.Dot(u1, X) < 0) {
roll = Math.PI + roll;
u1 = u1.scaleInPlace(-1);
v1 = v1.scaleInPlace(-1);
nbRevert++;
}
// step 2 : rotate around u1
// Ru1(w1) = Ru1(w) = w2, and w2 belongs to plane xOz
// u1 is yet in xOz and invariant by Ru1, so after this step u1 and w2 will be in xOz
var w2;
var v2;
x = 0.0;
y = 0.0;
z = 0.0;
sign = -1;
if (w.z == 0) {
x = 1.0;
}
else {
t = u1.z / u1.x;
x = -t * Math.sqrt(1 / (1 + t * t));
z = Math.sqrt(1 / (1 + t * t));
}
w2 = new BABYLON.Vector3(x, y, z);
v2 = BABYLON.Vector3.Cross(w2, u1); // v2 image of v1 through rotation around u1
cross = BABYLON.Vector3.Cross(w, w2); // returns same direction as u1 (=local x) if positive angle : cross(source, image)
if (BABYLON.Vector3.Dot(u1, cross) < 0) {
sign = 1;
}
dot = BABYLON.Vector3.Dot(w, w2);
pitch = Math.acos(dot) * sign;
if (BABYLON.Vector3.Dot(v2, Y) < 0) {
pitch = Math.PI + pitch;
v2 = v2.scaleInPlace(-1);
w2 = w2.scaleInPlace(-1);
nbRevert++;
}
// step 3 : rotate around v2
// Rv2(u1) = X, same as Rv2(w2) = Z, with X=(1,0,0) and Z=(0,0,1)
sign = -1;
cross = BABYLON.Vector3.Cross(X, u1); // returns same direction as Y if positive angle : cross(source, image)
if (BABYLON.Vector3.Dot(cross, Y) < 0) {
sign = 1;
}
dot = BABYLON.Vector3.Dot(u1, X);
yaw = -Math.acos(dot) * sign; // negative : plane zOx oriented clockwise
if (dot < 0 && nbRevert < 2) {
yaw = Math.PI + yaw;
}
return new BABYLON.Vector3(pitch, yaw, roll);
};
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;
return this;
};
Vector4.prototype.addInPlace = function (otherVector) {
this.x += otherVector.x;
this.y += otherVector.y;
this.z += otherVector.z;
this.w += otherVector.w;
return this;
};
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;
return this;
};
Vector4.prototype.subtractInPlace = function (otherVector) {
this.x -= otherVector.x;
this.y -= otherVector.y;
this.z -= otherVector.z;
this.w -= otherVector.w;
return this;
};
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;
return this;
};
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;
return this;
};
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;
return this;
};
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;
return this;
};
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;
return this;
};
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;
return this;
};
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;
return this;
};
// 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;
return this;
};
Vector4.prototype.copyFromFloats = function (x, y, z, w) {
this.x = x;
this.y = y;
this.z = z;
this.w = w;
return this;
};
// 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 (x === void 0) { x = 0; }
if (y === void 0) { y = 0; }
if (z === void 0) { z = 0; }
if (w === void 0) { 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;
return this;
};
Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
this.x = x;
this.y = y;
this.z = z;
this.w = w;
return this;
};
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;
return this;
};
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;
return this;
};
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;
}
}
return this;
};
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;
return this;
};
Quaternion.prototype.fromRotationMatrix = function (matrix) {
Quaternion.FromRotationMatrixToRef(matrix, this);
return this;
};
// Statics
Quaternion.FromRotationMatrix = function (matrix) {
var result = new Quaternion();
Quaternion.FromRotationMatrixToRef(matrix, result);
return result;
};
Quaternion.FromRotationMatrixToRef = function (matrix, result) {
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);
result.w = 0.25 / s;
result.x = (m32 - m23) * s;
result.y = (m13 - m31) * s;
result.z = (m21 - m12) * s;
}
else if (m11 > m22 && m11 > m33) {
s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
result.w = (m32 - m23) / s;
result.x = 0.25 * s;
result.y = (m12 + m21) / s;
result.z = (m13 + m31) / s;
}
else if (m22 > m33) {
s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
result.w = (m13 - m31) / s;
result.x = (m12 + m21) / s;
result.y = 0.25 * s;
result.z = (m23 + m32) / s;
}
else {
s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
result.w = (m21 - m12) / s;
result.x = (m13 + m31) / s;
result.y = (m23 + m32) / s;
result.z = 0.25 * s;
}
};
Quaternion.Inverse = function (q) {
return new Quaternion(-q.x, -q.y, -q.z, q.w);
};
Quaternion.Identity = function () {
return new Quaternion(0, 0, 0, 1);
};
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) {
// Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)
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.RotationAlphaBetaGamma = function (alpha, beta, gamma) {
var result = new Quaternion();
Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);
return result;
};
Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) {
// Produces a quaternion from Euler angles in the z-x-z orientation
var halfGammaPlusAlpha = (gamma + alpha) * 0.5;
var halfGammaMinusAlpha = (gamma - alpha) * 0.5;
var halfBeta = beta * 0.5;
result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);
result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);
result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);
result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);
};
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);
return 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;
return this;
};
Matrix.prototype.invertToRefSIMD = function (other) {
var src = this.m;
var dest = other.m;
var row0, row1, row2, row3;
var tmp1;
var minor0, minor1, minor2, minor3;
var det;
// Load the 4 rows
var src0 = SIMD.float32x4.load(src, 0);
var src1 = SIMD.float32x4.load(src, 4);
var src2 = SIMD.float32x4.load(src, 8);
var src3 = SIMD.float32x4.load(src, 12);
// Transpose the source matrix. Sort of. Not a true transpose operation
tmp1 = SIMD.float32x4.shuffle(src0, src1, 0, 1, 4, 5);
row1 = SIMD.float32x4.shuffle(src2, src3, 0, 1, 4, 5);
row0 = SIMD.float32x4.shuffle(tmp1, row1, 0, 2, 4, 6);
row1 = SIMD.float32x4.shuffle(row1, tmp1, 1, 3, 5, 7);
tmp1 = SIMD.float32x4.shuffle(src0, src1, 2, 3, 6, 7);
row3 = SIMD.float32x4.shuffle(src2, src3, 2, 3, 6, 7);
row2 = SIMD.float32x4.shuffle(tmp1, row3, 0, 2, 4, 6);
row3 = SIMD.float32x4.shuffle(row3, tmp1, 1, 3, 5, 7);
// This is a true transposition, but it will lead to an incorrect result
//tmp1 = SIMD.float32x4.shuffle(src0, src1, 0, 1, 4, 5);
//tmp2 = SIMD.float32x4.shuffle(src2, src3, 0, 1, 4, 5);
//row0 = SIMD.float32x4.shuffle(tmp1, tmp2, 0, 2, 4, 6);
//row1 = SIMD.float32x4.shuffle(tmp1, tmp2, 1, 3, 5, 7);
//tmp1 = SIMD.float32x4.shuffle(src0, src1, 2, 3, 6, 7);
//tmp2 = SIMD.float32x4.shuffle(src2, src3, 2, 3, 6, 7);
//row2 = SIMD.float32x4.shuffle(tmp1, tmp2, 0, 2, 4, 6);
//row3 = SIMD.float32x4.shuffle(tmp1, tmp2, 1, 3, 5, 7);
// ----
tmp1 = SIMD.float32x4.mul(row2, row3);
tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001
minor0 = SIMD.float32x4.mul(row1, tmp1);
minor1 = SIMD.float32x4.mul(row0, tmp1);
tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110
minor0 = SIMD.float32x4.sub(SIMD.float32x4.mul(row1, tmp1), minor0);
minor1 = SIMD.float32x4.sub(SIMD.float32x4.mul(row0, tmp1), minor1);
minor1 = SIMD.float32x4.swizzle(minor1, 2, 3, 0, 1); // 0x4E = 01001110
// ----
tmp1 = SIMD.float32x4.mul(row1, row2);
tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001
minor0 = SIMD.float32x4.add(SIMD.float32x4.mul(row3, tmp1), minor0);
minor3 = SIMD.float32x4.mul(row0, tmp1);
tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110
minor0 = SIMD.float32x4.sub(minor0, SIMD.float32x4.mul(row3, tmp1));
minor3 = SIMD.float32x4.sub(SIMD.float32x4.mul(row0, tmp1), minor3);
minor3 = SIMD.float32x4.swizzle(minor3, 2, 3, 0, 1); // 0x4E = 01001110
// ----
tmp1 = SIMD.float32x4.mul(SIMD.float32x4.swizzle(row1, 2, 3, 0, 1), row3); // 0x4E = 01001110
tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001
row2 = SIMD.float32x4.swizzle(row2, 2, 3, 0, 1); // 0x4E = 01001110
minor0 = SIMD.float32x4.add(SIMD.float32x4.mul(row2, tmp1), minor0);
minor2 = SIMD.float32x4.mul(row0, tmp1);
tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110
minor0 = SIMD.float32x4.sub(minor0, SIMD.float32x4.mul(row2, tmp1));
minor2 = SIMD.float32x4.sub(SIMD.float32x4.mul(row0, tmp1), minor2);
minor2 = SIMD.float32x4.swizzle(minor2, 2, 3, 0, 1); // 0x4E = 01001110
// ----
tmp1 = SIMD.float32x4.mul(row0, row1);
tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001
minor2 = SIMD.float32x4.add(SIMD.float32x4.mul(row3, tmp1), minor2);
minor3 = SIMD.float32x4.sub(SIMD.float32x4.mul(row2, tmp1), minor3);
tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110
minor2 = SIMD.float32x4.sub(SIMD.float32x4.mul(row3, tmp1), minor2);
minor3 = SIMD.float32x4.sub(minor3, SIMD.float32x4.mul(row2, tmp1));
// ----
tmp1 = SIMD.float32x4.mul(row0, row3);
tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001
minor1 = SIMD.float32x4.sub(minor1, SIMD.float32x4.mul(row2, tmp1));
minor2 = SIMD.float32x4.add(SIMD.float32x4.mul(row1, tmp1), minor2);
tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110
minor1 = SIMD.float32x4.add(SIMD.float32x4.mul(row2, tmp1), minor1);
minor2 = SIMD.float32x4.sub(minor2, SIMD.float32x4.mul(row1, tmp1));
// ----
tmp1 = SIMD.float32x4.mul(row0, row2);
tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001
minor1 = SIMD.float32x4.add(SIMD.float32x4.mul(row3, tmp1), minor1);
minor3 = SIMD.float32x4.sub(minor3, SIMD.float32x4.mul(row1, tmp1));
tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110
minor1 = SIMD.float32x4.sub(minor1, SIMD.float32x4.mul(row3, tmp1));
minor3 = SIMD.float32x4.add(SIMD.float32x4.mul(row1, tmp1), minor3);
// Compute determinant
det = SIMD.float32x4.mul(row0, minor0);
det = SIMD.float32x4.add(SIMD.float32x4.swizzle(det, 2, 3, 0, 1), det); // 0x4E = 01001110
det = SIMD.float32x4.add(SIMD.float32x4.swizzle(det, 1, 0, 3, 2), det); // 0xB1 = 10110001
tmp1 = SIMD.float32x4.reciprocalApproximation(det);
det = SIMD.float32x4.sub(SIMD.float32x4.add(tmp1, tmp1), SIMD.float32x4.mul(det, SIMD.float32x4.mul(tmp1, tmp1)));
det = SIMD.float32x4.swizzle(det, 0, 0, 0, 0);
// These shuffles aren't necessary if the faulty transposition is done
// up at the top of this function.
//minor0 = SIMD.float32x4.swizzle(minor0, 2, 1, 0, 3);
//minor1 = SIMD.float32x4.swizzle(minor1, 2, 1, 0, 3);
//minor2 = SIMD.float32x4.swizzle(minor2, 2, 1, 0, 3);
//minor3 = SIMD.float32x4.swizzle(minor3, 2, 1, 0, 3);
// Compute final values by multiplying with 1/det
minor0 = SIMD.float32x4.mul(det, minor0);
minor1 = SIMD.float32x4.mul(det, minor1);
minor2 = SIMD.float32x4.mul(det, minor2);
minor3 = SIMD.float32x4.mul(det, minor3);
SIMD.float32x4.store(dest, 0, minor0);
SIMD.float32x4.store(dest, 4, minor1);
SIMD.float32x4.store(dest, 8, minor2);
SIMD.float32x4.store(dest, 12, minor3);
return this;
};
Matrix.prototype.setTranslation = function (vector3) {
this.m[12] = vector3.x;
this.m[13] = vector3.y;
this.m[14] = vector3.z;
return this;
};
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];
}
return this;
};
Matrix.prototype.copyToArray = function (array, offset) {
if (offset === void 0) { offset = 0; }
for (var index = 0; index < 16; index++) {
array[offset + index] = this.m[index];
}
return this;
};
Matrix.prototype.multiplyToRef = function (other, result) {
this.multiplyToArray(other, result.m, 0);
return this;
};
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;
return this;
};
Matrix.prototype.multiplyToArraySIMD = function (other, result, offset) {
if (offset === void 0) { offset = 0; }
var tm = this.m;
var om = other.m;
var om0 = SIMD.float32x4.load(om, 0);
var om1 = SIMD.float32x4.load(om, 4);
var om2 = SIMD.float32x4.load(om, 8);
var om3 = SIMD.float32x4.load(om, 12);
var tm0 = SIMD.float32x4.load(tm, 0);
SIMD.float32x4.store(result, offset + 0, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm0, 0, 0, 0, 0), om0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm0, 1, 1, 1, 1), om1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm0, 2, 2, 2, 2), om2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm0, 3, 3, 3, 3), om3)))));
var tm1 = SIMD.float32x4.load(tm, 4);
SIMD.float32x4.store(result, offset + 4, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm1, 0, 0, 0, 0), om0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm1, 1, 1, 1, 1), om1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm1, 2, 2, 2, 2), om2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm1, 3, 3, 3, 3), om3)))));
var tm2 = SIMD.float32x4.load(tm, 8);
SIMD.float32x4.store(result, offset + 8, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm2, 0, 0, 0, 0), om0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm2, 1, 1, 1, 1), om1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm2, 2, 2, 2, 2), om2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm2, 3, 3, 3, 3), om3)))));
var tm3 = SIMD.float32x4.load(tm, 12);
SIMD.float32x4.store(result, offset + 12, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm3, 0, 0, 0, 0), om0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm3, 1, 1, 1, 1), om1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm3, 2, 2, 2, 2), om2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm3, 3, 3, 3, 3), om3)))));
};
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]);
};
Matrix.prototype.decompose = function (scale, rotation, translation) {
translation.x = this.m[12];
translation.y = this.m[13];
translation.z = this.m[14];
var xs = BABYLON.Tools.Sign(this.m[0] * this.m[1] * this.m[2] * this.m[3]) < 0 ? -1 : 1;
var ys = BABYLON.Tools.Sign(this.m[4] * this.m[5] * this.m[6] * this.m[7]) < 0 ? -1 : 1;
var zs = BABYLON.Tools.Sign(this.m[8] * this.m[9] * this.m[10] * this.m[11]) < 0 ? -1 : 1;
scale.x = xs * Math.sqrt(this.m[0] * this.m[0] + this.m[1] * this.m[1] + this.m[2] * this.m[2]);
scale.y = ys * Math.sqrt(this.m[4] * this.m[4] + this.m[5] * this.m[5] + this.m[6] * this.m[6]);
scale.z = zs * Math.sqrt(this.m[8] * this.m[8] + this.m[9] * this.m[9] + this.m[10] * this.m[10]);
if (scale.x === 0 || scale.y === 0 || scale.z === 0) {
rotation.x = 0;
rotation.y = 0;
rotation.z = 0;
rotation.w = 1;
return false;
}
var rotationMatrix = Matrix.FromValues(this.m[0] / scale.x, this.m[1] / scale.x, this.m[2] / scale.x, 0, this.m[4] / scale.y, this.m[5] / scale.y, this.m[6] / scale.y, 0, this.m[8] / scale.z, this.m[9] / scale.z, this.m[10] / scale.z, 0, 0, 0, 0, 1);
Quaternion.FromRotationMatrixToRef(rotationMatrix, rotation);
return true;
};
// 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.Compose = function (scale, rotation, translation) {
var result = Matrix.FromValues(scale.x, 0, 0, 0, 0, scale.y, 0, 0, 0, 0, scale.z, 0, 0, 0, 0, 1);
var rotationMatrix = Matrix.Identity();
rotation.toRotationMatrix(rotationMatrix);
result = result.multiply(rotationMatrix);
result.setTranslation(translation);
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.LookAtLHToRefSIMD = function (eyeRef, targetRef, upRef, result) {
var out = result.m;
var center = SIMD.float32x4(targetRef.x, targetRef.y, targetRef.z, 0);
var eye = SIMD.float32x4(eyeRef.x, eyeRef.y, eyeRef.z, 0);
var up = SIMD.float32x4(upRef.x, upRef.y, upRef.z, 0);
// cc.kmVec3Subtract(f, pCenter, pEye);
var f = SIMD.float32x4.sub(center, eye);
// cc.kmVec3Normalize(f, f);
var tmp = SIMD.float32x4.mul(f, f);
tmp = SIMD.float32x4.add(tmp, SIMD.float32x4.add(SIMD.float32x4.swizzle(tmp, 1, 2, 0, 3), SIMD.float32x4.swizzle(tmp, 2, 0, 1, 3)));
f = SIMD.float32x4.mul(f, SIMD.float32x4.reciprocalSqrtApproximation(tmp));
// cc.kmVec3Assign(up, pUp);
// cc.kmVec3Normalize(up, up);
tmp = SIMD.float32x4.mul(up, up);
tmp = SIMD.float32x4.add(tmp, SIMD.float32x4.add(SIMD.float32x4.swizzle(tmp, 1, 2, 0, 3), SIMD.float32x4.swizzle(tmp, 2, 0, 1, 3)));
up = SIMD.float32x4.mul(up, SIMD.float32x4.reciprocalSqrtApproximation(tmp));
// cc.kmVec3Cross(s, f, up);
var s = SIMD.float32x4.sub(SIMD.float32x4.mul(SIMD.float32x4.swizzle(f, 1, 2, 0, 3), SIMD.float32x4.swizzle(up, 2, 0, 1, 3)), SIMD.float32x4.mul(SIMD.float32x4.swizzle(f, 2, 0, 1, 3), SIMD.float32x4.swizzle(up, 1, 2, 0, 3)));
// cc.kmVec3Normalize(s, s);
tmp = SIMD.float32x4.mul(s, s);
tmp = SIMD.float32x4.add(tmp, SIMD.float32x4.add(SIMD.float32x4.swizzle(tmp, 1, 2, 0, 3), SIMD.float32x4.swizzle(tmp, 2, 0, 1, 3)));
s = SIMD.float32x4.mul(s, SIMD.float32x4.reciprocalSqrtApproximation(tmp));
// cc.kmVec3Cross(u, s, f);
var u = SIMD.float32x4.sub(SIMD.float32x4.mul(SIMD.float32x4.swizzle(s, 1, 2, 0, 3), SIMD.float32x4.swizzle(f, 2, 0, 1, 3)), SIMD.float32x4.mul(SIMD.float32x4.swizzle(s, 2, 0, 1, 3), SIMD.float32x4.swizzle(f, 1, 2, 0, 3)));
// cc.kmVec3Normalize(s, s);
tmp = SIMD.float32x4.mul(s, s);
tmp = SIMD.float32x4.add(tmp, SIMD.float32x4.add(SIMD.float32x4.swizzle(tmp, 1, 2, 0, 3), SIMD.float32x4.swizzle(tmp, 2, 0, 1, 3)));
s = SIMD.float32x4.mul(s, SIMD.float32x4.reciprocalSqrtApproximation(tmp));
var zero = SIMD.float32x4.splat(0.0);
s = SIMD.float32x4.neg(s);
var tmp01 = SIMD.float32x4.shuffle(s, u, 0, 1, 4, 5);
var tmp23 = SIMD.float32x4.shuffle(f, zero, 0, 1, 4, 5);
var a0 = SIMD.float32x4.shuffle(tmp01, tmp23, 0, 2, 4, 6);
var a1 = SIMD.float32x4.shuffle(tmp01, tmp23, 1, 3, 5, 7);
tmp01 = SIMD.float32x4.shuffle(s, u, 2, 3, 6, 7);
tmp23 = SIMD.float32x4.shuffle(f, zero, 2, 3, 6, 7);
var a2 = SIMD.float32x4.shuffle(tmp01, tmp23, 0, 2, 4, 6);
var a3 = SIMD.float32x4(0.0, 0.0, 0.0, 1.0);
var b0 = SIMD.float32x4(1.0, 0.0, 0.0, 0.0);
var b1 = SIMD.float32x4(0.0, 1.0, 0.0, 0.0);
var b2 = SIMD.float32x4(0.0, 0.0, 1.0, 0.0);
var b3 = SIMD.float32x4.neg(eye);
b3 = SIMD.float32x4.withW(b3, 1.0);
SIMD.float32x4.store(out, 0, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b0, 0, 0, 0, 0), a0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b0, 1, 1, 1, 1), a1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b0, 2, 2, 2, 2), a2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(b0, 3, 3, 3, 3), a3)))));
SIMD.float32x4.store(out, 4, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b1, 0, 0, 0, 0), a0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b1, 1, 1, 1, 1), a1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b1, 2, 2, 2, 2), a2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(b1, 3, 3, 3, 3), a3)))));
SIMD.float32x4.store(out, 8, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b2, 0, 0, 0, 0), a0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b2, 1, 1, 1, 1), a1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b2, 2, 2, 2, 2), a2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(b2, 3, 3, 3, 3), a3)))));
SIMD.float32x4.store(out, 12, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 0, 0, 0, 0), a0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 1, 1, 1, 1), a1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 2, 2, 2, 2), a2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 3, 3, 3, 3), a3)))));
};
Matrix.OrthoLH = function (width, height, znear, zfar) {
var matrix = Matrix.Zero();
Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);
return matrix;
};
Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) {
var hw = 2.0 / width;
var hh = 2.0 / height;
var id = 1.0 / (zfar - znear);
var nid = znear / (znear - zfar);
Matrix.FromValuesToRef(hw, 0, 0, 0, 0, hh, 0, 0, 0, 0, id, 0, 0, 0, nid, 1, result);
};
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, fovMode) {
if (fovMode === void 0) { fovMode = BABYLON.Camera.FOVMODE_VERTICAL_FIXED; }
var tan = 1.0 / (Math.tan(fov * 0.5));
var v_fixed = (fovMode === BABYLON.Camera.FOVMODE_VERTICAL_FIXED);
if (v_fixed) {
result.m[0] = tan / aspect;
}
else {
result.m[0] = tan;
}
result.m[1] = result.m[2] = result.m[3] = 0.0;
if (v_fixed) {
result.m[5] = tan;
}
else {
result.m[5] = tan * aspect;
}
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;
return this;
};
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));
return this;
};
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 (length === void 0) { 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 (world === void 0) { 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 (step === void 0) { step = 0.002; }
this.move(step);
return this;
};
PathCursor.prototype.moveBack = function (step) {
if (step === void 0) { step = 0.002; }
this.move(-step);
return this;
};
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();
return this;
};
PathCursor.prototype.ensureLimits = function () {
while (this.value > 1) {
this.value -= 1;
}
while (this.value < 0) {
this.value += 1;
}
return this;
};
// used by animation engine
PathCursor.prototype.markAsDirty = function (propertyName) {
this.ensureLimits();
this.raiseOnChange();
return this;
};
PathCursor.prototype.raiseOnChange = function () {
var _this = this;
this._onchange.forEach(function (f) { return f(_this); });
return this;
};
PathCursor.prototype.onchange = function (f) {
this._onchange.push(f);
return this;
};
return PathCursor;
})();
BABYLON.PathCursor = PathCursor;
var Path2 = (function () {
function Path2(x, y) {
this._points = new Array();
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 (numberOfSegments === void 0) { 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 Vector2.Zero();
}
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");
return Vector2.Zero();
};
Path2.StartingAt = function (x, y) {
return new Path2(x, y);
};
return Path2;
})();
BABYLON.Path2 = Path2;
var Path3D = (function () {
function Path3D(path, firstNormal) {
this.path = path;
this._curve = new Array();
this._distances = new Array();
this._tangents = new Array();
this._normals = new Array();
this._binormals = new Array();
for (var p = 0; p < path.length; p++) {
this._curve[p] = path[p].clone(); // hard copy
}
this._compute(firstNormal);
}
Path3D.prototype.getCurve = function () {
return this._curve;
};
Path3D.prototype.getTangents = function () {
return this._tangents;
};
Path3D.prototype.getNormals = function () {
return this._normals;
};
Path3D.prototype.getBinormals = function () {
return this._binormals;
};
Path3D.prototype.getDistances = function () {
return this._distances;
};
Path3D.prototype.update = function (path, firstNormal) {
for (var p = 0; p < path.length; p++) {
this._curve[p].x = path[p].x;
this._curve[p].y = path[p].y;
this._curve[p].z = path[p].z;
}
this._compute(firstNormal);
return this;
};
// private function compute() : computes tangents, normals and binormals
Path3D.prototype._compute = function (firstNormal) {
var l = this._curve.length;
// first and last tangents
this._tangents[0] = this._getFirstNonNullVector(0);
this._tangents[0].normalize();
this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);
this._tangents[l - 1].normalize();
// normals and binormals at first point : arbitrary vector with _normalVector()
var tg0 = this._tangents[0];
var pp0 = this._normalVector(this._curve[0], tg0, firstNormal);
this._normals[0] = pp0;
this._normals[0].normalize();
this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);
this._binormals[0].normalize();
this._distances[0] = 0;
// normals and binormals : next points
var prev; // previous vector (segment)
var cur; // current vector (segment)
var curTang; // current tangent
var prevNorm; // previous normal
var prevBinor; // previous binormal
for (var i = 1; i < l; i++) {
// tangents
prev = this._getLastNonNullVector(i);
if (i < l - 1) {
cur = this._getFirstNonNullVector(i);
this._tangents[i] = prev.add(cur);
this._tangents[i].normalize();
}
this._distances[i] = this._distances[i - 1] + prev.length();
// normals and binormals
// http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html
curTang = this._tangents[i];
prevNorm = this._normals[i - 1];
prevBinor = this._binormals[i - 1];
this._normals[i] = Vector3.Cross(prevBinor, curTang);
this._normals[i].normalize();
this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);
this._binormals[i].normalize();
}
};
// private function getFirstNonNullVector(index)
// returns the first non null vector from index : curve[index + N].subtract(curve[index])
Path3D.prototype._getFirstNonNullVector = function (index) {
var i = 1;
var nNVector = this._curve[index + i].subtract(this._curve[index]);
while (nNVector.length() == 0 && index + i + 1 < this._curve.length) {
i++;
nNVector = this._curve[index + i].subtract(this._curve[index]);
}
return nNVector;
};
// private function getLastNonNullVector(index)
// returns the last non null vector from index : curve[index].subtract(curve[index - N])
Path3D.prototype._getLastNonNullVector = function (index) {
var i = 1;
var nLVector = this._curve[index].subtract(this._curve[index - i]);
while (nLVector.length() == 0 && index > i + 1) {
i++;
nLVector = this._curve[index].subtract(this._curve[index - i]);
}
return nLVector;
};
// private function normalVector(v0, vt, va) :
// returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane
// if va is passed, it returns the va projection on the plane orthogonal to vt at the point v0
Path3D.prototype._normalVector = function (v0, vt, va) {
var normal0;
if (va === undefined || va === null) {
var point;
if (vt.y !== 1) {
point = new Vector3(0, -1, 0);
}
else if (vt.x !== 1) {
point = new Vector3(1, 0, 0);
}
else if (vt.z !== 1) {
point = new Vector3(0, 0, 1);
}
normal0 = Vector3.Cross(vt, point);
}
else {
normal0 = Vector3.Cross(vt, va);
Vector3.CrossToRef(normal0, vt, normal0);
}
normal0.normalize();
return normal0;
};
return Path3D;
})();
BABYLON.Path3D = Path3D;
var Curve3 = (function () {
function Curve3(points) {
this._length = 0;
this._points = points;
this._length = this._computeLength(points);
}
// QuadraticBezier(origin_V3, control_V3, destination_V3, nbPoints)
Curve3.CreateQuadraticBezier = function (v0, v1, v2, nbPoints) {
nbPoints = nbPoints > 2 ? nbPoints : 3;
var bez = new Array();
var equation = function (t, val0, val1, val2) {
var res = (1 - t) * (1 - t) * val0 + 2 * t * (1 - t) * val1 + t * t * val2;
return res;
};
for (var i = 0; i <= nbPoints; i++) {
bez.push(new Vector3(equation(i / nbPoints, v0.x, v1.x, v2.x), equation(i / nbPoints, v0.y, v1.y, v2.y), equation(i / nbPoints, v0.z, v1.z, v2.z)));
}
return new Curve3(bez);
};
// CubicBezier(origin_V3, control1_V3, control2_V3, destination_V3, nbPoints)
Curve3.CreateCubicBezier = function (v0, v1, v2, v3, nbPoints) {
nbPoints = nbPoints > 3 ? nbPoints : 4;
var bez = new Array();
var equation = function (t, val0, val1, val2, val3) {
var res = (1 - t) * (1 - t) * (1 - t) * val0 + 3 * t * (1 - t) * (1 - t) * val1 + 3 * t * t * (1 - t) * val2 + t * t * t * val3;
return res;
};
for (var i = 0; i <= nbPoints; i++) {
bez.push(new Vector3(equation(i / nbPoints, v0.x, v1.x, v2.x, v3.x), equation(i / nbPoints, v0.y, v1.y, v2.y, v3.y), equation(i / nbPoints, v0.z, v1.z, v2.z, v3.z)));
}
return new Curve3(bez);
};
// HermiteSpline(origin_V3, originTangent_V3, destination_V3, destinationTangent_V3, nbPoints)
Curve3.CreateHermiteSpline = function (p1, t1, p2, t2, nbPoints) {
var hermite = new Array();
var step = 1 / nbPoints;
for (var i = 0; i <= nbPoints; i++) {
hermite.push(BABYLON.Vector3.Hermite(p1, t1, p2, t2, i * step));
}
return new Curve3(hermite);
};
Curve3.prototype.getPoints = function () {
return this._points;
};
Curve3.prototype.length = function () {
return this._length;
};
Curve3.prototype.continue = function (curve) {
var lastPoint = this._points[this._points.length - 1];
var continuedPoints = this._points.slice();
var curvePoints = curve.getPoints();
for (var i = 1; i < curvePoints.length; i++) {
continuedPoints.push(curvePoints[i].subtract(curvePoints[0]).add(lastPoint));
}
var continuedCurve = new Curve3(continuedPoints);
return continuedCurve;
};
Curve3.prototype._computeLength = function (path) {
var l = 0;
for (var i = 1; i < path.length; i++) {
l += (path[i].subtract(path[i - 1])).length();
}
return l;
};
return Curve3;
})();
BABYLON.Curve3 = Curve3;
// Vertex formats
var PositionNormalVertex = (function () {
function PositionNormalVertex(position, normal) {
if (position === void 0) { position = Vector3.Zero(); }
if (normal === void 0) { normal = Vector3.Up(); }
this.position = position;
this.normal = normal;
}
PositionNormalVertex.prototype.clone = function () {
return new PositionNormalVertex(this.position.clone(), this.normal.clone());
};
return PositionNormalVertex;
})();
BABYLON.PositionNormalVertex = PositionNormalVertex;
var PositionNormalTextureVertex = (function () {
function PositionNormalTextureVertex(position, normal, uv) {
if (position === void 0) { position = Vector3.Zero(); }
if (normal === void 0) { normal = Vector3.Up(); }
if (uv === void 0) { uv = Vector2.Zero(); }
this.position = position;
this.normal = normal;
this.uv = uv;
}
PositionNormalTextureVertex.prototype.clone = function () {
return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
};
return PositionNormalTextureVertex;
})();
BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
// SIMD
var previousMultiplyToArray = Matrix.prototype.multiplyToArray;
var previousInvertToRef = Matrix.prototype.invertToRef;
var previousLookAtLHToRef = Matrix.LookAtLHToRef;
var previousTransformCoordinatesToRef = Vector3.TransformCoordinatesToRef;
var previousTransformCoordinatesFromFloatsToRef = Vector3.TransformCoordinatesFromFloatsToRef;
var SIMDHelper = (function () {
function SIMDHelper() {
}
Object.defineProperty(SIMDHelper, "IsEnabled", {
get: function () {
return SIMDHelper._isEnabled;
},
enumerable: true,
configurable: true
});
SIMDHelper.DisableSIMD = function () {
// Replace functions
Matrix.prototype.multiplyToArray = previousMultiplyToArray;
Matrix.prototype.invertToRef = previousInvertToRef;
Matrix.LookAtLHToRef = previousLookAtLHToRef;
Vector3.TransformCoordinatesToRef = previousTransformCoordinatesToRef;
Vector3.TransformCoordinatesFromFloatsToRef = previousTransformCoordinatesFromFloatsToRef;
SIMDHelper._isEnabled = false;
};
SIMDHelper.EnableSIMD = function () {
if (window.SIMD === undefined) {
return;
}
// Replace functions
Matrix.prototype.multiplyToArray = Matrix.prototype.multiplyToArraySIMD;
Matrix.prototype.invertToRef = Matrix.prototype.invertToRefSIMD;
Matrix.LookAtLHToRef = Matrix.LookAtLHToRefSIMD;
Vector3.TransformCoordinatesToRef = Vector3.TransformCoordinatesToRefSIMD;
Vector3.TransformCoordinatesFromFloatsToRef = Vector3.TransformCoordinatesFromFloatsToRefSIMD;
Object.defineProperty(BABYLON.Vector3.prototype, "x", {
get: function () {
return this._data[0];
},
set: function (value) {
if (!this._data) {
this._data = new Float32Array(3);
}
this._data[0] = value;
}
});
Object.defineProperty(BABYLON.Vector3.prototype, "y", {
get: function () {
return this._data[1];
},
set: function (value) {
this._data[1] = value;
}
});
Object.defineProperty(BABYLON.Vector3.prototype, "z", {
get: function () {
return this._data[2];
},
set: function (value) {
this._data[2] = value;
}
});
SIMDHelper._isEnabled = true;
};
SIMDHelper._isEnabled = false;
return SIMDHelper;
})();
BABYLON.SIMDHelper = SIMDHelper;
if (window.SIMD !== undefined && window.SIMD.float32x4 && window.SIMD.float32x4.swizzle) {
SIMDHelper.EnableSIMD();
}
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.math.js.map
var BABYLON;
(function (BABYLON) {
var Database = (function () {
function Database(urlToScene, callbackManifestChecked) {
// Handling various flavors of prefixed version of IndexedDB
this.idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
this.callbackManifestChecked = callbackManifestChecked;
this.currentSceneUrl = BABYLON.Database.ReturnFullUrlLocation(urlToScene);
this.db = null;
this.enableSceneOffline = false;
this.enableTexturesOffline = false;
this.manifestVersionFound = 0;
this.mustUpdateRessources = false;
this.hasReachedQuota = false;
this.checkManifestFile();
}
Database.prototype.checkManifestFile = function () {
var _this = this;
function noManifestFile() {
//BABYLON.Tools.Log("Valid manifest file not found. Scene & textures will be loaded directly from the web server.");
that.enableSceneOffline = false;
that.enableTexturesOffline = false;
that.callbackManifestChecked(false);
}
var that = this;
var manifestURL = this.currentSceneUrl + ".manifest";
var xhr = new XMLHttpRequest();
var manifestURLTimeStamped = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + (new Date()).getTime();
xhr.open("GET", manifestURLTimeStamped, true);
xhr.addEventListener("load", function () {
if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
try {
var manifestFile = JSON.parse(xhr.response);
_this.enableSceneOffline = manifestFile.enableSceneOffline;
_this.enableTexturesOffline = manifestFile.enableTexturesOffline;
if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
_this.manifestVersionFound = manifestFile.version;
}
if (_this.callbackManifestChecked) {
_this.callbackManifestChecked(true);
}
}
catch (ex) {
noManifestFile();
}
}
else {
noManifestFile();
}
}, false);
xhr.addEventListener("error", function (event) {
noManifestFile();
}, false);
try {
xhr.send();
}
catch (ex) {
BABYLON.Tools.Error("Error on XHR send request.");
that.callbackManifestChecked(false);
}
};
Database.prototype.openAsync = function (successCallback, errorCallback) {
var _this = this;
function handleError() {
that.isSupported = false;
if (errorCallback)
errorCallback();
}
var that = this;
if (!this.idbFactory || !(this.enableSceneOffline || this.enableTexturesOffline)) {
// Your browser doesn't support IndexedDB
this.isSupported = false;
if (errorCallback)
errorCallback();
}
else {
// If the DB hasn't been opened or created yet
if (!this.db) {
this.hasReachedQuota = false;
this.isSupported = true;
var request = this.idbFactory.open("babylonjs", 1);
// Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB
request.onerror = function (event) {
handleError();
};
// executes when a version change transaction cannot complete due to other active transactions
request.onblocked = function (event) {
BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
handleError();
};
// DB has been opened successfully
request.onsuccess = function (event) {
_this.db = request.result;
successCallback();
};
// Initialization of the DB. Creating Scenes & Textures stores
request.onupgradeneeded = function (event) {
_this.db = (event.target).result;
try {
var scenesStore = _this.db.createObjectStore("scenes", { keyPath: "sceneUrl" });
var versionsStore = _this.db.createObjectStore("versions", { keyPath: "sceneUrl" });
var texturesStore = _this.db.createObjectStore("textures", { keyPath: "textureUrl" });
}
catch (ex) {
BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
handleError();
}
};
}
else {
if (successCallback)
successCallback();
}
}
};
Database.prototype.loadImageFromDB = function (url, image) {
var _this = this;
var completeURL = Database.ReturnFullUrlLocation(url);
var saveAndLoadImage = function () {
if (!_this.hasReachedQuota && _this.db !== null) {
// the texture is not yet in the DB, let's try to save it
_this._saveImageIntoDBAsync(completeURL, image);
}
else {
image.src = url;
}
};
if (!this.mustUpdateRessources) {
this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
}
else {
saveAndLoadImage();
}
};
Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
if (this.isSupported && this.db !== null) {
var texture;
var transaction = this.db.transaction(["textures"]);
transaction.onabort = function (event) {
image.src = url;
};
transaction.oncomplete = function (event) {
var blobTextureURL;
if (texture) {
var URL = window.URL || window.webkitURL;
blobTextureURL = URL.createObjectURL(texture.data, { oneTimeOnly: true });
image.onerror = function () {
BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
image.src = url;
};
image.src = blobTextureURL;
}
else {
notInDBCallback();
}
};
var getRequest = transaction.objectStore("textures").get(url);
getRequest.onsuccess = function (event) {
texture = (event.target).result;
};
getRequest.onerror = function (event) {
BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
image.src = url;
};
}
else {
BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
image.src = url;
}
};
Database.prototype._saveImageIntoDBAsync = function (url, image) {
var _this = this;
if (this.isSupported) {
// In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on
var generateBlobUrl = function () {
var blobTextureURL;
if (blob) {
var URL = window.URL || window.webkitURL;
try {
blobTextureURL = URL.createObjectURL(blob, { oneTimeOnly: true });
}
catch (ex) {
blobTextureURL = URL.createObjectURL(blob);
}
}
image.src = blobTextureURL;
};
if (Database.isUASupportingBlobStorage) {
var xhr = new XMLHttpRequest(), blob;
xhr.open("GET", url, true);
xhr.responseType = "blob";
xhr.addEventListener("load", function () {
if (xhr.status === 200) {
// Blob as response (XHR2)
blob = xhr.response;
var transaction = _this.db.transaction(["textures"], "readwrite");
// the transaction could abort because of a QuotaExceededError error
transaction.onabort = function (event) {
try {
//backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
if (event.srcElement['error'] && event.srcElement['error'].name === "QuotaExceededError") {
this.hasReachedQuota = true;
}
}
catch (ex) {
}
generateBlobUrl();
};
transaction.oncomplete = function (event) {
generateBlobUrl();
};
var newTexture = { textureUrl: url, data: blob };
try {
// Put the blob into the dabase
var addRequest = transaction.objectStore("textures").put(newTexture);
addRequest.onsuccess = function (event) {
};
addRequest.onerror = function (event) {
generateBlobUrl();
};
}
catch (ex) {
// "DataCloneError" generated by Chrome when you try to inject blob into IndexedDB
if (ex.code === 25) {
Database.isUASupportingBlobStorage = false;
}
image.src = url;
}
}
else {
image.src = url;
}
}, false);
xhr.addEventListener("error", function (event) {
BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
image.src = url;
}, false);
xhr.send();
}
else {
image.src = url;
}
}
else {
BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
image.src = url;
}
};
Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
var _this = this;
var updateVersion = function (event) {
// the version is not yet in the DB or we need to update it
_this._saveVersionIntoDBAsync(url, versionLoaded);
};
this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
};
Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
var _this = this;
if (this.isSupported) {
var version;
try {
var transaction = this.db.transaction(["versions"]);
transaction.oncomplete = function (event) {
if (version) {
// If the version in the JSON file is > than the version in DB
if (_this.manifestVersionFound > version.data) {
_this.mustUpdateRessources = true;
updateInDBCallback();
}
else {
callback(version.data);
}
}
else {
_this.mustUpdateRessources = true;
updateInDBCallback();
}
};
transaction.onabort = function (event) {
callback(-1);
};
var getRequest = transaction.objectStore("versions").get(url);
getRequest.onsuccess = function (event) {
version = (event.target).result;
};
getRequest.onerror = function (event) {
BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
callback(-1);
};
}
catch (ex) {
BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
callback(-1);
}
}
else {
BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
callback(-1);
}
};
Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
var _this = this;
if (this.isSupported && !this.hasReachedQuota) {
try {
// Open a transaction to the database
var transaction = this.db.transaction(["versions"], "readwrite");
// the transaction could abort because of a QuotaExceededError error
transaction.onabort = function (event) {
try {
if (event.srcElement['error'] && event.srcElement['error'].name === "QuotaExceededError") {
_this.hasReachedQuota = true;
}
}
catch (ex) {
}
callback(-1);
};
transaction.oncomplete = function (event) {
callback(_this.manifestVersionFound);
};
var newVersion = { sceneUrl: url, data: this.manifestVersionFound };
// Put the scene into the database
var addRequest = transaction.objectStore("versions").put(newVersion);
addRequest.onsuccess = function (event) {
};
addRequest.onerror = function (event) {
BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
};
}
catch (ex) {
BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
callback(-1);
}
}
else {
callback(-1);
}
};
Database.prototype.loadFileFromDB = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
var _this = this;
var completeUrl = Database.ReturnFullUrlLocation(url);
var saveAndLoadFile = function (event) {
// the scene is not yet in the DB, let's try to save it
_this._saveFileIntoDBAsync(completeUrl, sceneLoaded, progressCallBack);
};
this._checkVersionFromDB(completeUrl, function (version) {
if (version !== -1) {
if (!_this.mustUpdateRessources) {
_this._loadFileFromDBAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
}
else {
_this._saveFileIntoDBAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer);
}
}
else {
errorCallback();
}
});
};
Database.prototype._loadFileFromDBAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
if (this.isSupported) {
var targetStore;
if (url.indexOf(".babylon") !== -1) {
targetStore = "scenes";
}
else {
targetStore = "textures";
}
var file;
var transaction = this.db.transaction([targetStore]);
transaction.oncomplete = function (event) {
if (file) {
callback(file.data);
}
else {
notInDBCallback();
}
};
transaction.onabort = function (event) {
notInDBCallback();
};
var getRequest = transaction.objectStore(targetStore).get(url);
getRequest.onsuccess = function (event) {
file = (event.target).result;
};
getRequest.onerror = function (event) {
BABYLON.Tools.Error("Error loading file " + url + " from DB.");
notInDBCallback();
};
}
else {
BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
callback();
}
};
Database.prototype._saveFileIntoDBAsync = function (url, callback, progressCallback, useArrayBuffer) {
var _this = this;
if (this.isSupported) {
var targetStore;
if (url.indexOf(".babylon") !== -1) {
targetStore = "scenes";
}
else {
targetStore = "textures";
}
// Create XHR
var xhr = new XMLHttpRequest(), fileData;
xhr.open("GET", url, true);
if (useArrayBuffer) {
xhr.responseType = "arraybuffer";
}
xhr.onprogress = progressCallback;
xhr.addEventListener("load", function () {
if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6)) {
// Blob as response (XHR2)
//fileData = xhr.responseText;
fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
if (!_this.hasReachedQuota) {
// Open a transaction to the database
var transaction = _this.db.transaction([targetStore], "readwrite");
// the transaction could abort because of a QuotaExceededError error
transaction.onabort = function (event) {
try {
//backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
if (event.srcElement['error'] && event.srcElement['error'].name === "QuotaExceededError") {
this.hasReachedQuota = true;
}
}
catch (ex) {
}
callback(fileData);
};
transaction.oncomplete = function (event) {
callback(fileData);
};
var newFile;
if (targetStore === "scenes") {
newFile = { sceneUrl: url, data: fileData, version: _this.manifestVersionFound };
}
else {
newFile = { textureUrl: url, data: fileData };
}
try {
// Put the scene into the database
var addRequest = transaction.objectStore(targetStore).put(newFile);
addRequest.onsuccess = function (event) {
};
addRequest.onerror = function (event) {
BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
};
}
catch (ex) {
callback(fileData);
}
}
else {
callback(fileData);
}
}
else {
callback();
}
}, false);
xhr.addEventListener("error", function (event) {
BABYLON.Tools.Error("error on XHR request.");
callback();
}, false);
xhr.send();
}
else {
BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
callback();
}
};
Database.isUASupportingBlobStorage = true;
Database.parseURL = function (url) {
var a = document.createElement('a');
a.href = url;
var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
var absLocation = url.substring(0, url.indexOf(fileName, 0));
return absLocation;
};
Database.ReturnFullUrlLocation = function (url) {
if (url.indexOf("http:/") === -1) {
return (BABYLON.Database.parseURL(window.location.href) + url);
}
else {
return url;
}
};
return Database;
})();
BABYLON.Database = Database;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.database.js.map
var BABYLON;
(function (BABYLON) {
var Internals;
(function (Internals) {
/*
* Based on jsTGALoader - Javascript loader for TGA file
* By Vincent Thibault
* @blog http://blog.robrowser.com/javascript-tga-loader.html
*/
var TGATools = (function () {
function TGATools() {
}
TGATools.GetTGAHeader = function (data) {
var offset = 0;
var header = {
id_length: data[offset++],
colormap_type: data[offset++],
image_type: data[offset++],
colormap_index: data[offset++] | data[offset++] << 8,
colormap_length: data[offset++] | data[offset++] << 8,
colormap_size: data[offset++],
origin: [
data[offset++] | data[offset++] << 8,
data[offset++] | data[offset++] << 8
],
width: data[offset++] | data[offset++] << 8,
height: data[offset++] | data[offset++] << 8,
pixel_size: data[offset++],
flags: data[offset++]
};
return header;
};
TGATools.UploadContent = function (gl, data) {
// Not enough data to contain header ?
if (data.length < 19) {
BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
return;
}
// Read Header
var offset = 18;
var header = TGATools.GetTGAHeader(data);
// Assume it's a valid Targa file.
if (header.id_length + offset > data.length) {
BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
return;
}
// Skip not needed data
offset += header.id_length;
var use_rle = false;
var use_pal = false;
var use_rgb = false;
var use_grey = false;
switch (header.image_type) {
case TGATools._TYPE_RLE_INDEXED:
use_rle = true;
case TGATools._TYPE_INDEXED:
use_pal = true;
break;
case TGATools._TYPE_RLE_RGB:
use_rle = true;
case TGATools._TYPE_RGB:
use_rgb = true;
break;
case TGATools._TYPE_RLE_GREY:
use_rle = true;
case TGATools._TYPE_GREY:
use_grey = true;
break;
}
var pixel_data;
var numAlphaBits = header.flags & 0xf;
var pixel_size = header.pixel_size >> 3;
var pixel_total = header.width * header.height * pixel_size;
// Read palettes
var palettes;
if (use_pal) {
palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
}
// Read LRE
if (use_rle) {
pixel_data = new Uint8Array(pixel_total);
var c, count, i;
var localOffset = 0;
var pixels = new Uint8Array(pixel_size);
while (offset < pixel_total && localOffset < pixel_total) {
c = data[offset++];
count = (c & 0x7f) + 1;
// RLE pixels
if (c & 0x80) {
for (i = 0; i < pixel_size; ++i) {
pixels[i] = data[offset++];
}
for (i = 0; i < count; ++i) {
pixel_data.set(pixels, localOffset + i * pixel_size);
}
localOffset += pixel_size * count;
}
else {
count *= pixel_size;
for (i = 0; i < count; ++i) {
pixel_data[localOffset + i] = data[offset++];
}
localOffset += count;
}
}
}
else {
pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
}
// Load to texture
var x_start, y_start, x_step, y_step, y_end, x_end;
switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
default:
case TGATools._ORIGIN_UL:
x_start = 0;
x_step = 1;
x_end = header.width;
y_start = 0;
y_step = 1;
y_end = header.height;
break;
case TGATools._ORIGIN_BL:
x_start = 0;
x_step = 1;
x_end = header.width;
y_start = header.height - 1;
y_step = -1;
y_end = -1;
break;
case TGATools._ORIGIN_UR:
x_start = header.width - 1;
x_step = -1;
x_end = -1;
y_start = 0;
y_step = 1;
y_end = header.height;
break;
case TGATools._ORIGIN_BR:
x_start = header.width - 1;
x_step = -1;
x_end = -1;
y_start = header.height - 1;
y_step = -1;
y_end = -1;
break;
}
// Load the specify method
var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, header.width, header.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, imageData);
};
TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
var image = pixel_data, colormap = palettes;
var width = header.width, height = header.height;
var color, i = 0, x, y;
var imageData = new Uint8Array(width * height * 4);
for (y = y_start; y !== y_end; y += y_step) {
for (x = x_start; x !== x_end; x += x_step, i++) {
color = image[i];
imageData[(x + width * y) * 4 + 3] = 255;
imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
}
}
return imageData;
};
TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
var image = pixel_data;
var width = header.width, height = header.height;
var color, i = 0, x, y;
var imageData = new Uint8Array(width * height * 4);
for (y = y_start; y !== y_end; y += y_step) {
for (x = x_start; x !== x_end; x += x_step, i += 2) {
color = image[i + 0] + (image[i + 1] << 8); // Inversed ?
imageData[(x + width * y) * 4 + 0] = (color & 0x7C00) >> 7;
imageData[(x + width * y) * 4 + 1] = (color & 0x03E0) >> 2;
imageData[(x + width * y) * 4 + 2] = (color & 0x001F) >> 3;
imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
}
}
return imageData;
};
TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
var image = pixel_data;
var width = header.width, height = header.height;
var i = 0, x, y;
var imageData = new Uint8Array(width * height * 4);
for (y = y_start; y !== y_end; y += y_step) {
for (x = x_start; x !== x_end; x += x_step, i += 3) {
imageData[(x + width * y) * 4 + 3] = 255;
imageData[(x + width * y) * 4 + 2] = image[i + 0];
imageData[(x + width * y) * 4 + 1] = image[i + 1];
imageData[(x + width * y) * 4 + 0] = image[i + 2];
}
}
return imageData;
};
TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
var image = pixel_data;
var width = header.width, height = header.height;
var i = 0, x, y;
var imageData = new Uint8Array(width * height * 4);
for (y = y_start; y !== y_end; y += y_step) {
for (x = x_start; x !== x_end; x += x_step, i += 4) {
imageData[(x + width * y) * 4 + 2] = image[i + 0];
imageData[(x + width * y) * 4 + 1] = image[i + 1];
imageData[(x + width * y) * 4 + 0] = image[i + 2];
imageData[(x + width * y) * 4 + 3] = image[i + 3];
}
}
return imageData;
};
TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
var image = pixel_data;
var width = header.width, height = header.height;
var color, i = 0, x, y;
var imageData = new Uint8Array(width * height * 4);
for (y = y_start; y !== y_end; y += y_step) {
for (x = x_start; x !== x_end; x += x_step, i++) {
color = image[i];
imageData[(x + width * y) * 4 + 0] = color;
imageData[(x + width * y) * 4 + 1] = color;
imageData[(x + width * y) * 4 + 2] = color;
imageData[(x + width * y) * 4 + 3] = 255;
}
}
return imageData;
};
TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
var image = pixel_data;
var width = header.width, height = header.height;
var i = 0, x, y;
var imageData = new Uint8Array(width * height * 4);
for (y = y_start; y !== y_end; y += y_step) {
for (x = x_start; x !== x_end; x += x_step, i += 2) {
imageData[(x + width * y) * 4 + 0] = image[i + 0];
imageData[(x + width * y) * 4 + 1] = image[i + 0];
imageData[(x + width * y) * 4 + 2] = image[i + 0];
imageData[(x + width * y) * 4 + 3] = image[i + 1];
}
}
return imageData;
};
TGATools._TYPE_NO_DATA = 0;
TGATools._TYPE_INDEXED = 1;
TGATools._TYPE_RGB = 2;
TGATools._TYPE_GREY = 3;
TGATools._TYPE_RLE_INDEXED = 9;
TGATools._TYPE_RLE_RGB = 10;
TGATools._TYPE_RLE_GREY = 11;
TGATools._ORIGIN_MASK = 0x30;
TGATools._ORIGIN_SHIFT = 0x04;
TGATools._ORIGIN_BL = 0x00;
TGATools._ORIGIN_BR = 0x01;
TGATools._ORIGIN_UL = 0x02;
TGATools._ORIGIN_UR = 0x03;
return TGATools;
})();
Internals.TGATools = TGATools;
})(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.tools.tga.js.map
var BABYLON;
(function (BABYLON) {
var Internals;
(function (Internals) {
// Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html
// All values and structures referenced from:
// http://msdn.microsoft.com/en-us/library/bb943991.aspx/
var DDS_MAGIC = 0x20534444;
var DDSD_CAPS = 0x1, DDSD_HEIGHT = 0x2, DDSD_WIDTH = 0x4, DDSD_PITCH = 0x8, DDSD_PIXELFORMAT = 0x1000, DDSD_MIPMAPCOUNT = 0x20000, DDSD_LINEARSIZE = 0x80000, DDSD_DEPTH = 0x800000;
var DDSCAPS_COMPLEX = 0x8, DDSCAPS_MIPMAP = 0x400000, DDSCAPS_TEXTURE = 0x1000;
var DDSCAPS2_CUBEMAP = 0x200, DDSCAPS2_CUBEMAP_POSITIVEX = 0x400, DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800, DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000, DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000, DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000, DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000, DDSCAPS2_VOLUME = 0x200000;
var DDPF_ALPHAPIXELS = 0x1, DDPF_ALPHA = 0x2, DDPF_FOURCC = 0x4, DDPF_RGB = 0x40, DDPF_YUV = 0x200, DDPF_LUMINANCE = 0x20000;
function FourCCToInt32(value) {
return value.charCodeAt(0) + (value.charCodeAt(1) << 8) + (value.charCodeAt(2) << 16) + (value.charCodeAt(3) << 24);
}
function Int32ToFourCC(value) {
return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
}
var FOURCC_DXT1 = FourCCToInt32("DXT1");
var FOURCC_DXT3 = FourCCToInt32("DXT3");
var FOURCC_DXT5 = FourCCToInt32("DXT5");
var headerLengthInt = 31; // The header length in 32 bit ints
// Offsets into the header array
var off_magic = 0;
var off_size = 1;
var off_flags = 2;
var off_height = 3;
var off_width = 4;
var off_mipmapCount = 7;
var off_pfFlags = 20;
var off_pfFourCC = 21;
var off_RGBbpp = 22;
var off_RMask = 23;
var off_GMask = 24;
var off_BMask = 25;
var off_AMask = 26;
var off_caps1 = 27;
var off_caps2 = 28;
;
var DDSTools = (function () {
function DDSTools() {
}
DDSTools.GetDDSInfo = function (arrayBuffer) {
var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
var mipmapCount = 1;
if (header[off_flags] & DDSD_MIPMAPCOUNT) {
mipmapCount = Math.max(1, header[off_mipmapCount]);
}
return {
width: header[off_width],
height: header[off_height],
mipmapCount: mipmapCount,
isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP
};
};
DDSTools.GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
var byteArray = new Uint8Array(dataLength);
var srcData = new Uint8Array(arrayBuffer);
var index = 0;
for (var y = height - 1; y >= 0; y--) {
for (var x = 0; x < width; x++) {
var srcPos = dataOffset + (x + y * width) * 4;
byteArray[index + 2] = srcData[srcPos];
byteArray[index + 1] = srcData[srcPos + 1];
byteArray[index] = srcData[srcPos + 2];
byteArray[index + 3] = srcData[srcPos + 3];
index += 4;
}
}
return byteArray;
};
DDSTools.GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
var byteArray = new Uint8Array(dataLength);
var srcData = new Uint8Array(arrayBuffer);
var index = 0;
for (var y = height - 1; y >= 0; y--) {
for (var x = 0; x < width; x++) {
var srcPos = dataOffset + (x + y * width) * 3;
byteArray[index + 2] = srcData[srcPos];
byteArray[index + 1] = srcData[srcPos + 1];
byteArray[index] = srcData[srcPos + 2];
index += 3;
}
}
return byteArray;
};
DDSTools.GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
var byteArray = new Uint8Array(dataLength);
var srcData = new Uint8Array(arrayBuffer);
var index = 0;
for (var y = height - 1; y >= 0; y--) {
for (var x = 0; x < width; x++) {
var srcPos = dataOffset + (x + y * width);
byteArray[index] = srcData[srcPos];
index++;
}
}
return byteArray;
};
DDSTools.UploadDDSLevels = function (gl, ext, arrayBuffer, info, loadMipmaps, faces) {
var header = new Int32Array(arrayBuffer, 0, headerLengthInt), fourCC, blockBytes, internalFormat, width, height, dataLength, dataOffset, byteArray, mipmapCount, i;
if (header[off_magic] != DDS_MAGIC) {
BABYLON.Tools.Error("Invalid magic number in DDS header");
return;
}
if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
return;
}
if (info.isFourCC) {
fourCC = header[off_pfFourCC];
switch (fourCC) {
case FOURCC_DXT1:
blockBytes = 8;
internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
break;
case FOURCC_DXT3:
blockBytes = 16;
internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
break;
case FOURCC_DXT5:
blockBytes = 16;
internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
break;
default:
console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
return;
}
}
mipmapCount = 1;
if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
mipmapCount = Math.max(1, header[off_mipmapCount]);
}
var bpp = header[off_RGBbpp];
for (var face = 0; face < faces; face++) {
var sampler = faces == 1 ? gl.TEXTURE_2D : (gl.TEXTURE_CUBE_MAP_POSITIVE_X + face);
width = header[off_width];
height = header[off_height];
dataOffset = header[off_size] + 4;
for (i = 0; i < mipmapCount; ++i) {
if (info.isRGB) {
if (bpp == 24) {
dataLength = width * height * 3;
byteArray = DDSTools.GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
gl.texImage2D(sampler, i, gl.RGB, width, height, 0, gl.RGB, gl.UNSIGNED_BYTE, byteArray);
}
else {
dataLength = width * height * 4;
byteArray = DDSTools.GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
gl.texImage2D(sampler, i, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, byteArray);
}
}
else if (info.isLuminance) {
var unpackAlignment = gl.getParameter(gl.UNPACK_ALIGNMENT);
var unpaddedRowSize = width;
var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
byteArray = DDSTools.GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
gl.texImage2D(sampler, i, gl.LUMINANCE, width, height, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, byteArray);
}
else {
dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
gl.compressedTexImage2D(sampler, i, internalFormat, width, height, 0, byteArray);
}
dataOffset += dataLength;
width *= 0.5;
height *= 0.5;
width = Math.max(1.0, width);
height = Math.max(1.0, height);
}
}
};
return DDSTools;
})();
Internals.DDSTools = DDSTools;
})(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.tools.dds.js.map
var BABYLON;
(function (BABYLON) {
var SmartArray = (function () {
function SmartArray(capacity) {
this.length = 0;
this._duplicateId = 0;
this.data = new Array(capacity);
this._id = SmartArray._GlobalId++;
}
SmartArray.prototype.push = function (value) {
this.data[this.length++] = value;
if (this.length > this.data.length) {
this.data.length *= 2;
}
if (!value.__smartArrayFlags) {
value.__smartArrayFlags = {};
}
value.__smartArrayFlags[this._id] = this._duplicateId;
};
SmartArray.prototype.pushNoDuplicate = function (value) {
if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
return;
}
this.push(value);
};
SmartArray.prototype.sort = function (compareFn) {
this.data.sort(compareFn);
};
SmartArray.prototype.reset = function () {
this.length = 0;
this._duplicateId++;
};
SmartArray.prototype.concat = function (array) {
if (array.length === 0) {
return;
}
if (this.length + array.length > this.data.length) {
this.data.length = (this.length + array.length) * 2;
}
for (var index = 0; index < array.length; index++) {
this.data[this.length++] = (array.data || array)[index];
}
};
SmartArray.prototype.concatWithNoDuplicate = function (array) {
if (array.length === 0) {
return;
}
if (this.length + array.length > this.data.length) {
this.data.length = (this.length + array.length) * 2;
}
for (var index = 0; index < array.length; index++) {
var item = (array.data || array)[index];
this.pushNoDuplicate(item);
}
};
SmartArray.prototype.indexOf = function (value) {
var position = this.data.indexOf(value);
if (position >= this.length) {
return -1;
}
return position;
};
// Statics
SmartArray._GlobalId = 0;
return SmartArray;
})();
BABYLON.SmartArray = SmartArray;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.smartArray.js.map
var BABYLON;
(function (BABYLON) {
var SmartCollection = (function () {
function SmartCollection(capacity) {
if (capacity === void 0) { capacity = 10; }
this.count = 0;
this._initialCapacity = capacity;
this.items = {};
this._keys = new Array(this._initialCapacity);
}
SmartCollection.prototype.add = function (key, item) {
if (this.items[key] != undefined) {
return -1;
}
this.items[key] = item;
//literal keys are always strings, but we keep source type of key in _keys array
this._keys[this.count++] = key;
if (this.count > this._keys.length) {
this._keys.length *= 2;
}
return this.count;
};
SmartCollection.prototype.remove = function (key) {
if (this.items[key] == undefined) {
return -1;
}
return this.removeItemOfIndex(this.indexOf(key));
};
SmartCollection.prototype.removeItemOfIndex = function (index) {
if (index < this.count && index > -1) {
delete this.items[this._keys[index]];
while (index < this.count) {
this._keys[index] = this._keys[index + 1];
index++;
}
}
else {
return -1;
}
return --this.count;
};
SmartCollection.prototype.indexOf = function (key) {
for (var i = 0; i !== this.count; i++) {
if (this._keys[i] === key) {
return i;
}
}
return -1;
};
SmartCollection.prototype.item = function (key) {
return this.items[key];
};
SmartCollection.prototype.getAllKeys = function () {
if (this.count > 0) {
var keys = new Array(this.count);
for (var i = 0; i < this.count; i++) {
keys[i] = this._keys[i];
}
return keys;
}
else {
return undefined;
}
};
SmartCollection.prototype.getKeyByIndex = function (index) {
if (index < this.count && index > -1) {
return this._keys[index];
}
else {
return undefined;
}
};
SmartCollection.prototype.getItemByIndex = function (index) {
if (index < this.count && index > -1) {
return this.items[this._keys[index]];
}
else {
return undefined;
}
};
SmartCollection.prototype.empty = function () {
if (this.count > 0) {
this.count = 0;
this.items = {};
this._keys = new Array(this._initialCapacity);
}
};
SmartCollection.prototype.forEach = function (block) {
var key;
for (key in this.items) {
if (this.items.hasOwnProperty(key)) {
block(this.items[key]);
}
}
};
return SmartCollection;
})();
BABYLON.SmartCollection = SmartCollection;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.smartCollection.js.map
var BABYLON;
(function (BABYLON) {
// Screenshots
var screenshotCanvas;
var cloneValue = function (source, destinationObject) {
if (!source)
return null;
if (source instanceof BABYLON.Mesh) {
return null;
}
if (source instanceof BABYLON.SubMesh) {
return source.clone(destinationObject);
}
else if (source.clone) {
return source.clone();
}
return null;
};
var Tools = (function () {
function Tools() {
}
Tools.SetImmediate = function (action) {
if (window.setImmediate) {
window.setImmediate(action);
}
else {
setTimeout(action, 1);
}
};
Tools.GetFilename = function (path) {
var index = path.lastIndexOf("/");
if (index < 0)
return path;
return path.substring(index + 1);
};
Tools.GetDOMTextContent = function (element) {
var result = "";
var child = element.firstChild;
while (child) {
if (child.nodeType === 3) {
result += child.textContent;
}
child = child.nextSibling;
}
return result;
};
Tools.ToDegrees = function (angle) {
return angle * 180 / Math.PI;
};
Tools.ToRadians = function (angle) {
return angle * Math.PI / 180;
};
Tools.ExtractMinAndMaxIndexed = function (positions, indices, indexStart, indexCount) {
var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
for (var index = indexStart; index < indexStart + indexCount; index++) {
var current = new BABYLON.Vector3(positions[indices[index] * 3], positions[indices[index] * 3 + 1], positions[indices[index] * 3 + 2]);
minimum = BABYLON.Vector3.Minimize(current, minimum);
maximum = BABYLON.Vector3.Maximize(current, maximum);
}
return {
minimum: minimum,
maximum: maximum
};
};
Tools.ExtractMinAndMax = function (positions, start, count) {
var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
for (var index = start; index < start + count; index++) {
var current = new BABYLON.Vector3(positions[index * 3], positions[index * 3 + 1], positions[index * 3 + 2]);
minimum = BABYLON.Vector3.Minimize(current, minimum);
maximum = BABYLON.Vector3.Maximize(current, maximum);
}
return {
minimum: minimum,
maximum: maximum
};
};
Tools.MakeArray = function (obj, allowsNullUndefined) {
if (allowsNullUndefined !== true && (obj === undefined || obj == null))
return undefined;
return Array.isArray(obj) ? obj : [obj];
};
// Misc.
Tools.GetPointerPrefix = function () {
var eventPrefix = "pointer";
// Check if hand.js is referenced or if the browser natively supports pointer events
if (!navigator.pointerEnabled) {
eventPrefix = "mouse";
}
return eventPrefix;
};
Tools.QueueNewFrame = function (func) {
if (window.requestAnimationFrame)
window.requestAnimationFrame(func);
else if (window.msRequestAnimationFrame)
window.msRequestAnimationFrame(func);
else if (window.webkitRequestAnimationFrame)
window.webkitRequestAnimationFrame(func);
else if (window.mozRequestAnimationFrame)
window.mozRequestAnimationFrame(func);
else if (window.oRequestAnimationFrame)
window.oRequestAnimationFrame(func);
else {
window.setTimeout(func, 16);
}
};
Tools.RequestFullscreen = function (element) {
if (element.requestFullscreen)
element.requestFullscreen();
else if (element.msRequestFullscreen)
element.msRequestFullscreen();
else if (element.webkitRequestFullscreen)
element.webkitRequestFullscreen();
else if (element.mozRequestFullScreen)
element.mozRequestFullScreen();
};
Tools.ExitFullscreen = function () {
if (document.exitFullscreen) {
document.exitFullscreen();
}
else if (document.mozCancelFullScreen) {
document.mozCancelFullScreen();
}
else if (document.webkitCancelFullScreen) {
document.webkitCancelFullScreen();
}
else if (document.msCancelFullScreen) {
document.msCancelFullScreen();
}
};
// External files
Tools.CleanUrl = function (url) {
url = url.replace(/#/mg, "%23");
return url;
};
Tools.LoadImage = function (url, onload, onerror, database) {
url = Tools.CleanUrl(url);
var img = new Image();
if (url.substr(0, 5) !== "data:")
img.crossOrigin = 'anonymous';
img.onload = function () {
onload(img);
};
img.onerror = function (err) {
onerror(img, err);
};
var noIndexedDB = function () {
img.src = url;
};
var loadFromIndexedDB = function () {
database.loadImageFromDB(url, img);
};
//ANY database to do!
if (database && database.enableTexturesOffline && BABYLON.Database.isUASupportingBlobStorage) {
database.openAsync(loadFromIndexedDB, noIndexedDB);
}
else {
if (url.indexOf("file:") === -1) {
noIndexedDB();
}
else {
try {
var textureName = url.substring(5);
var blobURL;
try {
blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesTextures[textureName], { oneTimeOnly: true });
}
catch (ex) {
// Chrome doesn't support oneTimeOnly parameter
blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesTextures[textureName]);
}
img.src = blobURL;
}
catch (e) {
Tools.Log("Error while trying to load texture: " + textureName);
img.src = null;
}
}
}
return img;
};
//ANY
Tools.LoadFile = function (url, callback, progressCallBack, database, useArrayBuffer, onError) {
url = Tools.CleanUrl(url);
var noIndexedDB = function () {
var request = new XMLHttpRequest();
var loadUrl = Tools.BaseUrl + url;
request.open('GET', loadUrl, true);
if (useArrayBuffer) {
request.responseType = "arraybuffer";
}
request.onprogress = progressCallBack;
request.onreadystatechange = function () {
if (request.readyState === 4) {
if (request.status === 200 || Tools.ValidateXHRData(request, !useArrayBuffer ? 1 : 6)) {
callback(!useArrayBuffer ? request.responseText : request.response);
}
else {
if (onError) {
onError();
}
else {
throw new Error("Error status: " + request.status + " - Unable to load " + loadUrl);
}
}
}
};
request.send(null);
};
var loadFromIndexedDB = function () {
database.loadFileFromDB(url, callback, progressCallBack, noIndexedDB, useArrayBuffer);
};
if (url.indexOf("file:") !== -1) {
var fileName = url.substring(5);
Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], callback, progressCallBack, true);
}
else {
// Caching all files
if (database && database.enableSceneOffline) {
database.openAsync(loadFromIndexedDB, noIndexedDB);
}
else {
noIndexedDB();
}
}
};
Tools.ReadFileAsDataURL = function (fileToLoad, callback, progressCallback) {
var reader = new FileReader();
reader.onload = function (e) {
//target doesn't have result from ts 1.3
callback(e.target['result']);
};
reader.onprogress = progressCallback;
reader.readAsDataURL(fileToLoad);
};
Tools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) {
var reader = new FileReader();
reader.onerror = function (e) {
Tools.Log("Error while reading file: " + fileToLoad.name);
callback(JSON.stringify({ autoClear: true, clearColor: [1, 0, 0], ambientColor: [0, 0, 0], gravity: [0, -9.81, 0], meshes: [], cameras: [], lights: [] }));
};
reader.onload = function (e) {
//target doesn't have result from ts 1.3
callback(e.target['result']);
};
reader.onprogress = progressCallBack;
if (!useArrayBuffer) {
// Asynchronous read
reader.readAsText(fileToLoad);
}
else {
reader.readAsArrayBuffer(fileToLoad);
}
};
// Misc.
Tools.Clamp = function (value, min, max) {
if (min === void 0) { min = 0; }
if (max === void 0) { max = 1; }
return Math.min(max, Math.max(min, value));
};
// Returns -1 when value is a negative number and
// +1 when value is a positive number.
Tools.Sign = function (value) {
value = +value; // convert to a number
if (value === 0 || isNaN(value))
return value;
return value > 0 ? 1 : -1;
};
Tools.Format = function (value, decimals) {
if (decimals === void 0) { decimals = 2; }
return value.toFixed(decimals);
};
Tools.CheckExtends = function (v, min, max) {
if (v.x < min.x)
min.x = v.x;
if (v.y < min.y)
min.y = v.y;
if (v.z < min.z)
min.z = v.z;
if (v.x > max.x)
max.x = v.x;
if (v.y > max.y)
max.y = v.y;
if (v.z > max.z)
max.z = v.z;
};
Tools.WithinEpsilon = function (a, b, epsilon) {
if (epsilon === void 0) { epsilon = 1.401298E-45; }
var num = a - b;
return -epsilon <= num && num <= epsilon;
};
Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {
for (var prop in source) {
if (prop[0] === "_" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {
continue;
}
if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {
continue;
}
var sourceValue = source[prop];
var typeOfSourceValue = typeof sourceValue;
if (typeOfSourceValue === "function") {
continue;
}
if (typeOfSourceValue === "object") {
if (sourceValue instanceof Array) {
destination[prop] = [];
if (sourceValue.length > 0) {
if (typeof sourceValue[0] == "object") {
for (var index = 0; index < sourceValue.length; index++) {
var clonedValue = cloneValue(sourceValue[index], destination);
if (destination[prop].indexOf(clonedValue) === -1) {
destination[prop].push(clonedValue);
}
}
}
else {
destination[prop] = sourceValue.slice(0);
}
}
}
else {
destination[prop] = cloneValue(sourceValue, destination);
}
}
else {
destination[prop] = sourceValue;
}
}
};
Tools.IsEmpty = function (obj) {
for (var i in obj) {
return false;
}
return true;
};
Tools.RegisterTopRootEvents = function (events) {
for (var index = 0; index < events.length; index++) {
var event = events[index];
window.addEventListener(event.name, event.handler, false);
try {
if (window.parent) {
window.parent.addEventListener(event.name, event.handler, false);
}
}
catch (e) {
}
}
};
Tools.UnregisterTopRootEvents = function (events) {
for (var index = 0; index < events.length; index++) {
var event = events[index];
window.removeEventListener(event.name, event.handler);
try {
if (window.parent) {
window.parent.removeEventListener(event.name, event.handler);
}
}
catch (e) {
}
}
};
Tools.DumpFramebuffer = function (width, height, engine) {
// Read the contents of the framebuffer
var numberOfChannelsByLine = width * 4;
var halfHeight = height / 2;
//Reading datas from WebGL
var data = engine.readPixels(0, 0, width, height);
for (var i = 0; i < halfHeight; i++) {
for (var j = 0; j < numberOfChannelsByLine; j++) {
var currentCell = j + i * numberOfChannelsByLine;
var targetLine = height - i - 1;
var targetCell = j + targetLine * numberOfChannelsByLine;
var temp = data[currentCell];
data[currentCell] = data[targetCell];
data[targetCell] = temp;
}
}
// Create a 2D canvas to store the result
if (!screenshotCanvas) {
screenshotCanvas = document.createElement('canvas');
}
screenshotCanvas.width = width;
screenshotCanvas.height = height;
var context = screenshotCanvas.getContext('2d');
// Copy the pixels to a 2D canvas
var imageData = context.createImageData(width, height);
//cast is due to ts error in lib.d.ts, see here - https://github.com/Microsoft/TypeScript/issues/949
var castData = imageData.data;
castData.set(data);
context.putImageData(imageData, 0, 0);
var base64Image = screenshotCanvas.toDataURL();
//Creating a link if the browser have the download attribute on the a tag, to automatically start download generated image.
if (("download" in document.createElement("a"))) {
var a = window.document.createElement("a");
a.href = base64Image;
var date = new Date();
var stringDate = date.getFullYear() + "/" + date.getMonth() + "/" + date.getDate() + "-" + date.getHours() + ":" + date.getMinutes();
a.setAttribute("download", "screenshot-" + stringDate + ".png");
window.document.body.appendChild(a);
a.addEventListener("click", function () {
a.parentElement.removeChild(a);
});
a.click();
}
else {
var newWindow = window.open("");
var img = newWindow.document.createElement("img");
img.src = base64Image;
newWindow.document.body.appendChild(img);
}
};
Tools.CreateScreenshot = function (engine, camera, size) {
var width;
var height;
var scene = camera.getScene();
var previousCamera = null;
if (scene.activeCamera !== camera) {
previousCamera = scene.activeCamera;
scene.activeCamera = camera;
}
//If a precision value is specified
if (size.precision) {
width = Math.round(engine.getRenderWidth() * size.precision);
height = Math.round(width / engine.getAspectRatio(camera));
size = { width: width, height: height };
}
else if (size.width && size.height) {
width = size.width;
height = size.height;
}
else if (size.width && !size.height) {
width = size.width;
height = Math.round(width / engine.getAspectRatio(camera));
size = { width: width, height: height };
}
else if (size.height && !size.width) {
height = size.height;
width = Math.round(height * engine.getAspectRatio(camera));
size = { width: width, height: height };
}
else if (!isNaN(size)) {
height = size;
width = size;
}
else {
Tools.Error("Invalid 'size' parameter !");
return;
}
//At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)
var texture = new BABYLON.RenderTargetTexture("screenShot", size, scene, false, false);
texture.renderList = scene.meshes;
texture.onAfterRender = function () {
Tools.DumpFramebuffer(width, height, engine);
};
scene.incrementRenderId();
texture.render(true);
texture.dispose();
if (previousCamera) {
scene.activeCamera = previousCamera;
}
};
// XHR response validator for local file scenario
Tools.ValidateXHRData = function (xhr, dataType) {
// 1 for text (.babylon, manifest and shaders), 2 for TGA, 4 for DDS, 7 for all
if (dataType === void 0) { dataType = 7; }
try {
if (dataType & 1) {
if (xhr.responseText && xhr.responseText.length > 0) {
return true;
}
else if (dataType === 1) {
return false;
}
}
if (dataType & 2) {
// Check header width and height since there is no "TGA" magic number
var tgaHeader = BABYLON.Internals.TGATools.GetTGAHeader(xhr.response);
if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {
return true;
}
else if (dataType === 2) {
return false;
}
}
if (dataType & 4) {
// Check for the "DDS" magic number
var ddsHeader = new Uint8Array(xhr.response, 0, 3);
if (ddsHeader[0] === 68 && ddsHeader[1] === 68 && ddsHeader[2] === 83) {
return true;
}
else {
return false;
}
}
}
catch (e) {
}
return false;
};
Object.defineProperty(Tools, "NoneLogLevel", {
get: function () {
return Tools._NoneLogLevel;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Tools, "MessageLogLevel", {
get: function () {
return Tools._MessageLogLevel;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Tools, "WarningLogLevel", {
get: function () {
return Tools._WarningLogLevel;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Tools, "ErrorLogLevel", {
get: function () {
return Tools._ErrorLogLevel;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Tools, "AllLogLevel", {
get: function () {
return Tools._MessageLogLevel | Tools._WarningLogLevel | Tools._ErrorLogLevel;
},
enumerable: true,
configurable: true
});
Tools._AddLogEntry = function (entry) {
Tools._LogCache = entry + Tools._LogCache;
if (Tools.OnNewCacheEntry) {
Tools.OnNewCacheEntry(entry);
}
};
Tools._FormatMessage = function (message) {
var padStr = function (i) { return (i < 10) ? "0" + i : "" + i; };
var date = new Date();
return "[" + padStr(date.getHours()) + ":" + padStr(date.getMinutes()) + ":" + padStr(date.getSeconds()) + "]: " + message;
};
Tools._LogDisabled = function (message) {
// nothing to do
};
Tools._LogEnabled = function (message) {
var formattedMessage = Tools._FormatMessage(message);
console.log("BJS - " + formattedMessage);
var entry = "
" + formattedMessage + "
";
Tools._AddLogEntry(entry);
};
Tools._WarnDisabled = function (message) {
// nothing to do
};
Tools._WarnEnabled = function (message) {
var formattedMessage = Tools._FormatMessage(message);
console.warn("BJS - " + formattedMessage);
var entry = "" + formattedMessage + "
";
Tools._AddLogEntry(entry);
};
Tools._ErrorDisabled = function (message) {
// nothing to do
};
Tools._ErrorEnabled = function (message) {
var formattedMessage = Tools._FormatMessage(message);
console.error("BJS - " + formattedMessage);
var entry = "" + formattedMessage + "
";
Tools._AddLogEntry(entry);
};
Object.defineProperty(Tools, "LogCache", {
get: function () {
return Tools._LogCache;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Tools, "LogLevels", {
set: function (level) {
if ((level & Tools.MessageLogLevel) === Tools.MessageLogLevel) {
Tools.Log = Tools._LogEnabled;
}
else {
Tools.Log = Tools._LogDisabled;
}
if ((level & Tools.WarningLogLevel) === Tools.WarningLogLevel) {
Tools.Warn = Tools._WarnEnabled;
}
else {
Tools.Warn = Tools._WarnDisabled;
}
if ((level & Tools.ErrorLogLevel) === Tools.ErrorLogLevel) {
Tools.Error = Tools._ErrorEnabled;
}
else {
Tools.Error = Tools._ErrorDisabled;
}
},
enumerable: true,
configurable: true
});
Object.defineProperty(Tools, "PerformanceNoneLogLevel", {
get: function () {
return Tools._PerformanceNoneLogLevel;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Tools, "PerformanceUserMarkLogLevel", {
get: function () {
return Tools._PerformanceUserMarkLogLevel;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Tools, "PerformanceConsoleLogLevel", {
get: function () {
return Tools._PerformanceConsoleLogLevel;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Tools, "PerformanceLogLevel", {
set: function (level) {
if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) {
Tools.StartPerformanceCounter = Tools._StartUserMark;
Tools.EndPerformanceCounter = Tools._EndUserMark;
return;
}
if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) {
Tools.StartPerformanceCounter = Tools._StartPerformanceConsole;
Tools.EndPerformanceCounter = Tools._EndPerformanceConsole;
return;
}
Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
},
enumerable: true,
configurable: true
});
Tools._StartPerformanceCounterDisabled = function (counterName, condition) {
};
Tools._EndPerformanceCounterDisabled = function (counterName, condition) {
};
Tools._StartUserMark = function (counterName, condition) {
if (condition === void 0) { condition = true; }
if (!condition || !Tools._performance.mark) {
return;
}
Tools._performance.mark(counterName + "-Begin");
};
Tools._EndUserMark = function (counterName, condition) {
if (condition === void 0) { condition = true; }
if (!condition || !Tools._performance.mark) {
return;
}
Tools._performance.mark(counterName + "-End");
Tools._performance.measure(counterName, counterName + "-Begin", counterName + "-End");
};
Tools._StartPerformanceConsole = function (counterName, condition) {
if (condition === void 0) { condition = true; }
if (!condition) {
return;
}
Tools._StartUserMark(counterName, condition);
if (console.time) {
console.time(counterName);
}
};
Tools._EndPerformanceConsole = function (counterName, condition) {
if (condition === void 0) { condition = true; }
if (!condition) {
return;
}
Tools._EndUserMark(counterName, condition);
if (console.time) {
console.timeEnd(counterName);
}
};
Object.defineProperty(Tools, "Now", {
get: function () {
if (window.performance && window.performance.now) {
return window.performance.now();
}
return new Date().getTime();
},
enumerable: true,
configurable: true
});
// Deprecated
Tools.GetFps = function () {
Tools.Warn("Tools.GetFps() is deprecated. Please use engine.getFps() instead");
return 0;
};
Tools.BaseUrl = "";
Tools.GetExponantOfTwo = function (value, max) {
var count = 1;
do {
count *= 2;
} while (count < value);
if (count > max)
count = max;
return count;
};
// Logs
Tools._NoneLogLevel = 0;
Tools._MessageLogLevel = 1;
Tools._WarningLogLevel = 2;
Tools._ErrorLogLevel = 4;
Tools._LogCache = "";
Tools.Log = Tools._LogEnabled;
Tools.Warn = Tools._WarnEnabled;
Tools.Error = Tools._ErrorEnabled;
// Performances
Tools._PerformanceNoneLogLevel = 0;
Tools._PerformanceUserMarkLogLevel = 1;
Tools._PerformanceConsoleLogLevel = 2;
Tools._performance = window.performance;
Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
return Tools;
})();
BABYLON.Tools = Tools;
/**
* An implementation of a loop for asynchronous functions.
*/
var AsyncLoop = (function () {
/**
* Constroctor.
* @param iterations the number of iterations.
* @param _fn the function to run each iteration
* @param _successCallback the callback that will be called upon succesful execution
* @param offset starting offset.
*/
function AsyncLoop(iterations, _fn, _successCallback, offset) {
if (offset === void 0) { offset = 0; }
this.iterations = iterations;
this._fn = _fn;
this._successCallback = _successCallback;
this.index = offset - 1;
this._done = false;
}
/**
* Execute the next iteration. Must be called after the last iteration was finished.
*/
AsyncLoop.prototype.executeNext = function () {
if (!this._done) {
if (this.index + 1 < this.iterations) {
++this.index;
this._fn(this);
}
else {
this.breakLoop();
}
}
};
/**
* Break the loop and run the success callback.
*/
AsyncLoop.prototype.breakLoop = function () {
this._done = true;
this._successCallback();
};
/**
* Helper function
*/
AsyncLoop.Run = function (iterations, _fn, _successCallback, offset) {
if (offset === void 0) { offset = 0; }
var loop = new AsyncLoop(iterations, _fn, _successCallback, offset);
loop.executeNext();
return loop;
};
/**
* A for-loop that will run a given number of iterations synchronous and the rest async.
* @param iterations total number of iterations
* @param syncedIterations number of synchronous iterations in each async iteration.
* @param fn the function to call each iteration.
* @param callback a success call back that will be called when iterating stops.
* @param breakFunction a break condition (optional)
* @param timeout timeout settings for the setTimeout function. default - 0.
* @constructor
*/
AsyncLoop.SyncAsyncForLoop = function (iterations, syncedIterations, fn, callback, breakFunction, timeout) {
if (timeout === void 0) { timeout = 0; }
AsyncLoop.Run(Math.ceil(iterations / syncedIterations), function (loop) {
if (breakFunction && breakFunction())
loop.breakLoop();
else {
setTimeout(function () {
for (var i = 0; i < syncedIterations; ++i) {
var iteration = (loop.index * syncedIterations) + i;
if (iteration >= iterations)
break;
fn(iteration);
if (breakFunction && breakFunction()) {
loop.breakLoop();
break;
}
}
loop.executeNext();
}, timeout);
}
}, callback);
};
return AsyncLoop;
})();
BABYLON.AsyncLoop = AsyncLoop;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.tools.js.map
var BABYLON;
(function (BABYLON) {
var _DepthCullingState = (function () {
function _DepthCullingState() {
this._isDepthTestDirty = false;
this._isDepthMaskDirty = false;
this._isDepthFuncDirty = false;
this._isCullFaceDirty = false;
this._isCullDirty = false;
this._isZOffsetDirty = false;
}
Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
get: function () {
return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty;
},
enumerable: true,
configurable: true
});
Object.defineProperty(_DepthCullingState.prototype, "zOffset", {
get: function () {
return this._zOffset;
},
set: function (value) {
if (this._zOffset === value) {
return;
}
this._zOffset = value;
this._isZOffsetDirty = true;
},
enumerable: true,
configurable: true
});
Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
get: function () {
return this._cullFace;
},
set: function (value) {
if (this._cullFace === value) {
return;
}
this._cullFace = value;
this._isCullFaceDirty = true;
},
enumerable: true,
configurable: true
});
Object.defineProperty(_DepthCullingState.prototype, "cull", {
get: function () {
return this._cull;
},
set: function (value) {
if (this._cull === value) {
return;
}
this._cull = value;
this._isCullDirty = true;
},
enumerable: true,
configurable: true
});
Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
get: function () {
return this._depthFunc;
},
set: function (value) {
if (this._depthFunc === value) {
return;
}
this._depthFunc = value;
this._isDepthFuncDirty = true;
},
enumerable: true,
configurable: true
});
Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
get: function () {
return this._depthMask;
},
set: function (value) {
if (this._depthMask === value) {
return;
}
this._depthMask = value;
this._isDepthMaskDirty = true;
},
enumerable: true,
configurable: true
});
Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
get: function () {
return this._depthTest;
},
set: function (value) {
if (this._depthTest === value) {
return;
}
this._depthTest = value;
this._isDepthTestDirty = true;
},
enumerable: true,
configurable: true
});
_DepthCullingState.prototype.reset = function () {
this._depthMask = true;
this._depthTest = true;
this._depthFunc = null;
this._cull = null;
this._cullFace = null;
this._zOffset = 0;
this._isDepthTestDirty = true;
this._isDepthMaskDirty = true;
this._isDepthFuncDirty = false;
this._isCullFaceDirty = false;
this._isCullDirty = false;
this._isZOffsetDirty = false;
};
_DepthCullingState.prototype.apply = function (gl) {
if (!this.isDirty) {
return;
}
// Cull
if (this._isCullDirty) {
if (this.cull) {
gl.enable(gl.CULL_FACE);
}
else {
gl.disable(gl.CULL_FACE);
}
this._isCullDirty = false;
}
// Cull face
if (this._isCullFaceDirty) {
gl.cullFace(this.cullFace);
this._isCullFaceDirty = false;
}
// Depth mask
if (this._isDepthMaskDirty) {
gl.depthMask(this.depthMask);
this._isDepthMaskDirty = false;
}
// Depth test
if (this._isDepthTestDirty) {
if (this.depthTest) {
gl.enable(gl.DEPTH_TEST);
}
else {
gl.disable(gl.DEPTH_TEST);
}
this._isDepthTestDirty = false;
}
// Depth func
if (this._isDepthFuncDirty) {
gl.depthFunc(this.depthFunc);
this._isDepthFuncDirty = false;
}
// zOffset
if (this._isZOffsetDirty) {
if (this.zOffset) {
gl.enable(gl.POLYGON_OFFSET_FILL);
gl.polygonOffset(this.zOffset, 0);
}
else {
gl.disable(gl.POLYGON_OFFSET_FILL);
}
this._isZOffsetDirty = false;
}
};
return _DepthCullingState;
})();
BABYLON._DepthCullingState = _DepthCullingState;
var _AlphaState = (function () {
function _AlphaState() {
this._isAlphaBlendDirty = false;
this._isBlendFunctionParametersDirty = false;
this._alphaBlend = false;
this._blendFunctionParameters = new Array(4);
}
Object.defineProperty(_AlphaState.prototype, "isDirty", {
get: function () {
return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
},
enumerable: true,
configurable: true
});
Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
get: function () {
return this._alphaBlend;
},
set: function (value) {
if (this._alphaBlend === value) {
return;
}
this._alphaBlend = value;
this._isAlphaBlendDirty = true;
},
enumerable: true,
configurable: true
});
_AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
if (this._blendFunctionParameters[0] === value0 && this._blendFunctionParameters[1] === value1 && this._blendFunctionParameters[2] === value2 && this._blendFunctionParameters[3] === value3) {
return;
}
this._blendFunctionParameters[0] = value0;
this._blendFunctionParameters[1] = value1;
this._blendFunctionParameters[2] = value2;
this._blendFunctionParameters[3] = value3;
this._isBlendFunctionParametersDirty = true;
};
_AlphaState.prototype.reset = function () {
this._alphaBlend = false;
this._blendFunctionParameters[0] = null;
this._blendFunctionParameters[1] = null;
this._blendFunctionParameters[2] = null;
this._blendFunctionParameters[3] = null;
this._isAlphaBlendDirty = true;
this._isBlendFunctionParametersDirty = false;
};
_AlphaState.prototype.apply = function (gl) {
if (!this.isDirty) {
return;
}
// Alpha blend
if (this._isAlphaBlendDirty) {
if (this._alphaBlend) {
gl.enable(gl.BLEND);
}
else {
gl.disable(gl.BLEND);
}
this._isAlphaBlendDirty = false;
}
// Alpha function
if (this._isBlendFunctionParametersDirty) {
gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
this._isBlendFunctionParametersDirty = false;
}
};
return _AlphaState;
})();
BABYLON._AlphaState = _AlphaState;
var compileShader = function (gl, source, type, defines) {
var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
gl.shaderSource(shader, (defines ? defines + "\n" : "") + source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
throw new Error(gl.getShaderInfoLog(shader));
}
return shader;
};
var getWebGLTextureType = function (gl, type) {
var textureType = gl.UNSIGNED_BYTE;
if (type === Engine.TEXTURETYPE_FLOAT)
textureType = gl.FLOAT;
return textureType;
};
var getSamplingParameters = function (samplingMode, generateMipMaps, gl) {
var magFilter = gl.NEAREST;
var minFilter = gl.NEAREST;
if (samplingMode === BABYLON.Texture.BILINEAR_SAMPLINGMODE) {
magFilter = gl.LINEAR;
if (generateMipMaps) {
minFilter = gl.LINEAR_MIPMAP_NEAREST;
}
else {
minFilter = gl.LINEAR;
}
}
else if (samplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE) {
magFilter = gl.LINEAR;
if (generateMipMaps) {
minFilter = gl.LINEAR_MIPMAP_LINEAR;
}
else {
minFilter = gl.LINEAR;
}
}
else if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
magFilter = gl.NEAREST;
if (generateMipMaps) {
minFilter = gl.NEAREST_MIPMAP_LINEAR;
}
else {
minFilter = gl.NEAREST;
}
}
return {
min: minFilter,
mag: magFilter
};
};
var prepareWebGLTexture = function (texture, gl, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
var engine = scene.getEngine();
var potWidth = BABYLON.Tools.GetExponantOfTwo(width, engine.getCaps().maxTextureSize);
var potHeight = BABYLON.Tools.GetExponantOfTwo(height, engine.getCaps().maxTextureSize);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0));
texture._baseWidth = width;
texture._baseHeight = height;
texture._width = potWidth;
texture._height = potHeight;
texture.isReady = true;
processFunction(potWidth, potHeight);
var filters = getSamplingParameters(samplingMode, !noMipmap, gl);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
if (!noMipmap && !isCompressed) {
gl.generateMipmap(gl.TEXTURE_2D);
}
gl.bindTexture(gl.TEXTURE_2D, null);
engine._activeTexturesCache = [];
scene._removePendingData(texture);
};
var partialLoad = function (url, index, loadedImages, scene, onfinish) {
var onload = function () {
loadedImages[index] = img;
loadedImages._internalCount++;
scene._removePendingData(img);
if (loadedImages._internalCount === 6) {
onfinish(loadedImages);
}
};
var onerror = function () {
scene._removePendingData(img);
};
var img = BABYLON.Tools.LoadImage(url, onload, onerror, scene.database);
scene._addPendingData(img);
};
var cascadeLoad = function (rootUrl, scene, onfinish, extensions) {
var loadedImages = [];
loadedImages._internalCount = 0;
for (var index = 0; index < 6; index++) {
partialLoad(rootUrl + extensions[index], index, loadedImages, scene, onfinish);
}
};
var EngineCapabilities = (function () {
function EngineCapabilities() {
}
return EngineCapabilities;
})();
BABYLON.EngineCapabilities = EngineCapabilities;
/**
* The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio.
*/
var Engine = (function () {
/**
* @constructor
* @param {HTMLCanvasElement} canvas - the canvas to be used for rendering
* @param {boolean} [antialias] - enable antialias
* @param options - further options to be sent to the getContext function
*/
function Engine(canvas, antialias, options) {
var _this = this;
// Public members
this.isFullscreen = false;
this.isPointerLock = false;
this.cullBackFaces = true;
this.renderEvenInBackground = true;
this.scenes = new Array();
this._windowIsBackground = false;
this._loadingDivBackgroundColor = "black";
this._drawCalls = 0;
this._renderingQueueLaunched = false;
this._activeRenderLoops = [];
// FPS
this.fpsRange = 60;
this.previousFramesDuration = [];
this.fps = 60;
this.deltaTime = 0;
// States
this._depthCullingState = new _DepthCullingState();
this._alphaState = new _AlphaState();
this._alphaMode = Engine.ALPHA_DISABLE;
// Cache
this._loadedTexturesCache = new Array();
this._activeTexturesCache = new Array();
this._compiledEffects = {};
this._uintIndicesCurrentlySet = false;
this._renderingCanvas = canvas;
this._canvasClientRect = this._renderingCanvas.getBoundingClientRect();
options = options || {};
options.antialias = antialias;
try {
this._gl = canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options);
}
catch (e) {
throw new Error("WebGL not supported");
}
if (!this._gl) {
throw new Error("WebGL not supported");
}
this._onBlur = function () {
_this._windowIsBackground = true;
};
this._onFocus = function () {
_this._windowIsBackground = false;
};
window.addEventListener("blur", this._onBlur);
window.addEventListener("focus", this._onFocus);
// Viewport
this._hardwareScalingLevel = 1.0 / (window.devicePixelRatio || 1.0);
this.resize();
// Caps
this._caps = new EngineCapabilities();
this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
// Infos
this._glVersion = this._gl.getParameter(this._gl.VERSION);
var rendererInfo = this._gl.getExtension("WEBGL_debug_renderer_info");
if (rendererInfo != null) {
this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
}
if (!this._glVendor) {
this._glVendor = "Unknown vendor";
}
if (!this._glRenderer) {
this._glRenderer = "Unknown renderer";
}
// Extensions
this._caps.standardDerivatives = (this._gl.getExtension('OES_standard_derivatives') !== null);
this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc');
this._caps.textureFloat = (this._gl.getExtension('OES_texture_float') !== null);
this._caps.textureAnisotropicFilterExtension = this._gl.getExtension('EXT_texture_filter_anisotropic') || this._gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic') || this._gl.getExtension('MOZ_EXT_texture_filter_anisotropic');
this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
this._caps.instancedArrays = this._gl.getExtension('ANGLE_instanced_arrays');
this._caps.uintIndices = this._gl.getExtension('OES_element_index_uint') !== null;
this._caps.highPrecisionShaderSupported = true;
if (this._gl.getShaderPrecisionFormat) {
var highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
this._caps.highPrecisionShaderSupported = highp.precision != 0;
}
// Depth buffer
this.setDepthBuffer(true);
this.setDepthFunctionToLessOrEqual();
this.setDepthWrite(true);
// Fullscreen
this._onFullscreenChange = function () {
if (document.fullscreen !== undefined) {
_this.isFullscreen = document.fullscreen;
}
else if (document.mozFullScreen !== undefined) {
_this.isFullscreen = document.mozFullScreen;
}
else if (document.webkitIsFullScreen !== undefined) {
_this.isFullscreen = document.webkitIsFullScreen;
}
else if (document.msIsFullScreen !== undefined) {
_this.isFullscreen = document.msIsFullScreen;
}
// Pointer lock
if (_this.isFullscreen && _this._pointerLockRequested) {
canvas.requestPointerLock = canvas.requestPointerLock || canvas.msRequestPointerLock || canvas.mozRequestPointerLock || canvas.webkitRequestPointerLock;
if (canvas.requestPointerLock) {
canvas.requestPointerLock();
}
}
};
document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
// Pointer lock
this._onPointerLockChange = function () {
_this.isPointerLock = (document.mozPointerLockElement === canvas || document.webkitPointerLockElement === canvas || document.msPointerLockElement === canvas || document.pointerLockElement === canvas);
};
document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
if (!Engine.audioEngine) {
Engine.audioEngine = new BABYLON.AudioEngine();
}
BABYLON.Tools.Log("Babylon.js engine (v" + Engine.Version + ") launched");
}
Object.defineProperty(Engine, "ALPHA_DISABLE", {
get: function () {
return Engine._ALPHA_DISABLE;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Engine, "ALPHA_ADD", {
get: function () {
return Engine._ALPHA_ADD;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Engine, "ALPHA_COMBINE", {
get: function () {
return Engine._ALPHA_COMBINE;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Engine, "DELAYLOADSTATE_NONE", {
get: function () {
return Engine._DELAYLOADSTATE_NONE;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Engine, "DELAYLOADSTATE_LOADED", {
get: function () {
return Engine._DELAYLOADSTATE_LOADED;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Engine, "DELAYLOADSTATE_LOADING", {
get: function () {
return Engine._DELAYLOADSTATE_LOADING;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Engine, "DELAYLOADSTATE_NOTLOADED", {
get: function () {
return Engine._DELAYLOADSTATE_NOTLOADED;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Engine, "TEXTUREFORMAT_ALPHA", {
get: function () {
return Engine._TEXTUREFORMAT_ALPHA;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Engine, "TEXTUREFORMAT_LUMINANCE", {
get: function () {
return Engine._TEXTUREFORMAT_LUMINANCE;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Engine, "TEXTUREFORMAT_LUMINANCE_ALPHA", {
get: function () {
return Engine._TEXTUREFORMAT_LUMINANCE_ALPHA;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Engine, "TEXTUREFORMAT_RGB", {
get: function () {
return Engine._TEXTUREFORMAT_RGB;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Engine, "TEXTUREFORMAT_RGBA", {
get: function () {
return Engine._TEXTUREFORMAT_RGBA;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Engine, "TEXTURETYPE_UNSIGNED_INT", {
get: function () {
return Engine._TEXTURETYPE_UNSIGNED_INT;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Engine, "TEXTURETYPE_FLOAT", {
get: function () {
return Engine._TEXTURETYPE_FLOAT;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Engine, "Version", {
get: function () {
return "2.1.0 beta";
},
enumerable: true,
configurable: true
});
Engine.prototype._prepareWorkingCanvas = function () {
if (this._workingCanvas) {
return;
}
this._workingCanvas = document.createElement("canvas");
this._workingContext = this._workingCanvas.getContext("2d");
};
Engine.prototype.getGlInfo = function () {
return {
vendor: this._glVendor,
renderer: this._glRenderer,
version: this._glVersion
};
};
Engine.prototype.getAspectRatio = function (camera) {
var viewport = camera.viewport;
return (this.getRenderWidth() * viewport.width) / (this.getRenderHeight() * viewport.height);
};
Engine.prototype.getRenderWidth = function () {
if (this._currentRenderTarget) {
return this._currentRenderTarget._width;
}
return this._renderingCanvas.width;
};
Engine.prototype.getRenderHeight = function () {
if (this._currentRenderTarget) {
return this._currentRenderTarget._height;
}
return this._renderingCanvas.height;
};
Engine.prototype.getRenderingCanvas = function () {
return this._renderingCanvas;
};
Engine.prototype.getRenderingCanvasClientRect = function () {
return this._renderingCanvas.getBoundingClientRect();
};
Engine.prototype.setHardwareScalingLevel = function (level) {
this._hardwareScalingLevel = level;
this.resize();
};
Engine.prototype.getHardwareScalingLevel = function () {
return this._hardwareScalingLevel;
};
Engine.prototype.getLoadedTexturesCache = function () {
return this._loadedTexturesCache;
};
Engine.prototype.getCaps = function () {
return this._caps;
};
Object.defineProperty(Engine.prototype, "drawCalls", {
get: function () {
return this._drawCalls;
},
enumerable: true,
configurable: true
});
// Methods
Engine.prototype.resetDrawCalls = function () {
this._drawCalls = 0;
};
Engine.prototype.setDepthFunctionToGreater = function () {
this._depthCullingState.depthFunc = this._gl.GREATER;
};
Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
this._depthCullingState.depthFunc = this._gl.GEQUAL;
};
Engine.prototype.setDepthFunctionToLess = function () {
this._depthCullingState.depthFunc = this._gl.LESS;
};
Engine.prototype.setDepthFunctionToLessOrEqual = function () {
this._depthCullingState.depthFunc = this._gl.LEQUAL;
};
/**
* stop executing a render loop function and remove it from the execution array
* @param {Function} [renderFunction] the function to be removed. If not provided all functions will be removed.
*/
Engine.prototype.stopRenderLoop = function (renderFunction) {
if (!renderFunction) {
this._activeRenderLoops = [];
return;
}
var index = this._activeRenderLoops.indexOf(renderFunction);
if (index >= 0) {
this._activeRenderLoops.splice(index, 1);
}
};
Engine.prototype._renderLoop = function () {
var _this = this;
var shouldRender = true;
if (!this.renderEvenInBackground && this._windowIsBackground) {
shouldRender = false;
}
if (shouldRender) {
// Start new frame
this.beginFrame();
for (var index = 0; index < this._activeRenderLoops.length; index++) {
var renderFunction = this._activeRenderLoops[index];
renderFunction();
}
// Present
this.endFrame();
}
if (this._activeRenderLoops.length > 0) {
// Register new frame
BABYLON.Tools.QueueNewFrame(function () {
_this._renderLoop();
});
}
else {
this._renderingQueueLaunched = false;
}
};
/**
* Register and execute a render loop. The engine can have more than one render function.
* @param {Function} renderFunction - the function to continuesly execute starting the next render loop.
* @example
* engine.runRenderLoop(function () {
* scene.render()
* })
*/
Engine.prototype.runRenderLoop = function (renderFunction) {
var _this = this;
if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
return;
}
this._activeRenderLoops.push(renderFunction);
if (!this._renderingQueueLaunched) {
this._renderingQueueLaunched = true;
BABYLON.Tools.QueueNewFrame(function () {
_this._renderLoop();
});
}
};
/**
* Toggle full screen mode.
* @param {boolean} requestPointerLock - should a pointer lock be requested from the user
*/
Engine.prototype.switchFullscreen = function (requestPointerLock) {
if (this.isFullscreen) {
BABYLON.Tools.ExitFullscreen();
}
else {
this._pointerLockRequested = requestPointerLock;
BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
}
};
Engine.prototype.clear = function (color, backBuffer, depthStencil) {
this.applyStates();
this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
if (this._depthCullingState.depthMask) {
this._gl.clearDepth(1.0);
}
var mode = 0;
if (backBuffer)
mode |= this._gl.COLOR_BUFFER_BIT;
if (depthStencil && this._depthCullingState.depthMask)
mode |= this._gl.DEPTH_BUFFER_BIT;
this._gl.clear(mode);
};
/**
* Set the WebGL's viewport
* @param {BABYLON.Viewport} viewport - the viewport element to be used.
* @param {number} [requiredWidth] - the width required for rendering. If not provided the rendering canvas' width is used.
* @param {number} [requiredHeight] - the height required for rendering. If not provided the rendering canvas' height is used.
*/
Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
var width = requiredWidth || (navigator.isCocoonJS ? window.innerWidth : this._renderingCanvas.width);
var height = requiredHeight || (navigator.isCocoonJS ? window.innerHeight : this._renderingCanvas.height);
var x = viewport.x || 0;
var y = viewport.y || 0;
this._cachedViewport = viewport;
this._gl.viewport(x * width, y * height, width * viewport.width, height * viewport.height);
};
Engine.prototype.setDirectViewport = function (x, y, width, height) {
this._cachedViewport = null;
this._gl.viewport(x, y, width, height);
};
Engine.prototype.beginFrame = function () {
this._measureFps();
};
Engine.prototype.endFrame = function () {
//this.flushFramebuffer();
};
/**
* resize the view according to the canvas' size.
* @example
* window.addEventListener("resize", function () {
* engine.resize();
* });
*/
Engine.prototype.resize = function () {
var width = navigator.isCocoonJS ? window.innerWidth : this._renderingCanvas.clientWidth;
var height = navigator.isCocoonJS ? window.innerHeight : this._renderingCanvas.clientHeight;
this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
};
/**
* force a specific size of the canvas
* @param {number} width - the new canvas' width
* @param {number} height - the new canvas' height
*/
Engine.prototype.setSize = function (width, height) {
this._renderingCanvas.width = width;
this._renderingCanvas.height = height;
this._canvasClientRect = this._renderingCanvas.getBoundingClientRect();
for (var index = 0; index < this.scenes.length; index++) {
var scene = this.scenes[index];
for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {
var cam = scene.cameras[camIndex];
cam._currentRenderId = 0;
}
}
};
Engine.prototype.bindFramebuffer = function (texture) {
this._currentRenderTarget = texture;
var gl = this._gl;
gl.bindFramebuffer(gl.FRAMEBUFFER, texture._framebuffer);
this._gl.viewport(0, 0, texture._width, texture._height);
this.wipeCaches();
};
Engine.prototype.unBindFramebuffer = function (texture) {
this._currentRenderTarget = null;
if (texture.generateMipMaps) {
var gl = this._gl;
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.generateMipmap(gl.TEXTURE_2D);
gl.bindTexture(gl.TEXTURE_2D, null);
}
this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, null);
};
Engine.prototype.flushFramebuffer = function () {
this._gl.flush();
};
Engine.prototype.restoreDefaultFramebuffer = function () {
this._currentRenderTarget = null;
this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, null);
this.setViewport(this._cachedViewport);
this.wipeCaches();
};
// VBOs
Engine.prototype._resetVertexBufferBinding = function () {
this._gl.bindBuffer(this._gl.ARRAY_BUFFER, null);
this._cachedVertexBuffers = null;
};
Engine.prototype.createVertexBuffer = function (vertices) {
var vbo = this._gl.createBuffer();
this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vbo);
this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(vertices), this._gl.STATIC_DRAW);
this._resetVertexBufferBinding();
vbo.references = 1;
return vbo;
};
Engine.prototype.createDynamicVertexBuffer = function (capacity) {
var vbo = this._gl.createBuffer();
this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vbo);
this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
this._resetVertexBufferBinding();
vbo.references = 1;
return vbo;
};
Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, offset) {
this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer);
if (offset === undefined) {
offset = 0;
}
if (vertices instanceof Float32Array) {
this._gl.bufferSubData(this._gl.ARRAY_BUFFER, offset, vertices);
}
else {
this._gl.bufferSubData(this._gl.ARRAY_BUFFER, offset, new Float32Array(vertices));
}
this._resetVertexBufferBinding();
};
Engine.prototype._resetIndexBufferBinding = function () {
this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, null);
this._cachedIndexBuffer = null;
};
Engine.prototype.createIndexBuffer = function (indices) {
var vbo = this._gl.createBuffer();
this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, vbo);
// Check for 32 bits indices
var arrayBuffer;
var need32Bits = false;
if (this._caps.uintIndices) {
for (var index = 0; index < indices.length; index++) {
if (indices[index] > 65535) {
need32Bits = true;
break;
}
}
arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
}
else {
arrayBuffer = new Uint16Array(indices);
}
this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.STATIC_DRAW);
this._resetIndexBufferBinding();
vbo.references = 1;
vbo.is32Bits = need32Bits;
return vbo;
};
Engine.prototype.bindBuffers = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
this._cachedVertexBuffers = vertexBuffer;
this._cachedEffectForVertexBuffers = effect;
this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer);
var offset = 0;
for (var index = 0; index < vertexDeclaration.length; index++) {
var order = effect.getAttributeLocation(index);
if (order >= 0) {
this._gl.vertexAttribPointer(order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
}
offset += vertexDeclaration[index] * 4;
}
}
if (this._cachedIndexBuffer !== indexBuffer) {
this._cachedIndexBuffer = indexBuffer;
this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
}
};
Engine.prototype.bindMultiBuffers = function (vertexBuffers, indexBuffer, effect) {
if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
this._cachedVertexBuffers = vertexBuffers;
this._cachedEffectForVertexBuffers = effect;
var attributes = effect.getAttributesNames();
for (var index = 0; index < attributes.length; index++) {
var order = effect.getAttributeLocation(index);
if (order >= 0) {
var vertexBuffer = vertexBuffers[attributes[index]];
if (!vertexBuffer) {
continue;
}
var stride = vertexBuffer.getStrideSize();
this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer.getBuffer());
this._gl.vertexAttribPointer(order, stride, this._gl.FLOAT, false, stride * 4, 0);
}
}
}
if (indexBuffer != null && this._cachedIndexBuffer !== indexBuffer) {
this._cachedIndexBuffer = indexBuffer;
this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
}
};
Engine.prototype._releaseBuffer = function (buffer) {
buffer.references--;
if (buffer.references === 0) {
this._gl.deleteBuffer(buffer);
return true;
}
return false;
};
Engine.prototype.createInstancesBuffer = function (capacity) {
var buffer = this._gl.createBuffer();
buffer.capacity = capacity;
this._gl.bindBuffer(this._gl.ARRAY_BUFFER, buffer);
this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
return buffer;
};
Engine.prototype.deleteInstancesBuffer = function (buffer) {
this._gl.deleteBuffer(buffer);
};
Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
this._gl.bindBuffer(this._gl.ARRAY_BUFFER, instancesBuffer);
this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
for (var index = 0; index < 4; index++) {
var offsetLocation = offsetLocations[index];
this._gl.enableVertexAttribArray(offsetLocation);
this._gl.vertexAttribPointer(offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
this._caps.instancedArrays.vertexAttribDivisorANGLE(offsetLocation, 1);
}
};
Engine.prototype.unBindInstancesBuffer = function (instancesBuffer, offsetLocations) {
this._gl.bindBuffer(this._gl.ARRAY_BUFFER, instancesBuffer);
for (var index = 0; index < 4; index++) {
var offsetLocation = offsetLocations[index];
this._gl.disableVertexAttribArray(offsetLocation);
this._caps.instancedArrays.vertexAttribDivisorANGLE(offsetLocation, 0);
}
};
Engine.prototype.applyStates = function () {
this._depthCullingState.apply(this._gl);
this._alphaState.apply(this._gl);
};
Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
// Apply states
this.applyStates();
this._drawCalls++;
// Render
var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
var mult = this._uintIndicesCurrentlySet ? 4 : 2;
if (instancesCount) {
this._caps.instancedArrays.drawElementsInstancedANGLE(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, indexCount, indexFormat, indexStart * mult, instancesCount);
return;
}
this._gl.drawElements(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, indexCount, indexFormat, indexStart * mult);
};
Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
// Apply states
this.applyStates();
this._drawCalls++;
if (instancesCount) {
this._caps.instancedArrays.drawArraysInstancedANGLE(this._gl.POINTS, verticesStart, verticesCount, instancesCount);
return;
}
this._gl.drawArrays(this._gl.POINTS, verticesStart, verticesCount);
};
// Shaders
Engine.prototype._releaseEffect = function (effect) {
if (this._compiledEffects[effect._key]) {
delete this._compiledEffects[effect._key];
if (effect.getProgram()) {
this._gl.deleteProgram(effect.getProgram());
}
}
};
Engine.prototype.createEffect = function (baseName, attributesNames, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
var vertex = baseName.vertexElement || baseName.vertex || baseName;
var fragment = baseName.fragmentElement || baseName.fragment || baseName;
var name = vertex + "+" + fragment + "@" + defines;
if (this._compiledEffects[name]) {
return this._compiledEffects[name];
}
var effect = new BABYLON.Effect(baseName, attributesNames, uniformsNames, samplers, this, defines, fallbacks, onCompiled, onError);
effect._key = name;
this._compiledEffects[name] = effect;
return effect;
};
Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
if (uniformsNames === void 0) { uniformsNames = []; }
if (samplers === void 0) { samplers = []; }
if (defines === void 0) { defines = ""; }
return this.createEffect({
vertex: "particles",
fragmentElement: fragmentName
}, ["position", "color", "options"], ["view", "projection"].concat(uniformsNames), ["diffuseSampler"].concat(samplers), defines, fallbacks, onCompiled, onError);
};
Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines) {
var vertexShader = compileShader(this._gl, vertexCode, "vertex", defines);
var fragmentShader = compileShader(this._gl, fragmentCode, "fragment", defines);
var shaderProgram = this._gl.createProgram();
this._gl.attachShader(shaderProgram, vertexShader);
this._gl.attachShader(shaderProgram, fragmentShader);
this._gl.linkProgram(shaderProgram);
var linked = this._gl.getProgramParameter(shaderProgram, this._gl.LINK_STATUS);
if (!linked) {
var error = this._gl.getProgramInfoLog(shaderProgram);
if (error) {
throw new Error(error);
}
}
this._gl.deleteShader(vertexShader);
this._gl.deleteShader(fragmentShader);
return shaderProgram;
};
Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
var results = [];
for (var index = 0; index < uniformsNames.length; index++) {
results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
}
return results;
};
Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
var results = [];
for (var index = 0; index < attributesNames.length; index++) {
try {
results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
}
catch (e) {
results.push(-1);
}
}
return results;
};
Engine.prototype.enableEffect = function (effect) {
if (!effect || !effect.getAttributesCount() || this._currentEffect === effect) {
if (effect && effect.onBind) {
effect.onBind(effect);
}
return;
}
this._vertexAttribArrays = this._vertexAttribArrays || [];
// Use program
this._gl.useProgram(effect.getProgram());
for (var i in this._vertexAttribArrays) {
if (i > this._gl.VERTEX_ATTRIB_ARRAY_ENABLED || !this._vertexAttribArrays[i]) {
continue;
}
this._vertexAttribArrays[i] = false;
this._gl.disableVertexAttribArray(i);
}
var attributesCount = effect.getAttributesCount();
for (var index = 0; index < attributesCount; index++) {
// Attributes
var order = effect.getAttributeLocation(index);
if (order >= 0) {
this._vertexAttribArrays[order] = true;
this._gl.enableVertexAttribArray(order);
}
}
this._currentEffect = effect;
if (effect.onBind) {
effect.onBind(effect);
}
};
Engine.prototype.setArray = function (uniform, array) {
if (!uniform)
return;
this._gl.uniform1fv(uniform, array);
};
Engine.prototype.setArray2 = function (uniform, array) {
if (!uniform || array.length % 2 !== 0)
return;
this._gl.uniform2fv(uniform, array);
};
Engine.prototype.setArray3 = function (uniform, array) {
if (!uniform || array.length % 3 !== 0)
return;
this._gl.uniform3fv(uniform, array);
};
Engine.prototype.setArray4 = function (uniform, array) {
if (!uniform || array.length % 4 !== 0)
return;
this._gl.uniform4fv(uniform, array);
};
Engine.prototype.setMatrices = function (uniform, matrices) {
if (!uniform)
return;
this._gl.uniformMatrix4fv(uniform, false, matrices);
};
Engine.prototype.setMatrix = function (uniform, matrix) {
if (!uniform)
return;
this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
};
Engine.prototype.setFloat = function (uniform, value) {
if (!uniform)
return;
this._gl.uniform1f(uniform, value);
};
Engine.prototype.setFloat2 = function (uniform, x, y) {
if (!uniform)
return;
this._gl.uniform2f(uniform, x, y);
};
Engine.prototype.setFloat3 = function (uniform, x, y, z) {
if (!uniform)
return;
this._gl.uniform3f(uniform, x, y, z);
};
Engine.prototype.setBool = function (uniform, bool) {
if (!uniform)
return;
this._gl.uniform1i(uniform, bool);
};
Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
if (!uniform)
return;
this._gl.uniform4f(uniform, x, y, z, w);
};
Engine.prototype.setColor3 = function (uniform, color3) {
if (!uniform)
return;
this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
};
Engine.prototype.setColor4 = function (uniform, color3, alpha) {
if (!uniform)
return;
this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
};
// States
Engine.prototype.setState = function (culling, zOffset, force) {
if (zOffset === void 0) { zOffset = 0; }
// Culling
if (this._depthCullingState.cull !== culling || force) {
if (culling) {
this._depthCullingState.cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
this._depthCullingState.cull = true;
}
else {
this._depthCullingState.cull = false;
}
}
// Z offset
this._depthCullingState.zOffset = zOffset;
};
Engine.prototype.setDepthBuffer = function (enable) {
this._depthCullingState.depthTest = enable;
};
Engine.prototype.getDepthWrite = function () {
return this._depthCullingState.depthMask;
};
Engine.prototype.setDepthWrite = function (enable) {
this._depthCullingState.depthMask = enable;
};
Engine.prototype.setColorWrite = function (enable) {
this._gl.colorMask(enable, enable, enable, enable);
};
Engine.prototype.setAlphaMode = function (mode) {
switch (mode) {
case Engine.ALPHA_DISABLE:
this.setDepthWrite(true);
this._alphaState.alphaBlend = false;
break;
case Engine.ALPHA_COMBINE:
this.setDepthWrite(false);
this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
this._alphaState.alphaBlend = true;
break;
case Engine.ALPHA_ADD:
this.setDepthWrite(false);
this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
this._alphaState.alphaBlend = true;
break;
}
this._alphaMode = mode;
};
Engine.prototype.getAlphaMode = function () {
return this._alphaMode;
};
Engine.prototype.setAlphaTesting = function (enable) {
this._alphaTest = enable;
};
Engine.prototype.getAlphaTesting = function () {
return this._alphaTest;
};
// Textures
Engine.prototype.wipeCaches = function () {
this._activeTexturesCache = [];
this._currentEffect = null;
this._depthCullingState.reset();
this._alphaState.reset();
this._cachedVertexBuffers = null;
this._cachedIndexBuffer = null;
this._cachedEffectForVertexBuffers = null;
};
Engine.prototype.setSamplingMode = function (texture, samplingMode) {
var gl = this._gl;
gl.bindTexture(gl.TEXTURE_2D, texture);
var magFilter = gl.NEAREST;
var minFilter = gl.NEAREST;
if (samplingMode === BABYLON.Texture.BILINEAR_SAMPLINGMODE) {
magFilter = gl.LINEAR;
minFilter = gl.LINEAR;
}
else if (samplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE) {
magFilter = gl.LINEAR;
minFilter = gl.LINEAR_MIPMAP_LINEAR;
}
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
gl.bindTexture(gl.TEXTURE_2D, null);
texture.samplingMode = samplingMode;
};
Engine.prototype.createTexture = function (url, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer) {
var _this = this;
if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
if (onLoad === void 0) { onLoad = null; }
if (onError === void 0) { onError = null; }
if (buffer === void 0) { buffer = null; }
var texture = this._gl.createTexture();
var extension;
var fromData = false;
if (url.substr(0, 5) === "data:") {
fromData = true;
}
if (!fromData)
extension = url.substr(url.length - 4, 4).toLowerCase();
else {
var oldUrl = url;
fromData = oldUrl.split(':');
url = oldUrl;
extension = fromData[1].substr(fromData[1].length - 4, 4).toLowerCase();
}
var isDDS = this.getCaps().s3tc && (extension === ".dds");
var isTGA = (extension === ".tga");
scene._addPendingData(texture);
texture.url = url;
texture.noMipmap = noMipmap;
texture.references = 1;
texture.samplingMode = samplingMode;
this._loadedTexturesCache.push(texture);
var onerror = function () {
scene._removePendingData(texture);
if (onError) {
onError();
}
};
if (isTGA) {
var callback = function (arrayBuffer) {
var data = new Uint8Array(arrayBuffer);
var header = BABYLON.Internals.TGATools.GetTGAHeader(data);
prepareWebGLTexture(texture, _this._gl, scene, header.width, header.height, invertY, noMipmap, false, function () {
BABYLON.Internals.TGATools.UploadContent(_this._gl, data);
if (onLoad) {
onLoad();
}
}, samplingMode);
};
if (!(fromData instanceof Array))
BABYLON.Tools.LoadFile(url, function (arrayBuffer) {
callback(arrayBuffer);
}, onerror, scene.database, true);
else
callback(buffer);
}
else if (isDDS) {
callback = function (data) {
var info = BABYLON.Internals.DDSTools.GetDDSInfo(data);
var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap && ((info.width >> (info.mipmapCount - 1)) === 1);
prepareWebGLTexture(texture, _this._gl, scene, info.width, info.height, invertY, !loadMipmap, info.isFourCC, function () {
BABYLON.Internals.DDSTools.UploadDDSLevels(_this._gl, _this.getCaps().s3tc, data, info, loadMipmap, 1);
if (onLoad) {
onLoad();
}
}, samplingMode);
};
if (!(fromData instanceof Array))
BABYLON.Tools.LoadFile(url, function (data) {
callback(data);
}, onerror, scene.database, true);
else
callback(buffer);
}
else {
var onload = function (img) {
prepareWebGLTexture(texture, _this._gl, scene, img.width, img.height, invertY, noMipmap, false, function (potWidth, potHeight) {
var isPot = (img.width === potWidth && img.height === potHeight);
if (!isPot) {
_this._prepareWorkingCanvas();
_this._workingCanvas.width = potWidth;
_this._workingCanvas.height = potHeight;
if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
_this._workingContext.imageSmoothingEnabled = false;
_this._workingContext.mozImageSmoothingEnabled = false;
_this._workingContext.oImageSmoothingEnabled = false;
_this._workingContext.webkitImageSmoothingEnabled = false;
_this._workingContext.msImageSmoothingEnabled = false;
}
_this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
_this._workingContext.imageSmoothingEnabled = true;
_this._workingContext.mozImageSmoothingEnabled = true;
_this._workingContext.oImageSmoothingEnabled = true;
_this._workingContext.webkitImageSmoothingEnabled = true;
_this._workingContext.msImageSmoothingEnabled = true;
}
}
_this._gl.texImage2D(_this._gl.TEXTURE_2D, 0, _this._gl.RGBA, _this._gl.RGBA, _this._gl.UNSIGNED_BYTE, isPot ? img : _this._workingCanvas);
if (onLoad) {
onLoad();
}
}, samplingMode);
};
if (!(fromData instanceof Array))
BABYLON.Tools.LoadImage(url, onload, onerror, scene.database);
else
BABYLON.Tools.LoadImage(buffer, onload, onerror, scene.database);
}
return texture;
};
Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode) {
var texture = this._gl.createTexture();
this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0));
// Format
var internalFormat = this._gl.RGBA;
switch (format) {
case Engine.TEXTUREFORMAT_ALPHA:
internalFormat = this._gl.ALPHA;
break;
case Engine.TEXTUREFORMAT_LUMINANCE:
internalFormat = this._gl.LUMINANCE;
break;
case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
internalFormat = this._gl.LUMINANCE_ALPHA;
break;
case Engine.TEXTUREFORMAT_RGB:
internalFormat = this._gl.RGB;
break;
case Engine.TEXTUREFORMAT_RGBA:
internalFormat = this._gl.RGBA;
break;
}
this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, width, height, 0, internalFormat, this._gl.UNSIGNED_BYTE, data);
if (generateMipMaps) {
this._gl.generateMipmap(this._gl.TEXTURE_2D);
}
// Filters
var filters = getSamplingParameters(samplingMode, generateMipMaps, this._gl);
this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
this._gl.bindTexture(this._gl.TEXTURE_2D, null);
this._activeTexturesCache = [];
texture._baseWidth = width;
texture._baseHeight = height;
texture._width = width;
texture._height = height;
texture.isReady = true;
texture.references = 1;
texture.samplingMode = samplingMode;
this._loadedTexturesCache.push(texture);
return texture;
};
Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
var texture = this._gl.createTexture();
width = BABYLON.Tools.GetExponantOfTwo(width, this._caps.maxTextureSize);
height = BABYLON.Tools.GetExponantOfTwo(height, this._caps.maxTextureSize);
this._activeTexturesCache = [];
texture._baseWidth = width;
texture._baseHeight = height;
texture._width = width;
texture._height = height;
texture.isReady = false;
texture.generateMipMaps = generateMipMaps;
texture.references = 1;
texture.samplingMode = samplingMode;
this.updateTextureSamplingMode(samplingMode, texture);
this._loadedTexturesCache.push(texture);
return texture;
};
Engine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
var filters = getSamplingParameters(samplingMode, texture.generateMipMaps, this._gl);
this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
this._gl.bindTexture(this._gl.TEXTURE_2D, null);
};
Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY) {
this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 1 : 0);
this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, canvas);
if (texture.generateMipMaps) {
this._gl.generateMipmap(this._gl.TEXTURE_2D);
}
this._gl.bindTexture(this._gl.TEXTURE_2D, null);
this._activeTexturesCache = [];
texture.isReady = true;
};
Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 0 : 1); // Video are upside down by default
// Scale the video if it is a NPOT using the current working canvas
if (video.videoWidth !== texture._width || video.videoHeight !== texture._height) {
if (!texture._workingCanvas) {
texture._workingCanvas = document.createElement("canvas");
texture._workingContext = texture._workingCanvas.getContext("2d");
texture._workingCanvas.width = texture._width;
texture._workingCanvas.height = texture._height;
}
texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture._width, texture._height);
this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
}
else {
this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
}
if (texture.generateMipMaps) {
this._gl.generateMipmap(this._gl.TEXTURE_2D);
}
this._gl.bindTexture(this._gl.TEXTURE_2D, null);
this._activeTexturesCache = [];
texture.isReady = true;
};
Engine.prototype.createRenderTargetTexture = function (size, options) {
// old version had a "generateMipMaps" arg instead of options.
// if options.generateMipMaps is undefined, consider that options itself if the generateMipmaps value
// in the same way, generateDepthBuffer is defaulted to true
var generateMipMaps = false;
var generateDepthBuffer = true;
var type = Engine.TEXTURETYPE_UNSIGNED_INT;
var samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
if (options !== undefined) {
generateMipMaps = options.generateMipMaps === undefined ? options : options.generateMipmaps;
generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
type = options.type === undefined ? type : options.type;
if (options.samplingMode !== undefined) {
samplingMode = options.samplingMode;
}
if (type === Engine.TEXTURETYPE_FLOAT) {
// if floating point (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE;
}
}
var gl = this._gl;
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
var width = size.width || size;
var height = size.height || size;
var filters = getSamplingParameters(samplingMode, generateMipMaps, gl);
if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
type = Engine.TEXTURETYPE_UNSIGNED_INT;
BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
}
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, getWebGLTextureType(gl, type), null);
var depthBuffer;
// Create the depth buffer
if (generateDepthBuffer) {
depthBuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
}
// Create the framebuffer
var framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
if (generateDepthBuffer) {
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer);
}
// Unbind
gl.bindTexture(gl.TEXTURE_2D, null);
gl.bindRenderbuffer(gl.RENDERBUFFER, null);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
texture._framebuffer = framebuffer;
if (generateDepthBuffer) {
texture._depthBuffer = depthBuffer;
}
texture._width = width;
texture._height = height;
texture.isReady = true;
texture.generateMipMaps = generateMipMaps;
texture.references = 1;
texture.samplingMode = samplingMode;
this._activeTexturesCache = [];
this._loadedTexturesCache.push(texture);
return texture;
};
Engine.prototype.createCubeTexture = function (rootUrl, scene, extensions, noMipmap) {
var _this = this;
var gl = this._gl;
var texture = gl.createTexture();
texture.isCube = true;
texture.url = rootUrl;
texture.references = 1;
this._loadedTexturesCache.push(texture);
var extension = rootUrl.substr(rootUrl.length - 4, 4).toLowerCase();
var isDDS = this.getCaps().s3tc && (extension === ".dds");
if (isDDS) {
BABYLON.Tools.LoadFile(rootUrl, function (data) {
var info = BABYLON.Internals.DDSTools.GetDDSInfo(data);
var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap;
gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
BABYLON.Internals.DDSTools.UploadDDSLevels(_this._gl, _this.getCaps().s3tc, data, info, loadMipmap, 6);
if (!noMipmap && !info.isFourCC && info.mipmapCount === 1) {
gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
}
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
_this._activeTexturesCache = [];
texture._width = info.width;
texture._height = info.height;
texture.isReady = true;
}, null, null, true);
}
else {
cascadeLoad(rootUrl, scene, function (imgs) {
var width = BABYLON.Tools.GetExponantOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize);
var height = width;
_this._prepareWorkingCanvas();
_this._workingCanvas.width = width;
_this._workingCanvas.height = height;
var faces = [
gl.TEXTURE_CUBE_MAP_POSITIVE_X,
gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
];
gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0);
for (var index = 0; index < faces.length; index++) {
_this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
gl.texImage2D(faces[index], 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, _this._workingCanvas);
}
if (!noMipmap) {
gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
}
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, noMipmap ? gl.LINEAR : gl.LINEAR_MIPMAP_LINEAR);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
_this._activeTexturesCache = [];
texture._width = width;
texture._height = height;
texture.isReady = true;
}, extensions);
}
return texture;
};
Engine.prototype._releaseTexture = function (texture) {
var gl = this._gl;
if (texture._framebuffer) {
gl.deleteFramebuffer(texture._framebuffer);
}
if (texture._depthBuffer) {
gl.deleteRenderbuffer(texture._depthBuffer);
}
gl.deleteTexture(texture);
for (var channel = 0; channel < this._caps.maxTexturesImageUnits; channel++) {
this._gl.activeTexture(this._gl["TEXTURE" + channel]);
this._gl.bindTexture(this._gl.TEXTURE_2D, null);
this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, null);
this._activeTexturesCache[channel] = null;
}
var index = this._loadedTexturesCache.indexOf(texture);
if (index !== -1) {
this._loadedTexturesCache.splice(index, 1);
}
};
Engine.prototype.bindSamplers = function (effect) {
this._gl.useProgram(effect.getProgram());
var samplers = effect.getSamplers();
for (var index = 0; index < samplers.length; index++) {
var uniform = effect.getUniform(samplers[index]);
this._gl.uniform1i(uniform, index);
}
this._currentEffect = null;
};
Engine.prototype._bindTexture = function (channel, texture) {
this._gl.activeTexture(this._gl["TEXTURE" + channel]);
this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
this._activeTexturesCache[channel] = null;
};
Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
this._bindTexture(channel, postProcess._textures.data[postProcess._currentRenderTextureInd]);
};
Engine.prototype.setTexture = function (channel, texture) {
if (channel < 0) {
return;
}
// Not ready?
if (!texture || !texture.isReady()) {
if (this._activeTexturesCache[channel] != null) {
this._gl.activeTexture(this._gl["TEXTURE" + channel]);
this._gl.bindTexture(this._gl.TEXTURE_2D, null);
this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, null);
this._activeTexturesCache[channel] = null;
}
return;
}
// Video
if (texture instanceof BABYLON.VideoTexture) {
if (texture.update()) {
this._activeTexturesCache[channel] = null;
}
}
else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) {
texture.delayLoad();
return;
}
if (this._activeTexturesCache[channel] === texture) {
return;
}
this._activeTexturesCache[channel] = texture;
var internalTexture = texture.getInternalTexture();
this._gl.activeTexture(this._gl["TEXTURE" + channel]);
if (internalTexture.isCube) {
this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, internalTexture);
if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
// CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
var textureWrapMode = (texture.coordinatesMode !== BABYLON.Texture.CUBIC_MODE && texture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode);
this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
}
this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
}
else {
this._gl.bindTexture(this._gl.TEXTURE_2D, internalTexture);
if (internalTexture._cachedWrapU !== texture.wrapU) {
internalTexture._cachedWrapU = texture.wrapU;
switch (texture.wrapU) {
case BABYLON.Texture.WRAP_ADDRESSMODE:
this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.REPEAT);
break;
case BABYLON.Texture.CLAMP_ADDRESSMODE:
this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.CLAMP_TO_EDGE);
break;
case BABYLON.Texture.MIRROR_ADDRESSMODE:
this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.MIRRORED_REPEAT);
break;
}
}
if (internalTexture._cachedWrapV !== texture.wrapV) {
internalTexture._cachedWrapV = texture.wrapV;
switch (texture.wrapV) {
case BABYLON.Texture.WRAP_ADDRESSMODE:
this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.REPEAT);
break;
case BABYLON.Texture.CLAMP_ADDRESSMODE:
this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.CLAMP_TO_EDGE);
break;
case BABYLON.Texture.MIRROR_ADDRESSMODE:
this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.MIRRORED_REPEAT);
break;
}
}
this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
}
};
Engine.prototype._setAnisotropicLevel = function (key, texture) {
var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
var value = texture.anisotropicFilteringLevel;
if (texture.getInternalTexture().samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
value = 1;
}
if (anisotropicFilterExtension && texture._cachedAnisotropicFilteringLevel !== value) {
this._gl.texParameterf(key, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy));
texture._cachedAnisotropicFilteringLevel = value;
}
};
Engine.prototype.readPixels = function (x, y, width, height) {
var data = new Uint8Array(height * width * 4);
this._gl.readPixels(0, 0, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
return data;
};
// Dispose
Engine.prototype.dispose = function () {
this.hideLoadingUI();
this.stopRenderLoop();
while (this.scenes.length) {
this.scenes[0].dispose();
}
// Release audio engine
Engine.audioEngine.dispose();
for (var name in this._compiledEffects) {
this._gl.deleteProgram(this._compiledEffects[name]._program);
}
for (var i in this._vertexAttribArrays) {
if (i > this._gl.VERTEX_ATTRIB_ARRAY_ENABLED || !this._vertexAttribArrays[i]) {
continue;
}
this._gl.disableVertexAttribArray(i);
}
// Events
window.removeEventListener("blur", this._onBlur);
window.removeEventListener("focus", this._onFocus);
document.removeEventListener("fullscreenchange", this._onFullscreenChange);
document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
document.removeEventListener("pointerlockchange", this._onPointerLockChange);
document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
};
// Loading screen
Engine.prototype.displayLoadingUI = function () {
var _this = this;
this._loadingDiv = document.createElement("div");
this._loadingDiv.style.opacity = "0";
this._loadingDiv.style.transition = "opacity 1.5s ease";
// Loading text
this._loadingTextDiv = document.createElement("div");
this._loadingTextDiv.style.position = "absolute";
this._loadingTextDiv.style.left = "0";
this._loadingTextDiv.style.top = "50%";
this._loadingTextDiv.style.marginTop = "80px";
this._loadingTextDiv.style.width = "100%";
this._loadingTextDiv.style.height = "20px";
this._loadingTextDiv.style.fontFamily = "Arial";
this._loadingTextDiv.style.fontSize = "14px";
this._loadingTextDiv.style.color = "white";
this._loadingTextDiv.style.textAlign = "center";
this._loadingTextDiv.innerHTML = "Loading";
this._loadingDiv.appendChild(this._loadingTextDiv);
// Loading img
var imgBack = new Image();
imgBack.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAGQAAABkCAYAAABw4pVUAAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA7DAcdvqGQAAAAYdEVYdFNvZnR3YXJlAHBhaW50Lm5ldCA0LjAuM4zml1AAAARbSURBVHhe7Z09aFNRFMc716kuLrq4FdyLq4Wi4CAoRQcR0UJBUBdRiuLSIYMo6CA4FF2sgw6CFAdFUOpSQYcWO4hD26UQCfXrIQrx/JJzw1OSWq3NPeL/B4Fy+0jg/HO+7j3vpUcI8b/Q39+/49ihfWdPHT94Yf/e3Se3bd263f8lus218TPn6vV6Ya8Wi/MzNRNmj18iusX9W1evmP1/EKNEIVG6CMbG6E3bt+fT++pHha8NoHdT72bLE8NDg7tGU64gLLndV4Wc4m8j/pS+vr4tGB/DT16v3Fyr8dvBe/jbit8BL0AES9LX1iPAz+BR/hFiLVCynj95dPzNy6fv3IZ/k4L3948Sq7FzYGBg4vLFGxitabuOFCbWNKGrMnbiUuo18KaV6tIHv6YtvL9/nOgE31jCktmrY7k6+/zhE4yP4Vf7hiNqh/BWWEl8mzDol4p22Lf7cIdvdUMEvv0Y2S9fE5S1hLzpqTsPkiep//gFGPnR3Yl7GL5p/xYFBrTwM+iXio3GqpwDGL5p/xYNIX7XG8Q6IJRgdIzf1KBBgafII7oMidhyQtVFaMA2Bt7il4huQRhaXphbcR2g4RXqBzKAGHiCCwGFVUAj/m/RTRDj29cvn10I0PZ3LghH5f4CL1EFlQmqqXK3jDDKFxmhQ3Yt6oQseUZGKmMnTpsOqc8o1F9kBOMjQlOLeqEeIyOc6JV6jYLJD/+XyIFvnzdgl9aXRQ5I2qZDK1SpospMqaoqON/wZZGDciLnMMiXRS7IF4hhqMTNTdk7CFu+LHLhR7BQqBvPDJUUQqCGvCMATHUgBmhWNgApmdOda9YpM+VwRYfuyyIXDK8hBlilNerLIheMZCKGwlUAyru6GlwOgPUbRxADdJ9FAChxXY864viyyEXqPxhc0M2TAfAbatSdRyHtXymhByEdRnE3ky+JnHAIhSA0h74kckETmHoQbSgGwJrCIRMEPSRIBCRIMAhZaYhaggQhJXUJEoRU9mofKwh+F22dLRRfEjlJM7w6KQwCoQpBOKTyJZETjmwRxKqtGV8SOSkNOGjKPQppBEgDDkFgpxdBVGkFgaYQQXRIFQSObk0P5ZFIpAZRHXsQ0r0hCluBWKkuvVbYCkQaCdL5ehBScudJP4yY+rLISdps1NBDEJKXMMmoSfggWC4ZQRR17oFYXph7hSiquIKQ+hJGTX1J5MYSPD/GVdNzsgLBwZVCVyAQAkF0ohiI/c1fS6tNXq9UfEnkhudmIQolsS+J3Hh/UtNDzQLhj42VKJFInqLwFYiUU5ToA+HdfI0JevUpQUAIn+vSz2lHIuUV/dJOIHhOY/IWVWGBIHQtzs88s9zyWBuTgcBLzGOmeNnfF/QslSDgMeQW85i3DOQxuipxAkCyZ8SIm4Omp+7MMlCB59j6sKZcMoM4iIEoeI2J9AKxrFobZx0v4vYInuHFS4J1GQRCAGaLEYQXfyMML5XSQgghhBBCCCH+cXp6vgNhKpSKX/XdOAAAAABJRU5ErkJggg==";
imgBack.style.position = "absolute";
imgBack.style.left = "50%";
imgBack.style.top = "50%";
imgBack.style.marginLeft = "-50px";
imgBack.style.marginTop = "-50px";
imgBack.style.transition = "transform 1.0s ease";
imgBack.style.webkitTransition = "-webkit-transform 1.0s ease";
var deg = 360;
var onTransitionEnd = function () {
deg += 360;
imgBack.style.transform = "rotateZ(" + deg + "deg)";
imgBack.style.webkitTransform = "rotateZ(" + deg + "deg)";
};
imgBack.addEventListener("transitionend", onTransitionEnd);
imgBack.addEventListener("webkitTransitionEnd", onTransitionEnd);
this._loadingDiv.appendChild(imgBack);
// front image
var imgFront = new Image();
imgFront.src = "data:image/png;base64,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";
imgFront.style.position = "absolute";
imgFront.style.left = "50%";
imgFront.style.top = "50%";
imgFront.style.marginLeft = "-50px";
imgFront.style.marginTop = "-50px";
this._loadingDiv.appendChild(imgFront);
// Resize
this._resizeLoadingUI = function () {
var canvasRect = _this.getRenderingCanvasClientRect();
_this._loadingDiv.style.position = "absolute";
_this._loadingDiv.style.left = canvasRect.left + "px";
_this._loadingDiv.style.top = canvasRect.top + "px";
_this._loadingDiv.style.width = canvasRect.width + "px";
_this._loadingDiv.style.height = canvasRect.height + "px";
};
this._resizeLoadingUI();
window.addEventListener("resize", this._resizeLoadingUI);
this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
document.body.appendChild(this._loadingDiv);
setTimeout(function () {
_this._loadingDiv.style.opacity = "1";
imgBack.style.transform = "rotateZ(360deg)";
imgBack.style.webkitTransform = "rotateZ(360deg)";
}, 0);
};
Object.defineProperty(Engine.prototype, "loadingUIText", {
set: function (text) {
if (!this._loadingDiv) {
return;
}
this._loadingTextDiv.innerHTML = text;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
get: function () {
return this._loadingDivBackgroundColor;
},
set: function (color) {
this._loadingDivBackgroundColor = color;
if (!this._loadingDiv) {
return;
}
this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
},
enumerable: true,
configurable: true
});
Engine.prototype.hideLoadingUI = function () {
var _this = this;
if (!this._loadingDiv) {
return;
}
var onTransitionEnd = function () {
if (!_this._loadingDiv) {
return;
}
document.body.removeChild(_this._loadingDiv);
window.removeEventListener("resize", _this._resizeLoadingUI);
_this._loadingDiv = null;
};
this._loadingDiv.style.opacity = "0";
this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
};
// FPS
Engine.prototype.getFps = function () {
return this.fps;
};
Engine.prototype.getDeltaTime = function () {
return this.deltaTime;
};
Engine.prototype._measureFps = function () {
this.previousFramesDuration.push(BABYLON.Tools.Now);
var length = this.previousFramesDuration.length;
if (length >= 2) {
this.deltaTime = this.previousFramesDuration[length - 1] - this.previousFramesDuration[length - 2];
}
if (length >= this.fpsRange) {
if (length > this.fpsRange) {
this.previousFramesDuration.splice(0, 1);
length = this.previousFramesDuration.length;
}
var sum = 0;
for (var id = 0; id < length - 1; id++) {
sum += this.previousFramesDuration[id + 1] - this.previousFramesDuration[id];
}
this.fps = 1000.0 / (sum / (length - 1));
}
};
// Statics
Engine.isSupported = function () {
try {
// Avoid creating an unsized context for CocoonJS, since size determined on first creation. Is not resizable
if (navigator.isCocoonJS) {
return true;
}
var tempcanvas = document.createElement("canvas");
var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
return gl != null && !!window.WebGLRenderingContext;
}
catch (e) {
return false;
}
};
// Const statics
Engine._ALPHA_DISABLE = 0;
Engine._ALPHA_ADD = 1;
Engine._ALPHA_COMBINE = 2;
Engine._DELAYLOADSTATE_NONE = 0;
Engine._DELAYLOADSTATE_LOADED = 1;
Engine._DELAYLOADSTATE_LOADING = 2;
Engine._DELAYLOADSTATE_NOTLOADED = 4;
Engine._TEXTUREFORMAT_ALPHA = 0;
Engine._TEXTUREFORMAT_LUMINANCE = 1;
Engine._TEXTUREFORMAT_LUMINANCE_ALPHA = 2;
Engine._TEXTUREFORMAT_RGB = 4;
Engine._TEXTUREFORMAT_RGBA = 4;
Engine._TEXTURETYPE_UNSIGNED_INT = 0;
Engine._TEXTURETYPE_FLOAT = 1;
// Updatable statics so stick with vars here
Engine.Epsilon = 0.001;
Engine.CollisionsEpsilon = 0.001;
Engine.CodeRepository = "Babylon/";
Engine.ShadersRepository = "Babylon/Shaders/";
return Engine;
})();
BABYLON.Engine = Engine;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.engine.js.map
var BABYLON;
(function (BABYLON) {
/**
* Node is the basic class for all scene objects (Mesh, Light Camera).
*/
var Node = (function () {
/**
* @constructor
* @param {string} name - the name and id to be given to this node
* @param {BABYLON.Scene} the scene this node will be added to
*/
function Node(name, scene) {
this.state = "";
this.animations = new Array();
this._childrenFlag = -1;
this._isEnabled = true;
this._isReady = true;
this._currentRenderId = -1;
this._parentRenderId = -1;
this.name = name;
this.id = name;
this._scene = scene;
this._initCache();
}
Node.prototype.getScene = function () {
return this._scene;
};
Node.prototype.getEngine = function () {
return this._scene.getEngine();
};
// override it in derived class
Node.prototype.getWorldMatrix = function () {
return BABYLON.Matrix.Identity();
};
// override it in derived class if you add new variables to the cache
// and call the parent class method
Node.prototype._initCache = function () {
this._cache = {};
this._cache.parent = undefined;
};
Node.prototype.updateCache = function (force) {
if (!force && this.isSynchronized())
return;
this._cache.parent = this.parent;
this._updateCache();
};
// override it in derived class if you add new variables to the cache
// and call the parent class method if !ignoreParentClass
Node.prototype._updateCache = function (ignoreParentClass) {
};
// override it in derived class if you add new variables to the cache
Node.prototype._isSynchronized = function () {
return true;
};
Node.prototype._markSyncedWithParent = function () {
this._parentRenderId = this.parent._currentRenderId;
};
Node.prototype.isSynchronizedWithParent = function () {
if (!this.parent) {
return true;
}
if (this._parentRenderId !== this.parent._currentRenderId) {
return false;
}
return this.parent.isSynchronized();
};
Node.prototype.isSynchronized = function (updateCache) {
var check = this.hasNewParent();
check = check || !this.isSynchronizedWithParent();
check = check || !this._isSynchronized();
if (updateCache)
this.updateCache(true);
return !check;
};
Node.prototype.hasNewParent = function (update) {
if (this._cache.parent === this.parent)
return false;
if (update)
this._cache.parent = this.parent;
return true;
};
/**
* Is this node ready to be used/rendered
* @return {boolean} is it ready
*/
Node.prototype.isReady = function () {
return this._isReady;
};
/**
* Is this node enabled.
* If the node has a parent and is enabled, the parent will be inspected as well.
* @return {boolean} whether this node (and its parent) is enabled.
* @see setEnabled
*/
Node.prototype.isEnabled = function () {
if (!this._isEnabled) {
return false;
}
if (this.parent) {
return this.parent.isEnabled();
}
return true;
};
/**
* Set the enabled state of this node.
* @param {boolean} value - the new enabled state
* @see isEnabled
*/
Node.prototype.setEnabled = function (value) {
this._isEnabled = value;
};
/**
* Is this node a descendant of the given node.
* The function will iterate up the hierarchy until the ancestor was found or no more parents defined.
* @param {BABYLON.Node} ancestor - The parent node to inspect
* @see parent
*/
Node.prototype.isDescendantOf = function (ancestor) {
if (this.parent) {
if (this.parent === ancestor) {
return true;
}
return this.parent.isDescendantOf(ancestor);
}
return false;
};
Node.prototype._getDescendants = function (list, results) {
for (var index = 0; index < list.length; index++) {
var item = list[index];
if (item.isDescendantOf(this)) {
results.push(item);
}
}
};
/**
* Will return all nodes that have this node as parent.
* @return {BABYLON.Node[]} all children nodes of all types.
*/
Node.prototype.getDescendants = function () {
var results = [];
this._getDescendants(this._scene.meshes, results);
this._getDescendants(this._scene.lights, results);
this._getDescendants(this._scene.cameras, results);
return results;
};
Node.prototype._setReady = function (state) {
if (state == this._isReady) {
return;
}
if (!state) {
this._isReady = false;
return;
}
this._isReady = true;
if (this.onReady) {
this.onReady(this);
}
};
return Node;
})();
BABYLON.Node = Node;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.node.js.map
var BABYLON;
(function (BABYLON) {
var FilesInput = (function () {
/// Register to core BabylonJS object: engine, scene, rendering canvas, callback function when the scene will be loaded,
/// loading progress callback and optionnal addionnal logic to call in the rendering loop
function FilesInput(p_engine, p_scene, p_canvas, p_sceneLoadedCallback, p_progressCallback, p_additionnalRenderLoopLogicCallback, p_textureLoadingCallback, p_startingProcessingFilesCallback) {
this._engine = p_engine;
this._canvas = p_canvas;
this._currentScene = p_scene;
this._sceneLoadedCallback = p_sceneLoadedCallback;
this._progressCallback = p_progressCallback;
this._additionnalRenderLoopLogicCallback = p_additionnalRenderLoopLogicCallback;
this._textureLoadingCallback = p_textureLoadingCallback;
this._startingProcessingFilesCallback = p_startingProcessingFilesCallback;
}
FilesInput.prototype.monitorElementForDragNDrop = function (p_elementToMonitor) {
var _this = this;
if (p_elementToMonitor) {
this._elementToMonitor = p_elementToMonitor;
this._elementToMonitor.addEventListener("dragenter", function (e) {
_this.drag(e);
}, false);
this._elementToMonitor.addEventListener("dragover", function (e) {
_this.drag(e);
}, false);
this._elementToMonitor.addEventListener("drop", function (e) {
_this.drop(e);
}, false);
}
};
FilesInput.prototype.renderFunction = function () {
if (this._additionnalRenderLoopLogicCallback) {
this._additionnalRenderLoopLogicCallback();
}
if (this._currentScene) {
if (this._textureLoadingCallback) {
var remaining = this._currentScene.getWaitingItemsCount();
if (remaining > 0) {
this._textureLoadingCallback(remaining);
}
}
this._currentScene.render();
}
};
FilesInput.prototype.drag = function (e) {
e.stopPropagation();
e.preventDefault();
};
FilesInput.prototype.drop = function (eventDrop) {
eventDrop.stopPropagation();
eventDrop.preventDefault();
this.loadFiles(eventDrop);
};
FilesInput.prototype.loadFiles = function (event) {
if (this._startingProcessingFilesCallback)
this._startingProcessingFilesCallback();
// Handling data transfer via drag'n'drop
if (event && event.dataTransfer && event.dataTransfer.files) {
this._filesToLoad = event.dataTransfer.files;
}
// Handling files from input files
if (event && event.target && event.target.files) {
this._filesToLoad = event.target.files;
}
if (this._filesToLoad && this._filesToLoad.length > 0) {
for (var i = 0; i < this._filesToLoad.length; i++) {
switch (this._filesToLoad[i].type) {
case "image/jpeg":
case "image/png":
case "image/bmp":
FilesInput.FilesTextures[this._filesToLoad[i].name] = this._filesToLoad[i];
break;
case "image/targa":
case "image/vnd.ms-dds":
case "audio/wav":
case "audio/x-wav":
case "audio/mp3":
case "audio/mpeg":
case "audio/mpeg3":
case "audio/x-mpeg-3":
case "audio/ogg":
FilesInput.FilesToLoad[this._filesToLoad[i].name] = this._filesToLoad[i];
break;
default:
if (this._filesToLoad[i].name.indexOf(".babylon") !== -1 && this._filesToLoad[i].name.indexOf(".manifest") === -1 && this._filesToLoad[i].name.indexOf(".incremental") === -1 && this._filesToLoad[i].name.indexOf(".babylonmeshdata") === -1 && this._filesToLoad[i].name.indexOf(".babylongeometrydata") === -1) {
this._sceneFileToLoad = this._filesToLoad[i];
}
break;
}
}
this.reload();
}
};
FilesInput.prototype.reload = function () {
var _this = this;
var that = this;
// If a ".babylon" file has been provided
if (this._sceneFileToLoad) {
if (this._currentScene) {
this._engine.stopRenderLoop();
this._currentScene.dispose();
}
BABYLON.SceneLoader.Load("file:", this._sceneFileToLoad, this._engine, function (newScene) {
that._currentScene = newScene;
// Wait for textures and shaders to be ready
that._currentScene.executeWhenReady(function () {
// Attach camera to canvas inputs
if (!that._currentScene.activeCamera || that._currentScene.lights.length === 0) {
that._currentScene.createDefaultCameraOrLight();
}
that._currentScene.activeCamera.attachControl(that._canvas);
if (that._sceneLoadedCallback) {
that._sceneLoadedCallback(_this._sceneFileToLoad, that._currentScene);
}
that._engine.runRenderLoop(function () {
that.renderFunction();
});
});
}, function (progress) {
if (_this._progressCallback) {
_this._progressCallback(progress);
}
});
}
else {
BABYLON.Tools.Error("Please provide a valid .babylon file.");
}
};
FilesInput.FilesTextures = new Array();
FilesInput.FilesToLoad = new Array();
return FilesInput;
})();
BABYLON.FilesInput = FilesInput;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.filesInput.js.map
var BABYLON;
(function (BABYLON) {
var IntersectionInfo = (function () {
function IntersectionInfo(bu, bv, distance) {
this.bu = bu;
this.bv = bv;
this.distance = distance;
this.faceId = 0;
this.subMeshId = 0;
}
return IntersectionInfo;
})();
BABYLON.IntersectionInfo = IntersectionInfo;
var PickingInfo = (function () {
function PickingInfo() {
this.hit = false;
this.distance = 0;
this.pickedPoint = null;
this.pickedMesh = null;
this.bu = 0;
this.bv = 0;
this.faceId = -1;
this.subMeshId = 0;
}
// Methods
PickingInfo.prototype.getNormal = function (useWorldCoordinates) {
if (useWorldCoordinates === void 0) { useWorldCoordinates = false; }
if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
return null;
}
var indices = this.pickedMesh.getIndices();
var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
normal0 = normal0.scale(this.bu);
normal1 = normal1.scale(this.bv);
normal2 = normal2.scale(1.0 - this.bu - this.bv);
var result = new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
if (useWorldCoordinates) {
result = BABYLON.Vector3.TransformNormal(result, this.pickedMesh.getWorldMatrix());
}
return result;
};
PickingInfo.prototype.getTextureCoordinates = function () {
if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
return null;
}
var indices = this.pickedMesh.getIndices();
var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
uv0 = uv0.scale(this.bu);
uv1 = uv1.scale(this.bv);
uv2 = uv2.scale(1.0 - this.bu - this.bv);
return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
};
return PickingInfo;
})();
BABYLON.PickingInfo = PickingInfo;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.pickingInfo.js.map
var BABYLON;
(function (BABYLON) {
var BoundingSphere = (function () {
function BoundingSphere(minimum, maximum) {
this.minimum = minimum;
this.maximum = maximum;
this._tempRadiusVector = BABYLON.Vector3.Zero();
var distance = BABYLON.Vector3.Distance(minimum, maximum);
this.center = BABYLON.Vector3.Lerp(minimum, maximum, 0.5);
this.radius = distance * 0.5;
this.centerWorld = BABYLON.Vector3.Zero();
this._update(BABYLON.Matrix.Identity());
}
// Methods
BoundingSphere.prototype._update = function (world) {
BABYLON.Vector3.TransformCoordinatesToRef(this.center, world, this.centerWorld);
BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, world, this._tempRadiusVector);
this.radiusWorld = Math.max(Math.abs(this._tempRadiusVector.x), Math.abs(this._tempRadiusVector.y), Math.abs(this._tempRadiusVector.z)) * this.radius;
};
BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
for (var i = 0; i < 6; i++) {
if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld)
return false;
}
return true;
};
BoundingSphere.prototype.intersectsPoint = function (point) {
var x = this.centerWorld.x - point.x;
var y = this.centerWorld.y - point.y;
var z = this.centerWorld.z - point.z;
var distance = Math.sqrt((x * x) + (y * y) + (z * z));
if (Math.abs(this.radiusWorld - distance) < BABYLON.Engine.Epsilon)
return false;
return true;
};
// Statics
BoundingSphere.Intersects = function (sphere0, sphere1) {
var x = sphere0.centerWorld.x - sphere1.centerWorld.x;
var y = sphere0.centerWorld.y - sphere1.centerWorld.y;
var z = sphere0.centerWorld.z - sphere1.centerWorld.z;
var distance = Math.sqrt((x * x) + (y * y) + (z * z));
if (sphere0.radiusWorld + sphere1.radiusWorld < distance)
return false;
return true;
};
return BoundingSphere;
})();
BABYLON.BoundingSphere = BoundingSphere;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.boundingSphere.js.map
var BABYLON;
(function (BABYLON) {
var BoundingBox = (function () {
function BoundingBox(minimum, maximum) {
this.minimum = minimum;
this.maximum = maximum;
this.vectors = new Array();
this.vectorsWorld = new Array();
// Bounding vectors
this.vectors.push(this.minimum.clone());
this.vectors.push(this.maximum.clone());
this.vectors.push(this.minimum.clone());
this.vectors[2].x = this.maximum.x;
this.vectors.push(this.minimum.clone());
this.vectors[3].y = this.maximum.y;
this.vectors.push(this.minimum.clone());
this.vectors[4].z = this.maximum.z;
this.vectors.push(this.maximum.clone());
this.vectors[5].z = this.minimum.z;
this.vectors.push(this.maximum.clone());
this.vectors[6].x = this.minimum.x;
this.vectors.push(this.maximum.clone());
this.vectors[7].y = this.minimum.y;
// OBB
this.center = this.maximum.add(this.minimum).scale(0.5);
this.extendSize = this.maximum.subtract(this.minimum).scale(0.5);
this.directions = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
for (var index = 0; index < this.vectors.length; index++) {
this.vectorsWorld[index] = BABYLON.Vector3.Zero();
}
this.minimumWorld = BABYLON.Vector3.Zero();
this.maximumWorld = BABYLON.Vector3.Zero();
this._update(BABYLON.Matrix.Identity());
}
// Methods
BoundingBox.prototype.getWorldMatrix = function () {
return this._worldMatrix;
};
BoundingBox.prototype._update = function (world) {
BABYLON.Vector3.FromFloatsToRef(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, this.minimumWorld);
BABYLON.Vector3.FromFloatsToRef(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE, this.maximumWorld);
for (var index = 0; index < this.vectors.length; index++) {
var v = this.vectorsWorld[index];
BABYLON.Vector3.TransformCoordinatesToRef(this.vectors[index], world, v);
if (v.x < this.minimumWorld.x)
this.minimumWorld.x = v.x;
if (v.y < this.minimumWorld.y)
this.minimumWorld.y = v.y;
if (v.z < this.minimumWorld.z)
this.minimumWorld.z = v.z;
if (v.x > this.maximumWorld.x)
this.maximumWorld.x = v.x;
if (v.y > this.maximumWorld.y)
this.maximumWorld.y = v.y;
if (v.z > this.maximumWorld.z)
this.maximumWorld.z = v.z;
}
// OBB
this.maximumWorld.addToRef(this.minimumWorld, this.center);
this.center.scaleInPlace(0.5);
BABYLON.Vector3.FromFloatArrayToRef(world.m, 0, this.directions[0]);
BABYLON.Vector3.FromFloatArrayToRef(world.m, 4, this.directions[1]);
BABYLON.Vector3.FromFloatArrayToRef(world.m, 8, this.directions[2]);
this._worldMatrix = world;
};
BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
};
BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {
return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
};
BoundingBox.prototype.intersectsPoint = function (point) {
var delta = -BABYLON.Engine.Epsilon;
if (this.maximumWorld.x - point.x < delta || delta > point.x - this.minimumWorld.x)
return false;
if (this.maximumWorld.y - point.y < delta || delta > point.y - this.minimumWorld.y)
return false;
if (this.maximumWorld.z - point.z < delta || delta > point.z - this.minimumWorld.z)
return false;
return true;
};
BoundingBox.prototype.intersectsSphere = function (sphere) {
return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
};
BoundingBox.prototype.intersectsMinMax = function (min, max) {
if (this.maximumWorld.x < min.x || this.minimumWorld.x > max.x)
return false;
if (this.maximumWorld.y < min.y || this.minimumWorld.y > max.y)
return false;
if (this.maximumWorld.z < min.z || this.minimumWorld.z > max.z)
return false;
return true;
};
// Statics
BoundingBox.Intersects = function (box0, box1) {
if (box0.maximumWorld.x < box1.minimumWorld.x || box0.minimumWorld.x > box1.maximumWorld.x)
return false;
if (box0.maximumWorld.y < box1.minimumWorld.y || box0.minimumWorld.y > box1.maximumWorld.y)
return false;
if (box0.maximumWorld.z < box1.minimumWorld.z || box0.minimumWorld.z > box1.maximumWorld.z)
return false;
return true;
};
BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
var vector = BABYLON.Vector3.Clamp(sphereCenter, minPoint, maxPoint);
var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
return (num <= (sphereRadius * sphereRadius));
};
BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {
for (var p = 0; p < 6; p++) {
for (var i = 0; i < 8; i++) {
if (frustumPlanes[p].dotCoordinate(boundingVectors[i]) < 0) {
return false;
}
}
}
return true;
};
BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
for (var p = 0; p < 6; p++) {
var inCount = 8;
for (var i = 0; i < 8; i++) {
if (frustumPlanes[p].dotCoordinate(boundingVectors[i]) < 0) {
--inCount;
}
else {
break;
}
}
if (inCount === 0)
return false;
}
return true;
};
return BoundingBox;
})();
BABYLON.BoundingBox = BoundingBox;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.boundingBox.js.map
var BABYLON;
(function (BABYLON) {
var computeBoxExtents = function (axis, box) {
var p = BABYLON.Vector3.Dot(box.center, axis);
var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
var r = r0 + r1 + r2;
return {
min: p - r,
max: p + r
};
};
var extentsOverlap = function (min0, max0, min1, max1) { return !(min0 > max1 || min1 > max0); };
var axisOverlap = function (axis, box0, box1) {
var result0 = computeBoxExtents(axis, box0);
var result1 = computeBoxExtents(axis, box1);
return extentsOverlap(result0.min, result0.max, result1.min, result1.max);
};
var BoundingInfo = (function () {
function BoundingInfo(minimum, maximum) {
this.minimum = minimum;
this.maximum = maximum;
this.boundingBox = new BABYLON.BoundingBox(minimum, maximum);
this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum);
}
// Methods
BoundingInfo.prototype._update = function (world) {
this.boundingBox._update(world);
this.boundingSphere._update(world);
};
BoundingInfo.prototype.isInFrustum = function (frustumPlanes) {
if (!this.boundingSphere.isInFrustum(frustumPlanes))
return false;
return this.boundingBox.isInFrustum(frustumPlanes);
};
BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {
return this.boundingBox.isCompletelyInFrustum(frustumPlanes);
};
BoundingInfo.prototype._checkCollision = function (collider) {
return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
};
BoundingInfo.prototype.intersectsPoint = function (point) {
if (!this.boundingSphere.centerWorld) {
return false;
}
if (!this.boundingSphere.intersectsPoint(point)) {
return false;
}
if (!this.boundingBox.intersectsPoint(point)) {
return false;
}
return true;
};
BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
if (!this.boundingSphere.centerWorld || !boundingInfo.boundingSphere.centerWorld) {
return false;
}
if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
return false;
}
if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
return false;
}
if (!precise) {
return true;
}
var box0 = this.boundingBox;
var box1 = boundingInfo.boundingBox;
if (!axisOverlap(box0.directions[0], box0, box1))
return false;
if (!axisOverlap(box0.directions[1], box0, box1))
return false;
if (!axisOverlap(box0.directions[2], box0, box1))
return false;
if (!axisOverlap(box1.directions[0], box0, box1))
return false;
if (!axisOverlap(box1.directions[1], box0, box1))
return false;
if (!axisOverlap(box1.directions[2], box0, box1))
return false;
if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1))
return false;
if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1))
return false;
if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1))
return false;
if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1))
return false;
if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1))
return false;
if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1))
return false;
if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1))
return false;
if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1))
return false;
if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1))
return false;
return true;
};
return BoundingInfo;
})();
BABYLON.BoundingInfo = BoundingInfo;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.boundingInfo.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var AbstractMesh = (function (_super) {
__extends(AbstractMesh, _super);
function AbstractMesh(name, scene) {
var _this = this;
_super.call(this, name, scene);
// Properties
this.definedFacingForward = true; // orientation for POV movement & rotation
this.position = new BABYLON.Vector3(0, 0, 0);
this.rotation = new BABYLON.Vector3(0, 0, 0);
this.scaling = new BABYLON.Vector3(1, 1, 1);
this.billboardMode = AbstractMesh.BILLBOARDMODE_NONE;
this.visibility = 1.0;
this.alphaIndex = Number.MAX_VALUE;
this.infiniteDistance = false;
this.isVisible = true;
this.isPickable = true;
this.showBoundingBox = false;
this.showSubMeshesBoundingBox = false;
this.onDispose = null;
this.checkCollisions = false;
this.isBlocker = false;
this.renderingGroupId = 0;
this.receiveShadows = false;
this.renderOutline = false;
this.outlineColor = BABYLON.Color3.Red();
this.outlineWidth = 0.02;
this.renderOverlay = false;
this.overlayColor = BABYLON.Color3.Red();
this.overlayAlpha = 0.5;
this.hasVertexAlpha = false;
this.useVertexColors = true;
this.applyFog = true;
this.useOctreeForRenderingSelection = true;
this.useOctreeForPicking = true;
this.useOctreeForCollisions = true;
this.layerMask = 0x0FFFFFFF;
this.alwaysSelectAsActiveMesh = false;
// Physics
this._physicImpostor = BABYLON.PhysicsEngine.NoImpostor;
// Collisions
this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
this._collider = new BABYLON.Collider();
this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
this._newPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
// Cache
this._localScaling = BABYLON.Matrix.Zero();
this._localRotation = BABYLON.Matrix.Zero();
this._localTranslation = BABYLON.Matrix.Zero();
this._localBillboard = BABYLON.Matrix.Zero();
this._localPivotScaling = BABYLON.Matrix.Zero();
this._localPivotScalingRotation = BABYLON.Matrix.Zero();
this._localWorld = BABYLON.Matrix.Zero();
this._worldMatrix = BABYLON.Matrix.Zero();
this._rotateYByPI = BABYLON.Matrix.RotationY(Math.PI);
this._absolutePosition = BABYLON.Vector3.Zero();
this._collisionsTransformMatrix = BABYLON.Matrix.Zero();
this._collisionsScalingMatrix = BABYLON.Matrix.Zero();
this._isDirty = false;
this._pivotMatrix = BABYLON.Matrix.Identity();
this._isDisposed = false;
this._renderId = 0;
this._intersectionsInProgress = new Array();
this._onAfterWorldMatrixUpdate = new Array();
this._isWorldMatrixFrozen = false;
this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
if (collidedMesh === void 0) { collidedMesh = null; }
//TODO move this to the collision coordinator!
if (_this.getScene().workerCollisions)
newPosition.multiplyInPlace(_this._collider.radius);
newPosition.subtractToRef(_this._oldPositionForCollisions, _this._diffPositionForCollisions);
if (_this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
_this.position.addInPlace(_this._diffPositionForCollisions);
}
};
scene.addMesh(this);
}
Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
get: function () {
return AbstractMesh._BILLBOARDMODE_NONE;
},
enumerable: true,
configurable: true
});
Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
get: function () {
return AbstractMesh._BILLBOARDMODE_X;
},
enumerable: true,
configurable: true
});
Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
get: function () {
return AbstractMesh._BILLBOARDMODE_Y;
},
enumerable: true,
configurable: true
});
Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
get: function () {
return AbstractMesh._BILLBOARDMODE_Z;
},
enumerable: true,
configurable: true
});
Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
get: function () {
return AbstractMesh._BILLBOARDMODE_ALL;
},
enumerable: true,
configurable: true
});
Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
// Methods
get: function () {
return false;
},
enumerable: true,
configurable: true
});
AbstractMesh.prototype.getLOD = function (camera) {
return this;
};
AbstractMesh.prototype.getTotalVertices = function () {
return 0;
};
AbstractMesh.prototype.getIndices = function () {
return null;
};
AbstractMesh.prototype.getVerticesData = function (kind) {
return null;
};
AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
return false;
};
AbstractMesh.prototype.getBoundingInfo = function () {
if (this._masterMesh) {
return this._masterMesh.getBoundingInfo();
}
if (!this._boundingInfo) {
this._updateBoundingInfo();
}
return this._boundingInfo;
};
Object.defineProperty(AbstractMesh.prototype, "useBones", {
get: function () {
return this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind);
},
enumerable: true,
configurable: true
});
AbstractMesh.prototype._preActivate = function () {
};
AbstractMesh.prototype._activate = function (renderId) {
this._renderId = renderId;
};
AbstractMesh.prototype.getWorldMatrix = function () {
if (this._masterMesh) {
return this._masterMesh.getWorldMatrix();
}
if (this._currentRenderId !== this.getScene().getRenderId()) {
this.computeWorldMatrix();
}
return this._worldMatrix;
};
Object.defineProperty(AbstractMesh.prototype, "worldMatrixFromCache", {
get: function () {
return this._worldMatrix;
},
enumerable: true,
configurable: true
});
Object.defineProperty(AbstractMesh.prototype, "absolutePosition", {
get: function () {
return this._absolutePosition;
},
enumerable: true,
configurable: true
});
AbstractMesh.prototype.freezeWorldMatrix = function () {
this._isWorldMatrixFrozen = false; // no guarantee world is not already frozen, switch off temporarily
this.computeWorldMatrix(true);
this._isWorldMatrixFrozen = true;
};
AbstractMesh.prototype.unfreezeWorldMatrix = function () {
this._isWorldMatrixFrozen = false;
this.computeWorldMatrix(true);
};
Object.defineProperty(AbstractMesh.prototype, "isWorldMatrixFrozen", {
get: function () {
return this._isWorldMatrixFrozen;
},
enumerable: true,
configurable: true
});
AbstractMesh.prototype.rotate = function (axis, amount, space) {
if (!this.rotationQuaternion) {
this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
this.rotation = BABYLON.Vector3.Zero();
}
if (!space || space === 0 /* LOCAL */) {
var rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, amount);
this.rotationQuaternion = this.rotationQuaternion.multiply(rotationQuaternion);
}
else {
if (this.parent) {
var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
invertParentWorldMatrix.invert();
axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
}
rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, amount);
this.rotationQuaternion = rotationQuaternion.multiply(this.rotationQuaternion);
}
};
AbstractMesh.prototype.translate = function (axis, distance, space) {
var displacementVector = axis.scale(distance);
if (!space || space === 0 /* LOCAL */) {
var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
this.setPositionWithLocalVector(tempV3);
}
else {
this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
}
};
AbstractMesh.prototype.getAbsolutePosition = function () {
this.computeWorldMatrix();
return this._absolutePosition;
};
AbstractMesh.prototype.setAbsolutePosition = function (absolutePosition) {
if (!absolutePosition) {
return;
}
var absolutePositionX;
var absolutePositionY;
var absolutePositionZ;
if (absolutePosition.x === undefined) {
if (arguments.length < 3) {
return;
}
absolutePositionX = arguments[0];
absolutePositionY = arguments[1];
absolutePositionZ = arguments[2];
}
else {
absolutePositionX = absolutePosition.x;
absolutePositionY = absolutePosition.y;
absolutePositionZ = absolutePosition.z;
}
if (this.parent) {
var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
invertParentWorldMatrix.invert();
var worldPosition = new BABYLON.Vector3(absolutePositionX, absolutePositionY, absolutePositionZ);
this.position = BABYLON.Vector3.TransformCoordinates(worldPosition, invertParentWorldMatrix);
}
else {
this.position.x = absolutePositionX;
this.position.y = absolutePositionY;
this.position.z = absolutePositionZ;
}
};
// ================================== Point of View Movement =================================
/**
* Perform relative position change from the point of view of behind the front of the mesh.
* This is performed taking into account the meshes current rotation, so you do not have to care.
* Supports definition of mesh facing forward or backward.
* @param {number} amountRight
* @param {number} amountUp
* @param {number} amountForward
*/
AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {
this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
};
/**
* Calculate relative position change from the point of view of behind the front of the mesh.
* This is performed taking into account the meshes current rotation, so you do not have to care.
* Supports definition of mesh facing forward or backward.
* @param {number} amountRight
* @param {number} amountUp
* @param {number} amountForward
*/
AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {
var rotMatrix = new BABYLON.Matrix();
var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
rotQuaternion.toRotationMatrix(rotMatrix);
var translationDelta = BABYLON.Vector3.Zero();
var defForwardMult = this.definedFacingForward ? -1 : 1;
BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
return translationDelta;
};
// ================================== Point of View Rotation =================================
/**
* Perform relative rotation change from the point of view of behind the front of the mesh.
* Supports definition of mesh facing forward or backward.
* @param {number} flipBack
* @param {number} twirlClockwise
* @param {number} tiltRight
*/
AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {
this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
};
/**
* Calculate relative rotation change from the point of view of behind the front of the mesh.
* Supports definition of mesh facing forward or backward.
* @param {number} flipBack
* @param {number} twirlClockwise
* @param {number} tiltRight
*/
AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {
var defForwardMult = this.definedFacingForward ? 1 : -1;
return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
};
AbstractMesh.prototype.setPivotMatrix = function (matrix) {
this._pivotMatrix = matrix;
this._cache.pivotMatrixUpdated = true;
};
AbstractMesh.prototype.getPivotMatrix = function () {
return this._pivotMatrix;
};
AbstractMesh.prototype._isSynchronized = function () {
if (this._isDirty) {
return false;
}
if (this.billboardMode !== AbstractMesh.BILLBOARDMODE_NONE)
return false;
if (this._cache.pivotMatrixUpdated) {
return false;
}
if (this.infiniteDistance) {
return false;
}
if (!this._cache.position.equals(this.position))
return false;
if (this.rotationQuaternion) {
if (!this._cache.rotationQuaternion.equals(this.rotationQuaternion))
return false;
}
else {
if (!this._cache.rotation.equals(this.rotation))
return false;
}
if (!this._cache.scaling.equals(this.scaling))
return false;
return true;
};
AbstractMesh.prototype._initCache = function () {
_super.prototype._initCache.call(this);
this._cache.localMatrixUpdated = false;
this._cache.position = BABYLON.Vector3.Zero();
this._cache.scaling = BABYLON.Vector3.Zero();
this._cache.rotation = BABYLON.Vector3.Zero();
this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
};
AbstractMesh.prototype.markAsDirty = function (property) {
if (property === "rotation") {
this.rotationQuaternion = null;
}
this._currentRenderId = Number.MAX_VALUE;
this._isDirty = true;
};
AbstractMesh.prototype._updateBoundingInfo = function () {
this._boundingInfo = this._boundingInfo || new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition);
this._boundingInfo._update(this.worldMatrixFromCache);
this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
};
AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
if (!this.subMeshes) {
return;
}
for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
var subMesh = this.subMeshes[subIndex];
subMesh.updateBoundingInfo(matrix);
}
};
AbstractMesh.prototype.computeWorldMatrix = function (force) {
if (this._isWorldMatrixFrozen) {
return this._worldMatrix;
}
if (!force && (this._currentRenderId === this.getScene().getRenderId() || this.isSynchronized(true))) {
return this._worldMatrix;
}
this._cache.position.copyFrom(this.position);
this._cache.scaling.copyFrom(this.scaling);
this._cache.pivotMatrixUpdated = false;
this._currentRenderId = this.getScene().getRenderId();
this._isDirty = false;
// Scaling
BABYLON.Matrix.ScalingToRef(this.scaling.x, this.scaling.y, this.scaling.z, this._localScaling);
// Rotation
if (this.rotationQuaternion) {
this.rotationQuaternion.toRotationMatrix(this._localRotation);
this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
}
else {
BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._localRotation);
this._cache.rotation.copyFrom(this.rotation);
}
// Translation
if (this.infiniteDistance && !this.parent) {
var camera = this.getScene().activeCamera;
var cameraWorldMatrix = camera.getWorldMatrix();
var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, this._localTranslation);
}
else {
BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._localTranslation);
}
// Composing transformations
this._pivotMatrix.multiplyToRef(this._localScaling, this._localPivotScaling);
this._localPivotScaling.multiplyToRef(this._localRotation, this._localPivotScalingRotation);
// Billboarding
if (this.billboardMode !== AbstractMesh.BILLBOARDMODE_NONE && this.getScene().activeCamera) {
var localPosition = this.position.clone();
var zero = this.getScene().activeCamera.globalPosition.clone();
if (this.parent && this.parent.position) {
localPosition.addInPlace(this.parent.position);
BABYLON.Matrix.TranslationToRef(localPosition.x, localPosition.y, localPosition.z, this._localTranslation);
}
if ((this.billboardMode & AbstractMesh.BILLBOARDMODE_ALL) != AbstractMesh.BILLBOARDMODE_ALL) {
if (this.billboardMode & AbstractMesh.BILLBOARDMODE_X)
zero.x = localPosition.x + BABYLON.Engine.Epsilon;
if (this.billboardMode & AbstractMesh.BILLBOARDMODE_Y)
zero.y = localPosition.y + 0.001;
if (this.billboardMode & AbstractMesh.BILLBOARDMODE_Z)
zero.z = localPosition.z + 0.001;
}
BABYLON.Matrix.LookAtLHToRef(localPosition, zero, BABYLON.Vector3.Up(), this._localBillboard);
this._localBillboard.m[12] = this._localBillboard.m[13] = this._localBillboard.m[14] = 0;
this._localBillboard.invert();
this._localPivotScalingRotation.multiplyToRef(this._localBillboard, this._localWorld);
this._rotateYByPI.multiplyToRef(this._localWorld, this._localPivotScalingRotation);
}
// Local world
this._localPivotScalingRotation.multiplyToRef(this._localTranslation, this._localWorld);
// Parent
if (this.parent && this.parent.getWorldMatrix && this.billboardMode === AbstractMesh.BILLBOARDMODE_NONE) {
this._markSyncedWithParent();
this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
}
else {
this._worldMatrix.copyFrom(this._localWorld);
}
// Bounding info
this._updateBoundingInfo();
// Absolute position
this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
for (var callbackIndex = 0; callbackIndex < this._onAfterWorldMatrixUpdate.length; callbackIndex++) {
this._onAfterWorldMatrixUpdate[callbackIndex](this);
}
return this._worldMatrix;
};
/**
* If you'd like to be callbacked after the mesh position, rotation or scaling has been updated
* @param func: callback function to add
*/
AbstractMesh.prototype.registerAfterWorldMatrixUpdate = function (func) {
this._onAfterWorldMatrixUpdate.push(func);
};
AbstractMesh.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
var index = this._onAfterWorldMatrixUpdate.indexOf(func);
if (index > -1) {
this._onAfterWorldMatrixUpdate.splice(index, 1);
}
};
AbstractMesh.prototype.setPositionWithLocalVector = function (vector3) {
this.computeWorldMatrix();
this.position = BABYLON.Vector3.TransformNormal(vector3, this._localWorld);
};
AbstractMesh.prototype.getPositionExpressedInLocalSpace = function () {
this.computeWorldMatrix();
var invLocalWorldMatrix = this._localWorld.clone();
invLocalWorldMatrix.invert();
return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
};
AbstractMesh.prototype.locallyTranslate = function (vector3) {
this.computeWorldMatrix(true);
this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld);
};
AbstractMesh.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor) {
/// Orients a mesh towards a target point. Mesh must be drawn facing user.
/// The position (must be in same space as current mesh) to look at
/// optional yaw (y-axis) correction in radians
/// optional pitch (x-axis) correction in radians
/// optional roll (z-axis) correction in radians
/// Mesh oriented towards targetMesh
yawCor = yawCor || 0; // default to zero if undefined
pitchCor = pitchCor || 0;
rollCor = rollCor || 0;
var dv = targetPoint.subtract(this.position);
var yaw = -Math.atan2(dv.z, dv.x) - Math.PI / 2;
var len = Math.sqrt(dv.x * dv.x + dv.z * dv.z);
var pitch = Math.atan2(dv.y, len);
this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(yaw + yawCor, pitch + pitchCor, rollCor);
};
AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
return this._boundingInfo.isInFrustum(frustumPlanes);
};
AbstractMesh.prototype.isCompletelyInFrustum = function (camera) {
if (!camera) {
camera = this.getScene().activeCamera;
}
var transformMatrix = camera.getViewMatrix().multiply(camera.getProjectionMatrix());
if (!this._boundingInfo.isCompletelyInFrustum(BABYLON.Frustum.GetPlanes(transformMatrix))) {
return false;
}
return true;
};
AbstractMesh.prototype.intersectsMesh = function (mesh, precise) {
if (!this._boundingInfo || !mesh._boundingInfo) {
return false;
}
return this._boundingInfo.intersects(mesh._boundingInfo, precise);
};
AbstractMesh.prototype.intersectsPoint = function (point) {
if (!this._boundingInfo) {
return false;
}
return this._boundingInfo.intersectsPoint(point);
};
// Physics
AbstractMesh.prototype.setPhysicsState = function (impostor, options) {
var physicsEngine = this.getScene().getPhysicsEngine();
if (!physicsEngine) {
return;
}
impostor = impostor || BABYLON.PhysicsEngine.NoImpostor;
if (impostor.impostor) {
// Old API
options = impostor;
impostor = impostor.impostor;
}
if (impostor === BABYLON.PhysicsEngine.NoImpostor) {
physicsEngine._unregisterMesh(this);
return;
}
if (!options) {
options = { mass: 0, friction: 0.2, restitution: 0.2 };
}
else {
if (!options.mass && options.mass !== 0)
options.mass = 0;
if (!options.friction && options.friction !== 0)
options.friction = 0.2;
if (!options.restitution && options.restitution !== 0)
options.restitution = 0.2;
}
this._physicImpostor = impostor;
this._physicsMass = options.mass;
this._physicsFriction = options.friction;
this._physicRestitution = options.restitution;
return physicsEngine._registerMesh(this, impostor, options);
};
AbstractMesh.prototype.getPhysicsImpostor = function () {
if (!this._physicImpostor) {
return BABYLON.PhysicsEngine.NoImpostor;
}
return this._physicImpostor;
};
AbstractMesh.prototype.getPhysicsMass = function () {
if (!this._physicsMass) {
return 0;
}
return this._physicsMass;
};
AbstractMesh.prototype.getPhysicsFriction = function () {
if (!this._physicsFriction) {
return 0;
}
return this._physicsFriction;
};
AbstractMesh.prototype.getPhysicsRestitution = function () {
if (!this._physicRestitution) {
return 0;
}
return this._physicRestitution;
};
AbstractMesh.prototype.getPositionInCameraSpace = function (camera) {
if (!camera) {
camera = this.getScene().activeCamera;
}
return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
};
AbstractMesh.prototype.getDistanceToCamera = function (camera) {
if (!camera) {
camera = this.getScene().activeCamera;
}
return this.absolutePosition.subtract(camera.position).length();
};
AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
if (!this._physicImpostor) {
return;
}
this.getScene().getPhysicsEngine()._applyImpulse(this, force, contactPoint);
};
AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
if (!this._physicImpostor) {
return;
}
this.getScene().getPhysicsEngine()._createLink(this, otherMesh, pivot1, pivot2, options);
};
AbstractMesh.prototype.updatePhysicsBodyPosition = function () {
if (!this._physicImpostor) {
return;
}
this.getScene().getPhysicsEngine()._updateBodyPosition(this);
};
// Collisions
AbstractMesh.prototype.moveWithCollisions = function (velocity) {
var globalPosition = this.getAbsolutePosition();
globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPositionForCollisions);
this._oldPositionForCollisions.addInPlace(this.ellipsoidOffset);
this._collider.radius = this.ellipsoid;
this.getScene().collisionCoordinator.getNewPosition(this._oldPositionForCollisions, velocity, this._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);
};
// Submeshes octree
/**
* This function will create an octree to help select the right submeshes for rendering, picking and collisions
* Please note that you must have a decent number of submeshes to get performance improvements when using octree
*/
AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
if (maxCapacity === void 0) { maxCapacity = 64; }
if (maxDepth === void 0) { maxDepth = 2; }
if (!this._submeshesOctree) {
this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
}
this.computeWorldMatrix(true);
// Update octree
var bbox = this.getBoundingInfo().boundingBox;
this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
return this._submeshesOctree;
};
// Collisions
AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
this._generatePointsArray();
// Transformation
if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
subMesh._lastColliderTransformMatrix = transformMatrix.clone();
subMesh._lastColliderWorldVertices = [];
subMesh._trianglePlanes = [];
var start = subMesh.verticesStart;
var end = (subMesh.verticesStart + subMesh.verticesCount);
for (var i = start; i < end; i++) {
subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
}
}
// Collide
collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial());
if (collider.collisionFound) {
collider.collidedMesh = this;
}
};
AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
var subMeshes;
var len;
// Octrees
if (this._submeshesOctree && this.useOctreeForCollisions) {
var radius = collider.velocityWorldLength + Math.max(collider.radius.x, collider.radius.y, collider.radius.z);
var intersections = this._submeshesOctree.intersects(collider.basePointWorld, radius);
len = intersections.length;
subMeshes = intersections.data;
}
else {
subMeshes = this.subMeshes;
len = subMeshes.length;
}
for (var index = 0; index < len; index++) {
var subMesh = subMeshes[index];
// Bounding test
if (len > 1 && !subMesh._checkCollision(collider))
continue;
this._collideForSubMesh(subMesh, transformMatrix, collider);
}
};
AbstractMesh.prototype._checkCollision = function (collider) {
// Bounding box test
if (!this._boundingInfo._checkCollision(collider))
return;
// Transformation matrix
BABYLON.Matrix.ScalingToRef(1.0 / collider.radius.x, 1.0 / collider.radius.y, 1.0 / collider.radius.z, this._collisionsScalingMatrix);
this.worldMatrixFromCache.multiplyToRef(this._collisionsScalingMatrix, this._collisionsTransformMatrix);
this._processCollisionsForSubMeshes(collider, this._collisionsTransformMatrix);
};
// Picking
AbstractMesh.prototype._generatePointsArray = function () {
return false;
};
AbstractMesh.prototype.intersects = function (ray, fastCheck) {
var pickingInfo = new BABYLON.PickingInfo();
if (!this.subMeshes || !this._boundingInfo || !ray.intersectsSphere(this._boundingInfo.boundingSphere) || !ray.intersectsBox(this._boundingInfo.boundingBox)) {
return pickingInfo;
}
if (!this._generatePointsArray()) {
return pickingInfo;
}
var intersectInfo = null;
// Octrees
var subMeshes;
var len;
if (this._submeshesOctree && this.useOctreeForPicking) {
var worldRay = BABYLON.Ray.Transform(ray, this.getWorldMatrix());
var intersections = this._submeshesOctree.intersectsRay(worldRay);
len = intersections.length;
subMeshes = intersections.data;
}
else {
subMeshes = this.subMeshes;
len = subMeshes.length;
}
for (var index = 0; index < len; index++) {
var subMesh = subMeshes[index];
// Bounding test
if (len > 1 && !subMesh.canIntersects(ray))
continue;
var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
if (currentIntersectInfo) {
if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
intersectInfo = currentIntersectInfo;
intersectInfo.subMeshId = index;
if (fastCheck) {
break;
}
}
}
}
if (intersectInfo) {
// Get picked point
var world = this.getWorldMatrix();
var worldOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, world);
var direction = ray.direction.clone();
direction = direction.scale(intersectInfo.distance);
var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
var pickedPoint = worldOrigin.add(worldDirection);
// Return result
pickingInfo.hit = true;
pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
pickingInfo.pickedPoint = pickedPoint;
pickingInfo.pickedMesh = this;
pickingInfo.bu = intersectInfo.bu;
pickingInfo.bv = intersectInfo.bv;
pickingInfo.faceId = intersectInfo.faceId;
pickingInfo.subMeshId = intersectInfo.subMeshId;
return pickingInfo;
}
return pickingInfo;
};
AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
return null;
};
AbstractMesh.prototype.releaseSubMeshes = function () {
if (this.subMeshes) {
while (this.subMeshes.length) {
this.subMeshes[0].dispose();
}
}
else {
this.subMeshes = new Array();
}
};
AbstractMesh.prototype.dispose = function (doNotRecurse) {
var index;
// Physics
if (this.getPhysicsImpostor() !== BABYLON.PhysicsEngine.NoImpostor) {
this.setPhysicsState(BABYLON.PhysicsEngine.NoImpostor);
}
for (index = 0; index < this._intersectionsInProgress.length; index++) {
var other = this._intersectionsInProgress[index];
var pos = other._intersectionsInProgress.indexOf(this);
other._intersectionsInProgress.splice(pos, 1);
}
this._intersectionsInProgress = [];
// SubMeshes
this.releaseSubMeshes();
// Remove from scene
this.getScene().removeMesh(this);
if (!doNotRecurse) {
for (index = 0; index < this.getScene().particleSystems.length; index++) {
if (this.getScene().particleSystems[index].emitter === this) {
this.getScene().particleSystems[index].dispose();
index--;
}
}
// Children
var objects = this.getScene().meshes.slice(0);
for (index = 0; index < objects.length; index++) {
if (objects[index].parent === this) {
objects[index].dispose();
}
}
}
else {
for (index = 0; index < this.getScene().meshes.length; index++) {
var obj = this.getScene().meshes[index];
if (obj.parent === this) {
obj.parent = null;
obj.computeWorldMatrix(true);
}
}
}
this._onAfterWorldMatrixUpdate = [];
this._isDisposed = true;
// Callback
if (this.onDispose) {
this.onDispose();
}
};
// Statics
AbstractMesh._BILLBOARDMODE_NONE = 0;
AbstractMesh._BILLBOARDMODE_X = 1;
AbstractMesh._BILLBOARDMODE_Y = 2;
AbstractMesh._BILLBOARDMODE_Z = 4;
AbstractMesh._BILLBOARDMODE_ALL = 7;
return AbstractMesh;
})(BABYLON.Node);
BABYLON.AbstractMesh = AbstractMesh;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.abstractMesh.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var Light = (function (_super) {
__extends(Light, _super);
function Light(name, scene) {
_super.call(this, name, scene);
this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
this.intensity = 1.0;
this.range = Number.MAX_VALUE;
this.includeOnlyWithLayerMask = 0;
this.includedOnlyMeshes = new Array();
this.excludedMeshes = new Array();
this.excludeWithLayerMask = 0;
this._excludedMeshesIds = new Array();
this._includedOnlyMeshesIds = new Array();
scene.addLight(this);
}
Light.prototype.getShadowGenerator = function () {
return this._shadowGenerator;
};
Light.prototype.getAbsolutePosition = function () {
return BABYLON.Vector3.Zero();
};
Light.prototype.transferToEffect = function (effect, uniformName0, uniformName1) {
};
Light.prototype._getWorldMatrix = function () {
return BABYLON.Matrix.Identity();
};
Light.prototype.canAffectMesh = function (mesh) {
if (!mesh) {
return true;
}
if (this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
return false;
}
if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
return false;
}
if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {
return false;
}
if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {
return false;
}
return true;
};
Light.prototype.getWorldMatrix = function () {
this._currentRenderId = this.getScene().getRenderId();
var worldMatrix = this._getWorldMatrix();
if (this.parent && this.parent.getWorldMatrix) {
if (!this._parentedWorldMatrix) {
this._parentedWorldMatrix = BABYLON.Matrix.Identity();
}
worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._parentedWorldMatrix);
this._markSyncedWithParent();
return this._parentedWorldMatrix;
}
return worldMatrix;
};
Light.prototype.dispose = function () {
if (this._shadowGenerator) {
this._shadowGenerator.dispose();
this._shadowGenerator = null;
}
// Remove from scene
this.getScene().removeLight(this);
};
return Light;
})(BABYLON.Node);
BABYLON.Light = Light;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.light.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var PointLight = (function (_super) {
__extends(PointLight, _super);
function PointLight(name, position, scene) {
_super.call(this, name, scene);
this.position = position;
}
PointLight.prototype.getAbsolutePosition = function () {
return this._transformedPosition ? this._transformedPosition : this.position;
};
PointLight.prototype.transferToEffect = function (effect, positionUniformName) {
if (this.parent && this.parent.getWorldMatrix) {
if (!this._transformedPosition) {
this._transformedPosition = BABYLON.Vector3.Zero();
}
BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this._transformedPosition);
effect.setFloat4(positionUniformName, this._transformedPosition.x, this._transformedPosition.y, this._transformedPosition.z, 0);
return;
}
effect.setFloat4(positionUniformName, this.position.x, this.position.y, this.position.z, 0);
};
PointLight.prototype.getShadowGenerator = function () {
return null;
};
PointLight.prototype._getWorldMatrix = function () {
if (!this._worldMatrix) {
this._worldMatrix = BABYLON.Matrix.Identity();
}
BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
return this._worldMatrix;
};
return PointLight;
})(BABYLON.Light);
BABYLON.PointLight = PointLight;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.pointLight.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var SpotLight = (function (_super) {
__extends(SpotLight, _super);
function SpotLight(name, position, direction, angle, exponent, scene) {
_super.call(this, name, scene);
this.position = position;
this.direction = direction;
this.angle = angle;
this.exponent = exponent;
}
SpotLight.prototype.getAbsolutePosition = function () {
return this.transformedPosition ? this.transformedPosition : this.position;
};
SpotLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
var activeCamera = this.getScene().activeCamera;
BABYLON.Matrix.PerspectiveFovLHToRef(this.angle, 1.0, activeCamera.minZ, activeCamera.maxZ, matrix);
};
SpotLight.prototype.supportsVSM = function () {
return true;
};
SpotLight.prototype.needRefreshPerFrame = function () {
return false;
};
SpotLight.prototype.setDirectionToTarget = function (target) {
this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
return this.direction;
};
SpotLight.prototype.computeTransformedPosition = function () {
if (this.parent && this.parent.getWorldMatrix) {
if (!this.transformedPosition) {
this.transformedPosition = BABYLON.Vector3.Zero();
}
BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
return true;
}
return false;
};
SpotLight.prototype.transferToEffect = function (effect, positionUniformName, directionUniformName) {
var normalizeDirection;
if (this.parent && this.parent.getWorldMatrix) {
if (!this._transformedDirection) {
this._transformedDirection = BABYLON.Vector3.Zero();
}
this.computeTransformedPosition();
BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this._transformedDirection);
effect.setFloat4(positionUniformName, this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent);
normalizeDirection = BABYLON.Vector3.Normalize(this._transformedDirection);
}
else {
effect.setFloat4(positionUniformName, this.position.x, this.position.y, this.position.z, this.exponent);
normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
}
effect.setFloat4(directionUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, Math.cos(this.angle * 0.5));
};
SpotLight.prototype._getWorldMatrix = function () {
if (!this._worldMatrix) {
this._worldMatrix = BABYLON.Matrix.Identity();
}
BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
return this._worldMatrix;
};
return SpotLight;
})(BABYLON.Light);
BABYLON.SpotLight = SpotLight;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.spotLight.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var HemisphericLight = (function (_super) {
__extends(HemisphericLight, _super);
function HemisphericLight(name, direction, scene) {
_super.call(this, name, scene);
this.direction = direction;
this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
}
HemisphericLight.prototype.setDirectionToTarget = function (target) {
this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
return this.direction;
};
HemisphericLight.prototype.getShadowGenerator = function () {
return null;
};
HemisphericLight.prototype.transferToEffect = function (effect, directionUniformName, groundColorUniformName) {
var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
effect.setFloat4(directionUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0);
effect.setColor3(groundColorUniformName, this.groundColor.scale(this.intensity));
};
HemisphericLight.prototype._getWorldMatrix = function () {
if (!this._worldMatrix) {
this._worldMatrix = BABYLON.Matrix.Identity();
}
return this._worldMatrix;
};
return HemisphericLight;
})(BABYLON.Light);
BABYLON.HemisphericLight = HemisphericLight;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.hemisphericLight.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var DirectionalLight = (function (_super) {
__extends(DirectionalLight, _super);
function DirectionalLight(name, direction, scene) {
_super.call(this, name, scene);
this.direction = direction;
this.shadowOrthoScale = 0.5;
this.position = direction.scale(-1);
}
DirectionalLight.prototype.getAbsolutePosition = function () {
return this.transformedPosition ? this.transformedPosition : this.position;
};
DirectionalLight.prototype.setDirectionToTarget = function (target) {
this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
return this.direction;
};
DirectionalLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
var orthoLeft = Number.MAX_VALUE;
var orthoRight = Number.MIN_VALUE;
var orthoTop = Number.MIN_VALUE;
var orthoBottom = Number.MAX_VALUE;
var tempVector3 = BABYLON.Vector3.Zero();
var activeCamera = this.getScene().activeCamera;
for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) {
var mesh = renderList[meshIndex];
if (!mesh) {
continue;
}
var boundingInfo = mesh.getBoundingInfo();
if (!boundingInfo) {
continue;
}
var boundingBox = boundingInfo.boundingBox;
for (var index = 0; index < boundingBox.vectorsWorld.length; index++) {
BABYLON.Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);
if (tempVector3.x < orthoLeft)
orthoLeft = tempVector3.x;
if (tempVector3.y < orthoBottom)
orthoBottom = tempVector3.y;
if (tempVector3.x > orthoRight)
orthoRight = tempVector3.x;
if (tempVector3.y > orthoTop)
orthoTop = tempVector3.y;
}
}
var xOffset = orthoRight - orthoLeft;
var yOffset = orthoTop - orthoBottom;
BABYLON.Matrix.OrthoOffCenterLHToRef(orthoLeft - xOffset * this.shadowOrthoScale, orthoRight + xOffset * this.shadowOrthoScale, orthoBottom - yOffset * this.shadowOrthoScale, orthoTop + yOffset * this.shadowOrthoScale, -activeCamera.maxZ, activeCamera.maxZ, matrix);
};
DirectionalLight.prototype.supportsVSM = function () {
return true;
};
DirectionalLight.prototype.needRefreshPerFrame = function () {
return true;
};
DirectionalLight.prototype.computeTransformedPosition = function () {
if (this.parent && this.parent.getWorldMatrix) {
if (!this.transformedPosition) {
this.transformedPosition = BABYLON.Vector3.Zero();
}
BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
return true;
}
return false;
};
DirectionalLight.prototype.transferToEffect = function (effect, directionUniformName) {
if (this.parent && this.parent.getWorldMatrix) {
if (!this._transformedDirection) {
this._transformedDirection = BABYLON.Vector3.Zero();
}
BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this._transformedDirection);
effect.setFloat4(directionUniformName, this._transformedDirection.x, this._transformedDirection.y, this._transformedDirection.z, 1);
return;
}
effect.setFloat4(directionUniformName, this.direction.x, this.direction.y, this.direction.z, 1);
};
DirectionalLight.prototype._getWorldMatrix = function () {
if (!this._worldMatrix) {
this._worldMatrix = BABYLON.Matrix.Identity();
}
BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
return this._worldMatrix;
};
return DirectionalLight;
})(BABYLON.Light);
BABYLON.DirectionalLight = DirectionalLight;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.directionalLight.js.map
var BABYLON;
(function (BABYLON) {
var ShadowGenerator = (function () {
function ShadowGenerator(mapSize, light) {
var _this = this;
// Members
this._filter = ShadowGenerator.FILTER_NONE;
this.blurScale = 2;
this._blurBoxOffset = 0;
this._bias = 0.00005;
this._darkness = 0;
this._transparencyShadow = false;
this._viewMatrix = BABYLON.Matrix.Zero();
this._projectionMatrix = BABYLON.Matrix.Zero();
this._transformMatrix = BABYLON.Matrix.Zero();
this._worldViewProjection = BABYLON.Matrix.Zero();
this._light = light;
this._scene = light.getScene();
this._mapSize = mapSize;
light._shadowGenerator = this;
// Render target
this._shadowMap = new BABYLON.RenderTargetTexture(light.name + "_shadowMap", mapSize, this._scene, false);
this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
this._shadowMap.anisotropicFilteringLevel = 1;
this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
this._shadowMap.renderParticles = false;
this._shadowMap.onAfterUnbind = function () {
if (!_this.useBlurVarianceShadowMap) {
return;
}
if (!_this._shadowMap2) {
_this._shadowMap2 = new BABYLON.RenderTargetTexture(light.name + "_shadowMap", mapSize, _this._scene, false);
_this._shadowMap2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
_this._shadowMap2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
_this._shadowMap2.updateSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
_this._downSamplePostprocess = new BABYLON.PassPostProcess("downScale", 1.0 / _this.blurScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, _this._scene.getEngine());
_this._downSamplePostprocess.onApply = function (effect) {
effect.setTexture("textureSampler", _this._shadowMap);
};
_this.blurBoxOffset = 1;
}
_this._scene.postProcessManager.directRender([_this._downSamplePostprocess, _this._boxBlurPostprocess], _this._shadowMap2.getInternalTexture());
};
// Custom render function
var renderSubMesh = function (subMesh) {
var mesh = subMesh.getRenderingMesh();
var scene = _this._scene;
var engine = scene.getEngine();
// Culling
engine.setState(subMesh.getMaterial().backFaceCulling);
// Managing instances
var batch = mesh._getInstancesRenderList(subMesh._id);
if (batch.mustReturn) {
return;
}
var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null);
if (_this.isReady(subMesh, hardwareInstancedRendering)) {
engine.enableEffect(_this._effect);
mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
var material = subMesh.getMaterial();
_this._effect.setMatrix("viewProjection", _this.getTransformMatrix());
// Alpha test
if (material && material.needAlphaTesting()) {
var alphaTexture = material.getAlphaTestTexture();
_this._effect.setTexture("diffuseSampler", alphaTexture);
_this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
}
// Bones
if (mesh.useBones) {
_this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
}
// Draw
mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
}
else {
// Need to reset refresh rate of the shadowMap
_this._shadowMap.resetRefreshCounter();
}
};
this._shadowMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes) {
var index;
for (index = 0; index < opaqueSubMeshes.length; index++) {
renderSubMesh(opaqueSubMeshes.data[index]);
}
for (index = 0; index < alphaTestSubMeshes.length; index++) {
renderSubMesh(alphaTestSubMeshes.data[index]);
}
if (_this._transparencyShadow) {
for (index = 0; index < transparentSubMeshes.length; index++) {
renderSubMesh(transparentSubMeshes.data[index]);
}
}
};
this._shadowMap.onClear = function (engine) {
if (_this.useBlurVarianceShadowMap || _this.useVarianceShadowMap) {
engine.clear(new BABYLON.Color4(0, 0, 0, 0), true, true);
}
else {
engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true);
}
};
}
Object.defineProperty(ShadowGenerator, "FILTER_NONE", {
// Static
get: function () {
return ShadowGenerator._FILTER_NONE;
},
enumerable: true,
configurable: true
});
Object.defineProperty(ShadowGenerator, "FILTER_VARIANCESHADOWMAP", {
get: function () {
return ShadowGenerator._FILTER_VARIANCESHADOWMAP;
},
enumerable: true,
configurable: true
});
Object.defineProperty(ShadowGenerator, "FILTER_POISSONSAMPLING", {
get: function () {
return ShadowGenerator._FILTER_POISSONSAMPLING;
},
enumerable: true,
configurable: true
});
Object.defineProperty(ShadowGenerator, "FILTER_BLURVARIANCESHADOWMAP", {
get: function () {
return ShadowGenerator._FILTER_BLURVARIANCESHADOWMAP;
},
enumerable: true,
configurable: true
});
Object.defineProperty(ShadowGenerator.prototype, "bias", {
get: function () {
return this._bias;
},
set: function (bias) {
this._bias = bias;
},
enumerable: true,
configurable: true
});
Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", {
get: function () {
return this._blurBoxOffset;
},
set: function (value) {
var _this = this;
if (this._blurBoxOffset === value) {
return;
}
this._blurBoxOffset = value;
if (this._boxBlurPostprocess) {
this._boxBlurPostprocess.dispose();
}
this._boxBlurPostprocess = new BABYLON.PostProcess("DepthBoxBlur", "depthBoxBlur", ["screenSize", "boxOffset"], [], 1.0 / this.blurScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define OFFSET " + value);
this._boxBlurPostprocess.onApply = function (effect) {
effect.setFloat2("screenSize", _this._mapSize / _this.blurScale, _this._mapSize / _this.blurScale);
};
},
enumerable: true,
configurable: true
});
Object.defineProperty(ShadowGenerator.prototype, "filter", {
get: function () {
return this._filter;
},
set: function (value) {
if (this._filter === value) {
return;
}
this._filter = value;
if (this.useVarianceShadowMap || this.useBlurVarianceShadowMap) {
this._shadowMap.anisotropicFilteringLevel = 16;
this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
}
else {
this._shadowMap.anisotropicFilteringLevel = 1;
this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
}
},
enumerable: true,
configurable: true
});
Object.defineProperty(ShadowGenerator.prototype, "useVarianceShadowMap", {
get: function () {
return this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP && this._light.supportsVSM();
},
set: function (value) {
this.filter = (value ? ShadowGenerator.FILTER_VARIANCESHADOWMAP : ShadowGenerator.FILTER_NONE);
},
enumerable: true,
configurable: true
});
Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
get: function () {
return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING || (!this._light.supportsVSM() && (this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP || this.filter === ShadowGenerator.FILTER_BLURVARIANCESHADOWMAP));
},
set: function (value) {
this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
},
enumerable: true,
configurable: true
});
Object.defineProperty(ShadowGenerator.prototype, "useBlurVarianceShadowMap", {
get: function () {
return this.filter === ShadowGenerator.FILTER_BLURVARIANCESHADOWMAP && this._light.supportsVSM();
},
set: function (value) {
this.filter = (value ? ShadowGenerator.FILTER_BLURVARIANCESHADOWMAP : ShadowGenerator.FILTER_NONE);
},
enumerable: true,
configurable: true
});
ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
var defines = [];
if (this.useVarianceShadowMap || this.useBlurVarianceShadowMap) {
defines.push("#define VSM");
}
var attribs = [BABYLON.VertexBuffer.PositionKind];
var mesh = subMesh.getMesh();
var material = subMesh.getMaterial();
// Alpha test
if (material && material.needAlphaTesting()) {
defines.push("#define ALPHATEST");
if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
attribs.push(BABYLON.VertexBuffer.UVKind);
defines.push("#define UV1");
}
if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
attribs.push(BABYLON.VertexBuffer.UV2Kind);
defines.push("#define UV2");
}
}
// Bones
if (mesh.useBones) {
attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
defines.push("#define BONES");
defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
}
// Instances
if (useInstances) {
defines.push("#define INSTANCES");
attribs.push("world0");
attribs.push("world1");
attribs.push("world2");
attribs.push("world3");
}
// Get correct effect
var join = defines.join("\n");
if (this._cachedDefines !== join) {
this._cachedDefines = join;
this._effect = this._scene.getEngine().createEffect("shadowMap", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
}
return this._effect.isReady();
};
ShadowGenerator.prototype.getShadowMap = function () {
return this._shadowMap;
};
ShadowGenerator.prototype.getShadowMapForRendering = function () {
if (this._shadowMap2) {
return this._shadowMap2;
}
return this._shadowMap;
};
ShadowGenerator.prototype.getLight = function () {
return this._light;
};
// Methods
ShadowGenerator.prototype.getTransformMatrix = function () {
var scene = this._scene;
if (this._currentRenderID === scene.getRenderId()) {
return this._transformMatrix;
}
this._currentRenderID = scene.getRenderId();
var lightPosition = this._light.position;
var lightDirection = this._light.direction;
if (this._light.computeTransformedPosition()) {
lightPosition = this._light.transformedPosition;
}
if (this._light.needRefreshPerFrame() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !lightDirection.equals(this._cachedDirection)) {
this._cachedPosition = lightPosition.clone();
this._cachedDirection = lightDirection.clone();
BABYLON.Matrix.LookAtLHToRef(lightPosition, this._light.position.add(lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, this.getShadowMap().renderList);
this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
}
return this._transformMatrix;
};
ShadowGenerator.prototype.getDarkness = function () {
return this._darkness;
};
ShadowGenerator.prototype.setDarkness = function (darkness) {
if (darkness >= 1.0)
this._darkness = 1.0;
else if (darkness <= 0.0)
this._darkness = 0.0;
else
this._darkness = darkness;
};
ShadowGenerator.prototype.setTransparencyShadow = function (hasShadow) {
this._transparencyShadow = hasShadow;
};
ShadowGenerator.prototype._packHalf = function (depth) {
var scale = depth * 255.0;
var fract = scale - Math.floor(scale);
return new BABYLON.Vector2(depth - fract / 255.0, fract);
};
ShadowGenerator.prototype.dispose = function () {
this._shadowMap.dispose();
if (this._shadowMap2) {
this._shadowMap2.dispose();
}
if (this._downSamplePostprocess) {
this._downSamplePostprocess.dispose();
}
if (this._boxBlurPostprocess) {
this._boxBlurPostprocess.dispose();
}
};
ShadowGenerator._FILTER_NONE = 0;
ShadowGenerator._FILTER_VARIANCESHADOWMAP = 1;
ShadowGenerator._FILTER_POISSONSAMPLING = 2;
ShadowGenerator._FILTER_BLURVARIANCESHADOWMAP = 3;
return ShadowGenerator;
})();
BABYLON.ShadowGenerator = ShadowGenerator;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.shadowGenerator.js.map
var BABYLON;
(function (BABYLON) {
var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
if (boxMin.x > sphereCenter.x + sphereRadius)
return false;
if (sphereCenter.x - sphereRadius > boxMax.x)
return false;
if (boxMin.y > sphereCenter.y + sphereRadius)
return false;
if (sphereCenter.y - sphereRadius > boxMax.y)
return false;
if (boxMin.z > sphereCenter.z + sphereRadius)
return false;
if (sphereCenter.z - sphereRadius > boxMax.z)
return false;
return true;
};
var getLowestRoot = function (a, b, c, maxR) {
var determinant = b * b - 4.0 * a * c;
var result = { root: 0, found: false };
if (determinant < 0)
return result;
var sqrtD = Math.sqrt(determinant);
var r1 = (-b - sqrtD) / (2.0 * a);
var r2 = (-b + sqrtD) / (2.0 * a);
if (r1 > r2) {
var temp = r2;
r2 = r1;
r1 = temp;
}
if (r1 > 0 && r1 < maxR) {
result.root = r1;
result.found = true;
return result;
}
if (r2 > 0 && r2 < maxR) {
result.root = r2;
result.found = true;
return result;
}
return result;
};
var Collider = (function () {
function Collider() {
this.radius = new BABYLON.Vector3(1, 1, 1);
this.retry = 0;
this.basePointWorld = BABYLON.Vector3.Zero();
this.velocityWorld = BABYLON.Vector3.Zero();
this.normalizedVelocity = BABYLON.Vector3.Zero();
this._collisionPoint = BABYLON.Vector3.Zero();
this._planeIntersectionPoint = BABYLON.Vector3.Zero();
this._tempVector = BABYLON.Vector3.Zero();
this._tempVector2 = BABYLON.Vector3.Zero();
this._tempVector3 = BABYLON.Vector3.Zero();
this._tempVector4 = BABYLON.Vector3.Zero();
this._edge = BABYLON.Vector3.Zero();
this._baseToVertex = BABYLON.Vector3.Zero();
this._destinationPoint = BABYLON.Vector3.Zero();
this._slidePlaneNormal = BABYLON.Vector3.Zero();
this._displacementVector = BABYLON.Vector3.Zero();
}
// Methods
Collider.prototype._initialize = function (source, dir, e) {
this.velocity = dir;
BABYLON.Vector3.NormalizeToRef(dir, this.normalizedVelocity);
this.basePoint = source;
source.multiplyToRef(this.radius, this.basePointWorld);
dir.multiplyToRef(this.radius, this.velocityWorld);
this.velocityWorldLength = this.velocityWorld.length();
this.epsilon = e;
this.collisionFound = false;
};
Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
pa.subtractToRef(point, this._tempVector);
pb.subtractToRef(point, this._tempVector2);
BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
var d = BABYLON.Vector3.Dot(this._tempVector4, n);
if (d < 0)
return false;
pc.subtractToRef(point, this._tempVector3);
BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
d = BABYLON.Vector3.Dot(this._tempVector4, n);
if (d < 0)
return false;
BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
d = BABYLON.Vector3.Dot(this._tempVector4, n);
return d >= 0;
};
Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
var distance = BABYLON.Vector3.Distance(this.basePointWorld, sphereCenter);
var max = Math.max(this.radius.x, this.radius.y, this.radius.z);
if (distance > this.velocityWorldLength + max + sphereRadius) {
return false;
}
if (!intersectBoxAASphere(vecMin, vecMax, this.basePointWorld, this.velocityWorldLength + max))
return false;
return true;
};
Collider.prototype._testTriangle = function (faceIndex, trianglePlaneArray, p1, p2, p3, hasMaterial) {
var t0;
var embeddedInPlane = false;
//defensive programming, actually not needed.
if (!trianglePlaneArray) {
trianglePlaneArray = [];
}
if (!trianglePlaneArray[faceIndex]) {
trianglePlaneArray[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);
}
var trianglePlane = trianglePlaneArray[faceIndex];
if ((!hasMaterial) && !trianglePlane.isFrontFacingTo(this.normalizedVelocity, 0))
return;
var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this.basePoint);
var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this.velocity);
if (normalDotVelocity == 0) {
if (Math.abs(signedDistToTrianglePlane) >= 1.0)
return;
embeddedInPlane = true;
t0 = 0;
}
else {
t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
if (t0 > t1) {
var temp = t1;
t1 = t0;
t0 = temp;
}
if (t0 > 1.0 || t1 < 0.0)
return;
if (t0 < 0)
t0 = 0;
if (t0 > 1.0)
t0 = 1.0;
}
this._collisionPoint.copyFromFloats(0, 0, 0);
var found = false;
var t = 1.0;
if (!embeddedInPlane) {
this.basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
this.velocity.scaleToRef(t0, this._tempVector);
this._planeIntersectionPoint.addInPlace(this._tempVector);
if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
found = true;
t = t0;
this._collisionPoint.copyFrom(this._planeIntersectionPoint);
}
}
if (!found) {
var velocitySquaredLength = this.velocity.lengthSquared();
var a = velocitySquaredLength;
this.basePoint.subtractToRef(p1, this._tempVector);
var b = 2.0 * (BABYLON.Vector3.Dot(this.velocity, this._tempVector));
var c = this._tempVector.lengthSquared() - 1.0;
var lowestRoot = getLowestRoot(a, b, c, t);
if (lowestRoot.found) {
t = lowestRoot.root;
found = true;
this._collisionPoint.copyFrom(p1);
}
this.basePoint.subtractToRef(p2, this._tempVector);
b = 2.0 * (BABYLON.Vector3.Dot(this.velocity, this._tempVector));
c = this._tempVector.lengthSquared() - 1.0;
lowestRoot = getLowestRoot(a, b, c, t);
if (lowestRoot.found) {
t = lowestRoot.root;
found = true;
this._collisionPoint.copyFrom(p2);
}
this.basePoint.subtractToRef(p3, this._tempVector);
b = 2.0 * (BABYLON.Vector3.Dot(this.velocity, this._tempVector));
c = this._tempVector.lengthSquared() - 1.0;
lowestRoot = getLowestRoot(a, b, c, t);
if (lowestRoot.found) {
t = lowestRoot.root;
found = true;
this._collisionPoint.copyFrom(p3);
}
p2.subtractToRef(p1, this._edge);
p1.subtractToRef(this.basePoint, this._baseToVertex);
var edgeSquaredLength = this._edge.lengthSquared();
var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this.velocity);
var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this.velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
lowestRoot = getLowestRoot(a, b, c, t);
if (lowestRoot.found) {
var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
if (f >= 0.0 && f <= 1.0) {
t = lowestRoot.root;
found = true;
this._edge.scaleInPlace(f);
p1.addToRef(this._edge, this._collisionPoint);
}
}
p3.subtractToRef(p2, this._edge);
p2.subtractToRef(this.basePoint, this._baseToVertex);
edgeSquaredLength = this._edge.lengthSquared();
edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this.velocity);
edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this.velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
lowestRoot = getLowestRoot(a, b, c, t);
if (lowestRoot.found) {
f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
if (f >= 0.0 && f <= 1.0) {
t = lowestRoot.root;
found = true;
this._edge.scaleInPlace(f);
p2.addToRef(this._edge, this._collisionPoint);
}
}
p1.subtractToRef(p3, this._edge);
p3.subtractToRef(this.basePoint, this._baseToVertex);
edgeSquaredLength = this._edge.lengthSquared();
edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this.velocity);
edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this.velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
lowestRoot = getLowestRoot(a, b, c, t);
if (lowestRoot.found) {
f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
if (f >= 0.0 && f <= 1.0) {
t = lowestRoot.root;
found = true;
this._edge.scaleInPlace(f);
p3.addToRef(this._edge, this._collisionPoint);
}
}
}
if (found) {
var distToCollision = t * this.velocity.length();
if (!this.collisionFound || distToCollision < this.nearestDistance) {
if (!this.intersectionPoint) {
this.intersectionPoint = this._collisionPoint.clone();
}
else {
this.intersectionPoint.copyFrom(this._collisionPoint);
}
this.nearestDistance = distToCollision;
this.collisionFound = true;
}
}
};
Collider.prototype._collide = function (trianglePlaneArray, pts, indices, indexStart, indexEnd, decal, hasMaterial) {
for (var i = indexStart; i < indexEnd; i += 3) {
var p1 = pts[indices[i] - decal];
var p2 = pts[indices[i + 1] - decal];
var p3 = pts[indices[i + 2] - decal];
this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial);
}
};
Collider.prototype._getResponse = function (pos, vel) {
pos.addToRef(vel, this._destinationPoint);
vel.scaleInPlace((this.nearestDistance / vel.length()));
this.basePoint.addToRef(vel, pos);
pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
this._slidePlaneNormal.normalize();
this._slidePlaneNormal.scaleToRef(this.epsilon, this._displacementVector);
pos.addInPlace(this._displacementVector);
this.intersectionPoint.addInPlace(this._displacementVector);
this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
};
return Collider;
})();
BABYLON.Collider = Collider;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.collider.js.map
var BABYLON;
(function (BABYLON) {
//WebWorker code will be inserted to this variable.
BABYLON.CollisionWorker = "";
(function (WorkerTaskType) {
WorkerTaskType[WorkerTaskType["INIT"] = 0] = "INIT";
WorkerTaskType[WorkerTaskType["UPDATE"] = 1] = "UPDATE";
WorkerTaskType[WorkerTaskType["COLLIDE"] = 2] = "COLLIDE";
})(BABYLON.WorkerTaskType || (BABYLON.WorkerTaskType = {}));
var WorkerTaskType = BABYLON.WorkerTaskType;
(function (WorkerReplyType) {
WorkerReplyType[WorkerReplyType["SUCCESS"] = 0] = "SUCCESS";
WorkerReplyType[WorkerReplyType["UNKNOWN_ERROR"] = 1] = "UNKNOWN_ERROR";
})(BABYLON.WorkerReplyType || (BABYLON.WorkerReplyType = {}));
var WorkerReplyType = BABYLON.WorkerReplyType;
var CollisionCoordinatorWorker = (function () {
function CollisionCoordinatorWorker() {
var _this = this;
this._scaledPosition = BABYLON.Vector3.Zero();
this._scaledVelocity = BABYLON.Vector3.Zero();
this.onMeshUpdated = function (mesh) {
_this._addUpdateMeshesList[mesh.uniqueId] = CollisionCoordinatorWorker.SerializeMesh(mesh);
};
this.onGeometryUpdated = function (geometry) {
_this._addUpdateGeometriesList[geometry.id] = CollisionCoordinatorWorker.SerializeGeometry(geometry);
};
this._afterRender = function () {
if (!_this._init)
return;
if (_this._toRemoveGeometryArray.length == 0 && _this._toRemoveMeshesArray.length == 0 && Object.keys(_this._addUpdateGeometriesList).length == 0 && Object.keys(_this._addUpdateMeshesList).length == 0) {
return;
}
//5 concurrent updates were sent to the web worker and were not yet processed. Abort next update.
//TODO make sure update runs as fast as possible to be able to update 60 FPS.
if (_this._runningUpdated > 4) {
return;
}
++_this._runningUpdated;
var payload = {
updatedMeshes: _this._addUpdateMeshesList,
updatedGeometries: _this._addUpdateGeometriesList,
removedGeometries: _this._toRemoveGeometryArray,
removedMeshes: _this._toRemoveMeshesArray
};
var message = {
payload: payload,
taskType: 1 /* UPDATE */
};
var serializable = [];
for (var id in payload.updatedGeometries) {
if (payload.updatedGeometries.hasOwnProperty(id)) {
//prepare transferables
serializable.push(message.payload.updatedGeometries[id].indices.buffer);
serializable.push(message.payload.updatedGeometries[id].normals.buffer);
serializable.push(message.payload.updatedGeometries[id].positions.buffer);
}
}
_this._worker.postMessage(message, serializable);
_this._addUpdateMeshesList = {};
_this._addUpdateGeometriesList = {};
_this._toRemoveGeometryArray = [];
_this._toRemoveMeshesArray = [];
};
this._onMessageFromWorker = function (e) {
var returnData = e.data;
if (returnData.error != 0 /* SUCCESS */) {
//TODO what errors can be returned from the worker?
BABYLON.Tools.Warn("error returned from worker!");
return;
}
switch (returnData.taskType) {
case 0 /* INIT */:
_this._init = true;
//Update the worked with ALL of the scene's current state
_this._scene.meshes.forEach(function (mesh) {
_this.onMeshAdded(mesh);
});
_this._scene.getGeometries().forEach(function (geometry) {
_this.onGeometryAdded(geometry);
});
break;
case 1 /* UPDATE */:
_this._runningUpdated--;
break;
case 2 /* COLLIDE */:
_this._runningCollisionTask = false;
var returnPayload = returnData.payload;
if (!_this._collisionsCallbackArray[returnPayload.collisionId])
return;
_this._collisionsCallbackArray[returnPayload.collisionId](returnPayload.collisionId, BABYLON.Vector3.FromArray(returnPayload.newPosition), _this._scene.getMeshByUniqueID(returnPayload.collidedMeshUniqueId));
//cleanup
_this._collisionsCallbackArray[returnPayload.collisionId] = undefined;
break;
}
};
this._collisionsCallbackArray = [];
this._init = false;
this._runningUpdated = 0;
this._runningCollisionTask = false;
this._addUpdateMeshesList = {};
this._addUpdateGeometriesList = {};
this._toRemoveGeometryArray = [];
this._toRemoveMeshesArray = [];
}
CollisionCoordinatorWorker.prototype.getNewPosition = function (position, velocity, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
if (!this._init)
return;
if (this._collisionsCallbackArray[collisionIndex] || this._collisionsCallbackArray[collisionIndex + 100000])
return;
position.divideToRef(collider.radius, this._scaledPosition);
velocity.divideToRef(collider.radius, this._scaledVelocity);
this._collisionsCallbackArray[collisionIndex] = onNewPosition;
var payload = {
collider: {
position: this._scaledPosition.asArray(),
velocity: this._scaledVelocity.asArray(),
radius: collider.radius.asArray()
},
collisionId: collisionIndex,
excludedMeshUniqueId: excludedMesh ? excludedMesh.uniqueId : null,
maximumRetry: maximumRetry
};
var message = {
payload: payload,
taskType: 2 /* COLLIDE */
};
this._worker.postMessage(message);
};
CollisionCoordinatorWorker.prototype.init = function (scene) {
this._scene = scene;
this._scene.registerAfterRender(this._afterRender);
var workerUrl = BABYLON.WorkerIncluded ? BABYLON.Engine.CodeRepository + "Collisions/babylon.collisionWorker.js" : URL.createObjectURL(new Blob([BABYLON.CollisionWorker], { type: 'application/javascript' }));
this._worker = new Worker(workerUrl);
this._worker.onmessage = this._onMessageFromWorker;
var message = {
payload: {},
taskType: 0 /* INIT */
};
this._worker.postMessage(message);
};
CollisionCoordinatorWorker.prototype.destroy = function () {
this._scene.unregisterAfterRender(this._afterRender);
this._worker.terminate();
};
CollisionCoordinatorWorker.prototype.onMeshAdded = function (mesh) {
mesh.registerAfterWorldMatrixUpdate(this.onMeshUpdated);
this.onMeshUpdated(mesh);
};
CollisionCoordinatorWorker.prototype.onMeshRemoved = function (mesh) {
this._toRemoveMeshesArray.push(mesh.uniqueId);
};
CollisionCoordinatorWorker.prototype.onGeometryAdded = function (geometry) {
//TODO this will break if the user uses his own function. This should be an array of callbacks!
geometry.onGeometryUpdated = this.onGeometryUpdated;
this.onGeometryUpdated(geometry);
};
CollisionCoordinatorWorker.prototype.onGeometryDeleted = function (geometry) {
this._toRemoveGeometryArray.push(geometry.id);
};
CollisionCoordinatorWorker.SerializeMesh = function (mesh) {
var submeshes = [];
if (mesh.subMeshes) {
submeshes = mesh.subMeshes.map(function (sm, idx) {
return {
position: idx,
verticesStart: sm.verticesStart,
verticesCount: sm.verticesCount,
indexStart: sm.indexStart,
indexCount: sm.indexCount,
hasMaterial: !!sm.getMaterial(),
sphereCenter: sm.getBoundingInfo().boundingSphere.centerWorld.asArray(),
sphereRadius: sm.getBoundingInfo().boundingSphere.radiusWorld,
boxMinimum: sm.getBoundingInfo().boundingBox.minimumWorld.asArray(),
boxMaximum: sm.getBoundingInfo().boundingBox.maximumWorld.asArray()
};
});
}
var geometryId = mesh.geometry ? mesh.geometry.id : null;
return {
uniqueId: mesh.uniqueId,
id: mesh.id,
name: mesh.name,
geometryId: geometryId,
sphereCenter: mesh.getBoundingInfo().boundingSphere.centerWorld.asArray(),
sphereRadius: mesh.getBoundingInfo().boundingSphere.radiusWorld,
boxMinimum: mesh.getBoundingInfo().boundingBox.minimumWorld.asArray(),
boxMaximum: mesh.getBoundingInfo().boundingBox.maximumWorld.asArray(),
worldMatrixFromCache: mesh.worldMatrixFromCache.asArray(),
subMeshes: submeshes,
checkCollisions: mesh.checkCollisions
};
};
CollisionCoordinatorWorker.SerializeGeometry = function (geometry) {
return {
id: geometry.id,
positions: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []),
normals: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []),
indices: new Int32Array(geometry.getIndices() || []),
};
};
return CollisionCoordinatorWorker;
})();
BABYLON.CollisionCoordinatorWorker = CollisionCoordinatorWorker;
var CollisionCoordinatorLegacy = (function () {
function CollisionCoordinatorLegacy() {
this._scaledPosition = BABYLON.Vector3.Zero();
this._scaledVelocity = BABYLON.Vector3.Zero();
this._finalPosition = BABYLON.Vector3.Zero();
}
CollisionCoordinatorLegacy.prototype.getNewPosition = function (position, velocity, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
position.divideToRef(collider.radius, this._scaledPosition);
velocity.divideToRef(collider.radius, this._scaledVelocity);
collider.retry = 0;
collider.initialVelocity = this._scaledVelocity;
collider.initialPosition = this._scaledPosition;
this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, this._finalPosition, excludedMesh);
this._finalPosition.multiplyInPlace(collider.radius);
//run the callback
onNewPosition(collisionIndex, this._finalPosition, collider.collidedMesh);
};
CollisionCoordinatorLegacy.prototype.init = function (scene) {
this._scene = scene;
};
CollisionCoordinatorLegacy.prototype.destroy = function () {
//Legacy need no destruction method.
};
//No update in legacy mode
CollisionCoordinatorLegacy.prototype.onMeshAdded = function (mesh) {
};
CollisionCoordinatorLegacy.prototype.onMeshUpdated = function (mesh) {
};
CollisionCoordinatorLegacy.prototype.onMeshRemoved = function (mesh) {
};
CollisionCoordinatorLegacy.prototype.onGeometryAdded = function (geometry) {
};
CollisionCoordinatorLegacy.prototype.onGeometryUpdated = function (geometry) {
};
CollisionCoordinatorLegacy.prototype.onGeometryDeleted = function (geometry) {
};
CollisionCoordinatorLegacy.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
if (excludedMesh === void 0) { excludedMesh = null; }
var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
if (collider.retry >= maximumRetry) {
finalPosition.copyFrom(position);
return;
}
collider._initialize(position, velocity, closeDistance);
for (var index = 0; index < this._scene.meshes.length; index++) {
var mesh = this._scene.meshes[index];
if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh) {
mesh._checkCollision(collider);
}
}
if (!collider.collisionFound) {
position.addToRef(velocity, finalPosition);
return;
}
if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
collider._getResponse(position, velocity);
}
if (velocity.length() <= closeDistance) {
finalPosition.copyFrom(position);
return;
}
collider.retry++;
this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
};
return CollisionCoordinatorLegacy;
})();
BABYLON.CollisionCoordinatorLegacy = CollisionCoordinatorLegacy;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.collisionCoordinator.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var VRCameraMetrics = (function () {
function VRCameraMetrics() {
this.compensateDistorsion = true;
}
Object.defineProperty(VRCameraMetrics.prototype, "aspectRatio", {
get: function () {
return this.hResolution / (2 * this.vResolution);
},
enumerable: true,
configurable: true
});
Object.defineProperty(VRCameraMetrics.prototype, "aspectRatioFov", {
get: function () {
return (2 * Math.atan((this.postProcessScaleFactor * this.vScreenSize) / (2 * this.eyeToScreenDistance)));
},
enumerable: true,
configurable: true
});
Object.defineProperty(VRCameraMetrics.prototype, "leftHMatrix", {
get: function () {
var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
var h = (4 * meters) / this.hScreenSize;
return BABYLON.Matrix.Translation(h, 0, 0);
},
enumerable: true,
configurable: true
});
Object.defineProperty(VRCameraMetrics.prototype, "rightHMatrix", {
get: function () {
var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
var h = (4 * meters) / this.hScreenSize;
return BABYLON.Matrix.Translation(-h, 0, 0);
},
enumerable: true,
configurable: true
});
Object.defineProperty(VRCameraMetrics.prototype, "leftPreViewMatrix", {
get: function () {
return BABYLON.Matrix.Translation(0.5 * this.interpupillaryDistance, 0, 0);
},
enumerable: true,
configurable: true
});
Object.defineProperty(VRCameraMetrics.prototype, "rightPreViewMatrix", {
get: function () {
return BABYLON.Matrix.Translation(-0.5 * this.interpupillaryDistance, 0, 0);
},
enumerable: true,
configurable: true
});
VRCameraMetrics.GetDefault = function () {
var result = new VRCameraMetrics();
result.hResolution = 1280;
result.vResolution = 800;
result.hScreenSize = 0.149759993;
result.vScreenSize = 0.0935999975;
result.vScreenCenter = 0.0467999987, result.eyeToScreenDistance = 0.0410000011;
result.lensSeparationDistance = 0.0635000020;
result.interpupillaryDistance = 0.0640000030;
result.distortionK = [1.0, 0.219999999, 0.239999995, 0.0];
result.chromaAbCorrection = [0.995999992, -0.00400000019, 1.01400006, 0.0];
result.postProcessScaleFactor = 1.714605507808412;
result.lensCenterOffset = 0.151976421;
return result;
};
return VRCameraMetrics;
})();
BABYLON.VRCameraMetrics = VRCameraMetrics;
var Camera = (function (_super) {
__extends(Camera, _super);
function Camera(name, position, scene) {
_super.call(this, name, scene);
this.position = position;
// Members
this.upVector = BABYLON.Vector3.Up();
this.orthoLeft = null;
this.orthoRight = null;
this.orthoBottom = null;
this.orthoTop = null;
this.fov = 0.8;
this.minZ = 1.0;
this.maxZ = 10000.0;
this.inertia = 0.9;
this.mode = Camera.PERSPECTIVE_CAMERA;
this.isIntermediate = false;
this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
this.layerMask = 0x0FFFFFFF;
this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;
// Subcamera members
this.subCameras = new Array();
this._subCameraMode = Camera.SUB_CAMERA_MODE_NONE;
// Cache
this._computedViewMatrix = BABYLON.Matrix.Identity();
this._projectionMatrix = new BABYLON.Matrix();
this._postProcesses = new Array();
this._postProcessesTakenIndices = [];
this._activeMeshes = new BABYLON.SmartArray(256);
this._globalPosition = BABYLON.Vector3.Zero();
scene.addCamera(this);
if (!scene.activeCamera) {
scene.activeCamera = this;
}
}
Object.defineProperty(Camera, "PERSPECTIVE_CAMERA", {
get: function () {
return Camera._PERSPECTIVE_CAMERA;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Camera, "ORTHOGRAPHIC_CAMERA", {
get: function () {
return Camera._ORTHOGRAPHIC_CAMERA;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Camera, "FOVMODE_VERTICAL_FIXED", {
get: function () {
return Camera._FOVMODE_VERTICAL_FIXED;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Camera, "FOVMODE_HORIZONTAL_FIXED", {
get: function () {
return Camera._FOVMODE_HORIZONTAL_FIXED;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Camera, "SUB_CAMERA_MODE_NONE", {
get: function () {
return Camera._SUB_CAMERA_MODE_NONE;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Camera, "SUB_CAMERA_MODE_ANAGLYPH", {
get: function () {
return Camera._SUB_CAMERA_MODE_ANAGLYPH;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Camera, "SUB_CAMERA_MODE_HORIZONTAL_STEREOGRAM", {
get: function () {
return Camera._SUB_CAMERA_MODE_HORIZONTAL_STEREOGRAM;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Camera, "SUB_CAMERA_MODE_VERTICAL_STEREOGRAM", {
get: function () {
return Camera._SUB_CAMERA_MODE_VERTICAL_STEREOGRAM;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Camera, "SUB_CAMERA_MODE_VR", {
get: function () {
return Camera._SUB_CAMERA_MODE_VR;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Camera, "SUB_CAMERAID_A", {
get: function () {
return Camera._SUB_CAMERAID_A;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Camera, "SUB_CAMERAID_B", {
get: function () {
return Camera._SUB_CAMERAID_B;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Camera.prototype, "globalPosition", {
get: function () {
return this._globalPosition;
},
enumerable: true,
configurable: true
});
Camera.prototype.getActiveMeshes = function () {
return this._activeMeshes;
};
Camera.prototype.isActiveMesh = function (mesh) {
return (this._activeMeshes.indexOf(mesh) !== -1);
};
//Cache
Camera.prototype._initCache = function () {
_super.prototype._initCache.call(this);
this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
this._cache.mode = undefined;
this._cache.minZ = undefined;
this._cache.maxZ = undefined;
this._cache.fov = undefined;
this._cache.aspectRatio = undefined;
this._cache.orthoLeft = undefined;
this._cache.orthoRight = undefined;
this._cache.orthoBottom = undefined;
this._cache.orthoTop = undefined;
this._cache.renderWidth = undefined;
this._cache.renderHeight = undefined;
};
Camera.prototype._updateCache = function (ignoreParentClass) {
if (!ignoreParentClass) {
_super.prototype._updateCache.call(this);
}
var engine = this.getEngine();
this._cache.position.copyFrom(this.position);
this._cache.upVector.copyFrom(this.upVector);
this._cache.mode = this.mode;
this._cache.minZ = this.minZ;
this._cache.maxZ = this.maxZ;
this._cache.fov = this.fov;
this._cache.aspectRatio = engine.getAspectRatio(this);
this._cache.orthoLeft = this.orthoLeft;
this._cache.orthoRight = this.orthoRight;
this._cache.orthoBottom = this.orthoBottom;
this._cache.orthoTop = this.orthoTop;
this._cache.renderWidth = engine.getRenderWidth();
this._cache.renderHeight = engine.getRenderHeight();
};
Camera.prototype._updateFromScene = function () {
this.updateCache();
this._update();
};
// Synchronized
Camera.prototype._isSynchronized = function () {
return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
};
Camera.prototype._isSynchronizedViewMatrix = function () {
if (!_super.prototype._isSynchronized.call(this))
return false;
return this._cache.position.equals(this.position) && this._cache.upVector.equals(this.upVector) && this.isSynchronizedWithParent();
};
Camera.prototype._isSynchronizedProjectionMatrix = function () {
var check = this._cache.mode === this.mode && this._cache.minZ === this.minZ && this._cache.maxZ === this.maxZ;
if (!check) {
return false;
}
var engine = this.getEngine();
if (this.mode === Camera.PERSPECTIVE_CAMERA) {
check = this._cache.fov === this.fov && this._cache.aspectRatio === engine.getAspectRatio(this);
}
else {
check = this._cache.orthoLeft === this.orthoLeft && this._cache.orthoRight === this.orthoRight && this._cache.orthoBottom === this.orthoBottom && this._cache.orthoTop === this.orthoTop && this._cache.renderWidth === engine.getRenderWidth() && this._cache.renderHeight === engine.getRenderHeight();
}
return check;
};
// Controls
Camera.prototype.attachControl = function (element) {
};
Camera.prototype.detachControl = function (element) {
};
Camera.prototype._update = function () {
this._checkInputs();
if (this._subCameraMode !== Camera.SUB_CAMERA_MODE_NONE) {
this._updateSubCameras();
}
};
Camera.prototype._checkInputs = function () {
};
Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
if (insertAt === void 0) { insertAt = null; }
if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
return 0;
}
if (insertAt == null || insertAt < 0) {
this._postProcesses.push(postProcess);
this._postProcessesTakenIndices.push(this._postProcesses.length - 1);
return this._postProcesses.length - 1;
}
var add = 0;
if (this._postProcesses[insertAt]) {
var start = this._postProcesses.length - 1;
for (var i = start; i >= insertAt + 1; --i) {
this._postProcesses[i + 1] = this._postProcesses[i];
}
add = 1;
}
for (i = 0; i < this._postProcessesTakenIndices.length; ++i) {
if (this._postProcessesTakenIndices[i] < insertAt) {
continue;
}
start = this._postProcessesTakenIndices.length - 1;
for (var j = start; j >= i; --j) {
this._postProcessesTakenIndices[j + 1] = this._postProcessesTakenIndices[j] + add;
}
this._postProcessesTakenIndices[i] = insertAt;
break;
}
if (!add && this._postProcessesTakenIndices.indexOf(insertAt) == -1) {
this._postProcessesTakenIndices.push(insertAt);
}
var result = insertAt + add;
this._postProcesses[result] = postProcess;
return result;
};
Camera.prototype.detachPostProcess = function (postProcess, atIndices) {
if (atIndices === void 0) { atIndices = null; }
var result = [];
if (!atIndices) {
var length = this._postProcesses.length;
for (var i = 0; i < length; i++) {
if (this._postProcesses[i] !== postProcess) {
continue;
}
delete this._postProcesses[i];
var index = this._postProcessesTakenIndices.indexOf(i);
this._postProcessesTakenIndices.splice(index, 1);
}
}
else {
atIndices = (atIndices instanceof Array) ? atIndices : [atIndices];
for (i = 0; i < atIndices.length; i++) {
var foundPostProcess = this._postProcesses[atIndices[i]];
if (foundPostProcess !== postProcess) {
result.push(i);
continue;
}
delete this._postProcesses[atIndices[i]];
index = this._postProcessesTakenIndices.indexOf(atIndices[i]);
this._postProcessesTakenIndices.splice(index, 1);
}
}
return result;
};
Camera.prototype.getWorldMatrix = function () {
if (!this._worldMatrix) {
this._worldMatrix = BABYLON.Matrix.Identity();
}
var viewMatrix = this.getViewMatrix();
viewMatrix.invertToRef(this._worldMatrix);
return this._worldMatrix;
};
Camera.prototype._getViewMatrix = function () {
return BABYLON.Matrix.Identity();
};
Camera.prototype.getViewMatrix = function (force) {
this._computedViewMatrix = this._computeViewMatrix(force);
if (!force && this._isSynchronizedViewMatrix()) {
return this._computedViewMatrix;
}
if (!this.parent || !this.parent.getWorldMatrix) {
this._globalPosition.copyFrom(this.position);
}
else {
if (!this._worldMatrix) {
this._worldMatrix = BABYLON.Matrix.Identity();
}
this._computedViewMatrix.invertToRef(this._worldMatrix);
this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._computedViewMatrix);
this._globalPosition.copyFromFloats(this._computedViewMatrix.m[12], this._computedViewMatrix.m[13], this._computedViewMatrix.m[14]);
this._computedViewMatrix.invert();
this._markSyncedWithParent();
}
this._currentRenderId = this.getScene().getRenderId();
return this._computedViewMatrix;
};
Camera.prototype._computeViewMatrix = function (force) {
if (!force && this._isSynchronizedViewMatrix()) {
return this._computedViewMatrix;
}
this._computedViewMatrix = this._getViewMatrix();
this._currentRenderId = this.getScene().getRenderId();
return this._computedViewMatrix;
};
Camera.prototype.getProjectionMatrix = function (force) {
if (!force && this._isSynchronizedProjectionMatrix()) {
return this._projectionMatrix;
}
var engine = this.getEngine();
if (this.mode === Camera.PERSPECTIVE_CAMERA) {
if (this.minZ <= 0) {
this.minZ = 0.1;
}
BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode);
return this._projectionMatrix;
}
var halfWidth = engine.getRenderWidth() / 2.0;
var halfHeight = engine.getRenderHeight() / 2.0;
BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
return this._projectionMatrix;
};
Camera.prototype.dispose = function () {
// Remove from scene
this.getScene().removeCamera(this);
while (this.subCameras.length > 0) {
this.subCameras.pop().dispose();
}
for (var i = 0; i < this._postProcessesTakenIndices.length; ++i) {
this._postProcesses[this._postProcessesTakenIndices[i]].dispose(this);
}
};
// ---- 3D cameras section ----
Camera.prototype.setSubCameraMode = function (mode, halfSpace, metrics) {
if (halfSpace === void 0) { halfSpace = 0; }
while (this.subCameras.length > 0) {
this.subCameras.pop().dispose();
}
this._subCameraMode = mode;
this._subCamHalfSpace = BABYLON.Tools.ToRadians(halfSpace);
var camA = this.getSubCamera(this.name + "_A", true);
var camB = this.getSubCamera(this.name + "_B", false);
var postProcessA;
var postProcessB;
switch (this._subCameraMode) {
case Camera.SUB_CAMERA_MODE_ANAGLYPH:
postProcessA = new BABYLON.PassPostProcess(this.name + "_leftTexture", 1.0, camA);
camA.isIntermediate = true;
postProcessB = new BABYLON.AnaglyphPostProcess(this.name + "_anaglyph", 1.0, camB);
postProcessB.onApply = function (effect) {
effect.setTextureFromPostProcess("leftSampler", postProcessA);
};
break;
case Camera.SUB_CAMERA_MODE_HORIZONTAL_STEREOGRAM:
case Camera.SUB_CAMERA_MODE_VERTICAL_STEREOGRAM:
var isStereogramHoriz = this._subCameraMode === Camera.SUB_CAMERA_MODE_HORIZONTAL_STEREOGRAM;
postProcessA = new BABYLON.PassPostProcess("passthru", 1.0, camA);
camA.isIntermediate = true;
postProcessB = new BABYLON.StereogramInterlacePostProcess("st_interlace", camB, postProcessA, isStereogramHoriz);
break;
case Camera.SUB_CAMERA_MODE_VR:
metrics = metrics || VRCameraMetrics.GetDefault();
;
camA._vrMetrics = metrics;
camA.viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
camA._vrWorkMatrix = new BABYLON.Matrix();
camA._vrHMatrix = metrics.leftHMatrix;
camA._vrPreViewMatrix = metrics.leftPreViewMatrix;
camA.getProjectionMatrix = camA._getVRProjectionMatrix;
if (metrics.compensateDistorsion) {
postProcessA = new BABYLON.VRDistortionCorrectionPostProcess("Distortion Compensation Left", camA, false, metrics);
}
camB._vrMetrics = camA._vrMetrics;
camB.viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
camB._vrWorkMatrix = new BABYLON.Matrix();
camB._vrHMatrix = metrics.rightHMatrix;
camB._vrPreViewMatrix = metrics.rightPreViewMatrix;
camB.getProjectionMatrix = camB._getVRProjectionMatrix;
if (metrics.compensateDistorsion) {
postProcessB = new BABYLON.VRDistortionCorrectionPostProcess("Distortion Compensation Right", camB, true, metrics);
}
}
if (this._subCameraMode !== Camera.SUB_CAMERA_MODE_NONE) {
this.subCameras.push(camA);
this.subCameras.push(camB);
}
this._update();
};
Camera.prototype._getVRProjectionMatrix = function () {
BABYLON.Matrix.PerspectiveFovLHToRef(this._vrMetrics.aspectRatioFov, this._vrMetrics.aspectRatio, this.minZ, this.maxZ, this._vrWorkMatrix);
this._vrWorkMatrix.multiplyToRef(this._vrHMatrix, this._projectionMatrix);
return this._projectionMatrix;
};
Camera.prototype.setSubCamHalfSpace = function (halfSpace) {
this._subCamHalfSpace = BABYLON.Tools.ToRadians(halfSpace);
};
/**
* May needs to be overridden by children so sub has required properties to be copied
*/
Camera.prototype.getSubCamera = function (name, isA) {
return null;
};
/**
* May needs to be overridden by children
*/
Camera.prototype._updateSubCameras = function () {
var camA = this.subCameras[Camera.SUB_CAMERAID_A];
var camB = this.subCameras[Camera.SUB_CAMERAID_B];
camA.minZ = camB.minZ = this.minZ;
camA.maxZ = camB.maxZ = this.maxZ;
camA.fov = camB.fov = this.fov;
// only update viewport, when ANAGLYPH
if (this._subCameraMode === Camera.SUB_CAMERA_MODE_ANAGLYPH) {
camA.viewport = camB.viewport = this.viewport;
}
};
// Statics
Camera._PERSPECTIVE_CAMERA = 0;
Camera._ORTHOGRAPHIC_CAMERA = 1;
Camera._FOVMODE_VERTICAL_FIXED = 0;
Camera._FOVMODE_HORIZONTAL_FIXED = 1;
Camera._SUB_CAMERA_MODE_NONE = 0;
Camera._SUB_CAMERA_MODE_ANAGLYPH = 1;
Camera._SUB_CAMERA_MODE_HORIZONTAL_STEREOGRAM = 2;
Camera._SUB_CAMERA_MODE_VERTICAL_STEREOGRAM = 3;
Camera._SUB_CAMERA_MODE_VR = 4;
Camera._SUB_CAMERAID_A = 0;
Camera._SUB_CAMERAID_B = 1;
return Camera;
})(BABYLON.Node);
BABYLON.Camera = Camera;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.camera.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var TargetCamera = (function (_super) {
__extends(TargetCamera, _super);
function TargetCamera(name, position, scene) {
_super.call(this, name, position, scene);
this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
this.cameraRotation = new BABYLON.Vector2(0, 0);
this.rotation = new BABYLON.Vector3(0, 0, 0);
this.speed = 2.0;
this.noRotationConstraint = false;
this.lockedTarget = null;
this._currentTarget = BABYLON.Vector3.Zero();
this._viewMatrix = BABYLON.Matrix.Zero();
this._camMatrix = BABYLON.Matrix.Zero();
this._cameraTransformMatrix = BABYLON.Matrix.Zero();
this._cameraRotationMatrix = BABYLON.Matrix.Zero();
this._referencePoint = new BABYLON.Vector3(0, 0, 1);
this._transformedReferencePoint = BABYLON.Vector3.Zero();
this._lookAtTemp = BABYLON.Matrix.Zero();
this._tempMatrix = BABYLON.Matrix.Zero();
}
TargetCamera.prototype._getLockedTargetPosition = function () {
if (!this.lockedTarget) {
return null;
}
return this.lockedTarget.position || this.lockedTarget;
};
// Cache
TargetCamera.prototype._initCache = function () {
_super.prototype._initCache.call(this);
this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
};
TargetCamera.prototype._updateCache = function (ignoreParentClass) {
if (!ignoreParentClass) {
_super.prototype._updateCache.call(this);
}
var lockedTargetPosition = this._getLockedTargetPosition();
if (!lockedTargetPosition) {
this._cache.lockedTarget = null;
}
else {
if (!this._cache.lockedTarget) {
this._cache.lockedTarget = lockedTargetPosition.clone();
}
else {
this._cache.lockedTarget.copyFrom(lockedTargetPosition);
}
}
this._cache.rotation.copyFrom(this.rotation);
};
// Synchronized
TargetCamera.prototype._isSynchronizedViewMatrix = function () {
if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
return false;
}
var lockedTargetPosition = this._getLockedTargetPosition();
return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition) && this._cache.rotation.equals(this.rotation);
};
// Methods
TargetCamera.prototype._computeLocalCameraSpeed = function () {
var engine = this.getEngine();
return this.speed * ((engine.getDeltaTime() / (engine.getFps() * 10.0)));
};
// Target
TargetCamera.prototype.setTarget = function (target) {
this.upVector.normalize();
BABYLON.Matrix.LookAtLHToRef(this.position, target, this.upVector, this._camMatrix);
this._camMatrix.invert();
this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
var vDir = target.subtract(this.position);
if (vDir.x >= 0.0) {
this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
}
else {
this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
}
this.rotation.z = -Math.acos(BABYLON.Vector3.Dot(new BABYLON.Vector3(0, 1.0, 0), this.upVector));
if (isNaN(this.rotation.x)) {
this.rotation.x = 0;
}
if (isNaN(this.rotation.y)) {
this.rotation.y = 0;
}
if (isNaN(this.rotation.z)) {
this.rotation.z = 0;
}
};
TargetCamera.prototype.getTarget = function () {
return this._currentTarget;
};
TargetCamera.prototype._decideIfNeedsToMove = function () {
return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
};
TargetCamera.prototype._updatePosition = function () {
this.position.addInPlace(this.cameraDirection);
};
TargetCamera.prototype._checkInputs = function () {
var needToMove = this._decideIfNeedsToMove();
var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
// Move
if (needToMove) {
this._updatePosition();
}
// Rotate
if (needToRotate) {
this.rotation.x += this.cameraRotation.x;
this.rotation.y += this.cameraRotation.y;
if (!this.noRotationConstraint) {
var limit = (Math.PI / 2) * 0.95;
if (this.rotation.x > limit)
this.rotation.x = limit;
if (this.rotation.x < -limit)
this.rotation.x = -limit;
}
}
// Inertia
if (needToMove) {
if (Math.abs(this.cameraDirection.x) < BABYLON.Engine.Epsilon) {
this.cameraDirection.x = 0;
}
if (Math.abs(this.cameraDirection.y) < BABYLON.Engine.Epsilon) {
this.cameraDirection.y = 0;
}
if (Math.abs(this.cameraDirection.z) < BABYLON.Engine.Epsilon) {
this.cameraDirection.z = 0;
}
this.cameraDirection.scaleInPlace(this.inertia);
}
if (needToRotate) {
if (Math.abs(this.cameraRotation.x) < BABYLON.Engine.Epsilon) {
this.cameraRotation.x = 0;
}
if (Math.abs(this.cameraRotation.y) < BABYLON.Engine.Epsilon) {
this.cameraRotation.y = 0;
}
this.cameraRotation.scaleInPlace(this.inertia);
}
_super.prototype._checkInputs.call(this);
};
TargetCamera.prototype._getViewMatrix = function () {
if (!this.lockedTarget) {
// Compute
if (this.upVector.x !== 0 || this.upVector.y !== 1.0 || this.upVector.z !== 0) {
BABYLON.Matrix.LookAtLHToRef(BABYLON.Vector3.Zero(), this._referencePoint, this.upVector, this._lookAtTemp);
BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
this._lookAtTemp.multiplyToRef(this._cameraRotationMatrix, this._tempMatrix);
this._lookAtTemp.invert();
this._tempMatrix.multiplyToRef(this._lookAtTemp, this._cameraRotationMatrix);
}
else {
BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
}
BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
// Computing target and final matrix
this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
}
else {
this._currentTarget.copyFrom(this._getLockedTargetPosition());
}
BABYLON.Matrix.LookAtLHToRef(this.position, this._currentTarget, this.upVector, this._viewMatrix);
return this._viewMatrix;
};
TargetCamera.prototype._getVRViewMatrix = function () {
BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
BABYLON.Vector3.TransformNormalToRef(this.upVector, this._cameraRotationMatrix, this._vrActualUp);
// Computing target and final matrix
this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
BABYLON.Matrix.LookAtLHToRef(this.position, this._currentTarget, this._vrActualUp, this._vrWorkMatrix);
this._vrWorkMatrix.multiplyToRef(this._vrPreViewMatrix, this._viewMatrix);
return this._viewMatrix;
};
/**
* @override
* needs to be overridden, so sub has required properties to be copied
*/
TargetCamera.prototype.getSubCamera = function (name, isA) {
var subCamera = new BABYLON.TargetCamera(name, this.position.clone(), this.getScene());
if (this._subCameraMode === BABYLON.Camera.SUB_CAMERA_MODE_VR) {
subCamera._vrActualUp = new BABYLON.Vector3(0, 0, 0);
subCamera._getViewMatrix = subCamera._getVRViewMatrix;
}
return subCamera;
};
/**
* @override
* needs to be overridden, adding copy of position, and rotation for VR, or target for rest
*/
TargetCamera.prototype._updateSubCameras = function () {
var camA = this.subCameras[BABYLON.Camera.SUB_CAMERAID_A];
var camB = this.subCameras[BABYLON.Camera.SUB_CAMERAID_B];
if (this._subCameraMode === BABYLON.Camera.SUB_CAMERA_MODE_VR) {
camA.rotation.x = camB.rotation.x = this.rotation.x;
camA.rotation.y = camB.rotation.y = this.rotation.y;
camA.rotation.z = camB.rotation.z = this.rotation.z;
camA.position.copyFrom(this.position);
camB.position.copyFrom(this.position);
}
else {
camA.setTarget(this.getTarget());
camB.setTarget(this.getTarget());
this._getSubCamPosition(-this._subCamHalfSpace, camA.position);
this._getSubCamPosition(this._subCamHalfSpace, camB.position);
}
_super.prototype._updateSubCameras.call(this);
};
TargetCamera.prototype._getSubCamPosition = function (halfSpace, result) {
if (!this._subCamTransformMatrix) {
this._subCamTransformMatrix = new BABYLON.Matrix();
}
var target = this.getTarget();
BABYLON.Matrix.Translation(-target.x, -target.y, -target.z).multiplyToRef(BABYLON.Matrix.RotationY(halfSpace), this._subCamTransformMatrix);
this._subCamTransformMatrix = this._subCamTransformMatrix.multiply(BABYLON.Matrix.Translation(target.x, target.y, target.z));
BABYLON.Vector3.TransformCoordinatesToRef(this.position, this._subCamTransformMatrix, result);
};
return TargetCamera;
})(BABYLON.Camera);
BABYLON.TargetCamera = TargetCamera;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.targetCamera.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var FreeCamera = (function (_super) {
__extends(FreeCamera, _super);
function FreeCamera(name, position, scene) {
var _this = this;
_super.call(this, name, position, scene);
this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
this.keysUp = [38];
this.keysDown = [40];
this.keysLeft = [37];
this.keysRight = [39];
this.checkCollisions = false;
this.applyGravity = false;
this.angularSensibility = 2000.0;
this._keys = [];
this._collider = new BABYLON.Collider();
this._needMoveForGravity = false;
this._oldPosition = BABYLON.Vector3.Zero();
this._diffPosition = BABYLON.Vector3.Zero();
this._newPosition = BABYLON.Vector3.Zero();
this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
if (collidedMesh === void 0) { collidedMesh = null; }
//TODO move this to the collision coordinator!
if (_this.getScene().workerCollisions)
newPosition.multiplyInPlace(_this._collider.radius);
var updatePosition = function (newPos) {
_this._newPosition.copyFrom(newPos);
_this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
var oldPosition = _this.position.clone();
if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
_this.position.addInPlace(_this._diffPosition);
if (_this.onCollide && collidedMesh) {
_this.onCollide(collidedMesh);
}
}
};
updatePosition(newPosition);
};
}
// Controls
FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
var _this = this;
var previousPosition;
var engine = this.getEngine();
if (this._attachedElement) {
return;
}
this._attachedElement = element;
if (this._onMouseDown === undefined) {
this._onMouseDown = function (evt) {
previousPosition = {
x: evt.clientX,
y: evt.clientY
};
if (!noPreventDefault) {
evt.preventDefault();
}
};
this._onMouseUp = function (evt) {
previousPosition = null;
if (!noPreventDefault) {
evt.preventDefault();
}
};
this._onMouseOut = function (evt) {
previousPosition = null;
_this._keys = [];
if (!noPreventDefault) {
evt.preventDefault();
}
};
this._onMouseMove = function (evt) {
if (!previousPosition && !engine.isPointerLock) {
return;
}
var offsetX;
var offsetY;
if (!engine.isPointerLock) {
offsetX = evt.clientX - previousPosition.x;
offsetY = evt.clientY - previousPosition.y;
}
else {
offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
}
_this.cameraRotation.y += offsetX / _this.angularSensibility;
_this.cameraRotation.x += offsetY / _this.angularSensibility;
previousPosition = {
x: evt.clientX,
y: evt.clientY
};
if (!noPreventDefault) {
evt.preventDefault();
}
};
this._onKeyDown = function (evt) {
if (_this.keysUp.indexOf(evt.keyCode) !== -1 || _this.keysDown.indexOf(evt.keyCode) !== -1 || _this.keysLeft.indexOf(evt.keyCode) !== -1 || _this.keysRight.indexOf(evt.keyCode) !== -1) {
var index = _this._keys.indexOf(evt.keyCode);
if (index === -1) {
_this._keys.push(evt.keyCode);
}
if (!noPreventDefault) {
evt.preventDefault();
}
}
};
this._onKeyUp = function (evt) {
if (_this.keysUp.indexOf(evt.keyCode) !== -1 || _this.keysDown.indexOf(evt.keyCode) !== -1 || _this.keysLeft.indexOf(evt.keyCode) !== -1 || _this.keysRight.indexOf(evt.keyCode) !== -1) {
var index = _this._keys.indexOf(evt.keyCode);
if (index >= 0) {
_this._keys.splice(index, 1);
}
if (!noPreventDefault) {
evt.preventDefault();
}
}
};
this._onLostFocus = function () {
_this._keys = [];
};
this._reset = function () {
_this._keys = [];
previousPosition = null;
_this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
_this.cameraRotation = new BABYLON.Vector2(0, 0);
};
}
element.addEventListener("mousedown", this._onMouseDown, false);
element.addEventListener("mouseup", this._onMouseUp, false);
element.addEventListener("mouseout", this._onMouseOut, false);
element.addEventListener("mousemove", this._onMouseMove, false);
BABYLON.Tools.RegisterTopRootEvents([
{ name: "keydown", handler: this._onKeyDown },
{ name: "keyup", handler: this._onKeyUp },
{ name: "blur", handler: this._onLostFocus }
]);
};
FreeCamera.prototype.detachControl = function (element) {
if (this._attachedElement != element) {
return;
}
element.removeEventListener("mousedown", this._onMouseDown);
element.removeEventListener("mouseup", this._onMouseUp);
element.removeEventListener("mouseout", this._onMouseOut);
element.removeEventListener("mousemove", this._onMouseMove);
BABYLON.Tools.UnregisterTopRootEvents([
{ name: "keydown", handler: this._onKeyDown },
{ name: "keyup", handler: this._onKeyUp },
{ name: "blur", handler: this._onLostFocus }
]);
this._attachedElement = null;
if (this._reset) {
this._reset();
}
};
FreeCamera.prototype._collideWithWorld = function (velocity) {
var globalPosition;
if (this.parent) {
globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
}
else {
globalPosition = this.position;
}
globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
this._collider.radius = this.ellipsoid;
//add gravity to the velocity to prevent the dual-collision checking
if (this.applyGravity) {
velocity.addInPlace(this.getScene().gravity);
}
this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, velocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
};
FreeCamera.prototype._checkInputs = function () {
if (!this._localDirection) {
this._localDirection = BABYLON.Vector3.Zero();
this._transformedDirection = BABYLON.Vector3.Zero();
}
for (var index = 0; index < this._keys.length; index++) {
var keyCode = this._keys[index];
var speed = this._computeLocalCameraSpeed();
if (this.keysLeft.indexOf(keyCode) !== -1) {
this._localDirection.copyFromFloats(-speed, 0, 0);
}
else if (this.keysUp.indexOf(keyCode) !== -1) {
this._localDirection.copyFromFloats(0, 0, speed);
}
else if (this.keysRight.indexOf(keyCode) !== -1) {
this._localDirection.copyFromFloats(speed, 0, 0);
}
else if (this.keysDown.indexOf(keyCode) !== -1) {
this._localDirection.copyFromFloats(0, 0, -speed);
}
this.getViewMatrix().invertToRef(this._cameraTransformMatrix);
BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
this.cameraDirection.addInPlace(this._transformedDirection);
}
_super.prototype._checkInputs.call(this);
};
FreeCamera.prototype._decideIfNeedsToMove = function () {
return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
};
FreeCamera.prototype._updatePosition = function () {
if (this.checkCollisions && this.getScene().collisionsEnabled) {
this._collideWithWorld(this.cameraDirection);
}
else {
this.position.addInPlace(this.cameraDirection);
}
};
return FreeCamera;
})(BABYLON.TargetCamera);
BABYLON.FreeCamera = FreeCamera;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.freeCamera.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var FollowCamera = (function (_super) {
__extends(FollowCamera, _super);
function FollowCamera(name, position, scene) {
_super.call(this, name, position, scene);
this.radius = 12;
this.rotationOffset = 0;
this.heightOffset = 4;
this.cameraAcceleration = 0.05;
this.maxCameraSpeed = 20;
}
FollowCamera.prototype.getRadians = function (degrees) {
return degrees * Math.PI / 180;
};
FollowCamera.prototype.follow = function (cameraTarget) {
if (!cameraTarget)
return;
var yRotation;
if (cameraTarget.rotationQuaternion) {
var rotMatrix = new BABYLON.Matrix();
cameraTarget.rotationQuaternion.toRotationMatrix(rotMatrix);
yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]);
}
else {
yRotation = cameraTarget.rotation.y;
}
var radians = this.getRadians(this.rotationOffset) + yRotation;
var targetX = cameraTarget.position.x + Math.sin(radians) * this.radius;
var targetZ = cameraTarget.position.z + Math.cos(radians) * this.radius;
var dx = targetX - this.position.x;
var dy = (cameraTarget.position.y + this.heightOffset) - this.position.y;
var dz = (targetZ) - this.position.z;
var vx = dx * this.cameraAcceleration * 2; //this is set to .05
var vy = dy * this.cameraAcceleration;
var vz = dz * this.cameraAcceleration * 2;
if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
}
if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
}
if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
}
this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
this.setTarget(cameraTarget.position);
};
FollowCamera.prototype._checkInputs = function () {
_super.prototype._checkInputs.call(this);
this.follow(this.target);
};
return FollowCamera;
})(BABYLON.TargetCamera);
BABYLON.FollowCamera = FollowCamera;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.followCamera.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
// We're mainly based on the logic defined into the FreeCamera code
var TouchCamera = (function (_super) {
__extends(TouchCamera, _super);
function TouchCamera(name, position, scene) {
_super.call(this, name, position, scene);
this._offsetX = null;
this._offsetY = null;
this._pointerCount = 0;
this._pointerPressed = [];
this.angularSensibility = 200000.0;
this.moveSensibility = 500.0;
}
TouchCamera.prototype.attachControl = function (canvas, noPreventDefault) {
var _this = this;
var previousPosition;
if (this._attachedCanvas) {
return;
}
this._attachedCanvas = canvas;
if (this._onPointerDown === undefined) {
this._onPointerDown = function (evt) {
if (!noPreventDefault) {
evt.preventDefault();
}
_this._pointerPressed.push(evt.pointerId);
if (_this._pointerPressed.length !== 1) {
return;
}
previousPosition = {
x: evt.clientX,
y: evt.clientY
};
};
this._onPointerUp = function (evt) {
if (!noPreventDefault) {
evt.preventDefault();
}
var index = _this._pointerPressed.indexOf(evt.pointerId);
if (index === -1) {
return;
}
_this._pointerPressed.splice(index, 1);
if (index != 0) {
return;
}
previousPosition = null;
_this._offsetX = null;
_this._offsetY = null;
};
this._onPointerMove = function (evt) {
if (!noPreventDefault) {
evt.preventDefault();
}
if (!previousPosition) {
return;
}
var index = _this._pointerPressed.indexOf(evt.pointerId);
if (index != 0) {
return;
}
_this._offsetX = evt.clientX - previousPosition.x;
_this._offsetY = -(evt.clientY - previousPosition.y);
};
this._onLostFocus = function () {
_this._offsetX = null;
_this._offsetY = null;
};
}
canvas.addEventListener("pointerdown", this._onPointerDown);
canvas.addEventListener("pointerup", this._onPointerUp);
canvas.addEventListener("pointerout", this._onPointerUp);
canvas.addEventListener("pointermove", this._onPointerMove);
BABYLON.Tools.RegisterTopRootEvents([
{ name: "blur", handler: this._onLostFocus }
]);
};
TouchCamera.prototype.detachControl = function (canvas) {
if (this._attachedCanvas != canvas) {
return;
}
canvas.removeEventListener("pointerdown", this._onPointerDown);
canvas.removeEventListener("pointerup", this._onPointerUp);
canvas.removeEventListener("pointerout", this._onPointerUp);
canvas.removeEventListener("pointermove", this._onPointerMove);
BABYLON.Tools.UnregisterTopRootEvents([
{ name: "blur", handler: this._onLostFocus }
]);
this._attachedCanvas = null;
};
TouchCamera.prototype._checkInputs = function () {
if (!this._offsetX) {
return;
}
this.cameraRotation.y += this._offsetX / this.angularSensibility;
if (this._pointerPressed.length > 1) {
this.cameraRotation.x += -this._offsetY / this.angularSensibility;
}
else {
var speed = this._computeLocalCameraSpeed();
var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.moveSensibility);
BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, 0, this._cameraRotationMatrix);
this.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, this._cameraRotationMatrix));
}
_super.prototype._checkInputs.call(this);
};
return TouchCamera;
})(BABYLON.FreeCamera);
BABYLON.TouchCamera = TouchCamera;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.touchCamera.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var eventPrefix = BABYLON.Tools.GetPointerPrefix();
var ArcRotateCamera = (function (_super) {
__extends(ArcRotateCamera, _super);
function ArcRotateCamera(name, alpha, beta, radius, target, scene) {
var _this = this;
_super.call(this, name, BABYLON.Vector3.Zero(), scene);
this.alpha = alpha;
this.beta = beta;
this.radius = radius;
this.target = target;
this.inertialAlphaOffset = 0;
this.inertialBetaOffset = 0;
this.inertialRadiusOffset = 0;
this.lowerAlphaLimit = null;
this.upperAlphaLimit = null;
this.lowerBetaLimit = 0.01;
this.upperBetaLimit = Math.PI;
this.lowerRadiusLimit = null;
this.upperRadiusLimit = null;
this.angularSensibility = 1000.0;
this.wheelPrecision = 3.0;
this.pinchPrecision = 2.0;
this.keysUp = [38];
this.keysDown = [40];
this.keysLeft = [37];
this.keysRight = [39];
this.zoomOnFactor = 1;
this.targetScreenOffset = BABYLON.Vector2.Zero();
this.pinchInwards = true;
this._keys = [];
this._viewMatrix = new BABYLON.Matrix();
this.checkCollisions = false;
this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
this._collider = new BABYLON.Collider();
this._previousPosition = BABYLON.Vector3.Zero();
this._collisionVelocity = BABYLON.Vector3.Zero();
this._newPosition = BABYLON.Vector3.Zero();
this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
if (collidedMesh === void 0) { collidedMesh = null; }
if (collisionId != null || collisionId != undefined)
newPosition.multiplyInPlace(_this._collider.radius);
if (!newPosition.equalsWithEpsilon(_this.position)) {
_this.position.copyFrom(_this._previousPosition);
_this.alpha = _this._previousAlpha;
_this.beta = _this._previousBeta;
_this.radius = _this._previousRadius;
if (_this.onCollide && collidedMesh) {
_this.onCollide(collidedMesh);
}
}
_this._collisionTriggered = false;
};
if (!this.target) {
this.target = BABYLON.Vector3.Zero();
}
this.getViewMatrix();
}
ArcRotateCamera.prototype._getTargetPosition = function () {
return this.target.position || this.target;
};
// Cache
ArcRotateCamera.prototype._initCache = function () {
_super.prototype._initCache.call(this);
this._cache.target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
this._cache.alpha = undefined;
this._cache.beta = undefined;
this._cache.radius = undefined;
this._cache.targetScreenOffset = undefined;
};
ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
if (!ignoreParentClass) {
_super.prototype._updateCache.call(this);
}
this._cache.target.copyFrom(this._getTargetPosition());
this._cache.alpha = this.alpha;
this._cache.beta = this.beta;
this._cache.radius = this.radius;
this._cache.targetScreenOffset = this.targetScreenOffset.clone();
};
// Synchronized
ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
if (!_super.prototype._isSynchronizedViewMatrix.call(this))
return false;
return this._cache.target.equals(this._getTargetPosition()) && this._cache.alpha === this.alpha && this._cache.beta === this.beta && this._cache.radius === this.radius && this._cache.targetScreenOffset.equals(this.targetScreenOffset);
};
// Methods
ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault) {
var _this = this;
var cacheSoloPointer; // cache pointer object for better perf on camera rotation
var previousPinchDistance = 0;
var pointers = new BABYLON.SmartCollection();
if (this._attachedElement) {
return;
}
this._attachedElement = element;
var engine = this.getEngine();
if (this._onPointerDown === undefined) {
this._onPointerDown = function (evt) {
pointers.add(evt.pointerId, { x: evt.clientX, y: evt.clientY, type: evt.pointerType });
cacheSoloPointer = pointers.item(evt.pointerId);
if (!noPreventDefault) {
evt.preventDefault();
}
};
this._onPointerUp = function (evt) {
cacheSoloPointer = null;
previousPinchDistance = 0;
pointers.remove(evt.pointerId);
if (!noPreventDefault) {
evt.preventDefault();
}
};
this._onPointerMove = function (evt) {
if (!noPreventDefault) {
evt.preventDefault();
}
switch (pointers.count) {
case 1:
//var offsetX = evt.clientX - pointers.item(evt.pointerId).x;
//var offsetY = evt.clientY - pointers.item(evt.pointerId).y;
var offsetX = evt.clientX - cacheSoloPointer.x;
var offsetY = evt.clientY - cacheSoloPointer.y;
_this.inertialAlphaOffset -= offsetX / _this.angularSensibility;
_this.inertialBetaOffset -= offsetY / _this.angularSensibility;
//pointers.item(evt.pointerId).x = evt.clientX;
//pointers.item(evt.pointerId).y = evt.clientY;
cacheSoloPointer.x = evt.clientX;
cacheSoloPointer.y = evt.clientY;
break;
case 2:
//if (noPreventDefault) { evt.preventDefault(); } //if pinch gesture, could be usefull to force preventDefault to avoid html page scroll/zoom in some mobile browsers
pointers.item(evt.pointerId).x = evt.clientX;
pointers.item(evt.pointerId).y = evt.clientY;
var direction = _this.pinchInwards ? 1 : -1;
var distX = pointers.getItemByIndex(0).x - pointers.getItemByIndex(1).x;
var distY = pointers.getItemByIndex(0).y - pointers.getItemByIndex(1).y;
var pinchSquaredDistance = (distX * distX) + (distY * distY);
if (previousPinchDistance === 0) {
previousPinchDistance = pinchSquaredDistance;
return;
}
if (pinchSquaredDistance !== previousPinchDistance) {
_this.inertialRadiusOffset += (pinchSquaredDistance - previousPinchDistance) / (_this.pinchPrecision * _this.wheelPrecision * _this.angularSensibility * direction);
previousPinchDistance = pinchSquaredDistance;
}
break;
default:
if (pointers.item(evt.pointerId)) {
pointers.item(evt.pointerId).x = evt.clientX;
pointers.item(evt.pointerId).y = evt.clientY;
}
}
};
this._onMouseMove = function (evt) {
if (!engine.isPointerLock) {
return;
}
var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
_this.inertialAlphaOffset -= offsetX / _this.angularSensibility;
_this.inertialBetaOffset -= offsetY / _this.angularSensibility;
if (!noPreventDefault) {
evt.preventDefault();
}
};
this._wheel = function (event) {
var delta = 0;
if (event.wheelDelta) {
delta = event.wheelDelta / (_this.wheelPrecision * 40);
}
else if (event.detail) {
delta = -event.detail / _this.wheelPrecision;
}
if (delta)
_this.inertialRadiusOffset += delta;
if (event.preventDefault) {
if (!noPreventDefault) {
event.preventDefault();
}
}
};
this._onKeyDown = function (evt) {
if (_this.keysUp.indexOf(evt.keyCode) !== -1 || _this.keysDown.indexOf(evt.keyCode) !== -1 || _this.keysLeft.indexOf(evt.keyCode) !== -1 || _this.keysRight.indexOf(evt.keyCode) !== -1) {
var index = _this._keys.indexOf(evt.keyCode);
if (index === -1) {
_this._keys.push(evt.keyCode);
}
if (evt.preventDefault) {
if (!noPreventDefault) {
evt.preventDefault();
}
}
}
};
this._onKeyUp = function (evt) {
if (_this.keysUp.indexOf(evt.keyCode) !== -1 || _this.keysDown.indexOf(evt.keyCode) !== -1 || _this.keysLeft.indexOf(evt.keyCode) !== -1 || _this.keysRight.indexOf(evt.keyCode) !== -1) {
var index = _this._keys.indexOf(evt.keyCode);
if (index >= 0) {
_this._keys.splice(index, 1);
}
if (evt.preventDefault) {
if (!noPreventDefault) {
evt.preventDefault();
}
}
}
};
this._onLostFocus = function () {
_this._keys = [];
pointers.empty();
previousPinchDistance = 0;
cacheSoloPointer = null;
};
this._onGestureStart = function (e) {
if (window.MSGesture === undefined) {
return;
}
if (!_this._MSGestureHandler) {
_this._MSGestureHandler = new MSGesture();
_this._MSGestureHandler.target = element;
}
_this._MSGestureHandler.addPointer(e.pointerId);
};
this._onGesture = function (e) {
_this.radius *= e.scale;
if (e.preventDefault) {
if (!noPreventDefault) {
e.stopPropagation();
e.preventDefault();
}
}
};
this._reset = function () {
_this._keys = [];
_this.inertialAlphaOffset = 0;
_this.inertialBetaOffset = 0;
_this.inertialRadiusOffset = 0;
pointers.empty();
previousPinchDistance = 0;
cacheSoloPointer = null;
};
}
element.addEventListener(eventPrefix + "down", this._onPointerDown, false);
element.addEventListener(eventPrefix + "up", this._onPointerUp, false);
element.addEventListener(eventPrefix + "out", this._onPointerUp, false);
element.addEventListener(eventPrefix + "move", this._onPointerMove, false);
element.addEventListener("mousemove", this._onMouseMove, false);
element.addEventListener("MSPointerDown", this._onGestureStart, false);
element.addEventListener("MSGestureChange", this._onGesture, false);
element.addEventListener('mousewheel', this._wheel, false);
element.addEventListener('DOMMouseScroll', this._wheel, false);
BABYLON.Tools.RegisterTopRootEvents([
{ name: "keydown", handler: this._onKeyDown },
{ name: "keyup", handler: this._onKeyUp },
{ name: "blur", handler: this._onLostFocus }
]);
};
ArcRotateCamera.prototype.detachControl = function (element) {
if (this._attachedElement !== element) {
return;
}
element.removeEventListener(eventPrefix + "down", this._onPointerDown);
element.removeEventListener(eventPrefix + "up", this._onPointerUp);
element.removeEventListener(eventPrefix + "out", this._onPointerUp);
element.removeEventListener(eventPrefix + "move", this._onPointerMove);
element.removeEventListener("mousemove", this._onMouseMove);
element.removeEventListener("MSPointerDown", this._onGestureStart);
element.removeEventListener("MSGestureChange", this._onGesture);
element.removeEventListener('mousewheel', this._wheel);
element.removeEventListener('DOMMouseScroll', this._wheel);
BABYLON.Tools.UnregisterTopRootEvents([
{ name: "keydown", handler: this._onKeyDown },
{ name: "keyup", handler: this._onKeyUp },
{ name: "blur", handler: this._onLostFocus }
]);
this._MSGestureHandler = null;
this._attachedElement = null;
if (this._reset) {
this._reset();
}
};
ArcRotateCamera.prototype._checkInputs = function () {
//if (async) collision inspection was triggered, don't update the camera's position - until the collision callback was called.
if (this._collisionTriggered) {
return;
}
for (var index = 0; index < this._keys.length; index++) {
var keyCode = this._keys[index];
if (this.keysLeft.indexOf(keyCode) !== -1) {
this.inertialAlphaOffset -= 0.01;
}
else if (this.keysUp.indexOf(keyCode) !== -1) {
this.inertialBetaOffset -= 0.01;
}
else if (this.keysRight.indexOf(keyCode) !== -1) {
this.inertialAlphaOffset += 0.01;
}
else if (this.keysDown.indexOf(keyCode) !== -1) {
this.inertialBetaOffset += 0.01;
}
}
// Inertia
if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset != 0) {
this.alpha += this.inertialAlphaOffset;
this.beta += this.inertialBetaOffset;
this.radius -= this.inertialRadiusOffset;
this.inertialAlphaOffset *= this.inertia;
this.inertialBetaOffset *= this.inertia;
this.inertialRadiusOffset *= this.inertia;
if (Math.abs(this.inertialAlphaOffset) < BABYLON.Engine.Epsilon)
this.inertialAlphaOffset = 0;
if (Math.abs(this.inertialBetaOffset) < BABYLON.Engine.Epsilon)
this.inertialBetaOffset = 0;
if (Math.abs(this.inertialRadiusOffset) < BABYLON.Engine.Epsilon)
this.inertialRadiusOffset = 0;
}
// Limits
if (this.lowerAlphaLimit && this.alpha < this.lowerAlphaLimit) {
this.alpha = this.lowerAlphaLimit;
}
if (this.upperAlphaLimit && this.alpha > this.upperAlphaLimit) {
this.alpha = this.upperAlphaLimit;
}
if (this.lowerBetaLimit && this.beta < this.lowerBetaLimit) {
this.beta = this.lowerBetaLimit;
}
if (this.upperBetaLimit && this.beta > this.upperBetaLimit) {
this.beta = this.upperBetaLimit;
}
if (this.lowerRadiusLimit && this.radius < this.lowerRadiusLimit) {
this.radius = this.lowerRadiusLimit;
}
if (this.upperRadiusLimit && this.radius > this.upperRadiusLimit) {
this.radius = this.upperRadiusLimit;
}
_super.prototype._checkInputs.call(this);
};
ArcRotateCamera.prototype.setPosition = function (position) {
var radiusv3 = position.subtract(this._getTargetPosition());
this.radius = radiusv3.length();
// Alpha
this.alpha = Math.acos(radiusv3.x / Math.sqrt(Math.pow(radiusv3.x, 2) + Math.pow(radiusv3.z, 2)));
if (radiusv3.z < 0) {
this.alpha = 2 * Math.PI - this.alpha;
}
// Beta
this.beta = Math.acos(radiusv3.y / this.radius);
};
ArcRotateCamera.prototype._getViewMatrix = function () {
// Compute
var cosa = Math.cos(this.alpha);
var sina = Math.sin(this.alpha);
var cosb = Math.cos(this.beta);
var sinb = Math.sin(this.beta);
var target = this._getTargetPosition();
target.addToRef(new BABYLON.Vector3(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb), this.position);
if (this.checkCollisions) {
this._collider.radius = this.collisionRadius;
this.position.subtractToRef(this._previousPosition, this._collisionVelocity);
this._collisionTriggered = true;
this.getScene().collisionCoordinator.getNewPosition(this._previousPosition, this._collisionVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
}
BABYLON.Matrix.LookAtLHToRef(this.position, target, this.upVector, this._viewMatrix);
this._previousAlpha = this.alpha;
this._previousBeta = this.beta;
this._previousRadius = this.radius;
this._previousPosition.copyFrom(this.position);
this._viewMatrix.m[12] += this.targetScreenOffset.x;
this._viewMatrix.m[13] += this.targetScreenOffset.y;
return this._viewMatrix;
};
ArcRotateCamera.prototype.zoomOn = function (meshes) {
meshes = meshes || this.getScene().meshes;
var minMaxVector = BABYLON.Mesh.MinMax(meshes);
var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
this.radius = distance * this.zoomOnFactor;
this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance });
};
ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance) {
var meshesOrMinMaxVector;
var distance;
if (meshesOrMinMaxVectorAndDistance.min === undefined) {
meshesOrMinMaxVector = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshesOrMinMaxVector);
distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
}
else {
meshesOrMinMaxVector = meshesOrMinMaxVectorAndDistance;
distance = meshesOrMinMaxVectorAndDistance.distance;
}
this.target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
this.maxZ = distance * 2;
};
/**
* @override
* needs to be overridden, so sub has required properties to be copied
*/
ArcRotateCamera.prototype.getSubCamera = function (name, isA) {
var alphaSpace = this._subCamHalfSpace * (isA ? -1 : 1);
return new BABYLON.ArcRotateCamera(name, this.alpha + alphaSpace, this.beta, this.radius, this.target, this.getScene());
};
/**
* @override
* needs to be overridden, adding copy of alpha, beta & radius
*/
ArcRotateCamera.prototype._updateSubCameras = function () {
var camA = this.subCameras[BABYLON.Camera.SUB_CAMERAID_A];
var camB = this.subCameras[BABYLON.Camera.SUB_CAMERAID_B];
camA.alpha = this.alpha - this._subCamHalfSpace;
camB.alpha = this.alpha + this._subCamHalfSpace;
camA.beta = camB.beta = this.beta;
camA.radius = camB.radius = this.radius;
_super.prototype._updateSubCameras.call(this);
};
return ArcRotateCamera;
})(BABYLON.Camera);
BABYLON.ArcRotateCamera = ArcRotateCamera;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.arcRotateCamera.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
// We're mainly based on the logic defined into the FreeCamera code
var DeviceOrientationCamera = (function (_super) {
__extends(DeviceOrientationCamera, _super);
function DeviceOrientationCamera(name, position, scene) {
var _this = this;
_super.call(this, name, position, scene);
this._offsetX = null;
this._offsetY = null;
this._orientationGamma = 0;
this._orientationBeta = 0;
this._initialOrientationGamma = 0;
this._initialOrientationBeta = 0;
this.angularSensibility = 10000.0;
this.moveSensibility = 50.0;
window.addEventListener("resize", function () {
_this._initialOrientationGamma = null;
}, false);
}
DeviceOrientationCamera.prototype.attachControl = function (canvas, noPreventDefault) {
var _this = this;
if (this._attachedCanvas) {
return;
}
this._attachedCanvas = canvas;
if (!this._orientationChanged) {
this._orientationChanged = function (evt) {
if (!_this._initialOrientationGamma) {
_this._initialOrientationGamma = evt.gamma;
_this._initialOrientationBeta = evt.beta;
}
_this._orientationGamma = evt.gamma;
_this._orientationBeta = evt.beta;
_this._offsetY = (_this._initialOrientationBeta - _this._orientationBeta);
_this._offsetX = (_this._initialOrientationGamma - _this._orientationGamma);
};
}
window.addEventListener("deviceorientation", this._orientationChanged);
};
DeviceOrientationCamera.prototype.detachControl = function (canvas) {
if (this._attachedCanvas != canvas) {
return;
}
window.removeEventListener("deviceorientation", this._orientationChanged);
this._attachedCanvas = null;
this._orientationGamma = 0;
this._orientationBeta = 0;
this._initialOrientationGamma = 0;
this._initialOrientationBeta = 0;
};
DeviceOrientationCamera.prototype._checkInputs = function () {
if (!this._offsetX) {
return;
}
this.cameraRotation.y -= this._offsetX / this.angularSensibility;
var speed = this._computeLocalCameraSpeed();
var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.moveSensibility);
BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, 0, this._cameraRotationMatrix);
this.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, this._cameraRotationMatrix));
_super.prototype._checkInputs.call(this);
};
return DeviceOrientationCamera;
})(BABYLON.FreeCamera);
BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.deviceOrientationCamera.js.map
var BABYLON;
(function (BABYLON) {
var RenderingManager = (function () {
function RenderingManager(scene) {
this._renderingGroups = new Array();
this._scene = scene;
}
RenderingManager.prototype._renderParticles = function (index, activeMeshes) {
if (this._scene._activeParticleSystems.length === 0) {
return;
}
// Particles
var beforeParticlesDate = BABYLON.Tools.Now;
for (var particleIndex = 0; particleIndex < this._scene._activeParticleSystems.length; particleIndex++) {
var particleSystem = this._scene._activeParticleSystems.data[particleIndex];
if (particleSystem.renderingGroupId !== index) {
continue;
}
this._clearDepthBuffer();
if (!particleSystem.emitter.position || !activeMeshes || activeMeshes.indexOf(particleSystem.emitter) !== -1) {
this._scene._activeParticles += particleSystem.render();
}
}
this._scene._particlesDuration += BABYLON.Tools.Now - beforeParticlesDate;
};
RenderingManager.prototype._renderSprites = function (index) {
if (!this._scene.spritesEnabled || this._scene.spriteManagers.length === 0) {
return;
}
// Sprites
var beforeSpritessDate = BABYLON.Tools.Now;
for (var id = 0; id < this._scene.spriteManagers.length; id++) {
var spriteManager = this._scene.spriteManagers[id];
if (spriteManager.renderingGroupId === index) {
this._clearDepthBuffer();
spriteManager.render();
}
}
this._scene._spritesDuration += BABYLON.Tools.Now - beforeSpritessDate;
};
RenderingManager.prototype._clearDepthBuffer = function () {
if (this._depthBufferAlreadyCleaned) {
return;
}
this._scene.getEngine().clear(0, false, true);
this._depthBufferAlreadyCleaned = true;
};
RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
for (var index = 0; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
this._depthBufferAlreadyCleaned = false;
var renderingGroup = this._renderingGroups[index];
var needToStepBack = false;
if (renderingGroup) {
this._clearDepthBuffer();
if (!renderingGroup.render(customRenderFunction)) {
this._renderingGroups.splice(index, 1);
needToStepBack = true;
}
}
if (renderSprites) {
this._renderSprites(index);
}
if (renderParticles) {
this._renderParticles(index, activeMeshes);
}
if (needToStepBack) {
index--;
}
}
};
RenderingManager.prototype.reset = function () {
for (var index in this._renderingGroups) {
var renderingGroup = this._renderingGroups[index];
renderingGroup.prepare();
}
};
RenderingManager.prototype.dispatch = function (subMesh) {
var mesh = subMesh.getMesh();
var renderingGroupId = mesh.renderingGroupId || 0;
if (!this._renderingGroups[renderingGroupId]) {
this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene);
}
this._renderingGroups[renderingGroupId].dispatch(subMesh);
};
RenderingManager.MAX_RENDERINGGROUPS = 4;
return RenderingManager;
})();
BABYLON.RenderingManager = RenderingManager;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.renderingManager.js.map
var BABYLON;
(function (BABYLON) {
var RenderingGroup = (function () {
function RenderingGroup(index, scene) {
this.index = index;
this._opaqueSubMeshes = new BABYLON.SmartArray(256);
this._transparentSubMeshes = new BABYLON.SmartArray(256);
this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
this._scene = scene;
}
RenderingGroup.prototype.render = function (customRenderFunction) {
if (customRenderFunction) {
customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes);
return true;
}
if (this._opaqueSubMeshes.length === 0 && this._alphaTestSubMeshes.length === 0 && this._transparentSubMeshes.length === 0) {
return false;
}
var engine = this._scene.getEngine();
// Opaque
var subIndex;
var submesh;
for (subIndex = 0; subIndex < this._opaqueSubMeshes.length; subIndex++) {
submesh = this._opaqueSubMeshes.data[subIndex];
submesh.render();
}
// Alpha test
engine.setAlphaTesting(true);
for (subIndex = 0; subIndex < this._alphaTestSubMeshes.length; subIndex++) {
submesh = this._alphaTestSubMeshes.data[subIndex];
submesh.render();
}
engine.setAlphaTesting(false);
// Transparent
if (this._transparentSubMeshes.length) {
for (subIndex = 0; subIndex < this._transparentSubMeshes.length; subIndex++) {
submesh = this._transparentSubMeshes.data[subIndex];
submesh._alphaIndex = submesh.getMesh().alphaIndex;
submesh._distanceToCamera = submesh.getBoundingInfo().boundingSphere.centerWorld.subtract(this._scene.activeCamera.position).length();
}
var sortedArray = this._transparentSubMeshes.data.slice(0, this._transparentSubMeshes.length);
sortedArray.sort(function (a, b) {
// Alpha index first
if (a._alphaIndex > b._alphaIndex) {
return 1;
}
if (a._alphaIndex < b._alphaIndex) {
return -1;
}
// Then distance to camera
if (a._distanceToCamera < b._distanceToCamera) {
return 1;
}
if (a._distanceToCamera > b._distanceToCamera) {
return -1;
}
return 0;
});
// Rendering
engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
submesh = sortedArray[subIndex];
submesh.render();
}
engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
}
return true;
};
RenderingGroup.prototype.prepare = function () {
this._opaqueSubMeshes.reset();
this._transparentSubMeshes.reset();
this._alphaTestSubMeshes.reset();
};
RenderingGroup.prototype.dispatch = function (subMesh) {
var material = subMesh.getMaterial();
var mesh = subMesh.getMesh();
if (material.needAlphaBlending() || mesh.visibility < 1.0 || mesh.hasVertexAlpha) {
this._transparentSubMeshes.push(subMesh);
}
else if (material.needAlphaTesting()) {
this._alphaTestSubMeshes.push(subMesh);
}
else {
this._opaqueSubMeshes.push(subMesh); // Opaque
}
};
return RenderingGroup;
})();
BABYLON.RenderingGroup = RenderingGroup;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.renderingGroup.js.map
var BABYLON;
(function (BABYLON) {
/**
* Represents a scene to be rendered by the engine.
* @see http://doc.babylonjs.com/page.php?p=21911
*/
var Scene = (function () {
/**
* @constructor
* @param {BABYLON.Engine} engine - the engine to be used to render this scene.
*/
function Scene(engine) {
// Members
this.autoClear = true;
this.clearColor = new BABYLON.Color3(0.2, 0.2, 0.3);
this.ambientColor = new BABYLON.Color3(0, 0, 0);
this.forceWireframe = false;
this.forcePointsCloud = false;
this.forceShowBoundingBoxes = false;
this.animationsEnabled = true;
this.cameraToUseForPointers = null; // Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position
// Fog
/**
* is fog enabled on this scene.
* @type {boolean}
*/
this.fogEnabled = true;
this.fogMode = Scene.FOGMODE_NONE;
this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
this.fogDensity = 0.1;
this.fogStart = 0;
this.fogEnd = 1000.0;
// Lights
/**
* is shadow enabled on this scene.
* @type {boolean}
*/
this.shadowsEnabled = true;
/**
* is light enabled on this scene.
* @type {boolean}
*/
this.lightsEnabled = true;
/**
* All of the lights added to this scene.
* @see BABYLON.Light
* @type {BABYLON.Light[]}
*/
this.lights = new Array();
// Cameras
/**
* All of the cameras added to this scene.
* @see BABYLON.Camera
* @type {BABYLON.Camera[]}
*/
this.cameras = new Array();
this.activeCameras = new Array();
// Meshes
/**
* All of the (abstract) meshes added to this scene.
* @see BABYLON.AbstractMesh
* @type {BABYLON.AbstractMesh[]}
*/
this.meshes = new Array();
// Geometries
this._geometries = new Array();
this.materials = new Array();
this.multiMaterials = new Array();
this.defaultMaterial = new BABYLON.StandardMaterial("default material", this);
// Textures
this.texturesEnabled = true;
this.textures = new Array();
// Particles
this.particlesEnabled = true;
this.particleSystems = new Array();
// Sprites
this.spritesEnabled = true;
this.spriteManagers = new Array();
// Layers
this.layers = new Array();
// Skeletons
this.skeletonsEnabled = true;
this.skeletons = new Array();
// Lens flares
this.lensFlaresEnabled = true;
this.lensFlareSystems = new Array();
// Collisions
this.collisionsEnabled = true;
this.gravity = new BABYLON.Vector3(0, -9.0, 0);
// Postprocesses
this.postProcessesEnabled = true;
// Customs render targets
this.renderTargetsEnabled = true;
this.dumpNextRenderTargets = false;
this.customRenderTargets = new Array();
// Imported meshes
this.importedMeshesFiles = new Array();
this._actionManagers = new Array();
this._meshesForIntersections = new BABYLON.SmartArray(256);
// Procedural textures
this.proceduralTexturesEnabled = true;
this._proceduralTextures = new Array();
this.soundTracks = new Array();
this._audioEnabled = true;
this._headphone = false;
this._totalVertices = 0;
this._activeIndices = 0;
this._activeParticles = 0;
this._lastFrameDuration = 0;
this._evaluateActiveMeshesDuration = 0;
this._renderTargetsDuration = 0;
this._particlesDuration = 0;
this._renderDuration = 0;
this._spritesDuration = 0;
this._animationRatio = 0;
this._renderId = 0;
this._executeWhenReadyTimeoutId = -1;
this._toBeDisposed = new BABYLON.SmartArray(256);
this._onReadyCallbacks = new Array();
this._pendingData = []; //ANY
this._onBeforeRenderCallbacks = new Array();
this._onAfterRenderCallbacks = new Array();
this._activeMeshes = new BABYLON.SmartArray(256);
this._processedMaterials = new BABYLON.SmartArray(256);
this._renderTargets = new BABYLON.SmartArray(256);
this._activeParticleSystems = new BABYLON.SmartArray(256);
this._activeSkeletons = new BABYLON.SmartArray(32);
this._activeBones = 0;
this._activeAnimatables = new Array();
this._transformMatrix = BABYLON.Matrix.Zero();
this._uniqueIdCounter = 0;
this._engine = engine;
engine.scenes.push(this);
this._renderingManager = new BABYLON.RenderingManager(this);
this.postProcessManager = new BABYLON.PostProcessManager(this);
this.postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
this._boundingBoxRenderer = new BABYLON.BoundingBoxRenderer(this);
this._outlineRenderer = new BABYLON.OutlineRenderer(this);
this.attachControl();
this._debugLayer = new BABYLON.DebugLayer(this);
this.mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
//simplification queue
this.simplificationQueue = new BABYLON.SimplificationQueue();
//collision coordinator initialization. For now legacy per default.
this.workerCollisions = false; //(!!Worker && (!!BABYLON.CollisionWorker || BABYLON.WorkerIncluded));
}
Object.defineProperty(Scene, "FOGMODE_NONE", {
get: function () {
return Scene._FOGMODE_NONE;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Scene, "FOGMODE_EXP", {
get: function () {
return Scene._FOGMODE_EXP;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Scene, "FOGMODE_EXP2", {
get: function () {
return Scene._FOGMODE_EXP2;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Scene, "FOGMODE_LINEAR", {
get: function () {
return Scene._FOGMODE_LINEAR;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Scene.prototype, "debugLayer", {
// Properties
get: function () {
return this._debugLayer;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Scene.prototype, "workerCollisions", {
get: function () {
return this._workerCollisions;
},
set: function (enabled) {
enabled = (enabled && !!Worker);
this._workerCollisions = enabled;
if (this.collisionCoordinator) {
this.collisionCoordinator.destroy();
}
this.collisionCoordinator = enabled ? new BABYLON.CollisionCoordinatorWorker() : new BABYLON.CollisionCoordinatorLegacy();
this.collisionCoordinator.init(this);
},
enumerable: true,
configurable: true
});
Object.defineProperty(Scene.prototype, "meshUnderPointer", {
/**
* The mesh that is currently under the pointer.
* @return {BABYLON.AbstractMesh} mesh under the pointer/mouse cursor or null if none.
*/
get: function () {
return this._meshUnderPointer;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Scene.prototype, "pointerX", {
/**
* Current on-screen X position of the pointer
* @return {number} X position of the pointer
*/
get: function () {
return this._pointerX;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Scene.prototype, "pointerY", {
/**
* Current on-screen Y position of the pointer
* @return {number} Y position of the pointer
*/
get: function () {
return this._pointerY;
},
enumerable: true,
configurable: true
});
Scene.prototype.getCachedMaterial = function () {
return this._cachedMaterial;
};
Scene.prototype.getBoundingBoxRenderer = function () {
return this._boundingBoxRenderer;
};
Scene.prototype.getOutlineRenderer = function () {
return this._outlineRenderer;
};
Scene.prototype.getEngine = function () {
return this._engine;
};
Scene.prototype.getTotalVertices = function () {
return this._totalVertices;
};
Scene.prototype.getActiveIndices = function () {
return this._activeIndices;
};
Scene.prototype.getActiveParticles = function () {
return this._activeParticles;
};
Scene.prototype.getActiveBones = function () {
return this._activeBones;
};
// Stats
Scene.prototype.getLastFrameDuration = function () {
return this._lastFrameDuration;
};
Scene.prototype.getEvaluateActiveMeshesDuration = function () {
return this._evaluateActiveMeshesDuration;
};
Scene.prototype.getActiveMeshes = function () {
return this._activeMeshes;
};
Scene.prototype.getRenderTargetsDuration = function () {
return this._renderTargetsDuration;
};
Scene.prototype.getRenderDuration = function () {
return this._renderDuration;
};
Scene.prototype.getParticlesDuration = function () {
return this._particlesDuration;
};
Scene.prototype.getSpritesDuration = function () {
return this._spritesDuration;
};
Scene.prototype.getAnimationRatio = function () {
return this._animationRatio;
};
Scene.prototype.getRenderId = function () {
return this._renderId;
};
Scene.prototype.incrementRenderId = function () {
this._renderId++;
};
Scene.prototype._updatePointerPosition = function (evt) {
var canvasRect = this._engine.getRenderingCanvasClientRect();
this._pointerX = evt.clientX - canvasRect.left;
this._pointerY = evt.clientY - canvasRect.top;
if (this.cameraToUseForPointers) {
this._pointerX = this._pointerX - this.cameraToUseForPointers.viewport.x * this._engine.getRenderWidth();
this._pointerY = this._pointerY - this.cameraToUseForPointers.viewport.y * this._engine.getRenderHeight();
}
};
// Pointers handling
Scene.prototype.attachControl = function () {
var _this = this;
this._onPointerMove = function (evt) {
var canvas = _this._engine.getRenderingCanvas();
_this._updatePointerPosition(evt);
var pickResult = _this.pick(_this._pointerX, _this._pointerY, function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasPointerTriggers; }, false, _this.cameraToUseForPointers);
if (pickResult.hit) {
_this._meshUnderPointer = pickResult.pickedMesh;
_this.setPointerOverMesh(pickResult.pickedMesh);
canvas.style.cursor = "pointer";
}
else {
_this.setPointerOverMesh(null);
canvas.style.cursor = "";
_this._meshUnderPointer = null;
}
};
this._onPointerDown = function (evt) {
var predicate = null;
if (!_this.onPointerDown) {
predicate = function (mesh) {
return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasPickTriggers;
};
}
_this._updatePointerPosition(evt);
var pickResult = _this.pick(_this._pointerX, _this._pointerY, predicate, false, _this.cameraToUseForPointers);
if (pickResult.hit) {
if (pickResult.pickedMesh.actionManager) {
switch (evt.button) {
case 0:
pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
break;
case 1:
pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
break;
case 2:
pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
break;
}
pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
}
}
if (_this.onPointerDown) {
_this.onPointerDown(evt, pickResult);
}
};
this._onPointerUp = function (evt) {
var predicate = null;
if (!_this.onPointerUp) {
predicate = function (mesh) {
return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnPickUpTrigger);
};
}
_this._updatePointerPosition(evt);
var pickResult = _this.pick(_this._pointerX, _this._pointerY, predicate, false, _this.cameraToUseForPointers);
if (pickResult.hit) {
if (pickResult.pickedMesh.actionManager) {
pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
}
}
if (_this.onPointerUp) {
_this.onPointerUp(evt, pickResult);
}
};
this._onKeyDown = function (evt) {
if (_this.actionManager) {
_this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
}
};
this._onKeyUp = function (evt) {
if (_this.actionManager) {
_this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
}
};
var eventPrefix = BABYLON.Tools.GetPointerPrefix();
this._engine.getRenderingCanvas().addEventListener(eventPrefix + "move", this._onPointerMove, false);
this._engine.getRenderingCanvas().addEventListener(eventPrefix + "down", this._onPointerDown, false);
this._engine.getRenderingCanvas().addEventListener(eventPrefix + "up", this._onPointerUp, false);
BABYLON.Tools.RegisterTopRootEvents([
{ name: "keydown", handler: this._onKeyDown },
{ name: "keyup", handler: this._onKeyUp }
]);
};
Scene.prototype.detachControl = function () {
var eventPrefix = BABYLON.Tools.GetPointerPrefix();
this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "move", this._onPointerMove);
this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "down", this._onPointerDown);
this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "up", this._onPointerUp);
BABYLON.Tools.UnregisterTopRootEvents([
{ name: "keydown", handler: this._onKeyDown },
{ name: "keyup", handler: this._onKeyUp }
]);
};
// Ready
Scene.prototype.isReady = function () {
if (this._pendingData.length > 0) {
return false;
}
for (var index = 0; index < this._geometries.length; index++) {
var geometry = this._geometries[index];
if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
return false;
}
}
for (index = 0; index < this.meshes.length; index++) {
var mesh = this.meshes[index];
if (!mesh.isReady()) {
return false;
}
var mat = mesh.material;
if (mat) {
if (!mat.isReady(mesh)) {
return false;
}
}
}
return true;
};
Scene.prototype.resetCachedMaterial = function () {
this._cachedMaterial = null;
};
Scene.prototype.registerBeforeRender = function (func) {
this._onBeforeRenderCallbacks.push(func);
};
Scene.prototype.unregisterBeforeRender = function (func) {
var index = this._onBeforeRenderCallbacks.indexOf(func);
if (index > -1) {
this._onBeforeRenderCallbacks.splice(index, 1);
}
};
Scene.prototype.registerAfterRender = function (func) {
this._onAfterRenderCallbacks.push(func);
};
Scene.prototype.unregisterAfterRender = function (func) {
var index = this._onAfterRenderCallbacks.indexOf(func);
if (index > -1) {
this._onAfterRenderCallbacks.splice(index, 1);
}
};
Scene.prototype._addPendingData = function (data) {
this._pendingData.push(data);
};
Scene.prototype._removePendingData = function (data) {
var index = this._pendingData.indexOf(data);
if (index !== -1) {
this._pendingData.splice(index, 1);
}
};
Scene.prototype.getWaitingItemsCount = function () {
return this._pendingData.length;
};
/**
* Registers a function to be executed when the scene is ready.
* @param {Function} func - the function to be executed.
*/
Scene.prototype.executeWhenReady = function (func) {
var _this = this;
this._onReadyCallbacks.push(func);
if (this._executeWhenReadyTimeoutId !== -1) {
return;
}
this._executeWhenReadyTimeoutId = setTimeout(function () {
_this._checkIsReady();
}, 150);
};
Scene.prototype._checkIsReady = function () {
var _this = this;
if (this.isReady()) {
this._onReadyCallbacks.forEach(function (func) {
func();
});
this._onReadyCallbacks = [];
this._executeWhenReadyTimeoutId = -1;
return;
}
this._executeWhenReadyTimeoutId = setTimeout(function () {
_this._checkIsReady();
}, 150);
};
// Animations
/**
* Will start the animation sequence of a given target
* @param target - the target
* @param {number} from - from which frame should animation start
* @param {number} to - till which frame should animation run.
* @param {boolean} [loop] - should the animation loop
* @param {number} [speedRatio] - the speed in which to run the animation
* @param {Function} [onAnimationEnd] function to be executed when the animation ended.
* @param {BABYLON.Animatable} [animatable] an animatable object. If not provided a new one will be created from the given params.
* @return {BABYLON.Animatable} the animatable object created for this animation
* @see BABYLON.Animatable
* @see http://doc.babylonjs.com/page.php?p=22081
*/
Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable) {
if (speedRatio === undefined) {
speedRatio = 1.0;
}
this.stopAnimation(target);
if (!animatable) {
animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
}
// Local animations
if (target.animations) {
animatable.appendAnimations(target, target.animations);
}
// Children animations
if (target.getAnimatables) {
var animatables = target.getAnimatables();
for (var index = 0; index < animatables.length; index++) {
this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable);
}
}
return animatable;
};
Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) {
if (speedRatio === undefined) {
speedRatio = 1.0;
}
var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
return animatable;
};
Scene.prototype.getAnimatableByTarget = function (target) {
for (var index = 0; index < this._activeAnimatables.length; index++) {
if (this._activeAnimatables[index].target === target) {
return this._activeAnimatables[index];
}
}
return null;
};
/**
* Will stop the animation of the given target
* @param target - the target
* @see beginAnimation
*/
Scene.prototype.stopAnimation = function (target) {
var animatable = this.getAnimatableByTarget(target);
if (animatable) {
animatable.stop();
}
};
Scene.prototype._animate = function () {
if (!this.animationsEnabled) {
return;
}
if (!this._animationStartDate) {
this._animationStartDate = BABYLON.Tools.Now;
}
// Getting time
var now = BABYLON.Tools.Now;
var delay = now - this._animationStartDate;
for (var index = 0; index < this._activeAnimatables.length; index++) {
this._activeAnimatables[index]._animate(delay);
}
};
// Matrix
Scene.prototype.getViewMatrix = function () {
return this._viewMatrix;
};
Scene.prototype.getProjectionMatrix = function () {
return this._projectionMatrix;
};
Scene.prototype.getTransformMatrix = function () {
return this._transformMatrix;
};
Scene.prototype.setTransformMatrix = function (view, projection) {
this._viewMatrix = view;
this._projectionMatrix = projection;
this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
};
// Methods
Scene.prototype.addMesh = function (newMesh) {
newMesh.uniqueId = this._uniqueIdCounter++;
var position = this.meshes.push(newMesh);
//notify the collision coordinator
this.collisionCoordinator.onMeshAdded(newMesh);
if (this.onNewMeshAdded) {
this.onNewMeshAdded(newMesh, position, this);
}
};
Scene.prototype.removeMesh = function (toRemove) {
var index = this.meshes.indexOf(toRemove);
if (index !== -1) {
// Remove from the scene if mesh found
this.meshes.splice(index, 1);
}
//notify the collision coordinator
this.collisionCoordinator.onMeshRemoved(toRemove);
if (this.onMeshRemoved) {
this.onMeshRemoved(toRemove);
}
return index;
};
Scene.prototype.removeLight = function (toRemove) {
var index = this.lights.indexOf(toRemove);
if (index !== -1) {
// Remove from the scene if mesh found
this.lights.splice(index, 1);
}
if (this.onLightRemoved) {
this.onLightRemoved(toRemove);
}
return index;
};
Scene.prototype.removeCamera = function (toRemove) {
var index = this.cameras.indexOf(toRemove);
if (index !== -1) {
// Remove from the scene if mesh found
this.cameras.splice(index, 1);
}
// Remove from activeCameras
var index2 = this.activeCameras.indexOf(toRemove);
if (index2 !== -1) {
// Remove from the scene if mesh found
this.activeCameras.splice(index2, 1);
}
// Reset the activeCamera
if (this.activeCamera === toRemove) {
if (this.cameras.length > 0) {
this.activeCamera = this.cameras[0];
}
else {
this.activeCamera = null;
}
}
if (this.onCameraRemoved) {
this.onCameraRemoved(toRemove);
}
return index;
};
Scene.prototype.addLight = function (newLight) {
newLight.uniqueId = this._uniqueIdCounter++;
var position = this.lights.push(newLight);
if (this.onNewLightAdded) {
this.onNewLightAdded(newLight, position, this);
}
};
Scene.prototype.addCamera = function (newCamera) {
newCamera.uniqueId = this._uniqueIdCounter++;
var position = this.cameras.push(newCamera);
if (this.onNewCameraAdded) {
this.onNewCameraAdded(newCamera, position, this);
}
};
/**
* sets the active camera of the scene using its ID
* @param {string} id - the camera's ID
* @return {BABYLON.Camera|null} the new active camera or null if none found.
* @see activeCamera
*/
Scene.prototype.setActiveCameraByID = function (id) {
var camera = this.getCameraByID(id);
if (camera) {
this.activeCamera = camera;
return camera;
}
return null;
};
/**
* sets the active camera of the scene using its name
* @param {string} name - the camera's name
* @return {BABYLON.Camera|null} the new active camera or null if none found.
* @see activeCamera
*/
Scene.prototype.setActiveCameraByName = function (name) {
var camera = this.getCameraByName(name);
if (camera) {
this.activeCamera = camera;
return camera;
}
return null;
};
/**
* get a material using its id
* @param {string} the material's ID
* @return {BABYLON.Material|null} the material or null if none found.
*/
Scene.prototype.getMaterialByID = function (id) {
for (var index = 0; index < this.materials.length; index++) {
if (this.materials[index].id === id) {
return this.materials[index];
}
}
return null;
};
/**
* get a material using its name
* @param {string} the material's name
* @return {BABYLON.Material|null} the material or null if none found.
*/
Scene.prototype.getMaterialByName = function (name) {
for (var index = 0; index < this.materials.length; index++) {
if (this.materials[index].name === name) {
return this.materials[index];
}
}
return null;
};
Scene.prototype.getCameraByID = function (id) {
for (var index = 0; index < this.cameras.length; index++) {
if (this.cameras[index].id === id) {
return this.cameras[index];
}
}
return null;
};
Scene.prototype.getCameraByUniqueID = function (uniqueId) {
for (var index = 0; index < this.cameras.length; index++) {
if (this.cameras[index].uniqueId === uniqueId) {
return this.cameras[index];
}
}
return null;
};
/**
* get a camera using its name
* @param {string} the camera's name
* @return {BABYLON.Camera|null} the camera or null if none found.
*/
Scene.prototype.getCameraByName = function (name) {
for (var index = 0; index < this.cameras.length; index++) {
if (this.cameras[index].name === name) {
return this.cameras[index];
}
}
return null;
};
/**
* get a light node using its name
* @param {string} the light's name
* @return {BABYLON.Light|null} the light or null if none found.
*/
Scene.prototype.getLightByName = function (name) {
for (var index = 0; index < this.lights.length; index++) {
if (this.lights[index].name === name) {
return this.lights[index];
}
}
return null;
};
/**
* get a light node using its ID
* @param {string} the light's id
* @return {BABYLON.Light|null} the light or null if none found.
*/
Scene.prototype.getLightByID = function (id) {
for (var index = 0; index < this.lights.length; index++) {
if (this.lights[index].id === id) {
return this.lights[index];
}
}
return null;
};
/**
* get a light node using its scene-generated unique ID
* @param {number} the light's unique id
* @return {BABYLON.Light|null} the light or null if none found.
*/
Scene.prototype.getLightByUniqueID = function (uniqueId) {
for (var index = 0; index < this.lights.length; index++) {
if (this.lights[index].uniqueId === uniqueId) {
return this.lights[index];
}
}
return null;
};
/**
* get a geometry using its ID
* @param {string} the geometry's id
* @return {BABYLON.Geometry|null} the geometry or null if none found.
*/
Scene.prototype.getGeometryByID = function (id) {
for (var index = 0; index < this._geometries.length; index++) {
if (this._geometries[index].id === id) {
return this._geometries[index];
}
}
return null;
};
/**
* add a new geometry to this scene.
* @param {BABYLON.Geometry} geometry - the geometry to be added to the scene.
* @param {boolean} [force] - force addition, even if a geometry with this ID already exists
* @return {boolean} was the geometry added or not
*/
Scene.prototype.pushGeometry = function (geometry, force) {
if (!force && this.getGeometryByID(geometry.id)) {
return false;
}
this._geometries.push(geometry);
//notify the collision coordinator
this.collisionCoordinator.onGeometryAdded(geometry);
if (this.onGeometryAdded) {
this.onGeometryAdded(geometry);
}
return true;
};
/**
* Removes an existing geometry
* @param {BABYLON.Geometry} geometry - the geometry to be removed from the scene.
* @return {boolean} was the geometry removed or not
*/
Scene.prototype.removeGeometry = function (geometry) {
var index = this._geometries.indexOf(geometry);
if (index > -1) {
this._geometries.splice(index, 1);
//notify the collision coordinator
this.collisionCoordinator.onGeometryDeleted(geometry);
if (this.onGeometryRemoved) {
this.onGeometryRemoved(geometry);
}
return true;
}
return false;
};
Scene.prototype.getGeometries = function () {
return this._geometries;
};
/**
* Get the first added mesh found of a given ID
* @param {string} id - the id to search for
* @return {BABYLON.AbstractMesh|null} the mesh found or null if not found at all.
*/
Scene.prototype.getMeshByID = function (id) {
for (var index = 0; index < this.meshes.length; index++) {
if (this.meshes[index].id === id) {
return this.meshes[index];
}
}
return null;
};
/**
* Get a mesh with its auto-generated unique id
* @param {number} uniqueId - the unique id to search for
* @return {BABYLON.AbstractMesh|null} the mesh found or null if not found at all.
*/
Scene.prototype.getMeshByUniqueID = function (uniqueId) {
for (var index = 0; index < this.meshes.length; index++) {
if (this.meshes[index].uniqueId === uniqueId) {
return this.meshes[index];
}
}
return null;
};
/**
* Get a the last added mesh found of a given ID
* @param {string} id - the id to search for
* @return {BABYLON.AbstractMesh|null} the mesh found or null if not found at all.
*/
Scene.prototype.getLastMeshByID = function (id) {
for (var index = this.meshes.length - 1; index >= 0; index--) {
if (this.meshes[index].id === id) {
return this.meshes[index];
}
}
return null;
};
/**
* Get a the last added node (Mesh, Camera, Light) found of a given ID
* @param {string} id - the id to search for
* @return {BABYLON.Node|null} the node found or null if not found at all.
*/
Scene.prototype.getLastEntryByID = function (id) {
for (var index = this.meshes.length - 1; index >= 0; index--) {
if (this.meshes[index].id === id) {
return this.meshes[index];
}
}
for (index = this.cameras.length - 1; index >= 0; index--) {
if (this.cameras[index].id === id) {
return this.cameras[index];
}
}
for (index = this.lights.length - 1; index >= 0; index--) {
if (this.lights[index].id === id) {
return this.lights[index];
}
}
return null;
};
Scene.prototype.getNodeByName = function (name) {
var mesh = this.getMeshByName(name);
if (mesh) {
return mesh;
}
var light = this.getLightByName(name);
if (light) {
return light;
}
return this.getCameraByName(name);
};
Scene.prototype.getMeshByName = function (name) {
for (var index = 0; index < this.meshes.length; index++) {
if (this.meshes[index].name === name) {
return this.meshes[index];
}
}
return null;
};
Scene.prototype.getSoundByName = function (name) {
for (var index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
if (this.mainSoundTrack.soundCollection[index].name === name) {
return this.mainSoundTrack.soundCollection[index];
}
}
for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
return this.soundTracks[sdIndex].soundCollection[index];
}
}
}
return null;
};
Scene.prototype.getLastSkeletonByID = function (id) {
for (var index = this.skeletons.length - 1; index >= 0; index--) {
if (this.skeletons[index].id === id) {
return this.skeletons[index];
}
}
return null;
};
Scene.prototype.getSkeletonById = function (id) {
for (var index = 0; index < this.skeletons.length; index++) {
if (this.skeletons[index].id === id) {
return this.skeletons[index];
}
}
return null;
};
Scene.prototype.getSkeletonByName = function (name) {
for (var index = 0; index < this.skeletons.length; index++) {
if (this.skeletons[index].name === name) {
return this.skeletons[index];
}
}
return null;
};
Scene.prototype.isActiveMesh = function (mesh) {
return (this._activeMeshes.indexOf(mesh) !== -1);
};
Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
if (mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
var material = subMesh.getMaterial();
if (mesh.showSubMeshesBoundingBox) {
this._boundingBoxRenderer.renderList.push(subMesh.getBoundingInfo().boundingBox);
}
if (material) {
// Render targets
if (material.getRenderTargetTextures) {
if (this._processedMaterials.indexOf(material) === -1) {
this._processedMaterials.push(material);
this._renderTargets.concat(material.getRenderTargetTextures());
}
}
// Dispatch
this._activeIndices += subMesh.indexCount;
this._renderingManager.dispatch(subMesh);
}
}
};
Scene.prototype._evaluateActiveMeshes = function () {
this.activeCamera._activeMeshes.reset();
this._activeMeshes.reset();
this._renderingManager.reset();
this._processedMaterials.reset();
this._activeParticleSystems.reset();
this._activeSkeletons.reset();
this._boundingBoxRenderer.reset();
if (!this._frustumPlanes) {
this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
}
else {
BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
}
// Meshes
var meshes;
var len;
if (this._selectionOctree) {
var selection = this._selectionOctree.select(this._frustumPlanes);
meshes = selection.data;
len = selection.length;
}
else {
len = this.meshes.length;
meshes = this.meshes;
}
for (var meshIndex = 0; meshIndex < len; meshIndex++) {
var mesh = meshes[meshIndex];
if (mesh.isBlocked) {
continue;
}
this._totalVertices += mesh.getTotalVertices();
if (!mesh.isReady() || !mesh.isEnabled()) {
continue;
}
mesh.computeWorldMatrix();
// Intersections
if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers([BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger])) {
this._meshesForIntersections.pushNoDuplicate(mesh);
}
// Switch to current LOD
var meshLOD = mesh.getLOD(this.activeCamera);
if (!meshLOD) {
continue;
}
mesh._preActivate();
if (mesh.alwaysSelectAsActiveMesh || mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && mesh.isInFrustum(this._frustumPlanes)) {
this._activeMeshes.push(mesh);
this.activeCamera._activeMeshes.push(mesh);
mesh._activate(this._renderId);
this._activeMesh(meshLOD);
}
}
// Particle systems
var beforeParticlesDate = BABYLON.Tools.Now;
if (this.particlesEnabled) {
BABYLON.Tools.StartPerformanceCounter("Particles", this.particleSystems.length > 0);
for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
var particleSystem = this.particleSystems[particleIndex];
if (!particleSystem.isStarted()) {
continue;
}
if (!particleSystem.emitter.position || (particleSystem.emitter && particleSystem.emitter.isEnabled())) {
this._activeParticleSystems.push(particleSystem);
particleSystem.animate();
}
}
BABYLON.Tools.EndPerformanceCounter("Particles", this.particleSystems.length > 0);
}
this._particlesDuration += BABYLON.Tools.Now - beforeParticlesDate;
};
Scene.prototype._activeMesh = function (mesh) {
if (mesh.skeleton && this.skeletonsEnabled) {
this._activeSkeletons.pushNoDuplicate(mesh.skeleton);
}
if (mesh.showBoundingBox || this.forceShowBoundingBoxes) {
this._boundingBoxRenderer.renderList.push(mesh.getBoundingInfo().boundingBox);
}
if (mesh && mesh.subMeshes) {
// Submeshes Octrees
var len;
var subMeshes;
if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
var intersections = mesh._submeshesOctree.select(this._frustumPlanes);
len = intersections.length;
subMeshes = intersections.data;
}
else {
subMeshes = mesh.subMeshes;
len = subMeshes.length;
}
for (var subIndex = 0; subIndex < len; subIndex++) {
var subMesh = subMeshes[subIndex];
this._evaluateSubMesh(subMesh, mesh);
}
}
};
Scene.prototype.updateTransformMatrix = function (force) {
this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
};
Scene.prototype._renderForCamera = function (camera) {
var engine = this._engine;
this.activeCamera = camera;
if (!this.activeCamera)
throw new Error("Active camera not set");
BABYLON.Tools.StartPerformanceCounter("Rendering camera " + this.activeCamera.name);
// Viewport
engine.setViewport(this.activeCamera.viewport);
// Camera
this._renderId++;
this.updateTransformMatrix();
if (this.beforeCameraRender) {
this.beforeCameraRender(this.activeCamera);
}
// Meshes
var beforeEvaluateActiveMeshesDate = BABYLON.Tools.Now;
BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
this._evaluateActiveMeshes();
this._evaluateActiveMeshesDuration += BABYLON.Tools.Now - beforeEvaluateActiveMeshesDate;
BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
for (var skeletonIndex = 0; skeletonIndex < this._activeSkeletons.length; skeletonIndex++) {
var skeleton = this._activeSkeletons.data[skeletonIndex];
skeleton.prepare();
}
// Render targets
var beforeRenderTargetDate = BABYLON.Tools.Now;
if (this.renderTargetsEnabled) {
BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
var renderTarget = this._renderTargets.data[renderIndex];
if (renderTarget._shouldRender()) {
this._renderId++;
var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);
}
}
BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
this._renderId++;
}
if (this._renderTargets.length > 0) {
engine.restoreDefaultFramebuffer();
}
this._renderTargetsDuration += BABYLON.Tools.Now - beforeRenderTargetDate;
// Prepare Frame
this.postProcessManager._prepareFrame();
var beforeRenderDate = BABYLON.Tools.Now;
// Backgrounds
if (this.layers.length) {
engine.setDepthBuffer(false);
var layerIndex;
var layer;
for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) {
layer = this.layers[layerIndex];
if (layer.isBackground) {
layer.render();
}
}
engine.setDepthBuffer(true);
}
// Render
BABYLON.Tools.StartPerformanceCounter("Main render");
this._renderingManager.render(null, null, true, true);
BABYLON.Tools.EndPerformanceCounter("Main render");
// Bounding boxes
this._boundingBoxRenderer.render();
// Lens flares
if (this.lensFlaresEnabled) {
BABYLON.Tools.StartPerformanceCounter("Lens flares", this.lensFlareSystems.length > 0);
for (var lensFlareSystemIndex = 0; lensFlareSystemIndex < this.lensFlareSystems.length; lensFlareSystemIndex++) {
this.lensFlareSystems[lensFlareSystemIndex].render();
}
BABYLON.Tools.EndPerformanceCounter("Lens flares", this.lensFlareSystems.length > 0);
}
// Foregrounds
if (this.layers.length) {
engine.setDepthBuffer(false);
for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) {
layer = this.layers[layerIndex];
if (!layer.isBackground) {
layer.render();
}
}
engine.setDepthBuffer(true);
}
this._renderDuration += BABYLON.Tools.Now - beforeRenderDate;
// Finalize frame
this.postProcessManager._finalizeFrame(camera.isIntermediate);
// Update camera
this.activeCamera._updateFromScene();
// Reset some special arrays
this._renderTargets.reset();
if (this.afterCameraRender) {
this.afterCameraRender(this.activeCamera);
}
BABYLON.Tools.EndPerformanceCounter("Rendering camera " + this.activeCamera.name);
};
Scene.prototype._processSubCameras = function (camera) {
if (camera.subCameras.length === 0) {
this._renderForCamera(camera);
return;
}
for (var index = 0; index < camera.subCameras.length; index++) {
this._renderForCamera(camera.subCameras[index]);
}
this.activeCamera = camera;
this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
// Update camera
this.activeCamera._updateFromScene();
};
Scene.prototype._checkIntersections = function () {
for (var index = 0; index < this._meshesForIntersections.length; index++) {
var sourceMesh = this._meshesForIntersections.data[index];
for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
var action = sourceMesh.actionManager.actions[actionIndex];
if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
var parameters = action.getTriggerParameter();
var otherMesh = parameters instanceof BABYLON.AbstractMesh ? parameters : parameters.mesh;
var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
if (areIntersecting && currentIntersectionInProgress === -1) {
if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh));
sourceMesh._intersectionsInProgress.push(otherMesh);
}
else if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
sourceMesh._intersectionsInProgress.push(otherMesh);
}
}
else if (!areIntersecting && currentIntersectionInProgress > -1) {
//They intersected, and now they don't.
//is this trigger an exit trigger? execute an event.
if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh));
}
//if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array.
if (!sourceMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnIntersectionExitTrigger) || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1);
}
}
}
}
}
};
Scene.prototype.render = function () {
var startDate = BABYLON.Tools.Now;
this._particlesDuration = 0;
this._spritesDuration = 0;
this._activeParticles = 0;
this._renderDuration = 0;
this._renderTargetsDuration = 0;
this._evaluateActiveMeshesDuration = 0;
this._totalVertices = 0;
this._activeIndices = 0;
this._activeBones = 0;
this.getEngine().resetDrawCalls();
this._meshesForIntersections.reset();
this.resetCachedMaterial();
BABYLON.Tools.StartPerformanceCounter("Scene rendering");
// Actions
if (this.actionManager) {
this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger, null);
}
//Simplification Queue
if (!this.simplificationQueue.running) {
this.simplificationQueue.executeNext();
}
// Before render
if (this.beforeRender) {
this.beforeRender();
}
for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
this._onBeforeRenderCallbacks[callbackIndex]();
}
// Animations
var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
this._animationRatio = deltaTime * (60.0 / 1000.0);
this._animate();
// Physics
if (this._physicsEngine) {
BABYLON.Tools.StartPerformanceCounter("Physics");
this._physicsEngine._runOneStep(deltaTime / 1000.0);
BABYLON.Tools.EndPerformanceCounter("Physics");
}
// Customs render targets
var beforeRenderTargetDate = BABYLON.Tools.Now;
var engine = this.getEngine();
var currentActiveCamera = this.activeCamera;
if (this.renderTargetsEnabled) {
BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
var renderTarget = this.customRenderTargets[customIndex];
if (renderTarget._shouldRender()) {
this._renderId++;
this.activeCamera = renderTarget.activeCamera || this.activeCamera;
if (!this.activeCamera)
throw new Error("Active camera not set");
// Viewport
engine.setViewport(this.activeCamera.viewport);
// Camera
this.updateTransformMatrix();
renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
}
}
BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
this._renderId++;
}
if (this.customRenderTargets.length > 0) {
engine.restoreDefaultFramebuffer();
}
this._renderTargetsDuration += BABYLON.Tools.Now - beforeRenderTargetDate;
this.activeCamera = currentActiveCamera;
// Procedural textures
if (this.proceduralTexturesEnabled) {
BABYLON.Tools.StartPerformanceCounter("Procedural textures", this._proceduralTextures.length > 0);
for (var proceduralIndex = 0; proceduralIndex < this._proceduralTextures.length; proceduralIndex++) {
var proceduralTexture = this._proceduralTextures[proceduralIndex];
if (proceduralTexture._shouldRender()) {
proceduralTexture.render();
}
}
BABYLON.Tools.EndPerformanceCounter("Procedural textures", this._proceduralTextures.length > 0);
}
// Clear
this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, true);
// Shadows
if (this.shadowsEnabled) {
for (var lightIndex = 0; lightIndex < this.lights.length; lightIndex++) {
var light = this.lights[lightIndex];
var shadowGenerator = light.getShadowGenerator();
if (light.isEnabled() && shadowGenerator && shadowGenerator.getShadowMap().getScene().textures.indexOf(shadowGenerator.getShadowMap()) !== -1) {
this._renderTargets.push(shadowGenerator.getShadowMap());
}
}
}
// Depth renderer
if (this._depthRenderer) {
this._renderTargets.push(this._depthRenderer.getDepthMap());
}
// RenderPipeline
this.postProcessRenderPipelineManager.update();
// Multi-cameras?
if (this.activeCameras.length > 0) {
var currentRenderId = this._renderId;
for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
this._renderId = currentRenderId;
this._processSubCameras(this.activeCameras[cameraIndex]);
}
}
else {
if (!this.activeCamera) {
throw new Error("No camera defined");
}
this._processSubCameras(this.activeCamera);
}
// Intersection checks
this._checkIntersections();
// Update the audio listener attached to the camera
this._updateAudioParameters();
// After render
if (this.afterRender) {
this.afterRender();
}
for (callbackIndex = 0; callbackIndex < this._onAfterRenderCallbacks.length; callbackIndex++) {
this._onAfterRenderCallbacks[callbackIndex]();
}
for (var index = 0; index < this._toBeDisposed.length; index++) {
this._toBeDisposed.data[index].dispose();
this._toBeDisposed[index] = null;
}
this._toBeDisposed.reset();
if (this.dumpNextRenderTargets) {
this.dumpNextRenderTargets = false;
}
BABYLON.Tools.EndPerformanceCounter("Scene rendering");
this._lastFrameDuration = BABYLON.Tools.Now - startDate;
};
Scene.prototype._updateAudioParameters = function () {
if (!this.audioEnabled || (this.mainSoundTrack.soundCollection.length === 0 && this.soundTracks.length === 0)) {
return;
}
var listeningCamera;
var audioEngine = BABYLON.Engine.audioEngine;
if (this.activeCameras.length > 0) {
listeningCamera = this.activeCameras[0];
}
else {
listeningCamera = this.activeCamera;
}
if (listeningCamera && audioEngine.canUseWebAudio) {
audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
cameraDirection.normalize();
audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
for (var i = 0; i < this.mainSoundTrack.soundCollection.length; i++) {
var sound = this.mainSoundTrack.soundCollection[i];
if (sound.useCustomAttenuation) {
sound.updateDistanceFromListener();
}
}
for (i = 0; i < this.soundTracks.length; i++) {
for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) {
sound = this.soundTracks[i].soundCollection[j];
if (sound.useCustomAttenuation) {
sound.updateDistanceFromListener();
}
}
}
}
};
Object.defineProperty(Scene.prototype, "audioEnabled", {
// Audio
get: function () {
return this._audioEnabled;
},
set: function (value) {
this._audioEnabled = value;
if (this._audioEnabled) {
this._enableAudio();
}
else {
this._disableAudio();
}
},
enumerable: true,
configurable: true
});
Scene.prototype._disableAudio = function () {
for (var i = 0; i < this.mainSoundTrack.soundCollection.length; i++) {
this.mainSoundTrack.soundCollection[i].pause();
}
for (i = 0; i < this.soundTracks.length; i++) {
for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) {
this.soundTracks[i].soundCollection[j].pause();
}
}
};
Scene.prototype._enableAudio = function () {
for (var i = 0; i < this.mainSoundTrack.soundCollection.length; i++) {
if (this.mainSoundTrack.soundCollection[i].isPaused) {
this.mainSoundTrack.soundCollection[i].play();
}
}
for (i = 0; i < this.soundTracks.length; i++) {
for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) {
if (this.soundTracks[i].soundCollection[j].isPaused) {
this.soundTracks[i].soundCollection[j].play();
}
}
}
};
Object.defineProperty(Scene.prototype, "headphone", {
get: function () {
return this._headphone;
},
set: function (value) {
this._headphone = value;
if (this._headphone) {
this._switchAudioModeForHeadphones();
}
else {
this._switchAudioModeForNormalSpeakers();
}
},
enumerable: true,
configurable: true
});
Scene.prototype._switchAudioModeForHeadphones = function () {
this.mainSoundTrack.switchPanningModelToHRTF();
for (var i = 0; i < this.soundTracks.length; i++) {
this.soundTracks[i].switchPanningModelToHRTF();
}
};
Scene.prototype._switchAudioModeForNormalSpeakers = function () {
this.mainSoundTrack.switchPanningModelToEqualPower();
for (var i = 0; i < this.soundTracks.length; i++) {
this.soundTracks[i].switchPanningModelToEqualPower();
}
};
Scene.prototype.enableDepthRenderer = function () {
if (this._depthRenderer) {
return this._depthRenderer;
}
this._depthRenderer = new BABYLON.DepthRenderer(this);
return this._depthRenderer;
};
Scene.prototype.disableDepthRenderer = function () {
if (!this._depthRenderer) {
return;
}
this._depthRenderer.dispose();
this._depthRenderer = null;
};
Scene.prototype.dispose = function () {
this.beforeRender = null;
this.afterRender = null;
this.skeletons = [];
this._boundingBoxRenderer.dispose();
if (this._depthRenderer) {
this._depthRenderer.dispose();
}
// Debug layer
this.debugLayer.hide();
// Events
if (this.onDispose) {
this.onDispose();
}
this._onBeforeRenderCallbacks = [];
this._onAfterRenderCallbacks = [];
this.detachControl();
// Release sounds & sounds tracks
this.disposeSounds();
// Detach cameras
var canvas = this._engine.getRenderingCanvas();
var index;
for (index = 0; index < this.cameras.length; index++) {
this.cameras[index].detachControl(canvas);
}
while (this.lights.length) {
this.lights[0].dispose();
}
while (this.meshes.length) {
this.meshes[0].dispose(true);
}
while (this.cameras.length) {
this.cameras[0].dispose();
}
while (this.materials.length) {
this.materials[0].dispose();
}
while (this.particleSystems.length) {
this.particleSystems[0].dispose();
}
while (this.spriteManagers.length) {
this.spriteManagers[0].dispose();
}
while (this.layers.length) {
this.layers[0].dispose();
}
while (this.textures.length) {
this.textures[0].dispose();
}
// Post-processes
this.postProcessManager.dispose();
// Physics
if (this._physicsEngine) {
this.disablePhysicsEngine();
}
// Remove from engine
index = this._engine.scenes.indexOf(this);
if (index > -1) {
this._engine.scenes.splice(index, 1);
}
this._engine.wipeCaches();
};
// Release sounds & sounds tracks
Scene.prototype.disposeSounds = function () {
this.mainSoundTrack.dispose();
for (var scIndex = 0; scIndex < this.soundTracks.length; scIndex++) {
this.soundTracks[scIndex].dispose();
}
};
// Octrees
Scene.prototype.getWorldExtends = function () {
var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
for (var index = 0; index < this.meshes.length; index++) {
var mesh = this.meshes[index];
mesh.computeWorldMatrix(true);
var minBox = mesh.getBoundingInfo().boundingBox.minimumWorld;
var maxBox = mesh.getBoundingInfo().boundingBox.maximumWorld;
BABYLON.Tools.CheckExtends(minBox, min, max);
BABYLON.Tools.CheckExtends(maxBox, min, max);
}
return {
min: min,
max: max
};
};
Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
if (maxCapacity === void 0) { maxCapacity = 64; }
if (maxDepth === void 0) { maxDepth = 2; }
if (!this._selectionOctree) {
this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
}
var worldExtends = this.getWorldExtends();
// Update octree
this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);
return this._selectionOctree;
};
// Picking
Scene.prototype.createPickingRay = function (x, y, world, camera) {
var engine = this._engine;
if (!camera) {
if (!this.activeCamera)
throw new Error("Active camera not set");
camera = this.activeCamera;
}
var cameraViewport = camera.viewport;
var viewport = cameraViewport.toGlobal(engine);
// Moving coordinates to local viewport world
x = x / this._engine.getHardwareScalingLevel() - viewport.x;
y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
return BABYLON.Ray.CreateNew(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), camera.getViewMatrix(), camera.getProjectionMatrix());
// return BABYLON.Ray.CreateNew(x / window.devicePixelRatio, y / window.devicePixelRatio, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), camera.getViewMatrix(), camera.getProjectionMatrix());
};
Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
var pickingInfo = null;
for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
var mesh = this.meshes[meshIndex];
if (predicate) {
if (!predicate(mesh)) {
continue;
}
}
else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
continue;
}
var world = mesh.getWorldMatrix();
var ray = rayFunction(world);
var result = mesh.intersects(ray, fastCheck);
if (!result || !result.hit)
continue;
if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance)
continue;
pickingInfo = result;
if (fastCheck) {
break;
}
}
return pickingInfo || new BABYLON.PickingInfo();
};
Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
var _this = this;
/// Launch a ray to try to pick a mesh in the scene
/// X position on screen
/// Y position on screen
/// Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
/// Launch a fast check only using the bounding boxes. Can be set to null.
/// camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
return this._internalPick(function (world) { return _this.createPickingRay(x, y, world, camera); }, predicate, fastCheck);
};
Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
var _this = this;
return this._internalPick(function (world) {
if (!_this._pickWithRayInverseMatrix) {
_this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
}
world.invertToRef(_this._pickWithRayInverseMatrix);
return BABYLON.Ray.Transform(ray, _this._pickWithRayInverseMatrix);
}, predicate, fastCheck);
};
Scene.prototype.setPointerOverMesh = function (mesh) {
if (this._pointerOverMesh === mesh) {
return;
}
if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
}
this._pointerOverMesh = mesh;
if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
}
};
Scene.prototype.getPointerOverMesh = function () {
return this._pointerOverMesh;
};
// Physics
Scene.prototype.getPhysicsEngine = function () {
return this._physicsEngine;
};
Scene.prototype.enablePhysics = function (gravity, plugin) {
if (this._physicsEngine) {
return true;
}
this._physicsEngine = new BABYLON.PhysicsEngine(plugin);
if (!this._physicsEngine.isSupported()) {
this._physicsEngine = null;
return false;
}
this._physicsEngine._initialize(gravity);
return true;
};
Scene.prototype.disablePhysicsEngine = function () {
if (!this._physicsEngine) {
return;
}
this._physicsEngine.dispose();
this._physicsEngine = undefined;
};
Scene.prototype.isPhysicsEnabled = function () {
return this._physicsEngine !== undefined;
};
Scene.prototype.setGravity = function (gravity) {
if (!this._physicsEngine) {
return;
}
this._physicsEngine._setGravity(gravity);
};
Scene.prototype.createCompoundImpostor = function (parts, options) {
if (parts.parts) {
options = parts;
parts = parts.parts;
}
if (!this._physicsEngine) {
return null;
}
for (var index = 0; index < parts.length; index++) {
var mesh = parts[index].mesh;
mesh._physicImpostor = parts[index].impostor;
mesh._physicsMass = options.mass / parts.length;
mesh._physicsFriction = options.friction;
mesh._physicRestitution = options.restitution;
}
return this._physicsEngine._registerMeshesAsCompound(parts, options);
};
Scene.prototype.deleteCompoundImpostor = function (compound) {
for (var index = 0; index < compound.parts.length; index++) {
var mesh = compound.parts[index].mesh;
mesh._physicImpostor = BABYLON.PhysicsEngine.NoImpostor;
this._physicsEngine._unregisterMesh(mesh);
}
};
// Misc.
Scene.prototype.createDefaultCameraOrLight = function () {
// Light
if (this.lights.length === 0) {
new BABYLON.HemisphericLight("default light", BABYLON.Vector3.Up(), this);
}
// Camera
if (!this.activeCamera) {
var camera = new BABYLON.FreeCamera("default camera", BABYLON.Vector3.Zero(), this);
// Compute position
var worldExtends = this.getWorldExtends();
var worldCenter = worldExtends.min.add(worldExtends.max.subtract(worldExtends.min).scale(0.5));
camera.position = new BABYLON.Vector3(worldCenter.x, worldCenter.y, worldExtends.min.z - (worldExtends.max.z - worldExtends.min.z));
camera.setTarget(worldCenter);
this.activeCamera = camera;
}
};
// Tags
Scene.prototype._getByTags = function (list, tagsQuery, forEach) {
if (tagsQuery === undefined) {
// returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
return list;
}
var listByTags = [];
forEach = forEach || (function (item) {
return;
});
for (var i in list) {
var item = list[i];
if (BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
listByTags.push(item);
forEach(item);
}
}
return listByTags;
};
Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {
return this._getByTags(this.meshes, tagsQuery, forEach);
};
Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {
return this._getByTags(this.cameras, tagsQuery, forEach);
};
Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {
return this._getByTags(this.lights, tagsQuery, forEach);
};
Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {
return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
};
// Statics
Scene._FOGMODE_NONE = 0;
Scene._FOGMODE_EXP = 1;
Scene._FOGMODE_EXP2 = 2;
Scene._FOGMODE_LINEAR = 3;
Scene.MinDeltaTime = 1.0;
Scene.MaxDeltaTime = 1000.0;
return Scene;
})();
BABYLON.Scene = Scene;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.scene.js.map
var BABYLON;
(function (BABYLON) {
var VertexBuffer = (function () {
function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride) {
if (engine instanceof BABYLON.Mesh) {
this._engine = engine.getScene().getEngine();
}
else {
this._engine = engine;
}
this._updatable = updatable;
this._data = data;
if (!postponeInternalCreation) {
this.create();
}
this._kind = kind;
if (stride) {
this._strideSize = stride;
return;
}
switch (kind) {
case VertexBuffer.PositionKind:
this._strideSize = 3;
break;
case VertexBuffer.NormalKind:
this._strideSize = 3;
break;
case VertexBuffer.UVKind:
this._strideSize = 2;
break;
case VertexBuffer.UV2Kind:
this._strideSize = 2;
break;
case VertexBuffer.ColorKind:
this._strideSize = 4;
break;
case VertexBuffer.MatricesIndicesKind:
this._strideSize = 4;
break;
case VertexBuffer.MatricesWeightsKind:
this._strideSize = 4;
break;
}
}
// Properties
VertexBuffer.prototype.isUpdatable = function () {
return this._updatable;
};
VertexBuffer.prototype.getData = function () {
return this._data;
};
VertexBuffer.prototype.getBuffer = function () {
return this._buffer;
};
VertexBuffer.prototype.getStrideSize = function () {
return this._strideSize;
};
// Methods
VertexBuffer.prototype.create = function (data) {
if (!data && this._buffer) {
return; // nothing to do
}
data = data || this._data;
if (!this._buffer) {
if (this._updatable) {
this._buffer = this._engine.createDynamicVertexBuffer(data.length * 4);
}
else {
this._buffer = this._engine.createVertexBuffer(data);
}
}
if (this._updatable) {
this._engine.updateDynamicVertexBuffer(this._buffer, data);
this._data = data;
}
};
VertexBuffer.prototype.update = function (data) {
this.create(data);
};
VertexBuffer.prototype.updateDirectly = function (data, offset) {
if (!this._buffer) {
return;
}
if (this._updatable) {
this._engine.updateDynamicVertexBuffer(this._buffer, data, offset);
this._data = null;
}
};
VertexBuffer.prototype.dispose = function () {
if (!this._buffer) {
return;
}
if (this._engine._releaseBuffer(this._buffer)) {
this._buffer = null;
}
};
Object.defineProperty(VertexBuffer, "PositionKind", {
get: function () {
return VertexBuffer._PositionKind;
},
enumerable: true,
configurable: true
});
Object.defineProperty(VertexBuffer, "NormalKind", {
get: function () {
return VertexBuffer._NormalKind;
},
enumerable: true,
configurable: true
});
Object.defineProperty(VertexBuffer, "UVKind", {
get: function () {
return VertexBuffer._UVKind;
},
enumerable: true,
configurable: true
});
Object.defineProperty(VertexBuffer, "UV2Kind", {
get: function () {
return VertexBuffer._UV2Kind;
},
enumerable: true,
configurable: true
});
Object.defineProperty(VertexBuffer, "ColorKind", {
get: function () {
return VertexBuffer._ColorKind;
},
enumerable: true,
configurable: true
});
Object.defineProperty(VertexBuffer, "MatricesIndicesKind", {
get: function () {
return VertexBuffer._MatricesIndicesKind;
},
enumerable: true,
configurable: true
});
Object.defineProperty(VertexBuffer, "MatricesWeightsKind", {
get: function () {
return VertexBuffer._MatricesWeightsKind;
},
enumerable: true,
configurable: true
});
// Enums
VertexBuffer._PositionKind = "position";
VertexBuffer._NormalKind = "normal";
VertexBuffer._UVKind = "uv";
VertexBuffer._UV2Kind = "uv2";
VertexBuffer._ColorKind = "color";
VertexBuffer._MatricesIndicesKind = "matricesIndices";
VertexBuffer._MatricesWeightsKind = "matricesWeights";
return VertexBuffer;
})();
BABYLON.VertexBuffer = VertexBuffer;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.vertexBuffer.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
/**
* Creates an instance based on a source mesh.
*/
var InstancedMesh = (function (_super) {
__extends(InstancedMesh, _super);
function InstancedMesh(name, source) {
_super.call(this, name, source.getScene());
source.instances.push(this);
this._sourceMesh = source;
this.position.copyFrom(source.position);
this.rotation.copyFrom(source.rotation);
this.scaling.copyFrom(source.scaling);
if (source.rotationQuaternion) {
this.rotationQuaternion = source.rotationQuaternion.clone();
}
this.infiniteDistance = source.infiniteDistance;
this.setPivotMatrix(source.getPivotMatrix());
this.refreshBoundingInfo();
this._syncSubMeshes();
}
Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
// Methods
get: function () {
return this._sourceMesh.receiveShadows;
},
enumerable: true,
configurable: true
});
Object.defineProperty(InstancedMesh.prototype, "material", {
get: function () {
return this._sourceMesh.material;
},
enumerable: true,
configurable: true
});
Object.defineProperty(InstancedMesh.prototype, "visibility", {
get: function () {
return this._sourceMesh.visibility;
},
enumerable: true,
configurable: true
});
Object.defineProperty(InstancedMesh.prototype, "skeleton", {
get: function () {
return this._sourceMesh.skeleton;
},
enumerable: true,
configurable: true
});
InstancedMesh.prototype.getTotalVertices = function () {
return this._sourceMesh.getTotalVertices();
};
Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
get: function () {
return this._sourceMesh;
},
enumerable: true,
configurable: true
});
InstancedMesh.prototype.getVerticesData = function (kind) {
return this._sourceMesh.getVerticesData(kind);
};
InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
return this._sourceMesh.isVerticesDataPresent(kind);
};
InstancedMesh.prototype.getIndices = function () {
return this._sourceMesh.getIndices();
};
Object.defineProperty(InstancedMesh.prototype, "_positions", {
get: function () {
return this._sourceMesh._positions;
},
enumerable: true,
configurable: true
});
InstancedMesh.prototype.refreshBoundingInfo = function () {
var data = this._sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
if (data) {
var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._sourceMesh.getTotalVertices());
this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
}
this._updateBoundingInfo();
};
InstancedMesh.prototype._preActivate = function () {
if (this._currentLOD) {
this._currentLOD._preActivate();
}
};
InstancedMesh.prototype._activate = function (renderId) {
if (this._currentLOD) {
this._currentLOD._registerInstanceForRenderId(this, renderId);
}
};
InstancedMesh.prototype.getLOD = function (camera) {
this._currentLOD = this.sourceMesh.getLOD(this.getScene().activeCamera, this.getBoundingInfo().boundingSphere);
if (this._currentLOD === this.sourceMesh) {
return this;
}
return this._currentLOD;
};
InstancedMesh.prototype._syncSubMeshes = function () {
this.releaseSubMeshes();
if (this._sourceMesh.subMeshes) {
for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
}
}
};
InstancedMesh.prototype._generatePointsArray = function () {
return this._sourceMesh._generatePointsArray();
};
// Clone
InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
var result = this._sourceMesh.createInstance(name);
// Deep copy
BABYLON.Tools.DeepCopy(this, result, ["name"], []);
// Bounding info
this.refreshBoundingInfo();
// Parent
if (newParent) {
result.parent = newParent;
}
if (!doNotCloneChildren) {
for (var index = 0; index < this.getScene().meshes.length; index++) {
var mesh = this.getScene().meshes[index];
if (mesh.parent === this) {
mesh.clone(mesh.name, result);
}
}
}
result.computeWorldMatrix(true);
return result;
};
// Dispoe
InstancedMesh.prototype.dispose = function (doNotRecurse) {
// Remove from mesh
var index = this._sourceMesh.instances.indexOf(this);
this._sourceMesh.instances.splice(index, 1);
_super.prototype.dispose.call(this, doNotRecurse);
};
return InstancedMesh;
})(BABYLON.AbstractMesh);
BABYLON.InstancedMesh = InstancedMesh;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.instancedMesh.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var _InstancesBatch = (function () {
function _InstancesBatch() {
this.mustReturn = false;
this.visibleInstances = new Array();
this.renderSelf = new Array();
}
return _InstancesBatch;
})();
BABYLON._InstancesBatch = _InstancesBatch;
var Mesh = (function (_super) {
__extends(Mesh, _super);
/**
* @constructor
* @param {string} name - The value used by scene.getMeshByName() to do a lookup.
* @param {Scene} scene - The scene to add this mesh to.
* @param {Node} parent - The parent of this mesh, if it has one
* @param {Mesh} source - An optional Mesh from which geometry is shared, cloned.
* @param {boolean} doNotCloneChildren - When cloning, skip cloning child meshes of source, default False.
* When false, achieved by calling a clone(), also passing False.
* This will make creation of children, recursive.
*/
function Mesh(name, scene, parent, source, doNotCloneChildren) {
if (parent === void 0) { parent = null; }
_super.call(this, name, scene);
// Members
this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
this.instances = new Array();
this._LODLevels = new Array();
this._onBeforeRenderCallbacks = new Array();
this._onAfterRenderCallbacks = new Array();
this._visibleInstances = {};
this._renderIdForInstances = new Array();
this._batchCache = new _InstancesBatch();
this._instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances
this._sideOrientation = Mesh._DEFAULTSIDE;
this._areNormalsFrozen = false; // Will be used by ribbons mainly
if (source) {
// Geometry
if (source._geometry) {
source._geometry.applyToMesh(this);
}
// Deep copy
BABYLON.Tools.DeepCopy(source, this, ["name", "material", "skeleton", "instances"], []);
// Material
this.material = source.material;
if (!doNotCloneChildren) {
for (var index = 0; index < scene.meshes.length; index++) {
var mesh = scene.meshes[index];
if (mesh.parent === source) {
// doNotCloneChildren is always going to be False
var newChild = mesh.clone(name + "." + mesh.name, this, doNotCloneChildren);
}
}
}
for (index = 0; index < scene.particleSystems.length; index++) {
var system = scene.particleSystems[index];
if (system.emitter === source) {
system.clone(system.name, this);
}
}
this.computeWorldMatrix(true);
}
// Parent
if (parent !== null) {
this.parent = parent;
}
}
Object.defineProperty(Mesh, "FRONTSIDE", {
get: function () {
return Mesh._FRONTSIDE;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Mesh, "BACKSIDE", {
get: function () {
return Mesh._BACKSIDE;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Mesh, "DOUBLESIDE", {
get: function () {
return Mesh._DOUBLESIDE;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Mesh, "DEFAULTSIDE", {
get: function () {
return Mesh._DEFAULTSIDE;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Mesh, "NO_CAP", {
get: function () {
return Mesh._NO_CAP;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Mesh, "CAP_START", {
get: function () {
return Mesh._CAP_START;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Mesh, "CAP_END", {
get: function () {
return Mesh._CAP_END;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Mesh, "CAP_ALL", {
get: function () {
return Mesh._CAP_ALL;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Mesh.prototype, "hasLODLevels", {
// Methods
get: function () {
return this._LODLevels.length > 0;
},
enumerable: true,
configurable: true
});
Mesh.prototype._sortLODLevels = function () {
this._LODLevels.sort(function (a, b) {
if (a.distance < b.distance) {
return 1;
}
if (a.distance > b.distance) {
return -1;
}
return 0;
});
};
/**
* Add a mesh as LOD level triggered at the given distance.
* @param {number} distance - the distance from the center of the object to show this level
* @param {BABYLON.Mesh} mesh - the mesh to be added as LOD level
* @return {BABYLON.Mesh} this mesh (for chaining)
*/
Mesh.prototype.addLODLevel = function (distance, mesh) {
if (mesh && mesh._masterMesh) {
BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
return this;
}
var level = new BABYLON.Internals.MeshLODLevel(distance, mesh);
this._LODLevels.push(level);
if (mesh) {
mesh._masterMesh = this;
}
this._sortLODLevels();
return this;
};
Mesh.prototype.getLODLevelAtDistance = function (distance) {
for (var index = 0; index < this._LODLevels.length; index++) {
var level = this._LODLevels[index];
if (level.distance === distance) {
return level.mesh;
}
}
return null;
};
/**
* Remove a mesh from the LOD array
* @param {BABYLON.Mesh} mesh - the mesh to be removed.
* @return {BABYLON.Mesh} this mesh (for chaining)
*/
Mesh.prototype.removeLODLevel = function (mesh) {
for (var index = 0; index < this._LODLevels.length; index++) {
if (this._LODLevels[index].mesh === mesh) {
this._LODLevels.splice(index, 1);
if (mesh) {
mesh._masterMesh = null;
}
}
}
this._sortLODLevels();
return this;
};
Mesh.prototype.getLOD = function (camera, boundingSphere) {
if (!this._LODLevels || this._LODLevels.length === 0) {
return this;
}
var distanceToCamera = (boundingSphere ? boundingSphere : this.getBoundingInfo().boundingSphere).centerWorld.subtract(camera.position).length();
if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
if (this.onLODLevelSelection) {
this.onLODLevelSelection(distanceToCamera, this, this._LODLevels[this._LODLevels.length - 1].mesh);
}
return this;
}
for (var index = 0; index < this._LODLevels.length; index++) {
var level = this._LODLevels[index];
if (level.distance < distanceToCamera) {
if (level.mesh) {
level.mesh._preActivate();
level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
}
if (this.onLODLevelSelection) {
this.onLODLevelSelection(distanceToCamera, this, level.mesh);
}
return level.mesh;
}
}
if (this.onLODLevelSelection) {
this.onLODLevelSelection(distanceToCamera, this, this);
}
return this;
};
Object.defineProperty(Mesh.prototype, "geometry", {
get: function () {
return this._geometry;
},
enumerable: true,
configurable: true
});
Mesh.prototype.getTotalVertices = function () {
if (!this._geometry) {
return 0;
}
return this._geometry.getTotalVertices();
};
Mesh.prototype.getVerticesData = function (kind, copyWhenShared) {
if (!this._geometry) {
return null;
}
return this._geometry.getVerticesData(kind, copyWhenShared);
};
Mesh.prototype.getVertexBuffer = function (kind) {
if (!this._geometry) {
return undefined;
}
return this._geometry.getVertexBuffer(kind);
};
Mesh.prototype.isVerticesDataPresent = function (kind) {
if (!this._geometry) {
if (this._delayInfo) {
return this._delayInfo.indexOf(kind) !== -1;
}
return false;
}
return this._geometry.isVerticesDataPresent(kind);
};
Mesh.prototype.getVerticesDataKinds = function () {
if (!this._geometry) {
var result = [];
if (this._delayInfo) {
for (var kind in this._delayInfo) {
result.push(kind);
}
}
return result;
}
return this._geometry.getVerticesDataKinds();
};
Mesh.prototype.getTotalIndices = function () {
if (!this._geometry) {
return 0;
}
return this._geometry.getTotalIndices();
};
Mesh.prototype.getIndices = function (copyWhenShared) {
if (!this._geometry) {
return [];
}
return this._geometry.getIndices(copyWhenShared);
};
Object.defineProperty(Mesh.prototype, "isBlocked", {
get: function () {
return this._masterMesh !== null && this._masterMesh !== undefined;
},
enumerable: true,
configurable: true
});
Mesh.prototype.isReady = function () {
if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
return false;
}
return _super.prototype.isReady.call(this);
};
Mesh.prototype.isDisposed = function () {
return this._isDisposed;
};
Object.defineProperty(Mesh.prototype, "sideOrientation", {
get: function () {
return this._sideOrientation;
},
set: function (sideO) {
this._sideOrientation = sideO;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Mesh.prototype, "areNormalsFrozen", {
get: function () {
return this._areNormalsFrozen;
},
enumerable: true,
configurable: true
});
/** This function affects parametric shapes on update only : ribbons, tubes, etc. It has no effect at all on other shapes */
Mesh.prototype.freezeNormals = function () {
this._areNormalsFrozen = true;
};
/** This function affects parametric shapes on update only : ribbons, tubes, etc. It has no effect at all on other shapes */
Mesh.prototype.unfreezeNormals = function () {
this._areNormalsFrozen = false;
};
// Methods
Mesh.prototype._preActivate = function () {
var sceneRenderId = this.getScene().getRenderId();
if (this._preActivateId === sceneRenderId) {
return;
}
this._preActivateId = sceneRenderId;
this._visibleInstances = null;
};
Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
if (!this._visibleInstances) {
this._visibleInstances = {};
this._visibleInstances.defaultRenderId = renderId;
this._visibleInstances.selfDefaultRenderId = this._renderId;
}
if (!this._visibleInstances[renderId]) {
this._visibleInstances[renderId] = new Array();
}
this._visibleInstances[renderId].push(instance);
};
Mesh.prototype.refreshBoundingInfo = function () {
var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
if (data) {
var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices());
this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
}
if (this.subMeshes) {
for (var index = 0; index < this.subMeshes.length; index++) {
this.subMeshes[index].refreshBoundingInfo();
}
}
this._updateBoundingInfo();
};
Mesh.prototype._createGlobalSubMesh = function () {
var totalVertices = this.getTotalVertices();
if (!totalVertices || !this.getIndices()) {
return null;
}
this.releaseSubMeshes();
return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
};
Mesh.prototype.subdivide = function (count) {
if (count < 1) {
return;
}
var totalIndices = this.getTotalIndices();
var subdivisionSize = (totalIndices / count) | 0;
var offset = 0;
while (subdivisionSize % 3 !== 0) {
subdivisionSize++;
}
this.releaseSubMeshes();
for (var index = 0; index < count; index++) {
if (offset >= totalIndices) {
break;
}
BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
offset += subdivisionSize;
}
this.synchronizeInstances();
};
Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
if (kind instanceof Array) {
var temp = data;
data = kind;
kind = temp;
BABYLON.Tools.Warn("Deprecated usage of setVerticesData detected (since v1.12). Current signature is setVerticesData(kind, data, updatable).");
}
if (!this._geometry) {
var vertexData = new BABYLON.VertexData();
vertexData.set(data, kind);
var scene = this.getScene();
new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
}
else {
this._geometry.setVerticesData(kind, data, updatable, stride);
}
};
Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
if (!this._geometry) {
return;
}
if (!makeItUnique) {
this._geometry.updateVerticesData(kind, data, updateExtends);
}
else {
this.makeGeometryUnique();
this.updateVerticesData(kind, data, updateExtends, false);
}
};
Mesh.prototype.updateVerticesDataDirectly = function (kind, data, offset, makeItUnique) {
if (!this._geometry) {
return;
}
if (!makeItUnique) {
this._geometry.updateVerticesDataDirectly(kind, data, offset);
}
else {
this.makeGeometryUnique();
this.updateVerticesDataDirectly(kind, data, offset, false);
}
};
// Mesh positions update function :
// updates the mesh positions according to the positionFunction returned values.
// The positionFunction argument must be a javascript function accepting the mesh "positions" array as parameter.
// This dedicated positionFunction computes new mesh positions according to the given mesh type.
Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {
if (computeNormals === void 0) { computeNormals = true; }
var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
positionFunction(positions);
this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
if (computeNormals) {
var indices = this.getIndices();
var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
BABYLON.VertexData.ComputeNormals(positions, indices, normals);
this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
}
};
Mesh.prototype.makeGeometryUnique = function () {
if (!this._geometry) {
return;
}
var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
geometry.applyToMesh(this);
};
Mesh.prototype.setIndices = function (indices, totalVertices) {
if (!this._geometry) {
var vertexData = new BABYLON.VertexData();
vertexData.indices = indices;
var scene = this.getScene();
new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, false, this);
}
else {
this._geometry.setIndices(indices, totalVertices);
}
};
Mesh.prototype._bind = function (subMesh, effect, fillMode) {
var engine = this.getScene().getEngine();
// Wireframe
var indexToBind;
switch (fillMode) {
case BABYLON.Material.PointFillMode:
indexToBind = null;
break;
case BABYLON.Material.WireFrameFillMode:
indexToBind = subMesh.getLinesIndexBuffer(this.getIndices(), engine);
break;
default:
case BABYLON.Material.TriangleFillMode:
indexToBind = this._geometry.getIndexBuffer();
break;
}
// VBOs
engine.bindMultiBuffers(this._geometry.getVertexBuffers(), indexToBind, effect);
};
Mesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
return;
}
var engine = this.getScene().getEngine();
switch (fillMode) {
case BABYLON.Material.PointFillMode:
engine.drawPointClouds(subMesh.verticesStart, subMesh.verticesCount, instancesCount);
break;
case BABYLON.Material.WireFrameFillMode:
engine.draw(false, 0, subMesh.linesIndexCount, instancesCount);
break;
default:
engine.draw(true, subMesh.indexStart, subMesh.indexCount, instancesCount);
}
};
Mesh.prototype.registerBeforeRender = function (func) {
this._onBeforeRenderCallbacks.push(func);
};
Mesh.prototype.unregisterBeforeRender = function (func) {
var index = this._onBeforeRenderCallbacks.indexOf(func);
if (index > -1) {
this._onBeforeRenderCallbacks.splice(index, 1);
}
};
Mesh.prototype.registerAfterRender = function (func) {
this._onAfterRenderCallbacks.push(func);
};
Mesh.prototype.unregisterAfterRender = function (func) {
var index = this._onAfterRenderCallbacks.indexOf(func);
if (index > -1) {
this._onAfterRenderCallbacks.splice(index, 1);
}
};
Mesh.prototype._getInstancesRenderList = function (subMeshId) {
var scene = this.getScene();
this._batchCache.mustReturn = false;
this._batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
this._batchCache.visibleInstances[subMeshId] = null;
if (this._visibleInstances) {
var currentRenderId = scene.getRenderId();
this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[currentRenderId];
var selfRenderId = this._renderId;
if (!this._batchCache.visibleInstances[subMeshId] && this._visibleInstances.defaultRenderId) {
this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[this._visibleInstances.defaultRenderId];
currentRenderId = Math.max(this._visibleInstances.defaultRenderId, currentRenderId);
selfRenderId = Math.max(this._visibleInstances.selfDefaultRenderId, currentRenderId);
}
if (this._batchCache.visibleInstances[subMeshId] && this._batchCache.visibleInstances[subMeshId].length) {
if (this._renderIdForInstances[subMeshId] === currentRenderId) {
this._batchCache.mustReturn = true;
return this._batchCache;
}
if (currentRenderId !== selfRenderId) {
this._batchCache.renderSelf[subMeshId] = false;
}
}
this._renderIdForInstances[subMeshId] = currentRenderId;
}
return this._batchCache;
};
Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
var visibleInstances = batch.visibleInstances[subMesh._id];
var matricesCount = visibleInstances.length + 1;
var bufferSize = matricesCount * 16 * 4;
while (this._instancesBufferSize < bufferSize) {
this._instancesBufferSize *= 2;
}
if (!this._worldMatricesInstancesBuffer || this._worldMatricesInstancesBuffer.capacity < this._instancesBufferSize) {
if (this._worldMatricesInstancesBuffer) {
engine.deleteInstancesBuffer(this._worldMatricesInstancesBuffer);
}
this._worldMatricesInstancesBuffer = engine.createInstancesBuffer(this._instancesBufferSize);
this._worldMatricesInstancesArray = new Float32Array(this._instancesBufferSize / 4);
}
var offset = 0;
var instancesCount = 0;
var world = this.getWorldMatrix();
if (batch.renderSelf[subMesh._id]) {
world.copyToArray(this._worldMatricesInstancesArray, offset);
offset += 16;
instancesCount++;
}
if (visibleInstances) {
for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
var instance = visibleInstances[instanceIndex];
instance.getWorldMatrix().copyToArray(this._worldMatricesInstancesArray, offset);
offset += 16;
instancesCount++;
}
}
var offsetLocation0 = effect.getAttributeLocationByName("world0");
var offsetLocation1 = effect.getAttributeLocationByName("world1");
var offsetLocation2 = effect.getAttributeLocationByName("world2");
var offsetLocation3 = effect.getAttributeLocationByName("world3");
var offsetLocations = [offsetLocation0, offsetLocation1, offsetLocation2, offsetLocation3];
engine.updateAndBindInstancesBuffer(this._worldMatricesInstancesBuffer, this._worldMatricesInstancesArray, offsetLocations);
this._draw(subMesh, fillMode, instancesCount);
engine.unBindInstancesBuffer(this._worldMatricesInstancesBuffer, offsetLocations);
};
Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw) {
var scene = this.getScene();
var engine = scene.getEngine();
if (hardwareInstancedRendering) {
this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
}
else {
if (batch.renderSelf[subMesh._id]) {
// Draw
if (onBeforeDraw) {
onBeforeDraw(false, this.getWorldMatrix());
}
this._draw(subMesh, fillMode);
}
if (batch.visibleInstances[subMesh._id]) {
for (var instanceIndex = 0; instanceIndex < batch.visibleInstances[subMesh._id].length; instanceIndex++) {
var instance = batch.visibleInstances[subMesh._id][instanceIndex];
// World
var world = instance.getWorldMatrix();
if (onBeforeDraw) {
onBeforeDraw(true, world);
}
// Draw
this._draw(subMesh, fillMode);
}
}
}
};
Mesh.prototype.render = function (subMesh) {
var scene = this.getScene();
// Managing instances
var batch = this._getInstancesRenderList(subMesh._id);
if (batch.mustReturn) {
return;
}
// Checking geometry state
if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
return;
}
for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
this._onBeforeRenderCallbacks[callbackIndex](this);
}
var engine = scene.getEngine();
var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
// Material
var effectiveMaterial = subMesh.getMaterial();
if (!effectiveMaterial || !effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
return;
}
// Outline - step 1
var savedDepthWrite = engine.getDepthWrite();
if (this.renderOutline) {
engine.setDepthWrite(false);
scene.getOutlineRenderer().render(subMesh, batch);
engine.setDepthWrite(savedDepthWrite);
}
effectiveMaterial._preBind();
var effect = effectiveMaterial.getEffect();
// Bind
var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : effectiveMaterial.fillMode);
this._bind(subMesh, effect, fillMode);
var world = this.getWorldMatrix();
effectiveMaterial.bind(world, this);
// Draw
this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, function (isInstance, world) {
if (isInstance) {
effectiveMaterial.bindOnlyWorldMatrix(world);
}
});
// Unbind
effectiveMaterial.unbind();
// Outline - step 2
if (this.renderOutline && savedDepthWrite) {
engine.setDepthWrite(true);
engine.setColorWrite(false);
scene.getOutlineRenderer().render(subMesh, batch);
engine.setColorWrite(true);
}
// Overlay
if (this.renderOverlay) {
var currentMode = engine.getAlphaMode();
engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
scene.getOutlineRenderer().render(subMesh, batch, true);
engine.setAlphaMode(currentMode);
}
for (callbackIndex = 0; callbackIndex < this._onAfterRenderCallbacks.length; callbackIndex++) {
this._onAfterRenderCallbacks[callbackIndex](this);
}
};
Mesh.prototype.getEmittedParticleSystems = function () {
var results = new Array();
for (var index = 0; index < this.getScene().particleSystems.length; index++) {
var particleSystem = this.getScene().particleSystems[index];
if (particleSystem.emitter === this) {
results.push(particleSystem);
}
}
return results;
};
Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
var results = new Array();
var descendants = this.getDescendants();
descendants.push(this);
for (var index = 0; index < this.getScene().particleSystems.length; index++) {
var particleSystem = this.getScene().particleSystems[index];
if (descendants.indexOf(particleSystem.emitter) !== -1) {
results.push(particleSystem);
}
}
return results;
};
Mesh.prototype.getChildren = function () {
var results = [];
for (var index = 0; index < this.getScene().meshes.length; index++) {
var mesh = this.getScene().meshes[index];
if (mesh.parent === this) {
results.push(mesh);
}
}
return results;
};
Mesh.prototype._checkDelayState = function () {
var _this = this;
var that = this;
var scene = this.getScene();
if (this._geometry) {
this._geometry.load(scene);
}
else if (that.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
that.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
scene._addPendingData(that);
var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1);
BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
if (data instanceof ArrayBuffer) {
_this._delayLoadingFunction(data, _this);
}
else {
_this._delayLoadingFunction(JSON.parse(data), _this);
}
_this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
scene._removePendingData(_this);
}, function () {
}, scene.database, getBinaryData);
}
};
Mesh.prototype.isInFrustum = function (frustumPlanes) {
if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
return false;
}
if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
return false;
}
this._checkDelayState();
return true;
};
Mesh.prototype.setMaterialByID = function (id) {
var materials = this.getScene().materials;
for (var index = 0; index < materials.length; index++) {
if (materials[index].id === id) {
this.material = materials[index];
return;
}
}
// Multi
var multiMaterials = this.getScene().multiMaterials;
for (index = 0; index < multiMaterials.length; index++) {
if (multiMaterials[index].id === id) {
this.material = multiMaterials[index];
return;
}
}
};
Mesh.prototype.getAnimatables = function () {
var results = [];
if (this.material) {
results.push(this.material);
}
if (this.skeleton) {
results.push(this.skeleton);
}
return results;
};
// Geometry
Mesh.prototype.bakeTransformIntoVertices = function (transform) {
// Position
if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
return;
}
this._resetPointsArrayCache();
var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
var temp = [];
for (var index = 0; index < data.length; index += 3) {
BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
}
this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
// Normals
if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
return;
}
data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
temp = [];
for (index = 0; index < data.length; index += 3) {
BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
}
this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
};
// Cache
Mesh.prototype._resetPointsArrayCache = function () {
this._positions = null;
};
Mesh.prototype._generatePointsArray = function () {
if (this._positions)
return true;
this._positions = [];
var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
if (!data) {
return false;
}
for (var index = 0; index < data.length; index += 3) {
this._positions.push(BABYLON.Vector3.FromArray(data, index));
}
return true;
};
// Clone
Mesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren);
};
// Dispose
Mesh.prototype.dispose = function (doNotRecurse) {
if (this._geometry) {
this._geometry.releaseForMesh(this, true);
}
// Instances
if (this._worldMatricesInstancesBuffer) {
this.getEngine().deleteInstancesBuffer(this._worldMatricesInstancesBuffer);
this._worldMatricesInstancesBuffer = null;
}
while (this.instances.length) {
this.instances[0].dispose();
}
_super.prototype.dispose.call(this, doNotRecurse);
};
// Geometric tools
Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess) {
var _this = this;
var scene = this.getScene();
var onload = function (img) {
// Getting height map data
var canvas = document.createElement("canvas");
var context = canvas.getContext("2d");
var heightMapWidth = img.width;
var heightMapHeight = img.height;
canvas.width = heightMapWidth;
canvas.height = heightMapHeight;
context.drawImage(img, 0, 0);
// Create VertexData from map data
//Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
_this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight);
//execute success callback, if set
if (onSuccess) {
onSuccess(_this);
}
};
BABYLON.Tools.LoadImage(url, onload, function () {
}, scene.database);
};
Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight) {
if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind) || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
return;
}
var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
var position = BABYLON.Vector3.Zero();
var normal = BABYLON.Vector3.Zero();
var uv = BABYLON.Vector2.Zero();
for (var index = 0; index < positions.length; index += 3) {
BABYLON.Vector3.FromArrayToRef(positions, index, position);
BABYLON.Vector3.FromArrayToRef(normals, index, normal);
BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
// Compute height
var u = ((Math.abs(uv.x) * heightMapWidth) % heightMapWidth) | 0;
var v = ((Math.abs(uv.y) * heightMapHeight) % heightMapHeight) | 0;
var pos = (u + v * heightMapWidth) * 4;
var r = buffer[pos] / 255.0;
var g = buffer[pos + 1] / 255.0;
var b = buffer[pos + 2] / 255.0;
var gradient = r * 0.3 + g * 0.59 + b * 0.11;
normal.normalize();
normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
position = position.add(normal);
position.toArray(positions, index);
}
BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
};
Mesh.prototype.convertToFlatShadedMesh = function () {
/// Update normals and vertices to get a flat shading rendering.
/// Warning: This may imply adding vertices to the mesh in order to get exactly 3 vertices per face
var kinds = this.getVerticesDataKinds();
var vbs = [];
var data = [];
var newdata = [];
var updatableNormals = false;
for (var kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
var kind = kinds[kindIndex];
var vertexBuffer = this.getVertexBuffer(kind);
if (kind === BABYLON.VertexBuffer.NormalKind) {
updatableNormals = vertexBuffer.isUpdatable();
kinds.splice(kindIndex, 1);
kindIndex--;
continue;
}
vbs[kind] = vertexBuffer;
data[kind] = vbs[kind].getData();
newdata[kind] = [];
}
// Save previous submeshes
var previousSubmeshes = this.subMeshes.slice(0);
var indices = this.getIndices();
var totalIndices = this.getTotalIndices();
for (var index = 0; index < totalIndices; index++) {
var vertexIndex = indices[index];
for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
kind = kinds[kindIndex];
var stride = vbs[kind].getStrideSize();
for (var offset = 0; offset < stride; offset++) {
newdata[kind].push(data[kind][vertexIndex * stride + offset]);
}
}
}
// Updating faces & normal
var normals = [];
var positions = newdata[BABYLON.VertexBuffer.PositionKind];
for (index = 0; index < totalIndices; index += 3) {
indices[index] = index;
indices[index + 1] = index + 1;
indices[index + 2] = index + 2;
var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
var p1p2 = p1.subtract(p2);
var p3p2 = p3.subtract(p2);
var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
for (var localIndex = 0; localIndex < 3; localIndex++) {
normals.push(normal.x);
normals.push(normal.y);
normals.push(normal.z);
}
}
this.setIndices(indices);
this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
kind = kinds[kindIndex];
this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
}
// Updating submeshes
this.releaseSubMeshes();
for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
var previousOne = previousSubmeshes[submeshIndex];
var subMesh = new BABYLON.SubMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
}
this.synchronizeInstances();
};
// Instances
Mesh.prototype.createInstance = function (name) {
return new BABYLON.InstancedMesh(name, this);
};
Mesh.prototype.synchronizeInstances = function () {
for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
var instance = this.instances[instanceIndex];
instance._syncSubMeshes();
}
};
/**
* Simplify the mesh according to the given array of settings.
* Function will return immediately and will simplify async.
* @param settings a collection of simplification settings.
* @param parallelProcessing should all levels calculate parallel or one after the other.
* @param type the type of simplification to run.
* @param successCallback optional success callback to be called after the simplification finished processing all settings.
*/
Mesh.prototype.simplify = function (settings, parallelProcessing, simplificationType, successCallback) {
if (parallelProcessing === void 0) { parallelProcessing = true; }
if (simplificationType === void 0) { simplificationType = 0 /* QUADRATIC */; }
this.getScene().simplificationQueue.addTask({
settings: settings,
parallelProcessing: parallelProcessing,
mesh: this,
simplificationType: simplificationType,
successCallback: successCallback
});
};
/**
* Optimization of the mesh's indices, in case a mesh has duplicated vertices.
* The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
* This should be used together with the simplification to avoid disappearing triangles.
* @param successCallback an optional success callback to be called after the optimization finished.
*/
Mesh.prototype.optimizeIndices = function (successCallback) {
var _this = this;
var indices = this.getIndices();
var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
var vectorPositions = [];
for (var pos = 0; pos < positions.length; pos = pos + 3) {
vectorPositions.push(BABYLON.Vector3.FromArray(positions, pos));
}
var dupes = [];
BABYLON.AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {
var realPos = vectorPositions.length - 1 - iteration;
var testedPosition = vectorPositions[realPos];
for (var j = 0; j < realPos; ++j) {
var againstPosition = vectorPositions[j];
if (testedPosition.equals(againstPosition)) {
dupes[realPos] = j;
break;
}
}
}, function () {
for (var i = 0; i < indices.length; ++i) {
indices[i] = dupes[indices[i]] || indices[i];
}
//indices are now reordered
var originalSubMeshes = _this.subMeshes.slice(0);
_this.setIndices(indices);
_this.subMeshes = originalSubMeshes;
if (successCallback) {
successCallback(_this);
}
});
};
// Statics
Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, ribbonInstance) {
if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
if (ribbonInstance === void 0) { ribbonInstance = null; }
if (ribbonInstance) {
// positionFunction : ribbon case
// only pathArray and sideOrientation parameters are taken into account for positions update
var positionsOfRibbon = function (pathArray, sideOrientation) {
var positionFunction = function (positions) {
var minlg = pathArray[0].length;
var i = 0;
var ns = (sideOrientation == BABYLON.Mesh.DOUBLESIDE) ? 2 : 1;
for (var si = 1; si <= ns; si++) {
for (var p = 0; p < pathArray.length; p++) {
var path = pathArray[p];
var l = path.length;
minlg = (minlg < l) ? minlg : l;
var j = 0;
while (j < minlg) {
positions[i] = path[j].x;
positions[i + 1] = path[j].y;
positions[i + 2] = path[j].z;
j++;
i += 3;
}
}
}
};
return positionFunction;
};
var sideOrientation = ribbonInstance.sideOrientation;
var positionFunction = positionsOfRibbon(pathArray, sideOrientation);
var computeNormals = !(ribbonInstance.areNormalsFrozen);
ribbonInstance.updateMeshPositions(positionFunction, computeNormals);
return ribbonInstance;
}
else {
var ribbon = new Mesh(name, scene);
ribbon.sideOrientation = sideOrientation;
var vertexData = BABYLON.VertexData.CreateRibbon(pathArray, closeArray, closePath, offset, sideOrientation);
vertexData.applyToMesh(ribbon, updatable);
return ribbon;
}
};
Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {
if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
var disc = new Mesh(name, scene);
var vertexData = BABYLON.VertexData.CreateDisc(radius, tessellation, sideOrientation);
vertexData.applyToMesh(disc, updatable);
return disc;
};
Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {
if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
var box = new Mesh(name, scene);
var vertexData = BABYLON.VertexData.CreateBox(size, sideOrientation);
vertexData.applyToMesh(box, updatable);
return box;
};
Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {
if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
var sphere = new Mesh(name, scene);
var vertexData = BABYLON.VertexData.CreateSphere(segments, diameter, sideOrientation);
vertexData.applyToMesh(sphere, updatable);
return sphere;
};
// Cylinder and cone (Code inspired by SharpDX.org)
Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
// subdivisions is a new parameter, we need to support old signature
if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
if (scene !== undefined) {
updatable = scene;
}
scene = subdivisions;
subdivisions = 1;
}
var cylinder = new Mesh(name, scene);
var vertexData = BABYLON.VertexData.CreateCylinder(height, diameterTop, diameterBottom, tessellation, subdivisions);
vertexData.applyToMesh(cylinder, updatable);
return cylinder;
};
// Torus (Code from SharpDX.org)
Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
var torus = new Mesh(name, scene);
var vertexData = BABYLON.VertexData.CreateTorus(diameter, thickness, tessellation, sideOrientation);
vertexData.applyToMesh(torus, updatable);
return torus;
};
Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
var torusKnot = new Mesh(name, scene);
var vertexData = BABYLON.VertexData.CreateTorusKnot(radius, tube, radialSegments, tubularSegments, p, q, sideOrientation);
vertexData.applyToMesh(torusKnot, updatable);
return torusKnot;
};
// Lines
Mesh.CreateLines = function (name, points, scene, updatable, linesInstance) {
if (linesInstance === void 0) { linesInstance = null; }
if (linesInstance) {
var positionsOfLines = function (points) {
var positionFunction = function (positions) {
var i = 0;
for (var p = 0; p < points.length; p++) {
positions[i] = points[p].x;
positions[i + 1] = points[p].y;
positions[i + 2] = points[p].z;
i += 3;
}
};
return positionFunction;
};
var positionFunction = positionsOfLines(points);
linesInstance.updateMeshPositions(positionFunction, false);
return linesInstance;
}
// lines creation
var lines = new BABYLON.LinesMesh(name, scene, updatable);
var vertexData = BABYLON.VertexData.CreateLines(points);
vertexData.applyToMesh(lines, updatable);
return lines;
};
// Extrusion
Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, extrudedInstance) {
if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
if (extrudedInstance === void 0) { extrudedInstance = null; }
scale = scale || 1;
rotation = rotation || 0;
var extruded = Mesh._ExtrudeShapeGeneric(name, shape, path, scale, rotation, null, null, false, false, cap, false, scene, updatable, sideOrientation, extrudedInstance);
return extruded;
};
Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, extrudedInstance) {
if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
if (extrudedInstance === void 0) { extrudedInstance = null; }
var extrudedCustom = Mesh._ExtrudeShapeGeneric(name, shape, path, null, null, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, true, scene, updatable, sideOrientation, extrudedInstance);
return extrudedCustom;
};
Mesh._ExtrudeShapeGeneric = function (name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, cap, custom, scene, updtbl, side, instance) {
// extrusion geometry
var extrusionPathArray = function (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom) {
var tangents = path3D.getTangents();
var normals = path3D.getNormals();
var binormals = path3D.getBinormals();
var distances = path3D.getDistances();
var angle = 0;
var returnScale = function (i, distance) {
return scale;
};
var returnRotation = function (i, distance) {
return rotation;
};
var rotate = custom ? rotateFunction : returnRotation;
var scl = custom ? scaleFunction : returnScale;
var index = 0;
for (var i = 0; i < curve.length; i++) {
var shapePath = new Array();
var angleStep = rotate(i, distances[i]);
var scaleRatio = scl(i, distances[i]);
for (var p = 0; p < shape.length; p++) {
var rotationMatrix = BABYLON.Matrix.RotationAxis(tangents[i], angle);
var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y)));
var rotated = BABYLON.Vector3.TransformCoordinates(planed, rotationMatrix).scaleInPlace(scaleRatio).add(curve[i]);
shapePath.push(rotated);
}
shapePaths[index] = shapePath;
angle += angleStep;
index++;
}
// cap
var capPath = function (shapePath) {
var pointCap = Array();
var barycenter = BABYLON.Vector3.Zero();
var i;
for (i = 0; i < shapePath.length; i++) {
barycenter.addInPlace(shapePath[i]);
}
barycenter.scaleInPlace(1 / shapePath.length);
for (i = 0; i < shapePath.length; i++) {
pointCap.push(barycenter);
}
return pointCap;
};
switch (cap) {
case BABYLON.Mesh.NO_CAP:
break;
case BABYLON.Mesh.CAP_START:
shapePaths.unshift(capPath(shapePaths[0]));
break;
case BABYLON.Mesh.CAP_END:
shapePaths.push(capPath(shapePaths[shapePaths.length - 1]));
break;
case BABYLON.Mesh.CAP_ALL:
shapePaths.unshift(capPath(shapePaths[0]));
shapePaths.push(capPath(shapePaths[shapePaths.length - 1]));
break;
default:
break;
}
return shapePaths;
};
if (instance) {
var path3D = (instance.path3D).update(curve);
var pathArray = extrusionPathArray(shape, curve, instance.path3D, instance.pathArray, scale, rotation, scaleFunction, rotateFunction, instance.cap, custom);
instance = Mesh.CreateRibbon(null, pathArray, null, null, null, null, null, null, instance);
return instance;
}
// extruded shape creation
var path3D = new BABYLON.Path3D(curve);
var newShapePaths = new Array();
cap = (cap < 0 || cap > 3) ? 0 : cap;
var pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom);
var extrudedGeneric = Mesh.CreateRibbon(name, pathArray, rbCA, rbCP, 0, scene, updtbl, side);
extrudedGeneric.pathArray = pathArray;
extrudedGeneric.path3D = path3D;
extrudedGeneric.cap = cap;
return extrudedGeneric;
};
// Plane & ground
Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {
if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
var plane = new Mesh(name, scene);
var vertexData = BABYLON.VertexData.CreatePlane(size, sideOrientation);
vertexData.applyToMesh(plane, updatable);
return plane;
};
Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
var ground = new BABYLON.GroundMesh(name, scene);
ground._setReady(false);
ground._subdivisions = subdivisions;
var vertexData = BABYLON.VertexData.CreateGround(width, height, subdivisions);
vertexData.applyToMesh(ground, updatable);
ground._setReady(true);
return ground;
};
Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
var tiledGround = new Mesh(name, scene);
var vertexData = BABYLON.VertexData.CreateTiledGround(xmin, zmin, xmax, zmax, subdivisions, precision);
vertexData.applyToMesh(tiledGround, updatable);
return tiledGround;
};
Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady) {
var ground = new BABYLON.GroundMesh(name, scene);
ground._subdivisions = subdivisions;
ground._setReady(false);
var onload = function (img) {
// Getting height map data
var canvas = document.createElement("canvas");
var context = canvas.getContext("2d");
var heightMapWidth = img.width;
var heightMapHeight = img.height;
canvas.width = heightMapWidth;
canvas.height = heightMapHeight;
context.drawImage(img, 0, 0);
// Create VertexData from map data
// Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap(width, height, subdivisions, minHeight, maxHeight, buffer, heightMapWidth, heightMapHeight);
vertexData.applyToMesh(ground, updatable);
ground._setReady(true);
//execute ready callback, if set
if (onReady) {
onReady(ground);
}
};
BABYLON.Tools.LoadImage(url, onload, function () {
}, scene.database);
return ground;
};
Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, tubeInstance) {
if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
if (tubeInstance === void 0) { tubeInstance = null; }
// tube geometry
var tubePathArray = function (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap) {
var tangents = path3D.getTangents();
var normals = path3D.getNormals();
var distances = path3D.getDistances();
var pi2 = Math.PI * 2;
var step = pi2 / tessellation;
var returnRadius = function (i, distance) { return radius; };
var radiusFunctionFinal = radiusFunction || returnRadius;
var circlePath;
var rad;
var normal;
var rotated;
var rotationMatrix;
var index = 0;
for (var i = 0; i < path.length; i++) {
rad = radiusFunctionFinal(i, distances[i]); // current radius
circlePath = Array(); // current circle array
normal = normals[i]; // current normal
for (var t = 0; t < tessellation; t++) {
rotationMatrix = BABYLON.Matrix.RotationAxis(tangents[i], step * t);
rotated = BABYLON.Vector3.TransformCoordinates(normal, rotationMatrix).scaleInPlace(rad).add(path[i]);
circlePath.push(rotated);
}
circlePath.push(circlePath[0]);
circlePaths[index] = circlePath;
index++;
}
// cap
var capPath = function (nbPoints, pathIndex) {
var pointCap = Array();
for (var i = 0; i < nbPoints; i++) {
pointCap.push(path[pathIndex]);
}
return pointCap;
};
switch (cap) {
case BABYLON.Mesh.NO_CAP:
break;
case BABYLON.Mesh.CAP_START:
circlePaths.unshift(capPath(tessellation + 1, 0));
break;
case BABYLON.Mesh.CAP_END:
circlePaths.push(capPath(tessellation + 1, path.length - 1));
break;
case BABYLON.Mesh.CAP_ALL:
circlePaths.unshift(capPath(tessellation + 1, 0));
circlePaths.push(capPath(tessellation + 1, path.length - 1));
break;
default:
break;
}
return circlePaths;
};
if (tubeInstance) {
var path3D = (tubeInstance.path3D).update(path);
var pathArray = tubePathArray(path, path3D, tubeInstance.pathArray, radius, tubeInstance.tessellation, radiusFunction, tubeInstance.cap);
tubeInstance = Mesh.CreateRibbon(null, pathArray, null, null, null, null, null, null, tubeInstance);
return tubeInstance;
}
// tube creation
var path3D = new BABYLON.Path3D(path);
var newPathArray = new Array();
cap = (cap < 0 || cap > 3) ? 0 : cap;
var pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap);
var tube = Mesh.CreateRibbon(name, pathArray, false, true, 0, scene, updatable, sideOrientation);
tube.pathArray = pathArray;
tube.path3D = path3D;
tube.tessellation = tessellation;
tube.cap = cap;
return tube;
};
// Decals
Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {
if (angle === void 0) { angle = 0; }
var indices = sourceMesh.getIndices();
var positions = sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
var normals = sourceMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
// Getting correct rotation
if (!normal) {
var target = new BABYLON.Vector3(0, 0, 1);
var camera = sourceMesh.getScene().activeCamera;
var cameraWorldTarget = BABYLON.Vector3.TransformCoordinates(target, camera.getWorldMatrix());
normal = camera.globalPosition.subtract(cameraWorldTarget);
}
var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;
var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);
var pitch = Math.atan2(normal.y, len);
// Matrix
var decalWorldMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(BABYLON.Matrix.Translation(position.x, position.y, position.z));
var inverseDecalWorldMatrix = BABYLON.Matrix.Invert(decalWorldMatrix);
var meshWorldMatrix = sourceMesh.getWorldMatrix();
var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix);
var vertexData = new BABYLON.VertexData();
vertexData.indices = [];
vertexData.positions = [];
vertexData.normals = [];
vertexData.uvs = [];
var currentVertexDataIndex = 0;
var extractDecalVector3 = function (indexId) {
var vertexId = indices[indexId];
var result = new BABYLON.PositionNormalVertex();
result.position = new BABYLON.Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);
// Send vector to decal local world
result.position = BABYLON.Vector3.TransformCoordinates(result.position, transformMatrix);
// Get normal
result.normal = new BABYLON.Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);
return result;
};
// Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
var clip = function (vertices, axis) {
if (vertices.length === 0) {
return vertices;
}
var clipSize = 0.5 * Math.abs(BABYLON.Vector3.Dot(size, axis));
var clipVertices = function (v0, v1) {
var clipFactor = BABYLON.Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);
return new BABYLON.PositionNormalVertex(BABYLON.Vector3.Lerp(v0.position, v1.position, clipFactor), BABYLON.Vector3.Lerp(v0.normal, v1.normal, clipFactor));
};
var result = new Array();
for (var index = 0; index < vertices.length; index += 3) {
var v1Out;
var v2Out;
var v3Out;
var total = 0;
var nV1, nV2, nV3, nV4;
var d1 = BABYLON.Vector3.Dot(vertices[index].position, axis) - clipSize;
var d2 = BABYLON.Vector3.Dot(vertices[index + 1].position, axis) - clipSize;
var d3 = BABYLON.Vector3.Dot(vertices[index + 2].position, axis) - clipSize;
v1Out = d1 > 0;
v2Out = d2 > 0;
v3Out = d3 > 0;
total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
switch (total) {
case 0:
result.push(vertices[index]);
result.push(vertices[index + 1]);
result.push(vertices[index + 2]);
break;
case 1:
if (v1Out) {
nV1 = vertices[index + 1];
nV2 = vertices[index + 2];
nV3 = clipVertices(vertices[index], nV1);
nV4 = clipVertices(vertices[index], nV2);
}
if (v2Out) {
nV1 = vertices[index];
nV2 = vertices[index + 2];
nV3 = clipVertices(vertices[index + 1], nV1);
nV4 = clipVertices(vertices[index + 1], nV2);
result.push(nV3);
result.push(nV2.clone());
result.push(nV1.clone());
result.push(nV2.clone());
result.push(nV3.clone());
result.push(nV4);
break;
}
if (v3Out) {
nV1 = vertices[index];
nV2 = vertices[index + 1];
nV3 = clipVertices(vertices[index + 2], nV1);
nV4 = clipVertices(vertices[index + 2], nV2);
}
result.push(nV1.clone());
result.push(nV2.clone());
result.push(nV3);
result.push(nV4);
result.push(nV3.clone());
result.push(nV2.clone());
break;
case 2:
if (!v1Out) {
nV1 = vertices[index].clone();
nV2 = clipVertices(nV1, vertices[index + 1]);
nV3 = clipVertices(nV1, vertices[index + 2]);
result.push(nV1);
result.push(nV2);
result.push(nV3);
}
if (!v2Out) {
nV1 = vertices[index + 1].clone();
nV2 = clipVertices(nV1, vertices[index + 2]);
nV3 = clipVertices(nV1, vertices[index]);
result.push(nV1);
result.push(nV2);
result.push(nV3);
}
if (!v3Out) {
nV1 = vertices[index + 2].clone();
nV2 = clipVertices(nV1, vertices[index]);
nV3 = clipVertices(nV1, vertices[index + 1]);
result.push(nV1);
result.push(nV2);
result.push(nV3);
}
break;
case 3:
break;
}
}
return result;
};
for (var index = 0; index < indices.length; index += 3) {
var faceVertices = new Array();
faceVertices.push(extractDecalVector3(index));
faceVertices.push(extractDecalVector3(index + 1));
faceVertices.push(extractDecalVector3(index + 2));
// Clip
faceVertices = clip(faceVertices, new BABYLON.Vector3(1, 0, 0));
faceVertices = clip(faceVertices, new BABYLON.Vector3(-1, 0, 0));
faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 1, 0));
faceVertices = clip(faceVertices, new BABYLON.Vector3(0, -1, 0));
faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, 1));
faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, -1));
if (faceVertices.length === 0) {
continue;
}
// Add UVs and get back to world
var localRotationMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle);
for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {
var vertex = faceVertices[vIndex];
vertexData.indices.push(currentVertexDataIndex);
vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);
vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);
vertexData.uvs.push(0.5 + vertex.position.x / size.x);
vertexData.uvs.push(0.5 + vertex.position.y / size.y);
currentVertexDataIndex++;
}
}
// Return mesh
var decal = new Mesh(name, sourceMesh.getScene());
vertexData.applyToMesh(decal);
decal.position = position.clone();
decal.rotation = new BABYLON.Vector3(pitch, yaw, angle);
return decal;
};
// Tools
Mesh.MinMax = function (meshes) {
var minVector = null;
var maxVector = null;
for (var i in meshes) {
var mesh = meshes[i];
var boundingBox = mesh.getBoundingInfo().boundingBox;
if (!minVector) {
minVector = boundingBox.minimumWorld;
maxVector = boundingBox.maximumWorld;
continue;
}
minVector.MinimizeInPlace(boundingBox.minimumWorld);
maxVector.MaximizeInPlace(boundingBox.maximumWorld);
}
return {
min: minVector,
max: maxVector
};
};
Mesh.Center = function (meshesOrMinMaxVector) {
var minMaxVector = meshesOrMinMaxVector.min !== undefined ? meshesOrMinMaxVector : Mesh.MinMax(meshesOrMinMaxVector);
return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
};
/**
* Merge the array of meshes into a single mesh for performance reasons.
* @param {Array} meshes - The vertices source. They should all be of the same material. Entries can empty
* @param {boolean} disposeSource - When true (default), dispose of the vertices from the source meshes
* @param {boolean} allow32BitsIndices - When the sum of the vertices > 64k, this must be set to true.
* @param {Mesh} meshSubclass - When set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
*/
Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass) {
if (disposeSource === void 0) { disposeSource = true; }
if (!allow32BitsIndices) {
var totalVertices = 0;
for (var index = 0; index < meshes.length; index++) {
if (meshes[index]) {
totalVertices += meshes[index].getTotalVertices();
if (totalVertices > 65536) {
BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
return null;
}
}
}
}
// Merge
var vertexData;
var otherVertexData;
var source;
for (index = 0; index < meshes.length; index++) {
if (meshes[index]) {
meshes[index].computeWorldMatrix(true);
otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index], true);
otherVertexData.transform(meshes[index].getWorldMatrix());
if (vertexData) {
vertexData.merge(otherVertexData);
}
else {
vertexData = otherVertexData;
source = meshes[index];
}
}
}
if (!meshSubclass) {
meshSubclass = new Mesh(source.name + "_merged", source.getScene());
}
vertexData.applyToMesh(meshSubclass);
// Setting properties
meshSubclass.material = source.material;
meshSubclass.checkCollisions = source.checkCollisions;
// Cleaning
if (disposeSource) {
for (index = 0; index < meshes.length; index++) {
if (meshes[index]) {
meshes[index].dispose();
}
}
}
return meshSubclass;
};
// Consts
Mesh._FRONTSIDE = 0;
Mesh._BACKSIDE = 1;
Mesh._DOUBLESIDE = 2;
Mesh._DEFAULTSIDE = 0;
Mesh._NO_CAP = 0;
Mesh._CAP_START = 1;
Mesh._CAP_END = 2;
Mesh._CAP_ALL = 3;
return Mesh;
})(BABYLON.AbstractMesh);
BABYLON.Mesh = Mesh;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.mesh.js.map
var BABYLON;
(function (BABYLON) {
var SubMesh = (function () {
function SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
if (createBoundingBox === void 0) { createBoundingBox = true; }
this.materialIndex = materialIndex;
this.verticesStart = verticesStart;
this.verticesCount = verticesCount;
this.indexStart = indexStart;
this.indexCount = indexCount;
this._renderId = 0;
this._mesh = mesh;
this._renderingMesh = renderingMesh || mesh;
mesh.subMeshes.push(this);
this._trianglePlanes = [];
this._id = mesh.subMeshes.length - 1;
if (createBoundingBox) {
this.refreshBoundingInfo();
mesh.computeWorldMatrix(true);
}
}
SubMesh.prototype.getBoundingInfo = function () {
return this._boundingInfo;
};
SubMesh.prototype.getMesh = function () {
return this._mesh;
};
SubMesh.prototype.getRenderingMesh = function () {
return this._renderingMesh;
};
SubMesh.prototype.getMaterial = function () {
var rootMaterial = this._renderingMesh.material;
if (rootMaterial && rootMaterial instanceof BABYLON.MultiMaterial) {
var multiMaterial = rootMaterial;
return multiMaterial.getSubMaterial(this.materialIndex);
}
if (!rootMaterial) {
return this._mesh.getScene().defaultMaterial;
}
return rootMaterial;
};
// Methods
SubMesh.prototype.refreshBoundingInfo = function () {
var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
if (!data) {
this._boundingInfo = this._mesh._boundingInfo;
return;
}
var indices = this._renderingMesh.getIndices();
var extend;
if (this.indexStart === 0 && this.indexCount === indices.length) {
extend = BABYLON.Tools.ExtractMinAndMax(data, this.verticesStart, this.verticesCount);
}
else {
extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount);
}
this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
};
SubMesh.prototype._checkCollision = function (collider) {
return this._boundingInfo._checkCollision(collider);
};
SubMesh.prototype.updateBoundingInfo = function (world) {
if (!this._boundingInfo) {
this.refreshBoundingInfo();
}
this._boundingInfo._update(world);
};
SubMesh.prototype.isInFrustum = function (frustumPlanes) {
return this._boundingInfo.isInFrustum(frustumPlanes);
};
SubMesh.prototype.render = function () {
this._renderingMesh.render(this);
};
SubMesh.prototype.getLinesIndexBuffer = function (indices, engine) {
if (!this._linesIndexBuffer) {
var linesIndices = [];
for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
}
this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
this.linesIndexCount = linesIndices.length;
}
return this._linesIndexBuffer;
};
SubMesh.prototype.canIntersects = function (ray) {
return ray.intersectsBox(this._boundingInfo.boundingBox);
};
SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
var intersectInfo = null;
for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
var p0 = positions[indices[index]];
var p1 = positions[indices[index + 1]];
var p2 = positions[indices[index + 2]];
var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
if (currentIntersectInfo) {
if (currentIntersectInfo.distance < 0) {
continue;
}
if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
intersectInfo = currentIntersectInfo;
intersectInfo.faceId = index / 3;
if (fastCheck) {
break;
}
}
}
}
return intersectInfo;
};
// Clone
SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
result._boundingInfo = new BABYLON.BoundingInfo(this._boundingInfo.minimum, this._boundingInfo.maximum);
return result;
};
// Dispose
SubMesh.prototype.dispose = function () {
if (this._linesIndexBuffer) {
this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
this._linesIndexBuffer = null;
}
// Remove from mesh
var index = this._mesh.subMeshes.indexOf(this);
this._mesh.subMeshes.splice(index, 1);
};
// Statics
SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
var minVertexIndex = Number.MAX_VALUE;
var maxVertexIndex = -Number.MAX_VALUE;
renderingMesh = renderingMesh || mesh;
var indices = renderingMesh.getIndices();
for (var index = startIndex; index < startIndex + indexCount; index++) {
var vertexIndex = indices[index];
if (vertexIndex < minVertexIndex)
minVertexIndex = vertexIndex;
if (vertexIndex > maxVertexIndex)
maxVertexIndex = vertexIndex;
}
return new BABYLON.SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
};
return SubMesh;
})();
BABYLON.SubMesh = SubMesh;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.subMesh.js.map
var BABYLON;
(function (BABYLON) {
var BaseTexture = (function () {
function BaseTexture(scene) {
this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
this.hasAlpha = false;
this.getAlphaFromRGB = false;
this.level = 1;
this.isCube = false;
this.isRenderTarget = false;
this.animations = new Array();
this.coordinatesIndex = 0;
this.coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
this.anisotropicFilteringLevel = 4;
this._scene = scene;
this._scene.textures.push(this);
}
BaseTexture.prototype.getScene = function () {
return this._scene;
};
BaseTexture.prototype.getTextureMatrix = function () {
return null;
};
BaseTexture.prototype.getReflectionTextureMatrix = function () {
return null;
};
BaseTexture.prototype.getInternalTexture = function () {
return this._texture;
};
BaseTexture.prototype.isReady = function () {
if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
return true;
}
if (this._texture) {
return this._texture.isReady;
}
return false;
};
BaseTexture.prototype.getSize = function () {
if (this._texture._width) {
return { width: this._texture._width, height: this._texture._height };
}
if (this._texture._size) {
return { width: this._texture._size, height: this._texture._size };
}
return { width: 0, height: 0 };
};
BaseTexture.prototype.getBaseSize = function () {
if (!this.isReady())
return { width: 0, height: 0 };
if (this._texture._size) {
return { width: this._texture._size, height: this._texture._size };
}
return { width: this._texture._baseWidth, height: this._texture._baseHeight };
};
BaseTexture.prototype.scale = function (ratio) {
};
Object.defineProperty(BaseTexture.prototype, "canRescale", {
get: function () {
return false;
},
enumerable: true,
configurable: true
});
BaseTexture.prototype._removeFromCache = function (url, noMipmap) {
var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
for (var index = 0; index < texturesCache.length; index++) {
var texturesCacheEntry = texturesCache[index];
if (texturesCacheEntry.url === url && texturesCacheEntry.noMipmap === noMipmap) {
texturesCache.splice(index, 1);
return;
}
}
};
BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling) {
var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
for (var index = 0; index < texturesCache.length; index++) {
var texturesCacheEntry = texturesCache[index];
if (texturesCacheEntry.url === url && texturesCacheEntry.noMipmap === noMipmap) {
if (!sampling || sampling === texturesCacheEntry.samplingMode) {
texturesCacheEntry.references++;
return texturesCacheEntry;
}
}
}
return null;
};
BaseTexture.prototype.delayLoad = function () {
};
BaseTexture.prototype.releaseInternalTexture = function () {
if (!this._texture) {
return;
}
var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
this._texture.references--;
// Final reference ?
if (this._texture.references === 0) {
var index = texturesCache.indexOf(this._texture);
texturesCache.splice(index, 1);
this._scene.getEngine()._releaseTexture(this._texture);
delete this._texture;
}
};
BaseTexture.prototype.clone = function () {
return null;
};
BaseTexture.prototype.dispose = function () {
// Remove from scene
var index = this._scene.textures.indexOf(this);
if (index >= 0) {
this._scene.textures.splice(index, 1);
}
if (this._texture === undefined) {
return;
}
this.releaseInternalTexture();
// Callback
if (this.onDispose) {
this.onDispose();
}
};
return BaseTexture;
})();
BABYLON.BaseTexture = BaseTexture;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.baseTexture.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var Texture = (function (_super) {
__extends(Texture, _super);
function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer) {
if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
if (onLoad === void 0) { onLoad = null; }
if (onError === void 0) { onError = null; }
if (buffer === void 0) { buffer = null; }
if (deleteBuffer === void 0) { deleteBuffer = false; }
_super.call(this, scene);
this.uOffset = 0;
this.vOffset = 0;
this.uScale = 1.0;
this.vScale = 1.0;
this.uAng = 0;
this.vAng = 0;
this.wAng = 0;
this.name = url;
this.url = url;
this._noMipmap = noMipmap;
this._invertY = invertY;
this._samplingMode = samplingMode;
this._buffer = buffer;
this._deleteBuffer = deleteBuffer;
if (!url) {
return;
}
this._texture = this._getFromCache(url, noMipmap, samplingMode);
if (!this._texture) {
if (!scene.useDelayedTextureLoading) {
this._texture = scene.getEngine().createTexture(url, noMipmap, invertY, scene, this._samplingMode, onLoad, onError, this._buffer);
if (deleteBuffer) {
delete this._buffer;
}
}
else {
this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
}
}
else {
BABYLON.Tools.SetImmediate(function () {
if (onLoad) {
onLoad();
}
});
}
}
Texture.prototype.delayLoad = function () {
if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
return;
}
this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
this._texture = this._getFromCache(this.url, this._noMipmap, this._samplingMode);
if (!this._texture) {
this._texture = this.getScene().getEngine().createTexture(this.url, this._noMipmap, this._invertY, this.getScene(), this._samplingMode, null, null, this._buffer);
if (this._deleteBuffer) {
delete this._buffer;
}
}
};
Texture.prototype.updateSamplingMode = function (samplingMode) {
if (!this._texture) {
return;
}
this.getScene().getEngine().updateTextureSamplingMode(samplingMode, this._texture);
};
Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
x -= this.uOffset + 0.5;
y -= this.vOffset + 0.5;
z -= 0.5;
BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
t.x *= this.uScale;
t.y *= this.vScale;
t.x += 0.5;
t.y += 0.5;
t.z += 0.5;
};
Texture.prototype.getTextureMatrix = function () {
if (this.uOffset === this._cachedUOffset && this.vOffset === this._cachedVOffset && this.uScale === this._cachedUScale && this.vScale === this._cachedVScale && this.uAng === this._cachedUAng && this.vAng === this._cachedVAng && this.wAng === this._cachedWAng) {
return this._cachedTextureMatrix;
}
this._cachedUOffset = this.uOffset;
this._cachedVOffset = this.vOffset;
this._cachedUScale = this.uScale;
this._cachedVScale = this.vScale;
this._cachedUAng = this.uAng;
this._cachedVAng = this.vAng;
this._cachedWAng = this.wAng;
if (!this._cachedTextureMatrix) {
this._cachedTextureMatrix = BABYLON.Matrix.Zero();
this._rowGenerationMatrix = new BABYLON.Matrix();
this._t0 = BABYLON.Vector3.Zero();
this._t1 = BABYLON.Vector3.Zero();
this._t2 = BABYLON.Vector3.Zero();
}
BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
this._t1.subtractInPlace(this._t0);
this._t2.subtractInPlace(this._t0);
BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
this._cachedTextureMatrix.m[0] = this._t1.x;
this._cachedTextureMatrix.m[1] = this._t1.y;
this._cachedTextureMatrix.m[2] = this._t1.z;
this._cachedTextureMatrix.m[4] = this._t2.x;
this._cachedTextureMatrix.m[5] = this._t2.y;
this._cachedTextureMatrix.m[6] = this._t2.z;
this._cachedTextureMatrix.m[8] = this._t0.x;
this._cachedTextureMatrix.m[9] = this._t0.y;
this._cachedTextureMatrix.m[10] = this._t0.z;
return this._cachedTextureMatrix;
};
Texture.prototype.getReflectionTextureMatrix = function () {
if (this.uOffset === this._cachedUOffset && this.vOffset === this._cachedVOffset && this.uScale === this._cachedUScale && this.vScale === this._cachedVScale && this.coordinatesMode === this._cachedCoordinatesMode) {
return this._cachedTextureMatrix;
}
if (!this._cachedTextureMatrix) {
this._cachedTextureMatrix = BABYLON.Matrix.Zero();
this._projectionModeMatrix = BABYLON.Matrix.Zero();
}
this._cachedCoordinatesMode = this.coordinatesMode;
switch (this.coordinatesMode) {
case Texture.SPHERICAL_MODE:
BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
this._cachedTextureMatrix[0] = -0.5 * this.uScale;
this._cachedTextureMatrix[5] = -0.5 * this.vScale;
this._cachedTextureMatrix[12] = 0.5 + this.uOffset;
this._cachedTextureMatrix[13] = 0.5 + this.vOffset;
break;
case Texture.PLANAR_MODE:
BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
this._cachedTextureMatrix[0] = this.uScale;
this._cachedTextureMatrix[5] = this.vScale;
this._cachedTextureMatrix[12] = this.uOffset;
this._cachedTextureMatrix[13] = this.vOffset;
break;
case Texture.PROJECTION_MODE:
BABYLON.Matrix.IdentityToRef(this._projectionModeMatrix);
this._projectionModeMatrix.m[0] = 0.5;
this._projectionModeMatrix.m[5] = -0.5;
this._projectionModeMatrix.m[10] = 0.0;
this._projectionModeMatrix.m[12] = 0.5;
this._projectionModeMatrix.m[13] = 0.5;
this._projectionModeMatrix.m[14] = 1.0;
this._projectionModeMatrix.m[15] = 1.0;
this.getScene().getProjectionMatrix().multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
break;
default:
BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
break;
}
return this._cachedTextureMatrix;
};
Texture.prototype.clone = function () {
var newTexture = new Texture(this._texture.url, this.getScene(), this._noMipmap, this._invertY, this._samplingMode);
// Base texture
newTexture.hasAlpha = this.hasAlpha;
newTexture.level = this.level;
newTexture.wrapU = this.wrapU;
newTexture.wrapV = this.wrapV;
newTexture.coordinatesIndex = this.coordinatesIndex;
newTexture.coordinatesMode = this.coordinatesMode;
// Texture
newTexture.uOffset = this.uOffset;
newTexture.vOffset = this.vOffset;
newTexture.uScale = this.uScale;
newTexture.vScale = this.vScale;
newTexture.uAng = this.uAng;
newTexture.vAng = this.vAng;
newTexture.wAng = this.wAng;
return newTexture;
};
// Statics
Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError) {
if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
if (onLoad === void 0) { onLoad = null; }
if (onError === void 0) { onError = null; }
return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data);
};
// Constants
Texture.NEAREST_SAMPLINGMODE = 1;
Texture.BILINEAR_SAMPLINGMODE = 2;
Texture.TRILINEAR_SAMPLINGMODE = 3;
Texture.EXPLICIT_MODE = 0;
Texture.SPHERICAL_MODE = 1;
Texture.PLANAR_MODE = 2;
Texture.CUBIC_MODE = 3;
Texture.PROJECTION_MODE = 4;
Texture.SKYBOX_MODE = 5;
Texture.CLAMP_ADDRESSMODE = 0;
Texture.WRAP_ADDRESSMODE = 1;
Texture.MIRROR_ADDRESSMODE = 2;
return Texture;
})(BABYLON.BaseTexture);
BABYLON.Texture = Texture;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.texture.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var CubeTexture = (function (_super) {
__extends(CubeTexture, _super);
function CubeTexture(rootUrl, scene, extensions, noMipmap) {
_super.call(this, scene);
this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
this.name = rootUrl;
this.url = rootUrl;
this._noMipmap = noMipmap;
this.hasAlpha = false;
this._texture = this._getFromCache(rootUrl, noMipmap);
if (!extensions) {
extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
}
this._extensions = extensions;
if (!this._texture) {
if (!scene.useDelayedTextureLoading) {
this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, extensions, noMipmap);
}
else {
this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
}
}
this.isCube = true;
this._textureMatrix = BABYLON.Matrix.Identity();
}
CubeTexture.prototype.clone = function () {
var newTexture = new CubeTexture(this.url, this.getScene(), this._extensions, this._noMipmap);
// Base texture
newTexture.level = this.level;
newTexture.wrapU = this.wrapU;
newTexture.wrapV = this.wrapV;
newTexture.coordinatesIndex = this.coordinatesIndex;
newTexture.coordinatesMode = this.coordinatesMode;
return newTexture;
};
// Methods
CubeTexture.prototype.delayLoad = function () {
if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
return;
}
this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
this._texture = this._getFromCache(this.url, this._noMipmap);
if (!this._texture) {
this._texture = this.getScene().getEngine().createCubeTexture(this.url, this.getScene(), this._extensions);
}
};
CubeTexture.prototype.getReflectionTextureMatrix = function () {
return this._textureMatrix;
};
return CubeTexture;
})(BABYLON.BaseTexture);
BABYLON.CubeTexture = CubeTexture;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.cubeTexture.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var RenderTargetTexture = (function (_super) {
__extends(RenderTargetTexture, _super);
function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type) {
if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
_super.call(this, null, scene, !generateMipMaps);
this.renderList = new Array();
this.renderParticles = true;
this.renderSprites = false;
this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
this._currentRefreshId = -1;
this._refreshRate = 1;
this.name = name;
this.isRenderTarget = true;
this._size = size;
this._generateMipMaps = generateMipMaps;
this._doNotChangeAspectRatio = doNotChangeAspectRatio;
this._texture = scene.getEngine().createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, type: type });
// Rendering groups
this._renderingManager = new BABYLON.RenderingManager(scene);
}
RenderTargetTexture.prototype.resetRefreshCounter = function () {
this._currentRefreshId = -1;
};
Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
get: function () {
return this._refreshRate;
},
// Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
set: function (value) {
this._refreshRate = value;
this.resetRefreshCounter();
},
enumerable: true,
configurable: true
});
RenderTargetTexture.prototype._shouldRender = function () {
if (this._currentRefreshId === -1) {
this._currentRefreshId = 1;
return true;
}
if (this.refreshRate === this._currentRefreshId) {
this._currentRefreshId = 1;
return true;
}
this._currentRefreshId++;
return false;
};
RenderTargetTexture.prototype.isReady = function () {
if (!this.getScene().renderTargetsEnabled) {
return false;
}
return _super.prototype.isReady.call(this);
};
RenderTargetTexture.prototype.getRenderSize = function () {
return this._size;
};
Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
get: function () {
return true;
},
enumerable: true,
configurable: true
});
RenderTargetTexture.prototype.scale = function (ratio) {
var newSize = this._size * ratio;
this.resize(newSize, this._generateMipMaps);
};
RenderTargetTexture.prototype.resize = function (size, generateMipMaps) {
this.releaseInternalTexture();
this._texture = this.getScene().getEngine().createRenderTargetTexture(size, generateMipMaps);
};
RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) {
var scene = this.getScene();
var engine = scene.getEngine();
if (this._waitingRenderList) {
this.renderList = [];
for (var index = 0; index < this._waitingRenderList.length; index++) {
var id = this._waitingRenderList[index];
this.renderList.push(scene.getMeshByID(id));
}
delete this._waitingRenderList;
}
if (this.renderList && this.renderList.length === 0) {
return;
}
// Bind
if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
engine.bindFramebuffer(this._texture);
}
this._renderingManager.reset();
var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
for (var meshIndex = 0; meshIndex < currentRenderList.length; meshIndex++) {
var mesh = currentRenderList[meshIndex];
if (mesh) {
if (!mesh.isReady()) {
// Reset _currentRefreshId
this.resetRefreshCounter();
continue;
}
if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && ((mesh.layerMask & scene.activeCamera.layerMask) !== 0)) {
mesh._activate(scene.getRenderId());
for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
var subMesh = mesh.subMeshes[subIndex];
scene._activeIndices += subMesh.indexCount;
this._renderingManager.dispatch(subMesh);
}
}
}
}
if (this.onBeforeRender) {
this.onBeforeRender();
}
// Clear
if (this.onClear) {
this.onClear(engine);
}
else {
engine.clear(scene.clearColor, true, true);
}
if (!this._doNotChangeAspectRatio) {
scene.updateTransformMatrix(true);
}
// Render
this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
if (useCameraPostProcess) {
scene.postProcessManager._finalizeFrame(false, this._texture);
}
if (!this._doNotChangeAspectRatio) {
scene.updateTransformMatrix(true);
}
if (this.onAfterRender) {
this.onAfterRender();
}
// Dump ?
if (dumpForDebug) {
BABYLON.Tools.DumpFramebuffer(this._size, this._size, engine);
}
// Unbind
engine.unBindFramebuffer(this._texture);
if (this.onAfterUnbind) {
this.onAfterUnbind();
}
};
RenderTargetTexture.prototype.clone = function () {
var textureSize = this.getSize();
var newTexture = new RenderTargetTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
// Base texture
newTexture.hasAlpha = this.hasAlpha;
newTexture.level = this.level;
// RenderTarget Texture
newTexture.coordinatesMode = this.coordinatesMode;
newTexture.renderList = this.renderList.slice(0);
return newTexture;
};
return RenderTargetTexture;
})(BABYLON.Texture);
BABYLON.RenderTargetTexture = RenderTargetTexture;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.renderTargetTexture.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var ProceduralTexture = (function (_super) {
__extends(ProceduralTexture, _super);
function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps) {
if (generateMipMaps === void 0) { generateMipMaps = true; }
_super.call(this, null, scene, !generateMipMaps);
this._currentRefreshId = -1;
this._refreshRate = 1;
this._vertexDeclaration = [2];
this._vertexStrideSize = 2 * 4;
this._uniforms = new Array();
this._samplers = new Array();
this._textures = new Array();
this._floats = new Array();
this._floatsArrays = {};
this._colors3 = new Array();
this._colors4 = new Array();
this._vectors2 = new Array();
this._vectors3 = new Array();
this._matrices = new Array();
this._fallbackTextureUsed = false;
scene._proceduralTextures.push(this);
this.name = name;
this.isRenderTarget = true;
this._size = size;
this._generateMipMaps = generateMipMaps;
this.setFragment(fragment);
this._fallbackTexture = fallbackTexture;
this._texture = scene.getEngine().createRenderTargetTexture(size, generateMipMaps);
// VBO
var vertices = [];
vertices.push(1, 1);
vertices.push(-1, 1);
vertices.push(-1, -1);
vertices.push(1, -1);
this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
// Indices
var indices = [];
indices.push(0);
indices.push(1);
indices.push(2);
indices.push(0);
indices.push(2);
indices.push(3);
this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
}
ProceduralTexture.prototype.reset = function () {
if (this._effect === undefined) {
return;
}
var engine = this.getScene().getEngine();
engine._releaseEffect(this._effect);
};
ProceduralTexture.prototype.isReady = function () {
var _this = this;
var engine = this.getScene().getEngine();
var shaders;
if (!this._fragment) {
return false;
}
if (this._fallbackTextureUsed) {
return true;
}
if (this._fragment.fragmentElement !== undefined) {
shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
}
else {
shaders = { vertex: "procedural", fragment: this._fragment };
}
this._effect = engine.createEffect(shaders, ["position"], this._uniforms, this._samplers, "", null, null, function () {
_this.releaseInternalTexture();
if (_this._fallbackTexture) {
_this._texture = _this._fallbackTexture._texture;
_this._texture.references++;
}
_this._fallbackTextureUsed = true;
});
return this._effect.isReady();
};
ProceduralTexture.prototype.resetRefreshCounter = function () {
this._currentRefreshId = -1;
};
ProceduralTexture.prototype.setFragment = function (fragment) {
this._fragment = fragment;
};
Object.defineProperty(ProceduralTexture.prototype, "refreshRate", {
get: function () {
return this._refreshRate;
},
// Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
set: function (value) {
this._refreshRate = value;
this.resetRefreshCounter();
},
enumerable: true,
configurable: true
});
ProceduralTexture.prototype._shouldRender = function () {
if (!this.isReady() || !this._texture) {
return false;
}
if (this._fallbackTextureUsed) {
return false;
}
if (this._currentRefreshId === -1) {
this._currentRefreshId = 1;
return true;
}
if (this.refreshRate === this._currentRefreshId) {
this._currentRefreshId = 1;
return true;
}
this._currentRefreshId++;
return false;
};
ProceduralTexture.prototype.getRenderSize = function () {
return this._size;
};
ProceduralTexture.prototype.resize = function (size, generateMipMaps) {
if (this._fallbackTextureUsed) {
return;
}
this.releaseInternalTexture();
this._texture = this.getScene().getEngine().createRenderTargetTexture(size, generateMipMaps);
};
ProceduralTexture.prototype._checkUniform = function (uniformName) {
if (this._uniforms.indexOf(uniformName) === -1) {
this._uniforms.push(uniformName);
}
};
ProceduralTexture.prototype.setTexture = function (name, texture) {
if (this._samplers.indexOf(name) === -1) {
this._samplers.push(name);
}
this._textures[name] = texture;
return this;
};
ProceduralTexture.prototype.setFloat = function (name, value) {
this._checkUniform(name);
this._floats[name] = value;
return this;
};
ProceduralTexture.prototype.setFloats = function (name, value) {
this._checkUniform(name);
this._floatsArrays[name] = value;
return this;
};
ProceduralTexture.prototype.setColor3 = function (name, value) {
this._checkUniform(name);
this._colors3[name] = value;
return this;
};
ProceduralTexture.prototype.setColor4 = function (name, value) {
this._checkUniform(name);
this._colors4[name] = value;
return this;
};
ProceduralTexture.prototype.setVector2 = function (name, value) {
this._checkUniform(name);
this._vectors2[name] = value;
return this;
};
ProceduralTexture.prototype.setVector3 = function (name, value) {
this._checkUniform(name);
this._vectors3[name] = value;
return this;
};
ProceduralTexture.prototype.setMatrix = function (name, value) {
this._checkUniform(name);
this._matrices[name] = value;
return this;
};
ProceduralTexture.prototype.render = function (useCameraPostProcess) {
var scene = this.getScene();
var engine = scene.getEngine();
engine.bindFramebuffer(this._texture);
// Clear
engine.clear(scene.clearColor, true, true);
// Render
engine.enableEffect(this._effect);
engine.setState(false);
for (var name in this._textures) {
this._effect.setTexture(name, this._textures[name]);
}
for (name in this._floats) {
this._effect.setFloat(name, this._floats[name]);
}
for (name in this._floatsArrays) {
this._effect.setArray(name, this._floatsArrays[name]);
}
for (name in this._colors3) {
this._effect.setColor3(name, this._colors3[name]);
}
for (name in this._colors4) {
var color = this._colors4[name];
this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
}
for (name in this._vectors2) {
this._effect.setVector2(name, this._vectors2[name]);
}
for (name in this._vectors3) {
this._effect.setVector3(name, this._vectors3[name]);
}
for (name in this._matrices) {
this._effect.setMatrix(name, this._matrices[name]);
}
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, this._effect);
// Draw order
engine.draw(true, 0, 6);
// Unbind
engine.unBindFramebuffer(this._texture);
};
ProceduralTexture.prototype.clone = function () {
var textureSize = this.getSize();
var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
// Base texture
newTexture.hasAlpha = this.hasAlpha;
newTexture.level = this.level;
// RenderTarget Texture
newTexture.coordinatesMode = this.coordinatesMode;
return newTexture;
};
ProceduralTexture.prototype.dispose = function () {
var index = this.getScene()._proceduralTextures.indexOf(this);
if (index >= 0) {
this.getScene()._proceduralTextures.splice(index, 1);
}
_super.prototype.dispose.call(this);
};
return ProceduralTexture;
})(BABYLON.Texture);
BABYLON.ProceduralTexture = ProceduralTexture;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.proceduralTexture.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var MirrorTexture = (function (_super) {
__extends(MirrorTexture, _super);
function MirrorTexture(name, size, scene, generateMipMaps) {
var _this = this;
_super.call(this, name, size, scene, generateMipMaps, true);
this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
this._transformMatrix = BABYLON.Matrix.Zero();
this._mirrorMatrix = BABYLON.Matrix.Zero();
this.onBeforeRender = function () {
BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
_this._savedViewMatrix = scene.getViewMatrix();
_this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
scene.clipPlane = _this.mirrorPlane;
scene.getEngine().cullBackFaces = false;
};
this.onAfterRender = function () {
scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
scene.getEngine().cullBackFaces = true;
delete scene.clipPlane;
};
}
MirrorTexture.prototype.clone = function () {
var textureSize = this.getSize();
var newTexture = new BABYLON.MirrorTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
// Base texture
newTexture.hasAlpha = this.hasAlpha;
newTexture.level = this.level;
// Mirror Texture
newTexture.mirrorPlane = this.mirrorPlane.clone();
newTexture.renderList = this.renderList.slice(0);
return newTexture;
};
return MirrorTexture;
})(BABYLON.RenderTargetTexture);
BABYLON.MirrorTexture = MirrorTexture;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.mirrorTexture.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var DynamicTexture = (function (_super) {
__extends(DynamicTexture, _super);
function DynamicTexture(name, options, scene, generateMipMaps, samplingMode) {
if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
_super.call(this, null, scene, !generateMipMaps);
this.name = name;
this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
this._generateMipMaps = generateMipMaps;
if (options.getContext) {
this._canvas = options;
this._texture = scene.getEngine().createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
}
else {
this._canvas = document.createElement("canvas");
if (options.width) {
this._texture = scene.getEngine().createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
}
else {
this._texture = scene.getEngine().createDynamicTexture(options, options, generateMipMaps, samplingMode);
}
}
var textureSize = this.getSize();
this._canvas.width = textureSize.width;
this._canvas.height = textureSize.height;
this._context = this._canvas.getContext("2d");
}
Object.defineProperty(DynamicTexture.prototype, "canRescale", {
get: function () {
return true;
},
enumerable: true,
configurable: true
});
DynamicTexture.prototype.scale = function (ratio) {
var textureSize = this.getSize();
textureSize.width *= ratio;
textureSize.height *= ratio;
this._canvas.width = textureSize.width;
this._canvas.height = textureSize.height;
this.releaseInternalTexture();
this._texture = this.getScene().getEngine().createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this._samplingMode);
};
DynamicTexture.prototype.getContext = function () {
return this._context;
};
DynamicTexture.prototype.clear = function () {
var size = this.getSize();
this._context.fillRect(0, 0, size.width, size.height);
};
DynamicTexture.prototype.update = function (invertY) {
this.getScene().getEngine().updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY);
};
DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {
if (update === void 0) { update = true; }
var size = this.getSize();
if (clearColor) {
this._context.fillStyle = clearColor;
this._context.fillRect(0, 0, size.width, size.height);
}
this._context.font = font;
if (x === null) {
var textSize = this._context.measureText(text);
x = (size.width - textSize.width) / 2;
}
this._context.fillStyle = color;
this._context.fillText(text, x, y);
if (update) {
this.update(invertY);
}
};
DynamicTexture.prototype.clone = function () {
var textureSize = this.getSize();
var newTexture = new DynamicTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
// Base texture
newTexture.hasAlpha = this.hasAlpha;
newTexture.level = this.level;
// Dynamic Texture
newTexture.wrapU = this.wrapU;
newTexture.wrapV = this.wrapV;
return newTexture;
};
return DynamicTexture;
})(BABYLON.Texture);
BABYLON.DynamicTexture = DynamicTexture;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.dynamicTexture.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var VideoTexture = (function (_super) {
__extends(VideoTexture, _super);
function VideoTexture(name, urls, size, scene, generateMipMaps, invertY, samplingMode) {
var _this = this;
if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
_super.call(this, null, scene, !generateMipMaps, invertY);
this._autoLaunch = true;
this.name = name;
this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
var requiredWidth = size.width || size;
var requiredHeight = size.height || size;
this._texture = scene.getEngine().createDynamicTexture(requiredWidth, requiredHeight, generateMipMaps, samplingMode);
var textureSize = this.getSize();
this.video = document.createElement("video");
this.video.width = textureSize.width;
this.video.height = textureSize.height;
this.video.autoplay = false;
this.video.loop = true;
this.video.addEventListener("canplaythrough", function () {
if (_this._texture) {
_this._texture.isReady = true;
}
});
urls.forEach(function (url) {
//Backwards-compatibility for typescript 1. from 1.3 it should say "SOURCE". see here - https://github.com/Microsoft/TypeScript/issues/1850
var source = document.createElement("source");
source.src = url;
_this.video.appendChild(source);
});
this._lastUpdate = BABYLON.Tools.Now;
}
VideoTexture.prototype.update = function () {
if (this._autoLaunch) {
this._autoLaunch = false;
this.video.play();
}
var now = BABYLON.Tools.Now;
if (now - this._lastUpdate < 15) {
return false;
}
this._lastUpdate = now;
this.getScene().getEngine().updateVideoTexture(this._texture, this.video, this._invertY);
return true;
};
return VideoTexture;
})(BABYLON.Texture);
BABYLON.VideoTexture = VideoTexture;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.videoTexture.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var CustomProceduralTexture = (function (_super) {
__extends(CustomProceduralTexture, _super);
function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) {
_super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps);
this._animate = true;
this._time = 0;
this._texturePath = texturePath;
//Try to load json
this.loadJson(texturePath);
this.refreshRate = 1;
}
CustomProceduralTexture.prototype.loadJson = function (jsonUrl) {
var _this = this;
var that = this;
function noConfigFile() {
BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShadersStore or DOM element");
try {
that.setFragment(that._texturePath);
}
catch (ex) {
BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture");
}
}
var configFileUrl = jsonUrl + "/config.json";
var xhr = new XMLHttpRequest();
xhr.open("GET", configFileUrl, true);
xhr.addEventListener("load", function () {
if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
try {
_this._config = JSON.parse(xhr.response);
_this.updateShaderUniforms();
_this.updateTextures();
_this.setFragment(_this._texturePath + "/custom");
_this._animate = _this._config.animate;
_this.refreshRate = _this._config.refreshrate;
}
catch (ex) {
noConfigFile();
}
}
else {
noConfigFile();
}
}, false);
xhr.addEventListener("error", function () {
noConfigFile();
}, false);
try {
xhr.send();
}
catch (ex) {
BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request.");
}
};
CustomProceduralTexture.prototype.isReady = function () {
if (!_super.prototype.isReady.call(this)) {
return false;
}
for (var name in this._textures) {
var texture = this._textures[name];
if (!texture.isReady()) {
return false;
}
}
return true;
};
CustomProceduralTexture.prototype.render = function (useCameraPostProcess) {
if (this._animate) {
this._time += this.getScene().getAnimationRatio() * 0.03;
this.updateShaderUniforms();
}
_super.prototype.render.call(this, useCameraPostProcess);
};
CustomProceduralTexture.prototype.updateTextures = function () {
for (var i = 0; i < this._config.sampler2Ds.length; i++) {
this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));
}
};
CustomProceduralTexture.prototype.updateShaderUniforms = function () {
if (this._config) {
for (var j = 0; j < this._config.uniforms.length; j++) {
var uniform = this._config.uniforms[j];
switch (uniform.type) {
case "float":
this.setFloat(uniform.name, uniform.value);
break;
case "color3":
this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b));
break;
case "color4":
this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a));
break;
case "vector2":
this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y));
break;
case "vector3":
this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z));
break;
}
}
}
this.setFloat("time", this._time);
};
Object.defineProperty(CustomProceduralTexture.prototype, "animate", {
get: function () {
return this._animate;
},
set: function (value) {
this._animate = value;
},
enumerable: true,
configurable: true
});
return CustomProceduralTexture;
})(BABYLON.ProceduralTexture);
BABYLON.CustomProceduralTexture = CustomProceduralTexture;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.customProceduralTexture.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var WoodProceduralTexture = (function (_super) {
__extends(WoodProceduralTexture, _super);
function WoodProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
_super.call(this, name, size, "wood", scene, fallbackTexture, generateMipMaps);
this._ampScale = 100.0;
this._woodColor = new BABYLON.Color3(0.32, 0.17, 0.09);
this.updateShaderUniforms();
this.refreshRate = 0;
}
WoodProceduralTexture.prototype.updateShaderUniforms = function () {
this.setFloat("ampScale", this._ampScale);
this.setColor3("woodColor", this._woodColor);
};
Object.defineProperty(WoodProceduralTexture.prototype, "ampScale", {
get: function () {
return this._ampScale;
},
set: function (value) {
this._ampScale = value;
this.updateShaderUniforms();
},
enumerable: true,
configurable: true
});
Object.defineProperty(WoodProceduralTexture.prototype, "woodColor", {
get: function () {
return this._woodColor;
},
set: function (value) {
this._woodColor = value;
this.updateShaderUniforms();
},
enumerable: true,
configurable: true
});
return WoodProceduralTexture;
})(BABYLON.ProceduralTexture);
BABYLON.WoodProceduralTexture = WoodProceduralTexture;
var FireProceduralTexture = (function (_super) {
__extends(FireProceduralTexture, _super);
function FireProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
_super.call(this, name, size, "fire", scene, fallbackTexture, generateMipMaps);
this._time = 0.0;
this._speed = new BABYLON.Vector2(0.5, 0.3);
this._autoGenerateTime = true;
this._alphaThreshold = 0.5;
this._fireColors = FireProceduralTexture.RedFireColors;
this.updateShaderUniforms();
this.refreshRate = 1;
}
FireProceduralTexture.prototype.updateShaderUniforms = function () {
this.setFloat("time", this._time);
this.setVector2("speed", this._speed);
this.setColor3("c1", this._fireColors[0]);
this.setColor3("c2", this._fireColors[1]);
this.setColor3("c3", this._fireColors[2]);
this.setColor3("c4", this._fireColors[3]);
this.setColor3("c5", this._fireColors[4]);
this.setColor3("c6", this._fireColors[5]);
this.setFloat("alphaThreshold", this._alphaThreshold);
};
FireProceduralTexture.prototype.render = function (useCameraPostProcess) {
if (this._autoGenerateTime) {
this._time += this.getScene().getAnimationRatio() * 0.03;
this.updateShaderUniforms();
}
_super.prototype.render.call(this, useCameraPostProcess);
};
Object.defineProperty(FireProceduralTexture, "PurpleFireColors", {
get: function () {
return [
new BABYLON.Color3(0.5, 0.0, 1.0),
new BABYLON.Color3(0.9, 0.0, 1.0),
new BABYLON.Color3(0.2, 0.0, 1.0),
new BABYLON.Color3(1.0, 0.9, 1.0),
new BABYLON.Color3(0.1, 0.1, 1.0),
new BABYLON.Color3(0.9, 0.9, 1.0)
];
},
enumerable: true,
configurable: true
});
Object.defineProperty(FireProceduralTexture, "GreenFireColors", {
get: function () {
return [
new BABYLON.Color3(0.5, 1.0, 0.0),
new BABYLON.Color3(0.5, 1.0, 0.0),
new BABYLON.Color3(0.3, 0.4, 0.0),
new BABYLON.Color3(0.5, 1.0, 0.0),
new BABYLON.Color3(0.2, 0.0, 0.0),
new BABYLON.Color3(0.5, 1.0, 0.0)
];
},
enumerable: true,
configurable: true
});
Object.defineProperty(FireProceduralTexture, "RedFireColors", {
get: function () {
return [
new BABYLON.Color3(0.5, 0.0, 0.1),
new BABYLON.Color3(0.9, 0.0, 0.0),
new BABYLON.Color3(0.2, 0.0, 0.0),
new BABYLON.Color3(1.0, 0.9, 0.0),
new BABYLON.Color3(0.1, 0.1, 0.1),
new BABYLON.Color3(0.9, 0.9, 0.9)
];
},
enumerable: true,
configurable: true
});
Object.defineProperty(FireProceduralTexture, "BlueFireColors", {
get: function () {
return [
new BABYLON.Color3(0.1, 0.0, 0.5),
new BABYLON.Color3(0.0, 0.0, 0.5),
new BABYLON.Color3(0.1, 0.0, 0.2),
new BABYLON.Color3(0.0, 0.0, 1.0),
new BABYLON.Color3(0.1, 0.2, 0.3),
new BABYLON.Color3(0.0, 0.2, 0.9)
];
},
enumerable: true,
configurable: true
});
Object.defineProperty(FireProceduralTexture.prototype, "fireColors", {
get: function () {
return this._fireColors;
},
set: function (value) {
this._fireColors = value;
this.updateShaderUniforms();
},
enumerable: true,
configurable: true
});
Object.defineProperty(FireProceduralTexture.prototype, "time", {
get: function () {
return this._time;
},
set: function (value) {
this._time = value;
this.updateShaderUniforms();
},
enumerable: true,
configurable: true
});
Object.defineProperty(FireProceduralTexture.prototype, "speed", {
get: function () {
return this._speed;
},
set: function (value) {
this._speed = value;
this.updateShaderUniforms();
},
enumerable: true,
configurable: true
});
Object.defineProperty(FireProceduralTexture.prototype, "alphaThreshold", {
get: function () {
return this._alphaThreshold;
},
set: function (value) {
this._alphaThreshold = value;
this.updateShaderUniforms();
},
enumerable: true,
configurable: true
});
return FireProceduralTexture;
})(BABYLON.ProceduralTexture);
BABYLON.FireProceduralTexture = FireProceduralTexture;
var CloudProceduralTexture = (function (_super) {
__extends(CloudProceduralTexture, _super);
function CloudProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
_super.call(this, name, size, "cloud", scene, fallbackTexture, generateMipMaps);
this._skyColor = new BABYLON.Color3(0.15, 0.68, 1.0);
this._cloudColor = new BABYLON.Color3(1, 1, 1);
this.updateShaderUniforms();
this.refreshRate = 0;
}
CloudProceduralTexture.prototype.updateShaderUniforms = function () {
this.setColor3("skyColor", this._skyColor);
this.setColor3("cloudColor", this._cloudColor);
};
Object.defineProperty(CloudProceduralTexture.prototype, "skyColor", {
get: function () {
return this._skyColor;
},
set: function (value) {
this._skyColor = value;
this.updateShaderUniforms();
},
enumerable: true,
configurable: true
});
Object.defineProperty(CloudProceduralTexture.prototype, "cloudColor", {
get: function () {
return this._cloudColor;
},
set: function (value) {
this._cloudColor = value;
this.updateShaderUniforms();
},
enumerable: true,
configurable: true
});
return CloudProceduralTexture;
})(BABYLON.ProceduralTexture);
BABYLON.CloudProceduralTexture = CloudProceduralTexture;
var GrassProceduralTexture = (function (_super) {
__extends(GrassProceduralTexture, _super);
function GrassProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
_super.call(this, name, size, "grass", scene, fallbackTexture, generateMipMaps);
this._herb1 = new BABYLON.Color3(0.29, 0.38, 0.02);
this._herb2 = new BABYLON.Color3(0.36, 0.49, 0.09);
this._herb3 = new BABYLON.Color3(0.51, 0.6, 0.28);
this._groundColor = new BABYLON.Color3(1, 1, 1);
this._grassColors = [
new BABYLON.Color3(0.29, 0.38, 0.02),
new BABYLON.Color3(0.36, 0.49, 0.09),
new BABYLON.Color3(0.51, 0.6, 0.28)
];
this.updateShaderUniforms();
this.refreshRate = 0;
}
GrassProceduralTexture.prototype.updateShaderUniforms = function () {
this.setColor3("herb1Color", this._grassColors[0]);
this.setColor3("herb2Color", this._grassColors[1]);
this.setColor3("herb3Color", this._grassColors[2]);
this.setColor3("groundColor", this._groundColor);
};
Object.defineProperty(GrassProceduralTexture.prototype, "grassColors", {
get: function () {
return this._grassColors;
},
set: function (value) {
this._grassColors = value;
this.updateShaderUniforms();
},
enumerable: true,
configurable: true
});
Object.defineProperty(GrassProceduralTexture.prototype, "groundColor", {
get: function () {
return this._groundColor;
},
set: function (value) {
this.groundColor = value;
this.updateShaderUniforms();
},
enumerable: true,
configurable: true
});
return GrassProceduralTexture;
})(BABYLON.ProceduralTexture);
BABYLON.GrassProceduralTexture = GrassProceduralTexture;
var RoadProceduralTexture = (function (_super) {
__extends(RoadProceduralTexture, _super);
function RoadProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
_super.call(this, name, size, "road", scene, fallbackTexture, generateMipMaps);
this._roadColor = new BABYLON.Color3(0.53, 0.53, 0.53);
this.updateShaderUniforms();
this.refreshRate = 0;
}
RoadProceduralTexture.prototype.updateShaderUniforms = function () {
this.setColor3("roadColor", this._roadColor);
};
Object.defineProperty(RoadProceduralTexture.prototype, "roadColor", {
get: function () {
return this._roadColor;
},
set: function (value) {
this._roadColor = value;
this.updateShaderUniforms();
},
enumerable: true,
configurable: true
});
return RoadProceduralTexture;
})(BABYLON.ProceduralTexture);
BABYLON.RoadProceduralTexture = RoadProceduralTexture;
var BrickProceduralTexture = (function (_super) {
__extends(BrickProceduralTexture, _super);
function BrickProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
_super.call(this, name, size, "brick", scene, fallbackTexture, generateMipMaps);
this._numberOfBricksHeight = 15;
this._numberOfBricksWidth = 5;
this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
this._brickColor = new BABYLON.Color3(0.77, 0.47, 0.40);
this.updateShaderUniforms();
this.refreshRate = 0;
}
BrickProceduralTexture.prototype.updateShaderUniforms = function () {
this.setFloat("numberOfBricksHeight", this._numberOfBricksHeight);
this.setFloat("numberOfBricksWidth", this._numberOfBricksWidth);
this.setColor3("brickColor", this._brickColor);
this.setColor3("jointColor", this._jointColor);
};
Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksHeight", {
get: function () {
return this._numberOfBricksHeight;
},
set: function (value) {
this._numberOfBricksHeight = value;
this.updateShaderUniforms();
},
enumerable: true,
configurable: true
});
Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksWidth", {
get: function () {
return this._numberOfBricksWidth;
},
set: function (value) {
this._numberOfBricksHeight = value;
this.updateShaderUniforms();
},
enumerable: true,
configurable: true
});
Object.defineProperty(BrickProceduralTexture.prototype, "jointColor", {
get: function () {
return this._jointColor;
},
set: function (value) {
this._jointColor = value;
this.updateShaderUniforms();
},
enumerable: true,
configurable: true
});
Object.defineProperty(BrickProceduralTexture.prototype, "brickColor", {
get: function () {
return this._brickColor;
},
set: function (value) {
this._brickColor = value;
this.updateShaderUniforms();
},
enumerable: true,
configurable: true
});
return BrickProceduralTexture;
})(BABYLON.ProceduralTexture);
BABYLON.BrickProceduralTexture = BrickProceduralTexture;
var MarbleProceduralTexture = (function (_super) {
__extends(MarbleProceduralTexture, _super);
function MarbleProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
_super.call(this, name, size, "marble", scene, fallbackTexture, generateMipMaps);
this._numberOfTilesHeight = 3;
this._numberOfTilesWidth = 3;
this._amplitude = 9.0;
this._marbleColor = new BABYLON.Color3(0.77, 0.47, 0.40);
this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
this.updateShaderUniforms();
this.refreshRate = 0;
}
MarbleProceduralTexture.prototype.updateShaderUniforms = function () {
this.setFloat("numberOfTilesHeight", this._numberOfTilesHeight);
this.setFloat("numberOfTilesWidth", this._numberOfTilesWidth);
this.setFloat("amplitude", this._amplitude);
this.setColor3("marbleColor", this._marbleColor);
this.setColor3("jointColor", this._jointColor);
};
Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesHeight", {
get: function () {
return this._numberOfTilesHeight;
},
set: function (value) {
this._numberOfTilesHeight = value;
this.updateShaderUniforms();
},
enumerable: true,
configurable: true
});
Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesWidth", {
get: function () {
return this._numberOfTilesWidth;
},
set: function (value) {
this._numberOfTilesWidth = value;
this.updateShaderUniforms();
},
enumerable: true,
configurable: true
});
Object.defineProperty(MarbleProceduralTexture.prototype, "jointColor", {
get: function () {
return this._jointColor;
},
set: function (value) {
this._jointColor = value;
this.updateShaderUniforms();
},
enumerable: true,
configurable: true
});
Object.defineProperty(MarbleProceduralTexture.prototype, "marbleColor", {
get: function () {
return this._marbleColor;
},
set: function (value) {
this._marbleColor = value;
this.updateShaderUniforms();
},
enumerable: true,
configurable: true
});
return MarbleProceduralTexture;
})(BABYLON.ProceduralTexture);
BABYLON.MarbleProceduralTexture = MarbleProceduralTexture;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.standardProceduralTexture.js.map
var BABYLON;
(function (BABYLON) {
var EffectFallbacks = (function () {
function EffectFallbacks() {
this._defines = {};
this._currentRank = 32;
this._maxRank = -1;
}
EffectFallbacks.prototype.addFallback = function (rank, define) {
if (!this._defines[rank]) {
if (rank < this._currentRank) {
this._currentRank = rank;
}
if (rank > this._maxRank) {
this._maxRank = rank;
}
this._defines[rank] = new Array();
}
this._defines[rank].push(define);
};
Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", {
get: function () {
return this._currentRank <= this._maxRank;
},
enumerable: true,
configurable: true
});
EffectFallbacks.prototype.reduce = function (currentDefines) {
var currentFallbacks = this._defines[this._currentRank];
for (var index = 0; index < currentFallbacks.length; index++) {
currentDefines = currentDefines.replace("#define " + currentFallbacks[index], "");
}
this._currentRank++;
return currentDefines;
};
return EffectFallbacks;
})();
BABYLON.EffectFallbacks = EffectFallbacks;
var Effect = (function () {
function Effect(baseName, attributesNames, uniformsNames, samplers, engine, defines, fallbacks, onCompiled, onError) {
var _this = this;
this._isReady = false;
this._compilationError = "";
this._valueCache = [];
this._engine = engine;
this.name = baseName;
this.defines = defines;
this._uniformsNames = uniformsNames.concat(samplers);
this._samplers = samplers;
this._attributesNames = attributesNames;
this.onError = onError;
this.onCompiled = onCompiled;
var vertexSource;
var fragmentSource;
if (baseName.vertexElement) {
vertexSource = document.getElementById(baseName.vertexElement);
if (!vertexSource) {
vertexSource = baseName.vertexElement;
}
}
else {
vertexSource = baseName.vertex || baseName;
}
if (baseName.fragmentElement) {
fragmentSource = document.getElementById(baseName.fragmentElement);
if (!fragmentSource) {
fragmentSource = baseName.fragmentElement;
}
}
else {
fragmentSource = baseName.fragment || baseName;
}
this._loadVertexShader(vertexSource, function (vertexCode) {
_this._loadFragmentShader(fragmentSource, function (fragmentCode) {
_this._prepareEffect(vertexCode, fragmentCode, attributesNames, defines, fallbacks);
});
});
}
// Properties
Effect.prototype.isReady = function () {
return this._isReady;
};
Effect.prototype.getProgram = function () {
return this._program;
};
Effect.prototype.getAttributesNames = function () {
return this._attributesNames;
};
Effect.prototype.getAttributeLocation = function (index) {
return this._attributes[index];
};
Effect.prototype.getAttributeLocationByName = function (name) {
var index = this._attributesNames.indexOf(name);
return this._attributes[index];
};
Effect.prototype.getAttributesCount = function () {
return this._attributes.length;
};
Effect.prototype.getUniformIndex = function (uniformName) {
return this._uniformsNames.indexOf(uniformName);
};
Effect.prototype.getUniform = function (uniformName) {
return this._uniforms[this._uniformsNames.indexOf(uniformName)];
};
Effect.prototype.getSamplers = function () {
return this._samplers;
};
Effect.prototype.getCompilationError = function () {
return this._compilationError;
};
// Methods
Effect.prototype._loadVertexShader = function (vertex, callback) {
// DOM element ?
if (vertex instanceof HTMLElement) {
var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex);
callback(vertexCode);
return;
}
// Is in local store ?
if (Effect.ShadersStore[vertex + "VertexShader"]) {
callback(Effect.ShadersStore[vertex + "VertexShader"]);
return;
}
var vertexShaderUrl;
if (vertex[0] === ".") {
vertexShaderUrl = vertex;
}
else {
vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex;
}
// Vertex shader
BABYLON.Tools.LoadFile(vertexShaderUrl + ".vertex.fx", callback);
};
Effect.prototype._loadFragmentShader = function (fragment, callback) {
// DOM element ?
if (fragment instanceof HTMLElement) {
var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment);
callback(fragmentCode);
return;
}
// Is in local store ?
if (Effect.ShadersStore[fragment + "PixelShader"]) {
callback(Effect.ShadersStore[fragment + "PixelShader"]);
return;
}
if (Effect.ShadersStore[fragment + "FragmentShader"]) {
callback(Effect.ShadersStore[fragment + "FragmentShader"]);
return;
}
var fragmentShaderUrl;
if (fragment[0] === ".") {
fragmentShaderUrl = fragment;
}
else {
fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment;
}
// Fragment shader
BABYLON.Tools.LoadFile(fragmentShaderUrl + ".fragment.fx", callback);
};
Effect.prototype._prepareEffect = function (vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks) {
try {
var engine = this._engine;
if (!engine.getCaps().highPrecisionShaderSupported) {
vertexSourceCode = vertexSourceCode.replace("precision highp float", "precision mediump float");
fragmentSourceCode = fragmentSourceCode.replace("precision highp float", "precision mediump float");
}
this._program = engine.createShaderProgram(vertexSourceCode, fragmentSourceCode, defines);
this._uniforms = engine.getUniforms(this._program, this._uniformsNames);
this._attributes = engine.getAttributes(this._program, attributesNames);
for (var index = 0; index < this._samplers.length; index++) {
var sampler = this.getUniform(this._samplers[index]);
if (sampler == null) {
this._samplers.splice(index, 1);
index--;
}
}
engine.bindSamplers(this);
this._isReady = true;
if (this.onCompiled) {
this.onCompiled(this);
}
}
catch (e) {
// Is it a problem with precision?
if (e.message.indexOf("highp") !== -1) {
vertexSourceCode = vertexSourceCode.replace("precision highp float", "precision mediump float");
fragmentSourceCode = fragmentSourceCode.replace("precision highp float", "precision mediump float");
this._prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks);
return;
}
// Let's go through fallbacks then
if (fallbacks && fallbacks.isMoreFallbacks) {
defines = fallbacks.reduce(defines);
this._prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks);
}
else {
BABYLON.Tools.Error("Unable to compile effect: " + this.name);
BABYLON.Tools.Error("Defines: " + defines);
BABYLON.Tools.Error("Error: " + e.message);
this._compilationError = e.message;
if (this.onError) {
this.onError(this, this._compilationError);
}
}
}
};
Effect.prototype._bindTexture = function (channel, texture) {
this._engine._bindTexture(this._samplers.indexOf(channel), texture);
};
Effect.prototype.setTexture = function (channel, texture) {
this._engine.setTexture(this._samplers.indexOf(channel), texture);
};
Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {
this._engine.setTextureFromPostProcess(this._samplers.indexOf(channel), postProcess);
};
//public _cacheMatrix(uniformName, matrix) {
// if (!this._valueCache[uniformName]) {
// this._valueCache[uniformName] = new BABYLON.Matrix();
// }
// for (var index = 0; index < 16; index++) {
// this._valueCache[uniformName].m[index] = matrix.m[index];
// }
//};
Effect.prototype._cacheFloat2 = function (uniformName, x, y) {
if (!this._valueCache[uniformName]) {
this._valueCache[uniformName] = [x, y];
return;
}
this._valueCache[uniformName][0] = x;
this._valueCache[uniformName][1] = y;
};
Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {
if (!this._valueCache[uniformName]) {
this._valueCache[uniformName] = [x, y, z];
return;
}
this._valueCache[uniformName][0] = x;
this._valueCache[uniformName][1] = y;
this._valueCache[uniformName][2] = z;
};
Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {
if (!this._valueCache[uniformName]) {
this._valueCache[uniformName] = [x, y, z, w];
return;
}
this._valueCache[uniformName][0] = x;
this._valueCache[uniformName][1] = y;
this._valueCache[uniformName][2] = z;
this._valueCache[uniformName][3] = w;
};
Effect.prototype.setArray = function (uniformName, array) {
this._engine.setArray(this.getUniform(uniformName), array);
return this;
};
Effect.prototype.setArray2 = function (uniformName, array) {
this._engine.setArray2(this.getUniform(uniformName), array);
return this;
};
Effect.prototype.setArray3 = function (uniformName, array) {
this._engine.setArray3(this.getUniform(uniformName), array);
return this;
};
Effect.prototype.setArray4 = function (uniformName, array) {
this._engine.setArray4(this.getUniform(uniformName), array);
return this;
};
Effect.prototype.setMatrices = function (uniformName, matrices) {
this._engine.setMatrices(this.getUniform(uniformName), matrices);
return this;
};
Effect.prototype.setMatrix = function (uniformName, matrix) {
//if (this._valueCache[uniformName] && this._valueCache[uniformName].equals(matrix))
// return;
//this._cacheMatrix(uniformName, matrix);
this._engine.setMatrix(this.getUniform(uniformName), matrix);
return this;
};
Effect.prototype.setFloat = function (uniformName, value) {
if (this._valueCache[uniformName] && this._valueCache[uniformName] === value)
return this;
this._valueCache[uniformName] = value;
this._engine.setFloat(this.getUniform(uniformName), value);
return this;
};
Effect.prototype.setBool = function (uniformName, bool) {
if (this._valueCache[uniformName] && this._valueCache[uniformName] === bool)
return this;
this._valueCache[uniformName] = bool;
this._engine.setBool(this.getUniform(uniformName), bool ? 1 : 0);
return this;
};
Effect.prototype.setVector2 = function (uniformName, vector2) {
if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === vector2.x && this._valueCache[uniformName][1] === vector2.y)
return this;
this._cacheFloat2(uniformName, vector2.x, vector2.y);
this._engine.setFloat2(this.getUniform(uniformName), vector2.x, vector2.y);
return this;
};
Effect.prototype.setFloat2 = function (uniformName, x, y) {
if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === x && this._valueCache[uniformName][1] === y)
return this;
this._cacheFloat2(uniformName, x, y);
this._engine.setFloat2(this.getUniform(uniformName), x, y);
return this;
};
Effect.prototype.setVector3 = function (uniformName, vector3) {
if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === vector3.x && this._valueCache[uniformName][1] === vector3.y && this._valueCache[uniformName][2] === vector3.z)
return this;
this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z);
this._engine.setFloat3(this.getUniform(uniformName), vector3.x, vector3.y, vector3.z);
return this;
};
Effect.prototype.setFloat3 = function (uniformName, x, y, z) {
if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === x && this._valueCache[uniformName][1] === y && this._valueCache[uniformName][2] === z)
return this;
this._cacheFloat3(uniformName, x, y, z);
this._engine.setFloat3(this.getUniform(uniformName), x, y, z);
return this;
};
Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {
if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === x && this._valueCache[uniformName][1] === y && this._valueCache[uniformName][2] === z && this._valueCache[uniformName][3] === w)
return this;
this._cacheFloat4(uniformName, x, y, z, w);
this._engine.setFloat4(this.getUniform(uniformName), x, y, z, w);
return this;
};
Effect.prototype.setColor3 = function (uniformName, color3) {
if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === color3.r && this._valueCache[uniformName][1] === color3.g && this._valueCache[uniformName][2] === color3.b)
return this;
this._cacheFloat3(uniformName, color3.r, color3.g, color3.b);
this._engine.setColor3(this.getUniform(uniformName), color3);
return this;
};
Effect.prototype.setColor4 = function (uniformName, color3, alpha) {
if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === color3.r && this._valueCache[uniformName][1] === color3.g && this._valueCache[uniformName][2] === color3.b && this._valueCache[uniformName][3] === alpha)
return this;
this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha);
this._engine.setColor4(this.getUniform(uniformName), color3, alpha);
return this;
};
// Statics
Effect.ShadersStore = {};
return Effect;
})();
BABYLON.Effect = Effect;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.effect.js.map
var BABYLON;
(function (BABYLON) {
var Material = (function () {
function Material(name, scene, doNotAdd) {
this.name = name;
this.checkReadyOnEveryCall = true;
this.checkReadyOnlyOnce = false;
this.state = "";
this.alpha = 1.0;
this.backFaceCulling = true;
this._wasPreviouslyReady = false;
this._fillMode = Material.TriangleFillMode;
this.pointSize = 1.0;
this.zOffset = 0;
this.id = name;
this._scene = scene;
if (!doNotAdd) {
scene.materials.push(this);
}
}
Object.defineProperty(Material, "TriangleFillMode", {
get: function () {
return Material._TriangleFillMode;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Material, "WireFrameFillMode", {
get: function () {
return Material._WireFrameFillMode;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Material, "PointFillMode", {
get: function () {
return Material._PointFillMode;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Material.prototype, "wireframe", {
get: function () {
return this._fillMode === Material.WireFrameFillMode;
},
set: function (value) {
this._fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);
},
enumerable: true,
configurable: true
});
Object.defineProperty(Material.prototype, "pointsCloud", {
get: function () {
return this._fillMode === Material.PointFillMode;
},
set: function (value) {
this._fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);
},
enumerable: true,
configurable: true
});
Object.defineProperty(Material.prototype, "fillMode", {
get: function () {
return this._fillMode;
},
set: function (value) {
this._fillMode = value;
},
enumerable: true,
configurable: true
});
Material.prototype.isReady = function (mesh, useInstances) {
return true;
};
Material.prototype.getEffect = function () {
return this._effect;
};
Material.prototype.getScene = function () {
return this._scene;
};
Material.prototype.needAlphaBlending = function () {
return (this.alpha < 1.0);
};
Material.prototype.needAlphaTesting = function () {
return false;
};
Material.prototype.getAlphaTestTexture = function () {
return null;
};
Material.prototype.trackCreation = function (onCompiled, onError) {
};
Material.prototype._preBind = function () {
var engine = this._scene.getEngine();
engine.enableEffect(this._effect);
engine.setState(this.backFaceCulling, this.zOffset);
};
Material.prototype.bind = function (world, mesh) {
this._scene._cachedMaterial = this;
if (this.onBind) {
this.onBind(this, mesh);
}
};
Material.prototype.bindOnlyWorldMatrix = function (world) {
};
Material.prototype.unbind = function () {
};
Material.prototype.dispose = function (forceDisposeEffect) {
// Remove from scene
var index = this._scene.materials.indexOf(this);
this._scene.materials.splice(index, 1);
// Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
if (forceDisposeEffect && this._effect) {
this._scene.getEngine()._releaseEffect(this._effect);
this._effect = null;
}
// Callback
if (this.onDispose) {
this.onDispose();
}
};
Material._TriangleFillMode = 0;
Material._WireFrameFillMode = 1;
Material._PointFillMode = 2;
return Material;
})();
BABYLON.Material = Material;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.material.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var maxSimultaneousLights = 4;
var FresnelParameters = (function () {
function FresnelParameters() {
this.isEnabled = true;
this.leftColor = BABYLON.Color3.White();
this.rightColor = BABYLON.Color3.Black();
this.bias = 0;
this.power = 1;
}
return FresnelParameters;
})();
BABYLON.FresnelParameters = FresnelParameters;
var StandardMaterial = (function (_super) {
__extends(StandardMaterial, _super);
function StandardMaterial(name, scene) {
var _this = this;
_super.call(this, name, scene);
this.ambientColor = new BABYLON.Color3(0, 0, 0);
this.diffuseColor = new BABYLON.Color3(1, 1, 1);
this.specularColor = new BABYLON.Color3(1, 1, 1);
this.specularPower = 64;
this.emissiveColor = new BABYLON.Color3(0, 0, 0);
this.useAlphaFromDiffuseTexture = false;
this.useSpecularOverAlpha = true;
this.fogEnabled = true;
this._cachedDefines = null;
this._renderTargets = new BABYLON.SmartArray(16);
this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
this._scaledDiffuse = new BABYLON.Color3();
this._scaledSpecular = new BABYLON.Color3();
this.getRenderTargetTextures = function () {
_this._renderTargets.reset();
if (_this.reflectionTexture && _this.reflectionTexture.isRenderTarget) {
_this._renderTargets.push(_this.reflectionTexture);
}
return _this._renderTargets;
};
}
StandardMaterial.prototype.needAlphaBlending = function () {
return (this.alpha < 1.0) || (this.opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled;
};
StandardMaterial.prototype.needAlphaTesting = function () {
return this.diffuseTexture != null && this.diffuseTexture.hasAlpha;
};
StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
return this.diffuseTexture != null && this.diffuseTexture.hasAlpha && this.useAlphaFromDiffuseTexture;
};
StandardMaterial.prototype.getAlphaTestTexture = function () {
return this.diffuseTexture;
};
// Methods
StandardMaterial.prototype.isReady = function (mesh, useInstances) {
if (this.checkReadyOnlyOnce) {
if (this._wasPreviouslyReady) {
return true;
}
}
var scene = this.getScene();
if (!this.checkReadyOnEveryCall) {
if (this._renderId === scene.getRenderId()) {
return true;
}
}
var engine = scene.getEngine();
var defines = [];
var fallbacks = new BABYLON.EffectFallbacks();
var needNormals = false;
var needUVs = false;
// Textures
if (scene.texturesEnabled) {
if (this.diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
if (!this.diffuseTexture.isReady()) {
return false;
}
else {
needUVs = true;
defines.push("#define DIFFUSE");
}
}
if (this.ambientTexture && StandardMaterial.AmbientTextureEnabled) {
if (!this.ambientTexture.isReady()) {
return false;
}
else {
needUVs = true;
defines.push("#define AMBIENT");
}
}
if (this.opacityTexture && StandardMaterial.OpacityTextureEnabled) {
if (!this.opacityTexture.isReady()) {
return false;
}
else {
needUVs = true;
defines.push("#define OPACITY");
if (this.opacityTexture.getAlphaFromRGB) {
defines.push("#define OPACITYRGB");
}
}
}
if (this.reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
if (!this.reflectionTexture.isReady()) {
return false;
}
else {
needNormals = true;
needUVs = true;
defines.push("#define REFLECTION");
fallbacks.addFallback(0, "REFLECTION");
}
}
if (this.emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
if (!this.emissiveTexture.isReady()) {
return false;
}
else {
needUVs = true;
defines.push("#define EMISSIVE");
}
}
if (this.specularTexture && StandardMaterial.SpecularTextureEnabled) {
if (!this.specularTexture.isReady()) {
return false;
}
else {
needUVs = true;
defines.push("#define SPECULAR");
fallbacks.addFallback(0, "SPECULAR");
}
}
}
if (scene.getEngine().getCaps().standardDerivatives && this.bumpTexture && StandardMaterial.BumpTextureEnabled) {
if (!this.bumpTexture.isReady()) {
return false;
}
else {
needUVs = true;
defines.push("#define BUMP");
fallbacks.addFallback(0, "BUMP");
}
}
// Effect
if (this.useSpecularOverAlpha) {
defines.push("#define SPECULAROVERALPHA");
fallbacks.addFallback(0, "SPECULAROVERALPHA");
}
if (scene.clipPlane) {
defines.push("#define CLIPPLANE");
}
if (engine.getAlphaTesting()) {
defines.push("#define ALPHATEST");
}
if (this._shouldUseAlphaFromDiffuseTexture()) {
defines.push("#define ALPHAFROMDIFFUSE");
}
// Point size
if (this.pointsCloud || scene.forcePointsCloud) {
defines.push("#define POINTSIZE");
}
// Fog
if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
defines.push("#define FOG");
fallbacks.addFallback(1, "FOG");
}
var shadowsActivated = false;
var lightIndex = 0;
if (scene.lightsEnabled) {
for (var index = 0; index < scene.lights.length; index++) {
var light = scene.lights[index];
if (!light.isEnabled()) {
continue;
}
// Excluded check
if (light._excludedMeshesIds.length > 0) {
for (var excludedIndex = 0; excludedIndex < light._excludedMeshesIds.length; excludedIndex++) {
var excludedMesh = scene.getMeshByID(light._excludedMeshesIds[excludedIndex]);
if (excludedMesh) {
light.excludedMeshes.push(excludedMesh);
}
}
light._excludedMeshesIds = [];
}
// Included check
if (light._includedOnlyMeshesIds.length > 0) {
for (var includedOnlyIndex = 0; includedOnlyIndex < light._includedOnlyMeshesIds.length; includedOnlyIndex++) {
var includedOnlyMesh = scene.getMeshByID(light._includedOnlyMeshesIds[includedOnlyIndex]);
if (includedOnlyMesh) {
light.includedOnlyMeshes.push(includedOnlyMesh);
}
}
light._includedOnlyMeshesIds = [];
}
if (!light.canAffectMesh(mesh)) {
continue;
}
needNormals = true;
defines.push("#define LIGHT" + lightIndex);
if (lightIndex > 0) {
fallbacks.addFallback(lightIndex, "LIGHT" + lightIndex);
}
var type;
if (light instanceof BABYLON.SpotLight) {
type = "#define SPOTLIGHT" + lightIndex;
}
else if (light instanceof BABYLON.HemisphericLight) {
type = "#define HEMILIGHT" + lightIndex;
}
else {
type = "#define POINTDIRLIGHT" + lightIndex;
}
defines.push(type);
if (lightIndex > 0) {
fallbacks.addFallback(lightIndex, type.replace("#define ", ""));
}
// Shadows
if (scene.shadowsEnabled) {
var shadowGenerator = light.getShadowGenerator();
if (mesh && mesh.receiveShadows && shadowGenerator) {
defines.push("#define SHADOW" + lightIndex);
fallbacks.addFallback(0, "SHADOW" + lightIndex);
if (!shadowsActivated) {
defines.push("#define SHADOWS");
shadowsActivated = true;
}
if (shadowGenerator.useVarianceShadowMap || shadowGenerator.useBlurVarianceShadowMap) {
defines.push("#define SHADOWVSM" + lightIndex);
if (lightIndex > 0) {
fallbacks.addFallback(0, "SHADOWVSM" + lightIndex);
}
}
if (shadowGenerator.usePoissonSampling) {
defines.push("#define SHADOWPCF" + lightIndex);
if (lightIndex > 0) {
fallbacks.addFallback(0, "SHADOWPCF" + lightIndex);
}
}
}
}
lightIndex++;
if (lightIndex === maxSimultaneousLights)
break;
}
}
if (StandardMaterial.FresnelEnabled) {
// Fresnel
if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled || this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled || this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled || this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
var fresnelRank = 1;
if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
defines.push("#define DIFFUSEFRESNEL");
fallbacks.addFallback(fresnelRank, "DIFFUSEFRESNEL");
fresnelRank++;
}
if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
defines.push("#define OPACITYFRESNEL");
fallbacks.addFallback(fresnelRank, "OPACITYFRESNEL");
fresnelRank++;
}
if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
defines.push("#define REFLECTIONFRESNEL");
fallbacks.addFallback(fresnelRank, "REFLECTIONFRESNEL");
fresnelRank++;
}
if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
defines.push("#define EMISSIVEFRESNEL");
fallbacks.addFallback(fresnelRank, "EMISSIVEFRESNEL");
fresnelRank++;
}
needNormals = true;
defines.push("#define FRESNEL");
fallbacks.addFallback(fresnelRank - 1, "FRESNEL");
}
}
// Attribs
var attribs = [BABYLON.VertexBuffer.PositionKind];
if (mesh) {
if (needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
attribs.push(BABYLON.VertexBuffer.NormalKind);
defines.push("#define NORMAL");
}
if (needUVs) {
if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
attribs.push(BABYLON.VertexBuffer.UVKind);
defines.push("#define UV1");
}
if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
attribs.push(BABYLON.VertexBuffer.UV2Kind);
defines.push("#define UV2");
}
}
if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
attribs.push(BABYLON.VertexBuffer.ColorKind);
defines.push("#define VERTEXCOLOR");
if (mesh.hasVertexAlpha) {
defines.push("#define VERTEXALPHA");
}
}
if (mesh.useBones) {
attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
defines.push("#define BONES");
defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
defines.push("#define BONES4");
fallbacks.addFallback(0, "BONES4");
}
// Instances
if (useInstances) {
defines.push("#define INSTANCES");
attribs.push("world0");
attribs.push("world1");
attribs.push("world2");
attribs.push("world3");
}
}
// Get correct effect
var join = defines.join("\n");
if (this._cachedDefines !== join) {
this._cachedDefines = join;
scene.resetCachedMaterial();
// Legacy browser patch
var shaderName = "default";
if (!scene.getEngine().getCaps().standardDerivatives) {
shaderName = "legacydefault";
}
this._effect = scene.getEngine().createEffect(shaderName, attribs, ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor", "vLightData0", "vLightDiffuse0", "vLightSpecular0", "vLightDirection0", "vLightGround0", "lightMatrix0", "vLightData1", "vLightDiffuse1", "vLightSpecular1", "vLightDirection1", "vLightGround1", "lightMatrix1", "vLightData2", "vLightDiffuse2", "vLightSpecular2", "vLightDirection2", "vLightGround2", "lightMatrix2", "vLightData3", "vLightDiffuse3", "vLightSpecular3", "vLightDirection3", "vLightGround3", "lightMatrix3", "vFogInfos", "vFogColor", "pointSize", "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos", "mBones", "vClipPlane", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix", "shadowsInfo0", "shadowsInfo1", "shadowsInfo2", "shadowsInfo3", "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor"], ["diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler", "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler", "shadowSampler0", "shadowSampler1", "shadowSampler2", "shadowSampler3"], join, fallbacks, this.onCompiled, this.onError);
}
if (!this._effect.isReady()) {
return false;
}
this._renderId = scene.getRenderId();
this._wasPreviouslyReady = true;
return true;
};
StandardMaterial.prototype.unbind = function () {
if (this.reflectionTexture && this.reflectionTexture.isRenderTarget) {
this._effect.setTexture("reflection2DSampler", null);
}
};
StandardMaterial.prototype.bindOnlyWorldMatrix = function (world) {
this._effect.setMatrix("world", world);
};
StandardMaterial.prototype.bind = function (world, mesh) {
var scene = this.getScene();
// Matrices
this.bindOnlyWorldMatrix(world);
this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
// Bones
if (mesh && mesh.useBones) {
this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
}
if (scene.getCachedMaterial() !== this) {
if (StandardMaterial.FresnelEnabled) {
// Fresnel
if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
this._effect.setColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
this._effect.setColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
}
if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
this._effect.setColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
}
if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
this._effect.setColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
this._effect.setColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
}
if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
this._effect.setColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
this._effect.setColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
}
}
// Textures
if (this.diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
this._effect.setTexture("diffuseSampler", this.diffuseTexture);
this._effect.setFloat2("vDiffuseInfos", this.diffuseTexture.coordinatesIndex, this.diffuseTexture.level);
this._effect.setMatrix("diffuseMatrix", this.diffuseTexture.getTextureMatrix());
}
if (this.ambientTexture && StandardMaterial.AmbientTextureEnabled) {
this._effect.setTexture("ambientSampler", this.ambientTexture);
this._effect.setFloat2("vAmbientInfos", this.ambientTexture.coordinatesIndex, this.ambientTexture.level);
this._effect.setMatrix("ambientMatrix", this.ambientTexture.getTextureMatrix());
}
if (this.opacityTexture && StandardMaterial.OpacityTextureEnabled) {
this._effect.setTexture("opacitySampler", this.opacityTexture);
this._effect.setFloat2("vOpacityInfos", this.opacityTexture.coordinatesIndex, this.opacityTexture.level);
this._effect.setMatrix("opacityMatrix", this.opacityTexture.getTextureMatrix());
}
if (this.reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
if (this.reflectionTexture.isCube) {
this._effect.setTexture("reflectionCubeSampler", this.reflectionTexture);
}
else {
this._effect.setTexture("reflection2DSampler", this.reflectionTexture);
}
this._effect.setMatrix("reflectionMatrix", this.reflectionTexture.getReflectionTextureMatrix());
this._effect.setFloat3("vReflectionInfos", this.reflectionTexture.coordinatesMode, this.reflectionTexture.level, this.reflectionTexture.isCube ? 1 : 0);
}
if (this.emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
this._effect.setTexture("emissiveSampler", this.emissiveTexture);
this._effect.setFloat2("vEmissiveInfos", this.emissiveTexture.coordinatesIndex, this.emissiveTexture.level);
this._effect.setMatrix("emissiveMatrix", this.emissiveTexture.getTextureMatrix());
}
if (this.specularTexture && StandardMaterial.SpecularTextureEnabled) {
this._effect.setTexture("specularSampler", this.specularTexture);
this._effect.setFloat2("vSpecularInfos", this.specularTexture.coordinatesIndex, this.specularTexture.level);
this._effect.setMatrix("specularMatrix", this.specularTexture.getTextureMatrix());
}
if (this.bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
this._effect.setTexture("bumpSampler", this.bumpTexture);
this._effect.setFloat2("vBumpInfos", this.bumpTexture.coordinatesIndex, 1.0 / this.bumpTexture.level);
this._effect.setMatrix("bumpMatrix", this.bumpTexture.getTextureMatrix());
}
// Clip plane
if (scene.clipPlane) {
var clipPlane = scene.clipPlane;
this._effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
}
// Point size
if (this.pointsCloud) {
this._effect.setFloat("pointSize", this.pointSize);
}
// Colors
scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
// Scaling down color according to emissive
this._scaledSpecular.r = this.specularColor.r * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.r);
this._scaledSpecular.g = this.specularColor.g * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.g);
this._scaledSpecular.b = this.specularColor.b * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.b);
this._effect.setVector3("vEyePosition", scene.activeCamera.position);
this._effect.setColor3("vAmbientColor", this._globalAmbientColor);
this._effect.setColor4("vSpecularColor", this._scaledSpecular, this.specularPower);
this._effect.setColor3("vEmissiveColor", this.emissiveColor);
}
// Scaling down color according to emissive
this._scaledDiffuse.r = this.diffuseColor.r * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.r);
this._scaledDiffuse.g = this.diffuseColor.g * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.g);
this._scaledDiffuse.b = this.diffuseColor.b * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.b);
this._effect.setColor4("vDiffuseColor", this._scaledDiffuse, this.alpha * mesh.visibility);
if (scene.lightsEnabled) {
var lightIndex = 0;
for (var index = 0; index < scene.lights.length; index++) {
var light = scene.lights[index];
if (!light.isEnabled()) {
continue;
}
if (!light.canAffectMesh(mesh)) {
continue;
}
if (light instanceof BABYLON.PointLight) {
// Point Light
light.transferToEffect(this._effect, "vLightData" + lightIndex);
}
else if (light instanceof BABYLON.DirectionalLight) {
// Directional Light
light.transferToEffect(this._effect, "vLightData" + lightIndex);
}
else if (light instanceof BABYLON.SpotLight) {
// Spot Light
light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightDirection" + lightIndex);
}
else if (light instanceof BABYLON.HemisphericLight) {
// Hemispheric Light
light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightGround" + lightIndex);
}
light.diffuse.scaleToRef(light.intensity, this._scaledDiffuse);
light.specular.scaleToRef(light.intensity, this._scaledSpecular);
this._effect.setColor4("vLightDiffuse" + lightIndex, this._scaledDiffuse, light.range);
this._effect.setColor3("vLightSpecular" + lightIndex, this._scaledSpecular);
// Shadows
if (scene.shadowsEnabled) {
var shadowGenerator = light.getShadowGenerator();
if (mesh.receiveShadows && shadowGenerator) {
this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.getTransformMatrix());
this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMapForRendering());
this._effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.bias);
}
}
lightIndex++;
if (lightIndex === maxSimultaneousLights)
break;
}
}
// View
if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this.reflectionTexture) {
this._effect.setMatrix("view", scene.getViewMatrix());
}
// Fog
if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
this._effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
this._effect.setColor3("vFogColor", scene.fogColor);
}
_super.prototype.bind.call(this, world, mesh);
};
StandardMaterial.prototype.getAnimatables = function () {
var results = [];
if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) {
results.push(this.diffuseTexture);
}
if (this.ambientTexture && this.ambientTexture.animations && this.ambientTexture.animations.length > 0) {
results.push(this.ambientTexture);
}
if (this.opacityTexture && this.opacityTexture.animations && this.opacityTexture.animations.length > 0) {
results.push(this.opacityTexture);
}
if (this.reflectionTexture && this.reflectionTexture.animations && this.reflectionTexture.animations.length > 0) {
results.push(this.reflectionTexture);
}
if (this.emissiveTexture && this.emissiveTexture.animations && this.emissiveTexture.animations.length > 0) {
results.push(this.emissiveTexture);
}
if (this.specularTexture && this.specularTexture.animations && this.specularTexture.animations.length > 0) {
results.push(this.specularTexture);
}
if (this.bumpTexture && this.bumpTexture.animations && this.bumpTexture.animations.length > 0) {
results.push(this.bumpTexture);
}
return results;
};
StandardMaterial.prototype.dispose = function (forceDisposeEffect) {
if (this.diffuseTexture) {
this.diffuseTexture.dispose();
}
if (this.ambientTexture) {
this.ambientTexture.dispose();
}
if (this.opacityTexture) {
this.opacityTexture.dispose();
}
if (this.reflectionTexture) {
this.reflectionTexture.dispose();
}
if (this.emissiveTexture) {
this.emissiveTexture.dispose();
}
if (this.specularTexture) {
this.specularTexture.dispose();
}
if (this.bumpTexture) {
this.bumpTexture.dispose();
}
_super.prototype.dispose.call(this, forceDisposeEffect);
};
StandardMaterial.prototype.clone = function (name) {
var newStandardMaterial = new StandardMaterial(name, this.getScene());
// Base material
newStandardMaterial.checkReadyOnEveryCall = this.checkReadyOnEveryCall;
newStandardMaterial.alpha = this.alpha;
newStandardMaterial.fillMode = this.fillMode;
newStandardMaterial.backFaceCulling = this.backFaceCulling;
// Standard material
if (this.diffuseTexture && this.diffuseTexture.clone) {
newStandardMaterial.diffuseTexture = this.diffuseTexture.clone();
}
if (this.ambientTexture && this.ambientTexture.clone) {
newStandardMaterial.ambientTexture = this.ambientTexture.clone();
}
if (this.opacityTexture && this.opacityTexture.clone) {
newStandardMaterial.opacityTexture = this.opacityTexture.clone();
}
if (this.reflectionTexture && this.reflectionTexture.clone) {
newStandardMaterial.reflectionTexture = this.reflectionTexture.clone();
}
if (this.emissiveTexture && this.emissiveTexture.clone) {
newStandardMaterial.emissiveTexture = this.emissiveTexture.clone();
}
if (this.specularTexture && this.specularTexture.clone) {
newStandardMaterial.specularTexture = this.specularTexture.clone();
}
if (this.bumpTexture && this.bumpTexture.clone) {
newStandardMaterial.bumpTexture = this.bumpTexture.clone();
}
newStandardMaterial.ambientColor = this.ambientColor.clone();
newStandardMaterial.diffuseColor = this.diffuseColor.clone();
newStandardMaterial.specularColor = this.specularColor.clone();
newStandardMaterial.specularPower = this.specularPower;
newStandardMaterial.emissiveColor = this.emissiveColor.clone();
return newStandardMaterial;
};
// Statics
// Flags used to enable or disable a type of texture for all Standard Materials
StandardMaterial.DiffuseTextureEnabled = true;
StandardMaterial.AmbientTextureEnabled = true;
StandardMaterial.OpacityTextureEnabled = true;
StandardMaterial.ReflectionTextureEnabled = true;
StandardMaterial.EmissiveTextureEnabled = true;
StandardMaterial.SpecularTextureEnabled = true;
StandardMaterial.BumpTextureEnabled = true;
StandardMaterial.FresnelEnabled = true;
return StandardMaterial;
})(BABYLON.Material);
BABYLON.StandardMaterial = StandardMaterial;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.standardMaterial.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var MultiMaterial = (function (_super) {
__extends(MultiMaterial, _super);
function MultiMaterial(name, scene) {
_super.call(this, name, scene, true);
this.subMaterials = new Array();
scene.multiMaterials.push(this);
}
// Properties
MultiMaterial.prototype.getSubMaterial = function (index) {
if (index < 0 || index >= this.subMaterials.length) {
return this.getScene().defaultMaterial;
}
return this.subMaterials[index];
};
// Methods
MultiMaterial.prototype.isReady = function (mesh) {
for (var index = 0; index < this.subMaterials.length; index++) {
var subMaterial = this.subMaterials[index];
if (subMaterial) {
if (!this.subMaterials[index].isReady(mesh)) {
return false;
}
}
}
return true;
};
MultiMaterial.prototype.clone = function (name) {
var newMultiMaterial = new MultiMaterial(name, this.getScene());
for (var index = 0; index < this.subMaterials.length; index++) {
var subMaterial = this.subMaterials[index];
newMultiMaterial.subMaterials.push(subMaterial);
}
return newMultiMaterial;
};
return MultiMaterial;
})(BABYLON.Material);
BABYLON.MultiMaterial = MultiMaterial;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.multiMaterial.js.map
var BABYLON;
(function (BABYLON) {
var SceneLoader = (function () {
function SceneLoader() {
}
Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
get: function () {
return SceneLoader._ForceFullSceneLoadingForIncremental;
},
set: function (value) {
SceneLoader._ForceFullSceneLoadingForIncremental = value;
},
enumerable: true,
configurable: true
});
Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
get: function () {
return SceneLoader._ShowLoadingScreen;
},
set: function (value) {
SceneLoader._ShowLoadingScreen = value;
},
enumerable: true,
configurable: true
});
SceneLoader._getPluginForFilename = function (sceneFilename) {
var dotPosition = sceneFilename.lastIndexOf(".");
var queryStringPosition = sceneFilename.indexOf("?");
if (queryStringPosition === -1) {
queryStringPosition = sceneFilename.length;
}
var extension = sceneFilename.substring(dotPosition, queryStringPosition).toLowerCase();
for (var index = 0; index < this._registeredPlugins.length; index++) {
var plugin = this._registeredPlugins[index];
if (plugin.extensions.indexOf(extension) !== -1) {
return plugin;
}
}
return this._registeredPlugins[this._registeredPlugins.length - 1];
};
// Public functions
SceneLoader.RegisterPlugin = function (plugin) {
plugin.extensions = plugin.extensions.toLowerCase();
SceneLoader._registeredPlugins.push(plugin);
};
SceneLoader.ImportMesh = function (meshesNames, rootUrl, sceneFilename, scene, onsuccess, progressCallBack, onerror) {
if (sceneFilename.substr && sceneFilename.substr(0, 1) === "/") {
BABYLON.Tools.Error("Wrong sceneFilename parameter");
return;
}
var manifestChecked = function (success) {
scene.database = database;
var plugin = SceneLoader._getPluginForFilename(sceneFilename);
var importMeshFromData = function (data) {
var meshes = [];
var particleSystems = [];
var skeletons = [];
try {
if (!plugin.importMesh(meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons)) {
if (onerror) {
onerror(scene, 'unable to load the scene');
}
return;
}
}
catch (e) {
if (onerror) {
onerror(scene, e);
}
return;
}
if (onsuccess) {
scene.importedMeshesFiles.push(rootUrl + sceneFilename);
onsuccess(meshes, particleSystems, skeletons);
}
};
if (sceneFilename.substr && sceneFilename.substr(0, 5) === "data:") {
// Direct load
importMeshFromData(sceneFilename.substr(5));
return;
}
BABYLON.Tools.LoadFile(rootUrl + sceneFilename, function (data) {
importMeshFromData(data);
}, progressCallBack, database);
};
// Checking if a manifest file has been set for this scene and if offline mode has been requested
var database = new BABYLON.Database(rootUrl + sceneFilename, manifestChecked);
};
/**
* Load a scene
* @param rootUrl a string that defines the root url for scene and resources
* @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
* @param engine is the instance of BABYLON.Engine to use to create the scene
*/
SceneLoader.Load = function (rootUrl, sceneFilename, engine, onsuccess, progressCallBack, onerror) {
SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onsuccess, progressCallBack, onerror);
};
/**
* Append a scene
* @param rootUrl a string that defines the root url for scene and resources
* @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
* @param scene is the instance of BABYLON.Scene to append to
*/
SceneLoader.Append = function (rootUrl, sceneFilename, scene, onsuccess, progressCallBack, onerror) {
if (sceneFilename.substr && sceneFilename.substr(0, 1) === "/") {
BABYLON.Tools.Error("Wrong sceneFilename parameter");
return;
}
var plugin = this._getPluginForFilename(sceneFilename.name || sceneFilename);
var database;
if (SceneLoader.ShowLoadingScreen) {
scene.getEngine().displayLoadingUI();
}
var loadSceneFromData = function (data) {
scene.database = database;
if (!plugin.load(scene, data, rootUrl)) {
if (onerror) {
onerror(scene);
}
scene.getEngine().hideLoadingUI();
return;
}
if (onsuccess) {
onsuccess(scene);
}
if (SceneLoader.ShowLoadingScreen) {
scene.executeWhenReady(function () {
scene.getEngine().hideLoadingUI();
});
}
};
var manifestChecked = function (success) {
BABYLON.Tools.LoadFile(rootUrl + sceneFilename, loadSceneFromData, progressCallBack, database);
};
if (sceneFilename.substr && sceneFilename.substr(0, 5) === "data:") {
// Direct load
loadSceneFromData(sceneFilename.substr(5));
return;
}
if (rootUrl.indexOf("file:") === -1) {
// Checking if a manifest file has been set for this scene and if offline mode has been requested
database = new BABYLON.Database(rootUrl + sceneFilename, manifestChecked);
}
else {
BABYLON.Tools.ReadFile(sceneFilename, loadSceneFromData, progressCallBack);
}
};
// Flags
SceneLoader._ForceFullSceneLoadingForIncremental = false;
SceneLoader._ShowLoadingScreen = true;
// Members
SceneLoader._registeredPlugins = new Array();
return SceneLoader;
})();
BABYLON.SceneLoader = SceneLoader;
;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.sceneLoader.js.map
var BABYLON;
(function (BABYLON) {
var Internals;
(function (Internals) {
var checkColors4 = function (colors, count) {
// Check if color3 was used
if (colors.length === count * 3) {
var colors4 = [];
for (var index = 0; index < colors.length; index += 3) {
var newIndex = (index / 3) * 4;
colors4[newIndex] = colors[index];
colors4[newIndex + 1] = colors[index + 1];
colors4[newIndex + 2] = colors[index + 2];
colors4[newIndex + 3] = 1.0;
}
return colors4;
}
return colors;
};
var loadCubeTexture = function (rootUrl, parsedTexture, scene) {
var texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene);
texture.name = parsedTexture.name;
texture.hasAlpha = parsedTexture.hasAlpha;
texture.level = parsedTexture.level;
texture.coordinatesMode = parsedTexture.coordinatesMode;
return texture;
};
var loadTexture = function (rootUrl, parsedTexture, scene) {
if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
return null;
}
if (parsedTexture.isCube) {
return loadCubeTexture(rootUrl, parsedTexture, scene);
}
var texture;
if (parsedTexture.mirrorPlane) {
texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
texture._waitingRenderList = parsedTexture.renderList;
texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
}
else if (parsedTexture.isRenderTarget) {
texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
texture._waitingRenderList = parsedTexture.renderList;
}
else {
texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
}
texture.name = parsedTexture.name;
texture.hasAlpha = parsedTexture.hasAlpha;
texture.getAlphaFromRGB = parsedTexture.getAlphaFromRGB;
texture.level = parsedTexture.level;
texture.coordinatesIndex = parsedTexture.coordinatesIndex;
texture.coordinatesMode = parsedTexture.coordinatesMode;
texture.uOffset = parsedTexture.uOffset;
texture.vOffset = parsedTexture.vOffset;
texture.uScale = parsedTexture.uScale;
texture.vScale = parsedTexture.vScale;
texture.uAng = parsedTexture.uAng;
texture.vAng = parsedTexture.vAng;
texture.wAng = parsedTexture.wAng;
texture.wrapU = parsedTexture.wrapU;
texture.wrapV = parsedTexture.wrapV;
// Animations
if (parsedTexture.animations) {
for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
var parsedAnimation = parsedTexture.animations[animationIndex];
texture.animations.push(parseAnimation(parsedAnimation));
}
}
return texture;
};
var parseSkeleton = function (parsedSkeleton, scene) {
var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
for (var index = 0; index < parsedSkeleton.bones.length; index++) {
var parsedBone = parsedSkeleton.bones[index];
var parentBone = null;
if (parsedBone.parentBoneIndex > -1) {
parentBone = skeleton.bones[parsedBone.parentBoneIndex];
}
var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
if (parsedBone.animation) {
bone.animations.push(parseAnimation(parsedBone.animation));
}
}
return skeleton;
};
var parseFresnelParameters = function (parsedFresnelParameters) {
var fresnelParameters = new BABYLON.FresnelParameters();
fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
fresnelParameters.bias = parsedFresnelParameters.bias;
fresnelParameters.power = parsedFresnelParameters.power || 1.0;
return fresnelParameters;
};
var parseMaterial = function (parsedMaterial, scene, rootUrl) {
var material;
material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
material.specularPower = parsedMaterial.specularPower;
material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
material.alpha = parsedMaterial.alpha;
material.id = parsedMaterial.id;
BABYLON.Tags.AddTagsTo(material, parsedMaterial.tags);
material.backFaceCulling = parsedMaterial.backFaceCulling;
material.wireframe = parsedMaterial.wireframe;
if (parsedMaterial.diffuseTexture) {
material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
}
if (parsedMaterial.diffuseFresnelParameters) {
material.diffuseFresnelParameters = parseFresnelParameters(parsedMaterial.diffuseFresnelParameters);
}
if (parsedMaterial.ambientTexture) {
material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
}
if (parsedMaterial.opacityTexture) {
material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
}
if (parsedMaterial.opacityFresnelParameters) {
material.opacityFresnelParameters = parseFresnelParameters(parsedMaterial.opacityFresnelParameters);
}
if (parsedMaterial.reflectionTexture) {
material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
}
if (parsedMaterial.reflectionFresnelParameters) {
material.reflectionFresnelParameters = parseFresnelParameters(parsedMaterial.reflectionFresnelParameters);
}
if (parsedMaterial.emissiveTexture) {
material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
}
if (parsedMaterial.emissiveFresnelParameters) {
material.emissiveFresnelParameters = parseFresnelParameters(parsedMaterial.emissiveFresnelParameters);
}
if (parsedMaterial.specularTexture) {
material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
}
if (parsedMaterial.bumpTexture) {
material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
}
return material;
};
var parseMaterialById = function (id, parsedData, scene, rootUrl) {
for (var index = 0; index < parsedData.materials.length; index++) {
var parsedMaterial = parsedData.materials[index];
if (parsedMaterial.id === id) {
return parseMaterial(parsedMaterial, scene, rootUrl);
}
}
return null;
};
var parseMultiMaterial = function (parsedMultiMaterial, scene) {
var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
multiMaterial.id = parsedMultiMaterial.id;
BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
var subMatId = parsedMultiMaterial.materials[matIndex];
if (subMatId) {
multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
}
else {
multiMaterial.subMaterials.push(null);
}
}
return multiMaterial;
};
var parseLensFlareSystem = function (parsedLensFlareSystem, scene, rootUrl) {
var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene);
lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
var parsedFlare = parsedLensFlareSystem.flares[index];
var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
}
return lensFlareSystem;
};
var parseParticleSystem = function (parsedParticleSystem, scene, rootUrl) {
var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
if (parsedParticleSystem.textureName) {
particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
particleSystem.particleTexture.name = parsedParticleSystem.textureName;
}
particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
particleSystem.minSize = parsedParticleSystem.minSize;
particleSystem.maxSize = parsedParticleSystem.maxSize;
particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
particleSystem.emitter = emitter;
particleSystem.emitRate = parsedParticleSystem.emitRate;
particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
particleSystem.blendMode = parsedParticleSystem.blendMode;
particleSystem.start();
return particleSystem;
};
var parseShadowGenerator = function (parsedShadowGenerator, scene) {
var light = scene.getLightByID(parsedShadowGenerator.lightId);
var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
shadowGenerator.getShadowMap().renderList.push(mesh);
}
if (parsedShadowGenerator.usePoissonSampling) {
shadowGenerator.usePoissonSampling = true;
}
else if (parsedShadowGenerator.useVarianceShadowMap) {
shadowGenerator.useVarianceShadowMap = true;
}
else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
shadowGenerator.useBlurVarianceShadowMap = true;
if (parsedShadowGenerator.blurScale) {
shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
}
if (parsedShadowGenerator.blurBoxOffset) {
shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
}
}
if (parsedShadowGenerator.bias !== undefined) {
shadowGenerator.bias = parsedShadowGenerator.bias;
}
return shadowGenerator;
};
var parseAnimation = function (parsedAnimation) {
var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
var dataType = parsedAnimation.dataType;
var keys = [];
for (var index = 0; index < parsedAnimation.keys.length; index++) {
var key = parsedAnimation.keys[index];
var data;
switch (dataType) {
case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
data = key.values[0];
break;
case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
data = BABYLON.Quaternion.FromArray(key.values);
break;
case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
data = BABYLON.Matrix.FromArray(key.values);
break;
case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
default:
data = BABYLON.Vector3.FromArray(key.values);
break;
}
keys.push({
frame: key.frame,
value: data
});
}
animation.setKeys(keys);
return animation;
};
var parseLight = function (parsedLight, scene) {
var light;
switch (parsedLight.type) {
case 0:
light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
break;
case 1:
light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
light.position = BABYLON.Vector3.FromArray(parsedLight.position);
break;
case 2:
light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
break;
case 3:
light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
break;
}
light.id = parsedLight.id;
BABYLON.Tags.AddTagsTo(light, parsedLight.tags);
if (parsedLight.intensity !== undefined) {
light.intensity = parsedLight.intensity;
}
if (parsedLight.range) {
light.range = parsedLight.range;
}
light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
if (parsedLight.excludedMeshesIds) {
light._excludedMeshesIds = parsedLight.excludedMeshesIds;
}
// Parent
if (parsedLight.parentId) {
light._waitingParentId = parsedLight.parentId;
}
if (parsedLight.includedOnlyMeshesIds) {
light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
}
// Animations
if (parsedLight.animations) {
for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
var parsedAnimation = parsedLight.animations[animationIndex];
light.animations.push(parseAnimation(parsedAnimation));
}
}
if (parsedLight.autoAnimate) {
scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, 1.0);
}
};
var parseCamera = function (parsedCamera, scene) {
var camera;
var position = BABYLON.Vector3.FromArray(parsedCamera.position);
var lockedTargetMesh = (parsedCamera.lockedTargetId) ? scene.getLastMeshByID(parsedCamera.lockedTargetId) : null;
if (parsedCamera.type === "AnaglyphArcRotateCamera" || parsedCamera.type === "ArcRotateCamera") {
var alpha = parsedCamera.alpha;
var beta = parsedCamera.beta;
var radius = parsedCamera.radius;
if (parsedCamera.type === "AnaglyphArcRotateCamera") {
var eye_space = parsedCamera.eye_space;
camera = new BABYLON.AnaglyphArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, eye_space, scene);
}
else {
camera = new BABYLON.ArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, scene);
}
}
else if (parsedCamera.type === "AnaglyphFreeCamera") {
eye_space = parsedCamera.eye_space;
camera = new BABYLON.AnaglyphFreeCamera(parsedCamera.name, position, eye_space, scene);
}
else if (parsedCamera.type === "DeviceOrientationCamera") {
camera = new BABYLON.DeviceOrientationCamera(parsedCamera.name, position, scene);
}
else if (parsedCamera.type === "FollowCamera") {
camera = new BABYLON.FollowCamera(parsedCamera.name, position, scene);
camera.heightOffset = parsedCamera.heightOffset;
camera.radius = parsedCamera.radius;
camera.rotationOffset = parsedCamera.rotationOffset;
if (lockedTargetMesh)
camera.target = lockedTargetMesh;
}
else if (parsedCamera.type === "GamepadCamera") {
camera = new BABYLON.GamepadCamera(parsedCamera.name, position, scene);
}
else if (parsedCamera.type === "TouchCamera") {
camera = new BABYLON.TouchCamera(parsedCamera.name, position, scene);
}
else if (parsedCamera.type === "VirtualJoysticksCamera") {
camera = new BABYLON.VirtualJoysticksCamera(parsedCamera.name, position, scene);
}
else if (parsedCamera.type === "WebVRCamera") {
camera = new BABYLON.WebVRFreeCamera(parsedCamera.name, position, scene);
}
else if (parsedCamera.type === "VRDeviceOrientationCamera") {
camera = new BABYLON.VRDeviceOrientationFreeCamera(parsedCamera.name, position, scene);
}
else {
// Free Camera is the default value
camera = new BABYLON.FreeCamera(parsedCamera.name, position, scene);
}
// Test for lockedTargetMesh & FreeCamera outside of if-else-if nest, since things like GamepadCamera extend FreeCamera
if (lockedTargetMesh && camera instanceof BABYLON.FreeCamera) {
camera.lockedTarget = lockedTargetMesh;
}
camera.id = parsedCamera.id;
BABYLON.Tags.AddTagsTo(camera, parsedCamera.tags);
// Parent
if (parsedCamera.parentId) {
camera._waitingParentId = parsedCamera.parentId;
}
// Target
if (parsedCamera.target) {
if (camera.setTarget) {
camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
}
else {
//For ArcRotate
camera.target = BABYLON.Vector3.FromArray(parsedCamera.target);
}
}
else {
camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
}
camera.fov = parsedCamera.fov;
camera.minZ = parsedCamera.minZ;
camera.maxZ = parsedCamera.maxZ;
camera.speed = parsedCamera.speed;
camera.inertia = parsedCamera.inertia;
camera.checkCollisions = parsedCamera.checkCollisions;
camera.applyGravity = parsedCamera.applyGravity;
if (parsedCamera.ellipsoid) {
camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
}
// Animations
if (parsedCamera.animations) {
for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
var parsedAnimation = parsedCamera.animations[animationIndex];
camera.animations.push(parseAnimation(parsedAnimation));
}
}
if (parsedCamera.autoAnimate) {
scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
}
// Layer Mask
if (parsedCamera.layerMask && (!isNaN(parsedCamera.layerMask))) {
camera.layerMask = Math.abs(parseInt(parsedCamera.layerMask));
}
else {
camera.layerMask = 0xFFFFFFFF;
}
return camera;
};
var parseGeometry = function (parsedGeometry, scene) {
var id = parsedGeometry.id;
return scene.getGeometryByID(id);
};
var parseBox = function (parsedBox, scene) {
if (parseGeometry(parsedBox, scene)) {
return null; // null since geometry could be something else than a box...
}
var box = new BABYLON.Geometry.Primitives.Box(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
scene.pushGeometry(box, true);
return box;
};
var parseSphere = function (parsedSphere, scene) {
if (parseGeometry(parsedSphere, scene)) {
return null; // null since geometry could be something else than a sphere...
}
var sphere = new BABYLON.Geometry.Primitives.Sphere(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
scene.pushGeometry(sphere, true);
return sphere;
};
var parseCylinder = function (parsedCylinder, scene) {
if (parseGeometry(parsedCylinder, scene)) {
return null; // null since geometry could be something else than a cylinder...
}
var cylinder = new BABYLON.Geometry.Primitives.Cylinder(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
scene.pushGeometry(cylinder, true);
return cylinder;
};
var parseTorus = function (parsedTorus, scene) {
if (parseGeometry(parsedTorus, scene)) {
return null; // null since geometry could be something else than a torus...
}
var torus = new BABYLON.Geometry.Primitives.Torus(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
scene.pushGeometry(torus, true);
return torus;
};
var parseGround = function (parsedGround, scene) {
if (parseGeometry(parsedGround, scene)) {
return null; // null since geometry could be something else than a ground...
}
var ground = new BABYLON.Geometry.Primitives.Ground(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
scene.pushGeometry(ground, true);
return ground;
};
var parsePlane = function (parsedPlane, scene) {
if (parseGeometry(parsedPlane, scene)) {
return null; // null since geometry could be something else than a plane...
}
var plane = new BABYLON.Geometry.Primitives.Plane(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
scene.pushGeometry(plane, true);
return plane;
};
var parseTorusKnot = function (parsedTorusKnot, scene) {
if (parseGeometry(parsedTorusKnot, scene)) {
return null; // null since geometry could be something else than a torusKnot...
}
var torusKnot = new BABYLON.Geometry.Primitives.TorusKnot(parsedTorusKnot.id, scene, parsedTorusKnot.radius, parsedTorusKnot.tube, parsedTorusKnot.radialSegments, parsedTorusKnot.tubularSegments, parsedTorusKnot.p, parsedTorusKnot.q, parsedTorusKnot.canBeRegenerated, null);
BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
scene.pushGeometry(torusKnot, true);
return torusKnot;
};
var parseVertexData = function (parsedVertexData, scene, rootUrl) {
if (parseGeometry(parsedVertexData, scene)) {
return null; // null since geometry could be a primitive
}
var geometry = new BABYLON.Geometry(parsedVertexData.id, scene);
BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
if (parsedVertexData.delayLoadingFile) {
geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
geometry._delayInfo = [];
if (parsedVertexData.hasUVs) {
geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
}
if (parsedVertexData.hasUVs2) {
geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
}
if (parsedVertexData.hasColors) {
geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
}
if (parsedVertexData.hasMatricesIndices) {
geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
}
if (parsedVertexData.hasMatricesWeights) {
geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
}
geometry._delayLoadingFunction = importVertexData;
}
else {
importVertexData(parsedVertexData, geometry);
}
scene.pushGeometry(geometry, true);
return geometry;
};
var parseMesh = function (parsedMesh, scene, rootUrl) {
var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
mesh.id = parsedMesh.id;
BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
if (parsedMesh.rotationQuaternion) {
mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
}
else if (parsedMesh.rotation) {
mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
}
mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
if (parsedMesh.localMatrix) {
mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
}
else if (parsedMesh.pivotMatrix) {
mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
}
mesh.setEnabled(parsedMesh.isEnabled);
mesh.isVisible = parsedMesh.isVisible;
mesh.infiniteDistance = parsedMesh.infiniteDistance;
mesh.showBoundingBox = parsedMesh.showBoundingBox;
mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
if (parsedMesh.applyFog !== undefined) {
mesh.applyFog = parsedMesh.applyFog;
}
if (parsedMesh.pickable !== undefined) {
mesh.isPickable = parsedMesh.pickable;
}
if (parsedMesh.alphaIndex !== undefined) {
mesh.alphaIndex = parsedMesh.alphaIndex;
}
mesh.receiveShadows = parsedMesh.receiveShadows;
mesh.billboardMode = parsedMesh.billboardMode;
if (parsedMesh.visibility !== undefined) {
mesh.visibility = parsedMesh.visibility;
}
mesh.checkCollisions = parsedMesh.checkCollisions;
mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
// Parent
if (parsedMesh.parentId) {
mesh._waitingParentId = parsedMesh.parentId;
}
// Actions
if (parsedMesh.actions !== undefined) {
mesh._waitingActions = parsedMesh.actions;
}
// Geometry
mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
if (parsedMesh.delayLoadingFile) {
mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
if (parsedMesh._binaryInfo) {
mesh._binaryInfo = parsedMesh._binaryInfo;
}
mesh._delayInfo = [];
if (parsedMesh.hasUVs) {
mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
}
if (parsedMesh.hasUVs2) {
mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
}
if (parsedMesh.hasColors) {
mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
}
if (parsedMesh.hasMatricesIndices) {
mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
}
if (parsedMesh.hasMatricesWeights) {
mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
}
mesh._delayLoadingFunction = importGeometry;
if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
mesh._checkDelayState();
}
}
else {
importGeometry(parsedMesh, mesh);
}
// Material
if (parsedMesh.materialId) {
mesh.setMaterialByID(parsedMesh.materialId);
}
else {
mesh.material = null;
}
// Skeleton
if (parsedMesh.skeletonId > -1) {
mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
}
// Physics
if (parsedMesh.physicsImpostor) {
if (!scene.isPhysicsEnabled()) {
scene.enablePhysics();
}
mesh.setPhysicsState({ impostor: parsedMesh.physicsImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
}
// Animations
if (parsedMesh.animations) {
for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
var parsedAnimation = parsedMesh.animations[animationIndex];
mesh.animations.push(parseAnimation(parsedAnimation));
}
}
if (parsedMesh.autoAnimate) {
scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
}
// Layer Mask
if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
}
else {
mesh.layerMask = 0xFFFFFFFF;
}
// Instances
if (parsedMesh.instances) {
for (var index = 0; index < parsedMesh.instances.length; index++) {
var parsedInstance = parsedMesh.instances[index];
var instance = mesh.createInstance(parsedInstance.name);
BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
if (parsedInstance.rotationQuaternion) {
instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
}
else if (parsedInstance.rotation) {
instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
}
instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
instance.checkCollisions = mesh.checkCollisions;
if (parsedMesh.animations) {
for (animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
parsedAnimation = parsedMesh.animations[animationIndex];
instance.animations.push(parseAnimation(parsedAnimation));
}
}
}
}
return mesh;
};
var parseActions = function (parsedActions, object, scene) {
var actionManager = new BABYLON.ActionManager(scene);
if (object === null)
scene.actionManager = actionManager;
else
object.actionManager = actionManager;
// instanciate a new object
var instanciate = function (name, params) {
var newInstance = Object.create(BABYLON[name].prototype);
newInstance.constructor.apply(newInstance, params);
return newInstance;
};
var parseParameter = function (name, value, target, propertyPath) {
if (propertyPath === null) {
// String, boolean or float
var floatValue = parseFloat(value);
if (value === "true" || value === "false")
return value === "true";
else
return isNaN(floatValue) ? value : floatValue;
}
var effectiveTarget = propertyPath.split(".");
var values = value.split(",");
for (var i = 0; i < effectiveTarget.length; i++) {
target = target[effectiveTarget[i]];
}
// Return appropriate value with its type
if (typeof (target) === "boolean")
return values[0] === "true";
if (typeof (target) === "string")
return values[0];
// Parameters with multiple values such as Vector3 etc.
var split = new Array();
for (var i = 0; i < values.length; i++)
split.push(parseFloat(values[i]));
if (target instanceof BABYLON.Vector3)
return BABYLON.Vector3.FromArray(split);
if (target instanceof BABYLON.Vector4)
return BABYLON.Vector4.FromArray(split);
if (target instanceof BABYLON.Color3)
return BABYLON.Color3.FromArray(split);
if (target instanceof BABYLON.Color4)
return BABYLON.Color4.FromArray(split);
return parseFloat(values[0]);
};
// traverse graph per trigger
var traverse = function (parsedAction, trigger, condition, action, combineArray) {
if (combineArray === void 0) { combineArray = null; }
if (parsedAction.detached)
return;
var parameters = new Array();
var target = null;
var propertyPath = null;
var combine = parsedAction.combine && parsedAction.combine.length > 0;
// Parameters
if (parsedAction.type === 2)
parameters.push(actionManager);
else
parameters.push(trigger);
if (combine) {
var actions = new Array();
for (var j = 0; j < parsedAction.combine.length; j++) {
traverse(parsedAction.combine[j], BABYLON.ActionManager.NothingTrigger, condition, action, actions);
}
parameters.push(actions);
}
else {
for (var i = 0; i < parsedAction.properties.length; i++) {
var value = parsedAction.properties[i].value;
var name = parsedAction.properties[i].name;
var targetType = parsedAction.properties[i].targetType;
if (name === "target")
if (targetType !== null && targetType === "SceneProperties")
value = target = scene;
else
value = target = scene.getNodeByName(value);
else if (name === "parent")
value = scene.getNodeByName(value);
else if (name === "sound")
value = scene.getSoundByName(value);
else if (name !== "propertyPath") {
if (parsedAction.type === 2 && name === "operator")
value = BABYLON.ValueCondition[value];
else
value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
}
else {
propertyPath = value;
}
parameters.push(value);
}
}
if (combineArray === null) {
parameters.push(condition);
}
else {
parameters.push(null);
}
// If interpolate value action
if (parsedAction.name === "InterpolateValueAction") {
var param = parameters[parameters.length - 2];
parameters[parameters.length - 1] = param;
parameters[parameters.length - 2] = condition;
}
// Action or condition(s) and not CombineAction
var newAction = instanciate(parsedAction.name, parameters);
if (combineArray === null) {
if (newAction instanceof BABYLON.Condition) {
condition = newAction;
newAction = action;
}
else {
condition = null;
if (action)
action.then(newAction);
else
actionManager.registerAction(newAction);
}
}
else {
combineArray.push(newAction);
}
for (var i = 0; i < parsedAction.children.length; i++)
traverse(parsedAction.children[i], trigger, condition, newAction, null);
};
for (var i = 0; i < parsedActions.children.length; i++) {
var triggerParams;
var trigger = parsedActions.children[i];
if (trigger.properties.length > 0) {
var param = trigger.properties[0].value;
var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
triggerParams = { trigger: BABYLON.ActionManager[trigger.name], parameter: value };
}
else
triggerParams = BABYLON.ActionManager[trigger.name];
for (var j = 0; j < trigger.children.length; j++) {
if (!trigger.detached)
traverse(trigger.children[j], triggerParams, null, null);
}
}
};
var parseSound = function (parsedSound, scene, rootUrl) {
var soundName = parsedSound.name;
var soundUrl = rootUrl + soundName;
var options = {
autoplay: parsedSound.autoplay,
loop: parsedSound.loop,
volume: parsedSound.volume,
spatialSound: parsedSound.spatialSound,
maxDistance: parsedSound.maxDistance,
rolloffFactor: parsedSound.rolloffFactor,
refDistance: parsedSound.refDistance,
distanceModel: parsedSound.distanceModel,
playbackRate: parsedSound.playbackRate
};
var newSound = new BABYLON.Sound(soundName, soundUrl, scene, function () {
scene._removePendingData(newSound);
}, options);
scene._addPendingData(newSound);
if (parsedSound.position) {
var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
newSound.setPosition(soundPosition);
}
if (parsedSound.isDirectional) {
newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
if (parsedSound.localDirectionToMesh) {
var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
newSound.setLocalDirectionToMesh(localDirectionToMesh);
}
}
if (parsedSound.connectedMeshId) {
var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
if (connectedMesh) {
newSound.attachToMesh(connectedMesh);
}
}
};
var isDescendantOf = function (mesh, names, hierarchyIds) {
names = (names instanceof Array) ? names : [names];
for (var i in names) {
if (mesh.name === names[i]) {
hierarchyIds.push(mesh.id);
return true;
}
}
if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
hierarchyIds.push(mesh.id);
return true;
}
return false;
};
var importVertexData = function (parsedVertexData, geometry) {
var vertexData = new BABYLON.VertexData();
// positions
var positions = parsedVertexData.positions;
if (positions) {
vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
}
// normals
var normals = parsedVertexData.normals;
if (normals) {
vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
}
// uvs
var uvs = parsedVertexData.uvs;
if (uvs) {
vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
}
// uv2s
var uv2s = parsedVertexData.uv2s;
if (uv2s) {
vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
}
// colors
var colors = parsedVertexData.colors;
if (colors) {
vertexData.set(checkColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
}
// matricesIndices
var matricesIndices = parsedVertexData.matricesIndices;
if (matricesIndices) {
vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
}
// matricesWeights
var matricesWeights = parsedVertexData.matricesWeights;
if (matricesWeights) {
vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
}
// indices
var indices = parsedVertexData.indices;
if (indices) {
vertexData.indices = indices;
}
geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
};
var importGeometry = function (parsedGeometry, mesh) {
var scene = mesh.getScene();
// Geometry
var geometryId = parsedGeometry.geometryId;
if (geometryId) {
var geometry = scene.getGeometryByID(geometryId);
if (geometry) {
geometry.applyToMesh(mesh);
}
}
else if (parsedGeometry instanceof ArrayBuffer) {
var binaryInfo = mesh._binaryInfo;
if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
}
if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
}
if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
}
if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
}
if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false);
}
if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndicesData, false);
}
if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
}
if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
mesh.setIndices(indicesData);
}
if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
mesh.subMeshes = [];
for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
var materialIndex = subMeshesData[(i * 5) + 0];
var verticesStart = subMeshesData[(i * 5) + 1];
var verticesCount = subMeshesData[(i * 5) + 2];
var indexStart = subMeshesData[(i * 5) + 3];
var indexCount = subMeshesData[(i * 5) + 4];
var subMesh = new BABYLON.SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
}
}
}
else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, false);
mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, false);
if (parsedGeometry.uvs) {
mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, false);
}
if (parsedGeometry.uvs2) {
mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, false);
}
if (parsedGeometry.colors) {
mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, checkColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), false);
}
if (parsedGeometry.matricesIndices) {
if (!parsedGeometry.matricesIndices._isExpanded) {
var floatIndices = [];
for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
var matricesIndex = parsedGeometry.matricesIndices[i];
floatIndices.push(matricesIndex & 0x000000FF);
floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
floatIndices.push(matricesIndex >> 24);
}
mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
}
else {
delete parsedGeometry.matricesIndices._isExpanded;
mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, false);
}
}
if (parsedGeometry.matricesWeights) {
mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, false);
}
mesh.setIndices(parsedGeometry.indices);
// SubMeshes
if (parsedGeometry.subMeshes) {
mesh.subMeshes = [];
for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
}
}
}
// Flat shading
if (mesh._shouldGenerateFlatShading) {
mesh.convertToFlatShadedMesh();
delete mesh._shouldGenerateFlatShading;
}
// Update
mesh.computeWorldMatrix(true);
// Octree
if (scene._selectionOctree) {
scene._selectionOctree.addMesh(mesh);
}
};
BABYLON.SceneLoader.RegisterPlugin({
extensions: ".babylon",
importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
var parsedData = JSON.parse(data);
var loadedSkeletonsIds = [];
var loadedMaterialsIds = [];
var hierarchyIds = [];
for (var index = 0; index < parsedData.meshes.length; index++) {
var parsedMesh = parsedData.meshes[index];
if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
if (meshesNames instanceof Array) {
// Remove found mesh name from list.
delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
}
// Material ?
if (parsedMesh.materialId) {
var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
if (!materialFound) {
for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
if (parsedMultiMaterial.id == parsedMesh.materialId) {
for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
var subMatId = parsedMultiMaterial.materials[matIndex];
loadedMaterialsIds.push(subMatId);
parseMaterialById(subMatId, parsedData, scene, rootUrl);
}
loadedMaterialsIds.push(parsedMultiMaterial.id);
parseMultiMaterial(parsedMultiMaterial, scene);
materialFound = true;
break;
}
}
}
if (!materialFound) {
loadedMaterialsIds.push(parsedMesh.materialId);
parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
}
}
// Skeleton ?
if (parsedMesh.skeletonId > -1 && scene.skeletons) {
var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
if (!skeletonAlreadyLoaded) {
for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
var parsedSkeleton = parsedData.skeletons[skeletonIndex];
if (parsedSkeleton.id === parsedMesh.skeletonId) {
skeletons.push(parseSkeleton(parsedSkeleton, scene));
loadedSkeletonsIds.push(parsedSkeleton.id);
}
}
}
}
var mesh = parseMesh(parsedMesh, scene, rootUrl);
meshes.push(mesh);
}
}
for (index = 0; index < scene.meshes.length; index++) {
var currentMesh = scene.meshes[index];
if (currentMesh._waitingParentId) {
currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
currentMesh._waitingParentId = undefined;
}
}
// Particles
if (parsedData.particleSystems) {
for (index = 0; index < parsedData.particleSystems.length; index++) {
var parsedParticleSystem = parsedData.particleSystems[index];
if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
}
}
}
return true;
},
load: function (scene, data, rootUrl) {
var parsedData = JSON.parse(data);
// Scene
scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
scene.autoClear = parsedData.autoClear;
scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
// Fog
if (parsedData.fogMode && parsedData.fogMode !== 0) {
scene.fogMode = parsedData.fogMode;
scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
scene.fogStart = parsedData.fogStart;
scene.fogEnd = parsedData.fogEnd;
scene.fogDensity = parsedData.fogDensity;
}
for (var index = 0; index < parsedData.lights.length; index++) {
var parsedLight = parsedData.lights[index];
parseLight(parsedLight, scene);
}
// Materials
if (parsedData.materials) {
for (index = 0; index < parsedData.materials.length; index++) {
var parsedMaterial = parsedData.materials[index];
parseMaterial(parsedMaterial, scene, rootUrl);
}
}
if (parsedData.multiMaterials) {
for (index = 0; index < parsedData.multiMaterials.length; index++) {
var parsedMultiMaterial = parsedData.multiMaterials[index];
parseMultiMaterial(parsedMultiMaterial, scene);
}
}
// Skeletons
if (parsedData.skeletons) {
for (index = 0; index < parsedData.skeletons.length; index++) {
var parsedSkeleton = parsedData.skeletons[index];
parseSkeleton(parsedSkeleton, scene);
}
}
// Geometries
var geometries = parsedData.geometries;
if (geometries) {
// Boxes
var boxes = geometries.boxes;
if (boxes) {
for (index = 0; index < boxes.length; index++) {
var parsedBox = boxes[index];
parseBox(parsedBox, scene);
}
}
// Spheres
var spheres = geometries.spheres;
if (spheres) {
for (index = 0; index < spheres.length; index++) {
var parsedSphere = spheres[index];
parseSphere(parsedSphere, scene);
}
}
// Cylinders
var cylinders = geometries.cylinders;
if (cylinders) {
for (index = 0; index < cylinders.length; index++) {
var parsedCylinder = cylinders[index];
parseCylinder(parsedCylinder, scene);
}
}
// Toruses
var toruses = geometries.toruses;
if (toruses) {
for (index = 0; index < toruses.length; index++) {
var parsedTorus = toruses[index];
parseTorus(parsedTorus, scene);
}
}
// Grounds
var grounds = geometries.grounds;
if (grounds) {
for (index = 0; index < grounds.length; index++) {
var parsedGround = grounds[index];
parseGround(parsedGround, scene);
}
}
// Planes
var planes = geometries.planes;
if (planes) {
for (index = 0; index < planes.length; index++) {
var parsedPlane = planes[index];
parsePlane(parsedPlane, scene);
}
}
// TorusKnots
var torusKnots = geometries.torusKnots;
if (torusKnots) {
for (index = 0; index < torusKnots.length; index++) {
var parsedTorusKnot = torusKnots[index];
parseTorusKnot(parsedTorusKnot, scene);
}
}
// VertexData
var vertexData = geometries.vertexData;
if (vertexData) {
for (index = 0; index < vertexData.length; index++) {
var parsedVertexData = vertexData[index];
parseVertexData(parsedVertexData, scene, rootUrl);
}
}
}
for (index = 0; index < parsedData.meshes.length; index++) {
var parsedMesh = parsedData.meshes[index];
parseMesh(parsedMesh, scene, rootUrl);
}
for (index = 0; index < parsedData.cameras.length; index++) {
var parsedCamera = parsedData.cameras[index];
parseCamera(parsedCamera, scene);
}
if (parsedData.activeCameraID) {
scene.setActiveCameraByID(parsedData.activeCameraID);
}
for (index = 0; index < scene.cameras.length; index++) {
var camera = scene.cameras[index];
if (camera._waitingParentId) {
camera.parent = scene.getLastEntryByID(camera._waitingParentId);
camera._waitingParentId = undefined;
}
}
for (index = 0; index < scene.lights.length; index++) {
var light = scene.lights[index];
if (light._waitingParentId) {
light.parent = scene.getLastEntryByID(light._waitingParentId);
light._waitingParentId = undefined;
}
}
// Sounds
if (parsedData.sounds) {
for (index = 0; index < parsedData.sounds.length; index++) {
var parsedSound = parsedData.sounds[index];
if (BABYLON.Engine.audioEngine.canUseWebAudio) {
parseSound(parsedSound, scene, rootUrl);
}
else {
var emptySound = new BABYLON.Sound(parsedSound.name, null, scene);
}
}
}
for (index = 0; index < scene.meshes.length; index++) {
var mesh = scene.meshes[index];
if (mesh._waitingParentId) {
mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
mesh._waitingParentId = undefined;
}
if (mesh._waitingActions) {
parseActions(mesh._waitingActions, mesh, scene);
mesh._waitingActions = undefined;
}
}
// Particles Systems
if (parsedData.particleSystems) {
for (index = 0; index < parsedData.particleSystems.length; index++) {
var parsedParticleSystem = parsedData.particleSystems[index];
parseParticleSystem(parsedParticleSystem, scene, rootUrl);
}
}
// Lens flares
if (parsedData.lensFlareSystems) {
for (index = 0; index < parsedData.lensFlareSystems.length; index++) {
var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
}
}
// Shadows
if (parsedData.shadowGenerators) {
for (index = 0; index < parsedData.shadowGenerators.length; index++) {
var parsedShadowGenerator = parsedData.shadowGenerators[index];
parseShadowGenerator(parsedShadowGenerator, scene);
}
}
// Actions (scene)
if (parsedData.actions) {
parseActions(parsedData.actions, null, scene);
}
// Finish
return true;
}
});
})(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.babylonFileLoader.js.map
var BABYLON;
(function (BABYLON) {
var SpriteManager = (function () {
function SpriteManager(name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) {
if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
this.name = name;
this.cellSize = cellSize;
this.sprites = new Array();
this.renderingGroupId = 0;
this.fogEnabled = true;
this._vertexDeclaration = [4, 4, 4, 4];
this._vertexStrideSize = 16 * 4; // 15 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color)
this._capacity = capacity;
this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
this._epsilon = epsilon === undefined ? 0.01 : epsilon;
this._scene = scene;
this._scene.spriteManagers.push(this);
// VBO
this._vertexBuffer = scene.getEngine().createDynamicVertexBuffer(capacity * this._vertexStrideSize * 4);
var indices = [];
var index = 0;
for (var count = 0; count < capacity; count++) {
indices.push(index);
indices.push(index + 1);
indices.push(index + 2);
indices.push(index);
indices.push(index + 2);
indices.push(index + 3);
index += 4;
}
this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
this._vertices = new Float32Array(capacity * this._vertexStrideSize);
// Effects
this._effectBase = this._scene.getEngine().createEffect("sprites", ["position", "options", "cellInfo", "color"], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
this._effectFog = this._scene.getEngine().createEffect("sprites", ["position", "options", "cellInfo", "color"], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
}
SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
var arrayOffset = index * 16;
if (offsetX === 0)
offsetX = this._epsilon;
else if (offsetX === 1)
offsetX = 1 - this._epsilon;
if (offsetY === 0)
offsetY = this._epsilon;
else if (offsetY === 1)
offsetY = 1 - this._epsilon;
this._vertices[arrayOffset] = sprite.position.x;
this._vertices[arrayOffset + 1] = sprite.position.y;
this._vertices[arrayOffset + 2] = sprite.position.z;
this._vertices[arrayOffset + 3] = sprite.angle;
this._vertices[arrayOffset + 4] = sprite.width;
this._vertices[arrayOffset + 5] = sprite.height;
this._vertices[arrayOffset + 6] = offsetX;
this._vertices[arrayOffset + 7] = offsetY;
this._vertices[arrayOffset + 8] = sprite.invertU ? 1 : 0;
this._vertices[arrayOffset + 9] = sprite.invertV ? 1 : 0;
var offset = (sprite.cellIndex / rowSize) >> 0;
this._vertices[arrayOffset + 10] = sprite.cellIndex - offset * rowSize;
this._vertices[arrayOffset + 11] = offset;
// Color
this._vertices[arrayOffset + 12] = sprite.color.r;
this._vertices[arrayOffset + 13] = sprite.color.g;
this._vertices[arrayOffset + 14] = sprite.color.b;
this._vertices[arrayOffset + 15] = sprite.color.a;
};
SpriteManager.prototype.render = function () {
// Check
if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady())
return;
var engine = this._scene.getEngine();
var baseSize = this._spriteTexture.getBaseSize();
// Sprites
var deltaTime = engine.getDeltaTime();
var max = Math.min(this._capacity, this.sprites.length);
var rowSize = baseSize.width / this.cellSize;
var offset = 0;
for (var index = 0; index < max; index++) {
var sprite = this.sprites[index];
if (!sprite) {
continue;
}
sprite._animate(deltaTime);
this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
}
engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices);
// Render
var effect = this._effectBase;
if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
effect = this._effectFog;
}
engine.enableEffect(effect);
var viewMatrix = this._scene.getViewMatrix();
effect.setTexture("diffuseSampler", this._spriteTexture);
effect.setMatrix("view", viewMatrix);
effect.setMatrix("projection", this._scene.getProjectionMatrix());
effect.setFloat2("textureInfos", this.cellSize / baseSize.width, this.cellSize / baseSize.height);
// Fog
if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
effect.setColor3("vFogColor", this._scene.fogColor);
}
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
engine.setDepthFunctionToLessOrEqual();
effect.setBool("alphaTest", true);
engine.setColorWrite(false);
engine.draw(true, 0, max * 6);
engine.setColorWrite(true);
effect.setBool("alphaTest", false);
engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
engine.draw(true, 0, max * 6);
engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
};
SpriteManager.prototype.dispose = function () {
if (this._vertexBuffer) {
this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
this._vertexBuffer = null;
}
if (this._indexBuffer) {
this._scene.getEngine()._releaseBuffer(this._indexBuffer);
this._indexBuffer = null;
}
if (this._spriteTexture) {
this._spriteTexture.dispose();
this._spriteTexture = null;
}
// Remove from scene
var index = this._scene.spriteManagers.indexOf(this);
this._scene.spriteManagers.splice(index, 1);
// Callback
if (this.onDispose) {
this.onDispose();
}
};
return SpriteManager;
})();
BABYLON.SpriteManager = SpriteManager;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.spriteManager.js.map
var BABYLON;
(function (BABYLON) {
var Sprite = (function () {
function Sprite(name, manager) {
this.name = name;
this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
this.width = 1.0;
this.height = 1.0;
this.angle = 0;
this.cellIndex = 0;
this.invertU = 0;
this.invertV = 0;
this.animations = new Array();
this._animationStarted = false;
this._loopAnimation = false;
this._fromIndex = 0;
this._toIndex = 0;
this._delay = 0;
this._direction = 1;
this._frameCount = 0;
this._time = 0;
this._manager = manager;
this._manager.sprites.push(this);
this.position = BABYLON.Vector3.Zero();
}
Object.defineProperty(Sprite.prototype, "size", {
get: function () {
return this.width;
},
set: function (value) {
this.width = value;
this.height = value;
},
enumerable: true,
configurable: true
});
Sprite.prototype.playAnimation = function (from, to, loop, delay) {
this._fromIndex = from;
this._toIndex = to;
this._loopAnimation = loop;
this._delay = delay;
this._animationStarted = true;
this._direction = from < to ? 1 : -1;
this.cellIndex = from;
this._time = 0;
};
Sprite.prototype.stopAnimation = function () {
this._animationStarted = false;
};
Sprite.prototype._animate = function (deltaTime) {
if (!this._animationStarted)
return;
this._time += deltaTime;
if (this._time > this._delay) {
this._time = this._time % this._delay;
this.cellIndex += this._direction;
if (this.cellIndex == this._toIndex) {
if (this._loopAnimation) {
this.cellIndex = this._fromIndex;
}
else {
this._animationStarted = false;
if (this.disposeWhenFinishedAnimating) {
this.dispose();
}
}
}
}
};
Sprite.prototype.dispose = function () {
for (var i = 0; i < this._manager.sprites.length; i++) {
if (this._manager.sprites[i] == this) {
this._manager.sprites.splice(i, 1);
}
}
};
return Sprite;
})();
BABYLON.Sprite = Sprite;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.sprite.js.map
var BABYLON;
(function (BABYLON) {
var Layer = (function () {
function Layer(name, imgUrl, scene, isBackground, color) {
this.name = name;
this._vertexDeclaration = [2];
this._vertexStrideSize = 2 * 4;
this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
this.isBackground = isBackground === undefined ? true : isBackground;
this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
this._scene = scene;
this._scene.layers.push(this);
// VBO
var vertices = [];
vertices.push(1, 1);
vertices.push(-1, 1);
vertices.push(-1, -1);
vertices.push(1, -1);
this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
// Indices
var indices = [];
indices.push(0);
indices.push(1);
indices.push(2);
indices.push(0);
indices.push(2);
indices.push(3);
this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
// Effects
this._effect = this._scene.getEngine().createEffect("layer", ["position"], ["textureMatrix", "color"], ["textureSampler"], "");
}
Layer.prototype.render = function () {
// Check
if (!this._effect.isReady() || !this.texture || !this.texture.isReady())
return;
var engine = this._scene.getEngine();
// Render
engine.enableEffect(this._effect);
engine.setState(false);
// Texture
this._effect.setTexture("textureSampler", this.texture);
this._effect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
// Color
this._effect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, this._effect);
// Draw order
engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
engine.draw(true, 0, 6);
engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
};
Layer.prototype.dispose = function () {
if (this._vertexBuffer) {
this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
this._vertexBuffer = null;
}
if (this._indexBuffer) {
this._scene.getEngine()._releaseBuffer(this._indexBuffer);
this._indexBuffer = null;
}
if (this.texture) {
this.texture.dispose();
this.texture = null;
}
// Remove from scene
var index = this._scene.layers.indexOf(this);
this._scene.layers.splice(index, 1);
// Callback
if (this.onDispose) {
this.onDispose();
}
};
return Layer;
})();
BABYLON.Layer = Layer;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.layer.js.map
var BABYLON;
(function (BABYLON) {
var Particle = (function () {
function Particle() {
this.position = BABYLON.Vector3.Zero();
this.direction = BABYLON.Vector3.Zero();
this.color = new BABYLON.Color4(0, 0, 0, 0);
this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
this.lifeTime = 1.0;
this.age = 0;
this.size = 0;
this.angle = 0;
this.angularSpeed = 0;
}
Particle.prototype.copyTo = function (other) {
other.position.copyFrom(this.position);
other.direction.copyFrom(this.direction);
other.color.copyFrom(this.color);
other.colorStep.copyFrom(this.colorStep);
other.lifeTime = this.lifeTime;
other.age = this.age;
other.size = this.size;
other.angle = this.angle;
other.angularSpeed = this.angularSpeed;
};
return Particle;
})();
BABYLON.Particle = Particle;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.particle.js.map
var BABYLON;
(function (BABYLON) {
var randomNumber = function (min, max) {
if (min === max) {
return (min);
}
var random = Math.random();
return ((random * (max - min)) + min);
};
var ParticleSystem = (function () {
function ParticleSystem(name, capacity, scene, customEffect) {
var _this = this;
this.name = name;
this.renderingGroupId = 0;
this.emitter = null;
this.emitRate = 10;
this.manualEmitCount = -1;
this.updateSpeed = 0.01;
this.targetStopDuration = 0;
this.disposeOnStop = false;
this.minEmitPower = 1;
this.maxEmitPower = 1;
this.minLifeTime = 1;
this.maxLifeTime = 1;
this.minSize = 1;
this.maxSize = 1;
this.minAngularSpeed = 0;
this.maxAngularSpeed = 0;
this.blendMode = ParticleSystem.BLENDMODE_ONEONE;
this.forceDepthWrite = false;
this.gravity = BABYLON.Vector3.Zero();
this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
this.particles = new Array();
this._vertexDeclaration = [3, 4, 4];
this._vertexStrideSize = 11 * 4; // 11 floats per particle (x, y, z, r, g, b, a, angle, size, offsetX, offsetY)
this._stockParticles = new Array();
this._newPartsExcess = 0;
this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
this._scaledDirection = BABYLON.Vector3.Zero();
this._scaledGravity = BABYLON.Vector3.Zero();
this._currentRenderId = -1;
this._started = false;
this._stopped = false;
this._actualFrame = 0;
this.id = name;
this._capacity = capacity;
this._scene = scene;
this._customEffect = customEffect;
scene.particleSystems.push(this);
// VBO
this._vertexBuffer = scene.getEngine().createDynamicVertexBuffer(capacity * this._vertexStrideSize * 4);
var indices = [];
var index = 0;
for (var count = 0; count < capacity; count++) {
indices.push(index);
indices.push(index + 1);
indices.push(index + 2);
indices.push(index);
indices.push(index + 2);
indices.push(index + 3);
index += 4;
}
this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
this._vertices = new Float32Array(capacity * this._vertexStrideSize);
// Default behaviors
this.startDirectionFunction = function (emitPower, worldMatrix, directionToUpdate) {
var randX = randomNumber(_this.direction1.x, _this.direction2.x);
var randY = randomNumber(_this.direction1.y, _this.direction2.y);
var randZ = randomNumber(_this.direction1.z, _this.direction2.z);
BABYLON.Vector3.TransformNormalFromFloatsToRef(randX * emitPower, randY * emitPower, randZ * emitPower, worldMatrix, directionToUpdate);
};
this.startPositionFunction = function (worldMatrix, positionToUpdate) {
var randX = randomNumber(_this.minEmitBox.x, _this.maxEmitBox.x);
var randY = randomNumber(_this.minEmitBox.y, _this.maxEmitBox.y);
var randZ = randomNumber(_this.minEmitBox.z, _this.maxEmitBox.z);
BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
};
this.updateFunction = function (particles) {
for (var index = 0; index < particles.length; index++) {
var particle = particles[index];
particle.age += _this._scaledUpdateSpeed;
if (particle.age >= particle.lifeTime) {
_this.recycleParticle(particle);
index--;
continue;
}
else {
particle.colorStep.scaleToRef(_this._scaledUpdateSpeed, _this._scaledColorStep);
particle.color.addInPlace(_this._scaledColorStep);
if (particle.color.a < 0)
particle.color.a = 0;
particle.angle += particle.angularSpeed * _this._scaledUpdateSpeed;
particle.direction.scaleToRef(_this._scaledUpdateSpeed, _this._scaledDirection);
particle.position.addInPlace(_this._scaledDirection);
_this.gravity.scaleToRef(_this._scaledUpdateSpeed, _this._scaledGravity);
particle.direction.addInPlace(_this._scaledGravity);
}
}
};
}
ParticleSystem.prototype.recycleParticle = function (particle) {
var lastParticle = this.particles.pop();
if (lastParticle !== particle) {
lastParticle.copyTo(particle);
this._stockParticles.push(lastParticle);
}
};
ParticleSystem.prototype.getCapacity = function () {
return this._capacity;
};
ParticleSystem.prototype.isAlive = function () {
return this._alive;
};
ParticleSystem.prototype.isStarted = function () {
return this._started;
};
ParticleSystem.prototype.start = function () {
this._started = true;
this._stopped = false;
this._actualFrame = 0;
};
ParticleSystem.prototype.stop = function () {
this._stopped = true;
};
ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
var offset = index * 11;
this._vertices[offset] = particle.position.x;
this._vertices[offset + 1] = particle.position.y;
this._vertices[offset + 2] = particle.position.z;
this._vertices[offset + 3] = particle.color.r;
this._vertices[offset + 4] = particle.color.g;
this._vertices[offset + 5] = particle.color.b;
this._vertices[offset + 6] = particle.color.a;
this._vertices[offset + 7] = particle.angle;
this._vertices[offset + 8] = particle.size;
this._vertices[offset + 9] = offsetX;
this._vertices[offset + 10] = offsetY;
};
ParticleSystem.prototype._update = function (newParticles) {
// Update current
this._alive = this.particles.length > 0;
this.updateFunction(this.particles);
// Add new ones
var worldMatrix;
if (this.emitter.position) {
worldMatrix = this.emitter.getWorldMatrix();
}
else {
worldMatrix = BABYLON.Matrix.Translation(this.emitter.x, this.emitter.y, this.emitter.z);
}
for (var index = 0; index < newParticles; index++) {
if (this.particles.length === this._capacity) {
break;
}
if (this._stockParticles.length !== 0) {
var particle = this._stockParticles.pop();
particle.age = 0;
}
else {
particle = new BABYLON.Particle();
}
this.particles.push(particle);
var emitPower = randomNumber(this.minEmitPower, this.maxEmitPower);
this.startDirectionFunction(emitPower, worldMatrix, particle.direction);
particle.lifeTime = randomNumber(this.minLifeTime, this.maxLifeTime);
particle.size = randomNumber(this.minSize, this.maxSize);
particle.angularSpeed = randomNumber(this.minAngularSpeed, this.maxAngularSpeed);
this.startPositionFunction(worldMatrix, particle.position);
var step = randomNumber(0, 1.0);
BABYLON.Color4.LerpToRef(this.color1, this.color2, step, particle.color);
this.colorDead.subtractToRef(particle.color, this._colorDiff);
this._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
}
};
ParticleSystem.prototype._getEffect = function () {
if (this._customEffect) {
return this._customEffect;
}
;
var defines = [];
if (this._scene.clipPlane) {
defines.push("#define CLIPPLANE");
}
// Effect
var join = defines.join("\n");
if (this._cachedDefines !== join) {
this._cachedDefines = join;
this._effect = this._scene.getEngine().createEffect("particles", ["position", "color", "options"], ["invView", "view", "projection", "vClipPlane", "textureMask"], ["diffuseSampler"], join);
}
return this._effect;
};
ParticleSystem.prototype.animate = function () {
if (!this._started)
return;
var effect = this._getEffect();
// Check
if (!this.emitter || !effect.isReady() || !this.particleTexture || !this.particleTexture.isReady())
return;
if (this._currentRenderId === this._scene.getRenderId()) {
return;
}
this._currentRenderId = this._scene.getRenderId();
this._scaledUpdateSpeed = this.updateSpeed * this._scene.getAnimationRatio();
// determine the number of particles we need to create
var emitCout;
if (this.manualEmitCount > -1) {
emitCout = this.manualEmitCount;
this.manualEmitCount = 0;
}
else {
emitCout = this.emitRate;
}
var newParticles = ((emitCout * this._scaledUpdateSpeed) >> 0);
this._newPartsExcess += emitCout * this._scaledUpdateSpeed - newParticles;
if (this._newPartsExcess > 1.0) {
newParticles += this._newPartsExcess >> 0;
this._newPartsExcess -= this._newPartsExcess >> 0;
}
this._alive = false;
if (!this._stopped) {
this._actualFrame += this._scaledUpdateSpeed;
if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration)
this.stop();
}
else {
newParticles = 0;
}
this._update(newParticles);
// Stopped?
if (this._stopped) {
if (!this._alive) {
this._started = false;
if (this.disposeOnStop) {
this._scene._toBeDisposed.push(this);
}
}
}
// Update VBO
var offset = 0;
for (var index = 0; index < this.particles.length; index++) {
var particle = this.particles[index];
this._appendParticleVertex(offset++, particle, 0, 0);
this._appendParticleVertex(offset++, particle, 1, 0);
this._appendParticleVertex(offset++, particle, 1, 1);
this._appendParticleVertex(offset++, particle, 0, 1);
}
var engine = this._scene.getEngine();
engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices);
};
ParticleSystem.prototype.render = function () {
var effect = this._getEffect();
// Check
if (!this.emitter || !effect.isReady() || !this.particleTexture || !this.particleTexture.isReady() || !this.particles.length)
return 0;
var engine = this._scene.getEngine();
// Render
engine.enableEffect(effect);
engine.setState(false);
var viewMatrix = this._scene.getViewMatrix();
effect.setTexture("diffuseSampler", this.particleTexture);
effect.setMatrix("view", viewMatrix);
effect.setMatrix("projection", this._scene.getProjectionMatrix());
effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
if (this._scene.clipPlane) {
var clipPlane = this._scene.clipPlane;
var invView = viewMatrix.clone();
invView.invert();
effect.setMatrix("invView", invView);
effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
}
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
if (this.blendMode === ParticleSystem.BLENDMODE_ONEONE) {
engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
}
else {
engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
}
if (this.forceDepthWrite) {
engine.setDepthWrite(true);
}
engine.draw(true, 0, this.particles.length * 6);
engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
return this.particles.length;
};
ParticleSystem.prototype.dispose = function () {
if (this._vertexBuffer) {
this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
this._vertexBuffer = null;
}
if (this._indexBuffer) {
this._scene.getEngine()._releaseBuffer(this._indexBuffer);
this._indexBuffer = null;
}
if (this.particleTexture) {
this.particleTexture.dispose();
this.particleTexture = null;
}
// Remove from scene
var index = this._scene.particleSystems.indexOf(this);
this._scene.particleSystems.splice(index, 1);
// Callback
if (this.onDispose) {
this.onDispose();
}
};
// Clone
ParticleSystem.prototype.clone = function (name, newEmitter) {
var result = new ParticleSystem(name, this._capacity, this._scene);
BABYLON.Tools.DeepCopy(this, result, ["particles"], ["_vertexDeclaration", "_vertexStrideSize"]);
if (newEmitter === undefined) {
newEmitter = this.emitter;
}
result.emitter = newEmitter;
if (this.particleTexture) {
result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
}
result.start();
return result;
};
// Statics
ParticleSystem.BLENDMODE_ONEONE = 0;
ParticleSystem.BLENDMODE_STANDARD = 1;
return ParticleSystem;
})();
BABYLON.ParticleSystem = ParticleSystem;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.particleSystem.js.map
var BABYLON;
(function (BABYLON) {
var Animation = (function () {
function Animation(name, targetProperty, framePerSecond, dataType, loopMode) {
this.name = name;
this.targetProperty = targetProperty;
this.framePerSecond = framePerSecond;
this.dataType = dataType;
this.loopMode = loopMode;
this._offsetsCache = {};
this._highLimitsCache = {};
this._stopped = false;
this.targetPropertyPath = targetProperty.split(".");
this.dataType = dataType;
this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
}
Animation.CreateAndStartAnimation = function (name, mesh, tartgetProperty, framePerSecond, totalFrame, from, to, loopMode) {
var dataType = undefined;
if (!isNaN(parseFloat(from)) && isFinite(from)) {
dataType = Animation.ANIMATIONTYPE_FLOAT;
}
else if (from instanceof BABYLON.Quaternion) {
dataType = Animation.ANIMATIONTYPE_QUATERNION;
}
else if (from instanceof BABYLON.Vector3) {
dataType = Animation.ANIMATIONTYPE_VECTOR3;
}
else if (from instanceof BABYLON.Vector2) {
dataType = Animation.ANIMATIONTYPE_VECTOR2;
}
else if (from instanceof BABYLON.Color3) {
dataType = Animation.ANIMATIONTYPE_COLOR3;
}
if (dataType == undefined) {
return null;
}
var animation = new Animation(name, tartgetProperty, framePerSecond, dataType, loopMode);
var keys = [];
keys.push({ frame: 0, value: from });
keys.push({ frame: totalFrame, value: to });
animation.setKeys(keys);
mesh.animations.push(animation);
return mesh.getScene().beginAnimation(mesh, 0, totalFrame, (animation.loopMode === 1));
};
// Methods
Animation.prototype.isStopped = function () {
return this._stopped;
};
Animation.prototype.getKeys = function () {
return this._keys;
};
Animation.prototype.getEasingFunction = function () {
return this._easingFunction;
};
Animation.prototype.setEasingFunction = function (easingFunction) {
this._easingFunction = easingFunction;
};
Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
return startValue + (endValue - startValue) * gradient;
};
Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
};
Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
};
Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
};
Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
return BABYLON.Color3.Lerp(startValue, endValue, gradient);
};
Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient) {
var startScale = new BABYLON.Vector3(0, 0, 0);
var startRotation = new BABYLON.Quaternion();
var startTranslation = new BABYLON.Vector3(0, 0, 0);
startValue.decompose(startScale, startRotation, startTranslation);
var endScale = new BABYLON.Vector3(0, 0, 0);
var endRotation = new BABYLON.Quaternion();
var endTranslation = new BABYLON.Vector3(0, 0, 0);
endValue.decompose(endScale, endRotation, endTranslation);
var resultScale = this.vector3InterpolateFunction(startScale, endScale, gradient);
var resultRotation = this.quaternionInterpolateFunction(startRotation, endRotation, gradient);
var resultTranslation = this.vector3InterpolateFunction(startTranslation, endTranslation, gradient);
var result = BABYLON.Matrix.Compose(resultScale, resultRotation, resultTranslation);
return result;
};
Animation.prototype.clone = function () {
var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
clone.setKeys(this._keys);
return clone;
};
Animation.prototype.setKeys = function (values) {
this._keys = values.slice(0);
this._offsetsCache = {};
this._highLimitsCache = {};
};
Animation.prototype._getKeyValue = function (value) {
if (typeof value === "function") {
return value();
}
return value;
};
Animation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
}
this.currentFrame = currentFrame;
// Try to get a hash to find the right key
var startKey = Math.max(0, Math.min(this._keys.length - 1, Math.floor(this._keys.length * (currentFrame - this._keys[0].frame) / (this._keys[this._keys.length - 1].frame - this._keys[0].frame)) - 1));
if (this._keys[startKey].frame >= currentFrame) {
while (startKey - 1 >= 0 && this._keys[startKey].frame >= currentFrame) {
startKey--;
}
}
for (var key = startKey; key < this._keys.length; key++) {
if (this._keys[key + 1].frame >= currentFrame) {
var startValue = this._getKeyValue(this._keys[key].value);
var endValue = this._getKeyValue(this._keys[key + 1].value);
// gradient : percent of currentFrame between the frame inf and the frame sup
var gradient = (currentFrame - this._keys[key].frame) / (this._keys[key + 1].frame - this._keys[key].frame);
// check for easingFunction and correction of gradient
if (this._easingFunction != null) {
gradient = this._easingFunction.ease(gradient);
}
switch (this.dataType) {
case Animation.ANIMATIONTYPE_FLOAT:
switch (loopMode) {
case Animation.ANIMATIONLOOPMODE_CYCLE:
case Animation.ANIMATIONLOOPMODE_CONSTANT:
return this.floatInterpolateFunction(startValue, endValue, gradient);
case Animation.ANIMATIONLOOPMODE_RELATIVE:
return offsetValue * repeatCount + this.floatInterpolateFunction(startValue, endValue, gradient);
}
break;
case Animation.ANIMATIONTYPE_QUATERNION:
var quaternion = null;
switch (loopMode) {
case Animation.ANIMATIONLOOPMODE_CYCLE:
case Animation.ANIMATIONLOOPMODE_CONSTANT:
quaternion = this.quaternionInterpolateFunction(startValue, endValue, gradient);
break;
case Animation.ANIMATIONLOOPMODE_RELATIVE:
quaternion = this.quaternionInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
break;
}
return quaternion;
case Animation.ANIMATIONTYPE_VECTOR3:
switch (loopMode) {
case Animation.ANIMATIONLOOPMODE_CYCLE:
case Animation.ANIMATIONLOOPMODE_CONSTANT:
return this.vector3InterpolateFunction(startValue, endValue, gradient);
case Animation.ANIMATIONLOOPMODE_RELATIVE:
return this.vector3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
}
case Animation.ANIMATIONTYPE_VECTOR2:
switch (loopMode) {
case Animation.ANIMATIONLOOPMODE_CYCLE:
case Animation.ANIMATIONLOOPMODE_CONSTANT:
return this.vector2InterpolateFunction(startValue, endValue, gradient);
case Animation.ANIMATIONLOOPMODE_RELATIVE:
return this.vector2InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
}
case Animation.ANIMATIONTYPE_COLOR3:
switch (loopMode) {
case Animation.ANIMATIONLOOPMODE_CYCLE:
case Animation.ANIMATIONLOOPMODE_CONSTANT:
return this.color3InterpolateFunction(startValue, endValue, gradient);
case Animation.ANIMATIONLOOPMODE_RELATIVE:
return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
}
case Animation.ANIMATIONTYPE_MATRIX:
switch (loopMode) {
case Animation.ANIMATIONLOOPMODE_CYCLE:
case Animation.ANIMATIONLOOPMODE_CONSTANT:
case Animation.ANIMATIONLOOPMODE_RELATIVE:
return startValue;
}
default:
break;
}
break;
}
}
return this._getKeyValue(this._keys[this._keys.length - 1].value);
};
Animation.prototype.animate = function (delay, from, to, loop, speedRatio) {
if (!this.targetPropertyPath || this.targetPropertyPath.length < 1) {
this._stopped = true;
return false;
}
var returnValue = true;
// Adding a start key at frame 0 if missing
if (this._keys[0].frame !== 0) {
var newKey = { frame: 0, value: this._keys[0].value };
this._keys.splice(0, 0, newKey);
}
// Check limits
if (from < this._keys[0].frame || from > this._keys[this._keys.length - 1].frame) {
from = this._keys[0].frame;
}
if (to < this._keys[0].frame || to > this._keys[this._keys.length - 1].frame) {
to = this._keys[this._keys.length - 1].frame;
}
// Compute ratio
var range = to - from;
var offsetValue;
// ratio represents the frame delta between from and to
var ratio = delay * (this.framePerSecond * speedRatio) / 1000.0;
var highLimitValue = 0;
if (ratio > range && !loop) {
returnValue = false;
highLimitValue = this._getKeyValue(this._keys[this._keys.length - 1].value);
}
else {
// Get max value if required
if (this.loopMode !== Animation.ANIMATIONLOOPMODE_CYCLE) {
var keyOffset = to.toString() + from.toString();
if (!this._offsetsCache[keyOffset]) {
var fromValue = this._interpolate(from, 0, Animation.ANIMATIONLOOPMODE_CYCLE);
var toValue = this._interpolate(to, 0, Animation.ANIMATIONLOOPMODE_CYCLE);
switch (this.dataType) {
case Animation.ANIMATIONTYPE_FLOAT:
this._offsetsCache[keyOffset] = toValue - fromValue;
break;
case Animation.ANIMATIONTYPE_QUATERNION:
this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
break;
case Animation.ANIMATIONTYPE_VECTOR3:
this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
case Animation.ANIMATIONTYPE_VECTOR2:
this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
case Animation.ANIMATIONTYPE_COLOR3:
this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
default:
break;
}
this._highLimitsCache[keyOffset] = toValue;
}
highLimitValue = this._highLimitsCache[keyOffset];
offsetValue = this._offsetsCache[keyOffset];
}
}
if (offsetValue === undefined) {
switch (this.dataType) {
case Animation.ANIMATIONTYPE_FLOAT:
offsetValue = 0;
break;
case Animation.ANIMATIONTYPE_QUATERNION:
offsetValue = new BABYLON.Quaternion(0, 0, 0, 0);
break;
case Animation.ANIMATIONTYPE_VECTOR3:
offsetValue = BABYLON.Vector3.Zero();
break;
case Animation.ANIMATIONTYPE_VECTOR2:
offsetValue = BABYLON.Vector2.Zero();
break;
case Animation.ANIMATIONTYPE_COLOR3:
offsetValue = BABYLON.Color3.Black();
}
}
// Compute value
var repeatCount = (ratio / range) >> 0;
var currentFrame = returnValue ? from + ratio % range : to;
var currentValue = this._interpolate(currentFrame, repeatCount, this.loopMode, offsetValue, highLimitValue);
// Set value
if (this.targetPropertyPath.length > 1) {
var property = this._target[this.targetPropertyPath[0]];
for (var index = 1; index < this.targetPropertyPath.length - 1; index++) {
property = property[this.targetPropertyPath[index]];
}
property[this.targetPropertyPath[this.targetPropertyPath.length - 1]] = currentValue;
}
else {
this._target[this.targetPropertyPath[0]] = currentValue;
}
if (this._target.markAsDirty) {
this._target.markAsDirty(this.targetProperty);
}
if (!returnValue) {
this._stopped = true;
}
return returnValue;
};
Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
get: function () {
return Animation._ANIMATIONTYPE_FLOAT;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
get: function () {
return Animation._ANIMATIONTYPE_VECTOR3;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
get: function () {
return Animation._ANIMATIONTYPE_VECTOR2;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
get: function () {
return Animation._ANIMATIONTYPE_QUATERNION;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
get: function () {
return Animation._ANIMATIONTYPE_MATRIX;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
get: function () {
return Animation._ANIMATIONTYPE_COLOR3;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
get: function () {
return Animation._ANIMATIONLOOPMODE_RELATIVE;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
get: function () {
return Animation._ANIMATIONLOOPMODE_CYCLE;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
get: function () {
return Animation._ANIMATIONLOOPMODE_CONSTANT;
},
enumerable: true,
configurable: true
});
// Statics
Animation._ANIMATIONTYPE_FLOAT = 0;
Animation._ANIMATIONTYPE_VECTOR3 = 1;
Animation._ANIMATIONTYPE_QUATERNION = 2;
Animation._ANIMATIONTYPE_MATRIX = 3;
Animation._ANIMATIONTYPE_COLOR3 = 4;
Animation._ANIMATIONTYPE_VECTOR2 = 5;
Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
Animation._ANIMATIONLOOPMODE_CYCLE = 1;
Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
return Animation;
})();
BABYLON.Animation = Animation;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.animation.js.map
var BABYLON;
(function (BABYLON) {
var Animatable = (function () {
function Animatable(scene, target, fromFrame, toFrame, loopAnimation, speedRatio, onAnimationEnd, animations) {
if (fromFrame === void 0) { fromFrame = 0; }
if (toFrame === void 0) { toFrame = 100; }
if (loopAnimation === void 0) { loopAnimation = false; }
if (speedRatio === void 0) { speedRatio = 1.0; }
this.target = target;
this.fromFrame = fromFrame;
this.toFrame = toFrame;
this.loopAnimation = loopAnimation;
this.speedRatio = speedRatio;
this.onAnimationEnd = onAnimationEnd;
this._animations = new Array();
this._paused = false;
this.animationStarted = false;
if (animations) {
this.appendAnimations(target, animations);
}
this._scene = scene;
scene._activeAnimatables.push(this);
}
// Methods
Animatable.prototype.appendAnimations = function (target, animations) {
for (var index = 0; index < animations.length; index++) {
var animation = animations[index];
animation._target = target;
this._animations.push(animation);
}
};
Animatable.prototype.getAnimationByTargetProperty = function (property) {
var animations = this._animations;
for (var index = 0; index < animations.length; index++) {
if (animations[index].targetProperty === property) {
return animations[index];
}
}
return null;
};
Animatable.prototype.pause = function () {
if (this._paused) {
return;
}
this._paused = true;
};
Animatable.prototype.restart = function () {
this._paused = false;
};
Animatable.prototype.stop = function () {
var index = this._scene._activeAnimatables.indexOf(this);
if (index > -1) {
this._scene._activeAnimatables.splice(index, 1);
}
if (this.onAnimationEnd) {
this.onAnimationEnd();
}
};
Animatable.prototype._animate = function (delay) {
if (this._paused) {
if (!this._pausedDelay) {
this._pausedDelay = delay;
}
return true;
}
if (!this._localDelayOffset) {
this._localDelayOffset = delay;
}
else if (this._pausedDelay) {
this._localDelayOffset += delay - this._pausedDelay;
this._pausedDelay = null;
}
// Animating
var running = false;
var animations = this._animations;
for (var index = 0; index < animations.length; index++) {
var animation = animations[index];
var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this.speedRatio);
running = running || isRunning;
}
if (!running) {
// Remove from active animatables
index = this._scene._activeAnimatables.indexOf(this);
this._scene._activeAnimatables.splice(index, 1);
}
if (!running && this.onAnimationEnd) {
this.onAnimationEnd();
}
return running;
};
return Animatable;
})();
BABYLON.Animatable = Animatable;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.animatable.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var EasingFunction = (function () {
function EasingFunction() {
// Properties
this._easingMode = EasingFunction.EASINGMODE_EASEIN;
}
Object.defineProperty(EasingFunction, "EASINGMODE_EASEIN", {
get: function () {
return EasingFunction._EASINGMODE_EASEIN;
},
enumerable: true,
configurable: true
});
Object.defineProperty(EasingFunction, "EASINGMODE_EASEOUT", {
get: function () {
return EasingFunction._EASINGMODE_EASEOUT;
},
enumerable: true,
configurable: true
});
Object.defineProperty(EasingFunction, "EASINGMODE_EASEINOUT", {
get: function () {
return EasingFunction._EASINGMODE_EASEINOUT;
},
enumerable: true,
configurable: true
});
EasingFunction.prototype.setEasingMode = function (easingMode) {
var n = Math.min(Math.max(easingMode, 0), 2);
this._easingMode = n;
};
EasingFunction.prototype.getEasingMode = function () {
return this._easingMode;
};
EasingFunction.prototype.easeInCore = function (gradient) {
throw new Error('You must implement this method');
};
EasingFunction.prototype.ease = function (gradient) {
switch (this._easingMode) {
case EasingFunction.EASINGMODE_EASEIN:
return this.easeInCore(gradient);
case EasingFunction.EASINGMODE_EASEOUT:
return (1 - this.easeInCore(1 - gradient));
}
if (gradient >= 0.5) {
return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);
}
return (this.easeInCore(gradient * 2) * 0.5);
};
//Statics
EasingFunction._EASINGMODE_EASEIN = 0;
EasingFunction._EASINGMODE_EASEOUT = 1;
EasingFunction._EASINGMODE_EASEINOUT = 2;
return EasingFunction;
})();
BABYLON.EasingFunction = EasingFunction;
var CircleEase = (function (_super) {
__extends(CircleEase, _super);
function CircleEase() {
_super.apply(this, arguments);
}
CircleEase.prototype.easeInCore = function (gradient) {
gradient = Math.max(0, Math.min(1, gradient));
return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
};
return CircleEase;
})(EasingFunction);
BABYLON.CircleEase = CircleEase;
var BackEase = (function (_super) {
__extends(BackEase, _super);
function BackEase(amplitude) {
if (amplitude === void 0) { amplitude = 1; }
_super.call(this);
this.amplitude = amplitude;
}
BackEase.prototype.easeInCore = function (gradient) {
var num = Math.max(0, this.amplitude);
return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
};
return BackEase;
})(EasingFunction);
BABYLON.BackEase = BackEase;
var BounceEase = (function (_super) {
__extends(BounceEase, _super);
function BounceEase(bounces, bounciness) {
if (bounces === void 0) { bounces = 3; }
if (bounciness === void 0) { bounciness = 2; }
_super.call(this);
this.bounces = bounces;
this.bounciness = bounciness;
}
BounceEase.prototype.easeInCore = function (gradient) {
var y = Math.max(0.0, this.bounces);
var bounciness = this.bounciness;
if (bounciness <= 1.0) {
bounciness = 1.001;
}
var num9 = Math.pow(bounciness, y);
var num5 = 1.0 - bounciness;
var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);
var num15 = gradient * num4;
var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);
var num3 = Math.floor(num65);
var num13 = num3 + 1.0;
var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);
var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);
var num7 = (num8 + num12) * 0.5;
var num6 = gradient - num7;
var num2 = num7 - num8;
return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
};
return BounceEase;
})(EasingFunction);
BABYLON.BounceEase = BounceEase;
var CubicEase = (function (_super) {
__extends(CubicEase, _super);
function CubicEase() {
_super.apply(this, arguments);
}
CubicEase.prototype.easeInCore = function (gradient) {
return (gradient * gradient * gradient);
};
return CubicEase;
})(EasingFunction);
BABYLON.CubicEase = CubicEase;
var ElasticEase = (function (_super) {
__extends(ElasticEase, _super);
function ElasticEase(oscillations, springiness) {
if (oscillations === void 0) { oscillations = 3; }
if (springiness === void 0) { springiness = 3; }
_super.call(this);
this.oscillations = oscillations;
this.springiness = springiness;
}
ElasticEase.prototype.easeInCore = function (gradient) {
var num2;
var num3 = Math.max(0.0, this.oscillations);
var num = Math.max(0.0, this.springiness);
if (num == 0) {
num2 = gradient;
}
else {
num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);
}
return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
};
return ElasticEase;
})(EasingFunction);
BABYLON.ElasticEase = ElasticEase;
var ExponentialEase = (function (_super) {
__extends(ExponentialEase, _super);
function ExponentialEase(exponent) {
if (exponent === void 0) { exponent = 2; }
_super.call(this);
this.exponent = exponent;
}
ExponentialEase.prototype.easeInCore = function (gradient) {
if (this.exponent <= 0) {
return gradient;
}
return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
};
return ExponentialEase;
})(EasingFunction);
BABYLON.ExponentialEase = ExponentialEase;
var PowerEase = (function (_super) {
__extends(PowerEase, _super);
function PowerEase(power) {
if (power === void 0) { power = 2; }
_super.call(this);
this.power = power;
}
PowerEase.prototype.easeInCore = function (gradient) {
var y = Math.max(0.0, this.power);
return Math.pow(gradient, y);
};
return PowerEase;
})(EasingFunction);
BABYLON.PowerEase = PowerEase;
var QuadraticEase = (function (_super) {
__extends(QuadraticEase, _super);
function QuadraticEase() {
_super.apply(this, arguments);
}
QuadraticEase.prototype.easeInCore = function (gradient) {
return (gradient * gradient);
};
return QuadraticEase;
})(EasingFunction);
BABYLON.QuadraticEase = QuadraticEase;
var QuarticEase = (function (_super) {
__extends(QuarticEase, _super);
function QuarticEase() {
_super.apply(this, arguments);
}
QuarticEase.prototype.easeInCore = function (gradient) {
return (gradient * gradient * gradient * gradient);
};
return QuarticEase;
})(EasingFunction);
BABYLON.QuarticEase = QuarticEase;
var QuinticEase = (function (_super) {
__extends(QuinticEase, _super);
function QuinticEase() {
_super.apply(this, arguments);
}
QuinticEase.prototype.easeInCore = function (gradient) {
return (gradient * gradient * gradient * gradient * gradient);
};
return QuinticEase;
})(EasingFunction);
BABYLON.QuinticEase = QuinticEase;
var SineEase = (function (_super) {
__extends(SineEase, _super);
function SineEase() {
_super.apply(this, arguments);
}
SineEase.prototype.easeInCore = function (gradient) {
return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
};
return SineEase;
})(EasingFunction);
BABYLON.SineEase = SineEase;
var BezierCurveEase = (function (_super) {
__extends(BezierCurveEase, _super);
function BezierCurveEase(x1, y1, x2, y2) {
if (x1 === void 0) { x1 = 0; }
if (y1 === void 0) { y1 = 0; }
if (x2 === void 0) { x2 = 1; }
if (y2 === void 0) { y2 = 1; }
_super.call(this);
this.x1 = x1;
this.y1 = y1;
this.x2 = x2;
this.y2 = y2;
}
BezierCurveEase.prototype.easeInCore = function (gradient) {
return BABYLON.BezierCurve.interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
};
return BezierCurveEase;
})(EasingFunction);
BABYLON.BezierCurveEase = BezierCurveEase;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.easing.js.map
var BABYLON;
(function (BABYLON) {
var Octree = (function () {
function Octree(creationFunc, maxBlockCapacity, maxDepth) {
if (maxDepth === void 0) { maxDepth = 2; }
this.maxDepth = maxDepth;
this.dynamicContent = new Array();
this._maxBlockCapacity = maxBlockCapacity || 64;
this._selectionContent = new BABYLON.SmartArray(1024);
this._creationFunc = creationFunc;
}
// Methods
Octree.prototype.update = function (worldMin, worldMax, entries) {
Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
};
Octree.prototype.addMesh = function (entry) {
for (var index = 0; index < this.blocks.length; index++) {
var block = this.blocks[index];
block.addEntry(entry);
}
};
Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
this._selectionContent.reset();
for (var index = 0; index < this.blocks.length; index++) {
var block = this.blocks[index];
block.select(frustumPlanes, this._selectionContent, allowDuplicate);
}
if (allowDuplicate) {
this._selectionContent.concat(this.dynamicContent);
}
else {
this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
}
return this._selectionContent;
};
Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
this._selectionContent.reset();
for (var index = 0; index < this.blocks.length; index++) {
var block = this.blocks[index];
block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
}
if (allowDuplicate) {
this._selectionContent.concat(this.dynamicContent);
}
else {
this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
}
return this._selectionContent;
};
Octree.prototype.intersectsRay = function (ray) {
this._selectionContent.reset();
for (var index = 0; index < this.blocks.length; index++) {
var block = this.blocks[index];
block.intersectsRay(ray, this._selectionContent);
}
this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
return this._selectionContent;
};
Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
target.blocks = new Array();
var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
for (var x = 0; x < 2; x++) {
for (var y = 0; y < 2; y++) {
for (var z = 0; z < 2; z++) {
var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
block.addEntries(entries);
target.blocks.push(block);
}
}
}
};
Octree.CreationFuncForMeshes = function (entry, block) {
if (!entry.isBlocked && entry.getBoundingInfo().boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
block.entries.push(entry);
}
};
Octree.CreationFuncForSubMeshes = function (entry, block) {
if (entry.getBoundingInfo().boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
block.entries.push(entry);
}
};
return Octree;
})();
BABYLON.Octree = Octree;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.octree.js.map
var BABYLON;
(function (BABYLON) {
var OctreeBlock = (function () {
function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
this.entries = new Array();
this._boundingVectors = new Array();
this._capacity = capacity;
this._depth = depth;
this._maxDepth = maxDepth;
this._creationFunc = creationFunc;
this._minPoint = minPoint;
this._maxPoint = maxPoint;
this._boundingVectors.push(minPoint.clone());
this._boundingVectors.push(maxPoint.clone());
this._boundingVectors.push(minPoint.clone());
this._boundingVectors[2].x = maxPoint.x;
this._boundingVectors.push(minPoint.clone());
this._boundingVectors[3].y = maxPoint.y;
this._boundingVectors.push(minPoint.clone());
this._boundingVectors[4].z = maxPoint.z;
this._boundingVectors.push(maxPoint.clone());
this._boundingVectors[5].z = minPoint.z;
this._boundingVectors.push(maxPoint.clone());
this._boundingVectors[6].x = minPoint.x;
this._boundingVectors.push(maxPoint.clone());
this._boundingVectors[7].y = minPoint.y;
}
Object.defineProperty(OctreeBlock.prototype, "capacity", {
// Property
get: function () {
return this._capacity;
},
enumerable: true,
configurable: true
});
Object.defineProperty(OctreeBlock.prototype, "minPoint", {
get: function () {
return this._minPoint;
},
enumerable: true,
configurable: true
});
Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
get: function () {
return this._maxPoint;
},
enumerable: true,
configurable: true
});
// Methods
OctreeBlock.prototype.addEntry = function (entry) {
if (this.blocks) {
for (var index = 0; index < this.blocks.length; index++) {
var block = this.blocks[index];
block.addEntry(entry);
}
return;
}
this._creationFunc(entry, this);
if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
this.createInnerBlocks();
}
};
OctreeBlock.prototype.addEntries = function (entries) {
for (var index = 0; index < entries.length; index++) {
var mesh = entries[index];
this.addEntry(mesh);
}
};
OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
if (this.blocks) {
for (var index = 0; index < this.blocks.length; index++) {
var block = this.blocks[index];
block.select(frustumPlanes, selection, allowDuplicate);
}
return;
}
if (allowDuplicate) {
selection.concat(this.entries);
}
else {
selection.concatWithNoDuplicate(this.entries);
}
}
};
OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
if (this.blocks) {
for (var index = 0; index < this.blocks.length; index++) {
var block = this.blocks[index];
block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
}
return;
}
if (allowDuplicate) {
selection.concat(this.entries);
}
else {
selection.concatWithNoDuplicate(this.entries);
}
}
};
OctreeBlock.prototype.intersectsRay = function (ray, selection) {
if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
if (this.blocks) {
for (var index = 0; index < this.blocks.length; index++) {
var block = this.blocks[index];
block.intersectsRay(ray, selection);
}
return;
}
selection.concatWithNoDuplicate(this.entries);
}
};
OctreeBlock.prototype.createInnerBlocks = function () {
BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
};
return OctreeBlock;
})();
BABYLON.OctreeBlock = OctreeBlock;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.octreeBlock.js.map
var BABYLON;
(function (BABYLON) {
var Bone = (function () {
function Bone(name, skeleton, parentBone, matrix) {
this.name = name;
this.children = new Array();
this.animations = new Array();
this._worldTransform = new BABYLON.Matrix();
this._absoluteTransform = new BABYLON.Matrix();
this._invertedAbsoluteTransform = new BABYLON.Matrix();
this._skeleton = skeleton;
this._matrix = matrix;
this._baseMatrix = matrix;
skeleton.bones.push(this);
if (parentBone) {
this._parent = parentBone;
parentBone.children.push(this);
}
else {
this._parent = null;
}
this._updateDifferenceMatrix();
}
// Members
Bone.prototype.getParent = function () {
return this._parent;
};
Bone.prototype.getLocalMatrix = function () {
return this._matrix;
};
Bone.prototype.getBaseMatrix = function () {
return this._baseMatrix;
};
Bone.prototype.getWorldMatrix = function () {
return this._worldTransform;
};
Bone.prototype.getInvertedAbsoluteTransform = function () {
return this._invertedAbsoluteTransform;
};
Bone.prototype.getAbsoluteMatrix = function () {
var matrix = this._matrix.clone();
var parent = this._parent;
while (parent) {
matrix = matrix.multiply(parent.getLocalMatrix());
parent = parent.getParent();
}
return matrix;
};
// Methods
Bone.prototype.updateMatrix = function (matrix) {
this._matrix = matrix;
this._skeleton._markAsDirty();
this._updateDifferenceMatrix();
};
Bone.prototype._updateDifferenceMatrix = function () {
if (this._parent) {
this._matrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
}
else {
this._absoluteTransform.copyFrom(this._matrix);
}
this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
for (var index = 0; index < this.children.length; index++) {
this.children[index]._updateDifferenceMatrix();
}
};
Bone.prototype.markAsDirty = function () {
this._skeleton._markAsDirty();
};
return Bone;
})();
BABYLON.Bone = Bone;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.bone.js.map
var BABYLON;
(function (BABYLON) {
var Skeleton = (function () {
function Skeleton(name, id, scene) {
this.name = name;
this.id = id;
this.bones = new Array();
this._isDirty = true;
this._identity = BABYLON.Matrix.Identity();
this.bones = [];
this._scene = scene;
scene.skeletons.push(this);
this.prepare();
//make sure it will recalculate the matrix next time prepare is called.
this._isDirty = true;
}
// Members
Skeleton.prototype.getTransformMatrices = function () {
return this._transformMatrices;
};
// Methods
Skeleton.prototype._markAsDirty = function () {
this._isDirty = true;
};
Skeleton.prototype.prepare = function () {
if (!this._isDirty) {
return;
}
if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
}
for (var index = 0; index < this.bones.length; index++) {
var bone = this.bones[index];
var parentBone = bone.getParent();
if (parentBone) {
bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
}
else {
bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
}
bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), this._transformMatrices, index * 16);
}
this._identity.copyToArray(this._transformMatrices, this.bones.length * 16);
this._isDirty = false;
this._scene._activeBones += this.bones.length;
};
Skeleton.prototype.getAnimatables = function () {
if (!this._animatables || this._animatables.length !== this.bones.length) {
this._animatables = [];
for (var index = 0; index < this.bones.length; index++) {
this._animatables.push(this.bones[index]);
}
}
return this._animatables;
};
Skeleton.prototype.clone = function (name, id) {
var result = new Skeleton(name, id || name, this._scene);
for (var index = 0; index < this.bones.length; index++) {
var source = this.bones[index];
var parentBone = null;
if (source.getParent()) {
var parentIndex = this.bones.indexOf(source.getParent());
parentBone = result.bones[parentIndex];
}
var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix());
BABYLON.Tools.DeepCopy(source.animations, bone.animations);
}
return result;
};
return Skeleton;
})();
BABYLON.Skeleton = Skeleton;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.skeleton.js.map
var BABYLON;
(function (BABYLON) {
var PostProcess = (function () {
function PostProcess(name, fragmentUrl, parameters, samplers, ratio, camera, samplingMode, engine, reusable, defines) {
if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; }
this.name = name;
this.width = -1;
this.height = -1;
this._reusable = false;
this._textures = new BABYLON.SmartArray(2);
this._currentRenderTextureInd = 0;
if (camera != null) {
this._camera = camera;
this._scene = camera.getScene();
camera.attachPostProcess(this);
this._engine = this._scene.getEngine();
}
else {
this._engine = engine;
}
this._renderRatio = ratio;
this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
this._reusable = reusable || false;
samplers = samplers || [];
samplers.push("textureSampler");
this._effect = this._engine.createEffect({ vertex: "postprocess", fragment: fragmentUrl }, ["position"], parameters || [], samplers, defines !== undefined ? defines : "");
}
PostProcess.prototype.isReusable = function () {
return this._reusable;
};
PostProcess.prototype.activate = function (camera, sourceTexture) {
camera = camera || this._camera;
var scene = camera.getScene();
var maxSize = camera.getEngine().getCaps().maxTextureSize;
var desiredWidth = ((sourceTexture ? sourceTexture._width : this._engine.getRenderingCanvas().width) * this._renderRatio) | 0;
var desiredHeight = ((sourceTexture ? sourceTexture._height : this._engine.getRenderingCanvas().height) * this._renderRatio) | 0;
desiredWidth = BABYLON.Tools.GetExponantOfTwo(desiredWidth, maxSize);
desiredHeight = BABYLON.Tools.GetExponantOfTwo(desiredHeight, maxSize);
if (this.width !== desiredWidth || this.height !== desiredHeight) {
if (this._textures.length > 0) {
for (var i = 0; i < this._textures.length; i++) {
this._engine._releaseTexture(this._textures.data[i]);
}
this._textures.reset();
}
this.width = desiredWidth;
this.height = desiredHeight;
this._textures.push(this._engine.createRenderTargetTexture({ width: this.width, height: this.height }, { generateMipMaps: false, generateDepthBuffer: camera._postProcesses.indexOf(this) === camera._postProcessesTakenIndices[0], samplingMode: this.renderTargetSamplingMode }));
if (this._reusable) {
this._textures.push(this._engine.createRenderTargetTexture({ width: this.width, height: this.height }, { generateMipMaps: false, generateDepthBuffer: camera._postProcesses.indexOf(this) === camera._postProcessesTakenIndices[0], samplingMode: this.renderTargetSamplingMode }));
}
if (this.onSizeChanged) {
this.onSizeChanged();
}
}
this._engine.bindFramebuffer(this._textures.data[this._currentRenderTextureInd]);
if (this.onActivate) {
this.onActivate(camera);
}
// Clear
if (this.clearColor) {
this._engine.clear(this.clearColor, true, true);
}
else {
this._engine.clear(scene.clearColor, scene.autoClear || scene.forceWireframe, true);
}
if (this._reusable) {
this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
}
};
PostProcess.prototype.apply = function () {
// Check
if (!this._effect.isReady())
return null;
// States
this._engine.enableEffect(this._effect);
this._engine.setState(false);
this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
this._engine.setDepthBuffer(false);
this._engine.setDepthWrite(false);
// Texture
this._effect._bindTexture("textureSampler", this._textures.data[this._currentRenderTextureInd]);
// Parameters
if (this.onApply) {
this.onApply(this._effect);
}
return this._effect;
};
PostProcess.prototype.dispose = function (camera) {
camera = camera || this._camera;
if (this._textures.length > 0) {
for (var i = 0; i < this._textures.length; i++) {
this._engine._releaseTexture(this._textures.data[i]);
}
this._textures.reset();
}
if (!camera) {
return;
}
camera.detachPostProcess(this);
var index = camera._postProcesses.indexOf(this);
if (index === camera._postProcessesTakenIndices[0] && camera._postProcessesTakenIndices.length > 0) {
this._camera._postProcesses[camera._postProcessesTakenIndices[0]].width = -1; // invalidate frameBuffer to hint the postprocess to create a depth buffer
}
};
return PostProcess;
})();
BABYLON.PostProcess = PostProcess;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.postProcess.js.map
var BABYLON;
(function (BABYLON) {
var PostProcessManager = (function () {
function PostProcessManager(scene) {
this._vertexDeclaration = [2];
this._vertexStrideSize = 2 * 4;
this._scene = scene;
}
PostProcessManager.prototype._prepareBuffers = function () {
if (this._vertexBuffer) {
return;
}
// VBO
var vertices = [];
vertices.push(1, 1);
vertices.push(-1, 1);
vertices.push(-1, -1);
vertices.push(1, -1);
this._vertexBuffer = this._scene.getEngine().createVertexBuffer(vertices);
// Indices
var indices = [];
indices.push(0);
indices.push(1);
indices.push(2);
indices.push(0);
indices.push(2);
indices.push(3);
this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
};
// Methods
PostProcessManager.prototype._prepareFrame = function (sourceTexture) {
var postProcesses = this._scene.activeCamera._postProcesses;
var postProcessesTakenIndices = this._scene.activeCamera._postProcessesTakenIndices;
if (postProcessesTakenIndices.length === 0 || !this._scene.postProcessesEnabled) {
return false;
}
postProcesses[this._scene.activeCamera._postProcessesTakenIndices[0]].activate(this._scene.activeCamera, sourceTexture);
return true;
};
PostProcessManager.prototype.directRender = function (postProcesses, targetTexture) {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
}
else {
if (targetTexture) {
engine.bindFramebuffer(targetTexture);
}
else {
engine.restoreDefaultFramebuffer();
}
}
var pp = postProcesses[index];
var effect = pp.apply();
if (effect) {
if (pp.onBeforeRender) {
pp.onBeforeRender(effect);
}
// VBOs
this._prepareBuffers();
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
engine.draw(true, 0, 6);
}
}
// Restore depth buffer
engine.setDepthBuffer(true);
engine.setDepthWrite(true);
};
PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, postProcesses) {
postProcesses = postProcesses || this._scene.activeCamera._postProcesses;
var postProcessesTakenIndices = this._scene.activeCamera._postProcessesTakenIndices;
if (postProcessesTakenIndices.length === 0 || !this._scene.postProcessesEnabled) {
return;
}
var engine = this._scene.getEngine();
for (var index = 0; index < postProcessesTakenIndices.length; index++) {
if (index < postProcessesTakenIndices.length - 1) {
postProcesses[postProcessesTakenIndices[index + 1]].activate(this._scene.activeCamera);
}
else {
if (targetTexture) {
engine.bindFramebuffer(targetTexture);
}
else {
engine.restoreDefaultFramebuffer();
}
}
if (doNotPresent) {
break;
}
var pp = postProcesses[postProcessesTakenIndices[index]];
var effect = pp.apply();
if (effect) {
if (pp.onBeforeRender) {
pp.onBeforeRender(effect);
}
// VBOs
this._prepareBuffers();
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
engine.draw(true, 0, 6);
}
}
// Restore depth buffer
engine.setDepthBuffer(true);
engine.setDepthWrite(true);
};
PostProcessManager.prototype.dispose = function () {
if (this._vertexBuffer) {
this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
this._vertexBuffer = null;
}
if (this._indexBuffer) {
this._scene.getEngine()._releaseBuffer(this._indexBuffer);
this._indexBuffer = null;
}
};
return PostProcessManager;
})();
BABYLON.PostProcessManager = PostProcessManager;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.postProcessManager.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var PassPostProcess = (function (_super) {
__extends(PassPostProcess, _super);
function PassPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
_super.call(this, name, "pass", null, null, ratio, camera, samplingMode, engine, reusable);
}
return PassPostProcess;
})(BABYLON.PostProcess);
BABYLON.PassPostProcess = PassPostProcess;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.passPostProcess.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var BlurPostProcess = (function (_super) {
__extends(BlurPostProcess, _super);
function BlurPostProcess(name, direction, blurWidth, ratio, camera, samplingMode, engine, reusable) {
var _this = this;
if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
_super.call(this, name, "blur", ["screenSize", "direction", "blurWidth"], null, ratio, camera, samplingMode, engine, reusable);
this.direction = direction;
this.blurWidth = blurWidth;
this.onApply = function (effect) {
effect.setFloat2("screenSize", _this.width, _this.height);
effect.setVector2("direction", _this.direction);
effect.setFloat("blurWidth", _this.blurWidth);
};
}
return BlurPostProcess;
})(BABYLON.PostProcess);
BABYLON.BlurPostProcess = BlurPostProcess;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.blurPostProcess.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var RefractionPostProcess = (function (_super) {
__extends(RefractionPostProcess, _super);
function RefractionPostProcess(name, refractionTextureUrl, color, depth, colorLevel, ratio, camera, samplingMode, engine, reusable) {
var _this = this;
_super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], ratio, camera, samplingMode, engine, reusable);
this.color = color;
this.depth = depth;
this.colorLevel = colorLevel;
this.onActivate = function (cam) {
_this._refRexture = _this._refRexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
};
this.onApply = function (effect) {
effect.setColor3("baseColor", _this.color);
effect.setFloat("depth", _this.depth);
effect.setFloat("colorLevel", _this.colorLevel);
effect.setTexture("refractionSampler", _this._refRexture);
};
}
// Methods
RefractionPostProcess.prototype.dispose = function (camera) {
if (this._refRexture) {
this._refRexture.dispose();
}
_super.prototype.dispose.call(this, camera);
};
return RefractionPostProcess;
})(BABYLON.PostProcess);
BABYLON.RefractionPostProcess = RefractionPostProcess;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.refractionPostProcess.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var BlackAndWhitePostProcess = (function (_super) {
__extends(BlackAndWhitePostProcess, _super);
function BlackAndWhitePostProcess(name, ratio, camera, samplingMode, engine, reusable) {
_super.call(this, name, "blackAndWhite", null, null, ratio, camera, samplingMode, engine, reusable);
}
return BlackAndWhitePostProcess;
})(BABYLON.PostProcess);
BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.blackAndWhitePostProcess.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var ConvolutionPostProcess = (function (_super) {
__extends(ConvolutionPostProcess, _super);
function ConvolutionPostProcess(name, kernel, ratio, camera, samplingMode, engine, reusable) {
var _this = this;
_super.call(this, name, "convolution", ["kernel", "screenSize"], null, ratio, camera, samplingMode, engine, reusable);
this.kernel = kernel;
this.onApply = function (effect) {
effect.setFloat2("screenSize", _this.width, _this.height);
effect.setArray("kernel", _this.kernel);
};
}
// Statics
// Based on http://en.wikipedia.org/wiki/Kernel_(image_processing)
ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
return ConvolutionPostProcess;
})(BABYLON.PostProcess);
BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.convolutionPostProcess.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var FilterPostProcess = (function (_super) {
__extends(FilterPostProcess, _super);
function FilterPostProcess(name, kernelMatrix, ratio, camera, samplingMode, engine, reusable) {
var _this = this;
_super.call(this, name, "filter", ["kernelMatrix"], null, ratio, camera, samplingMode, engine, reusable);
this.kernelMatrix = kernelMatrix;
this.onApply = function (effect) {
effect.setMatrix("kernelMatrix", _this.kernelMatrix);
};
}
return FilterPostProcess;
})(BABYLON.PostProcess);
BABYLON.FilterPostProcess = FilterPostProcess;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.filterPostProcess.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var FxaaPostProcess = (function (_super) {
__extends(FxaaPostProcess, _super);
function FxaaPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
var _this = this;
_super.call(this, name, "fxaa", ["texelSize"], null, ratio, camera, samplingMode, engine, reusable);
this.onSizeChanged = function () {
_this.texelWidth = 1.0 / _this.width;
_this.texelHeight = 1.0 / _this.height;
};
this.onApply = function (effect) {
effect.setFloat2("texelSize", _this.texelWidth, _this.texelHeight);
};
}
return FxaaPostProcess;
})(BABYLON.PostProcess);
BABYLON.FxaaPostProcess = FxaaPostProcess;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.fxaaPostProcess.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var StereogramInterlacePostProcess = (function (_super) {
__extends(StereogramInterlacePostProcess, _super);
function StereogramInterlacePostProcess(name, camB, postProcessA, isStereogramHoriz, samplingMode) {
var _this = this;
_super.call(this, name, "stereogramInterlace", ['stepSize'], ['camASampler'], 1, camB, samplingMode, camB.getScene().getEngine(), false, isStereogramHoriz ? "#define IS_STEREOGRAM_HORIZ 1" : undefined);
this._stepSize = new BABYLON.Vector2(1 / this.width, 1 / this.height);
this.onSizeChanged = function () {
_this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
};
this.onApply = function (effect) {
effect.setTextureFromPostProcess("camASampler", postProcessA);
effect.setFloat2("stepSize", _this._stepSize.x, _this._stepSize.y);
};
}
return StereogramInterlacePostProcess;
})(BABYLON.PostProcess);
BABYLON.StereogramInterlacePostProcess = StereogramInterlacePostProcess;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.stereogramInterlacePostProcess.js.map
var BABYLON;
(function (BABYLON) {
var LensFlare = (function () {
function LensFlare(size, position, color, imgUrl, system) {
this.size = size;
this.position = position;
this.dispose = function () {
if (this.texture) {
this.texture.dispose();
}
// Remove from scene
var index = this._system.lensFlares.indexOf(this);
this._system.lensFlares.splice(index, 1);
};
this.color = color || new BABYLON.Color3(1, 1, 1);
this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
this._system = system;
system.lensFlares.push(this);
}
return LensFlare;
})();
BABYLON.LensFlare = LensFlare;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.lensFlare.js.map
var BABYLON;
(function (BABYLON) {
var LensFlareSystem = (function () {
function LensFlareSystem(name, emitter, scene) {
this.name = name;
this.lensFlares = new Array();
this.borderLimit = 300;
this._vertexDeclaration = [2];
this._vertexStrideSize = 2 * 4;
this._isEnabled = true;
this._scene = scene;
this._emitter = emitter;
scene.lensFlareSystems.push(this);
this.meshesSelectionPredicate = function (m) { return m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0); };
// VBO
var vertices = [];
vertices.push(1, 1);
vertices.push(-1, 1);
vertices.push(-1, -1);
vertices.push(1, -1);
this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
// Indices
var indices = [];
indices.push(0);
indices.push(1);
indices.push(2);
indices.push(0);
indices.push(2);
indices.push(3);
this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
// Effects
this._effect = this._scene.getEngine().createEffect("lensFlare", ["position"], ["color", "viewportMatrix"], ["textureSampler"], "");
}
Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
get: function () {
return this._isEnabled;
},
set: function (value) {
this._isEnabled = value;
},
enumerable: true,
configurable: true
});
LensFlareSystem.prototype.getScene = function () {
return this._scene;
};
LensFlareSystem.prototype.getEmitter = function () {
return this._emitter;
};
LensFlareSystem.prototype.getEmitterPosition = function () {
return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
};
LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
var position = this.getEmitterPosition();
position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
this._positionX = position.x;
this._positionY = position.y;
position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
if (position.z > 0) {
if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height))
return true;
}
}
return false;
};
LensFlareSystem.prototype._isVisible = function () {
if (!this._isEnabled) {
return false;
}
var emitterPosition = this.getEmitterPosition();
var direction = emitterPosition.subtract(this._scene.activeCamera.position);
var distance = direction.length();
direction.normalize();
var ray = new BABYLON.Ray(this._scene.activeCamera.position, direction);
var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
return !pickInfo.hit || pickInfo.distance > distance;
};
LensFlareSystem.prototype.render = function () {
if (!this._effect.isReady())
return false;
var engine = this._scene.getEngine();
var viewport = this._scene.activeCamera.viewport;
var globalViewport = viewport.toGlobal(engine);
// Position
if (!this.computeEffectivePosition(globalViewport)) {
return false;
}
// Visibility
if (!this._isVisible()) {
return false;
}
// Intensity
var awayX;
var awayY;
if (this._positionX < this.borderLimit + globalViewport.x) {
awayX = this.borderLimit + globalViewport.x - this._positionX;
}
else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
}
else {
awayX = 0;
}
if (this._positionY < this.borderLimit + globalViewport.y) {
awayY = this.borderLimit + globalViewport.y - this._positionY;
}
else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
}
else {
awayY = 0;
}
var away = (awayX > awayY) ? awayX : awayY;
if (away > this.borderLimit) {
away = this.borderLimit;
}
var intensity = 1.0 - (away / this.borderLimit);
if (intensity < 0) {
return false;
}
if (intensity > 1.0) {
intensity = 1.0;
}
// Position
var centerX = globalViewport.x + globalViewport.width / 2;
var centerY = globalViewport.y + globalViewport.height / 2;
var distX = centerX - this._positionX;
var distY = centerY - this._positionY;
// Effects
engine.enableEffect(this._effect);
engine.setState(false);
engine.setDepthBuffer(false);
engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, this._effect);
for (var index = 0; index < this.lensFlares.length; index++) {
var flare = this.lensFlares[index];
var x = centerX - (distX * flare.position);
var y = centerY - (distY * flare.position);
var cw = flare.size;
var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera);
var cx = 2 * (x / globalViewport.width) - 1.0;
var cy = 1.0 - 2 * (y / globalViewport.height);
var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
this._effect.setMatrix("viewportMatrix", viewportMatrix);
// Texture
this._effect.setTexture("textureSampler", flare.texture);
// Color
this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
// Draw order
engine.draw(true, 0, 6);
}
engine.setDepthBuffer(true);
engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
return true;
};
LensFlareSystem.prototype.dispose = function () {
if (this._vertexBuffer) {
this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
this._vertexBuffer = null;
}
if (this._indexBuffer) {
this._scene.getEngine()._releaseBuffer(this._indexBuffer);
this._indexBuffer = null;
}
while (this.lensFlares.length) {
this.lensFlares[0].dispose();
}
// Remove from scene
var index = this._scene.lensFlareSystems.indexOf(this);
this._scene.lensFlareSystems.splice(index, 1);
};
return LensFlareSystem;
})();
BABYLON.LensFlareSystem = LensFlareSystem;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.lensFlareSystem.js.map
var BABYLON;
(function (BABYLON) {
var CannonJSPlugin = (function () {
function CannonJSPlugin() {
this._registeredMeshes = [];
this._physicsMaterials = [];
this.updateBodyPosition = function (mesh) {
for (var index = 0; index < this._registeredMeshes.length; index++) {
var registeredMesh = this._registeredMeshes[index];
if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
var body = registeredMesh.body;
var center = mesh.getBoundingInfo().boundingBox.center;
body.position.set(center.x, center.z, center.y);
body.quaternion.x = mesh.rotationQuaternion.x;
body.quaternion.z = mesh.rotationQuaternion.y;
body.quaternion.y = mesh.rotationQuaternion.z;
body.quaternion.w = -mesh.rotationQuaternion.w;
return;
}
}
};
}
CannonJSPlugin.prototype.initialize = function (iterations) {
if (iterations === void 0) { iterations = 10; }
this._world = new CANNON.World();
this._world.broadphase = new CANNON.NaiveBroadphase();
this._world.solver.iterations = iterations;
};
CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
};
CannonJSPlugin.prototype.runOneStep = function (delta) {
this._world.step(delta);
for (var index = 0; index < this._registeredMeshes.length; index++) {
var registeredMesh = this._registeredMeshes[index];
if (registeredMesh.isChild) {
continue;
}
// Body position
var bodyX = registeredMesh.body.position.x, bodyY = registeredMesh.body.position.y, bodyZ = registeredMesh.body.position.z;
var deltaPos = registeredMesh.delta;
if (deltaPos) {
registeredMesh.mesh.position.x = bodyX + deltaPos.x;
registeredMesh.mesh.position.y = bodyZ + deltaPos.y;
registeredMesh.mesh.position.z = bodyY + deltaPos.z;
}
else {
registeredMesh.mesh.position.x = bodyX;
registeredMesh.mesh.position.y = bodyZ;
registeredMesh.mesh.position.z = bodyY;
}
if (!registeredMesh.mesh.rotationQuaternion) {
registeredMesh.mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
}
registeredMesh.mesh.rotationQuaternion.x = registeredMesh.body.quaternion.x;
registeredMesh.mesh.rotationQuaternion.y = registeredMesh.body.quaternion.z;
registeredMesh.mesh.rotationQuaternion.z = registeredMesh.body.quaternion.y;
registeredMesh.mesh.rotationQuaternion.w = -registeredMesh.body.quaternion.w;
}
};
CannonJSPlugin.prototype.setGravity = function (gravity) {
this._world.gravity.set(gravity.x, gravity.z, gravity.y);
};
CannonJSPlugin.prototype.registerMesh = function (mesh, impostor, options) {
this.unregisterMesh(mesh);
mesh.computeWorldMatrix(true);
switch (impostor) {
case BABYLON.PhysicsEngine.SphereImpostor:
var bbox = mesh.getBoundingInfo().boundingBox;
var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x;
var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y;
var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z;
return this._createSphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2, mesh, options);
case BABYLON.PhysicsEngine.BoxImpostor:
bbox = mesh.getBoundingInfo().boundingBox;
var min = bbox.minimumWorld;
var max = bbox.maximumWorld;
var box = max.subtract(min).scale(0.5);
return this._createBox(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z), mesh, options);
case BABYLON.PhysicsEngine.PlaneImpostor:
return this._createPlane(mesh, options);
case BABYLON.PhysicsEngine.MeshImpostor:
var rawVerts = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
var rawFaces = mesh.getIndices();
return this._createConvexPolyhedron(rawVerts, rawFaces, mesh, options);
}
return null;
};
CannonJSPlugin.prototype._createSphere = function (radius, mesh, options) {
var shape = new CANNON.Sphere(radius);
if (!options) {
return shape;
}
return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
};
CannonJSPlugin.prototype._createBox = function (x, y, z, mesh, options) {
var shape = new CANNON.Box(new CANNON.Vec3(x, z, y));
if (!options) {
return shape;
}
return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
};
CannonJSPlugin.prototype._createPlane = function (mesh, options) {
var shape = new CANNON.Plane();
if (!options) {
return shape;
}
return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
};
CannonJSPlugin.prototype._createConvexPolyhedron = function (rawVerts, rawFaces, mesh, options) {
var verts = [], faces = [];
mesh.computeWorldMatrix(true);
for (var i = 0; i < rawVerts.length; i += 3) {
var transformed = BABYLON.Vector3.Zero();
BABYLON.Vector3.TransformNormalFromFloatsToRef(rawVerts[i], rawVerts[i + 1], rawVerts[i + 2], mesh.getWorldMatrix(), transformed);
verts.push(new CANNON.Vec3(transformed.x, transformed.z, transformed.y));
}
for (var j = 0; j < rawFaces.length; j += 3) {
faces.push([rawFaces[j], rawFaces[j + 2], rawFaces[j + 1]]);
}
var shape = new CANNON.ConvexPolyhedron(verts, faces);
if (!options) {
return shape;
}
return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
};
CannonJSPlugin.prototype._addMaterial = function (friction, restitution) {
var index;
var mat;
for (index = 0; index < this._physicsMaterials.length; index++) {
mat = this._physicsMaterials[index];
if (mat.friction === friction && mat.restitution === restitution) {
return mat;
}
}
var currentMat = new CANNON.Material();
currentMat.friction = friction;
currentMat.restitution = restitution;
this._physicsMaterials.push(currentMat);
for (index = 0; index < this._physicsMaterials.length; index++) {
mat = this._physicsMaterials[index];
var contactMaterial = new CANNON.ContactMaterial(mat, currentMat, mat.friction * currentMat.friction, mat.restitution * currentMat.restitution);
contactMaterial.contactEquationStiffness = 1e10;
contactMaterial.contactEquationRegularizationTime = 10;
this._world.addContactMaterial(contactMaterial);
}
return currentMat;
};
CannonJSPlugin.prototype._createRigidBodyFromShape = function (shape, mesh, mass, friction, restitution) {
var initialRotation = null;
if (mesh.rotationQuaternion) {
initialRotation = mesh.rotationQuaternion.clone();
mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
}
// The delta between the mesh position and the mesh bounding box center
var bbox = mesh.getBoundingInfo().boundingBox;
var deltaPosition = mesh.position.subtract(bbox.center);
var material = this._addMaterial(friction, restitution);
var body = new CANNON.RigidBody(mass, shape, material);
if (initialRotation) {
body.quaternion.x = initialRotation.x;
body.quaternion.z = initialRotation.y;
body.quaternion.y = initialRotation.z;
body.quaternion.w = -initialRotation.w;
}
body.position.set(bbox.center.x, bbox.center.z, bbox.center.y);
this._world.add(body);
this._registeredMeshes.push({ mesh: mesh, body: body, material: material, delta: deltaPosition });
return body;
};
CannonJSPlugin.prototype.registerMeshesAsCompound = function (parts, options) {
var compoundShape = new CANNON.Compound();
for (var index = 0; index < parts.length; index++) {
var mesh = parts[index].mesh;
var shape = this.registerMesh(mesh, parts[index].impostor);
if (index == 0) {
compoundShape.addChild(shape, new CANNON.Vec3(0, 0, 0));
}
else {
compoundShape.addChild(shape, new CANNON.Vec3(mesh.position.x, mesh.position.z, mesh.position.y));
}
}
var initialMesh = parts[0].mesh;
var body = this._createRigidBodyFromShape(compoundShape, initialMesh, options.mass, options.friction, options.restitution);
body.parts = parts;
return body;
};
CannonJSPlugin.prototype._unbindBody = function (body) {
for (var index = 0; index < this._registeredMeshes.length; index++) {
var registeredMesh = this._registeredMeshes[index];
if (registeredMesh.body === body) {
registeredMesh.body = null;
registeredMesh.delta = 0;
}
}
};
CannonJSPlugin.prototype.unregisterMesh = function (mesh) {
for (var index = 0; index < this._registeredMeshes.length; index++) {
var registeredMesh = this._registeredMeshes[index];
if (registeredMesh.mesh === mesh) {
// Remove body
if (registeredMesh.body) {
this._world.remove(registeredMesh.body);
this._unbindBody(registeredMesh.body);
}
this._registeredMeshes.splice(index, 1);
return;
}
}
};
CannonJSPlugin.prototype.applyImpulse = function (mesh, force, contactPoint) {
var worldPoint = new CANNON.Vec3(contactPoint.x, contactPoint.z, contactPoint.y);
var impulse = new CANNON.Vec3(force.x, force.z, force.y);
for (var index = 0; index < this._registeredMeshes.length; index++) {
var registeredMesh = this._registeredMeshes[index];
if (registeredMesh.mesh === mesh) {
registeredMesh.body.applyImpulse(impulse, worldPoint);
return;
}
}
};
CannonJSPlugin.prototype.createLink = function (mesh1, mesh2, pivot1, pivot2) {
var body1 = null, body2 = null;
for (var index = 0; index < this._registeredMeshes.length; index++) {
var registeredMesh = this._registeredMeshes[index];
if (registeredMesh.mesh === mesh1) {
body1 = registeredMesh.body;
}
else if (registeredMesh.mesh === mesh2) {
body2 = registeredMesh.body;
}
}
if (!body1 || !body2) {
return false;
}
var constraint = new CANNON.PointToPointConstraint(body1, new CANNON.Vec3(pivot1.x, pivot1.z, pivot1.y), body2, new CANNON.Vec3(pivot2.x, pivot2.z, pivot2.y));
this._world.addConstraint(constraint);
return true;
};
CannonJSPlugin.prototype.dispose = function () {
while (this._registeredMeshes.length) {
this.unregisterMesh(this._registeredMeshes[0].mesh);
}
};
CannonJSPlugin.prototype.isSupported = function () {
return window.CANNON !== undefined;
};
return CannonJSPlugin;
})();
BABYLON.CannonJSPlugin = CannonJSPlugin;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.cannonJSPlugin.js.map
var BABYLON;
(function (BABYLON) {
var OimoJSPlugin = (function () {
function OimoJSPlugin() {
this._registeredMeshes = [];
/**
* Update the body position according to the mesh position
* @param mesh
*/
this.updateBodyPosition = function (mesh) {
for (var index = 0; index < this._registeredMeshes.length; index++) {
var registeredMesh = this._registeredMeshes[index];
if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
var body = registeredMesh.body.body;
mesh.computeWorldMatrix(true);
var center = mesh.getBoundingInfo().boundingBox.center;
body.setPosition(new OIMO.Vec3(center.x, center.y, center.z));
body.setRotation(new OIMO.Vec3(mesh.rotation.x, mesh.rotation.y, mesh.rotation.z));
body.sleeping = false;
return;
}
// Case where the parent has been updated
if (registeredMesh.mesh.parent === mesh) {
mesh.computeWorldMatrix(true);
registeredMesh.mesh.computeWorldMatrix(true);
var absolutePosition = registeredMesh.mesh.getAbsolutePosition();
var absoluteRotation = mesh.rotation;
body = registeredMesh.body.body;
body.setPosition(new OIMO.Vec3(absolutePosition.x, absolutePosition.y, absolutePosition.z));
body.setRotation(new OIMO.Vec3(absoluteRotation.x, absoluteRotation.y, absoluteRotation.z));
body.sleeping = false;
return;
}
}
};
}
OimoJSPlugin.prototype._checkWithEpsilon = function (value) {
return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
};
OimoJSPlugin.prototype.initialize = function (iterations) {
this._world = new OIMO.World();
this._world.clear();
};
OimoJSPlugin.prototype.setGravity = function (gravity) {
this._world.gravity = gravity;
};
OimoJSPlugin.prototype.registerMesh = function (mesh, impostor, options) {
var body = null;
this.unregisterMesh(mesh);
mesh.computeWorldMatrix(true);
var initialRotation = null;
if (mesh.rotationQuaternion) {
initialRotation = mesh.rotationQuaternion.clone();
mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
mesh.computeWorldMatrix(true);
}
var bbox = mesh.getBoundingInfo().boundingBox;
// The delta between the mesh position and the mesh bounding box center
var deltaPosition = mesh.position.subtract(bbox.center);
// Transform delta position with the rotation
if (initialRotation) {
var m = new BABYLON.Matrix();
initialRotation.toRotationMatrix(m);
deltaPosition = BABYLON.Vector3.TransformCoordinates(deltaPosition, m);
}
switch (impostor) {
case BABYLON.PhysicsEngine.SphereImpostor:
var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x;
var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y;
var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z;
var size = Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2;
body = new OIMO.Body({
type: 'sphere',
size: [size],
pos: [bbox.center.x, bbox.center.y, bbox.center.z],
rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD],
move: options.mass != 0,
config: [options.mass, options.friction, options.restitution],
world: this._world
});
break;
case BABYLON.PhysicsEngine.PlaneImpostor:
case BABYLON.PhysicsEngine.CylinderImpostor:
case BABYLON.PhysicsEngine.BoxImpostor:
var min = bbox.minimumWorld;
var max = bbox.maximumWorld;
var box = max.subtract(min);
var sizeX = this._checkWithEpsilon(box.x);
var sizeY = this._checkWithEpsilon(box.y);
var sizeZ = this._checkWithEpsilon(box.z);
body = new OIMO.Body({
type: 'box',
size: [sizeX, sizeY, sizeZ],
pos: [bbox.center.x, bbox.center.y, bbox.center.z],
rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD],
move: options.mass != 0,
config: [options.mass, options.friction, options.restitution],
world: this._world
});
break;
}
//If quaternion was set as the rotation of the object
if (initialRotation) {
//We have to access the rigid body's properties to set the quaternion.
//The setQuaternion function of Oimo only sets the newOrientation that is only set after an impulse is given or a collision.
body.body.orientation = new OIMO.Quat(initialRotation.w, initialRotation.x, initialRotation.y, initialRotation.z);
//update the internal rotation matrix
body.body.syncShapes();
}
this._registeredMeshes.push({
mesh: mesh,
body: body,
delta: deltaPosition
});
return body;
};
OimoJSPlugin.prototype.registerMeshesAsCompound = function (parts, options) {
var types = [], sizes = [], positions = [], rotations = [];
var initialMesh = parts[0].mesh;
for (var index = 0; index < parts.length; index++) {
var part = parts[index];
var bodyParameters = this._createBodyAsCompound(part, options, initialMesh);
types.push(bodyParameters.type);
sizes.push.apply(sizes, bodyParameters.size);
positions.push.apply(positions, bodyParameters.pos);
rotations.push.apply(rotations, bodyParameters.rot);
}
var body = new OIMO.Body({
type: types,
size: sizes,
pos: positions,
rot: rotations,
move: options.mass != 0,
config: [options.mass, options.friction, options.restitution],
world: this._world
});
this._registeredMeshes.push({
mesh: initialMesh,
body: body
});
return body;
};
OimoJSPlugin.prototype._createBodyAsCompound = function (part, options, initialMesh) {
var bodyParameters = null;
var mesh = part.mesh;
// We need the bounding box/sphere info to compute the physics body
mesh.computeWorldMatrix();
switch (part.impostor) {
case BABYLON.PhysicsEngine.SphereImpostor:
var bbox = mesh.getBoundingInfo().boundingBox;
var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x;
var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y;
var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z;
var size = Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2;
bodyParameters = {
type: 'sphere',
/* bug with oimo : sphere needs 3 sizes in this case */
size: [size, -1, -1],
pos: [mesh.position.x, mesh.position.y, mesh.position.z],
rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD]
};
break;
case BABYLON.PhysicsEngine.PlaneImpostor:
case BABYLON.PhysicsEngine.BoxImpostor:
bbox = mesh.getBoundingInfo().boundingBox;
var min = bbox.minimumWorld;
var max = bbox.maximumWorld;
var box = max.subtract(min);
var sizeX = this._checkWithEpsilon(box.x);
var sizeY = this._checkWithEpsilon(box.y);
var sizeZ = this._checkWithEpsilon(box.z);
var relativePosition = mesh.position;
bodyParameters = {
type: 'box',
size: [sizeX, sizeY, sizeZ],
pos: [relativePosition.x, relativePosition.y, relativePosition.z],
rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD]
};
break;
}
return bodyParameters;
};
OimoJSPlugin.prototype.unregisterMesh = function (mesh) {
for (var index = 0; index < this._registeredMeshes.length; index++) {
var registeredMesh = this._registeredMeshes[index];
if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
if (registeredMesh.body) {
this._world.removeRigidBody(registeredMesh.body.body);
this._unbindBody(registeredMesh.body);
}
this._registeredMeshes.splice(index, 1);
return;
}
}
};
OimoJSPlugin.prototype._unbindBody = function (body) {
for (var index = 0; index < this._registeredMeshes.length; index++) {
var registeredMesh = this._registeredMeshes[index];
if (registeredMesh.body === body) {
registeredMesh.body = null;
}
}
};
OimoJSPlugin.prototype.applyImpulse = function (mesh, force, contactPoint) {
for (var index = 0; index < this._registeredMeshes.length; index++) {
var registeredMesh = this._registeredMeshes[index];
if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
// Get object mass to have a behaviour similar to cannon.js
var mass = registeredMesh.body.body.massInfo.mass;
// The force is scaled with the mass of object
registeredMesh.body.body.applyImpulse(contactPoint.scale(OIMO.INV_SCALE), force.scale(OIMO.INV_SCALE * mass));
return;
}
}
};
OimoJSPlugin.prototype.createLink = function (mesh1, mesh2, pivot1, pivot2, options) {
var body1 = null, body2 = null;
for (var index = 0; index < this._registeredMeshes.length; index++) {
var registeredMesh = this._registeredMeshes[index];
if (registeredMesh.mesh === mesh1) {
body1 = registeredMesh.body.body;
}
else if (registeredMesh.mesh === mesh2) {
body2 = registeredMesh.body.body;
}
}
if (!body1 || !body2) {
return false;
}
if (!options) {
options = {};
}
new OIMO.Link({
type: options.type,
body1: body1,
body2: body2,
min: options.min,
max: options.max,
axe1: options.axe1,
axe2: options.axe2,
pos1: [pivot1.x, pivot1.y, pivot1.z],
pos2: [pivot2.x, pivot2.y, pivot2.z],
collision: options.collision,
spring: options.spring,
world: this._world
});
return true;
};
OimoJSPlugin.prototype.dispose = function () {
this._world.clear();
while (this._registeredMeshes.length) {
this.unregisterMesh(this._registeredMeshes[0].mesh);
}
};
OimoJSPlugin.prototype.isSupported = function () {
return OIMO !== undefined;
};
OimoJSPlugin.prototype._getLastShape = function (body) {
var lastShape = body.shapes;
while (lastShape.next) {
lastShape = lastShape.next;
}
return lastShape;
};
OimoJSPlugin.prototype.runOneStep = function (time) {
this._world.step();
// Update the position of all registered meshes
var i = this._registeredMeshes.length;
var m;
while (i--) {
var body = this._registeredMeshes[i].body.body;
var mesh = this._registeredMeshes[i].mesh;
var delta = this._registeredMeshes[i].delta;
if (!body.sleeping) {
if (body.shapes.next) {
var parentShape = this._getLastShape(body);
mesh.position.x = parentShape.position.x * OIMO.WORLD_SCALE;
mesh.position.y = parentShape.position.y * OIMO.WORLD_SCALE;
mesh.position.z = parentShape.position.z * OIMO.WORLD_SCALE;
var mtx = BABYLON.Matrix.FromArray(body.getMatrix());
if (!mesh.rotationQuaternion) {
mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
}
mesh.rotationQuaternion.fromRotationMatrix(mtx);
mesh.computeWorldMatrix();
}
else {
m = body.getMatrix();
mtx = BABYLON.Matrix.FromArray(m);
// Body position
var bodyX = mtx.m[12], bodyY = mtx.m[13], bodyZ = mtx.m[14];
if (!delta) {
mesh.position.x = bodyX;
mesh.position.y = bodyY;
mesh.position.z = bodyZ;
}
else {
mesh.position.x = bodyX + delta.x;
mesh.position.y = bodyY + delta.y;
mesh.position.z = bodyZ + delta.z;
}
if (!mesh.rotationQuaternion) {
mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
}
BABYLON.Quaternion.FromRotationMatrixToRef(mtx, mesh.rotationQuaternion);
mesh.computeWorldMatrix();
}
}
}
};
return OimoJSPlugin;
})();
BABYLON.OimoJSPlugin = OimoJSPlugin;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.oimoJSPlugin.js.map
var BABYLON;
(function (BABYLON) {
var PhysicsEngine = (function () {
function PhysicsEngine(plugin) {
this._currentPlugin = plugin || new BABYLON.OimoJSPlugin();
}
PhysicsEngine.prototype._initialize = function (gravity) {
this._currentPlugin.initialize();
this._setGravity(gravity);
};
PhysicsEngine.prototype._runOneStep = function (delta) {
if (delta > 0.1) {
delta = 0.1;
}
else if (delta <= 0) {
delta = 1.0 / 60.0;
}
this._currentPlugin.runOneStep(delta);
};
PhysicsEngine.prototype._setGravity = function (gravity) {
this.gravity = gravity || new BABYLON.Vector3(0, -9.82, 0);
this._currentPlugin.setGravity(this.gravity);
};
PhysicsEngine.prototype._registerMesh = function (mesh, impostor, options) {
return this._currentPlugin.registerMesh(mesh, impostor, options);
};
PhysicsEngine.prototype._registerMeshesAsCompound = function (parts, options) {
return this._currentPlugin.registerMeshesAsCompound(parts, options);
};
PhysicsEngine.prototype._unregisterMesh = function (mesh) {
this._currentPlugin.unregisterMesh(mesh);
};
PhysicsEngine.prototype._applyImpulse = function (mesh, force, contactPoint) {
this._currentPlugin.applyImpulse(mesh, force, contactPoint);
};
PhysicsEngine.prototype._createLink = function (mesh1, mesh2, pivot1, pivot2, options) {
return this._currentPlugin.createLink(mesh1, mesh2, pivot1, pivot2, options);
};
PhysicsEngine.prototype._updateBodyPosition = function (mesh) {
this._currentPlugin.updateBodyPosition(mesh);
};
PhysicsEngine.prototype.dispose = function () {
this._currentPlugin.dispose();
};
PhysicsEngine.prototype.isSupported = function () {
return this._currentPlugin.isSupported();
};
// Statics
PhysicsEngine.NoImpostor = 0;
PhysicsEngine.SphereImpostor = 1;
PhysicsEngine.BoxImpostor = 2;
PhysicsEngine.PlaneImpostor = 3;
PhysicsEngine.MeshImpostor = 4;
PhysicsEngine.CapsuleImpostor = 5;
PhysicsEngine.ConeImpostor = 6;
PhysicsEngine.CylinderImpostor = 7;
PhysicsEngine.ConvexHullImpostor = 8;
PhysicsEngine.Epsilon = 0.001;
return PhysicsEngine;
})();
BABYLON.PhysicsEngine = PhysicsEngine;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.physicsEngine.js.map
var BABYLON;
(function (BABYLON) {
var serializeLight = function (light) {
var serializationObject = {};
serializationObject.name = light.name;
serializationObject.id = light.id;
serializationObject.tags = BABYLON.Tags.GetTags(light);
if (light instanceof BABYLON.PointLight) {
serializationObject.type = 0;
serializationObject.position = light.position.asArray();
}
else if (light instanceof BABYLON.DirectionalLight) {
serializationObject.type = 1;
var directionalLight = light;
serializationObject.position = directionalLight.position.asArray();
serializationObject.direction = directionalLight.direction.asArray();
}
else if (light instanceof BABYLON.SpotLight) {
serializationObject.type = 2;
var spotLight = light;
serializationObject.position = spotLight.position.asArray();
serializationObject.direction = spotLight.position.asArray();
serializationObject.angle = spotLight.angle;
serializationObject.exponent = spotLight.exponent;
}
else if (light instanceof BABYLON.HemisphericLight) {
serializationObject.type = 3;
var hemisphericLight = light;
serializationObject.direction = hemisphericLight.direction.asArray();
serializationObject.groundColor = hemisphericLight.groundColor.asArray();
}
if (light.intensity) {
serializationObject.intensity = light.intensity;
}
serializationObject.range = light.range;
serializationObject.diffuse = light.diffuse.asArray();
serializationObject.specular = light.specular.asArray();
return serializationObject;
};
var serializeFresnelParameter = function (fresnelParameter) {
var serializationObject = {};
serializationObject.isEnabled = fresnelParameter.isEnabled;
serializationObject.leftColor = fresnelParameter.leftColor;
serializationObject.rightColor = fresnelParameter.rightColor;
serializationObject.bias = fresnelParameter.bias;
serializationObject.power = fresnelParameter.power;
return serializationObject;
};
var appendAnimations = function (source, destination) {
if (source.animations) {
destination.animations = [];
for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
var animation = source.animations[animationIndex];
destination.animations.push(serializeAnimation(animation));
}
}
};
var serializeCamera = function (camera) {
var serializationObject = {};
serializationObject.name = camera.name;
serializationObject.tags = BABYLON.Tags.GetTags(camera);
serializationObject.id = camera.id;
serializationObject.position = camera.position.asArray();
// Parent
if (camera.parent) {
serializationObject.parentId = camera.parent.id;
}
serializationObject.fov = camera.fov;
serializationObject.minZ = camera.minZ;
serializationObject.maxZ = camera.maxZ;
serializationObject.inertia = camera.inertia;
//setting the type
if (camera instanceof BABYLON.FreeCamera) {
serializationObject.type = "FreeCamera";
}
else if (camera instanceof BABYLON.ArcRotateCamera) {
serializationObject.type = "ArcRotateCamera";
}
else if (camera instanceof BABYLON.AnaglyphArcRotateCamera) {
serializationObject.type = "AnaglyphArcRotateCamera";
}
else if (camera instanceof BABYLON.GamepadCamera) {
serializationObject.type = "GamepadCamera";
}
else if (camera instanceof BABYLON.AnaglyphFreeCamera) {
serializationObject.type = "AnaglyphFreeCamera";
}
else if (camera instanceof BABYLON.DeviceOrientationCamera) {
serializationObject.type = "DeviceOrientationCamera";
}
else if (camera instanceof BABYLON.FollowCamera) {
serializationObject.type = "FollowCamera";
}
else if (camera instanceof BABYLON.TouchCamera) {
serializationObject.type = "TouchCamera";
}
else if (camera instanceof BABYLON.VirtualJoysticksCamera) {
serializationObject.type = "VirtualJoysticksCamera";
}
else if (camera instanceof BABYLON.WebVRFreeCamera) {
serializationObject.type = "WebVRCamera";
}
else if (camera instanceof BABYLON.VRDeviceOrientationFreeCamera) {
serializationObject.type = "VRDeviceOrientationCamera";
}
//special properties of specific cameras
if (camera instanceof BABYLON.ArcRotateCamera || camera instanceof BABYLON.AnaglyphArcRotateCamera) {
var arcCamera = camera;
serializationObject.alpha = arcCamera.alpha;
serializationObject.beta = arcCamera.beta;
serializationObject.radius = arcCamera.radius;
if (arcCamera.target && arcCamera.target.id) {
serializationObject.lockedTargetId = arcCamera.target.id;
}
}
else if (camera instanceof BABYLON.FollowCamera) {
var followCam = camera;
serializationObject.radius = followCam.radius;
serializationObject.heightOffset = followCam.heightOffset;
serializationObject.rotationOffset = followCam.rotationOffset;
}
else if (camera instanceof BABYLON.AnaglyphFreeCamera || camera instanceof BABYLON.AnaglyphArcRotateCamera) {
//eye space is a private member and can only be access like this. Without changing the implementation this is the best way to get it.
if (camera['_eyeSpace'] !== undefined) {
serializationObject.eye_space = BABYLON.Tools.ToDegrees(camera['_eyeSpace']);
}
}
//general properties that not all cameras have. The [] is due to typescript's type safety
if (camera['speed'] !== undefined) {
serializationObject.speed = camera['speed'];
}
if (camera['target'] && camera['target'] instanceof BABYLON.Vector3) {
serializationObject.target = camera['target'].asArray();
}
// Target
if (camera['rotation'] && camera['rotation'] instanceof BABYLON.Vector3) {
serializationObject.rotation = camera['rotation'].asArray();
}
// Locked target
if (camera['lockedTarget'] && camera['lockedTarget'].id) {
serializationObject.lockedTargetId = camera['lockedTarget'].id;
}
serializationObject.checkCollisions = camera['checkCollisions'] || false;
serializationObject.applyGravity = camera['applyGravity'] || false;
if (camera['ellipsoid']) {
serializationObject.ellipsoid = camera['ellipsoid'].asArray();
}
// Animations
appendAnimations(camera, serializationObject);
// Layer mask
serializationObject.layerMask = camera.layerMask;
return serializationObject;
};
var serializeAnimation = function (animation) {
var serializationObject = {};
serializationObject.name = animation.name;
serializationObject.property = animation.targetProperty;
serializationObject.framePerSecond = animation.framePerSecond;
serializationObject.dataType = animation.dataType;
serializationObject.loopBehavior = animation.loopMode;
var dataType = animation.dataType;
serializationObject.keys = [];
var keys = animation.getKeys();
for (var index = 0; index < keys.length; index++) {
var animationKey = keys[index];
var key = {};
key.frame = animationKey.frame;
switch (dataType) {
case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
key.values = [animationKey.value];
break;
case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
key.values = animationKey.value.asArray();
break;
}
serializationObject.keys.push(key);
}
return serializationObject;
};
var serializeMultiMaterial = function (material) {
var serializationObject = {};
serializationObject.name = material.name;
serializationObject.id = material.id;
serializationObject.tags = BABYLON.Tags.GetTags(material);
serializationObject.materials = [];
for (var matIndex = 0; matIndex < material.subMaterials.length; matIndex++) {
var subMat = material.subMaterials[matIndex];
if (subMat) {
serializationObject.materials.push(subMat.id);
}
else {
serializationObject.materials.push(null);
}
}
return serializationObject;
};
var serializeMaterial = function (material) {
var serializationObject = {};
serializationObject.name = material.name;
serializationObject.ambient = material.ambientColor.asArray();
serializationObject.diffuse = material.diffuseColor.asArray();
serializationObject.specular = material.specularColor.asArray();
serializationObject.specularPower = material.specularPower;
serializationObject.emissive = material.emissiveColor.asArray();
serializationObject.alpha = material.alpha;
serializationObject.id = material.id;
serializationObject.tags = BABYLON.Tags.GetTags(material);
serializationObject.backFaceCulling = material.backFaceCulling;
if (material.diffuseTexture) {
serializationObject.diffuseTexture = serializeTexture(material.diffuseTexture);
}
if (material.diffuseFresnelParameters) {
serializationObject.diffuseFresnelParameters = serializeFresnelParameter(material.diffuseFresnelParameters);
}
if (material.ambientTexture) {
serializationObject.ambientTexture = serializeTexture(material.ambientTexture);
}
if (material.opacityTexture) {
serializationObject.opacityTexture = serializeTexture(material.opacityTexture);
}
if (material.opacityFresnelParameters) {
serializationObject.opacityFresnelParameters = serializeFresnelParameter(material.opacityFresnelParameters);
}
if (material.reflectionTexture) {
serializationObject.reflectionTexture = serializeTexture(material.reflectionTexture);
}
if (material.reflectionFresnelParameters) {
serializationObject.reflectionFresnelParameters = serializeFresnelParameter(material.reflectionFresnelParameters);
}
if (material.emissiveTexture) {
serializationObject.emissiveTexture = serializeTexture(material.emissiveTexture);
}
if (material.emissiveFresnelParameters) {
serializationObject.emissiveFresnelParameters = serializeFresnelParameter(material.emissiveFresnelParameters);
}
if (material.specularTexture) {
serializationObject.specularTexture = serializeTexture(material.specularTexture);
}
if (material.bumpTexture) {
serializationObject.bumpTexture = serializeTexture(material.bumpTexture);
}
return serializationObject;
};
var serializeTexture = function (texture) {
var serializationObject = {};
if (!texture.name) {
return null;
}
if (texture instanceof BABYLON.CubeTexture) {
serializationObject.name = texture.name;
serializationObject.hasAlpha = texture.hasAlpha;
serializationObject.level = texture.level;
serializationObject.coordinatesMode = texture.coordinatesMode;
return serializationObject;
}
if (texture instanceof BABYLON.MirrorTexture) {
var mirrorTexture = texture;
serializationObject.renderTargetSize = mirrorTexture.getRenderSize();
serializationObject.renderList = [];
for (var index = 0; index < mirrorTexture.renderList.length; index++) {
serializationObject.renderList.push(mirrorTexture.renderList[index].id);
}
serializationObject.mirrorPlane = mirrorTexture.mirrorPlane.asArray();
}
else if (texture instanceof BABYLON.RenderTargetTexture) {
var renderTargetTexture = texture;
serializationObject.renderTargetSize = renderTargetTexture.getRenderSize();
serializationObject.renderList = [];
for (index = 0; index < renderTargetTexture.renderList.length; index++) {
serializationObject.renderList.push(renderTargetTexture.renderList[index].id);
}
}
var regularTexture = texture;
serializationObject.name = texture.name;
serializationObject.hasAlpha = texture.hasAlpha;
serializationObject.level = texture.level;
serializationObject.coordinatesIndex = texture.coordinatesIndex;
serializationObject.coordinatesMode = texture.coordinatesMode;
serializationObject.uOffset = regularTexture.uOffset;
serializationObject.vOffset = regularTexture.vOffset;
serializationObject.uScale = regularTexture.uScale;
serializationObject.vScale = regularTexture.vScale;
serializationObject.uAng = regularTexture.uAng;
serializationObject.vAng = regularTexture.vAng;
serializationObject.wAng = regularTexture.wAng;
serializationObject.wrapU = texture.wrapU;
serializationObject.wrapV = texture.wrapV;
// Animations
appendAnimations(texture, serializationObject);
return serializationObject;
};
var serializeSkeleton = function (skeleton) {
var serializationObject = {};
serializationObject.name = skeleton.name;
serializationObject.id = skeleton.id;
serializationObject.bones = [];
for (var index = 0; index < skeleton.bones.length; index++) {
var bone = skeleton.bones[index];
var serializedBone = {
parentBoneIndex: bone.getParent() ? skeleton.bones.indexOf(bone.getParent()) : -1,
name: bone.name,
matrix: bone.getLocalMatrix().toArray()
};
serializationObject.bones.push(serializedBone);
if (bone.animations && bone.animations.length > 0) {
serializedBone.animation = serializeAnimation(bone.animations[0]);
}
}
return serializationObject;
};
var serializeParticleSystem = function (particleSystem) {
var serializationObject = {};
serializationObject.emitterId = particleSystem.emitter.id;
serializationObject.capacity = particleSystem.getCapacity();
if (particleSystem.particleTexture) {
serializationObject.textureName = particleSystem.particleTexture.name;
}
serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
serializationObject.minSize = particleSystem.minSize;
serializationObject.maxSize = particleSystem.maxSize;
serializationObject.minLifeTime = particleSystem.minLifeTime;
serializationObject.maxLifeTime = particleSystem.maxLifeTime;
serializationObject.emitRate = particleSystem.emitRate;
serializationObject.minEmitBox = particleSystem.minEmitBox.asArray();
serializationObject.maxEmitBox = particleSystem.maxEmitBox.asArray();
serializationObject.gravity = particleSystem.gravity.asArray();
serializationObject.direction1 = particleSystem.direction1.asArray();
serializationObject.direction2 = particleSystem.direction2.asArray();
serializationObject.color1 = particleSystem.color1.asArray();
serializationObject.color2 = particleSystem.color2.asArray();
serializationObject.colorDead = particleSystem.colorDead.asArray();
serializationObject.updateSpeed = particleSystem.updateSpeed;
serializationObject.targetStopDuration = particleSystem.targetStopDuration;
serializationObject.textureMask = particleSystem.textureMask.asArray();
serializationObject.blendMode = particleSystem.blendMode;
return serializationObject;
};
var serializeLensFlareSystem = function (lensFlareSystem) {
var serializationObject = {};
serializationObject.emitterId = lensFlareSystem.getEmitter().id;
serializationObject.borderLimit = lensFlareSystem.borderLimit;
serializationObject.flares = [];
for (var index = 0; index < lensFlareSystem.lensFlares.length; index++) {
var flare = lensFlareSystem.lensFlares[index];
serializationObject.flares.push({
size: flare.size,
position: flare.position,
color: flare.color.asArray(),
textureName: BABYLON.Tools.GetFilename(flare.texture.name)
});
}
return serializationObject;
};
var serializeShadowGenerator = function (light) {
var serializationObject = {};
var shadowGenerator = light.getShadowGenerator();
serializationObject.lightId = light.id;
serializationObject.mapSize = shadowGenerator.getShadowMap().getRenderSize();
serializationObject.useVarianceShadowMap = shadowGenerator.useVarianceShadowMap;
serializationObject.usePoissonSampling = shadowGenerator.usePoissonSampling;
serializationObject.renderList = [];
for (var meshIndex = 0; meshIndex < shadowGenerator.getShadowMap().renderList.length; meshIndex++) {
var mesh = shadowGenerator.getShadowMap().renderList[meshIndex];
serializationObject.renderList.push(mesh.id);
}
return serializationObject;
};
var serializedGeometries = [];
var serializeGeometry = function (geometry, serializationGeometries) {
if (serializedGeometries[geometry.id]) {
return;
}
if (geometry instanceof BABYLON.Geometry.Primitives.Box) {
serializationGeometries.boxes.push(serializeBox(geometry));
}
else if (geometry instanceof BABYLON.Geometry.Primitives.Sphere) {
serializationGeometries.spheres.push(serializeSphere(geometry));
}
else if (geometry instanceof BABYLON.Geometry.Primitives.Cylinder) {
serializationGeometries.cylinders.push(serializeCylinder(geometry));
}
else if (geometry instanceof BABYLON.Geometry.Primitives.Torus) {
serializationGeometries.toruses.push(serializeTorus(geometry));
}
else if (geometry instanceof BABYLON.Geometry.Primitives.Ground) {
serializationGeometries.grounds.push(serializeGround(geometry));
}
else if (geometry instanceof BABYLON.Geometry.Primitives.Plane) {
serializationGeometries.planes.push(serializePlane(geometry));
}
else if (geometry instanceof BABYLON.Geometry.Primitives.TorusKnot) {
serializationGeometries.torusKnots.push(serializeTorusKnot(geometry));
}
else if (geometry instanceof BABYLON.Geometry.Primitives._Primitive) {
throw new Error("Unknow primitive type");
}
else {
serializationGeometries.vertexData.push(serializeVertexData(geometry));
}
serializedGeometries[geometry.id] = true;
};
var serializeGeometryBase = function (geometry) {
var serializationObject = {};
serializationObject.id = geometry.id;
if (BABYLON.Tags.HasTags(geometry)) {
serializationObject.tags = BABYLON.Tags.GetTags(geometry);
}
return serializationObject;
};
var serializeVertexData = function (vertexData) {
var serializationObject = serializeGeometryBase(vertexData);
if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
serializationObject.positions = vertexData.getVerticesData(BABYLON.VertexBuffer.PositionKind);
}
if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
serializationObject.normals = vertexData.getVerticesData(BABYLON.VertexBuffer.NormalKind);
}
if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
serializationObject.uvs = vertexData.getVerticesData(BABYLON.VertexBuffer.UVKind);
}
if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
serializationObject.uvs2 = vertexData.getVerticesData(BABYLON.VertexBuffer.UV2Kind);
}
if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
serializationObject.colors = vertexData.getVerticesData(BABYLON.VertexBuffer.ColorKind);
}
if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
serializationObject.matricesIndices = vertexData.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
serializationObject.matricesIndices._isExpanded = true;
}
if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
serializationObject.matricesWeights = vertexData.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
}
serializationObject.indices = vertexData.getIndices();
return serializationObject;
};
var serializePrimitive = function (primitive) {
var serializationObject = serializeGeometryBase(primitive);
serializationObject.canBeRegenerated = primitive.canBeRegenerated();
return serializationObject;
};
var serializeBox = function (box) {
var serializationObject = serializePrimitive(box);
serializationObject.size = box.size;
return serializationObject;
};
var serializeSphere = function (sphere) {
var serializationObject = serializePrimitive(sphere);
serializationObject.segments = sphere.segments;
serializationObject.diameter = sphere.diameter;
return serializationObject;
};
var serializeCylinder = function (cylinder) {
var serializationObject = serializePrimitive(cylinder);
serializationObject.height = cylinder.height;
serializationObject.diameterTop = cylinder.diameterTop;
serializationObject.diameterBottom = cylinder.diameterBottom;
serializationObject.tessellation = cylinder.tessellation;
return serializationObject;
};
var serializeTorus = function (torus) {
var serializationObject = serializePrimitive(torus);
serializationObject.diameter = torus.diameter;
serializationObject.thickness = torus.thickness;
serializationObject.tessellation = torus.tessellation;
return serializationObject;
};
var serializeGround = function (ground) {
var serializationObject = serializePrimitive(ground);
serializationObject.width = ground.width;
serializationObject.height = ground.height;
serializationObject.subdivisions = ground.subdivisions;
return serializationObject;
};
var serializePlane = function (plane) {
var serializationObject = serializePrimitive(plane);
serializationObject.size = plane.size;
return serializationObject;
};
var serializeTorusKnot = function (torusKnot) {
var serializationObject = serializePrimitive(torusKnot);
serializationObject.radius = torusKnot.radius;
serializationObject.tube = torusKnot.tube;
serializationObject.radialSegments = torusKnot.radialSegments;
serializationObject.tubularSegments = torusKnot.tubularSegments;
serializationObject.p = torusKnot.p;
serializationObject.q = torusKnot.q;
return serializationObject;
};
var serializeMesh = function (mesh, serializationScene) {
var serializationObject = {};
serializationObject.name = mesh.name;
serializationObject.id = mesh.id;
if (BABYLON.Tags.HasTags(mesh)) {
serializationObject.tags = BABYLON.Tags.GetTags(mesh);
}
serializationObject.position = mesh.position.asArray();
if (mesh.rotationQuaternion) {
serializationObject.rotationQuaternion = mesh.rotationQuaternion.asArray();
}
else if (mesh.rotation) {
serializationObject.rotation = mesh.rotation.asArray();
}
serializationObject.scaling = mesh.scaling.asArray();
serializationObject.localMatrix = mesh.getPivotMatrix().asArray();
serializationObject.isEnabled = mesh.isEnabled();
serializationObject.isVisible = mesh.isVisible;
serializationObject.infiniteDistance = mesh.infiniteDistance;
serializationObject.pickable = mesh.isPickable;
serializationObject.receiveShadows = mesh.receiveShadows;
serializationObject.billboardMode = mesh.billboardMode;
serializationObject.visibility = mesh.visibility;
serializationObject.checkCollisions = mesh.checkCollisions;
// Parent
if (mesh.parent) {
serializationObject.parentId = mesh.parent.id;
}
// Geometry
var geometry = mesh._geometry;
if (geometry) {
var geometryId = geometry.id;
serializationObject.geometryId = geometryId;
if (!mesh.getScene().getGeometryByID(geometryId)) {
// geometry was in the memory but not added to the scene, nevertheless it's better to serialize too be able to reload the mesh with its geometry
serializeGeometry(geometry, serializationScene.geometries);
}
// SubMeshes
serializationObject.subMeshes = [];
for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
var subMesh = mesh.subMeshes[subIndex];
serializationObject.subMeshes.push({
materialIndex: subMesh.materialIndex,
verticesStart: subMesh.verticesStart,
verticesCount: subMesh.verticesCount,
indexStart: subMesh.indexStart,
indexCount: subMesh.indexCount
});
}
}
// Material
if (mesh.material) {
serializationObject.materialId = mesh.material.id;
}
else {
mesh.material = null;
}
// Skeleton
if (mesh.skeleton) {
serializationObject.skeletonId = mesh.skeleton.id;
}
// Physics
if (mesh.getPhysicsImpostor() !== BABYLON.PhysicsEngine.NoImpostor) {
serializationObject.physicsMass = mesh.getPhysicsMass();
serializationObject.physicsFriction = mesh.getPhysicsFriction();
serializationObject.physicsRestitution = mesh.getPhysicsRestitution();
switch (mesh.getPhysicsImpostor()) {
case BABYLON.PhysicsEngine.BoxImpostor:
serializationObject.physicsImpostor = 1;
break;
case BABYLON.PhysicsEngine.SphereImpostor:
serializationObject.physicsImpostor = 2;
break;
}
}
// Instances
serializationObject.instances = [];
for (var index = 0; index < mesh.instances.length; index++) {
var instance = mesh.instances[index];
var serializationInstance = {
name: instance.name,
position: instance.position,
rotation: instance.rotation,
rotationQuaternion: instance.rotationQuaternion,
scaling: instance.scaling
};
serializationObject.instances.push(serializationInstance);
// Animations
appendAnimations(instance, serializationInstance);
}
// Animations
appendAnimations(mesh, serializationObject);
// Layer mask
serializationObject.layerMask = mesh.layerMask;
return serializationObject;
};
var SceneSerializer = (function () {
function SceneSerializer() {
}
SceneSerializer.Serialize = function (scene) {
var serializationObject = {};
// Scene
serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
serializationObject.autoClear = scene.autoClear;
serializationObject.clearColor = scene.clearColor.asArray();
serializationObject.ambientColor = scene.ambientColor.asArray();
serializationObject.gravity = scene.gravity.asArray();
// Fog
if (scene.fogMode && scene.fogMode !== 0) {
serializationObject.fogMode = scene.fogMode;
serializationObject.fogColor = scene.fogColor.asArray();
serializationObject.fogStart = scene.fogStart;
serializationObject.fogEnd = scene.fogEnd;
serializationObject.fogDensity = scene.fogDensity;
}
// Lights
serializationObject.lights = [];
for (var index = 0; index < scene.lights.length; index++) {
var light = scene.lights[index];
serializationObject.lights.push(serializeLight(light));
}
// Cameras
serializationObject.cameras = [];
for (index = 0; index < scene.cameras.length; index++) {
var camera = scene.cameras[index];
serializationObject.cameras.push(serializeCamera(camera));
}
if (scene.activeCamera) {
serializationObject.activeCameraID = scene.activeCamera.id;
}
// Materials
serializationObject.materials = [];
serializationObject.multiMaterials = [];
for (index = 0; index < scene.materials.length; index++) {
var material = scene.materials[index];
if (material instanceof BABYLON.StandardMaterial) {
serializationObject.materials.push(serializeMaterial(material));
}
else if (material instanceof BABYLON.MultiMaterial) {
serializationObject.multiMaterials.push(serializeMultiMaterial(material));
}
}
// Skeletons
serializationObject.skeletons = [];
for (index = 0; index < scene.skeletons.length; index++) {
serializationObject.skeletons.push(serializeSkeleton(scene.skeletons[index]));
}
// Geometries
serializationObject.geometries = {};
serializationObject.geometries.boxes = [];
serializationObject.geometries.spheres = [];
serializationObject.geometries.cylinders = [];
serializationObject.geometries.toruses = [];
serializationObject.geometries.grounds = [];
serializationObject.geometries.planes = [];
serializationObject.geometries.torusKnots = [];
serializationObject.geometries.vertexData = [];
serializedGeometries = [];
var geometries = scene.getGeometries();
for (index = 0; index < geometries.length; index++) {
var geometry = geometries[index];
if (geometry.isReady()) {
serializeGeometry(geometry, serializationObject.geometries);
}
}
// Meshes
serializationObject.meshes = [];
for (index = 0; index < scene.meshes.length; index++) {
var abstractMesh = scene.meshes[index];
if (abstractMesh instanceof BABYLON.Mesh) {
var mesh = abstractMesh;
if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
}
}
}
// Particles Systems
serializationObject.particleSystems = [];
for (index = 0; index < scene.particleSystems.length; index++) {
serializationObject.particleSystems.push(serializeParticleSystem(scene.particleSystems[index]));
}
// Lens flares
serializationObject.lensFlareSystems = [];
for (index = 0; index < scene.lensFlareSystems.length; index++) {
serializationObject.lensFlareSystems.push(serializeLensFlareSystem(scene.lensFlareSystems[index]));
}
// Shadows
serializationObject.shadowGenerators = [];
for (index = 0; index < scene.lights.length; index++) {
light = scene.lights[index];
if (light.getShadowGenerator()) {
serializationObject.shadowGenerators.push(serializeShadowGenerator(light));
}
}
return serializationObject;
};
return SceneSerializer;
})();
BABYLON.SceneSerializer = SceneSerializer;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.sceneSerializer.js.map
var BABYLON;
(function (BABYLON) {
// Unique ID when we import meshes from Babylon to CSG
var currentCSGMeshId = 0;
// # class Vertex
// Represents a vertex of a polygon. Use your own vertex class instead of this
// one to provide additional features like texture coordinates and vertex
// colors. Custom vertex classes need to provide a `pos` property and `clone()`,
// `flip()`, and `interpolate()` methods that behave analogous to the ones
// defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
// functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
// is not used anywhere else.
// Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
var Vertex = (function () {
function Vertex(pos, normal, uv) {
this.pos = pos;
this.normal = normal;
this.uv = uv;
}
Vertex.prototype.clone = function () {
return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
};
// Invert all orientation-specific data (e.g. vertex normal). Called when the
// orientation of a polygon is flipped.
Vertex.prototype.flip = function () {
this.normal = this.normal.scale(-1);
};
// Create a new vertex between this vertex and `other` by linearly
// interpolating all properties using a parameter of `t`. Subclasses should
// override this to interpolate additional properties.
Vertex.prototype.interpolate = function (other, t) {
return new Vertex(BABYLON.Vector3.Lerp(this.pos, other.pos, t), BABYLON.Vector3.Lerp(this.normal, other.normal, t), BABYLON.Vector2.Lerp(this.uv, other.uv, t));
};
return Vertex;
})();
// # class Plane
// Represents a plane in 3D space.
var Plane = (function () {
function Plane(normal, w) {
this.normal = normal;
this.w = w;
}
Plane.FromPoints = function (a, b, c) {
var v0 = c.subtract(a);
var v1 = b.subtract(a);
if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
return null;
}
var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
return new Plane(n, BABYLON.Vector3.Dot(n, a));
};
Plane.prototype.clone = function () {
return new Plane(this.normal.clone(), this.w);
};
Plane.prototype.flip = function () {
this.normal.scaleInPlace(-1);
this.w = -this.w;
};
// Split `polygon` by this plane if needed, then put the polygon or polygon
// fragments in the appropriate lists. Coplanar polygons go into either
// `coplanarFront` or `coplanarBack` depending on their orientation with
// respect to this plane. Polygons in front or in back of this plane go into
// either `front` or `back`.
Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
var COPLANAR = 0;
var FRONT = 1;
var BACK = 2;
var SPANNING = 3;
// Classify each point as well as the entire polygon into one of the above
// four classes.
var polygonType = 0;
var types = [];
for (var i = 0; i < polygon.vertices.length; i++) {
var t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
polygonType |= type;
types.push(type);
}
switch (polygonType) {
case COPLANAR:
(BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
break;
case FRONT:
front.push(polygon);
break;
case BACK:
back.push(polygon);
break;
case SPANNING:
var f = [], b = [];
for (i = 0; i < polygon.vertices.length; i++) {
var j = (i + 1) % polygon.vertices.length;
var ti = types[i], tj = types[j];
var vi = polygon.vertices[i], vj = polygon.vertices[j];
if (ti != BACK)
f.push(vi);
if (ti != FRONT)
b.push(ti != BACK ? vi.clone() : vi);
if ((ti | tj) == SPANNING) {
t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
var v = vi.interpolate(vj, t);
f.push(v);
b.push(v.clone());
}
}
if (f.length >= 3) {
var poly = new Polygon(f, polygon.shared);
if (poly.plane)
front.push(poly);
}
if (b.length >= 3) {
poly = new Polygon(b, polygon.shared);
if (poly.plane)
back.push(poly);
}
break;
}
};
// `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
// point is on the plane.
Plane.EPSILON = 1e-5;
return Plane;
})();
// # class Polygon
// Represents a convex polygon. The vertices used to initialize a polygon must
// be coplanar and form a convex loop.
//
// Each convex polygon has a `shared` property, which is shared between all
// polygons that are clones of each other or were split from the same polygon.
// This can be used to define per-polygon properties (such as surface color).
var Polygon = (function () {
function Polygon(vertices, shared) {
this.vertices = vertices;
this.shared = shared;
this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
}
Polygon.prototype.clone = function () {
var vertices = this.vertices.map(function (v) { return v.clone(); });
return new Polygon(vertices, this.shared);
};
Polygon.prototype.flip = function () {
this.vertices.reverse().map(function (v) {
v.flip();
});
this.plane.flip();
};
return Polygon;
})();
// # class Node
// Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
// by picking a polygon to split along. That polygon (and all other coplanar
// polygons) are added directly to that node and the other polygons are added to
// the front and/or back subtrees. This is not a leafy BSP tree since there is
// no distinction between internal and leaf nodes.
var Node = (function () {
function Node(polygons) {
this.plane = null;
this.front = null;
this.back = null;
this.polygons = [];
if (polygons) {
this.build(polygons);
}
}
Node.prototype.clone = function () {
var node = new Node();
node.plane = this.plane && this.plane.clone();
node.front = this.front && this.front.clone();
node.back = this.back && this.back.clone();
node.polygons = this.polygons.map(function (p) { return p.clone(); });
return node;
};
// Convert solid space to empty space and empty space to solid space.
Node.prototype.invert = function () {
for (var i = 0; i < this.polygons.length; i++) {
this.polygons[i].flip();
}
if (this.plane) {
this.plane.flip();
}
if (this.front) {
this.front.invert();
}
if (this.back) {
this.back.invert();
}
var temp = this.front;
this.front = this.back;
this.back = temp;
};
// Recursively remove all polygons in `polygons` that are inside this BSP
// tree.
Node.prototype.clipPolygons = function (polygons) {
if (!this.plane)
return polygons.slice();
var front = [], back = [];
for (var i = 0; i < polygons.length; i++) {
this.plane.splitPolygon(polygons[i], front, back, front, back);
}
if (this.front) {
front = this.front.clipPolygons(front);
}
if (this.back) {
back = this.back.clipPolygons(back);
}
else {
back = [];
}
return front.concat(back);
};
// Remove all polygons in this BSP tree that are inside the other BSP tree
// `bsp`.
Node.prototype.clipTo = function (bsp) {
this.polygons = bsp.clipPolygons(this.polygons);
if (this.front)
this.front.clipTo(bsp);
if (this.back)
this.back.clipTo(bsp);
};
// Return a list of all polygons in this BSP tree.
Node.prototype.allPolygons = function () {
var polygons = this.polygons.slice();
if (this.front)
polygons = polygons.concat(this.front.allPolygons());
if (this.back)
polygons = polygons.concat(this.back.allPolygons());
return polygons;
};
// Build a BSP tree out of `polygons`. When called on an existing tree, the
// new polygons are filtered down to the bottom of the tree and become new
// nodes there. Each set of polygons is partitioned using the first polygon
// (no heuristic is used to pick a good split).
Node.prototype.build = function (polygons) {
if (!polygons.length)
return;
if (!this.plane)
this.plane = polygons[0].plane.clone();
var front = [], back = [];
for (var i = 0; i < polygons.length; i++) {
this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
}
if (front.length) {
if (!this.front)
this.front = new Node();
this.front.build(front);
}
if (back.length) {
if (!this.back)
this.back = new Node();
this.back.build(back);
}
};
return Node;
})();
var CSG = (function () {
function CSG() {
this.polygons = new Array();
}
// Convert BABYLON.Mesh to BABYLON.CSG
CSG.FromMesh = function (mesh) {
var vertex, normal, uv, position, polygon, polygons = [], vertices;
if (mesh instanceof BABYLON.Mesh) {
mesh.computeWorldMatrix(true);
var matrix = mesh.getWorldMatrix();
var meshPosition = mesh.position.clone();
var meshRotation = mesh.rotation.clone();
var meshRotationQuaternion = mesh.rotationQuaternion.clone();
var meshScaling = mesh.scaling.clone();
}
else {
throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
}
var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
var subMeshes = mesh.subMeshes;
for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
vertices = [];
for (var j = 0; j < 3; j++) {
var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix);
normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix);
vertex = new Vertex(position, normal, uv);
vertices.push(vertex);
}
polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
// To handle the case of degenerated triangle
// polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
if (polygon.plane)
polygons.push(polygon);
}
}
var csg = CSG.FromPolygons(polygons);
csg.matrix = matrix;
csg.position = meshPosition;
csg.rotation = meshRotation;
csg.scaling = meshScaling;
csg.rotationQuaternion = meshRotationQuaternion;
currentCSGMeshId++;
return csg;
};
// Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
CSG.FromPolygons = function (polygons) {
var csg = new BABYLON.CSG();
csg.polygons = polygons;
return csg;
};
CSG.prototype.clone = function () {
var csg = new BABYLON.CSG();
csg.polygons = this.polygons.map(function (p) { return p.clone(); });
csg.copyTransformAttributes(this);
return csg;
};
CSG.prototype.toPolygons = function () {
return this.polygons;
};
CSG.prototype.union = function (csg) {
var a = new Node(this.clone().polygons);
var b = new Node(csg.clone().polygons);
a.clipTo(b);
b.clipTo(a);
b.invert();
b.clipTo(a);
b.invert();
a.build(b.allPolygons());
return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
};
CSG.prototype.unionInPlace = function (csg) {
var a = new Node(this.polygons);
var b = new Node(csg.polygons);
a.clipTo(b);
b.clipTo(a);
b.invert();
b.clipTo(a);
b.invert();
a.build(b.allPolygons());
this.polygons = a.allPolygons();
};
CSG.prototype.subtract = function (csg) {
var a = new Node(this.clone().polygons);
var b = new Node(csg.clone().polygons);
a.invert();
a.clipTo(b);
b.clipTo(a);
b.invert();
b.clipTo(a);
b.invert();
a.build(b.allPolygons());
a.invert();
return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
};
CSG.prototype.subtractInPlace = function (csg) {
var a = new Node(this.polygons);
var b = new Node(csg.polygons);
a.invert();
a.clipTo(b);
b.clipTo(a);
b.invert();
b.clipTo(a);
b.invert();
a.build(b.allPolygons());
a.invert();
this.polygons = a.allPolygons();
};
CSG.prototype.intersect = function (csg) {
var a = new Node(this.clone().polygons);
var b = new Node(csg.clone().polygons);
a.invert();
b.clipTo(a);
b.invert();
a.clipTo(b);
b.clipTo(a);
a.build(b.allPolygons());
a.invert();
return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
};
CSG.prototype.intersectInPlace = function (csg) {
var a = new Node(this.polygons);
var b = new Node(csg.polygons);
a.invert();
b.clipTo(a);
b.invert();
a.clipTo(b);
b.clipTo(a);
a.build(b.allPolygons());
a.invert();
this.polygons = a.allPolygons();
};
// Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
// not modified.
CSG.prototype.inverse = function () {
var csg = this.clone();
csg.inverseInPlace();
return csg;
};
CSG.prototype.inverseInPlace = function () {
this.polygons.map(function (p) {
p.flip();
});
};
// This is used to keep meshes transformations so they can be restored
// when we build back a Babylon Mesh
// NB : All CSG operations are performed in world coordinates
CSG.prototype.copyTransformAttributes = function (csg) {
this.matrix = csg.matrix;
this.position = csg.position;
this.rotation = csg.rotation;
this.scaling = csg.scaling;
this.rotationQuaternion = csg.rotationQuaternion;
return this;
};
// Build Raw mesh from CSG
// Coordinates here are in world space
CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
var matrix = this.matrix.clone();
matrix.invert();
var mesh = new BABYLON.Mesh(name, scene), vertices = [], indices = [], normals = [], uvs = [], vertex = BABYLON.Vector3.Zero(), normal = BABYLON.Vector3.Zero(), uv = BABYLON.Vector2.Zero(), polygons = this.polygons, polygonIndices = [0, 0, 0], polygon, vertice_dict = {}, vertex_idx, currentIndex = 0, subMesh_dict = {}, subMesh_obj;
if (keepSubMeshes) {
// Sort Polygons, since subMeshes are indices range
polygons.sort(function (a, b) {
if (a.shared.meshId === b.shared.meshId) {
return a.shared.subMeshId - b.shared.subMeshId;
}
else {
return a.shared.meshId - b.shared.meshId;
}
});
}
for (var i = 0, il = polygons.length; i < il; i++) {
polygon = polygons[i];
// Building SubMeshes
if (!subMesh_dict[polygon.shared.meshId]) {
subMesh_dict[polygon.shared.meshId] = {};
}
if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
indexStart: +Infinity,
indexEnd: -Infinity,
materialIndex: polygon.shared.materialIndex
};
}
subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
polygonIndices[0] = 0;
polygonIndices[1] = j - 1;
polygonIndices[2] = j;
for (var k = 0; k < 3; k++) {
vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix);
vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
// Check if 2 points can be merged
if (!(typeof vertex_idx !== 'undefined' && normals[vertex_idx * 3] === localNormal.x && normals[vertex_idx * 3 + 1] === localNormal.y && normals[vertex_idx * 3 + 2] === localNormal.z && uvs[vertex_idx * 2] === uv.x && uvs[vertex_idx * 2 + 1] === uv.y)) {
vertices.push(localVertex.x, localVertex.y, localVertex.z);
uvs.push(uv.x, uv.y);
normals.push(normal.x, normal.y, normal.z);
vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
}
indices.push(vertex_idx);
subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
currentIndex++;
}
}
}
mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
mesh.setIndices(indices);
if (keepSubMeshes) {
// We offset the materialIndex by the previous number of materials in the CSG mixed meshes
var materialIndexOffset = 0, materialMaxIndex;
mesh.subMeshes.length = 0;
for (var m in subMesh_dict) {
materialMaxIndex = -1;
for (var sm in subMesh_dict[m]) {
subMesh_obj = subMesh_dict[m][sm];
BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
}
materialIndexOffset += ++materialMaxIndex;
}
}
return mesh;
};
// Build Mesh from CSG taking material and transforms into account
CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
mesh.material = material;
mesh.position.copyFrom(this.position);
mesh.rotation.copyFrom(this.rotation);
mesh.rotationQuaternion.copyFrom(this.rotationQuaternion);
mesh.scaling.copyFrom(this.scaling);
mesh.computeWorldMatrix(true);
return mesh;
};
return CSG;
})();
BABYLON.CSG = CSG;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.csg.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var VRDistortionCorrectionPostProcess = (function (_super) {
__extends(VRDistortionCorrectionPostProcess, _super);
//ANY
function VRDistortionCorrectionPostProcess(name, camera, isRightEye, vrMetrics) {
var _this = this;
_super.call(this, name, "vrDistortionCorrection", [
'LensCenter',
'Scale',
'ScaleIn',
'HmdWarpParam'
], null, vrMetrics.postProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE, null, null);
this._isRightEye = isRightEye;
this._distortionFactors = vrMetrics.distortionK;
this._postProcessScaleFactor = vrMetrics.postProcessScaleFactor;
this._lensCenterOffset = vrMetrics.lensCenterOffset;
this.onSizeChanged = function () {
_this.aspectRatio = _this.width * .5 / _this.height;
_this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
_this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
_this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
};
this.onApply = function (effect) {
effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
};
}
return VRDistortionCorrectionPostProcess;
})(BABYLON.PostProcess);
BABYLON.VRDistortionCorrectionPostProcess = VRDistortionCorrectionPostProcess;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.vrDistortionCorrectionPostProcess.js.map
// Mainly based on these 2 articles :
// Creating an universal virtual touch joystick working for all Touch models thanks to Hand.JS : http://blogs.msdn.com/b/davrous/archive/2013/02/22/creating-an-universal-virtual-touch-joystick-working-for-all-touch-models-thanks-to-hand-js.aspx
// & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/
var BABYLON;
(function (BABYLON) {
(function (JoystickAxis) {
JoystickAxis[JoystickAxis["X"] = 0] = "X";
JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
})(BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
var JoystickAxis = BABYLON.JoystickAxis;
var VirtualJoystick = (function () {
function VirtualJoystick(leftJoystick) {
var _this = this;
if (leftJoystick) {
this._leftJoystick = true;
}
else {
this._leftJoystick = false;
}
this._joystickIndex = VirtualJoystick._globalJoystickIndex;
VirtualJoystick._globalJoystickIndex++;
// By default left & right arrow keys are moving the X
// and up & down keys are moving the Y
this._axisTargetedByLeftAndRight = 0 /* X */;
this._axisTargetedByUpAndDown = 1 /* Y */;
this.reverseLeftRight = false;
this.reverseUpDown = false;
// collections of pointers
this._touches = new BABYLON.SmartCollection();
this.deltaPosition = BABYLON.Vector3.Zero();
this._joystickSensibility = 25;
this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
this._rotationSpeed = 25;
this._inverseRotationSpeed = 1 / (this._rotationSpeed / 1000);
this._rotateOnAxisRelativeToMesh = false;
// injecting a canvas element on top of the canvas 3D game
if (!VirtualJoystick.vjCanvas) {
window.addEventListener("resize", function () {
VirtualJoystick.vjCanvasWidth = window.innerWidth;
VirtualJoystick.vjCanvasHeight = window.innerHeight;
VirtualJoystick.vjCanvas.width = VirtualJoystick.vjCanvasWidth;
VirtualJoystick.vjCanvas.height = VirtualJoystick.vjCanvasHeight;
VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
VirtualJoystick.halfHeight = VirtualJoystick.vjCanvasHeight / 2;
}, false);
VirtualJoystick.vjCanvas = document.createElement("canvas");
VirtualJoystick.vjCanvasWidth = window.innerWidth;
VirtualJoystick.vjCanvasHeight = window.innerHeight;
VirtualJoystick.vjCanvas.width = window.innerWidth;
VirtualJoystick.vjCanvas.height = window.innerHeight;
VirtualJoystick.vjCanvas.style.width = "100%";
VirtualJoystick.vjCanvas.style.height = "100%";
VirtualJoystick.vjCanvas.style.position = "absolute";
VirtualJoystick.vjCanvas.style.backgroundColor = "transparent";
VirtualJoystick.vjCanvas.style.top = "0px";
VirtualJoystick.vjCanvas.style.left = "0px";
VirtualJoystick.vjCanvas.style.zIndex = "5";
VirtualJoystick.vjCanvas.style.msTouchAction = "none";
VirtualJoystick.vjCanvasContext = VirtualJoystick.vjCanvas.getContext('2d');
VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
VirtualJoystick.vjCanvasContext.lineWidth = 2;
document.body.appendChild(VirtualJoystick.vjCanvas);
}
VirtualJoystick.halfWidth = VirtualJoystick.vjCanvas.width / 2;
VirtualJoystick.halfHeight = VirtualJoystick.vjCanvas.height / 2;
this.pressed = false;
// default joystick color
this._joystickColor = "cyan";
this._joystickPointerID = -1;
// current joystick position
this._joystickPointerPos = new BABYLON.Vector2(0, 0);
// origin joystick position
this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
VirtualJoystick.vjCanvas.addEventListener('pointerdown', function (evt) {
_this._onPointerDown(evt);
}, false);
VirtualJoystick.vjCanvas.addEventListener('pointermove', function (evt) {
_this._onPointerMove(evt);
}, false);
VirtualJoystick.vjCanvas.addEventListener('pointerup', function (evt) {
_this._onPointerUp(evt);
}, false);
VirtualJoystick.vjCanvas.addEventListener('pointerout', function (evt) {
_this._onPointerUp(evt);
}, false);
VirtualJoystick.vjCanvas.addEventListener("contextmenu", function (evt) {
evt.preventDefault(); // Disables system menu
}, false);
requestAnimationFrame(function () {
_this._drawVirtualJoystick();
});
}
VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
this._joystickSensibility = newJoystickSensibility;
this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
};
VirtualJoystick.prototype._onPointerDown = function (e) {
var positionOnScreenCondition;
e.preventDefault();
if (this._leftJoystick === true) {
positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
}
else {
positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
}
if (positionOnScreenCondition && this._joystickPointerID < 0) {
// First contact will be dedicated to the virtual joystick
this._joystickPointerID = e.pointerId;
this._joystickPointerStartPos.x = e.clientX;
this._joystickPointerStartPos.y = e.clientY;
this._joystickPointerPos = this._joystickPointerStartPos.clone();
this._deltaJoystickVector.x = 0;
this._deltaJoystickVector.y = 0;
this.pressed = true;
this._touches.add(e.pointerId.toString(), e);
}
else {
// You can only trigger the action buttons with a joystick declared
if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
this._action();
this._touches.add(e.pointerId.toString(), e);
}
}
};
VirtualJoystick.prototype._onPointerMove = function (e) {
// If the current pointer is the one associated to the joystick (first touch contact)
if (this._joystickPointerID == e.pointerId) {
this._joystickPointerPos.x = e.clientX;
this._joystickPointerPos.y = e.clientY;
this._deltaJoystickVector = this._joystickPointerPos.clone();
this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
var directionLeftRight = this.reverseLeftRight ? -1 : 1;
var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
switch (this._axisTargetedByLeftAndRight) {
case 0 /* X */:
this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
break;
case 1 /* Y */:
this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
break;
case 2 /* Z */:
this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
break;
}
var directionUpDown = this.reverseUpDown ? 1 : -1;
var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
switch (this._axisTargetedByUpAndDown) {
case 0 /* X */:
this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
break;
case 1 /* Y */:
this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
break;
case 2 /* Z */:
this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
break;
}
}
else {
if (this._touches.item(e.pointerId.toString())) {
this._touches.item(e.pointerId.toString()).x = e.clientX;
this._touches.item(e.pointerId.toString()).y = e.clientY;
}
}
};
VirtualJoystick.prototype._onPointerUp = function (e) {
this._clearCanvas();
if (this._joystickPointerID == e.pointerId) {
this._joystickPointerID = -1;
this.pressed = false;
}
this._deltaJoystickVector.x = 0;
this._deltaJoystickVector.y = 0;
this._touches.remove(e.pointerId.toString());
};
/**
* Change the color of the virtual joystick
* @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
*/
VirtualJoystick.prototype.setJoystickColor = function (newColor) {
this._joystickColor = newColor;
};
VirtualJoystick.prototype.setActionOnTouch = function (action) {
this._action = action;
};
// Define which axis you'd like to control for left & right
VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
switch (axis) {
case 0 /* X */:
case 1 /* Y */:
case 2 /* Z */:
this._axisTargetedByLeftAndRight = axis;
break;
default:
this._axisTargetedByLeftAndRight = 0 /* X */;
break;
}
};
// Define which axis you'd like to control for up & down
VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
switch (axis) {
case 0 /* X */:
case 1 /* Y */:
case 2 /* Z */:
this._axisTargetedByUpAndDown = axis;
break;
default:
this._axisTargetedByUpAndDown = 1 /* Y */;
break;
}
};
VirtualJoystick.prototype._clearCanvas = function () {
if (this._leftJoystick) {
VirtualJoystick.vjCanvasContext.clearRect(0, 0, VirtualJoystick.vjCanvasWidth / 2, VirtualJoystick.vjCanvasHeight);
}
else {
VirtualJoystick.vjCanvasContext.clearRect(VirtualJoystick.vjCanvasWidth / 2, 0, VirtualJoystick.vjCanvasWidth, VirtualJoystick.vjCanvasHeight);
}
};
VirtualJoystick.prototype._drawVirtualJoystick = function () {
var _this = this;
if (this.pressed) {
this._clearCanvas();
this._touches.forEach(function (touch) {
if (touch.pointerId === _this._joystickPointerID) {
VirtualJoystick.vjCanvasContext.beginPath();
VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
VirtualJoystick.vjCanvasContext.lineWidth = 6;
VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
VirtualJoystick.vjCanvasContext.stroke();
VirtualJoystick.vjCanvasContext.beginPath();
VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
VirtualJoystick.vjCanvasContext.lineWidth = 2;
VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
VirtualJoystick.vjCanvasContext.stroke();
VirtualJoystick.vjCanvasContext.beginPath();
VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
VirtualJoystick.vjCanvasContext.stroke();
}
else {
VirtualJoystick.vjCanvasContext.beginPath();
VirtualJoystick.vjCanvasContext.fillStyle = "white";
VirtualJoystick.vjCanvasContext.beginPath();
VirtualJoystick.vjCanvasContext.strokeStyle = "red";
VirtualJoystick.vjCanvasContext.lineWidth = 6;
VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
VirtualJoystick.vjCanvasContext.stroke();
}
;
});
}
requestAnimationFrame(function () {
_this._drawVirtualJoystick();
});
};
VirtualJoystick.prototype.releaseCanvas = function () {
if (VirtualJoystick.vjCanvas) {
document.body.removeChild(VirtualJoystick.vjCanvas);
VirtualJoystick.vjCanvas = null;
}
};
// Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas
VirtualJoystick._globalJoystickIndex = 0;
return VirtualJoystick;
})();
BABYLON.VirtualJoystick = VirtualJoystick;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.virtualJoystick.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
// We're mainly based on the logic defined into the FreeCamera code
var VirtualJoysticksCamera = (function (_super) {
__extends(VirtualJoysticksCamera, _super);
function VirtualJoysticksCamera(name, position, scene) {
_super.call(this, name, position, scene);
this._leftjoystick = new BABYLON.VirtualJoystick(true);
this._leftjoystick.setAxisForUpDown(2 /* Z */);
this._leftjoystick.setAxisForLeftRight(0 /* X */);
this._leftjoystick.setJoystickSensibility(0.15);
this._rightjoystick = new BABYLON.VirtualJoystick(false);
this._rightjoystick.setAxisForUpDown(0 /* X */);
this._rightjoystick.setAxisForLeftRight(1 /* Y */);
this._rightjoystick.reverseUpDown = true;
this._rightjoystick.setJoystickSensibility(0.05);
this._rightjoystick.setJoystickColor("yellow");
}
VirtualJoysticksCamera.prototype._checkInputs = function () {
var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(this.rotation.y, this.rotation.x, 0);
var deltaTransform = BABYLON.Vector3.TransformCoordinates(this._leftjoystick.deltaPosition, cameraTransform);
this.cameraDirection = this.cameraDirection.add(deltaTransform);
this.cameraRotation = this.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
if (!this._leftjoystick.pressed) {
this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
}
if (!this._rightjoystick.pressed) {
this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
}
_super.prototype._checkInputs.call(this);
};
VirtualJoysticksCamera.prototype.dispose = function () {
this._leftjoystick.releaseCanvas();
_super.prototype.dispose.call(this);
};
return VirtualJoysticksCamera;
})(BABYLON.FreeCamera);
BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.virtualJoysticksCamera.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var ShaderMaterial = (function (_super) {
__extends(ShaderMaterial, _super);
function ShaderMaterial(name, scene, shaderPath, options) {
_super.call(this, name, scene);
this._textures = new Array();
this._floats = new Array();
this._floatsArrays = {};
this._colors3 = new Array();
this._colors4 = new Array();
this._vectors2 = new Array();
this._vectors3 = new Array();
this._matrices = new Array();
this._cachedWorldViewMatrix = new BABYLON.Matrix();
this._shaderPath = shaderPath;
options.needAlphaBlending = options.needAlphaBlending || false;
options.needAlphaTesting = options.needAlphaTesting || false;
options.attributes = options.attributes || ["position", "normal", "uv"];
options.uniforms = options.uniforms || ["worldViewProjection"];
options.samplers = options.samplers || [];
this._options = options;
}
ShaderMaterial.prototype.needAlphaBlending = function () {
return this._options.needAlphaBlending;
};
ShaderMaterial.prototype.needAlphaTesting = function () {
return this._options.needAlphaTesting;
};
ShaderMaterial.prototype._checkUniform = function (uniformName) {
if (this._options.uniforms.indexOf(uniformName) === -1) {
this._options.uniforms.push(uniformName);
}
};
ShaderMaterial.prototype.setTexture = function (name, texture) {
if (this._options.samplers.indexOf(name) === -1) {
this._options.samplers.push(name);
}
this._textures[name] = texture;
return this;
};
ShaderMaterial.prototype.setFloat = function (name, value) {
this._checkUniform(name);
this._floats[name] = value;
return this;
};
ShaderMaterial.prototype.setFloats = function (name, value) {
this._checkUniform(name);
this._floatsArrays[name] = value;
return this;
};
ShaderMaterial.prototype.setColor3 = function (name, value) {
this._checkUniform(name);
this._colors3[name] = value;
return this;
};
ShaderMaterial.prototype.setColor4 = function (name, value) {
this._checkUniform(name);
this._colors4[name] = value;
return this;
};
ShaderMaterial.prototype.setVector2 = function (name, value) {
this._checkUniform(name);
this._vectors2[name] = value;
return this;
};
ShaderMaterial.prototype.setVector3 = function (name, value) {
this._checkUniform(name);
this._vectors3[name] = value;
return this;
};
ShaderMaterial.prototype.setMatrix = function (name, value) {
this._checkUniform(name);
this._matrices[name] = value;
return this;
};
ShaderMaterial.prototype.isReady = function (mesh, useInstances) {
var scene = this.getScene();
var engine = scene.getEngine();
if (!this.checkReadyOnEveryCall) {
if (this._renderId === scene.getRenderId()) {
return true;
}
}
// Instances
var defines = [];
var fallbacks = new BABYLON.EffectFallbacks();
if (useInstances) {
defines.push("#define INSTANCES");
}
// Bones
if (mesh && mesh.useBones) {
defines.push("#define BONES");
defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
defines.push("#define BONES4");
fallbacks.addFallback(0, "BONES4");
}
// Alpha test
if (engine.getAlphaTesting()) {
defines.push("#define ALPHATEST");
}
var previousEffect = this._effect;
var join = defines.join("\n");
this._effect = engine.createEffect(this._shaderPath, this._options.attributes, this._options.uniforms, this._options.samplers, join, fallbacks, this.onCompiled, this.onError);
if (!this._effect.isReady()) {
return false;
}
if (previousEffect !== this._effect) {
scene.resetCachedMaterial();
}
this._renderId = scene.getRenderId();
return true;
};
ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
var scene = this.getScene();
if (this._options.uniforms.indexOf("world") !== -1) {
this._effect.setMatrix("world", world);
}
if (this._options.uniforms.indexOf("worldView") !== -1) {
world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
}
if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
}
};
ShaderMaterial.prototype.bind = function (world, mesh) {
// Std values
this.bindOnlyWorldMatrix(world);
if (this.getScene().getCachedMaterial() !== this) {
if (this._options.uniforms.indexOf("view") !== -1) {
this._effect.setMatrix("view", this.getScene().getViewMatrix());
}
if (this._options.uniforms.indexOf("projection") !== -1) {
this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
}
if (this._options.uniforms.indexOf("viewProjection") !== -1) {
this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
}
// Bones
if (mesh && mesh.useBones) {
this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
}
for (var name in this._textures) {
this._effect.setTexture(name, this._textures[name]);
}
for (name in this._floats) {
this._effect.setFloat(name, this._floats[name]);
}
for (name in this._floatsArrays) {
this._effect.setArray(name, this._floatsArrays[name]);
}
for (name in this._colors3) {
this._effect.setColor3(name, this._colors3[name]);
}
for (name in this._colors4) {
var color = this._colors4[name];
this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
}
for (name in this._vectors2) {
this._effect.setVector2(name, this._vectors2[name]);
}
for (name in this._vectors3) {
this._effect.setVector3(name, this._vectors3[name]);
}
for (name in this._matrices) {
this._effect.setMatrix(name, this._matrices[name]);
}
}
_super.prototype.bind.call(this, world, mesh);
};
ShaderMaterial.prototype.dispose = function (forceDisposeEffect) {
for (var name in this._textures) {
this._textures[name].dispose();
}
this._textures = [];
_super.prototype.dispose.call(this, forceDisposeEffect);
};
return ShaderMaterial;
})(BABYLON.Material);
BABYLON.ShaderMaterial = ShaderMaterial;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.shaderMaterial.js.map
var BABYLON;
(function (BABYLON) {
var VertexData = (function () {
function VertexData() {
}
VertexData.prototype.set = function (data, kind) {
switch (kind) {
case BABYLON.VertexBuffer.PositionKind:
this.positions = data;
break;
case BABYLON.VertexBuffer.NormalKind:
this.normals = data;
break;
case BABYLON.VertexBuffer.UVKind:
this.uvs = data;
break;
case BABYLON.VertexBuffer.UV2Kind:
this.uv2s = data;
break;
case BABYLON.VertexBuffer.ColorKind:
this.colors = data;
break;
case BABYLON.VertexBuffer.MatricesIndicesKind:
this.matricesIndices = data;
break;
case BABYLON.VertexBuffer.MatricesWeightsKind:
this.matricesWeights = data;
break;
}
};
VertexData.prototype.applyToMesh = function (mesh, updatable) {
this._applyTo(mesh, updatable);
};
VertexData.prototype.applyToGeometry = function (geometry, updatable) {
this._applyTo(geometry, updatable);
};
VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
this._update(mesh);
};
VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
this._update(geometry);
};
VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
if (this.positions) {
meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
}
if (this.normals) {
meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
}
if (this.uvs) {
meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
}
if (this.uv2s) {
meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uv2s, updatable);
}
if (this.colors) {
meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
}
if (this.matricesIndices) {
meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
}
if (this.matricesWeights) {
meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
}
if (this.indices) {
meshOrGeometry.setIndices(this.indices);
}
};
VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
if (this.positions) {
meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
}
if (this.normals) {
meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
}
if (this.uvs) {
meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
}
if (this.uv2s) {
meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uv2s, updateExtends, makeItUnique);
}
if (this.colors) {
meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
}
if (this.matricesIndices) {
meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
}
if (this.matricesWeights) {
meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
}
if (this.indices) {
meshOrGeometry.setIndices(this.indices);
}
};
VertexData.prototype.transform = function (matrix) {
var transformed = BABYLON.Vector3.Zero();
if (this.positions) {
var position = BABYLON.Vector3.Zero();
for (var index = 0; index < this.positions.length; index += 3) {
BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
this.positions[index] = transformed.x;
this.positions[index + 1] = transformed.y;
this.positions[index + 2] = transformed.z;
}
}
if (this.normals) {
var normal = BABYLON.Vector3.Zero();
for (index = 0; index < this.normals.length; index += 3) {
BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
this.normals[index] = transformed.x;
this.normals[index + 1] = transformed.y;
this.normals[index + 2] = transformed.z;
}
}
};
VertexData.prototype.merge = function (other) {
if (other.indices) {
if (!this.indices) {
this.indices = [];
}
var offset = this.positions ? this.positions.length / 3 : 0;
for (var index = 0; index < other.indices.length; index++) {
this.indices.push(other.indices[index] + offset);
}
}
if (other.positions) {
if (!this.positions) {
this.positions = [];
}
for (index = 0; index < other.positions.length; index++) {
this.positions.push(other.positions[index]);
}
}
if (other.normals) {
if (!this.normals) {
this.normals = [];
}
for (index = 0; index < other.normals.length; index++) {
this.normals.push(other.normals[index]);
}
}
if (other.uvs) {
if (!this.uvs) {
this.uvs = [];
}
for (index = 0; index < other.uvs.length; index++) {
this.uvs.push(other.uvs[index]);
}
}
if (other.uv2s) {
if (!this.uv2s) {
this.uv2s = [];
}
for (index = 0; index < other.uv2s.length; index++) {
this.uv2s.push(other.uv2s[index]);
}
}
if (other.matricesIndices) {
if (!this.matricesIndices) {
this.matricesIndices = [];
}
for (index = 0; index < other.matricesIndices.length; index++) {
this.matricesIndices.push(other.matricesIndices[index]);
}
}
if (other.matricesWeights) {
if (!this.matricesWeights) {
this.matricesWeights = [];
}
for (index = 0; index < other.matricesWeights.length; index++) {
this.matricesWeights.push(other.matricesWeights[index]);
}
}
if (other.colors) {
if (!this.colors) {
this.colors = [];
}
for (index = 0; index < other.colors.length; index++) {
this.colors.push(other.colors[index]);
}
}
};
// Statics
VertexData.ExtractFromMesh = function (mesh, copyWhenShared) {
return VertexData._ExtractFrom(mesh, copyWhenShared);
};
VertexData.ExtractFromGeometry = function (geometry, copyWhenShared) {
return VertexData._ExtractFrom(geometry, copyWhenShared);
};
VertexData._ExtractFrom = function (meshOrGeometry, copyWhenShared) {
var result = new VertexData();
if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind, copyWhenShared);
}
if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind, copyWhenShared);
}
if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind, copyWhenShared);
}
if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
result.uv2s = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind, copyWhenShared);
}
if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind, copyWhenShared);
}
if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, copyWhenShared);
}
if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, copyWhenShared);
}
result.indices = meshOrGeometry.getIndices(copyWhenShared);
return result;
};
VertexData.CreateRibbon = function (pathArray, closeArray, closePath, offset, sideOrientation) {
if (sideOrientation === void 0) { sideOrientation = BABYLON.Mesh.DEFAULTSIDE; }
closeArray = closeArray || false;
closePath = closePath || false;
var defaultOffset = Math.floor(pathArray[0].length / 2);
offset = offset || defaultOffset;
offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset
var positions = [];
var indices = [];
var normals = [];
var uvs = [];
var us = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id
var vs = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray
var uTotalDistance = []; // uTotalDistance[p] : total distance of path p
var vTotalDistance = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray
var minlg; // minimal length among all paths from pathArray
var lg = []; // array of path lengths : nb of vertex per path
var idx = []; // array of path indexes : index of each path (first vertex) in positions array
var p; // path iterator
var i; // point iterator
var j; // point iterator
// if single path in pathArray
if (pathArray.length < 2) {
var ar1 = [];
var ar2 = [];
for (i = 0; i < pathArray[0].length - offset; i++) {
ar1.push(pathArray[0][i]);
ar2.push(pathArray[0][i + offset]);
}
pathArray = [ar1, ar2];
}
// positions and horizontal distances (u)
var idc = 0;
minlg = pathArray[0].length;
for (p = 0; p < pathArray.length; p++) {
uTotalDistance[p] = 0;
us[p] = [0];
var path = pathArray[p];
var l = path.length;
minlg = (minlg < l) ? minlg : l;
lg[p] = l;
idx[p] = idc;
j = 0;
while (j < l) {
positions.push(path[j].x, path[j].y, path[j].z);
if (j > 0) {
var vectlg = path[j].subtract(path[j - 1]).length();
var dist = vectlg + uTotalDistance[p];
us[p].push(dist);
uTotalDistance[p] = dist;
}
j++;
}
if (closePath) {
vectlg = path[0].subtract(path[j - 1]).length();
dist = vectlg + uTotalDistance[p];
uTotalDistance[p] = dist;
}
idc += l;
}
for (i = 0; i < minlg; i++) {
vTotalDistance[i] = 0;
vs[i] = [0];
var path1;
var path2;
for (p = 0; p < pathArray.length - 1; p++) {
path1 = pathArray[p];
path2 = pathArray[p + 1];
vectlg = path2[i].subtract(path1[i]).length();
dist = vectlg + vTotalDistance[i];
vs[i].push(dist);
vTotalDistance[i] = dist;
}
if (closeArray) {
path1 = pathArray[p];
path2 = pathArray[0];
vectlg = path2[i].subtract(path1[i]).length();
dist = vectlg + vTotalDistance[i];
vTotalDistance[i] = dist;
}
}
// uvs
var u;
var v;
for (p = 0; p < pathArray.length; p++) {
for (i = 0; i < minlg; i++) {
u = us[p][i] / uTotalDistance[p];
v = vs[i][p] / vTotalDistance[i];
uvs.push(u, v);
}
}
// indices
p = 0; // path index
var pi = 0; // positions array index
var l1 = lg[p] - 1; // path1 length
var l2 = lg[p + 1] - 1; // path2 length
var min = (l1 < l2) ? l1 : l2; // current path stop index
var shft = idx[1] - idx[0]; // shift
var path1nb = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate
var t1; // two consecutive triangles, so 4 points : point1
var t2; // point2
var t3; // point3
var t4; // point4
while (pi <= min && p < path1nb) {
// draw two triangles between path1 (p1) and path2 (p2) : (p1.pi, p2.pi, p1.pi+1) and (p2.pi+1, p1.pi+1, p2.pi) clockwise
t1 = pi;
t2 = pi + shft;
t3 = pi + 1;
t4 = pi + shft + 1;
indices.push(pi, pi + shft, pi + 1);
indices.push(pi + shft + 1, pi + 1, pi + shft);
pi += 1;
if (pi === min) {
if (closePath) {
indices.push(pi, pi + shft, idx[p]);
indices.push(idx[p] + shft, idx[p], pi + shft);
t3 = idx[p];
t4 = idx[p] + shft;
}
p++;
if (p === lg.length - 1) {
shft = idx[0] - idx[p];
l1 = lg[p] - 1;
l2 = lg[0] - 1;
}
else {
shft = idx[p + 1] - idx[p];
l1 = lg[p] - 1;
l2 = lg[p + 1] - 1;
}
pi = idx[p];
min = (l1 < l2) ? l1 + pi : l2 + pi;
}
}
// normals
VertexData.ComputeNormals(positions, indices, normals);
// sides
VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
// Result
var vertexData = new VertexData();
vertexData.indices = indices;
vertexData.positions = positions;
vertexData.normals = normals;
vertexData.uvs = uvs;
return vertexData;
};
VertexData.CreateBox = function (size, sideOrientation) {
if (sideOrientation === void 0) { sideOrientation = BABYLON.Mesh.DEFAULTSIDE; }
var normalsSource = [
new BABYLON.Vector3(0, 0, 1),
new BABYLON.Vector3(0, 0, -1),
new BABYLON.Vector3(1, 0, 0),
new BABYLON.Vector3(-1, 0, 0),
new BABYLON.Vector3(0, 1, 0),
new BABYLON.Vector3(0, -1, 0)
];
var indices = [];
var positions = [];
var normals = [];
var uvs = [];
size = size || 1;
for (var index = 0; index < normalsSource.length; index++) {
var normal = normalsSource[index];
// Get two vectors perpendicular to the face normal and to each other.
var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
var side2 = BABYLON.Vector3.Cross(normal, side1);
// Six indices (two triangles) per face.
var verticesLength = positions.length / 3;
indices.push(verticesLength);
indices.push(verticesLength + 1);
indices.push(verticesLength + 2);
indices.push(verticesLength);
indices.push(verticesLength + 2);
indices.push(verticesLength + 3);
// Four vertices per face.
var vertex = normal.subtract(side1).subtract(side2).scale(size / 2);
positions.push(vertex.x, vertex.y, vertex.z);
normals.push(normal.x, normal.y, normal.z);
uvs.push(1.0, 1.0);
vertex = normal.subtract(side1).add(side2).scale(size / 2);
positions.push(vertex.x, vertex.y, vertex.z);
normals.push(normal.x, normal.y, normal.z);
uvs.push(0.0, 1.0);
vertex = normal.add(side1).add(side2).scale(size / 2);
positions.push(vertex.x, vertex.y, vertex.z);
normals.push(normal.x, normal.y, normal.z);
uvs.push(0.0, 0.0);
vertex = normal.add(side1).subtract(side2).scale(size / 2);
positions.push(vertex.x, vertex.y, vertex.z);
normals.push(normal.x, normal.y, normal.z);
uvs.push(1.0, 0.0);
}
// sides
VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
// Result
var vertexData = new VertexData();
vertexData.indices = indices;
vertexData.positions = positions;
vertexData.normals = normals;
vertexData.uvs = uvs;
return vertexData;
};
VertexData.CreateSphere = function (segments, diameter, sideOrientation) {
if (sideOrientation === void 0) { sideOrientation = BABYLON.Mesh.DEFAULTSIDE; }
segments = segments || 32;
diameter = diameter || 1;
var radius = diameter / 2;
var totalZRotationSteps = 2 + segments;
var totalYRotationSteps = 2 * totalZRotationSteps;
var indices = [];
var positions = [];
var normals = [];
var uvs = [];
for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
var normalizedZ = zRotationStep / totalZRotationSteps;
var angleZ = (normalizedZ * Math.PI);
for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
var normalizedY = yRotationStep / totalYRotationSteps;
var angleY = normalizedY * Math.PI * 2;
var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
var rotationY = BABYLON.Matrix.RotationY(angleY);
var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
var vertex = complete.scale(radius);
var normal = BABYLON.Vector3.Normalize(vertex);
positions.push(vertex.x, vertex.y, vertex.z);
normals.push(normal.x, normal.y, normal.z);
uvs.push(normalizedZ, normalizedY);
}
if (zRotationStep > 0) {
var verticesCount = positions.length / 3;
for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
indices.push((firstIndex));
indices.push((firstIndex + 1));
indices.push(firstIndex + totalYRotationSteps + 1);
indices.push((firstIndex + totalYRotationSteps + 1));
indices.push((firstIndex + 1));
indices.push((firstIndex + totalYRotationSteps + 2));
}
}
}
// Sides
VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
// Result
var vertexData = new VertexData();
vertexData.indices = indices;
vertexData.positions = positions;
vertexData.normals = normals;
vertexData.uvs = uvs;
return vertexData;
};
VertexData.CreateCylinder = function (height, diameterTop, diameterBottom, tessellation, subdivisions, sideOrientation) {
if (subdivisions === void 0) { subdivisions = 1; }
if (sideOrientation === void 0) { sideOrientation = BABYLON.Mesh.DEFAULTSIDE; }
var radiusTop = diameterTop / 2;
var radiusBottom = diameterBottom / 2;
var indices = [];
var positions = [];
var normals = [];
var uvs = [];
height = height || 1;
diameterTop = diameterTop || 0.5;
diameterBottom = diameterBottom || 1;
tessellation = tessellation || 16;
subdivisions = subdivisions || 1;
subdivisions = (subdivisions < 1) ? 1 : subdivisions;
var getCircleVector = function (i) {
var angle = (i * 2.0 * Math.PI / tessellation);
var dx = Math.cos(angle);
var dz = Math.sin(angle);
return new BABYLON.Vector3(dx, 0, dz);
};
var createCylinderCap = function (isTop) {
var radius = isTop ? radiusTop : radiusBottom;
if (radius === 0) {
return;
}
var vbase = positions.length / 3;
var offset = new BABYLON.Vector3(0, height / 2, 0);
var textureScale = new BABYLON.Vector2(0.5, 0.5);
if (!isTop) {
offset.scaleInPlace(-1);
textureScale.x = -textureScale.x;
}
for (var i = 0; i < tessellation; i++) {
var circleVector = getCircleVector(i);
var position = circleVector.scale(radius).add(offset);
var textureCoordinate = new BABYLON.Vector2(circleVector.x * textureScale.x + 0.5, circleVector.z * textureScale.y + 0.5);
positions.push(position.x, position.y, position.z);
uvs.push(textureCoordinate.x, textureCoordinate.y);
}
for (i = 0; i < tessellation - 2; i++) {
if (!isTop) {
indices.push(vbase);
indices.push(vbase + (i + 2) % tessellation);
indices.push(vbase + (i + 1) % tessellation);
}
else {
indices.push(vbase);
indices.push(vbase + (i + 1) % tessellation);
indices.push(vbase + (i + 2) % tessellation);
}
}
};
var base = new BABYLON.Vector3(0, -1, 0).scale(height / 2);
var offset = new BABYLON.Vector3(0, 1, 0).scale(height / subdivisions);
var stride = tessellation + 1;
for (var i = 0; i <= tessellation; i++) {
var circleVector = getCircleVector(i);
var textureCoordinate = new BABYLON.Vector2(i / tessellation, 0);
var position, radius = radiusBottom;
for (var s = 0; s <= subdivisions; s++) {
// Update variables
position = circleVector.scale(radius);
position.addInPlace(base.add(offset.scale(s)));
textureCoordinate.y += 1 / subdivisions;
radius += (radiusTop - radiusBottom) / subdivisions;
// Push in arrays
positions.push(position.x, position.y, position.z);
uvs.push(textureCoordinate.x, textureCoordinate.y);
}
}
subdivisions += 1;
for (s = 0; s < subdivisions - 1; s++) {
for (i = 0; i <= tessellation; i++) {
indices.push(i * subdivisions + s);
indices.push((i * subdivisions + (s + subdivisions)) % (stride * subdivisions));
indices.push(i * subdivisions + (s + 1));
indices.push(i * subdivisions + (s + 1));
indices.push((i * subdivisions + (s + subdivisions)) % (stride * subdivisions));
indices.push((i * subdivisions + (s + subdivisions + 1)) % (stride * subdivisions));
}
}
// Create flat triangle fan caps to seal the top and bottom.
createCylinderCap(true);
createCylinderCap(false);
// Normals
VertexData.ComputeNormals(positions, indices, normals);
// Sides
VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
// Result
var vertexData = new VertexData();
vertexData.indices = indices;
vertexData.positions = positions;
vertexData.normals = normals;
vertexData.uvs = uvs;
return vertexData;
};
VertexData.CreateTorus = function (diameter, thickness, tessellation, sideOrientation) {
if (sideOrientation === void 0) { sideOrientation = BABYLON.Mesh.DEFAULTSIDE; }
var indices = [];
var positions = [];
var normals = [];
var uvs = [];
diameter = diameter || 1;
thickness = thickness || 0.5;
tessellation = tessellation || 16;
var stride = tessellation + 1;
for (var i = 0; i <= tessellation; i++) {
var u = i / tessellation;
var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
for (var j = 0; j <= tessellation; j++) {
var v = 1 - j / tessellation;
var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
var dx = Math.cos(innerAngle);
var dy = Math.sin(innerAngle);
// Create a vertex.
var normal = new BABYLON.Vector3(dx, dy, 0);
var position = normal.scale(thickness / 2);
var textureCoordinate = new BABYLON.Vector2(u, v);
position = BABYLON.Vector3.TransformCoordinates(position, transform);
normal = BABYLON.Vector3.TransformNormal(normal, transform);
positions.push(position.x, position.y, position.z);
normals.push(normal.x, normal.y, normal.z);
uvs.push(textureCoordinate.x, textureCoordinate.y);
// And create indices for two triangles.
var nextI = (i + 1) % stride;
var nextJ = (j + 1) % stride;
indices.push(i * stride + j);
indices.push(i * stride + nextJ);
indices.push(nextI * stride + j);
indices.push(i * stride + nextJ);
indices.push(nextI * stride + nextJ);
indices.push(nextI * stride + j);
}
}
// Sides
VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
// Result
var vertexData = new VertexData();
vertexData.indices = indices;
vertexData.positions = positions;
vertexData.normals = normals;
vertexData.uvs = uvs;
return vertexData;
};
VertexData.CreateLines = function (points) {
var indices = [];
var positions = [];
for (var index = 0; index < points.length; index++) {
positions.push(points[index].x, points[index].y, points[index].z);
if (index > 0) {
indices.push(index - 1);
indices.push(index);
}
}
// Result
var vertexData = new VertexData();
vertexData.indices = indices;
vertexData.positions = positions;
return vertexData;
};
VertexData.CreateGround = function (width, height, subdivisions) {
var indices = [];
var positions = [];
var normals = [];
var uvs = [];
var row, col;
width = width || 1;
height = height || 1;
subdivisions = subdivisions || 1;
for (row = 0; row <= subdivisions; row++) {
for (col = 0; col <= subdivisions; col++) {
var position = new BABYLON.Vector3((col * width) / subdivisions - (width / 2.0), 0, ((subdivisions - row) * height) / subdivisions - (height / 2.0));
var normal = new BABYLON.Vector3(0, 1.0, 0);
positions.push(position.x, position.y, position.z);
normals.push(normal.x, normal.y, normal.z);
uvs.push(col / subdivisions, 1.0 - row / subdivisions);
}
}
for (row = 0; row < subdivisions; row++) {
for (col = 0; col < subdivisions; col++) {
indices.push(col + 1 + (row + 1) * (subdivisions + 1));
indices.push(col + 1 + row * (subdivisions + 1));
indices.push(col + row * (subdivisions + 1));
indices.push(col + (row + 1) * (subdivisions + 1));
indices.push(col + 1 + (row + 1) * (subdivisions + 1));
indices.push(col + row * (subdivisions + 1));
}
}
// Result
var vertexData = new VertexData();
vertexData.indices = indices;
vertexData.positions = positions;
vertexData.normals = normals;
vertexData.uvs = uvs;
return vertexData;
};
VertexData.CreateTiledGround = function (xmin, zmin, xmax, zmax, subdivisions, precision) {
if (subdivisions === void 0) { subdivisions = { w: 1, h: 1 }; }
if (precision === void 0) { precision = { w: 1, h: 1 }; }
var indices = [];
var positions = [];
var normals = [];
var uvs = [];
var row, col, tileRow, tileCol;
subdivisions.h = (subdivisions.w < 1) ? 1 : subdivisions.h;
subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
precision.w = (precision.w < 1) ? 1 : precision.w;
precision.h = (precision.h < 1) ? 1 : precision.h;
var tileSize = {
'w': (xmax - xmin) / subdivisions.w,
'h': (zmax - zmin) / subdivisions.h
};
function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
// Indices
var base = positions.length / 3;
var rowLength = precision.w + 1;
for (row = 0; row < precision.h; row++) {
for (col = 0; col < precision.w; col++) {
var square = [
base + col + row * rowLength,
base + (col + 1) + row * rowLength,
base + (col + 1) + (row + 1) * rowLength,
base + col + (row + 1) * rowLength
];
indices.push(square[1]);
indices.push(square[2]);
indices.push(square[3]);
indices.push(square[0]);
indices.push(square[1]);
indices.push(square[3]);
}
}
// Position, normals and uvs
var position = BABYLON.Vector3.Zero();
var normal = new BABYLON.Vector3(0, 1.0, 0);
for (row = 0; row <= precision.h; row++) {
position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
for (col = 0; col <= precision.w; col++) {
position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
position.y = 0;
positions.push(position.x, position.y, position.z);
normals.push(normal.x, normal.y, normal.z);
uvs.push(col / precision.w, row / precision.h);
}
}
}
for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
}
}
// Result
var vertexData = new VertexData();
vertexData.indices = indices;
vertexData.positions = positions;
vertexData.normals = normals;
vertexData.uvs = uvs;
return vertexData;
};
VertexData.CreateGroundFromHeightMap = function (width, height, subdivisions, minHeight, maxHeight, buffer, bufferWidth, bufferHeight) {
var indices = [];
var positions = [];
var normals = [];
var uvs = [];
var row, col;
for (row = 0; row <= subdivisions; row++) {
for (col = 0; col <= subdivisions; col++) {
var position = new BABYLON.Vector3((col * width) / subdivisions - (width / 2.0), 0, ((subdivisions - row) * height) / subdivisions - (height / 2.0));
// Compute height
var heightMapX = (((position.x + width / 2) / width) * (bufferWidth - 1)) | 0;
var heightMapY = ((1.0 - (position.z + height / 2) / height) * (bufferHeight - 1)) | 0;
var pos = (heightMapX + heightMapY * bufferWidth) * 4;
var r = buffer[pos] / 255.0;
var g = buffer[pos + 1] / 255.0;
var b = buffer[pos + 2] / 255.0;
var gradient = r * 0.3 + g * 0.59 + b * 0.11;
position.y = minHeight + (maxHeight - minHeight) * gradient;
// Add vertex
positions.push(position.x, position.y, position.z);
normals.push(0, 0, 0);
uvs.push(col / subdivisions, 1.0 - row / subdivisions);
}
}
for (row = 0; row < subdivisions; row++) {
for (col = 0; col < subdivisions; col++) {
indices.push(col + 1 + (row + 1) * (subdivisions + 1));
indices.push(col + 1 + row * (subdivisions + 1));
indices.push(col + row * (subdivisions + 1));
indices.push(col + (row + 1) * (subdivisions + 1));
indices.push(col + 1 + (row + 1) * (subdivisions + 1));
indices.push(col + row * (subdivisions + 1));
}
}
// Normals
VertexData.ComputeNormals(positions, indices, normals);
// Result
var vertexData = new VertexData();
vertexData.indices = indices;
vertexData.positions = positions;
vertexData.normals = normals;
vertexData.uvs = uvs;
return vertexData;
};
VertexData.CreatePlane = function (size, sideOrientation) {
if (sideOrientation === void 0) { sideOrientation = BABYLON.Mesh.DEFAULTSIDE; }
var indices = [];
var positions = [];
var normals = [];
var uvs = [];
size = size || 1;
// Vertices
var halfSize = size / 2.0;
positions.push(-halfSize, -halfSize, 0);
normals.push(0, 0, -1.0);
uvs.push(0.0, 0.0);
positions.push(halfSize, -halfSize, 0);
normals.push(0, 0, -1.0);
uvs.push(1.0, 0.0);
positions.push(halfSize, halfSize, 0);
normals.push(0, 0, -1.0);
uvs.push(1.0, 1.0);
positions.push(-halfSize, halfSize, 0);
normals.push(0, 0, -1.0);
uvs.push(0.0, 1.0);
// Indices
indices.push(0);
indices.push(1);
indices.push(2);
indices.push(0);
indices.push(2);
indices.push(3);
// Sides
VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
// Result
var vertexData = new VertexData();
vertexData.indices = indices;
vertexData.positions = positions;
vertexData.normals = normals;
vertexData.uvs = uvs;
return vertexData;
};
VertexData.CreateDisc = function (radius, tessellation, sideOrientation) {
if (sideOrientation === void 0) { sideOrientation = BABYLON.Mesh.DEFAULTSIDE; }
var positions = [];
var indices = [];
var normals = [];
var uvs = [];
// positions and uvs
positions.push(0, 0, 0); // disc center first
uvs.push(0.5, 0.5);
var step = Math.PI * 2 / tessellation;
for (var a = 0; a < Math.PI * 2; a += step) {
var x = Math.cos(a);
var y = Math.sin(a);
var u = (x + 1) / 2;
var v = (1 - y) / 2;
positions.push(radius * x, radius * y, 0);
uvs.push(u, v);
}
positions.push(positions[3], positions[4], positions[5]); // close the circle
uvs.push(uvs[2], uvs[3]);
//indices
var vertexNb = positions.length / 3;
for (var i = 1; i < vertexNb - 1; i++) {
indices.push(i + 1, 0, i);
}
// result
VertexData.ComputeNormals(positions, indices, normals);
VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
var vertexData = new VertexData();
vertexData.indices = indices;
vertexData.positions = positions;
vertexData.normals = normals;
vertexData.uvs = uvs;
return vertexData;
};
// based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
VertexData.CreateTorusKnot = function (radius, tube, radialSegments, tubularSegments, p, q, sideOrientation) {
if (sideOrientation === void 0) { sideOrientation = BABYLON.Mesh.DEFAULTSIDE; }
var indices = [];
var positions = [];
var normals = [];
var uvs = [];
radius = radius || 2;
tube = tube || 0.5;
radialSegments = radialSegments || 32;
tubularSegments = tubularSegments || 32;
p = p || 2;
q = q || 3;
// Helper
var getPos = function (angle) {
var cu = Math.cos(angle);
var su = Math.sin(angle);
var quOverP = q / p * angle;
var cs = Math.cos(quOverP);
var tx = radius * (2 + cs) * 0.5 * cu;
var ty = radius * (2 + cs) * su * 0.5;
var tz = radius * Math.sin(quOverP) * 0.5;
return new BABYLON.Vector3(tx, ty, tz);
};
for (var i = 0; i <= radialSegments; i++) {
var modI = i % radialSegments;
var u = modI / radialSegments * 2 * p * Math.PI;
var p1 = getPos(u);
var p2 = getPos(u + 0.01);
var tang = p2.subtract(p1);
var n = p2.add(p1);
var bitan = BABYLON.Vector3.Cross(tang, n);
n = BABYLON.Vector3.Cross(bitan, tang);
bitan.normalize();
n.normalize();
for (var j = 0; j < tubularSegments; j++) {
var modJ = j % tubularSegments;
var v = modJ / tubularSegments * 2 * Math.PI;
var cx = -tube * Math.cos(v);
var cy = tube * Math.sin(v);
positions.push(p1.x + cx * n.x + cy * bitan.x);
positions.push(p1.y + cx * n.y + cy * bitan.y);
positions.push(p1.z + cx * n.z + cy * bitan.z);
uvs.push(i / radialSegments);
uvs.push(j / tubularSegments);
}
}
for (i = 0; i < radialSegments; i++) {
for (j = 0; j < tubularSegments; j++) {
var jNext = (j + 1) % tubularSegments;
var a = i * tubularSegments + j;
var b = (i + 1) * tubularSegments + j;
var c = (i + 1) * tubularSegments + jNext;
var d = i * tubularSegments + jNext;
indices.push(d);
indices.push(b);
indices.push(a);
indices.push(d);
indices.push(c);
indices.push(b);
}
}
// Normals
VertexData.ComputeNormals(positions, indices, normals);
// Sides
VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
// Result
var vertexData = new VertexData();
vertexData.indices = indices;
vertexData.positions = positions;
vertexData.normals = normals;
vertexData.uvs = uvs;
return vertexData;
};
// Tools
/**
* @param {any} - positions (number[] or Float32Array)
* @param {any} - indices (number[] or Uint16Array)
* @param {any} - normals (number[] or Float32Array)
*/
VertexData.ComputeNormals = function (positions, indices, normals) {
var index = 0;
// temp Vector3
var p1 = BABYLON.Vector3.Zero();
var p2 = BABYLON.Vector3.Zero();
var p3 = BABYLON.Vector3.Zero();
var p1p2 = BABYLON.Vector3.Zero();
var p3p2 = BABYLON.Vector3.Zero();
var faceNormal = BABYLON.Vector3.Zero();
var vertexNormali1 = BABYLON.Vector3.Zero();
var vertexNormali2 = BABYLON.Vector3.Zero();
var vertexNormali3 = BABYLON.Vector3.Zero();
// indice triplet = 1 face
var nbFaces = indices.length / 3;
for (index = 0; index < nbFaces; index++) {
var i1 = indices[index * 3];
var i2 = indices[index * 3 + 1];
var i3 = indices[index * 3 + 2];
// setting the temp V3
BABYLON.Vector3.FromFloatsToRef(positions[i1 * 3], positions[i1 * 3 + 1], positions[i1 * 3 + 2], p1);
BABYLON.Vector3.FromFloatsToRef(positions[i2 * 3], positions[i2 * 3 + 1], positions[i2 * 3 + 2], p2);
BABYLON.Vector3.FromFloatsToRef(positions[i3 * 3], positions[i3 * 3 + 1], positions[i3 * 3 + 2], p3);
p1.subtractToRef(p2, p1p2);
p3.subtractToRef(p2, p3p2);
BABYLON.Vector3.CrossToRef(p1p2, p3p2, faceNormal);
faceNormal.normalize();
// All intermediate results are stored in the normals array :
// get the normals at i1, i2 and i3 indexes
normals[i1 * 3] = normals[i1 * 3] || 0.0;
normals[i1 * 3 + 1] = normals[i1 * 3 + 1] || 0.0;
normals[i1 * 3 + 2] = normals[i1 * 3 + 2] || 0.0;
normals[i2 * 3] = normals[i2 * 3] || 0.0;
normals[i2 * 3 + 1] = normals[i2 * 3 + 1] || 0.0;
normals[i2 * 3 + 2] = normals[i2 * 3 + 2] || 0.0;
normals[i3 * 3] = normals[i3 * 3] || 0.0;
normals[i3 * 3 + 1] = normals[i3 * 3 + 1] || 0.0;
normals[i3 * 3 + 2] = normals[i3 * 3 + 2] || 0.0;
// make intermediate vectors3 from normals values
BABYLON.Vector3.FromFloatsToRef(normals[i1 * 3], normals[i1 * 3 + 1], normals[i1 * 3 + 2], vertexNormali1);
BABYLON.Vector3.FromFloatsToRef(normals[i2 * 3], normals[i2 * 3 + 1], normals[i2 * 3 + 2], vertexNormali2);
BABYLON.Vector3.FromFloatsToRef(normals[i3 * 3], normals[i3 * 3 + 1], normals[i3 * 3 + 2], vertexNormali3);
// add the current face normals to these intermediate vectors3
vertexNormali1 = vertexNormali1.addInPlace(faceNormal);
vertexNormali2 = vertexNormali2.addInPlace(faceNormal);
vertexNormali3 = vertexNormali3.addInPlace(faceNormal);
// store back intermediate vectors3 into the normals array
normals[i1 * 3] = vertexNormali1.x;
normals[i1 * 3 + 1] = vertexNormali1.y;
normals[i1 * 3 + 2] = vertexNormali1.z;
normals[i2 * 3] = vertexNormali2.x;
normals[i2 * 3 + 1] = vertexNormali2.y;
normals[i2 * 3 + 2] = vertexNormali2.z;
normals[i3 * 3] = vertexNormali3.x;
normals[i3 * 3 + 1] = vertexNormali3.y;
normals[i3 * 3 + 2] = vertexNormali3.z;
}
for (index = 0; index < normals.length / 3; index++) {
BABYLON.Vector3.FromFloatsToRef(normals[index * 3], normals[index * 3 + 1], normals[index * 3 + 2], vertexNormali1);
vertexNormali1.normalize();
normals[index * 3] = vertexNormali1.x;
normals[index * 3 + 1] = vertexNormali1.y;
normals[index * 3 + 2] = vertexNormali1.z;
}
};
VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs) {
var li = indices.length;
var ln = normals.length;
var i;
var n;
sideOrientation = sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
switch (sideOrientation) {
case BABYLON.Mesh.FRONTSIDE:
break;
case BABYLON.Mesh.BACKSIDE:
var tmp;
for (i = 0; i < li; i += 3) {
tmp = indices[i];
indices[i] = indices[i + 2];
indices[i + 2] = tmp;
}
for (n = 0; n < ln; n++) {
normals[n] = -normals[n];
}
break;
case BABYLON.Mesh.DOUBLESIDE:
// positions
var lp = positions.length;
var l = lp / 3;
for (var p = 0; p < lp; p++) {
positions[lp + p] = positions[p];
}
for (i = 0; i < li; i += 3) {
indices[i + li] = indices[i + 2] + l;
indices[i + 1 + li] = indices[i + 1] + l;
indices[i + 2 + li] = indices[i] + l;
}
for (n = 0; n < ln; n++) {
normals[ln + n] = -normals[n];
}
// uvs
var lu = uvs.length;
for (var u = 0; u < lu; u++) {
uvs[u + lu] = uvs[u];
}
break;
}
};
return VertexData;
})();
BABYLON.VertexData = VertexData;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.mesh.vertexData.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var AnaglyphFreeCamera = (function (_super) {
__extends(AnaglyphFreeCamera, _super);
function AnaglyphFreeCamera(name, position, eyeSpace, scene) {
_super.call(this, name, position, scene);
this.setSubCameraMode(BABYLON.Camera.SUB_CAMERA_MODE_ANAGLYPH, eyeSpace);
}
return AnaglyphFreeCamera;
})(BABYLON.FreeCamera);
BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
var AnaglyphArcRotateCamera = (function (_super) {
__extends(AnaglyphArcRotateCamera, _super);
function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, eyeSpace, scene) {
_super.call(this, name, alpha, beta, radius, target, scene);
this.setSubCameraMode(BABYLON.Camera.SUB_CAMERA_MODE_ANAGLYPH, eyeSpace);
}
return AnaglyphArcRotateCamera;
})(BABYLON.ArcRotateCamera);
BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.anaglyphCamera.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var AnaglyphPostProcess = (function (_super) {
__extends(AnaglyphPostProcess, _super);
function AnaglyphPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
_super.call(this, name, "anaglyph", null, ["leftSampler"], ratio, camera, samplingMode, engine, reusable);
}
return AnaglyphPostProcess;
})(BABYLON.PostProcess);
BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.anaglyphPostProcess.js.map
var BABYLON;
(function (BABYLON) {
var Tags = (function () {
function Tags() {
}
Tags.EnableFor = function (obj) {
obj._tags = obj._tags || {};
obj.hasTags = function () {
return Tags.HasTags(obj);
};
obj.addTags = function (tagsString) {
return Tags.AddTagsTo(obj, tagsString);
};
obj.removeTags = function (tagsString) {
return Tags.RemoveTagsFrom(obj, tagsString);
};
obj.matchesTagsQuery = function (tagsQuery) {
return Tags.MatchesQuery(obj, tagsQuery);
};
};
Tags.DisableFor = function (obj) {
delete obj._tags;
delete obj.hasTags;
delete obj.addTags;
delete obj.removeTags;
delete obj.matchesTagsQuery;
};
Tags.HasTags = function (obj) {
if (!obj._tags) {
return false;
}
return !BABYLON.Tools.IsEmpty(obj._tags);
};
Tags.GetTags = function (obj) {
if (!obj._tags) {
return null;
}
return obj._tags;
};
// the tags 'true' and 'false' are reserved and cannot be used as tags
// a tag cannot start with '||', '&&', and '!'
// it cannot contain whitespaces
Tags.AddTagsTo = function (obj, tagsString) {
if (!tagsString) {
return;
}
var tags = tagsString.split(" ");
for (var t in tags) {
Tags._AddTagTo(obj, tags[t]);
}
};
Tags._AddTagTo = function (obj, tag) {
tag = tag.trim();
if (tag === "" || tag === "true" || tag === "false") {
return;
}
if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
return;
}
Tags.EnableFor(obj);
obj._tags[tag] = true;
};
Tags.RemoveTagsFrom = function (obj, tagsString) {
if (!Tags.HasTags(obj)) {
return;
}
var tags = tagsString.split(" ");
for (var t in tags) {
Tags._RemoveTagFrom(obj, tags[t]);
}
};
Tags._RemoveTagFrom = function (obj, tag) {
delete obj._tags[tag];
};
Tags.MatchesQuery = function (obj, tagsQuery) {
if (tagsQuery === undefined) {
return true;
}
if (tagsQuery === "") {
return Tags.HasTags(obj);
}
return BABYLON.Internals.AndOrNotEvaluator.Eval(tagsQuery, function (r) { return Tags.HasTags(obj) && obj._tags[r]; });
};
return Tags;
})();
BABYLON.Tags = Tags;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.tags.js.map
var BABYLON;
(function (BABYLON) {
var Internals;
(function (Internals) {
var AndOrNotEvaluator = (function () {
function AndOrNotEvaluator() {
}
AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
if (!query.match(/\([^\(\)]*\)/g)) {
query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
}
else {
query = query.replace(/\([^\(\)]*\)/g, function (r) {
// remove parenthesis
r = r.slice(1, r.length - 1);
return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
});
}
if (query === "true") {
return true;
}
if (query === "false") {
return false;
}
return AndOrNotEvaluator.Eval(query, evaluateCallback);
};
AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
evaluateCallback = evaluateCallback || (function (r) {
return r === "true" ? true : false;
});
var result;
var or = parenthesisContent.split("||");
for (var i in or) {
var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
var and = ori.split("&&");
if (and.length > 1) {
for (var j = 0; j < and.length; ++j) {
var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
if (andj !== "true" && andj !== "false") {
if (andj[0] === "!") {
result = !evaluateCallback(andj.substring(1));
}
else {
result = evaluateCallback(andj);
}
}
else {
result = andj === "true" ? true : false;
}
if (!result) {
ori = "false";
break;
}
}
}
if (result || ori === "true") {
result = true;
break;
}
// result equals false (or undefined)
if (ori !== "true" && ori !== "false") {
if (ori[0] === "!") {
result = !evaluateCallback(ori.substring(1));
}
else {
result = evaluateCallback(ori);
}
}
else {
result = ori === "true" ? true : false;
}
}
// the whole parenthesis scope is replaced by 'true' or 'false'
return result ? "true" : "false";
};
AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
booleanString = booleanString.replace(/^[\s!]+/, function (r) {
// remove whitespaces
r = r.replace(/[\s]/g, function () { return ""; });
return r.length % 2 ? "!" : "";
});
booleanString = booleanString.trim();
if (booleanString === "!true") {
booleanString = "false";
}
else if (booleanString === "!false") {
booleanString = "true";
}
return booleanString;
};
return AndOrNotEvaluator;
})();
Internals.AndOrNotEvaluator = AndOrNotEvaluator;
})(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.andOrNotEvaluator.js.map
var BABYLON;
(function (BABYLON) {
var PostProcessRenderPass = (function () {
function PostProcessRenderPass(scene, name, size, renderList, beforeRender, afterRender) {
this._enabled = true;
this._refCount = 0;
this._name = name;
this._renderTexture = new BABYLON.RenderTargetTexture(name, size, scene);
this.setRenderList(renderList);
this._renderTexture.onBeforeRender = beforeRender;
this._renderTexture.onAfterRender = afterRender;
this._scene = scene;
this._renderList = renderList;
}
// private
PostProcessRenderPass.prototype._incRefCount = function () {
if (this._refCount === 0) {
this._scene.customRenderTargets.push(this._renderTexture);
}
return ++this._refCount;
};
PostProcessRenderPass.prototype._decRefCount = function () {
this._refCount--;
if (this._refCount <= 0) {
this._scene.customRenderTargets.splice(this._scene.customRenderTargets.indexOf(this._renderTexture), 1);
}
return this._refCount;
};
PostProcessRenderPass.prototype._update = function () {
this.setRenderList(this._renderList);
};
// public
PostProcessRenderPass.prototype.setRenderList = function (renderList) {
this._renderTexture.renderList = renderList;
};
PostProcessRenderPass.prototype.getRenderTexture = function () {
return this._renderTexture;
};
return PostProcessRenderPass;
})();
BABYLON.PostProcessRenderPass = PostProcessRenderPass;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.postProcessRenderPass.js.map
var BABYLON;
(function (BABYLON) {
var PostProcessRenderEffect = (function () {
function PostProcessRenderEffect(engine, name, getPostProcess, singleInstance) {
this._engine = engine;
this._name = name;
this._singleInstance = singleInstance || true;
this._getPostProcess = getPostProcess;
this._cameras = [];
this._indicesForCamera = [];
this._postProcesses = {};
this._renderPasses = {};
this._renderEffectAsPasses = {};
}
PostProcessRenderEffect.prototype._update = function () {
for (var renderPassName in this._renderPasses) {
this._renderPasses[renderPassName]._update();
}
};
PostProcessRenderEffect.prototype.addPass = function (renderPass) {
this._renderPasses[renderPass._name] = renderPass;
this._linkParameters();
};
PostProcessRenderEffect.prototype.removePass = function (renderPass) {
delete this._renderPasses[renderPass._name];
this._linkParameters();
};
PostProcessRenderEffect.prototype.addRenderEffectAsPass = function (renderEffect) {
this._renderEffectAsPasses[renderEffect._name] = renderEffect;
this._linkParameters();
};
PostProcessRenderEffect.prototype.getPass = function (passName) {
for (var renderPassName in this._renderPasses) {
if (renderPassName === passName) {
return this._renderPasses[passName];
}
}
};
PostProcessRenderEffect.prototype.emptyPasses = function () {
this._renderPasses = {};
this._linkParameters();
};
PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
var cameraKey;
var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
for (var i = 0; i < _cam.length; i++) {
var camera = _cam[i];
var cameraName = camera.name;
if (this._singleInstance) {
cameraKey = 0;
}
else {
cameraKey = cameraName;
}
this._postProcesses[cameraKey] = this._postProcesses[cameraKey] || this._getPostProcess();
var index = camera.attachPostProcess(this._postProcesses[cameraKey]);
if (!this._indicesForCamera[cameraName]) {
this._indicesForCamera[cameraName] = [];
}
this._indicesForCamera[cameraName].push(index);
if (this._cameras.indexOf(camera) === -1) {
this._cameras[cameraName] = camera;
}
for (var passName in this._renderPasses) {
this._renderPasses[passName]._incRefCount();
}
}
this._linkParameters();
};
PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
for (var i = 0; i < _cam.length; i++) {
var camera = _cam[i];
var cameraName = camera.name;
camera.detachPostProcess(this._postProcesses[this._singleInstance ? 0 : cameraName], this._indicesForCamera[cameraName]);
var index = this._cameras.indexOf(cameraName);
this._indicesForCamera.splice(index, 1);
this._cameras.splice(index, 1);
for (var passName in this._renderPasses) {
this._renderPasses[passName]._decRefCount();
}
}
};
PostProcessRenderEffect.prototype._enable = function (cameras) {
var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
for (var i = 0; i < _cam.length; i++) {
var camera = _cam[i];
var cameraName = camera.name;
for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined) {
cameras[i].attachPostProcess(this._postProcesses[this._singleInstance ? 0 : cameraName], this._indicesForCamera[cameraName][j]);
}
}
for (var passName in this._renderPasses) {
this._renderPasses[passName]._incRefCount();
}
}
};
PostProcessRenderEffect.prototype._disable = function (cameras) {
var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
for (var i = 0; i < _cam.length; i++) {
var camera = _cam[i];
var cameraName = camera.Name;
camera.detachPostProcess(this._postProcesses[this._singleInstance ? 0 : cameraName], this._indicesForCamera[cameraName]);
for (var passName in this._renderPasses) {
this._renderPasses[passName]._decRefCount();
}
}
};
PostProcessRenderEffect.prototype.getPostProcess = function (camera) {
if (this._singleInstance) {
return this._postProcesses[0];
}
else {
return this._postProcesses[camera.name];
}
};
PostProcessRenderEffect.prototype._linkParameters = function () {
var _this = this;
for (var index in this._postProcesses) {
if (this.applyParameters) {
this.applyParameters(this._postProcesses[index]);
}
this._postProcesses[index].onBeforeRender = function (effect) {
_this._linkTextures(effect);
};
}
};
PostProcessRenderEffect.prototype._linkTextures = function (effect) {
for (var renderPassName in this._renderPasses) {
effect.setTexture(renderPassName, this._renderPasses[renderPassName].getRenderTexture());
}
for (var renderEffectName in this._renderEffectAsPasses) {
effect.setTextureFromPostProcess(renderEffectName + "Sampler", this._renderEffectAsPasses[renderEffectName].getPostProcess());
}
};
return PostProcessRenderEffect;
})();
BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.postProcessRenderEffect.js.map
var BABYLON;
(function (BABYLON) {
var PostProcessRenderPipeline = (function () {
function PostProcessRenderPipeline(engine, name) {
this._engine = engine;
this._name = name;
this._renderEffects = {};
this._renderEffectsForIsolatedPass = {};
this._cameras = [];
}
PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
this._renderEffects[renderEffect._name] = renderEffect;
};
PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
var renderEffects = this._renderEffects[renderEffectName];
if (!renderEffects) {
return;
}
renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
};
PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
var renderEffects = this._renderEffects[renderEffectName];
if (!renderEffects) {
return;
}
renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
};
PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
var indicesToDelete = [];
for (var i = 0; i < _cam.length; i++) {
var camera = _cam[i];
var cameraName = camera.name;
if (this._cameras.indexOf(camera) === -1) {
this._cameras[cameraName] = camera;
}
else if (unique) {
indicesToDelete.push(i);
}
}
for (var i = 0; i < indicesToDelete.length; i++) {
cameras.splice(indicesToDelete[i], 1);
}
for (var renderEffectName in this._renderEffects) {
this._renderEffects[renderEffectName]._attachCameras(_cam);
}
};
PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
for (var renderEffectName in this._renderEffects) {
this._renderEffects[renderEffectName]._detachCameras(_cam);
}
for (var i = 0; i < _cam.length; i++) {
this._cameras.splice(this._cameras.indexOf(_cam[i]), 1);
}
};
PostProcessRenderPipeline.prototype._enableDisplayOnlyPass = function (passName, cameras) {
var _this = this;
var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
var pass = null;
for (var renderEffectName in this._renderEffects) {
pass = this._renderEffects[renderEffectName].getPass(passName);
if (pass != null) {
break;
}
}
if (pass === null) {
return;
}
for (var renderEffectName in this._renderEffects) {
this._renderEffects[renderEffectName]._disable(_cam);
}
pass._name = PostProcessRenderPipeline.PASS_SAMPLER_NAME;
for (var i = 0; i < _cam.length; i++) {
var camera = _cam[i];
var cameraName = camera.name;
this._renderEffectsForIsolatedPass[cameraName] = this._renderEffectsForIsolatedPass[cameraName] || new BABYLON.PostProcessRenderEffect(this._engine, PostProcessRenderPipeline.PASS_EFFECT_NAME, function () {
return new BABYLON.DisplayPassPostProcess(PostProcessRenderPipeline.PASS_EFFECT_NAME, 1.0, null, null, _this._engine, true);
});
this._renderEffectsForIsolatedPass[cameraName].emptyPasses();
this._renderEffectsForIsolatedPass[cameraName].addPass(pass);
this._renderEffectsForIsolatedPass[cameraName]._attachCameras(camera);
}
};
PostProcessRenderPipeline.prototype._disableDisplayOnlyPass = function (cameras) {
var _this = this;
var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
for (var i = 0; i < _cam.length; i++) {
var camera = _cam[i];
var cameraName = camera.name;
this._renderEffectsForIsolatedPass[cameraName] = this._renderEffectsForIsolatedPass[cameraName] || new BABYLON.PostProcessRenderEffect(this._engine, PostProcessRenderPipeline.PASS_EFFECT_NAME, function () {
return new BABYLON.DisplayPassPostProcess(PostProcessRenderPipeline.PASS_EFFECT_NAME, 1.0, null, null, _this._engine, true);
});
this._renderEffectsForIsolatedPass[cameraName]._disable(camera);
}
for (var renderEffectName in this._renderEffects) {
this._renderEffects[renderEffectName]._enable(_cam);
}
};
PostProcessRenderPipeline.prototype._update = function () {
for (var renderEffectName in this._renderEffects) {
this._renderEffects[renderEffectName]._update();
}
for (var i = 0; i < this._cameras.length; i++) {
var cameraName = this._cameras[i].name;
if (this._renderEffectsForIsolatedPass[cameraName]) {
this._renderEffectsForIsolatedPass[cameraName]._update();
}
}
};
PostProcessRenderPipeline.PASS_EFFECT_NAME = "passEffect";
PostProcessRenderPipeline.PASS_SAMPLER_NAME = "passSampler";
return PostProcessRenderPipeline;
})();
BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.postProcessRenderPipeline.js.map
var BABYLON;
(function (BABYLON) {
var PostProcessRenderPipelineManager = (function () {
function PostProcessRenderPipelineManager() {
this._renderPipelines = {};
}
PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
this._renderPipelines[renderPipeline._name] = renderPipeline;
};
PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
var renderPipeline = this._renderPipelines[renderPipelineName];
if (!renderPipeline) {
return;
}
renderPipeline._attachCameras(cameras, unique);
};
PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
var renderPipeline = this._renderPipelines[renderPipelineName];
if (!renderPipeline) {
return;
}
renderPipeline._detachCameras(cameras);
};
PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
var renderPipeline = this._renderPipelines[renderPipelineName];
if (!renderPipeline) {
return;
}
renderPipeline._enableEffect(renderEffectName, cameras);
};
PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
var renderPipeline = this._renderPipelines[renderPipelineName];
if (!renderPipeline) {
return;
}
renderPipeline._disableEffect(renderEffectName, cameras);
};
PostProcessRenderPipelineManager.prototype.enableDisplayOnlyPassInPipeline = function (renderPipelineName, passName, cameras) {
var renderPipeline = this._renderPipelines[renderPipelineName];
if (!renderPipeline) {
return;
}
renderPipeline._enableDisplayOnlyPass(passName, cameras);
};
PostProcessRenderPipelineManager.prototype.disableDisplayOnlyPassInPipeline = function (renderPipelineName, cameras) {
var renderPipeline = this._renderPipelines[renderPipelineName];
if (!renderPipeline) {
return;
}
renderPipeline._disableDisplayOnlyPass(cameras);
};
PostProcessRenderPipelineManager.prototype.update = function () {
for (var renderPipelineName in this._renderPipelines) {
this._renderPipelines[renderPipelineName]._update();
}
};
return PostProcessRenderPipelineManager;
})();
BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.postProcessRenderPipelineManager.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var DisplayPassPostProcess = (function (_super) {
__extends(DisplayPassPostProcess, _super);
function DisplayPassPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
_super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], ratio, camera, samplingMode, engine, reusable);
}
return DisplayPassPostProcess;
})(BABYLON.PostProcess);
BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.displayPassPostProcess.js.map
var BABYLON;
(function (BABYLON) {
var BoundingBoxRenderer = (function () {
function BoundingBoxRenderer(scene) {
this.frontColor = new BABYLON.Color3(1, 1, 1);
this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
this.showBackLines = true;
this.renderList = new BABYLON.SmartArray(32);
this._scene = scene;
}
BoundingBoxRenderer.prototype._prepareRessources = function () {
if (this._colorShader) {
return;
}
this._colorShader = new BABYLON.ShaderMaterial("colorShader", this._scene, "color", {
attributes: ["position"],
uniforms: ["worldViewProjection", "color"]
});
var engine = this._scene.getEngine();
var boxdata = BABYLON.VertexData.CreateBox(1.0);
this._vb = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
this._ib = engine.createIndexBuffer([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 7, 1, 6, 2, 5, 3, 4]);
};
BoundingBoxRenderer.prototype.reset = function () {
this.renderList.reset();
};
BoundingBoxRenderer.prototype.render = function () {
if (this.renderList.length === 0) {
return;
}
this._prepareRessources();
if (!this._colorShader.isReady()) {
return;
}
var engine = this._scene.getEngine();
engine.setDepthWrite(false);
this._colorShader._preBind();
for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
var boundingBox = this.renderList.data[boundingBoxIndex];
var min = boundingBox.minimum;
var max = boundingBox.maximum;
var diff = max.subtract(min);
var median = min.add(diff.scale(0.5));
var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z).multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z)).multiply(boundingBox.getWorldMatrix());
// VBOs
engine.bindBuffers(this._vb.getBuffer(), this._ib, [3], 3 * 4, this._colorShader.getEffect());
if (this.showBackLines) {
// Back
engine.setDepthFunctionToGreaterOrEqual();
this._scene.resetCachedMaterial();
this._colorShader.setColor4("color", this.backColor.toColor4());
this._colorShader.bind(worldMatrix);
// Draw order
engine.draw(false, 0, 24);
}
// Front
engine.setDepthFunctionToLess();
this._scene.resetCachedMaterial();
this._colorShader.setColor4("color", this.frontColor.toColor4());
this._colorShader.bind(worldMatrix);
// Draw order
engine.draw(false, 0, 24);
}
this._colorShader.unbind();
engine.setDepthFunctionToLessOrEqual();
engine.setDepthWrite(true);
};
BoundingBoxRenderer.prototype.dispose = function () {
if (!this._colorShader) {
return;
}
this._colorShader.dispose();
this._vb.dispose();
this._scene.getEngine()._releaseBuffer(this._ib);
};
return BoundingBoxRenderer;
})();
BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.boundingBoxRenderer.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var Condition = (function () {
function Condition(actionManager) {
this._actionManager = actionManager;
}
Condition.prototype.isValid = function () {
return true;
};
Condition.prototype._getProperty = function (propertyPath) {
return this._actionManager._getProperty(propertyPath);
};
Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
return this._actionManager._getEffectiveTarget(target, propertyPath);
};
return Condition;
})();
BABYLON.Condition = Condition;
var ValueCondition = (function (_super) {
__extends(ValueCondition, _super);
function ValueCondition(actionManager, target, propertyPath, value, operator) {
if (operator === void 0) { operator = ValueCondition.IsEqual; }
_super.call(this, actionManager);
this.propertyPath = propertyPath;
this.value = value;
this.operator = operator;
this._target = this._getEffectiveTarget(target, this.propertyPath);
this._property = this._getProperty(this.propertyPath);
}
Object.defineProperty(ValueCondition, "IsEqual", {
get: function () {
return ValueCondition._IsEqual;
},
enumerable: true,
configurable: true
});
Object.defineProperty(ValueCondition, "IsDifferent", {
get: function () {
return ValueCondition._IsDifferent;
},
enumerable: true,
configurable: true
});
Object.defineProperty(ValueCondition, "IsGreater", {
get: function () {
return ValueCondition._IsGreater;
},
enumerable: true,
configurable: true
});
Object.defineProperty(ValueCondition, "IsLesser", {
get: function () {
return ValueCondition._IsLesser;
},
enumerable: true,
configurable: true
});
// Methods
ValueCondition.prototype.isValid = function () {
switch (this.operator) {
case ValueCondition.IsGreater:
return this._target[this._property] > this.value;
case ValueCondition.IsLesser:
return this._target[this._property] < this.value;
case ValueCondition.IsEqual:
case ValueCondition.IsDifferent:
var check;
if (this.value.equals) {
check = this.value.equals(this._target[this._property]);
}
else {
check = this.value === this._target[this._property];
}
return this.operator === ValueCondition.IsEqual ? check : !check;
}
return false;
};
// Statics
ValueCondition._IsEqual = 0;
ValueCondition._IsDifferent = 1;
ValueCondition._IsGreater = 2;
ValueCondition._IsLesser = 3;
return ValueCondition;
})(Condition);
BABYLON.ValueCondition = ValueCondition;
var PredicateCondition = (function (_super) {
__extends(PredicateCondition, _super);
function PredicateCondition(actionManager, predicate) {
_super.call(this, actionManager);
this.predicate = predicate;
}
PredicateCondition.prototype.isValid = function () {
return this.predicate();
};
return PredicateCondition;
})(Condition);
BABYLON.PredicateCondition = PredicateCondition;
var StateCondition = (function (_super) {
__extends(StateCondition, _super);
function StateCondition(actionManager, target, value) {
_super.call(this, actionManager);
this.value = value;
this._target = target;
}
// Methods
StateCondition.prototype.isValid = function () {
return this._target.state === this.value;
};
return StateCondition;
})(Condition);
BABYLON.StateCondition = StateCondition;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.condition.js.map
var BABYLON;
(function (BABYLON) {
var Action = (function () {
function Action(triggerOptions, condition) {
this.triggerOptions = triggerOptions;
if (triggerOptions.parameter) {
this.trigger = triggerOptions.trigger;
this._triggerParameter = triggerOptions.parameter;
}
else {
this.trigger = triggerOptions;
}
this._nextActiveAction = this;
this._condition = condition;
}
// Methods
Action.prototype._prepare = function () {
};
Action.prototype.getTriggerParameter = function () {
return this._triggerParameter;
};
Action.prototype._executeCurrent = function (evt) {
if (this._nextActiveAction._condition) {
var condition = this._nextActiveAction._condition;
var currentRenderId = this._actionManager.getScene().getRenderId();
// We cache the current evaluation for the current frame
if (condition._evaluationId === currentRenderId) {
if (!condition._currentResult) {
return;
}
}
else {
condition._evaluationId = currentRenderId;
if (!condition.isValid()) {
condition._currentResult = false;
return;
}
condition._currentResult = true;
}
}
this._nextActiveAction.execute(evt);
if (this._nextActiveAction._child) {
if (!this._nextActiveAction._child._actionManager) {
this._nextActiveAction._child._actionManager = this._actionManager;
}
this._nextActiveAction = this._nextActiveAction._child;
}
else {
this._nextActiveAction = this;
}
};
Action.prototype.execute = function (evt) {
};
Action.prototype.then = function (action) {
this._child = action;
action._actionManager = this._actionManager;
action._prepare();
return action;
};
Action.prototype._getProperty = function (propertyPath) {
return this._actionManager._getProperty(propertyPath);
};
Action.prototype._getEffectiveTarget = function (target, propertyPath) {
return this._actionManager._getEffectiveTarget(target, propertyPath);
};
return Action;
})();
BABYLON.Action = Action;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.action.js.map
var BABYLON;
(function (BABYLON) {
/**
* ActionEvent is the event beint sent when an action is triggered.
*/
var ActionEvent = (function () {
/**
* @constructor
* @param source The mesh that triggered the action.
* @param pointerX the X mouse cursor position at the time of the event
* @param pointerY the Y mouse cursor position at the time of the event
* @param meshUnderPointer The mesh that is currently pointed at (can be null)
* @param sourceEvent the original (browser) event that triggered the ActionEvent
*/
function ActionEvent(source, pointerX, pointerY, meshUnderPointer, sourceEvent) {
this.source = source;
this.pointerX = pointerX;
this.pointerY = pointerY;
this.meshUnderPointer = meshUnderPointer;
this.sourceEvent = sourceEvent;
}
/**
* Helper function to auto-create an ActionEvent from a source mesh.
* @param source the source mesh that triggered the event
* @param evt {Event} The original (browser) event
*/
ActionEvent.CreateNew = function (source, evt) {
var scene = source.getScene();
return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
};
/**
* Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
* @param scene the scene where the event occurred
* @param evt {Event} The original (browser) event
*/
ActionEvent.CreateNewFromScene = function (scene, evt) {
return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
};
return ActionEvent;
})();
BABYLON.ActionEvent = ActionEvent;
/**
* Action Manager manages all events to be triggered on a given mesh or the global scene.
* A single scene can have many Action Managers to handle predefined actions on specific meshes.
*/
var ActionManager = (function () {
function ActionManager(scene) {
// Members
this.actions = new Array();
this._scene = scene;
scene._actionManagers.push(this);
}
Object.defineProperty(ActionManager, "NothingTrigger", {
get: function () {
return ActionManager._NothingTrigger;
},
enumerable: true,
configurable: true
});
Object.defineProperty(ActionManager, "OnPickTrigger", {
get: function () {
return ActionManager._OnPickTrigger;
},
enumerable: true,
configurable: true
});
Object.defineProperty(ActionManager, "OnLeftPickTrigger", {
get: function () {
return ActionManager._OnLeftPickTrigger;
},
enumerable: true,
configurable: true
});
Object.defineProperty(ActionManager, "OnRightPickTrigger", {
get: function () {
return ActionManager._OnRightPickTrigger;
},
enumerable: true,
configurable: true
});
Object.defineProperty(ActionManager, "OnCenterPickTrigger", {
get: function () {
return ActionManager._OnCenterPickTrigger;
},
enumerable: true,
configurable: true
});
Object.defineProperty(ActionManager, "OnPointerOverTrigger", {
get: function () {
return ActionManager._OnPointerOverTrigger;
},
enumerable: true,
configurable: true
});
Object.defineProperty(ActionManager, "OnPointerOutTrigger", {
get: function () {
return ActionManager._OnPointerOutTrigger;
},
enumerable: true,
configurable: true
});
Object.defineProperty(ActionManager, "OnEveryFrameTrigger", {
get: function () {
return ActionManager._OnEveryFrameTrigger;
},
enumerable: true,
configurable: true
});
Object.defineProperty(ActionManager, "OnIntersectionEnterTrigger", {
get: function () {
return ActionManager._OnIntersectionEnterTrigger;
},
enumerable: true,
configurable: true
});
Object.defineProperty(ActionManager, "OnIntersectionExitTrigger", {
get: function () {
return ActionManager._OnIntersectionExitTrigger;
},
enumerable: true,
configurable: true
});
Object.defineProperty(ActionManager, "OnKeyDownTrigger", {
get: function () {
return ActionManager._OnKeyDownTrigger;
},
enumerable: true,
configurable: true
});
Object.defineProperty(ActionManager, "OnKeyUpTrigger", {
get: function () {
return ActionManager._OnKeyUpTrigger;
},
enumerable: true,
configurable: true
});
Object.defineProperty(ActionManager, "OnPickUpTrigger", {
get: function () {
return ActionManager._OnPickUpTrigger;
},
enumerable: true,
configurable: true
});
// Methods
ActionManager.prototype.dispose = function () {
var index = this._scene._actionManagers.indexOf(this);
if (index > -1) {
this._scene._actionManagers.splice(index, 1);
}
};
ActionManager.prototype.getScene = function () {
return this._scene;
};
/**
* Does this action manager handles actions of any of the given triggers
* @param {number[]} triggers - the triggers to be tested
* @return {boolean} whether one (or more) of the triggers is handeled
*/
ActionManager.prototype.hasSpecificTriggers = function (triggers) {
for (var index = 0; index < this.actions.length; index++) {
var action = this.actions[index];
if (triggers.indexOf(action.trigger) > -1) {
return true;
}
}
return false;
};
/**
* Does this action manager handles actions of a given trigger
* @param {number} trigger - the trigger to be tested
* @return {boolean} whether the trigger is handeled
*/
ActionManager.prototype.hasSpecificTrigger = function (trigger) {
for (var index = 0; index < this.actions.length; index++) {
var action = this.actions[index];
if (action.trigger === trigger) {
return true;
}
}
return false;
};
Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
/**
* Does this action manager has pointer triggers
* @return {boolean} whether or not it has pointer triggers
*/
get: function () {
for (var index = 0; index < this.actions.length; index++) {
var action = this.actions[index];
if (action.trigger >= ActionManager._OnPickTrigger && action.trigger <= ActionManager._OnPointerOutTrigger) {
return true;
}
if (action.trigger == ActionManager._OnPickUpTrigger) {
return true;
}
}
return false;
},
enumerable: true,
configurable: true
});
Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
/**
* Does this action manager has pick triggers
* @return {boolean} whether or not it has pick triggers
*/
get: function () {
for (var index = 0; index < this.actions.length; index++) {
var action = this.actions[index];
if (action.trigger >= ActionManager._OnPickTrigger && action.trigger <= ActionManager._OnCenterPickTrigger) {
return true;
}
}
return false;
},
enumerable: true,
configurable: true
});
/**
* Registers an action to this action manager
* @param {BABYLON.Action} action - the action to be registered
* @return {BABYLON.Action} the action amended (prepared) after registration
*/
ActionManager.prototype.registerAction = function (action) {
if (action.trigger === ActionManager.OnEveryFrameTrigger) {
if (this.getScene().actionManager !== this) {
BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
return null;
}
}
this.actions.push(action);
action._actionManager = this;
action._prepare();
return action;
};
/**
* Process a specific trigger
* @param {number} trigger - the trigger to process
* @param evt {BABYLON.ActionEvent} the event details to be processed
*/
ActionManager.prototype.processTrigger = function (trigger, evt) {
for (var index = 0; index < this.actions.length; index++) {
var action = this.actions[index];
if (action.trigger === trigger) {
if (trigger === ActionManager.OnKeyUpTrigger || trigger === ActionManager.OnKeyDownTrigger) {
var parameter = action.getTriggerParameter();
if (parameter) {
var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;
var actualkey = String.fromCharCode(unicode).toLowerCase();
if (actualkey !== parameter.toLowerCase()) {
continue;
}
}
}
action._executeCurrent(evt);
}
}
};
ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
var properties = propertyPath.split(".");
for (var index = 0; index < properties.length - 1; index++) {
target = target[properties[index]];
}
return target;
};
ActionManager.prototype._getProperty = function (propertyPath) {
var properties = propertyPath.split(".");
return properties[properties.length - 1];
};
// Statics
ActionManager._NothingTrigger = 0;
ActionManager._OnPickTrigger = 1;
ActionManager._OnLeftPickTrigger = 2;
ActionManager._OnRightPickTrigger = 3;
ActionManager._OnCenterPickTrigger = 4;
ActionManager._OnPointerOverTrigger = 5;
ActionManager._OnPointerOutTrigger = 6;
ActionManager._OnEveryFrameTrigger = 7;
ActionManager._OnIntersectionEnterTrigger = 8;
ActionManager._OnIntersectionExitTrigger = 9;
ActionManager._OnKeyDownTrigger = 10;
ActionManager._OnKeyUpTrigger = 11;
ActionManager._OnPickUpTrigger = 12;
return ActionManager;
})();
BABYLON.ActionManager = ActionManager;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.actionManager.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var InterpolateValueAction = (function (_super) {
__extends(InterpolateValueAction, _super);
function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations) {
if (duration === void 0) { duration = 1000; }
_super.call(this, triggerOptions, condition);
this.propertyPath = propertyPath;
this.value = value;
this.duration = duration;
this.stopOtherAnimations = stopOtherAnimations;
this._target = target;
}
InterpolateValueAction.prototype._prepare = function () {
this._target = this._getEffectiveTarget(this._target, this.propertyPath);
this._property = this._getProperty(this.propertyPath);
};
InterpolateValueAction.prototype.execute = function () {
var scene = this._actionManager.getScene();
var keys = [
{
frame: 0,
value: this._target[this._property]
},
{
frame: 100,
value: this.value
}
];
var dataType;
if (typeof this.value === "number") {
dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
}
else if (this.value instanceof BABYLON.Color3) {
dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
}
else if (this.value instanceof BABYLON.Vector3) {
dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
}
else if (this.value instanceof BABYLON.Matrix) {
dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
}
else if (this.value instanceof BABYLON.Quaternion) {
dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
}
else {
BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
return;
}
var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
animation.setKeys(keys);
if (this.stopOtherAnimations) {
scene.stopAnimation(this._target);
}
scene.beginDirectAnimation(this._target, [animation], 0, 100);
};
return InterpolateValueAction;
})(BABYLON.Action);
BABYLON.InterpolateValueAction = InterpolateValueAction;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.interpolateValueAction.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var SwitchBooleanAction = (function (_super) {
__extends(SwitchBooleanAction, _super);
function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
_super.call(this, triggerOptions, condition);
this.propertyPath = propertyPath;
this._target = target;
}
SwitchBooleanAction.prototype._prepare = function () {
this._target = this._getEffectiveTarget(this._target, this.propertyPath);
this._property = this._getProperty(this.propertyPath);
};
SwitchBooleanAction.prototype.execute = function () {
this._target[this._property] = !this._target[this._property];
};
return SwitchBooleanAction;
})(BABYLON.Action);
BABYLON.SwitchBooleanAction = SwitchBooleanAction;
var SetStateAction = (function (_super) {
__extends(SetStateAction, _super);
function SetStateAction(triggerOptions, target, value, condition) {
_super.call(this, triggerOptions, condition);
this.value = value;
this._target = target;
}
SetStateAction.prototype.execute = function () {
this._target.state = this.value;
};
return SetStateAction;
})(BABYLON.Action);
BABYLON.SetStateAction = SetStateAction;
var SetValueAction = (function (_super) {
__extends(SetValueAction, _super);
function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
_super.call(this, triggerOptions, condition);
this.propertyPath = propertyPath;
this.value = value;
this._target = target;
}
SetValueAction.prototype._prepare = function () {
this._target = this._getEffectiveTarget(this._target, this.propertyPath);
this._property = this._getProperty(this.propertyPath);
};
SetValueAction.prototype.execute = function () {
this._target[this._property] = this.value;
};
return SetValueAction;
})(BABYLON.Action);
BABYLON.SetValueAction = SetValueAction;
var IncrementValueAction = (function (_super) {
__extends(IncrementValueAction, _super);
function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
_super.call(this, triggerOptions, condition);
this.propertyPath = propertyPath;
this.value = value;
this._target = target;
}
IncrementValueAction.prototype._prepare = function () {
this._target = this._getEffectiveTarget(this._target, this.propertyPath);
this._property = this._getProperty(this.propertyPath);
if (typeof this._target[this._property] !== "number") {
BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
}
};
IncrementValueAction.prototype.execute = function () {
this._target[this._property] += this.value;
};
return IncrementValueAction;
})(BABYLON.Action);
BABYLON.IncrementValueAction = IncrementValueAction;
var PlayAnimationAction = (function (_super) {
__extends(PlayAnimationAction, _super);
function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
_super.call(this, triggerOptions, condition);
this.from = from;
this.to = to;
this.loop = loop;
this._target = target;
}
PlayAnimationAction.prototype._prepare = function () {
};
PlayAnimationAction.prototype.execute = function () {
var scene = this._actionManager.getScene();
scene.beginAnimation(this._target, this.from, this.to, this.loop);
};
return PlayAnimationAction;
})(BABYLON.Action);
BABYLON.PlayAnimationAction = PlayAnimationAction;
var StopAnimationAction = (function (_super) {
__extends(StopAnimationAction, _super);
function StopAnimationAction(triggerOptions, target, condition) {
_super.call(this, triggerOptions, condition);
this._target = target;
}
StopAnimationAction.prototype._prepare = function () {
};
StopAnimationAction.prototype.execute = function () {
var scene = this._actionManager.getScene();
scene.stopAnimation(this._target);
};
return StopAnimationAction;
})(BABYLON.Action);
BABYLON.StopAnimationAction = StopAnimationAction;
var DoNothingAction = (function (_super) {
__extends(DoNothingAction, _super);
function DoNothingAction(triggerOptions, condition) {
if (triggerOptions === void 0) { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
_super.call(this, triggerOptions, condition);
}
DoNothingAction.prototype.execute = function () {
};
return DoNothingAction;
})(BABYLON.Action);
BABYLON.DoNothingAction = DoNothingAction;
var CombineAction = (function (_super) {
__extends(CombineAction, _super);
function CombineAction(triggerOptions, children, condition) {
_super.call(this, triggerOptions, condition);
this.children = children;
}
CombineAction.prototype._prepare = function () {
for (var index = 0; index < this.children.length; index++) {
this.children[index]._actionManager = this._actionManager;
this.children[index]._prepare();
}
};
CombineAction.prototype.execute = function (evt) {
for (var index = 0; index < this.children.length; index++) {
this.children[index].execute(evt);
}
};
return CombineAction;
})(BABYLON.Action);
BABYLON.CombineAction = CombineAction;
var ExecuteCodeAction = (function (_super) {
__extends(ExecuteCodeAction, _super);
function ExecuteCodeAction(triggerOptions, func, condition) {
_super.call(this, triggerOptions, condition);
this.func = func;
}
ExecuteCodeAction.prototype.execute = function (evt) {
this.func(evt);
};
return ExecuteCodeAction;
})(BABYLON.Action);
BABYLON.ExecuteCodeAction = ExecuteCodeAction;
var SetParentAction = (function (_super) {
__extends(SetParentAction, _super);
function SetParentAction(triggerOptions, target, parent, condition) {
_super.call(this, triggerOptions, condition);
this._target = target;
this._parent = parent;
}
SetParentAction.prototype._prepare = function () {
};
SetParentAction.prototype.execute = function () {
if (this._target.parent === this._parent) {
return;
}
var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
invertParentWorldMatrix.invert();
this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
this._target.parent = this._parent;
};
return SetParentAction;
})(BABYLON.Action);
BABYLON.SetParentAction = SetParentAction;
var PlaySoundAction = (function (_super) {
__extends(PlaySoundAction, _super);
function PlaySoundAction(triggerOptions, sound, condition) {
_super.call(this, triggerOptions, condition);
this._sound = sound;
}
PlaySoundAction.prototype._prepare = function () {
};
PlaySoundAction.prototype.execute = function () {
if (this._sound !== undefined)
this._sound.play();
};
return PlaySoundAction;
})(BABYLON.Action);
BABYLON.PlaySoundAction = PlaySoundAction;
var StopSoundAction = (function (_super) {
__extends(StopSoundAction, _super);
function StopSoundAction(triggerOptions, sound, condition) {
_super.call(this, triggerOptions, condition);
this._sound = sound;
}
StopSoundAction.prototype._prepare = function () {
};
StopSoundAction.prototype.execute = function () {
if (this._sound !== undefined)
this._sound.stop();
};
return StopSoundAction;
})(BABYLON.Action);
BABYLON.StopSoundAction = StopSoundAction;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.directActions.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var Geometry = (function () {
function Geometry(id, scene, vertexData, updatable, mesh) {
this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
this._totalVertices = 0;
this._indices = [];
this._isDisposed = false;
this.id = id;
this._engine = scene.getEngine();
this._meshes = [];
this._scene = scene;
// vertexData
if (vertexData) {
this.setAllVerticesData(vertexData, updatable);
}
else {
this._totalVertices = 0;
this._indices = [];
}
// applyToMesh
if (mesh) {
this.applyToMesh(mesh);
mesh.computeWorldMatrix(true);
}
}
Geometry.prototype.getScene = function () {
return this._scene;
};
Geometry.prototype.getEngine = function () {
return this._engine;
};
Geometry.prototype.isReady = function () {
return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
};
Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
vertexData.applyToGeometry(this, updatable);
this.notifyUpdate();
};
Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
this._vertexBuffers = this._vertexBuffers || {};
if (this._vertexBuffers[kind]) {
this._vertexBuffers[kind].dispose();
}
this._vertexBuffers[kind] = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);
if (kind === BABYLON.VertexBuffer.PositionKind) {
stride = this._vertexBuffers[kind].getStrideSize();
this._totalVertices = data.length / stride;
var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices);
var meshes = this._meshes;
var numOfMeshes = meshes.length;
for (var index = 0; index < numOfMeshes; index++) {
var mesh = meshes[index];
mesh._resetPointsArrayCache();
mesh._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
mesh._createGlobalSubMesh();
mesh.computeWorldMatrix(true);
}
}
this.notifyUpdate(kind);
};
Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset) {
var vertexBuffer = this.getVertexBuffer(kind);
if (!vertexBuffer) {
return;
}
vertexBuffer.updateDirectly(data, offset);
this.notifyUpdate(kind);
};
Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
var vertexBuffer = this.getVertexBuffer(kind);
if (!vertexBuffer) {
return;
}
vertexBuffer.update(data);
if (kind === BABYLON.VertexBuffer.PositionKind) {
var extend;
var stride = vertexBuffer.getStrideSize();
this._totalVertices = data.length / stride;
if (updateExtends) {
extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices);
}
var meshes = this._meshes;
var numOfMeshes = meshes.length;
for (var index = 0; index < numOfMeshes; index++) {
var mesh = meshes[index];
mesh._resetPointsArrayCache();
if (updateExtends) {
mesh._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
var subMesh = mesh.subMeshes[subIndex];
subMesh.refreshBoundingInfo();
}
}
}
}
this.notifyUpdate(kind);
};
Geometry.prototype.getTotalVertices = function () {
if (!this.isReady()) {
return 0;
}
return this._totalVertices;
};
Geometry.prototype.getVerticesData = function (kind, copyWhenShared) {
var vertexBuffer = this.getVertexBuffer(kind);
if (!vertexBuffer) {
return null;
}
var orig = vertexBuffer.getData();
if (!copyWhenShared || this._meshes.length === 1) {
return orig;
}
else {
var len = orig.length;
var copy = [];
for (var i = 0; i < len; i++) {
copy.push(orig[i]);
}
return copy;
}
};
Geometry.prototype.getVertexBuffer = function (kind) {
if (!this.isReady()) {
return null;
}
return this._vertexBuffers[kind];
};
Geometry.prototype.getVertexBuffers = function () {
if (!this.isReady()) {
return null;
}
return this._vertexBuffers;
};
Geometry.prototype.isVerticesDataPresent = function (kind) {
if (!this._vertexBuffers) {
if (this._delayInfo) {
return this._delayInfo.indexOf(kind) !== -1;
}
return false;
}
return this._vertexBuffers[kind] !== undefined;
};
Geometry.prototype.getVerticesDataKinds = function () {
var result = [];
if (!this._vertexBuffers && this._delayInfo) {
for (var kind in this._delayInfo) {
result.push(kind);
}
}
else {
for (kind in this._vertexBuffers) {
result.push(kind);
}
}
return result;
};
Geometry.prototype.setIndices = function (indices, totalVertices) {
if (this._indexBuffer) {
this._engine._releaseBuffer(this._indexBuffer);
}
this._indices = indices;
if (this._meshes.length !== 0 && this._indices) {
this._indexBuffer = this._engine.createIndexBuffer(this._indices);
}
if (totalVertices !== undefined) {
this._totalVertices = totalVertices;
}
var meshes = this._meshes;
var numOfMeshes = meshes.length;
for (var index = 0; index < numOfMeshes; index++) {
meshes[index]._createGlobalSubMesh();
}
this.notifyUpdate();
};
Geometry.prototype.getTotalIndices = function () {
if (!this.isReady()) {
return 0;
}
return this._indices.length;
};
Geometry.prototype.getIndices = function (copyWhenShared) {
if (!this.isReady()) {
return null;
}
var orig = this._indices;
if (!copyWhenShared || this._meshes.length === 1) {
return orig;
}
else {
var len = orig.length;
var copy = [];
for (var i = 0; i < len; i++) {
copy.push(orig[i]);
}
return copy;
}
};
Geometry.prototype.getIndexBuffer = function () {
if (!this.isReady()) {
return null;
}
return this._indexBuffer;
};
Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
var meshes = this._meshes;
var index = meshes.indexOf(mesh);
if (index === -1) {
return;
}
for (var kind in this._vertexBuffers) {
this._vertexBuffers[kind].dispose();
}
if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
this._indexBuffer = null;
}
meshes.splice(index, 1);
mesh._geometry = null;
if (meshes.length === 0 && shouldDispose) {
this.dispose();
}
};
Geometry.prototype.applyToMesh = function (mesh) {
if (mesh._geometry === this) {
return;
}
var previousGeometry = mesh._geometry;
if (previousGeometry) {
previousGeometry.releaseForMesh(mesh);
}
var meshes = this._meshes;
// must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()
mesh._geometry = this;
this._scene.pushGeometry(this);
meshes.push(mesh);
if (this.isReady()) {
this._applyToMesh(mesh);
}
else {
mesh._boundingInfo = this._boundingInfo;
}
};
Geometry.prototype._applyToMesh = function (mesh) {
var numOfMeshes = this._meshes.length;
for (var kind in this._vertexBuffers) {
if (numOfMeshes === 1) {
this._vertexBuffers[kind].create();
}
this._vertexBuffers[kind]._buffer.references = numOfMeshes;
if (kind === BABYLON.VertexBuffer.PositionKind) {
mesh._resetPointsArrayCache();
var extend = BABYLON.Tools.ExtractMinAndMax(this._vertexBuffers[kind].getData(), 0, this._totalVertices);
mesh._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
mesh._createGlobalSubMesh();
//bounding info was just created again, world matrix should be applied again.
mesh._updateBoundingInfo();
}
}
// indexBuffer
if (numOfMeshes === 1 && this._indices) {
this._indexBuffer = this._engine.createIndexBuffer(this._indices);
}
if (this._indexBuffer) {
this._indexBuffer.references = numOfMeshes;
}
};
Geometry.prototype.notifyUpdate = function (kind) {
if (this.onGeometryUpdated) {
this.onGeometryUpdated(this, kind);
}
};
Geometry.prototype.load = function (scene, onLoaded) {
var _this = this;
if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
return;
}
if (this.isReady()) {
if (onLoaded) {
onLoaded();
}
return;
}
this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
scene._addPendingData(this);
BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
_this._delayLoadingFunction(JSON.parse(data), _this);
_this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
_this._delayInfo = [];
scene._removePendingData(_this);
var meshes = _this._meshes;
var numOfMeshes = meshes.length;
for (var index = 0; index < numOfMeshes; index++) {
_this._applyToMesh(meshes[index]);
}
if (onLoaded) {
onLoaded();
}
}, function () {
}, scene.database);
};
Geometry.prototype.isDisposed = function () {
return this._isDisposed;
};
Geometry.prototype.dispose = function () {
var meshes = this._meshes;
var numOfMeshes = meshes.length;
var index;
for (index = 0; index < numOfMeshes; index++) {
this.releaseForMesh(meshes[index]);
}
this._meshes = [];
for (var kind in this._vertexBuffers) {
this._vertexBuffers[kind].dispose();
}
this._vertexBuffers = [];
this._totalVertices = 0;
if (this._indexBuffer) {
this._engine._releaseBuffer(this._indexBuffer);
}
this._indexBuffer = null;
this._indices = [];
this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
this.delayLoadingFile = null;
this._delayLoadingFunction = null;
this._delayInfo = [];
this._boundingInfo = null; // todo: .dispose()
this._scene.removeGeometry(this);
this._isDisposed = true;
};
Geometry.prototype.copy = function (id) {
var vertexData = new BABYLON.VertexData();
vertexData.indices = [];
var indices = this.getIndices();
for (var index = 0; index < indices.length; index++) {
vertexData.indices.push(indices[index]);
}
var updatable = false;
var stopChecking = false;
for (var kind in this._vertexBuffers) {
// using slice() to make a copy of the array and not just reference it
vertexData.set(this.getVerticesData(kind).slice(0), kind);
if (!stopChecking) {
updatable = this.getVertexBuffer(kind).isUpdatable();
stopChecking = !updatable;
}
}
var geometry = new Geometry(id, this._scene, vertexData, updatable, null);
geometry.delayLoadState = this.delayLoadState;
geometry.delayLoadingFile = this.delayLoadingFile;
geometry._delayLoadingFunction = this._delayLoadingFunction;
for (kind in this._delayInfo) {
geometry._delayInfo = geometry._delayInfo || [];
geometry._delayInfo.push(kind);
}
// Bounding info
var extend = BABYLON.Tools.ExtractMinAndMax(this.getVerticesData(BABYLON.VertexBuffer.PositionKind), 0, this.getTotalVertices());
geometry._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
return geometry;
};
// Statics
Geometry.ExtractFromMesh = function (mesh, id) {
var geometry = mesh._geometry;
if (!geometry) {
return null;
}
return geometry.copy(id);
};
// from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
// be aware Math.random() could cause collisions
Geometry.RandomId = function () {
return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
var r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8);
return v.toString(16);
});
};
return Geometry;
})();
BABYLON.Geometry = Geometry;
/////// Primitives //////////////////////////////////////////////
var Geometry;
(function (Geometry) {
var Primitives;
(function (Primitives) {
/// Abstract class
var _Primitive = (function (_super) {
__extends(_Primitive, _super);
function _Primitive(id, scene, vertexData, canBeRegenerated, mesh) {
this._beingRegenerated = true;
this._canBeRegenerated = canBeRegenerated;
_super.call(this, id, scene, vertexData, false, mesh); // updatable = false to be sure not to update vertices
this._beingRegenerated = false;
}
_Primitive.prototype.canBeRegenerated = function () {
return this._canBeRegenerated;
};
_Primitive.prototype.regenerate = function () {
if (!this._canBeRegenerated) {
return;
}
this._beingRegenerated = true;
this.setAllVerticesData(this._regenerateVertexData(), false);
this._beingRegenerated = false;
};
_Primitive.prototype.asNewGeometry = function (id) {
return _super.prototype.copy.call(this, id);
};
// overrides
_Primitive.prototype.setAllVerticesData = function (vertexData, updatable) {
if (!this._beingRegenerated) {
return;
}
_super.prototype.setAllVerticesData.call(this, vertexData, false);
};
_Primitive.prototype.setVerticesData = function (kind, data, updatable) {
if (!this._beingRegenerated) {
return;
}
_super.prototype.setVerticesData.call(this, kind, data, false);
};
// to override
// protected
_Primitive.prototype._regenerateVertexData = function () {
throw new Error("Abstract method");
};
_Primitive.prototype.copy = function (id) {
throw new Error("Must be overriden in sub-classes.");
};
return _Primitive;
})(Geometry);
Primitives._Primitive = _Primitive;
var Ribbon = (function (_super) {
__extends(Ribbon, _super);
function Ribbon(id, scene, pathArray, closeArray, closePath, offset, canBeRegenerated, mesh, side) {
if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
this.pathArray = pathArray;
this.closeArray = closeArray;
this.closePath = closePath;
this.offset = offset;
this.side = side;
_super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
}
Ribbon.prototype._regenerateVertexData = function () {
return BABYLON.VertexData.CreateRibbon(this.pathArray, this.closeArray, this.closePath, this.offset, this.side);
};
Ribbon.prototype.copy = function (id) {
return new Ribbon(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), null, this.side);
};
return Ribbon;
})(_Primitive);
Primitives.Ribbon = Ribbon;
var Box = (function (_super) {
__extends(Box, _super);
function Box(id, scene, size, canBeRegenerated, mesh, side) {
if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
this.size = size;
this.side = side;
_super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
}
Box.prototype._regenerateVertexData = function () {
return BABYLON.VertexData.CreateBox(this.size, this.side);
};
Box.prototype.copy = function (id) {
return new Box(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
};
return Box;
})(_Primitive);
Primitives.Box = Box;
var Sphere = (function (_super) {
__extends(Sphere, _super);
function Sphere(id, scene, segments, diameter, canBeRegenerated, mesh, side) {
if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
this.segments = segments;
this.diameter = diameter;
this.side = side;
_super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
}
Sphere.prototype._regenerateVertexData = function () {
return BABYLON.VertexData.CreateSphere(this.segments, this.diameter, this.side);
};
Sphere.prototype.copy = function (id) {
return new Sphere(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null, this.side);
};
return Sphere;
})(_Primitive);
Primitives.Sphere = Sphere;
var Cylinder = (function (_super) {
__extends(Cylinder, _super);
function Cylinder(id, scene, height, diameterTop, diameterBottom, tessellation, subdivisions, canBeRegenerated, mesh, side) {
if (subdivisions === void 0) { subdivisions = 1; }
if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
this.height = height;
this.diameterTop = diameterTop;
this.diameterBottom = diameterBottom;
this.tessellation = tessellation;
this.subdivisions = subdivisions;
this.side = side;
_super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
}
Cylinder.prototype._regenerateVertexData = function () {
return BABYLON.VertexData.CreateCylinder(this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.side);
};
Cylinder.prototype.copy = function (id) {
return new Cylinder(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null, this.side);
};
return Cylinder;
})(_Primitive);
Primitives.Cylinder = Cylinder;
var Torus = (function (_super) {
__extends(Torus, _super);
function Torus(id, scene, diameter, thickness, tessellation, canBeRegenerated, mesh, side) {
if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
this.diameter = diameter;
this.thickness = thickness;
this.tessellation = tessellation;
this.side = side;
_super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
}
Torus.prototype._regenerateVertexData = function () {
return BABYLON.VertexData.CreateTorus(this.diameter, this.thickness, this.tessellation, this.side);
};
Torus.prototype.copy = function (id) {
return new Torus(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null, this.side);
};
return Torus;
})(_Primitive);
Primitives.Torus = Torus;
var Ground = (function (_super) {
__extends(Ground, _super);
function Ground(id, scene, width, height, subdivisions, canBeRegenerated, mesh) {
this.width = width;
this.height = height;
this.subdivisions = subdivisions;
_super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
}
Ground.prototype._regenerateVertexData = function () {
return BABYLON.VertexData.CreateGround(this.width, this.height, this.subdivisions);
};
Ground.prototype.copy = function (id) {
return new Ground(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
};
return Ground;
})(_Primitive);
Primitives.Ground = Ground;
var TiledGround = (function (_super) {
__extends(TiledGround, _super);
function TiledGround(id, scene, xmin, zmin, xmax, zmax, subdivisions, precision, canBeRegenerated, mesh) {
this.xmin = xmin;
this.zmin = zmin;
this.xmax = xmax;
this.zmax = zmax;
this.subdivisions = subdivisions;
this.precision = precision;
_super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
}
TiledGround.prototype._regenerateVertexData = function () {
return BABYLON.VertexData.CreateTiledGround(this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision);
};
TiledGround.prototype.copy = function (id) {
return new TiledGround(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
};
return TiledGround;
})(_Primitive);
Primitives.TiledGround = TiledGround;
var Plane = (function (_super) {
__extends(Plane, _super);
function Plane(id, scene, size, canBeRegenerated, mesh, side) {
if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
this.size = size;
this.side = side;
_super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
}
Plane.prototype._regenerateVertexData = function () {
return BABYLON.VertexData.CreatePlane(this.size, this.side);
};
Plane.prototype.copy = function (id) {
return new Plane(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
};
return Plane;
})(_Primitive);
Primitives.Plane = Plane;
var TorusKnot = (function (_super) {
__extends(TorusKnot, _super);
function TorusKnot(id, scene, radius, tube, radialSegments, tubularSegments, p, q, canBeRegenerated, mesh, side) {
if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
this.radius = radius;
this.tube = tube;
this.radialSegments = radialSegments;
this.tubularSegments = tubularSegments;
this.p = p;
this.q = q;
this.side = side;
_super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
}
TorusKnot.prototype._regenerateVertexData = function () {
return BABYLON.VertexData.CreateTorusKnot(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.side);
};
TorusKnot.prototype.copy = function (id) {
return new TorusKnot(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null, this.side);
};
return TorusKnot;
})(_Primitive);
Primitives.TorusKnot = TorusKnot;
})(Primitives = Geometry.Primitives || (Geometry.Primitives = {}));
})(Geometry = BABYLON.Geometry || (BABYLON.Geometry = {}));
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.geometry.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var GroundMesh = (function (_super) {
__extends(GroundMesh, _super);
function GroundMesh(name, scene) {
_super.call(this, name, scene);
this.generateOctree = false;
this._worldInverse = new BABYLON.Matrix();
}
Object.defineProperty(GroundMesh.prototype, "subdivisions", {
get: function () {
return this._subdivisions;
},
enumerable: true,
configurable: true
});
GroundMesh.prototype.optimize = function (chunksCount) {
this.subdivide(this._subdivisions);
this.createOrUpdateSubmeshesOctree(32);
};
GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
var ray = new BABYLON.Ray(new BABYLON.Vector3(x, this.getBoundingInfo().boundingBox.maximumWorld.y + 1, z), new BABYLON.Vector3(0, -1, 0));
this.getWorldMatrix().invertToRef(this._worldInverse);
ray = BABYLON.Ray.Transform(ray, this._worldInverse);
var pickInfo = this.intersects(ray);
if (pickInfo.hit) {
return pickInfo.pickedPoint.y;
}
return 0;
};
return GroundMesh;
})(BABYLON.Mesh);
BABYLON.GroundMesh = GroundMesh;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.groundMesh.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var Gamepads = (function () {
function Gamepads(ongamedpadconnected) {
var _this = this;
this.babylonGamepads = [];
this.oneGamepadConnected = false;
this.isMonitoring = false;
this.gamepadEventSupported = 'GamepadEvent' in window;
this.gamepadSupportAvailable = (navigator.getGamepads || !!navigator.webkitGetGamepads || !!navigator.msGetGamepads || !!navigator.webkitGamepads);
this.buttonADataURL = "data:image/png;base64,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";
this._callbackGamepadConnected = ongamedpadconnected;
if (this.gamepadSupportAvailable) {
// Checking if the gamepad connected event is supported (like in Firefox)
if (this.gamepadEventSupported) {
window.addEventListener('gamepadconnected', function (evt) {
_this._onGamepadConnected(evt);
}, false);
window.addEventListener('gamepaddisconnected', function (evt) {
_this._onGamepadDisconnected(evt);
}, false);
}
else {
this._startMonitoringGamepads();
}
if (!this.oneGamepadConnected) {
this._insertGamepadDOMInstructions();
}
}
else {
this._insertGamepadDOMNotSupported();
}
}
Gamepads.prototype._insertGamepadDOMInstructions = function () {
Gamepads.gamepadDOMInfo = document.createElement("div");
var buttonAImage = document.createElement("img");
buttonAImage.src = this.buttonADataURL;
var spanMessage = document.createElement("span");
spanMessage.innerHTML = "to activate gamepad";
Gamepads.gamepadDOMInfo.appendChild(buttonAImage);
Gamepads.gamepadDOMInfo.appendChild(spanMessage);
Gamepads.gamepadDOMInfo.style.position = "absolute";
Gamepads.gamepadDOMInfo.style.width = "100%";
Gamepads.gamepadDOMInfo.style.height = "48px";
Gamepads.gamepadDOMInfo.style.bottom = "0px";
Gamepads.gamepadDOMInfo.style.backgroundColor = "rgba(1, 1, 1, 0.15)";
Gamepads.gamepadDOMInfo.style.textAlign = "center";
Gamepads.gamepadDOMInfo.style.zIndex = "10";
buttonAImage.style.position = "relative";
buttonAImage.style.bottom = "8px";
spanMessage.style.position = "relative";
spanMessage.style.fontSize = "32px";
spanMessage.style.bottom = "32px";
spanMessage.style.color = "green";
document.body.appendChild(Gamepads.gamepadDOMInfo);
};
Gamepads.prototype._insertGamepadDOMNotSupported = function () {
Gamepads.gamepadDOMInfo = document.createElement("div");
var spanMessage = document.createElement("span");
spanMessage.innerHTML = "gamepad not supported";
Gamepads.gamepadDOMInfo.appendChild(spanMessage);
Gamepads.gamepadDOMInfo.style.position = "absolute";
Gamepads.gamepadDOMInfo.style.width = "100%";
Gamepads.gamepadDOMInfo.style.height = "40px";
Gamepads.gamepadDOMInfo.style.bottom = "0px";
Gamepads.gamepadDOMInfo.style.backgroundColor = "rgba(1, 1, 1, 0.15)";
Gamepads.gamepadDOMInfo.style.textAlign = "center";
Gamepads.gamepadDOMInfo.style.zIndex = "10";
spanMessage.style.position = "relative";
spanMessage.style.fontSize = "32px";
spanMessage.style.color = "red";
document.body.appendChild(Gamepads.gamepadDOMInfo);
};
Gamepads.prototype.dispose = function () {
if (Gamepads.gamepadDOMInfo) {
document.body.removeChild(Gamepads.gamepadDOMInfo);
}
};
Gamepads.prototype._onGamepadConnected = function (evt) {
var newGamepad = this._addNewGamepad(evt.gamepad);
if (this._callbackGamepadConnected)
this._callbackGamepadConnected(newGamepad);
this._startMonitoringGamepads();
};
Gamepads.prototype._addNewGamepad = function (gamepad) {
if (!this.oneGamepadConnected) {
this.oneGamepadConnected = true;
if (Gamepads.gamepadDOMInfo) {
document.body.removeChild(Gamepads.gamepadDOMInfo);
Gamepads.gamepadDOMInfo = null;
}
}
var newGamepad;
if (gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad);
}
else {
newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
}
this.babylonGamepads.push(newGamepad);
return newGamepad;
};
Gamepads.prototype._onGamepadDisconnected = function (evt) {
for (var i in this.babylonGamepads) {
if (this.babylonGamepads[i].index == evt.gamepad.index) {
this.babylonGamepads.splice(i, 1);
break;
}
}
// If no gamepads are left, stop the polling loop.
if (this.babylonGamepads.length == 0) {
this._stopMonitoringGamepads();
}
};
Gamepads.prototype._startMonitoringGamepads = function () {
if (!this.isMonitoring) {
this.isMonitoring = true;
this._checkGamepadsStatus();
}
};
Gamepads.prototype._stopMonitoringGamepads = function () {
this.isMonitoring = false;
};
Gamepads.prototype._checkGamepadsStatus = function () {
var _this = this;
// updating gamepad objects
this._updateGamepadObjects();
for (var i in this.babylonGamepads) {
this.babylonGamepads[i].update();
}
if (this.isMonitoring) {
if (window.requestAnimationFrame) {
window.requestAnimationFrame(function () {
_this._checkGamepadsStatus();
});
}
else if (window.mozRequestAnimationFrame) {
window.mozRequestAnimationFrame(function () {
_this._checkGamepadsStatus();
});
}
else if (window.webkitRequestAnimationFrame) {
window.webkitRequestAnimationFrame(function () {
_this._checkGamepadsStatus();
});
}
}
};
// This function is called only on Chrome, which does not yet support
// connection/disconnection events, but requires you to monitor
// an array for changes.
Gamepads.prototype._updateGamepadObjects = function () {
var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
for (var i = 0; i < gamepads.length; i++) {
if (gamepads[i]) {
if (!(gamepads[i].index in this.babylonGamepads)) {
var newGamepad = this._addNewGamepad(gamepads[i]);
if (this._callbackGamepadConnected) {
this._callbackGamepadConnected(newGamepad);
}
}
else {
this.babylonGamepads[i].browserGamepad = gamepads[i];
}
}
}
};
return Gamepads;
})();
BABYLON.Gamepads = Gamepads;
var StickValues = (function () {
function StickValues(x, y) {
this.x = x;
this.y = y;
}
return StickValues;
})();
BABYLON.StickValues = StickValues;
var Gamepad = (function () {
function Gamepad(id, index, browserGamepad) {
this.id = id;
this.index = index;
this.browserGamepad = browserGamepad;
if (this.browserGamepad.axes.length >= 2) {
this._leftStick = { x: this.browserGamepad.axes[0], y: this.browserGamepad.axes[1] };
}
if (this.browserGamepad.axes.length >= 4) {
this._rightStick = { x: this.browserGamepad.axes[2], y: this.browserGamepad.axes[3] };
}
}
Gamepad.prototype.onleftstickchanged = function (callback) {
this._onleftstickchanged = callback;
};
Gamepad.prototype.onrightstickchanged = function (callback) {
this._onrightstickchanged = callback;
};
Object.defineProperty(Gamepad.prototype, "leftStick", {
get: function () {
return this._leftStick;
},
set: function (newValues) {
if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
this._onleftstickchanged(newValues);
}
this._leftStick = newValues;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Gamepad.prototype, "rightStick", {
get: function () {
return this._rightStick;
},
set: function (newValues) {
if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
this._onrightstickchanged(newValues);
}
this._rightStick = newValues;
},
enumerable: true,
configurable: true
});
Gamepad.prototype.update = function () {
if (this._leftStick) {
this.leftStick = { x: this.browserGamepad.axes[0], y: this.browserGamepad.axes[1] };
}
if (this._rightStick) {
this.rightStick = { x: this.browserGamepad.axes[2], y: this.browserGamepad.axes[3] };
}
};
return Gamepad;
})();
BABYLON.Gamepad = Gamepad;
var GenericPad = (function (_super) {
__extends(GenericPad, _super);
function GenericPad(id, index, gamepad) {
_super.call(this, id, index, gamepad);
this.id = id;
this.index = index;
this.gamepad = gamepad;
this._buttons = new Array(gamepad.buttons.length);
}
GenericPad.prototype.onbuttondown = function (callback) {
this._onbuttondown = callback;
};
GenericPad.prototype.onbuttonup = function (callback) {
this._onbuttonup = callback;
};
GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
if (newValue !== currentValue) {
if (this._onbuttondown && newValue === 1) {
this._onbuttondown(buttonIndex);
}
if (this._onbuttonup && newValue === 0) {
this._onbuttonup(buttonIndex);
}
}
return newValue;
};
GenericPad.prototype.update = function () {
_super.prototype.update.call(this);
for (var index = 0; index < this._buttons.length; index++) {
this._buttons[index] = this._setButtonValue(this.gamepad.buttons[index].value, this._buttons[index], index);
}
};
return GenericPad;
})(Gamepad);
BABYLON.GenericPad = GenericPad;
(function (Xbox360Button) {
Xbox360Button[Xbox360Button["A"] = 0] = "A";
Xbox360Button[Xbox360Button["B"] = 1] = "B";
Xbox360Button[Xbox360Button["X"] = 2] = "X";
Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
})(BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
var Xbox360Button = BABYLON.Xbox360Button;
(function (Xbox360Dpad) {
Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
})(BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
var Xbox360Dpad = BABYLON.Xbox360Dpad;
var Xbox360Pad = (function (_super) {
__extends(Xbox360Pad, _super);
function Xbox360Pad() {
_super.apply(this, arguments);
this._leftTrigger = 0;
this._rightTrigger = 0;
this._buttonA = 0;
this._buttonB = 0;
this._buttonX = 0;
this._buttonY = 0;
this._buttonBack = 0;
this._buttonStart = 0;
this._buttonLB = 0;
this._buttonRB = 0;
this._buttonLeftStick = 0;
this._buttonRightStick = 0;
this._dPadUp = 0;
this._dPadDown = 0;
this._dPadLeft = 0;
this._dPadRight = 0;
}
Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
this._onlefttriggerchanged = callback;
};
Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
this._onrighttriggerchanged = callback;
};
Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
get: function () {
return this._leftTrigger;
},
set: function (newValue) {
if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
this._onlefttriggerchanged(newValue);
}
this._leftTrigger = newValue;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
get: function () {
return this._rightTrigger;
},
set: function (newValue) {
if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
this._onrighttriggerchanged(newValue);
}
this._rightTrigger = newValue;
},
enumerable: true,
configurable: true
});
Xbox360Pad.prototype.onbuttondown = function (callback) {
this._onbuttondown = callback;
};
Xbox360Pad.prototype.onbuttonup = function (callback) {
this._onbuttonup = callback;
};
Xbox360Pad.prototype.ondpaddown = function (callback) {
this._ondpaddown = callback;
};
Xbox360Pad.prototype.ondpadup = function (callback) {
this._ondpadup = callback;
};
Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
if (newValue !== currentValue) {
if (this._onbuttondown && newValue === 1) {
this._onbuttondown(buttonType);
}
if (this._onbuttonup && newValue === 0) {
this._onbuttonup(buttonType);
}
}
return newValue;
};
Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
if (newValue !== currentValue) {
if (this._ondpaddown && newValue === 1) {
this._ondpaddown(buttonType);
}
if (this._ondpadup && newValue === 0) {
this._ondpadup(buttonType);
}
}
return newValue;
};
Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
get: function () {
return this._buttonA;
},
set: function (value) {
this._buttonA = this._setButtonValue(value, this._buttonA, 0 /* A */);
},
enumerable: true,
configurable: true
});
Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
get: function () {
return this._buttonB;
},
set: function (value) {
this._buttonB = this._setButtonValue(value, this._buttonB, 1 /* B */);
},
enumerable: true,
configurable: true
});
Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
get: function () {
return this._buttonX;
},
set: function (value) {
this._buttonX = this._setButtonValue(value, this._buttonX, 2 /* X */);
},
enumerable: true,
configurable: true
});
Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
get: function () {
return this._buttonY;
},
set: function (value) {
this._buttonY = this._setButtonValue(value, this._buttonY, 3 /* Y */);
},
enumerable: true,
configurable: true
});
Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
get: function () {
return this._buttonStart;
},
set: function (value) {
this._buttonStart = this._setButtonValue(value, this._buttonStart, 4 /* Start */);
},
enumerable: true,
configurable: true
});
Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
get: function () {
return this._buttonBack;
},
set: function (value) {
this._buttonBack = this._setButtonValue(value, this._buttonBack, 5 /* Back */);
},
enumerable: true,
configurable: true
});
Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
get: function () {
return this._buttonLB;
},
set: function (value) {
this._buttonLB = this._setButtonValue(value, this._buttonLB, 6 /* LB */);
},
enumerable: true,
configurable: true
});
Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
get: function () {
return this._buttonRB;
},
set: function (value) {
this._buttonRB = this._setButtonValue(value, this._buttonRB, 7 /* RB */);
},
enumerable: true,
configurable: true
});
Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
get: function () {
return this._buttonLeftStick;
},
set: function (value) {
this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, 8 /* LeftStick */);
},
enumerable: true,
configurable: true
});
Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
get: function () {
return this._buttonRightStick;
},
set: function (value) {
this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, 9 /* RightStick */);
},
enumerable: true,
configurable: true
});
Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
get: function () {
return this._dPadUp;
},
set: function (value) {
this._dPadUp = this._setDPadValue(value, this._dPadUp, 0 /* Up */);
},
enumerable: true,
configurable: true
});
Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
get: function () {
return this._dPadDown;
},
set: function (value) {
this._dPadDown = this._setDPadValue(value, this._dPadDown, 1 /* Down */);
},
enumerable: true,
configurable: true
});
Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
get: function () {
return this._dPadLeft;
},
set: function (value) {
this._dPadLeft = this._setDPadValue(value, this._dPadLeft, 2 /* Left */);
},
enumerable: true,
configurable: true
});
Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
get: function () {
return this._dPadRight;
},
set: function (value) {
this._dPadRight = this._setDPadValue(value, this._dPadRight, 3 /* Right */);
},
enumerable: true,
configurable: true
});
Xbox360Pad.prototype.update = function () {
_super.prototype.update.call(this);
this.buttonA = this.browserGamepad.buttons[0].value;
this.buttonB = this.browserGamepad.buttons[1].value;
this.buttonX = this.browserGamepad.buttons[2].value;
this.buttonY = this.browserGamepad.buttons[3].value;
this.buttonLB = this.browserGamepad.buttons[4].value;
this.buttonRB = this.browserGamepad.buttons[5].value;
this.leftTrigger = this.browserGamepad.buttons[6].value;
this.rightTrigger = this.browserGamepad.buttons[7].value;
this.buttonBack = this.browserGamepad.buttons[8].value;
this.buttonStart = this.browserGamepad.buttons[9].value;
this.buttonLeftStick = this.browserGamepad.buttons[10].value;
this.buttonRightStick = this.browserGamepad.buttons[11].value;
this.dPadUp = this.browserGamepad.buttons[12].value;
this.dPadDown = this.browserGamepad.buttons[13].value;
this.dPadLeft = this.browserGamepad.buttons[14].value;
this.dPadRight = this.browserGamepad.buttons[15].value;
};
return Xbox360Pad;
})(Gamepad);
BABYLON.Xbox360Pad = Xbox360Pad;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.gamepads.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
// We're mainly based on the logic defined into the FreeCamera code
var GamepadCamera = (function (_super) {
__extends(GamepadCamera, _super);
function GamepadCamera(name, position, scene) {
var _this = this;
_super.call(this, name, position, scene);
this.angularSensibility = 200;
this.moveSensibility = 75;
this._gamepads = new BABYLON.Gamepads(function (gamepad) {
_this._onNewGameConnected(gamepad);
});
}
GamepadCamera.prototype._onNewGameConnected = function (gamepad) {
// Only the first gamepad can control the camera
if (gamepad.index === 0) {
this._gamepad = gamepad;
}
};
GamepadCamera.prototype._checkInputs = function () {
if (this._gamepad) {
var LSValues = this._gamepad.leftStick;
var normalizedLX = LSValues.x / this.moveSensibility;
var normalizedLY = LSValues.y / this.moveSensibility;
LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
var RSValues = this._gamepad.rightStick;
var normalizedRX = RSValues.x / this.angularSensibility;
var normalizedRY = RSValues.y / this.angularSensibility;
RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
;
var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(this.rotation.y, this.rotation.x, 0);
var speed = this._computeLocalCameraSpeed() * 50.0;
var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(LSValues.x * speed, 0, -LSValues.y * speed), cameraTransform);
this.cameraDirection = this.cameraDirection.add(deltaTransform);
this.cameraRotation = this.cameraRotation.add(new BABYLON.Vector2(RSValues.y, RSValues.x));
}
_super.prototype._checkInputs.call(this);
};
GamepadCamera.prototype.dispose = function () {
this._gamepads.dispose();
_super.prototype.dispose.call(this);
};
return GamepadCamera;
})(BABYLON.FreeCamera);
BABYLON.GamepadCamera = GamepadCamera;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.gamepadCamera.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var LinesMesh = (function (_super) {
__extends(LinesMesh, _super);
function LinesMesh(name, scene, updatable) {
if (updatable === void 0) { updatable = false; }
_super.call(this, name, scene);
this.color = new BABYLON.Color3(1, 1, 1);
this.alpha = 1;
this._indices = new Array();
this._colorShader = new BABYLON.ShaderMaterial("colorShader", scene, "color", {
attributes: ["position"],
uniforms: ["worldViewProjection", "color"],
needAlphaBlending: true
});
}
Object.defineProperty(LinesMesh.prototype, "material", {
get: function () {
return this._colorShader;
},
enumerable: true,
configurable: true
});
Object.defineProperty(LinesMesh.prototype, "isPickable", {
get: function () {
return false;
},
enumerable: true,
configurable: true
});
Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
get: function () {
return false;
},
enumerable: true,
configurable: true
});
LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {
var engine = this.getScene().getEngine();
var indexToBind = this._geometry.getIndexBuffer();
// VBOs
engine.bindBuffers(this._geometry.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).getBuffer(), indexToBind, [3], 3 * 4, this._colorShader.getEffect());
// Color
this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
};
LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
return;
}
var engine = this.getScene().getEngine();
// Draw order
engine.draw(false, subMesh.indexStart, subMesh.indexCount);
};
LinesMesh.prototype.intersects = function (ray, fastCheck) {
return null;
};
LinesMesh.prototype.dispose = function (doNotRecurse) {
this._colorShader.dispose();
_super.prototype.dispose.call(this, doNotRecurse);
};
return LinesMesh;
})(BABYLON.Mesh);
BABYLON.LinesMesh = LinesMesh;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.linesMesh.js.map
var BABYLON;
(function (BABYLON) {
var OutlineRenderer = (function () {
function OutlineRenderer(scene) {
this._scene = scene;
}
OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) {
var _this = this;
if (useOverlay === void 0) { useOverlay = false; }
var scene = this._scene;
var engine = this._scene.getEngine();
var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
if (!this.isReady(subMesh, hardwareInstancedRendering)) {
return;
}
var mesh = subMesh.getRenderingMesh();
var material = subMesh.getMaterial();
engine.enableEffect(this._effect);
this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth);
this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : 1.0);
this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
// Bones
if (mesh.useBones) {
this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
}
mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
// Alpha test
if (material && material.needAlphaTesting()) {
var alphaTexture = material.getAlphaTestTexture();
this._effect.setTexture("diffuseSampler", alphaTexture);
this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
}
mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) {
_this._effect.setMatrix("world", world);
});
};
OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
var defines = [];
var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
var mesh = subMesh.getMesh();
var material = subMesh.getMaterial();
// Alpha test
if (material && material.needAlphaTesting()) {
defines.push("#define ALPHATEST");
if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
attribs.push(BABYLON.VertexBuffer.UVKind);
defines.push("#define UV1");
}
if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
attribs.push(BABYLON.VertexBuffer.UV2Kind);
defines.push("#define UV2");
}
}
// Bones
if (mesh.useBones) {
attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
defines.push("#define BONES");
defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
}
// Instances
if (useInstances) {
defines.push("#define INSTANCES");
attribs.push("world0");
attribs.push("world1");
attribs.push("world2");
attribs.push("world3");
}
// Get correct effect
var join = defines.join("\n");
if (this._cachedDefines !== join) {
this._cachedDefines = join;
this._effect = this._scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color"], ["diffuseSampler"], join);
}
return this._effect.isReady();
};
return OutlineRenderer;
})();
BABYLON.OutlineRenderer = OutlineRenderer;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.outlineRenderer.js.map
var BABYLON;
(function (BABYLON) {
var MeshAssetTask = (function () {
function MeshAssetTask(name, meshesNames, rootUrl, sceneFilename) {
this.name = name;
this.meshesNames = meshesNames;
this.rootUrl = rootUrl;
this.sceneFilename = sceneFilename;
this.isCompleted = false;
}
MeshAssetTask.prototype.run = function (scene, onSuccess, onError) {
var _this = this;
BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
_this.loadedMeshes = meshes;
_this.loadedParticleSystems = particleSystems;
_this.loadedSkeletons = skeletons;
_this.isCompleted = true;
if (_this.onSuccess) {
_this.onSuccess(_this);
}
onSuccess();
}, null, function () {
if (_this.onError) {
_this.onError(_this);
}
onError();
});
};
return MeshAssetTask;
})();
BABYLON.MeshAssetTask = MeshAssetTask;
var TextFileAssetTask = (function () {
function TextFileAssetTask(name, url) {
this.name = name;
this.url = url;
this.isCompleted = false;
}
TextFileAssetTask.prototype.run = function (scene, onSuccess, onError) {
var _this = this;
BABYLON.Tools.LoadFile(this.url, function (data) {
_this.text = data;
_this.isCompleted = true;
if (_this.onSuccess) {
_this.onSuccess(_this);
}
onSuccess();
}, null, scene.database, false, function () {
if (_this.onError) {
_this.onError(_this);
}
onError();
});
};
return TextFileAssetTask;
})();
BABYLON.TextFileAssetTask = TextFileAssetTask;
var BinaryFileAssetTask = (function () {
function BinaryFileAssetTask(name, url) {
this.name = name;
this.url = url;
this.isCompleted = false;
}
BinaryFileAssetTask.prototype.run = function (scene, onSuccess, onError) {
var _this = this;
BABYLON.Tools.LoadFile(this.url, function (data) {
_this.data = data;
_this.isCompleted = true;
if (_this.onSuccess) {
_this.onSuccess(_this);
}
onSuccess();
}, null, scene.database, true, function () {
if (_this.onError) {
_this.onError(_this);
}
onError();
});
};
return BinaryFileAssetTask;
})();
BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
var ImageAssetTask = (function () {
function ImageAssetTask(name, url) {
this.name = name;
this.url = url;
this.isCompleted = false;
}
ImageAssetTask.prototype.run = function (scene, onSuccess, onError) {
var _this = this;
var img = new Image();
img.onload = function () {
_this.image = img;
_this.isCompleted = true;
if (_this.onSuccess) {
_this.onSuccess(_this);
}
onSuccess();
};
img.onerror = function () {
if (_this.onError) {
_this.onError(_this);
}
onError();
};
img.src = this.url;
};
return ImageAssetTask;
})();
BABYLON.ImageAssetTask = ImageAssetTask;
var TextureAssetTask = (function () {
function TextureAssetTask(name, url, noMipmap, invertY, samplingMode) {
if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
this.name = name;
this.url = url;
this.noMipmap = noMipmap;
this.invertY = invertY;
this.samplingMode = samplingMode;
this.isCompleted = false;
}
TextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
var _this = this;
var onload = function () {
_this.isCompleted = true;
if (_this.onSuccess) {
_this.onSuccess(_this);
}
onSuccess();
};
var onerror = function () {
if (_this.onError) {
_this.onError(_this);
}
onError();
};
this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onError);
};
return TextureAssetTask;
})();
BABYLON.TextureAssetTask = TextureAssetTask;
var AssetsManager = (function () {
function AssetsManager(scene) {
this._tasks = new Array();
this._waitingTasksCount = 0;
this.useDefaultLoadingScreen = true;
this._scene = scene;
}
AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
this._tasks.push(task);
return task;
};
AssetsManager.prototype.addTextFileTask = function (taskName, url) {
var task = new TextFileAssetTask(taskName, url);
this._tasks.push(task);
return task;
};
AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
var task = new BinaryFileAssetTask(taskName, url);
this._tasks.push(task);
return task;
};
AssetsManager.prototype.addImageTask = function (taskName, url) {
var task = new ImageAssetTask(taskName, url);
this._tasks.push(task);
return task;
};
AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
this._tasks.push(task);
return task;
};
AssetsManager.prototype._decreaseWaitingTasksCount = function () {
this._waitingTasksCount--;
if (this._waitingTasksCount === 0) {
if (this.onFinish) {
this.onFinish(this._tasks);
}
this._scene.getEngine().hideLoadingUI();
}
};
AssetsManager.prototype._runTask = function (task) {
var _this = this;
task.run(this._scene, function () {
if (_this.onTaskSuccess) {
_this.onTaskSuccess(task);
}
_this._decreaseWaitingTasksCount();
}, function () {
if (_this.onTaskError) {
_this.onTaskError(task);
}
_this._decreaseWaitingTasksCount();
});
};
AssetsManager.prototype.reset = function () {
this._tasks = new Array();
return this;
};
AssetsManager.prototype.load = function () {
this._waitingTasksCount = this._tasks.length;
if (this._waitingTasksCount === 0) {
if (this.onFinish) {
this.onFinish(this._tasks);
}
return this;
}
if (this.useDefaultLoadingScreen) {
this._scene.getEngine().displayLoadingUI();
}
for (var index = 0; index < this._tasks.length; index++) {
var task = this._tasks[index];
this._runTask(task);
}
return this;
};
return AssetsManager;
})();
BABYLON.AssetsManager = AssetsManager;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.assetsManager.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var VRDeviceOrientationFreeCamera = (function (_super) {
__extends(VRDeviceOrientationFreeCamera, _super);
function VRDeviceOrientationFreeCamera(name, position, scene) {
_super.call(this, name, position, scene);
this._alpha = 0;
this._beta = 0;
this._gamma = 0;
this.setSubCameraMode(BABYLON.Camera.SUB_CAMERA_MODE_VR);
this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
}
VRDeviceOrientationFreeCamera.prototype._onOrientationEvent = function (evt) {
this._alpha = +evt.alpha | 0;
this._beta = +evt.beta | 0;
this._gamma = +evt.gamma | 0;
if (this._gamma < 0) {
this._gamma = 90 + this._gamma;
}
else {
// Incline it in the correct angle.
this._gamma = 270 - this._gamma;
}
this.rotation.x = this._gamma / 180.0 * Math.PI;
this.rotation.y = -this._alpha / 180.0 * Math.PI;
this.rotation.z = this._beta / 180.0 * Math.PI;
};
VRDeviceOrientationFreeCamera.prototype.attachControl = function (element, noPreventDefault) {
_super.prototype.attachControl.call(this, element, noPreventDefault);
window.addEventListener("deviceorientation", this._deviceOrientationHandler);
};
VRDeviceOrientationFreeCamera.prototype.detachControl = function (element) {
_super.prototype.detachControl.call(this, element);
window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
};
return VRDeviceOrientationFreeCamera;
})(BABYLON.FreeCamera);
BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.vrDeviceOrientationCamera.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var WebVRFreeCamera = (function (_super) {
__extends(WebVRFreeCamera, _super);
function WebVRFreeCamera(name, position, scene) {
_super.call(this, name, position, scene);
this._hmdDevice = null;
this._sensorDevice = null;
this._cacheState = null;
this._cacheQuaternion = new BABYLON.Quaternion();
this._cacheRotation = BABYLON.Vector3.Zero();
this._vrEnabled = false;
this.setSubCameraMode(BABYLON.Camera.SUB_CAMERA_MODE_VR);
this._getWebVRDevices = this._getWebVRDevices.bind(this);
}
WebVRFreeCamera.prototype._getWebVRDevices = function (devices) {
var size = devices.length;
var i = 0;
// Reset devices.
this._sensorDevice = null;
this._hmdDevice = null;
while (i < size && this._hmdDevice === null) {
if (devices[i] instanceof HMDVRDevice) {
this._hmdDevice = devices[i];
}
i++;
}
i = 0;
while (i < size && this._sensorDevice === null) {
if (devices[i] instanceof PositionSensorVRDevice && (!this._hmdDevice || devices[i].hardwareUnitId === this._hmdDevice.hardwareUnitId)) {
this._sensorDevice = devices[i];
}
i++;
}
this._vrEnabled = this._sensorDevice && this._hmdDevice ? true : false;
};
WebVRFreeCamera.prototype._checkInputs = function () {
if (this._vrEnabled) {
this._cacheState = this._sensorDevice.getState();
this._cacheQuaternion.copyFromFloats(this._cacheState.orientation.x, this._cacheState.orientation.y, this._cacheState.orientation.z, this._cacheState.orientation.w);
this._cacheQuaternion.toEulerAnglesToRef(this._cacheRotation);
this.rotation.x = -this._cacheRotation.z;
this.rotation.y = -this._cacheRotation.y;
this.rotation.z = this._cacheRotation.x;
}
_super.prototype._checkInputs.call(this);
};
WebVRFreeCamera.prototype.attachControl = function (element, noPreventDefault) {
_super.prototype.attachControl.call(this, element, noPreventDefault);
if (navigator.getVRDevices) {
navigator.getVRDevices().then(this._getWebVRDevices);
}
else if (navigator.mozGetVRDevices) {
navigator.mozGetVRDevices(this._getWebVRDevices);
}
};
WebVRFreeCamera.prototype.detachControl = function (element) {
_super.prototype.detachControl.call(this, element);
this._vrEnabled = false;
};
return WebVRFreeCamera;
})(BABYLON.FreeCamera);
BABYLON.WebVRFreeCamera = WebVRFreeCamera;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.webVRCamera.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
// Standard optimizations
var SceneOptimization = (function () {
function SceneOptimization(priority) {
if (priority === void 0) { priority = 0; }
this.priority = priority;
this.apply = function (scene) {
return true; // Return true if everything that can be done was applied
};
}
return SceneOptimization;
})();
BABYLON.SceneOptimization = SceneOptimization;
var TextureOptimization = (function (_super) {
__extends(TextureOptimization, _super);
function TextureOptimization(priority, maximumSize) {
var _this = this;
if (priority === void 0) { priority = 0; }
if (maximumSize === void 0) { maximumSize = 1024; }
_super.call(this, priority);
this.priority = priority;
this.maximumSize = maximumSize;
this.apply = function (scene) {
var allDone = true;
for (var index = 0; index < scene.textures.length; index++) {
var texture = scene.textures[index];
if (!texture.canRescale) {
continue;
}
var currentSize = texture.getSize();
var maxDimension = Math.max(currentSize.width, currentSize.height);
if (maxDimension > _this.maximumSize) {
texture.scale(0.5);
allDone = false;
}
}
return allDone;
};
}
return TextureOptimization;
})(SceneOptimization);
BABYLON.TextureOptimization = TextureOptimization;
var HardwareScalingOptimization = (function (_super) {
__extends(HardwareScalingOptimization, _super);
function HardwareScalingOptimization(priority, maximumScale) {
var _this = this;
if (priority === void 0) { priority = 0; }
if (maximumScale === void 0) { maximumScale = 2; }
_super.call(this, priority);
this.priority = priority;
this.maximumScale = maximumScale;
this._currentScale = 1;
this.apply = function (scene) {
_this._currentScale++;
scene.getEngine().setHardwareScalingLevel(_this._currentScale);
return _this._currentScale >= _this.maximumScale;
};
}
return HardwareScalingOptimization;
})(SceneOptimization);
BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
var ShadowsOptimization = (function (_super) {
__extends(ShadowsOptimization, _super);
function ShadowsOptimization() {
_super.apply(this, arguments);
this.apply = function (scene) {
scene.shadowsEnabled = false;
return true;
};
}
return ShadowsOptimization;
})(SceneOptimization);
BABYLON.ShadowsOptimization = ShadowsOptimization;
var PostProcessesOptimization = (function (_super) {
__extends(PostProcessesOptimization, _super);
function PostProcessesOptimization() {
_super.apply(this, arguments);
this.apply = function (scene) {
scene.postProcessesEnabled = false;
return true;
};
}
return PostProcessesOptimization;
})(SceneOptimization);
BABYLON.PostProcessesOptimization = PostProcessesOptimization;
var LensFlaresOptimization = (function (_super) {
__extends(LensFlaresOptimization, _super);
function LensFlaresOptimization() {
_super.apply(this, arguments);
this.apply = function (scene) {
scene.lensFlaresEnabled = false;
return true;
};
}
return LensFlaresOptimization;
})(SceneOptimization);
BABYLON.LensFlaresOptimization = LensFlaresOptimization;
var ParticlesOptimization = (function (_super) {
__extends(ParticlesOptimization, _super);
function ParticlesOptimization() {
_super.apply(this, arguments);
this.apply = function (scene) {
scene.particlesEnabled = false;
return true;
};
}
return ParticlesOptimization;
})(SceneOptimization);
BABYLON.ParticlesOptimization = ParticlesOptimization;
var RenderTargetsOptimization = (function (_super) {
__extends(RenderTargetsOptimization, _super);
function RenderTargetsOptimization() {
_super.apply(this, arguments);
this.apply = function (scene) {
scene.renderTargetsEnabled = false;
return true;
};
}
return RenderTargetsOptimization;
})(SceneOptimization);
BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
var MergeMeshesOptimization = (function (_super) {
__extends(MergeMeshesOptimization, _super);
function MergeMeshesOptimization() {
var _this = this;
_super.apply(this, arguments);
this._canBeMerged = function (abstractMesh) {
if (!(abstractMesh instanceof BABYLON.Mesh)) {
return false;
}
var mesh = abstractMesh;
if (!mesh.isVisible || !mesh.isEnabled()) {
return false;
}
if (mesh.instances.length > 0) {
return false;
}
if (mesh.skeleton || mesh.hasLODLevels) {
return false;
}
return true;
};
this.apply = function (scene) {
var globalPool = scene.meshes.slice(0);
var globalLength = globalPool.length;
for (var index = 0; index < globalLength; index++) {
var currentPool = new Array();
var current = globalPool[index];
// Checks
if (!_this._canBeMerged(current)) {
continue;
}
currentPool.push(current);
for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
var otherMesh = globalPool[subIndex];
if (!_this._canBeMerged(otherMesh)) {
continue;
}
if (otherMesh.material !== current.material) {
continue;
}
if (otherMesh.checkCollisions !== current.checkCollisions) {
continue;
}
currentPool.push(otherMesh);
globalLength--;
globalPool.splice(subIndex, 1);
subIndex--;
}
if (currentPool.length < 2) {
continue;
}
// Merge meshes
BABYLON.Mesh.MergeMeshes(currentPool);
}
return true;
};
}
return MergeMeshesOptimization;
})(SceneOptimization);
BABYLON.MergeMeshesOptimization = MergeMeshesOptimization;
// Options
var SceneOptimizerOptions = (function () {
function SceneOptimizerOptions(targetFrameRate, trackerDuration) {
if (targetFrameRate === void 0) { targetFrameRate = 60; }
if (trackerDuration === void 0) { trackerDuration = 2000; }
this.targetFrameRate = targetFrameRate;
this.trackerDuration = trackerDuration;
this.optimizations = new Array();
}
SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
var result = new SceneOptimizerOptions(targetFrameRate);
var priority = 0;
result.optimizations.push(new MergeMeshesOptimization(priority));
result.optimizations.push(new ShadowsOptimization(priority));
result.optimizations.push(new LensFlaresOptimization(priority));
// Next priority
priority++;
result.optimizations.push(new PostProcessesOptimization(priority));
result.optimizations.push(new ParticlesOptimization(priority));
// Next priority
priority++;
result.optimizations.push(new TextureOptimization(priority, 1024));
return result;
};
SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
var result = new SceneOptimizerOptions(targetFrameRate);
var priority = 0;
result.optimizations.push(new MergeMeshesOptimization(priority));
result.optimizations.push(new ShadowsOptimization(priority));
result.optimizations.push(new LensFlaresOptimization(priority));
// Next priority
priority++;
result.optimizations.push(new PostProcessesOptimization(priority));
result.optimizations.push(new ParticlesOptimization(priority));
// Next priority
priority++;
result.optimizations.push(new TextureOptimization(priority, 512));
// Next priority
priority++;
result.optimizations.push(new RenderTargetsOptimization(priority));
// Next priority
priority++;
result.optimizations.push(new HardwareScalingOptimization(priority, 2));
return result;
};
SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
var result = new SceneOptimizerOptions(targetFrameRate);
var priority = 0;
result.optimizations.push(new MergeMeshesOptimization(priority));
result.optimizations.push(new ShadowsOptimization(priority));
result.optimizations.push(new LensFlaresOptimization(priority));
// Next priority
priority++;
result.optimizations.push(new PostProcessesOptimization(priority));
result.optimizations.push(new ParticlesOptimization(priority));
// Next priority
priority++;
result.optimizations.push(new TextureOptimization(priority, 256));
// Next priority
priority++;
result.optimizations.push(new RenderTargetsOptimization(priority));
// Next priority
priority++;
result.optimizations.push(new HardwareScalingOptimization(priority, 4));
return result;
};
return SceneOptimizerOptions;
})();
BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
// Scene optimizer tool
var SceneOptimizer = (function () {
function SceneOptimizer() {
}
SceneOptimizer._CheckCurrentState = function (scene, options, currentPriorityLevel, onSuccess, onFailure) {
// TODO: add an epsilon
if (scene.getEngine().getFps() >= options.targetFrameRate) {
if (onSuccess) {
onSuccess();
}
return;
}
// Apply current level of optimizations
var allDone = true;
var noOptimizationApplied = true;
for (var index = 0; index < options.optimizations.length; index++) {
var optimization = options.optimizations[index];
if (optimization.priority === currentPriorityLevel) {
noOptimizationApplied = false;
allDone = allDone && optimization.apply(scene);
}
}
// If no optimization was applied, this is a failure :(
if (noOptimizationApplied) {
if (onFailure) {
onFailure();
}
return;
}
// If all optimizations were done, move to next level
if (allDone) {
currentPriorityLevel++;
}
// Let's the system running for a specific amount of time before checking FPS
scene.executeWhenReady(function () {
setTimeout(function () {
SceneOptimizer._CheckCurrentState(scene, options, currentPriorityLevel, onSuccess, onFailure);
}, options.trackerDuration);
});
};
SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
if (!options) {
options = SceneOptimizerOptions.ModerateDegradationAllowed();
}
// Let's the system running for a specific amount of time before checking FPS
scene.executeWhenReady(function () {
setTimeout(function () {
SceneOptimizer._CheckCurrentState(scene, options, 0, onSuccess, onFailure);
}, options.trackerDuration);
});
};
return SceneOptimizer;
})();
BABYLON.SceneOptimizer = SceneOptimizer;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.sceneOptimizer.js.map
var BABYLON;
(function (BABYLON) {
var Internals;
(function (Internals) {
var MeshLODLevel = (function () {
function MeshLODLevel(distance, mesh) {
this.distance = distance;
this.mesh = mesh;
}
return MeshLODLevel;
})();
Internals.MeshLODLevel = MeshLODLevel;
})(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.meshLODLevel.js.map
var BABYLON;
(function (BABYLON) {
var AudioEngine = (function () {
function AudioEngine() {
this._audioContext = null;
this._audioContextInitialized = false;
this.canUseWebAudio = false;
this.WarnedWebAudioUnsupported = false;
if (typeof AudioContext !== 'undefined' || typeof webkitAudioContext !== 'undefined') {
window.AudioContext = window.AudioContext || window.webkitAudioContext;
this.canUseWebAudio = true;
}
}
Object.defineProperty(AudioEngine.prototype, "audioContext", {
get: function () {
if (!this._audioContextInitialized) {
this._initializeAudioContext();
}
return this._audioContext;
},
enumerable: true,
configurable: true
});
AudioEngine.prototype._initializeAudioContext = function () {
try {
if (this.canUseWebAudio) {
this._audioContext = new AudioContext();
// create a global volume gain node
this.masterGain = this._audioContext.createGain();
this.masterGain.gain.value = 1;
this.masterGain.connect(this._audioContext.destination);
this._audioContextInitialized = true;
}
}
catch (e) {
this.canUseWebAudio = false;
BABYLON.Tools.Error("Web Audio: " + e.message);
}
};
AudioEngine.prototype.dispose = function () {
if (this.canUseWebAudio && this._audioContextInitialized) {
if (this._connectedAnalyser) {
this._connectedAnalyser.stopDebugCanvas();
this._connectedAnalyser.dispose();
this.masterGain.disconnect();
this.masterGain.connect(this._audioContext.destination);
this._connectedAnalyser = null;
}
this.masterGain.gain.value = 1;
}
this.WarnedWebAudioUnsupported = false;
};
AudioEngine.prototype.getGlobalVolume = function () {
if (this.canUseWebAudio && this._audioContextInitialized) {
return this.masterGain.gain.value;
}
else {
return -1;
}
};
AudioEngine.prototype.setGlobalVolume = function (newVolume) {
if (this.canUseWebAudio && this._audioContextInitialized) {
this.masterGain.gain.value = newVolume;
}
};
AudioEngine.prototype.connectToAnalyser = function (analyser) {
if (this._connectedAnalyser) {
this._connectedAnalyser.stopDebugCanvas();
}
if (this.canUseWebAudio && this._audioContextInitialized) {
this._connectedAnalyser = analyser;
this.masterGain.disconnect();
this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);
}
};
return AudioEngine;
})();
BABYLON.AudioEngine = AudioEngine;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.audioEngine.js.map
var BABYLON;
(function (BABYLON) {
var Sound = (function () {
/**
* Create a sound and attach it to a scene
* @param name Name of your sound
* @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
* @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
* @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel
*/
function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) {
var _this = this;
this.autoplay = false;
this.loop = false;
this.useCustomAttenuation = false;
this.spatialSound = false;
this.refDistance = 1;
this.rolloffFactor = 1;
this.maxDistance = 100;
this.distanceModel = "linear";
this._panningModel = "equalpower";
this._playbackRate = 1;
this._startTime = 0;
this._startOffset = 0;
this._position = BABYLON.Vector3.Zero();
this._localDirection = new BABYLON.Vector3(1, 0, 0);
this._volume = 1;
this._isLoaded = false;
this._isReadyToPlay = false;
this.isPlaying = false;
this.isPaused = false;
this._isDirectional = false;
// Used if you'd like to create a directional sound.
// If not set, the sound will be omnidirectional
this._coneInnerAngle = 360;
this._coneOuterAngle = 360;
this._coneOuterGain = 0;
this.name = name;
this._scene = scene;
this._readyToPlayCallback = readyToPlayCallback;
// Default custom attenuation function is a linear attenuation
this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) {
if (currentDistance < maxDistance) {
return currentVolume * (1 - currentDistance / maxDistance);
}
else {
return 0;
}
};
if (options) {
this.autoplay = options.autoplay || false;
this.loop = options.loop || false;
// if volume === 0, we need another way to check this option
if (options.volume !== undefined) {
this._volume = options.volume;
}
this.spatialSound = options.spatialSound || false;
this.maxDistance = options.maxDistance || 100;
this.useCustomAttenuation = options.useCustomAttenuation || false;
this.rolloffFactor = options.rolloffFactor || 1;
this.refDistance = options.refDistance || 1;
this.distanceModel = options.distanceModel || "linear";
this._playbackRate = options.playbackRate || 1;
}
if (BABYLON.Engine.audioEngine.canUseWebAudio) {
this._soundGain = BABYLON.Engine.audioEngine.audioContext.createGain();
this._soundGain.gain.value = this._volume;
this._inputAudioNode = this._soundGain;
this._ouputAudioNode = this._soundGain;
if (this.spatialSound) {
this._createSpatialParameters();
}
this._scene.mainSoundTrack.AddSound(this);
// if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound
if (urlOrArrayBuffer) {
// If it's an URL
if (typeof (urlOrArrayBuffer) === "string") {
BABYLON.Tools.LoadFile(urlOrArrayBuffer, function (data) {
_this._soundLoaded(data);
}, null, null, true);
}
else {
if (urlOrArrayBuffer instanceof ArrayBuffer) {
this._soundLoaded(urlOrArrayBuffer);
}
else {
BABYLON.Tools.Error("Parameter must be a URL to the sound or an ArrayBuffer of the sound.");
}
}
}
}
else {
// Adding an empty sound to avoid breaking audio calls for non Web Audio browsers
this._scene.mainSoundTrack.AddSound(this);
if (!BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported) {
BABYLON.Tools.Error("Web Audio is not supported by your browser.");
BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported = true;
}
// Simulating a ready to play event to avoid breaking code for non web audio browsers
if (this._readyToPlayCallback) {
window.setTimeout(function () {
_this._readyToPlayCallback();
}, 1000);
}
}
}
Sound.prototype.dispose = function () {
if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isReadyToPlay) {
if (this.isPlaying) {
this.stop();
}
this._isReadyToPlay = false;
if (this.soundTrackId === -1) {
this._scene.mainSoundTrack.RemoveSound(this);
}
else {
this._scene.soundTracks[this.soundTrackId].RemoveSound(this);
}
if (this._soundGain) {
this._soundGain.disconnect();
this._soundGain = null;
}
if (this._soundPanner) {
this._soundPanner.disconnect();
this._soundPanner = null;
}
if (this._soundSource) {
this._soundSource.disconnect();
this._soundSource = null;
}
this._audioBuffer = null;
if (this._connectedMesh) {
this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc);
this._connectedMesh = null;
}
}
};
Sound.prototype._soundLoaded = function (audioData) {
var _this = this;
this._isLoaded = true;
BABYLON.Engine.audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
_this._audioBuffer = buffer;
_this._isReadyToPlay = true;
if (_this.autoplay) {
_this.play();
}
if (_this._readyToPlayCallback) {
_this._readyToPlayCallback();
}
}, function (error) {
BABYLON.Tools.Error("Error while decoding audio data: " + error.err);
});
};
Sound.prototype.setAudioBuffer = function (audioBuffer) {
if (BABYLON.Engine.audioEngine.canUseWebAudio) {
this._audioBuffer = audioBuffer;
this._isReadyToPlay = true;
}
};
Sound.prototype.updateOptions = function (options) {
if (options) {
this.loop = options.loop || this.loop;
this.maxDistance = options.maxDistance || this.maxDistance;
this.useCustomAttenuation = options.useCustomAttenuation || this.useCustomAttenuation;
this.rolloffFactor = options.rolloffFactor || this.rolloffFactor;
this.refDistance = options.refDistance || this.refDistance;
this.distanceModel = options.distanceModel || this.distanceModel;
this._playbackRate = options.playbackRate || this._playbackRate;
}
};
Sound.prototype._createSpatialParameters = function () {
if (BABYLON.Engine.audioEngine.canUseWebAudio) {
if (this._scene.headphone) {
this._panningModel = "HRTF";
}
this._soundPanner = BABYLON.Engine.audioEngine.audioContext.createPanner();
if (this.useCustomAttenuation) {
// Tricks to disable in a way embedded Web Audio attenuation
this._soundPanner.distanceModel = "linear";
this._soundPanner.maxDistance = Number.MAX_VALUE;
this._soundPanner.refDistance = 1;
this._soundPanner.rolloffFactor = 1;
this._soundPanner.panningModel = this._panningModel;
}
else {
this._soundPanner.distanceModel = this.distanceModel;
this._soundPanner.maxDistance = this.maxDistance;
this._soundPanner.refDistance = this.refDistance;
this._soundPanner.rolloffFactor = this.rolloffFactor;
this._soundPanner.panningModel = this._panningModel;
}
this._soundPanner.connect(this._ouputAudioNode);
this._inputAudioNode = this._soundPanner;
}
};
Sound.prototype.switchPanningModelToHRTF = function () {
this._panningModel = "HRTF";
this._switchPanningModel();
};
Sound.prototype.switchPanningModelToEqualPower = function () {
this._panningModel = "equalpower";
this._switchPanningModel();
};
Sound.prototype._switchPanningModel = function () {
if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound) {
this._soundPanner.panningModel = this._panningModel;
}
};
Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
if (BABYLON.Engine.audioEngine.canUseWebAudio) {
this._ouputAudioNode.disconnect();
this._ouputAudioNode.connect(soundTrackAudioNode);
}
};
/**
* Transform this sound into a directional source
* @param coneInnerAngle Size of the inner cone in degree
* @param coneOuterAngle Size of the outer cone in degree
* @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
*/
Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
if (coneOuterAngle < coneInnerAngle) {
BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
return;
}
this._coneInnerAngle = coneInnerAngle;
this._coneOuterAngle = coneOuterAngle;
this._coneOuterGain = coneOuterGain;
this._isDirectional = true;
if (this.isPlaying && this.loop) {
this.stop();
this.play();
}
};
Sound.prototype.setPosition = function (newPosition) {
this._position = newPosition;
if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound) {
this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
}
};
Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
this._localDirection = newLocalDirection;
if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedMesh && this.isPlaying) {
this._updateDirection();
}
};
Sound.prototype._updateDirection = function () {
var mat = this._connectedMesh.getWorldMatrix();
var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
direction.normalize();
this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
};
Sound.prototype.updateDistanceFromListener = function () {
if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedMesh && this.useCustomAttenuation) {
var distance = this._connectedMesh.getDistanceToCamera(this._scene.activeCamera);
this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);
}
};
Sound.prototype.setAttenuationFunction = function (callback) {
this._customAttenuationFunction = callback;
};
/**
* Play the sound
* @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
*/
Sound.prototype.play = function (time) {
var _this = this;
if (this._isReadyToPlay && this._scene.audioEnabled) {
try {
var startTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
if (!this._soundSource) {
if (this.spatialSound) {
this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
if (this._isDirectional) {
this._soundPanner.coneInnerAngle = this._coneInnerAngle;
this._soundPanner.coneOuterAngle = this._coneOuterAngle;
this._soundPanner.coneOuterGain = this._coneOuterGain;
if (this._connectedMesh) {
this._updateDirection();
}
else {
this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
}
}
}
}
this._soundSource = BABYLON.Engine.audioEngine.audioContext.createBufferSource();
this._soundSource.buffer = this._audioBuffer;
this._soundSource.connect(this._inputAudioNode);
this._soundSource.loop = this.loop;
this._soundSource.playbackRate.value = this._playbackRate;
this._startTime = startTime;
this._soundSource.onended = function () {
_this._onended();
};
this._soundSource.start(this._startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : 0);
this.isPlaying = true;
this.isPaused = false;
}
catch (ex) {
BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
}
}
};
Sound.prototype._onended = function () {
this.isPlaying = false;
if (this.onended) {
this.onended();
}
};
/**
* Stop the sound
* @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
*/
Sound.prototype.stop = function (time) {
if (this.isPlaying) {
var stopTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
this._soundSource.stop(stopTime);
this.isPlaying = false;
}
};
Sound.prototype.pause = function () {
if (this.isPlaying) {
this.stop(0);
this._startOffset += BABYLON.Engine.audioEngine.audioContext.currentTime - this._startTime;
this.isPaused = true;
}
};
Sound.prototype.setVolume = function (newVolume, time) {
if (BABYLON.Engine.audioEngine.canUseWebAudio && !this.spatialSound) {
if (time) {
this._soundGain.gain.linearRampToValueAtTime(this._volume, BABYLON.Engine.audioEngine.audioContext.currentTime);
this._soundGain.gain.linearRampToValueAtTime(newVolume, time);
}
else {
this._soundGain.gain.value = newVolume;
}
}
this._volume = newVolume;
};
Sound.prototype.setPlaybackRate = function (newPlaybackRate) {
this._playbackRate = newPlaybackRate;
if (this.isPlaying) {
this._soundSource.playbackRate.value = this._playbackRate;
}
};
Sound.prototype.getVolume = function () {
return this._volume;
};
Sound.prototype.attachToMesh = function (meshToConnectTo) {
var _this = this;
this._connectedMesh = meshToConnectTo;
if (!this.spatialSound) {
this._createSpatialParameters();
this.spatialSound = true;
if (this.isPlaying && this.loop) {
this.stop();
this.play();
}
}
this._onRegisterAfterWorldMatrixUpdate(this._connectedMesh);
this._registerFunc = function (connectedMesh) { return _this._onRegisterAfterWorldMatrixUpdate(connectedMesh); };
meshToConnectTo.registerAfterWorldMatrixUpdate(this._registerFunc);
};
Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (connectedMesh) {
this.setPosition(connectedMesh.getBoundingInfo().boundingSphere.centerWorld);
if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) {
this._updateDirection();
}
};
return Sound;
})();
BABYLON.Sound = Sound;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.sound.js.map
var BABYLON;
(function (BABYLON) {
var SoundTrack = (function () {
function SoundTrack(scene, options) {
this.id = -1;
this._isMainTrack = false;
this._scene = scene;
this._audioEngine = BABYLON.Engine.audioEngine;
this.soundCollection = new Array();
if (this._audioEngine.canUseWebAudio) {
this._trackGain = this._audioEngine.audioContext.createGain();
this._trackGain.connect(this._audioEngine.masterGain);
if (options) {
if (options.volume) {
this._trackGain.gain.value = options.volume;
}
if (options.mainTrack) {
this._isMainTrack = options.mainTrack;
}
}
}
if (!this._isMainTrack) {
this._scene.soundTracks.push(this);
this.id = this._scene.soundTracks.length - 1;
}
}
SoundTrack.prototype.dispose = function () {
if (this._audioEngine.canUseWebAudio) {
if (this._connectedAnalyser) {
this._connectedAnalyser.stopDebugCanvas();
}
while (this.soundCollection.length) {
this.soundCollection[0].dispose();
}
this._trackGain.disconnect();
this._trackGain = null;
}
};
SoundTrack.prototype.AddSound = function (sound) {
if (BABYLON.Engine.audioEngine.canUseWebAudio) {
sound.connectToSoundTrackAudioNode(this._trackGain);
}
if (sound.soundTrackId) {
if (sound.soundTrackId === -1) {
this._scene.mainSoundTrack.RemoveSound(sound);
}
else {
this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
}
}
this.soundCollection.push(sound);
sound.soundTrackId = this.id;
};
SoundTrack.prototype.RemoveSound = function (sound) {
var index = this.soundCollection.indexOf(sound);
if (index !== -1) {
this.soundCollection.splice(index, 1);
}
};
SoundTrack.prototype.setVolume = function (newVolume) {
if (this._audioEngine.canUseWebAudio) {
this._trackGain.gain.value = newVolume;
}
};
SoundTrack.prototype.switchPanningModelToHRTF = function () {
if (BABYLON.Engine.audioEngine.canUseWebAudio) {
for (var i = 0; i < this.soundCollection.length; i++) {
this.soundCollection[i].switchPanningModelToHRTF();
}
}
};
SoundTrack.prototype.switchPanningModelToEqualPower = function () {
if (BABYLON.Engine.audioEngine.canUseWebAudio) {
for (var i = 0; i < this.soundCollection.length; i++) {
this.soundCollection[i].switchPanningModelToEqualPower();
}
}
};
SoundTrack.prototype.connectToAnalyser = function (analyser) {
if (this._connectedAnalyser) {
this._connectedAnalyser.stopDebugCanvas();
}
this._connectedAnalyser = analyser;
if (this._audioEngine.canUseWebAudio) {
this._trackGain.disconnect();
this._connectedAnalyser.connectAudioNodes(this._trackGain, this._audioEngine.masterGain);
}
};
return SoundTrack;
})();
BABYLON.SoundTrack = SoundTrack;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.soundtrack.js.map
var BABYLON;
(function (BABYLON) {
var DebugLayer = (function () {
function DebugLayer(scene) {
var _this = this;
this._transformationMatrix = BABYLON.Matrix.Identity();
this._enabled = false;
this._labelsEnabled = false;
this._displayStatistics = true;
this._displayTree = false;
this._displayLogs = false;
this._identityMatrix = BABYLON.Matrix.Identity();
this.axisRatio = 0.02;
this.accentColor = "orange";
this._scene = scene;
this._syncPositions = function () {
var engine = _this._scene.getEngine();
var canvasRect = engine.getRenderingCanvasClientRect();
if (_this._showUI) {
_this._statsDiv.style.left = (canvasRect.width - 410) + "px";
_this._statsDiv.style.top = (canvasRect.height - 290) + "px";
_this._statsDiv.style.width = "400px";
_this._statsDiv.style.height = "auto";
_this._statsSubsetDiv.style.maxHeight = "240px";
_this._optionsDiv.style.left = "0px";
_this._optionsDiv.style.top = "10px";
_this._optionsDiv.style.width = "200px";
_this._optionsDiv.style.height = "auto";
_this._optionsSubsetDiv.style.maxHeight = (canvasRect.height - 225) + "px";
_this._logDiv.style.left = "0px";
_this._logDiv.style.top = (canvasRect.height - 170) + "px";
_this._logDiv.style.width = "600px";
_this._logDiv.style.height = "160px";
_this._treeDiv.style.left = (canvasRect.width - 310) + "px";
_this._treeDiv.style.top = "10px";
_this._treeDiv.style.width = "300px";
_this._treeDiv.style.height = "auto";
_this._treeSubsetDiv.style.maxHeight = (canvasRect.height - 340) + "px";
}
_this._globalDiv.style.left = canvasRect.left + "px";
_this._globalDiv.style.top = canvasRect.top + "px";
_this._drawingCanvas.style.left = "0px";
_this._drawingCanvas.style.top = "0px";
_this._drawingCanvas.style.width = engine.getRenderWidth() + "px";
_this._drawingCanvas.style.height = engine.getRenderHeight() + "px";
var devicePixelRatio = window.devicePixelRatio || 1;
var context = _this._drawingContext;
var backingStoreRatio = context.webkitBackingStorePixelRatio || context.mozBackingStorePixelRatio || context.msBackingStorePixelRatio || context.oBackingStorePixelRatio || context.backingStorePixelRatio || 1;
_this._ratio = devicePixelRatio / backingStoreRatio;
_this._drawingCanvas.width = engine.getRenderWidth() * _this._ratio;
_this._drawingCanvas.height = engine.getRenderHeight() * _this._ratio;
};
this._onCanvasClick = function (evt) {
_this._clickPosition = {
x: evt.clientX * _this._ratio,
y: evt.clientY * _this._ratio
};
};
this._syncUI = function () {
if (_this._showUI) {
if (_this._displayStatistics) {
_this._displayStats();
_this._statsDiv.style.display = "";
}
else {
_this._statsDiv.style.display = "none";
}
if (_this._displayLogs) {
_this._logDiv.style.display = "";
}
else {
_this._logDiv.style.display = "none";
}
if (_this._displayTree) {
_this._treeDiv.style.display = "";
if (_this._needToRefreshMeshesTree) {
_this._needToRefreshMeshesTree = false;
_this._refreshMeshesTreeContent();
}
}
else {
_this._treeDiv.style.display = "none";
}
}
};
this._syncData = function () {
if (_this._labelsEnabled || !_this._showUI) {
_this._camera.getViewMatrix().multiplyToRef(_this._camera.getProjectionMatrix(), _this._transformationMatrix);
_this._drawingContext.clearRect(0, 0, _this._drawingCanvas.width, _this._drawingCanvas.height);
var engine = _this._scene.getEngine();
var viewport = _this._camera.viewport;
var globalViewport = viewport.toGlobal(engine);
// Meshes
var meshes = _this._camera.getActiveMeshes();
for (var index = 0; index < meshes.length; index++) {
var mesh = meshes.data[index];
var position = mesh.getBoundingInfo().boundingSphere.center;
var projectedPosition = BABYLON.Vector3.Project(position, mesh.getWorldMatrix(), _this._transformationMatrix, globalViewport);
if (mesh.renderOverlay || _this.shouldDisplayAxis && _this.shouldDisplayAxis(mesh)) {
_this._renderAxis(projectedPosition, mesh, globalViewport);
}
if (!_this.shouldDisplayLabel || _this.shouldDisplayLabel(mesh)) {
_this._renderLabel(mesh.name, projectedPosition, 12, function () {
mesh.renderOverlay = !mesh.renderOverlay;
}, function () {
return mesh.renderOverlay ? 'red' : 'black';
});
}
}
// Cameras
var cameras = _this._scene.cameras;
for (index = 0; index < cameras.length; index++) {
var camera = cameras[index];
if (camera === _this._camera) {
continue;
}
projectedPosition = BABYLON.Vector3.Project(BABYLON.Vector3.Zero(), camera.getWorldMatrix(), _this._transformationMatrix, globalViewport);
if (!_this.shouldDisplayLabel || _this.shouldDisplayLabel(camera)) {
_this._renderLabel(camera.name, projectedPosition, 12, function () {
_this._camera.detachControl(engine.getRenderingCanvas());
_this._camera = camera;
_this._camera.attachControl(engine.getRenderingCanvas());
}, function () {
return "purple";
});
}
}
// Lights
var lights = _this._scene.lights;
for (index = 0; index < lights.length; index++) {
var light = lights[index];
if (light.position) {
projectedPosition = BABYLON.Vector3.Project(light.getAbsolutePosition(), _this._identityMatrix, _this._transformationMatrix, globalViewport);
if (!_this.shouldDisplayLabel || _this.shouldDisplayLabel(light)) {
_this._renderLabel(light.name, projectedPosition, -20, function () {
light.setEnabled(!light.isEnabled());
}, function () {
return light.isEnabled() ? "orange" : "gray";
});
}
}
}
}
_this._clickPosition = undefined;
};
}
DebugLayer.prototype._refreshMeshesTreeContent = function () {
while (this._treeSubsetDiv.hasChildNodes()) {
this._treeSubsetDiv.removeChild(this._treeSubsetDiv.lastChild);
}
// Add meshes
var sortedArray = this._scene.meshes.slice(0, this._scene.meshes.length);
sortedArray.sort(function (a, b) {
if (a.name === b.name) {
return 0;
}
return (a.name > b.name) ? 1 : -1;
});
for (var index = 0; index < sortedArray.length; index++) {
var mesh = sortedArray[index];
if (!mesh.isEnabled()) {
continue;
}
this._generateAdvancedCheckBox(this._treeSubsetDiv, mesh.name, mesh.getTotalVertices() + " verts", mesh.isVisible, function (element, m) {
m.isVisible = element.checked;
}, mesh);
}
};
DebugLayer.prototype._renderSingleAxis = function (zero, unit, unitText, label, color) {
this._drawingContext.beginPath();
this._drawingContext.moveTo(zero.x, zero.y);
this._drawingContext.lineTo(unit.x, unit.y);
this._drawingContext.strokeStyle = color;
this._drawingContext.lineWidth = 4;
this._drawingContext.stroke();
this._drawingContext.font = "normal 14px Segoe UI";
this._drawingContext.fillStyle = color;
this._drawingContext.fillText(label, unitText.x, unitText.y);
};
DebugLayer.prototype._renderAxis = function (projectedPosition, mesh, globalViewport) {
var position = mesh.getBoundingInfo().boundingSphere.center;
var worldMatrix = mesh.getWorldMatrix();
var unprojectedVector = BABYLON.Vector3.UnprojectFromTransform(projectedPosition.add(new BABYLON.Vector3(this._drawingCanvas.width * this.axisRatio, 0, 0)), globalViewport.width, globalViewport.height, worldMatrix, this._transformationMatrix);
var unit = (unprojectedVector.subtract(position)).length();
var xAxis = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(unit, 0, 0)), worldMatrix, this._transformationMatrix, globalViewport);
var xAxisText = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(unit * 1.5, 0, 0)), worldMatrix, this._transformationMatrix, globalViewport);
this._renderSingleAxis(projectedPosition, xAxis, xAxisText, "x", "#FF0000");
var yAxis = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, unit, 0)), worldMatrix, this._transformationMatrix, globalViewport);
var yAxisText = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, unit * 1.5, 0)), worldMatrix, this._transformationMatrix, globalViewport);
this._renderSingleAxis(projectedPosition, yAxis, yAxisText, "y", "#00FF00");
var zAxis = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, 0, unit)), worldMatrix, this._transformationMatrix, globalViewport);
var zAxisText = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, 0, unit * 1.5)), worldMatrix, this._transformationMatrix, globalViewport);
this._renderSingleAxis(projectedPosition, zAxis, zAxisText, "z", "#0000FF");
};
DebugLayer.prototype._renderLabel = function (text, projectedPosition, labelOffset, onClick, getFillStyle) {
if (projectedPosition.z > 0 && projectedPosition.z < 1.0) {
this._drawingContext.font = "normal 12px Segoe UI";
var textMetrics = this._drawingContext.measureText(text);
var centerX = projectedPosition.x - textMetrics.width / 2;
var centerY = projectedPosition.y;
var clientRect = this._drawingCanvas.getBoundingClientRect();
if (this._showUI && this._isClickInsideRect(clientRect.left * this._ratio + centerX - 5, clientRect.top * this._ratio + centerY - labelOffset - 12, textMetrics.width + 10, 17)) {
onClick();
}
this._drawingContext.beginPath();
this._drawingContext.rect(centerX - 5, centerY - labelOffset - 12, textMetrics.width + 10, 17);
this._drawingContext.fillStyle = getFillStyle();
this._drawingContext.globalAlpha = 0.5;
this._drawingContext.fill();
this._drawingContext.globalAlpha = 1.0;
this._drawingContext.strokeStyle = '#FFFFFF';
this._drawingContext.lineWidth = 1;
this._drawingContext.stroke();
this._drawingContext.fillStyle = "#FFFFFF";
this._drawingContext.fillText(text, centerX, centerY - labelOffset);
this._drawingContext.beginPath();
this._drawingContext.arc(projectedPosition.x, centerY, 5, 0, 2 * Math.PI, false);
this._drawingContext.fill();
}
};
DebugLayer.prototype._isClickInsideRect = function (x, y, width, height) {
if (!this._clickPosition) {
return false;
}
if (this._clickPosition.x < x || this._clickPosition.x > x + width) {
return false;
}
if (this._clickPosition.y < y || this._clickPosition.y > y + height) {
return false;
}
return true;
};
DebugLayer.prototype.isVisible = function () {
return this._enabled;
};
DebugLayer.prototype.hide = function () {
if (!this._enabled) {
return;
}
this._enabled = false;
var engine = this._scene.getEngine();
this._scene.unregisterBeforeRender(this._syncData);
this._scene.unregisterAfterRender(this._syncUI);
document.body.removeChild(this._globalDiv);
window.removeEventListener("resize", this._syncPositions);
this._scene.forceShowBoundingBoxes = false;
this._scene.forceWireframe = false;
BABYLON.StandardMaterial.DiffuseTextureEnabled = true;
BABYLON.StandardMaterial.AmbientTextureEnabled = true;
BABYLON.StandardMaterial.SpecularTextureEnabled = true;
BABYLON.StandardMaterial.EmissiveTextureEnabled = true;
BABYLON.StandardMaterial.BumpTextureEnabled = true;
BABYLON.StandardMaterial.OpacityTextureEnabled = true;
BABYLON.StandardMaterial.ReflectionTextureEnabled = true;
this._scene.shadowsEnabled = true;
this._scene.particlesEnabled = true;
this._scene.postProcessesEnabled = true;
this._scene.collisionsEnabled = true;
this._scene.lightsEnabled = true;
this._scene.texturesEnabled = true;
this._scene.lensFlaresEnabled = true;
this._scene.proceduralTexturesEnabled = true;
this._scene.renderTargetsEnabled = true;
engine.getRenderingCanvas().removeEventListener("click", this._onCanvasClick);
};
DebugLayer.prototype.show = function (showUI, camera) {
if (showUI === void 0) { showUI = true; }
if (camera === void 0) { camera = null; }
if (this._enabled) {
return;
}
this._enabled = true;
if (camera) {
this._camera = camera;
}
else {
this._camera = this._scene.activeCamera;
}
this._showUI = showUI;
var engine = this._scene.getEngine();
this._globalDiv = document.createElement("div");
document.body.appendChild(this._globalDiv);
this._generateDOMelements();
window.addEventListener("resize", this._syncPositions);
engine.getRenderingCanvas().addEventListener("click", this._onCanvasClick);
this._syncPositions();
this._scene.registerBeforeRender(this._syncData);
this._scene.registerAfterRender(this._syncUI);
};
DebugLayer.prototype._clearLabels = function () {
this._drawingContext.clearRect(0, 0, this._drawingCanvas.width, this._drawingCanvas.height);
for (var index = 0; index < this._scene.meshes.length; index++) {
var mesh = this._scene.meshes[index];
mesh.renderOverlay = false;
}
};
DebugLayer.prototype._generateheader = function (root, text) {
var header = document.createElement("div");
header.innerHTML = text + " ";
header.style.textAlign = "right";
header.style.width = "100%";
header.style.color = "white";
header.style.backgroundColor = "Black";
header.style.padding = "5px 5px 4px 0px";
header.style.marginLeft = "-5px";
header.style.fontWeight = "bold";
root.appendChild(header);
};
DebugLayer.prototype._generateTexBox = function (root, title, color) {
var label = document.createElement("label");
label.innerHTML = title;
label.style.color = color;
root.appendChild(label);
root.appendChild(document.createElement("br"));
};
DebugLayer.prototype._generateAdvancedCheckBox = function (root, leftTitle, rightTitle, initialState, task, tag) {
if (tag === void 0) { tag = null; }
var label = document.createElement("label");
var boundingBoxesCheckbox = document.createElement("input");
boundingBoxesCheckbox.type = "checkbox";
boundingBoxesCheckbox.checked = initialState;
boundingBoxesCheckbox.addEventListener("change", function (evt) {
task(evt.target, tag);
});
label.appendChild(boundingBoxesCheckbox);
var container = document.createElement("span");
var leftPart = document.createElement("span");
var rightPart = document.createElement("span");
rightPart.style.cssFloat = "right";
leftPart.innerHTML = leftTitle;
rightPart.innerHTML = rightTitle;
rightPart.style.fontSize = "12px";
rightPart.style.maxWidth = "200px";
container.appendChild(leftPart);
container.appendChild(rightPart);
label.appendChild(container);
root.appendChild(label);
root.appendChild(document.createElement("br"));
};
DebugLayer.prototype._generateCheckBox = function (root, title, initialState, task, tag) {
if (tag === void 0) { tag = null; }
var label = document.createElement("label");
var checkBox = document.createElement("input");
checkBox.type = "checkbox";
checkBox.checked = initialState;
checkBox.addEventListener("change", function (evt) {
task(evt.target, tag);
});
label.appendChild(checkBox);
label.appendChild(document.createTextNode(title));
root.appendChild(label);
root.appendChild(document.createElement("br"));
};
DebugLayer.prototype._generateButton = function (root, title, task, tag) {
if (tag === void 0) { tag = null; }
var button = document.createElement("button");
button.innerHTML = title;
button.style.height = "24px";
button.style.color = "#444444";
button.style.border = "1px solid white";
button.className = "debugLayerButton";
button.addEventListener("click", function (evt) {
task(evt.target, tag);
});
root.appendChild(button);
root.appendChild(document.createElement("br"));
};
DebugLayer.prototype._generateRadio = function (root, title, name, initialState, task, tag) {
if (tag === void 0) { tag = null; }
var label = document.createElement("label");
var boundingBoxesRadio = document.createElement("input");
boundingBoxesRadio.type = "radio";
boundingBoxesRadio.name = name;
boundingBoxesRadio.checked = initialState;
boundingBoxesRadio.addEventListener("change", function (evt) {
task(evt.target, tag);
});
label.appendChild(boundingBoxesRadio);
label.appendChild(document.createTextNode(title));
root.appendChild(label);
root.appendChild(document.createElement("br"));
};
DebugLayer.prototype._generateDOMelements = function () {
var _this = this;
this._globalDiv.id = "DebugLayer";
this._globalDiv.style.position = "absolute";
this._globalDiv.style.fontFamily = "Segoe UI, Arial";
this._globalDiv.style.fontSize = "14px";
this._globalDiv.style.color = "white";
// Drawing canvas
this._drawingCanvas = document.createElement("canvas");
this._drawingCanvas.id = "DebugLayerDrawingCanvas";
this._drawingCanvas.style.position = "absolute";
this._drawingCanvas.style.pointerEvents = "none";
this._drawingContext = this._drawingCanvas.getContext("2d");
this._globalDiv.appendChild(this._drawingCanvas);
if (this._showUI) {
var background = "rgba(128, 128, 128, 0.4)";
var border = "rgb(180, 180, 180) solid 1px";
// Stats
this._statsDiv = document.createElement("div");
this._statsDiv.id = "DebugLayerStats";
this._statsDiv.style.border = border;
this._statsDiv.style.position = "absolute";
this._statsDiv.style.background = background;
this._statsDiv.style.padding = "0px 0px 0px 5px";
this._generateheader(this._statsDiv, "STATISTICS");
this._statsSubsetDiv = document.createElement("div");
this._statsSubsetDiv.style.paddingTop = "5px";
this._statsSubsetDiv.style.paddingBottom = "5px";
this._statsSubsetDiv.style.overflowY = "auto";
this._statsDiv.appendChild(this._statsSubsetDiv);
// Tree
this._treeDiv = document.createElement("div");
this._treeDiv.id = "DebugLayerTree";
this._treeDiv.style.border = border;
this._treeDiv.style.position = "absolute";
this._treeDiv.style.background = background;
this._treeDiv.style.padding = "0px 0px 0px 5px";
this._treeDiv.style.display = "none";
this._generateheader(this._treeDiv, "MESHES TREE");
this._treeSubsetDiv = document.createElement("div");
this._treeSubsetDiv.style.paddingTop = "5px";
this._treeSubsetDiv.style.paddingRight = "5px";
this._treeSubsetDiv.style.overflowY = "auto";
this._treeSubsetDiv.style.maxHeight = "300px";
this._treeDiv.appendChild(this._treeSubsetDiv);
this._needToRefreshMeshesTree = true;
// Logs
this._logDiv = document.createElement("div");
this._logDiv.style.border = border;
this._logDiv.id = "DebugLayerLogs";
this._logDiv.style.position = "absolute";
this._logDiv.style.background = background;
this._logDiv.style.padding = "0px 0px 0px 5px";
this._logDiv.style.display = "none";
this._generateheader(this._logDiv, "LOGS");
this._logSubsetDiv = document.createElement("div");
this._logSubsetDiv.style.height = "127px";
this._logSubsetDiv.style.paddingTop = "5px";
this._logSubsetDiv.style.overflowY = "auto";
this._logSubsetDiv.style.fontSize = "12px";
this._logSubsetDiv.style.fontFamily = "consolas";
this._logSubsetDiv.innerHTML = BABYLON.Tools.LogCache;
this._logDiv.appendChild(this._logSubsetDiv);
BABYLON.Tools.OnNewCacheEntry = function (entry) {
_this._logSubsetDiv.innerHTML = entry + _this._logSubsetDiv.innerHTML;
};
// Options
this._optionsDiv = document.createElement("div");
this._optionsDiv.id = "DebugLayerOptions";
this._optionsDiv.style.border = border;
this._optionsDiv.style.position = "absolute";
this._optionsDiv.style.background = background;
this._optionsDiv.style.padding = "0px 0px 0px 5px";
this._optionsDiv.style.overflowY = "auto";
this._generateheader(this._optionsDiv, "OPTIONS");
this._optionsSubsetDiv = document.createElement("div");
this._optionsSubsetDiv.style.paddingTop = "5px";
this._optionsSubsetDiv.style.paddingBottom = "5px";
this._optionsSubsetDiv.style.overflowY = "auto";
this._optionsSubsetDiv.style.maxHeight = "200px";
this._optionsDiv.appendChild(this._optionsSubsetDiv);
this._generateTexBox(this._optionsSubsetDiv, "Windows:", this.accentColor);
this._generateCheckBox(this._optionsSubsetDiv, "Statistics", this._displayStatistics, function (element) {
_this._displayStatistics = element.checked;
});
this._generateCheckBox(this._optionsSubsetDiv, "Logs", this._displayLogs, function (element) {
_this._displayLogs = element.checked;
});
this._generateCheckBox(this._optionsSubsetDiv, "Meshes tree", this._displayTree, function (element) {
_this._displayTree = element.checked;
_this._needToRefreshMeshesTree = true;
});
this._optionsSubsetDiv.appendChild(document.createElement("br"));
this._generateTexBox(this._optionsSubsetDiv, "General:", this.accentColor);
this._generateCheckBox(this._optionsSubsetDiv, "Bounding boxes", this._scene.forceShowBoundingBoxes, function (element) {
_this._scene.forceShowBoundingBoxes = element.checked;
});
this._generateCheckBox(this._optionsSubsetDiv, "Clickable labels", this._labelsEnabled, function (element) {
_this._labelsEnabled = element.checked;
if (!_this._labelsEnabled) {
_this._clearLabels();
}
});
this._generateCheckBox(this._optionsSubsetDiv, "Generate user marks (F12)", BABYLON.Tools.PerformanceLogLevel === BABYLON.Tools.PerformanceUserMarkLogLevel, function (element) {
if (element.checked) {
BABYLON.Tools.PerformanceLogLevel = BABYLON.Tools.PerformanceUserMarkLogLevel;
}
else {
BABYLON.Tools.PerformanceLogLevel = BABYLON.Tools.PerformanceNoneLogLevel;
}
});
;
this._optionsSubsetDiv.appendChild(document.createElement("br"));
this._generateTexBox(this._optionsSubsetDiv, "Rendering mode:", this.accentColor);
this._generateRadio(this._optionsSubsetDiv, "Solid", "renderMode", !this._scene.forceWireframe && !this._scene.forcePointsCloud, function (element) {
if (element.checked) {
_this._scene.forceWireframe = false;
_this._scene.forcePointsCloud = false;
}
});
this._generateRadio(this._optionsSubsetDiv, "Wireframe", "renderMode", this._scene.forceWireframe, function (element) {
if (element.checked) {
_this._scene.forceWireframe = true;
_this._scene.forcePointsCloud = false;
}
});
this._generateRadio(this._optionsSubsetDiv, "Point", "renderMode", this._scene.forcePointsCloud, function (element) {
if (element.checked) {
_this._scene.forceWireframe = false;
_this._scene.forcePointsCloud = true;
}
});
this._optionsSubsetDiv.appendChild(document.createElement("br"));
this._generateTexBox(this._optionsSubsetDiv, "Texture channels:", this.accentColor);
this._generateCheckBox(this._optionsSubsetDiv, "Diffuse", BABYLON.StandardMaterial.DiffuseTextureEnabled, function (element) {
BABYLON.StandardMaterial.DiffuseTextureEnabled = element.checked;
});
this._generateCheckBox(this._optionsSubsetDiv, "Ambient", BABYLON.StandardMaterial.AmbientTextureEnabled, function (element) {
BABYLON.StandardMaterial.AmbientTextureEnabled = element.checked;
});
this._generateCheckBox(this._optionsSubsetDiv, "Specular", BABYLON.StandardMaterial.SpecularTextureEnabled, function (element) {
BABYLON.StandardMaterial.SpecularTextureEnabled = element.checked;
});
this._generateCheckBox(this._optionsSubsetDiv, "Emissive", BABYLON.StandardMaterial.EmissiveTextureEnabled, function (element) {
BABYLON.StandardMaterial.EmissiveTextureEnabled = element.checked;
});
this._generateCheckBox(this._optionsSubsetDiv, "Bump", BABYLON.StandardMaterial.BumpTextureEnabled, function (element) {
BABYLON.StandardMaterial.BumpTextureEnabled = element.checked;
});
this._generateCheckBox(this._optionsSubsetDiv, "Opacity", BABYLON.StandardMaterial.OpacityTextureEnabled, function (element) {
BABYLON.StandardMaterial.OpacityTextureEnabled = element.checked;
});
this._generateCheckBox(this._optionsSubsetDiv, "Reflection", BABYLON.StandardMaterial.ReflectionTextureEnabled, function (element) {
BABYLON.StandardMaterial.ReflectionTextureEnabled = element.checked;
});
this._generateCheckBox(this._optionsSubsetDiv, "Fresnel", BABYLON.StandardMaterial.FresnelEnabled, function (element) {
BABYLON.StandardMaterial.FresnelEnabled = element.checked;
});
this._optionsSubsetDiv.appendChild(document.createElement("br"));
this._generateTexBox(this._optionsSubsetDiv, "Options:", this.accentColor);
this._generateCheckBox(this._optionsSubsetDiv, "Animations", this._scene.animationsEnabled, function (element) {
_this._scene.animationsEnabled = element.checked;
});
this._generateCheckBox(this._optionsSubsetDiv, "Collisions", this._scene.collisionsEnabled, function (element) {
_this._scene.collisionsEnabled = element.checked;
});
this._generateCheckBox(this._optionsSubsetDiv, "Fog", this._scene.fogEnabled, function (element) {
_this._scene.fogEnabled = element.checked;
});
this._generateCheckBox(this._optionsSubsetDiv, "Lens flares", this._scene.lensFlaresEnabled, function (element) {
_this._scene.lensFlaresEnabled = element.checked;
});
this._generateCheckBox(this._optionsSubsetDiv, "Lights", this._scene.lightsEnabled, function (element) {
_this._scene.lightsEnabled = element.checked;
});
this._generateCheckBox(this._optionsSubsetDiv, "Particles", this._scene.particlesEnabled, function (element) {
_this._scene.particlesEnabled = element.checked;
});
this._generateCheckBox(this._optionsSubsetDiv, "Post-processes", this._scene.postProcessesEnabled, function (element) {
_this._scene.postProcessesEnabled = element.checked;
});
this._generateCheckBox(this._optionsSubsetDiv, "Procedural textures", this._scene.proceduralTexturesEnabled, function (element) {
_this._scene.proceduralTexturesEnabled = element.checked;
});
this._generateCheckBox(this._optionsSubsetDiv, "Render targets", this._scene.renderTargetsEnabled, function (element) {
_this._scene.renderTargetsEnabled = element.checked;
});
this._generateCheckBox(this._optionsSubsetDiv, "Shadows", this._scene.shadowsEnabled, function (element) {
_this._scene.shadowsEnabled = element.checked;
});
this._generateCheckBox(this._optionsSubsetDiv, "Skeletons", this._scene.skeletonsEnabled, function (element) {
_this._scene.skeletonsEnabled = element.checked;
});
this._generateCheckBox(this._optionsSubsetDiv, "Sprites", this._scene.spritesEnabled, function (element) {
_this._scene.spritesEnabled = element.checked;
});
this._generateCheckBox(this._optionsSubsetDiv, "Textures", this._scene.texturesEnabled, function (element) {
_this._scene.texturesEnabled = element.checked;
});
if (BABYLON.Engine.audioEngine.canUseWebAudio) {
this._optionsSubsetDiv.appendChild(document.createElement("br"));
this._generateTexBox(this._optionsSubsetDiv, "Audio:", this.accentColor);
this._generateRadio(this._optionsSubsetDiv, "Headphones", "panningModel", this._scene.headphone, function (element) {
if (element.checked) {
_this._scene.headphone = true;
}
});
this._generateRadio(this._optionsSubsetDiv, "Normal Speakers", "panningModel", !this._scene.headphone, function (element) {
if (element.checked) {
_this._scene.headphone = false;
}
});
this._generateCheckBox(this._optionsSubsetDiv, "Disable audio", !this._scene.audioEnabled, function (element) {
_this._scene.audioEnabled = !element.checked;
});
}
this._optionsSubsetDiv.appendChild(document.createElement("br"));
this._generateTexBox(this._optionsSubsetDiv, "Tools:", this.accentColor);
this._generateButton(this._optionsSubsetDiv, "Dump rendertargets", function (element) {
_this._scene.dumpNextRenderTargets = true;
});
this._optionsSubsetDiv.appendChild(document.createElement("br"));
this._globalDiv.appendChild(this._statsDiv);
this._globalDiv.appendChild(this._logDiv);
this._globalDiv.appendChild(this._optionsDiv);
this._globalDiv.appendChild(this._treeDiv);
}
};
DebugLayer.prototype._displayStats = function () {
var scene = this._scene;
var engine = scene.getEngine();
var glInfo = engine.getGlInfo();
this._statsSubsetDiv.innerHTML = "Babylon.js v" + BABYLON.Engine.Version + " - " + BABYLON.Tools.Format(engine.getFps(), 0) + " fps
" + "" + "Count
" + "Total meshes: " + scene.meshes.length + "
" + "Total vertices: " + scene.getTotalVertices() + "
" + "Total materials: " + scene.materials.length + "
" + "Total textures: " + scene.textures.length + "
" + "Active meshes: " + scene.getActiveMeshes().length + "
" + "Active indices: " + scene.getActiveIndices() + "
" + "Active bones: " + scene.getActiveBones() + "
" + "Active particles: " + scene.getActiveParticles() + "
" + "Draw calls: " + engine.drawCalls + "
" + "Duration
" + "Meshes selection: " + BABYLON.Tools.Format(scene.getEvaluateActiveMeshesDuration()) + " ms
" + "Render Targets: " + BABYLON.Tools.Format(scene.getRenderTargetsDuration()) + " ms
" + "Particles: " + BABYLON.Tools.Format(scene.getParticlesDuration()) + " ms
" + "Sprites: " + BABYLON.Tools.Format(scene.getSpritesDuration()) + " ms
" + "Render: " + BABYLON.Tools.Format(scene.getRenderDuration()) + " ms
" + "Frame: " + BABYLON.Tools.Format(scene.getLastFrameDuration()) + " ms
" + "Potential FPS: " + BABYLON.Tools.Format(1000.0 / scene.getLastFrameDuration(), 0) + "
" + "
" + "" + "Extensions
" + "Std derivatives: " + (engine.getCaps().standardDerivatives ? "Yes" : "No") + "
" + "Compressed textures: " + (engine.getCaps().s3tc ? "Yes" : "No") + "
" + "Hardware instances: " + (engine.getCaps().instancedArrays ? "Yes" : "No") + "
" + "Texture float: " + (engine.getCaps().textureFloat ? "Yes" : "No") + "
" + "32bits indices: " + (engine.getCaps().uintIndices ? "Yes" : "No") + "
" + "Caps.
" + "Max textures units: " + engine.getCaps().maxTexturesImageUnits + "
" + "Max textures size: " + engine.getCaps().maxTextureSize + "
" + "Max anisotropy: " + engine.getCaps().maxAnisotropy + "
" + "
" + "Info
" + glInfo.version + "
" + glInfo.renderer + "
";
if (this.customStatsFunction) {
this._statsSubsetDiv.innerHTML += this._statsSubsetDiv.innerHTML;
}
};
return DebugLayer;
})();
BABYLON.DebugLayer = DebugLayer;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.debugLayer.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var RawTexture = (function (_super) {
__extends(RawTexture, _super);
function RawTexture(data, width, height, format, scene, generateMipMaps, invertY, samplingMode) {
if (generateMipMaps === void 0) { generateMipMaps = true; }
if (invertY === void 0) { invertY = false; }
if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
_super.call(this, null, scene, !generateMipMaps, invertY);
this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode);
this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
}
// Statics
RawTexture.CreateLuminanceTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
if (generateMipMaps === void 0) { generateMipMaps = true; }
if (invertY === void 0) { invertY = false; }
if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);
};
RawTexture.CreateLuminanceAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
if (generateMipMaps === void 0) { generateMipMaps = true; }
if (invertY === void 0) { invertY = false; }
if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);
};
RawTexture.CreateAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
if (generateMipMaps === void 0) { generateMipMaps = true; }
if (invertY === void 0) { invertY = false; }
if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);
};
RawTexture.CreateRGBTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
if (generateMipMaps === void 0) { generateMipMaps = true; }
if (invertY === void 0) { invertY = false; }
if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode);
};
RawTexture.CreateRGBATexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
if (generateMipMaps === void 0) { generateMipMaps = true; }
if (invertY === void 0) { invertY = false; }
if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode);
};
return RawTexture;
})(BABYLON.Texture);
BABYLON.RawTexture = RawTexture;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.rawTexture.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var IndexedVector2 = (function (_super) {
__extends(IndexedVector2, _super);
function IndexedVector2(original, index) {
_super.call(this, original.x, original.y);
this.index = index;
}
return IndexedVector2;
})(BABYLON.Vector2);
var PolygonPoints = (function () {
function PolygonPoints() {
this.elements = new Array();
}
PolygonPoints.prototype.add = function (originalPoints) {
var _this = this;
var result = new Array();
originalPoints.forEach(function (point) {
if (result.length === 0 || !point.equalsWithEpsilon(result[0])) {
var newPoint = new IndexedVector2(point, _this.elements.length);
result.push(newPoint);
_this.elements.push(newPoint);
}
});
return result;
};
PolygonPoints.prototype.computeBounds = function () {
var lmin = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
var lmax = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
this.elements.forEach(function (point) {
// x
if (point.x < lmin.x) {
lmin.x = point.x;
}
else if (point.x > lmax.x) {
lmax.x = point.x;
}
// y
if (point.y < lmin.y) {
lmin.y = point.y;
}
else if (point.y > lmax.y) {
lmax.y = point.y;
}
});
return {
min: lmin,
max: lmax,
width: lmax.x - lmin.x,
height: lmax.y - lmin.y
};
};
return PolygonPoints;
})();
var Polygon = (function () {
function Polygon() {
}
Polygon.Rectangle = function (xmin, ymin, xmax, ymax) {
return [
new BABYLON.Vector2(xmin, ymin),
new BABYLON.Vector2(xmax, ymin),
new BABYLON.Vector2(xmax, ymax),
new BABYLON.Vector2(xmin, ymax)
];
};
Polygon.Circle = function (radius, cx, cy, numberOfSides) {
if (cx === void 0) { cx = 0; }
if (cy === void 0) { cy = 0; }
if (numberOfSides === void 0) { numberOfSides = 32; }
var result = new Array();
var angle = 0;
var increment = (Math.PI * 2) / numberOfSides;
for (var i = 0; i < numberOfSides; i++) {
result.push(new BABYLON.Vector2(cx + Math.cos(angle) * radius, cy + Math.sin(angle) * radius));
angle -= increment;
}
return result;
};
Polygon.Parse = function (input) {
var floats = input.split(/[^-+eE\.\d]+/).map(parseFloat).filter(function (val) { return (!isNaN(val)); });
var i, result = [];
for (i = 0; i < (floats.length & 0x7FFFFFFE); i += 2) {
result.push(new BABYLON.Vector2(floats[i], floats[i + 1]));
}
return result;
};
Polygon.StartingAt = function (x, y) {
return BABYLON.Path2.StartingAt(x, y);
};
return Polygon;
})();
BABYLON.Polygon = Polygon;
var PolygonMeshBuilder = (function () {
function PolygonMeshBuilder(name, contours, scene) {
this._points = new PolygonPoints();
this._outlinepoints = new PolygonPoints();
this._holes = [];
if (!("poly2tri" in window)) {
throw "PolygonMeshBuilder cannot be used because poly2tri is not referenced";
}
this._name = name;
this._scene = scene;
var points;
if (contours instanceof BABYLON.Path2) {
points = contours.getPoints();
}
else {
points = contours;
}
this._swctx = new poly2tri.SweepContext(this._points.add(points));
this._outlinepoints.add(points);
}
PolygonMeshBuilder.prototype.addHole = function (hole) {
this._swctx.addHole(this._points.add(hole));
var holepoints = new PolygonPoints();
holepoints.add(hole);
this._holes.push(holepoints);
return this;
};
PolygonMeshBuilder.prototype.build = function (updatable, depth) {
var _this = this;
if (updatable === void 0) { updatable = false; }
var result = new BABYLON.Mesh(this._name, this._scene);
var normals = [];
var positions = [];
var uvs = [];
var bounds = this._points.computeBounds();
this._points.elements.forEach(function (p) {
normals.push(0, 1.0, 0);
positions.push(p.x, 0, p.y);
uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
});
var indices = [];
this._swctx.triangulate();
this._swctx.getTriangles().forEach(function (triangle) {
triangle.getPoints().forEach(function (point) {
indices.push(point.index);
});
});
if (depth > 0) {
var positionscount = (positions.length / 3); //get the current pointcount
this._points.elements.forEach(function (p) {
normals.push(0, -1.0, 0);
positions.push(p.x, -depth, p.y);
uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height);
});
var p1; //we need to change order of point so the triangles are made in the rigth way.
var p2;
var poscounter = 0;
this._swctx.getTriangles().forEach(function (triangle) {
triangle.getPoints().forEach(function (point) {
switch (poscounter) {
case 0:
p1 = point;
break;
case 1:
p2 = point;
break;
case 2:
indices.push(point.index + positionscount);
indices.push(p2.index + positionscount);
indices.push(p1.index + positionscount);
poscounter = -1;
break;
}
poscounter++;
//indices.push((point).index + positionscount);
});
});
//Add the sides
this.addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false);
this._holes.forEach(function (hole) {
_this.addSide(positions, normals, uvs, indices, bounds, hole, depth, true);
});
}
result.setVerticesData(positions, BABYLON.VertexBuffer.PositionKind, updatable);
result.setVerticesData(normals, BABYLON.VertexBuffer.NormalKind, updatable);
result.setVerticesData(uvs, BABYLON.VertexBuffer.UVKind, updatable);
result.setIndices(indices);
return result;
};
PolygonMeshBuilder.prototype.addSide = function (positions, normals, uvs, indices, bounds, points, depth, flip) {
var StartIndex = positions.length / 3;
var ulength = 0;
for (var i = 0; i < points.elements.length; i++) {
var p = points.elements[i];
var p1;
if ((i + 1) > points.elements.length - 1) {
p1 = points.elements[0];
}
else {
p1 = points.elements[i + 1];
}
positions.push(p.x, 0, p.y);
positions.push(p.x, -depth, p.y);
positions.push(p1.x, 0, p1.y);
positions.push(p1.x, -depth, p1.y);
var v1 = new BABYLON.Vector3(p.x, 0, p.y);
var v2 = new BABYLON.Vector3(p1.x, 0, p1.y);
var v3 = v2.subtract(v1);
var v4 = new BABYLON.Vector3(0, 1, 0);
var vn = BABYLON.Vector3.Cross(v3, v4);
vn = vn.normalize();
uvs.push(ulength / bounds.width, 0);
uvs.push(ulength / bounds.width, 1);
ulength += v3.length();
uvs.push((ulength / bounds.width), 0);
uvs.push((ulength / bounds.width), 1);
if (!flip) {
normals.push(-vn.x, -vn.y, -vn.z);
normals.push(-vn.x, -vn.y, -vn.z);
normals.push(-vn.x, -vn.y, -vn.z);
normals.push(-vn.x, -vn.y, -vn.z);
indices.push(StartIndex);
indices.push(StartIndex + 1);
indices.push(StartIndex + 2);
indices.push(StartIndex + 1);
indices.push(StartIndex + 3);
indices.push(StartIndex + 2);
}
else {
normals.push(vn.x, vn.y, vn.z);
normals.push(vn.x, vn.y, vn.z);
normals.push(vn.x, vn.y, vn.z);
normals.push(vn.x, vn.y, vn.z);
indices.push(StartIndex);
indices.push(StartIndex + 2);
indices.push(StartIndex + 1);
indices.push(StartIndex + 1);
indices.push(StartIndex + 2);
indices.push(StartIndex + 3);
}
StartIndex += 4;
}
;
};
return PolygonMeshBuilder;
})();
BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.polygonMesh.js.map
var BABYLON;
(function (BABYLON) {
var SimplificationSettings = (function () {
function SimplificationSettings(quality, distance, optimizeMesh) {
this.quality = quality;
this.distance = distance;
this.optimizeMesh = optimizeMesh;
}
return SimplificationSettings;
})();
BABYLON.SimplificationSettings = SimplificationSettings;
var SimplificationQueue = (function () {
function SimplificationQueue() {
this.running = false;
this._simplificationArray = [];
}
SimplificationQueue.prototype.addTask = function (task) {
this._simplificationArray.push(task);
};
SimplificationQueue.prototype.executeNext = function () {
var task = this._simplificationArray.pop();
if (task) {
this.running = true;
this.runSimplification(task);
}
else {
this.running = false;
}
};
SimplificationQueue.prototype.runSimplification = function (task) {
var _this = this;
if (task.parallelProcessing) {
//parallel simplifier
task.settings.forEach(function (setting) {
var simplifier = _this.getSimplifier(task);
simplifier.simplify(setting, function (newMesh) {
task.mesh.addLODLevel(setting.distance, newMesh);
newMesh.isVisible = true;
//check if it is the last
if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {
//all done, run the success callback.
task.successCallback();
}
_this.executeNext();
});
});
}
else {
//single simplifier.
var simplifier = this.getSimplifier(task);
var runDecimation = function (setting, callback) {
simplifier.simplify(setting, function (newMesh) {
task.mesh.addLODLevel(setting.distance, newMesh);
newMesh.isVisible = true;
//run the next quality level
callback();
});
};
BABYLON.AsyncLoop.Run(task.settings.length, function (loop) {
runDecimation(task.settings[loop.index], function () {
loop.executeNext();
});
}, function () {
//execution ended, run the success callback.
if (task.successCallback) {
task.successCallback();
}
_this.executeNext();
});
}
};
SimplificationQueue.prototype.getSimplifier = function (task) {
switch (task.simplificationType) {
case 0 /* QUADRATIC */:
default:
return new QuadraticErrorSimplification(task.mesh);
}
};
return SimplificationQueue;
})();
BABYLON.SimplificationQueue = SimplificationQueue;
/**
* The implemented types of simplification.
* At the moment only Quadratic Error Decimation is implemented.
*/
(function (SimplificationType) {
SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC";
})(BABYLON.SimplificationType || (BABYLON.SimplificationType = {}));
var SimplificationType = BABYLON.SimplificationType;
var DecimationTriangle = (function () {
function DecimationTriangle(vertices) {
this.vertices = vertices;
this.error = new Array(4);
this.deleted = false;
this.isDirty = false;
this.deletePending = false;
this.borderFactor = 0;
}
return DecimationTriangle;
})();
BABYLON.DecimationTriangle = DecimationTriangle;
var DecimationVertex = (function () {
function DecimationVertex(position, id) {
this.position = position;
this.id = id;
this.isBorder = true;
this.q = new QuadraticMatrix();
this.triangleCount = 0;
this.triangleStart = 0;
this.originalOffsets = [];
}
DecimationVertex.prototype.updatePosition = function (newPosition) {
this.position.copyFrom(newPosition);
};
return DecimationVertex;
})();
BABYLON.DecimationVertex = DecimationVertex;
var QuadraticMatrix = (function () {
function QuadraticMatrix(data) {
this.data = new Array(10);
for (var i = 0; i < 10; ++i) {
if (data && data[i]) {
this.data[i] = data[i];
}
else {
this.data[i] = 0;
}
}
}
QuadraticMatrix.prototype.det = function (a11, a12, a13, a21, a22, a23, a31, a32, a33) {
var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] + this.data[a12] * this.data[a23] * this.data[a31] - this.data[a13] * this.data[a22] * this.data[a31] - this.data[a11] * this.data[a23] * this.data[a32] - this.data[a12] * this.data[a21] * this.data[a33];
return det;
};
QuadraticMatrix.prototype.addInPlace = function (matrix) {
for (var i = 0; i < 10; ++i) {
this.data[i] += matrix.data[i];
}
};
QuadraticMatrix.prototype.addArrayInPlace = function (data) {
for (var i = 0; i < 10; ++i) {
this.data[i] += data[i];
}
};
QuadraticMatrix.prototype.add = function (matrix) {
var m = new QuadraticMatrix();
for (var i = 0; i < 10; ++i) {
m.data[i] = this.data[i] + matrix.data[i];
}
return m;
};
QuadraticMatrix.FromData = function (a, b, c, d) {
return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
};
//returning an array to avoid garbage collection
QuadraticMatrix.DataFromNumbers = function (a, b, c, d) {
return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
};
return QuadraticMatrix;
})();
BABYLON.QuadraticMatrix = QuadraticMatrix;
var Reference = (function () {
function Reference(vertexId, triangleId) {
this.vertexId = vertexId;
this.triangleId = triangleId;
}
return Reference;
})();
BABYLON.Reference = Reference;
/**
* An implementation of the Quadratic Error simplification algorithm.
* Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
* Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
* @author RaananW
*/
var QuadraticErrorSimplification = (function () {
function QuadraticErrorSimplification(_mesh) {
this._mesh = _mesh;
this.initialized = false;
this.syncIterations = 5000;
this.aggressiveness = 7;
this.decimationIterations = 100;
this.boundingBoxEpsilon = BABYLON.Engine.Epsilon;
}
QuadraticErrorSimplification.prototype.simplify = function (settings, successCallback) {
var _this = this;
this.initDecimatedMesh();
//iterating through the submeshes array, one after the other.
BABYLON.AsyncLoop.Run(this._mesh.subMeshes.length, function (loop) {
_this.initWithMesh(loop.index, function () {
_this.runDecimation(settings, loop.index, function () {
loop.executeNext();
});
}, settings.optimizeMesh);
}, function () {
setTimeout(function () {
successCallback(_this._reconstructedMesh);
}, 0);
});
};
QuadraticErrorSimplification.prototype.isTriangleOnBoundingBox = function (triangle) {
var _this = this;
var gCount = 0;
triangle.vertices.forEach(function (vertex) {
var count = 0;
var vPos = vertex.position;
var bbox = _this._mesh.getBoundingInfo().boundingBox;
if (bbox.maximum.x - vPos.x < _this.boundingBoxEpsilon || vPos.x - bbox.minimum.x > _this.boundingBoxEpsilon)
++count;
if (bbox.maximum.y == vPos.y || vPos.y == bbox.minimum.y)
++count;
if (bbox.maximum.z == vPos.z || vPos.z == bbox.minimum.z)
++count;
if (count > 1) {
++gCount;
}
;
});
if (gCount > 1) {
console.log(triangle, gCount);
}
return gCount > 1;
};
QuadraticErrorSimplification.prototype.runDecimation = function (settings, submeshIndex, successCallback) {
var _this = this;
var targetCount = ~~(this.triangles.length * settings.quality);
var deletedTriangles = 0;
var triangleCount = this.triangles.length;
var iterationFunction = function (iteration, callback) {
setTimeout(function () {
if (iteration % 5 === 0) {
_this.updateMesh(iteration === 0);
}
for (var i = 0; i < _this.triangles.length; ++i) {
_this.triangles[i].isDirty = false;
}
var threshold = 0.000000001 * Math.pow((iteration + 3), _this.aggressiveness);
var trianglesIterator = function (i) {
var tIdx = ~~(((_this.triangles.length / 2) + i) % _this.triangles.length);
var t = _this.triangles[tIdx];
if (!t)
return;
if (t.error[3] > threshold || t.deleted || t.isDirty) {
return;
}
for (var j = 0; j < 3; ++j) {
if (t.error[j] < threshold) {
var deleted0 = [];
var deleted1 = [];
var v0 = t.vertices[j];
var v1 = t.vertices[(j + 1) % 3];
if (v0.isBorder !== v1.isBorder)
continue;
var p = BABYLON.Vector3.Zero();
var n = BABYLON.Vector3.Zero();
var uv = BABYLON.Vector2.Zero();
var color = new BABYLON.Color4(0, 0, 0, 1);
_this.calculateError(v0, v1, p, n, uv, color);
var delTr = [];
if (_this.isFlipped(v0, v1, p, deleted0, t.borderFactor, delTr))
continue;
if (_this.isFlipped(v1, v0, p, deleted1, t.borderFactor, delTr))
continue;
if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0)
continue;
var uniqueArray = [];
delTr.forEach(function (deletedT) {
if (uniqueArray.indexOf(deletedT) === -1) {
deletedT.deletePending = true;
uniqueArray.push(deletedT);
}
});
if (uniqueArray.length % 2 != 0) {
continue;
}
v0.q = v1.q.add(v0.q);
v0.updatePosition(p);
var tStart = _this.references.length;
deletedTriangles = _this.updateTriangles(v0, v0, deleted0, deletedTriangles);
deletedTriangles = _this.updateTriangles(v0, v1, deleted1, deletedTriangles);
var tCount = _this.references.length - tStart;
if (tCount <= v0.triangleCount) {
if (tCount) {
for (var c = 0; c < tCount; c++) {
_this.references[v0.triangleStart + c] = _this.references[tStart + c];
}
}
}
else {
v0.triangleStart = tStart;
}
v0.triangleCount = tCount;
break;
}
}
};
BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, trianglesIterator, callback, function () {
return (triangleCount - deletedTriangles <= targetCount);
});
}, 0);
};
BABYLON.AsyncLoop.Run(this.decimationIterations, function (loop) {
if (triangleCount - deletedTriangles <= targetCount)
loop.breakLoop();
else {
iterationFunction(loop.index, function () {
loop.executeNext();
});
}
}, function () {
setTimeout(function () {
//reconstruct this part of the mesh
_this.reconstructMesh(submeshIndex);
successCallback();
}, 0);
});
};
QuadraticErrorSimplification.prototype.initWithMesh = function (submeshIndex, callback, optimizeMesh) {
var _this = this;
this.vertices = [];
this.triangles = [];
var positionData = this._mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
var indices = this._mesh.getIndices();
var submesh = this._mesh.subMeshes[submeshIndex];
var findInVertices = function (positionToSearch) {
if (optimizeMesh) {
for (var ii = 0; ii < _this.vertices.length; ++ii) {
if (_this.vertices[ii].position.equals(positionToSearch)) {
return _this.vertices[ii];
}
}
}
return null;
};
var vertexReferences = [];
var vertexInit = function (i) {
var offset = i + submesh.verticesStart;
var position = BABYLON.Vector3.FromArray(positionData, offset * 3);
var vertex = findInVertices(position) || new DecimationVertex(position, _this.vertices.length);
vertex.originalOffsets.push(offset);
if (vertex.id == _this.vertices.length) {
_this.vertices.push(vertex);
}
vertexReferences.push(vertex.id);
};
//var totalVertices = mesh.getTotalVertices();
var totalVertices = submesh.verticesCount;
BABYLON.AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, function () {
var indicesInit = function (i) {
var offset = (submesh.indexStart / 3) + i;
var pos = (offset * 3);
var i0 = indices[pos + 0];
var i1 = indices[pos + 1];
var i2 = indices[pos + 2];
var v0 = _this.vertices[vertexReferences[i0 - submesh.verticesStart]];
var v1 = _this.vertices[vertexReferences[i1 - submesh.verticesStart]];
var v2 = _this.vertices[vertexReferences[i2 - submesh.verticesStart]];
var triangle = new DecimationTriangle([v0, v1, v2]);
triangle.originalOffset = pos;
_this.triangles.push(triangle);
};
BABYLON.AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, _this.syncIterations, indicesInit, function () {
_this.init(callback);
});
});
};
QuadraticErrorSimplification.prototype.init = function (callback) {
var _this = this;
var triangleInit1 = function (i) {
var t = _this.triangles[i];
t.normal = BABYLON.Vector3.Cross(t.vertices[1].position.subtract(t.vertices[0].position), t.vertices[2].position.subtract(t.vertices[0].position)).normalize();
for (var j = 0; j < 3; j++) {
t.vertices[j].q.addArrayInPlace(QuadraticMatrix.DataFromNumbers(t.normal.x, t.normal.y, t.normal.z, -(BABYLON.Vector3.Dot(t.normal, t.vertices[0].position))));
}
};
BABYLON.AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, function () {
var triangleInit2 = function (i) {
var t = _this.triangles[i];
for (var j = 0; j < 3; ++j) {
t.error[j] = _this.calculateError(t.vertices[j], t.vertices[(j + 1) % 3]);
}
t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
};
BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, triangleInit2, function () {
_this.initialized = true;
callback();
});
});
};
QuadraticErrorSimplification.prototype.reconstructMesh = function (submeshIndex) {
var newTriangles = [];
var i;
for (i = 0; i < this.vertices.length; ++i) {
this.vertices[i].triangleCount = 0;
}
var t;
var j;
for (i = 0; i < this.triangles.length; ++i) {
if (!this.triangles[i].deleted) {
t = this.triangles[i];
for (j = 0; j < 3; ++j) {
t.vertices[j].triangleCount = 1;
}
newTriangles.push(t);
}
}
var newPositionData = this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) || [];
var newNormalData = this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind) || [];
var newUVsData = this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind) || [];
var newColorsData = this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.ColorKind) || [];
var normalData = this._mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
var uvs = this._mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
var colorsData = this._mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
var vertexCount = 0;
for (i = 0; i < this.vertices.length; ++i) {
var vertex = this.vertices[i];
vertex.id = vertexCount;
if (vertex.triangleCount) {
vertex.originalOffsets.forEach(function (originalOffset) {
newPositionData.push(vertex.position.x);
newPositionData.push(vertex.position.y);
newPositionData.push(vertex.position.z);
newNormalData.push(normalData[originalOffset * 3]);
newNormalData.push(normalData[(originalOffset * 3) + 1]);
newNormalData.push(normalData[(originalOffset * 3) + 2]);
if (uvs && uvs.length) {
newUVsData.push(uvs[(originalOffset * 2)]);
newUVsData.push(uvs[(originalOffset * 2) + 1]);
}
else if (colorsData && colorsData.length) {
newColorsData.push(colorsData[(originalOffset * 4)]);
newColorsData.push(colorsData[(originalOffset * 4) + 1]);
newColorsData.push(colorsData[(originalOffset * 4) + 2]);
newColorsData.push(colorsData[(originalOffset * 4) + 3]);
}
++vertexCount;
});
}
}
var startingIndex = this._reconstructedMesh.getTotalIndices();
var startingVertex = this._reconstructedMesh.getTotalVertices();
var submeshesArray = this._reconstructedMesh.subMeshes;
this._reconstructedMesh.subMeshes = [];
var newIndicesArray = this._reconstructedMesh.getIndices(); //[];
var originalIndices = this._mesh.getIndices();
for (i = 0; i < newTriangles.length; ++i) {
var t = newTriangles[i];
//now get the new referencing point for each vertex
[0, 1, 2].forEach(function (idx) {
var id = originalIndices[t.originalOffset + idx];
var offset = t.vertices[idx].originalOffsets.indexOf(id);
if (offset < 0)
offset = 0;
newIndicesArray.push(t.vertices[idx].id + offset + startingVertex);
});
}
//overwriting the old vertex buffers and indices.
this._reconstructedMesh.setIndices(newIndicesArray);
this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, newPositionData);
this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, newNormalData);
if (newUVsData.length > 0)
this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.UVKind, newUVsData);
if (newColorsData.length > 0)
this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, newColorsData);
//create submesh
var originalSubmesh = this._mesh.subMeshes[submeshIndex];
if (submeshIndex > 0) {
this._reconstructedMesh.subMeshes = [];
submeshesArray.forEach(function (submesh) {
new BABYLON.SubMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount, submesh.indexStart, submesh.indexCount, submesh.getMesh());
});
var newSubmesh = new BABYLON.SubMesh(originalSubmesh.materialIndex, startingVertex, vertexCount, startingIndex, newTriangles.length * 3, this._reconstructedMesh);
}
};
QuadraticErrorSimplification.prototype.initDecimatedMesh = function () {
this._reconstructedMesh = new BABYLON.Mesh(this._mesh.name + "Decimated", this._mesh.getScene());
this._reconstructedMesh.material = this._mesh.material;
this._reconstructedMesh.parent = this._mesh.parent;
this._reconstructedMesh.isVisible = false;
};
QuadraticErrorSimplification.prototype.isFlipped = function (vertex1, vertex2, point, deletedArray, borderFactor, delTr) {
for (var i = 0; i < vertex1.triangleCount; ++i) {
var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId];
if (t.deleted)
continue;
var s = this.references[vertex1.triangleStart + i].vertexId;
var v1 = t.vertices[(s + 1) % 3];
var v2 = t.vertices[(s + 2) % 3];
if ((v1 === vertex2 || v2 === vertex2)) {
deletedArray[i] = true;
delTr.push(t);
continue;
}
var d1 = v1.position.subtract(point);
d1 = d1.normalize();
var d2 = v2.position.subtract(point);
d2 = d2.normalize();
if (Math.abs(BABYLON.Vector3.Dot(d1, d2)) > 0.999)
return true;
var normal = BABYLON.Vector3.Cross(d1, d2).normalize();
deletedArray[i] = false;
if (BABYLON.Vector3.Dot(normal, t.normal) < 0.2)
return true;
}
return false;
};
QuadraticErrorSimplification.prototype.updateTriangles = function (origVertex, vertex, deletedArray, deletedTriangles) {
var newDeleted = deletedTriangles;
for (var i = 0; i < vertex.triangleCount; ++i) {
var ref = this.references[vertex.triangleStart + i];
var t = this.triangles[ref.triangleId];
if (t.deleted)
continue;
if (deletedArray[i] && t.deletePending) {
t.deleted = true;
newDeleted++;
continue;
}
t.vertices[ref.vertexId] = origVertex;
t.isDirty = true;
t.error[0] = this.calculateError(t.vertices[0], t.vertices[1]) + (t.borderFactor / 2);
t.error[1] = this.calculateError(t.vertices[1], t.vertices[2]) + (t.borderFactor / 2);
t.error[2] = this.calculateError(t.vertices[2], t.vertices[0]) + (t.borderFactor / 2);
t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
this.references.push(ref);
}
return newDeleted;
};
QuadraticErrorSimplification.prototype.identifyBorder = function () {
for (var i = 0; i < this.vertices.length; ++i) {
var vCount = [];
var vId = [];
var v = this.vertices[i];
var j;
for (j = 0; j < v.triangleCount; ++j) {
var triangle = this.triangles[this.references[v.triangleStart + j].triangleId];
for (var ii = 0; ii < 3; ii++) {
var ofs = 0;
var vv = triangle.vertices[ii];
while (ofs < vCount.length) {
if (vId[ofs] === vv.id)
break;
++ofs;
}
if (ofs === vCount.length) {
vCount.push(1);
vId.push(vv.id);
}
else {
vCount[ofs]++;
}
}
}
for (j = 0; j < vCount.length; ++j) {
if (vCount[j] === 1) {
this.vertices[vId[j]].isBorder = true;
}
else {
this.vertices[vId[j]].isBorder = false;
}
}
}
};
QuadraticErrorSimplification.prototype.updateMesh = function (identifyBorders) {
if (identifyBorders === void 0) { identifyBorders = false; }
var i;
if (!identifyBorders) {
var newTrianglesVector = [];
for (i = 0; i < this.triangles.length; ++i) {
if (!this.triangles[i].deleted) {
newTrianglesVector.push(this.triangles[i]);
}
}
this.triangles = newTrianglesVector;
}
for (i = 0; i < this.vertices.length; ++i) {
this.vertices[i].triangleCount = 0;
this.vertices[i].triangleStart = 0;
}
var t;
var j;
var v;
for (i = 0; i < this.triangles.length; ++i) {
t = this.triangles[i];
for (j = 0; j < 3; ++j) {
v = t.vertices[j];
v.triangleCount++;
}
}
var tStart = 0;
for (i = 0; i < this.vertices.length; ++i) {
this.vertices[i].triangleStart = tStart;
tStart += this.vertices[i].triangleCount;
this.vertices[i].triangleCount = 0;
}
var newReferences = new Array(this.triangles.length * 3);
for (i = 0; i < this.triangles.length; ++i) {
t = this.triangles[i];
for (j = 0; j < 3; ++j) {
v = t.vertices[j];
newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);
v.triangleCount++;
}
}
this.references = newReferences;
if (identifyBorders) {
this.identifyBorder();
}
};
QuadraticErrorSimplification.prototype.vertexError = function (q, point) {
var x = point.x;
var y = point.y;
var z = point.z;
return q.data[0] * x * x + 2 * q.data[1] * x * y + 2 * q.data[2] * x * z + 2 * q.data[3] * x + q.data[4] * y * y + 2 * q.data[5] * y * z + 2 * q.data[6] * y + q.data[7] * z * z + 2 * q.data[8] * z + q.data[9];
};
QuadraticErrorSimplification.prototype.calculateError = function (vertex1, vertex2, pointResult, normalResult, uvResult, colorResult) {
var q = vertex1.q.add(vertex2.q);
var border = vertex1.isBorder && vertex2.isBorder;
var error = 0;
var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
if (qDet !== 0 && !border) {
if (!pointResult) {
pointResult = BABYLON.Vector3.Zero();
}
pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8));
pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8));
pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8));
error = this.vertexError(q, pointResult);
}
else {
var p3 = (vertex1.position.add(vertex2.position)).divide(new BABYLON.Vector3(2, 2, 2));
//var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();
var error1 = this.vertexError(q, vertex1.position);
var error2 = this.vertexError(q, vertex2.position);
var error3 = this.vertexError(q, p3);
error = Math.min(error1, error2, error3);
if (error === error1) {
if (pointResult) {
pointResult.copyFrom(vertex1.position);
}
}
else if (error === error2) {
if (pointResult) {
pointResult.copyFrom(vertex2.position);
}
}
else {
if (pointResult) {
pointResult.copyFrom(p3);
}
}
}
return error;
};
return QuadraticErrorSimplification;
})();
BABYLON.QuadraticErrorSimplification = QuadraticErrorSimplification;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.meshSimplification.js.map
var BABYLON;
(function (BABYLON) {
var Analyser = (function () {
function Analyser(scene) {
this.SMOOTHING = 0.75;
this.FFT_SIZE = 512;
this.BARGRAPHAMPLITUDE = 256;
this.DEBUGCANVASPOS = { x: 20, y: 20 };
this.DEBUGCANVASSIZE = { width: 320, height: 200 };
this._scene = scene;
this._audioEngine = BABYLON.Engine.audioEngine;
if (this._audioEngine.canUseWebAudio) {
this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();
this._webAudioAnalyser.minDecibels = -140;
this._webAudioAnalyser.maxDecibels = 0;
this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);
}
}
Analyser.prototype.getFrequencyBinCount = function () {
if (this._audioEngine.canUseWebAudio) {
return this._webAudioAnalyser.frequencyBinCount;
}
else {
return 0;
}
};
Analyser.prototype.getByteFrequencyData = function () {
if (this._audioEngine.canUseWebAudio) {
this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
this._webAudioAnalyser.fftSize = this.FFT_SIZE;
this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);
}
return this._byteFreqs;
};
Analyser.prototype.getByteTimeDomainData = function () {
if (this._audioEngine.canUseWebAudio) {
this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
this._webAudioAnalyser.fftSize = this.FFT_SIZE;
this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);
}
return this._byteTime;
};
Analyser.prototype.getFloatFrequencyData = function () {
if (this._audioEngine.canUseWebAudio) {
this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
this._webAudioAnalyser.fftSize = this.FFT_SIZE;
this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);
}
return this._floatFreqs;
};
Analyser.prototype.drawDebugCanvas = function () {
var _this = this;
if (this._audioEngine.canUseWebAudio) {
if (!this._debugCanvas) {
this._debugCanvas = document.createElement("canvas");
this._debugCanvas.width = this.DEBUGCANVASSIZE.width;
this._debugCanvas.height = this.DEBUGCANVASSIZE.height;
this._debugCanvas.style.position = "absolute";
this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px";
this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px";
this._debugCanvasContext = this._debugCanvas.getContext("2d");
document.body.appendChild(this._debugCanvas);
this._registerFunc = function () {
_this.drawDebugCanvas();
};
this._scene.registerBeforeRender(this._registerFunc);
}
if (this._registerFunc) {
var workingArray = this.getByteFrequencyData();
this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)';
this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);
for (var i = 0; i < this.getFrequencyBinCount(); i++) {
var value = workingArray[i];
var percent = value / this.BARGRAPHAMPLITUDE;
var height = this.DEBUGCANVASSIZE.height * percent;
var offset = this.DEBUGCANVASSIZE.height - height - 1;
var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();
var hue = i / this.getFrequencyBinCount() * 360;
this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)';
this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);
}
}
}
};
Analyser.prototype.stopDebugCanvas = function () {
if (this._debugCanvas) {
this._scene.unregisterBeforeRender(this._registerFunc);
this._registerFunc = null;
document.body.removeChild(this._debugCanvas);
this._debugCanvas = null;
this._debugCanvasContext = null;
}
};
Analyser.prototype.connectAudioNodes = function (inputAudioNode, outputAudioNode) {
if (this._audioEngine.canUseWebAudio) {
inputAudioNode.connect(this._webAudioAnalyser);
this._webAudioAnalyser.connect(outputAudioNode);
}
};
Analyser.prototype.dispose = function () {
if (this._audioEngine.canUseWebAudio) {
this._webAudioAnalyser.disconnect();
}
};
return Analyser;
})();
BABYLON.Analyser = Analyser;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.analyser.js.map
var BABYLON;
(function (BABYLON) {
var DepthRenderer = (function () {
function DepthRenderer(scene, type) {
var _this = this;
if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
this._viewMatrix = BABYLON.Matrix.Zero();
this._projectionMatrix = BABYLON.Matrix.Zero();
this._transformMatrix = BABYLON.Matrix.Zero();
this._worldViewProjection = BABYLON.Matrix.Zero();
this._scene = scene;
var engine = scene.getEngine();
// Render target
this._depthMap = new BABYLON.RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type);
this._depthMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
this._depthMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
this._depthMap.refreshRate = 1;
this._depthMap.renderParticles = false;
this._depthMap.renderList = null;
// set default depth value to 1.0 (far away)
this._depthMap.onClear = function (engine) {
engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true);
};
// Custom render function
var renderSubMesh = function (subMesh) {
var mesh = subMesh.getRenderingMesh();
var scene = _this._scene;
var engine = scene.getEngine();
// Culling
engine.setState(subMesh.getMaterial().backFaceCulling);
// Managing instances
var batch = mesh._getInstancesRenderList(subMesh._id);
if (batch.mustReturn) {
return;
}
var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null);
if (_this.isReady(subMesh, hardwareInstancedRendering)) {
engine.enableEffect(_this._effect);
mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
var material = subMesh.getMaterial();
_this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
_this._effect.setFloat("far", scene.activeCamera.maxZ);
// Alpha test
if (material && material.needAlphaTesting()) {
var alphaTexture = material.getAlphaTestTexture();
_this._effect.setTexture("diffuseSampler", alphaTexture);
_this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
}
// Bones
if (mesh.useBones) {
_this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
}
// Draw
mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
}
};
this._depthMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes) {
var index;
for (index = 0; index < opaqueSubMeshes.length; index++) {
renderSubMesh(opaqueSubMeshes.data[index]);
}
for (index = 0; index < alphaTestSubMeshes.length; index++) {
renderSubMesh(alphaTestSubMeshes.data[index]);
}
};
}
DepthRenderer.prototype.isReady = function (subMesh, useInstances) {
var defines = [];
var attribs = [BABYLON.VertexBuffer.PositionKind];
var mesh = subMesh.getMesh();
var scene = mesh.getScene();
var material = subMesh.getMaterial();
// Alpha test
if (material && material.needAlphaTesting()) {
defines.push("#define ALPHATEST");
if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
attribs.push(BABYLON.VertexBuffer.UVKind);
defines.push("#define UV1");
}
if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
attribs.push(BABYLON.VertexBuffer.UV2Kind);
defines.push("#define UV2");
}
}
// Bones
if (mesh.useBones) {
attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
defines.push("#define BONES");
defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
}
// Instances
if (useInstances) {
defines.push("#define INSTANCES");
attribs.push("world0");
attribs.push("world1");
attribs.push("world2");
attribs.push("world3");
}
// Get correct effect
var join = defines.join("\n");
if (this._cachedDefines !== join) {
this._cachedDefines = join;
this._effect = this._scene.getEngine().createEffect("depth", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "far"], ["diffuseSampler"], join);
}
return this._effect.isReady();
};
DepthRenderer.prototype.getDepthMap = function () {
return this._depthMap;
};
// Methods
DepthRenderer.prototype.dispose = function () {
this._depthMap.dispose();
};
return DepthRenderer;
})();
BABYLON.DepthRenderer = DepthRenderer;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.depthRenderer.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var SSAORenderingPipeline = (function (_super) {
__extends(SSAORenderingPipeline, _super);
/**
* @constructor
* @param {string} name - The rendering pipeline name
* @param {BABYLON.Scene} scene - The scene linked to this pipeline
* @param {any} ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 }
* @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
*/
function SSAORenderingPipeline(name, scene, ratio, cameras) {
var _this = this;
_super.call(this, scene.getEngine(), name);
// Members
/**
* The PassPostProcess id in the pipeline that contains the original scene color
* @type {string}
*/
this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
/**
* The SSAO PostProcess id in the pipeline
* @type {string}
*/
this.SSAORenderEffect = "SSAORenderEffect";
/**
* The horizontal blur PostProcess id in the pipeline
* @type {string}
*/
this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
/**
* The vertical blur PostProcess id in the pipeline
* @type {string}
*/
this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
/**
* The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
* @type {string}
*/
this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
/**
* The output strength of the SSAO post-process. Default value is 1.0.
* @type {number}
*/
this.totalStrength = 1.0;
/**
* The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0002
* @type {number}
*/
this.radius = 0.0002;
/**
* Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
* Must not be equal to fallOff and superior to fallOff.
* Default value is 0.0075
* @type {number}
*/
this.area = 0.0075;
/**
* Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
* Must not be equal to area and inferior to area.
* Default value is 0.0002
* @type {number}
*/
this.fallOff = 0.0002;
this._firstUpdate = true;
this._scene = scene;
// Set up assets
this._createRandomTexture();
this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
var ssaoRatio = ratio.ssaoRatio || ratio;
var combineRatio = ratio.combineRatio || ratio;
this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
this._createSSAOPostProcess(ssaoRatio);
this._blurHPostProcess = new BABYLON.BlurPostProcess("SSAOBlurH", new BABYLON.Vector2(2.0, 0.0), 2.0, ssaoRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
this._blurVPostProcess = new BABYLON.BlurPostProcess("SSAOBlurV", new BABYLON.Vector2(0.0, 2.0), 2.0, ssaoRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
this._createSSAOCombinePostProcess(combineRatio);
// Set up pipeline
this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.SSAOOriginalSceneColorEffect, function () {
return _this._originalColorPostProcess;
}, true));
this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.SSAORenderEffect, function () {
return _this._ssaoPostProcess;
}, true));
this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.SSAOBlurHRenderEffect, function () {
return _this._blurHPostProcess;
}, true));
this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.SSAOBlurVRenderEffect, function () {
return _this._blurVPostProcess;
}, true));
this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.SSAOCombineRenderEffect, function () {
return _this._ssaoCombinePostProcess;
}, true));
// Finish
scene.postProcessRenderPipelineManager.addPipeline(this);
if (cameras)
scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
}
// Public Methods
/**
* Returns the horizontal blur PostProcess
* @return {BABYLON.BlurPostProcess} The horizontal blur post-process
*/
SSAORenderingPipeline.prototype.getBlurHPostProcess = function () {
return this._blurHPostProcess;
};
/**
* Returns the vertical blur PostProcess
* @return {BABYLON.BlurPostProcess} The vertical blur post-process
*/
SSAORenderingPipeline.prototype.getBlurVPostProcess = function () {
return this._blurVPostProcess;
};
/**
* Removes the internal pipeline assets and detatches the pipeline from the scene cameras
*/
SSAORenderingPipeline.prototype.dispose = function (disableDepthRender) {
if (disableDepthRender === void 0) { disableDepthRender = false; }
this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
this._originalColorPostProcess = undefined;
this._ssaoPostProcess = undefined;
this._blurHPostProcess = undefined;
this._blurVPostProcess = undefined;
this._ssaoCombinePostProcess = undefined;
this._randomTexture.dispose();
if (disableDepthRender)
this._scene.disableDepthRenderer();
};
// Private Methods
SSAORenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
var _this = this;
var sampleSphere = [
0.5381,
0.1856,
-0.4319,
0.1379,
0.2486,
0.4430,
0.3371,
0.5679,
-0.0057,
-0.6999,
-0.0451,
-0.0019,
0.0689,
-0.1598,
-0.8547,
0.0560,
0.0069,
-0.1843,
-0.0146,
0.1402,
0.0762,
0.0100,
-0.1924,
-0.0344,
-0.3577,
-0.5301,
-0.4358,
-0.3169,
0.1063,
0.0158,
0.0103,
-0.5869,
0.0046,
-0.0897,
-0.4940,
0.3287,
0.7119,
-0.0154,
-0.0918,
-0.0533,
0.0596,
-0.5411,
0.0352,
-0.0631,
0.5460,
-0.4776,
0.2847,
-0.0271
];
var samplesFactor = 1.0 / 16.0;
this._ssaoPostProcess = new BABYLON.PostProcess("ssao", "ssao", ["sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius", "area", "fallOff"], ["randomSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
this._ssaoPostProcess.onApply = function (effect) {
if (_this._firstUpdate) {
effect.setArray3("sampleSphere", sampleSphere);
effect.setFloat("samplesFactor", samplesFactor);
effect.setFloat("randTextureTiles", 4.0 / ratio);
_this._firstUpdate = false;
}
effect.setFloat("totalStrength", _this.totalStrength);
effect.setFloat("radius", _this.radius);
effect.setFloat("area", _this.area);
effect.setFloat("fallOff", _this.fallOff);
effect.setTexture("textureSampler", _this._depthTexture);
effect.setTexture("randomSampler", _this._randomTexture);
};
};
SSAORenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
var _this = this;
this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
this._ssaoCombinePostProcess.onApply = function (effect) {
effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
};
};
SSAORenderingPipeline.prototype._createRandomTexture = function () {
var size = 512;
this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
var context = this._randomTexture.getContext();
var rand = function (min, max) {
return Math.random() * (max - min) + min;
};
for (var x = 0; x < size; x++) {
for (var y = 0; y < size; y++) {
var randVector = BABYLON.Vector3.Zero();
randVector.x = Math.floor(rand(0.0, 1.0) * 255);
randVector.y = Math.floor(rand(0.0, 1.0) * 255);
randVector.z = Math.floor(rand(0.0, 1.0) * 255);
context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
context.fillRect(x, y, 1, 1);
}
}
this._randomTexture.update(false);
};
return SSAORenderingPipeline;
})(BABYLON.PostProcessRenderPipeline);
BABYLON.SSAORenderingPipeline = SSAORenderingPipeline;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.ssaoRenderingPipeline.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
// Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
var VolumetricLightScatteringPostProcess = (function (_super) {
__extends(VolumetricLightScatteringPostProcess, _super);
/**
* @constructor
* @param {string} name - The post-process name
* @param {any} ratio - The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
* @param {BABYLON.Camera} camera - The camera that the post-process will be attached to
* @param {BABYLON.Mesh} mesh - The mesh used to create the light scattering
* @param {number} samples - The post-process quality, default 100
* @param {number} samplingMode - The post-process filtering mode
* @param {BABYLON.Engine} engine - The babylon engine
* @param {boolean} reusable - If the post-process is reusable
*/
function VolumetricLightScatteringPostProcess(name, ratio, camera, mesh, samples, samplingMode, engine, reusable) {
var _this = this;
if (samples === void 0) { samples = 100; }
if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
_super.call(this, name, "volumetricLightScattering", ["decay", "exposure", "weight", "meshPositionOnScreen", "density"], ["lightScatteringSampler"], ratio.postProcessRatio || ratio, camera, samplingMode, engine, reusable, "#define NUM_SAMPLES " + samples);
this._screenCoordinates = BABYLON.Vector2.Zero();
/**
* Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
* @type {boolean}
*/
this.useCustomMeshPosition = false;
/**
* If the post-process should inverse the light scattering direction
* @type {boolean}
*/
this.invert = true;
/**
* Array containing the excluded meshes not rendered in the internal pass
*/
this.excludedMeshes = new Array();
this.exposure = 0.3;
this.decay = 0.96815;
this.weight = 0.58767;
this.density = 0.926;
var scene = camera.getScene();
this._viewPort = new BABYLON.Viewport(0, 0, 1, 1).toGlobal(scene.getEngine());
// Configure mesh
this.mesh = (mesh !== null) ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene);
// Configure
this._createPass(scene, ratio.passRatio || ratio);
this.onApply = function (effect) {
_this._updateMeshScreenCoordinates(scene);
effect.setTexture("lightScatteringSampler", _this._volumetricLightScatteringRTT);
effect.setFloat("exposure", _this.exposure);
effect.setFloat("decay", _this.decay);
effect.setFloat("weight", _this.weight);
effect.setFloat("density", _this.density);
effect.setVector2("meshPositionOnScreen", _this._screenCoordinates);
};
}
VolumetricLightScatteringPostProcess.prototype.isReady = function (subMesh, useInstances) {
var mesh = subMesh.getMesh();
var defines = [];
var attribs = [BABYLON.VertexBuffer.PositionKind];
var material = subMesh.getMaterial();
var needUV = false;
// Render this.mesh as default
if (mesh === this.mesh) {
defines.push("#define BASIC_RENDER");
defines.push("#define NEED_UV");
needUV = true;
}
// Alpha test
if (material) {
if (material.needAlphaTesting() || mesh === this.mesh)
defines.push("#define ALPHATEST");
if (material.opacityTexture !== undefined) {
defines.push("#define OPACITY");
if (material.opacityTexture.getAlphaFromRGB)
defines.push("#define OPACITYRGB");
if (!needUV)
defines.push("#define NEED_UV");
}
if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
attribs.push(BABYLON.VertexBuffer.UVKind);
defines.push("#define UV1");
}
if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
attribs.push(BABYLON.VertexBuffer.UV2Kind);
defines.push("#define UV2");
}
}
// Bones
if (mesh.useBones) {
attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
defines.push("#define BONES");
defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
}
// Instances
if (useInstances) {
defines.push("#define INSTANCES");
attribs.push("world0");
attribs.push("world1");
attribs.push("world2");
attribs.push("world3");
}
// Get correct effect
var join = defines.join("\n");
if (this._cachedDefines !== join) {
this._cachedDefines = join;
this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "opacityLevel"], ["diffuseSampler", "opacitySampler"], join);
}
return this._volumetricLightScatteringPass.isReady();
};
/**
* Sets the new light position for light scattering effect
* @param {BABYLON.Vector3} The new custom light position
*/
VolumetricLightScatteringPostProcess.prototype.setCustomMeshPosition = function (position) {
this._customMeshPosition = position;
};
/**
* Returns the light position for light scattering effect
* @return {BABYLON.Vector3} The custom light position
*/
VolumetricLightScatteringPostProcess.prototype.getCustomMeshPosition = function () {
return this._customMeshPosition;
};
/**
* Disposes the internal assets and detaches the post-process from the camera
*/
VolumetricLightScatteringPostProcess.prototype.dispose = function (camera) {
var rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);
if (rttIndex !== -1) {
camera.getScene().customRenderTargets.splice(rttIndex, 1);
}
this._volumetricLightScatteringRTT.dispose();
_super.prototype.dispose.call(this, camera);
};
/**
* Returns the render target texture used by the post-process
* @return {BABYLON.RenderTargetTexture} The render target texture used by the post-process
*/
VolumetricLightScatteringPostProcess.prototype.getPass = function () {
return this._volumetricLightScatteringRTT;
};
// Private methods
VolumetricLightScatteringPostProcess.prototype._meshExcluded = function (mesh) {
if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
return true;
}
return false;
};
VolumetricLightScatteringPostProcess.prototype._createPass = function (scene, ratio) {
var _this = this;
var engine = scene.getEngine();
this._volumetricLightScatteringRTT = new BABYLON.RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
this._volumetricLightScatteringRTT.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
this._volumetricLightScatteringRTT.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
this._volumetricLightScatteringRTT.renderList = null;
this._volumetricLightScatteringRTT.renderParticles = false;
scene.customRenderTargets.push(this._volumetricLightScatteringRTT);
// Custom render function for submeshes
var renderSubMesh = function (subMesh) {
var mesh = subMesh.getRenderingMesh();
if (_this._meshExcluded(mesh)) {
return;
}
var scene = mesh.getScene();
var engine = scene.getEngine();
// Culling
engine.setState(subMesh.getMaterial().backFaceCulling);
// Managing instances
var batch = mesh._getInstancesRenderList(subMesh._id);
if (batch.mustReturn) {
return;
}
var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null);
if (_this.isReady(subMesh, hardwareInstancedRendering)) {
engine.enableEffect(_this._volumetricLightScatteringPass);
mesh._bind(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode);
var material = subMesh.getMaterial();
_this._volumetricLightScatteringPass.setMatrix("viewProjection", scene.getTransformMatrix());
// Alpha test
if (material && (mesh === _this.mesh || material.needAlphaTesting() || material.opacityTexture !== undefined)) {
var alphaTexture = material.getAlphaTestTexture();
_this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
if (alphaTexture) {
_this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
}
if (material.opacityTexture !== undefined) {
_this._volumetricLightScatteringPass.setTexture("opacitySampler", material.opacityTexture);
_this._volumetricLightScatteringPass.setFloat("opacityLevel", material.opacityTexture.level);
}
}
// Bones
if (mesh.useBones) {
_this._volumetricLightScatteringPass.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
}
// Draw
mesh._processRendering(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._volumetricLightScatteringPass.setMatrix("world", world); });
}
};
// Render target texture callbacks
var savedSceneClearColor;
var sceneClearColor = new BABYLON.Color4(0.0, 0.0, 0.0, 1.0);
this._volumetricLightScatteringRTT.onBeforeRender = function () {
savedSceneClearColor = scene.clearColor;
scene.clearColor = sceneClearColor;
};
this._volumetricLightScatteringRTT.onAfterRender = function () {
scene.clearColor = savedSceneClearColor;
};
this._volumetricLightScatteringRTT.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes) {
var engine = scene.getEngine();
var index;
for (index = 0; index < opaqueSubMeshes.length; index++) {
renderSubMesh(opaqueSubMeshes.data[index]);
}
engine.setAlphaTesting(true);
for (index = 0; index < alphaTestSubMeshes.length; index++) {
renderSubMesh(alphaTestSubMeshes.data[index]);
}
engine.setAlphaTesting(false);
if (transparentSubMeshes.length) {
for (index = 0; index < transparentSubMeshes.length; index++) {
var submesh = transparentSubMeshes.data[index];
submesh._alphaIndex = submesh.getMesh().alphaIndex;
submesh._distanceToCamera = submesh.getBoundingInfo().boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();
}
var sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);
sortedArray.sort(function (a, b) {
// Alpha index first
if (a._alphaIndex > b._alphaIndex) {
return 1;
}
if (a._alphaIndex < b._alphaIndex) {
return -1;
}
// Then distance to camera
if (a._distanceToCamera < b._distanceToCamera) {
return 1;
}
if (a._distanceToCamera > b._distanceToCamera) {
return -1;
}
return 0;
});
// Render sub meshes
engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
for (index = 0; index < sortedArray.length; index++) {
renderSubMesh(sortedArray[index]);
}
engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
}
};
};
VolumetricLightScatteringPostProcess.prototype._updateMeshScreenCoordinates = function (scene) {
var transform = scene.getTransformMatrix();
var pos = BABYLON.Vector3.Project(this.useCustomMeshPosition ? this._customMeshPosition : this.mesh.position, BABYLON.Matrix.Identity(), transform, this._viewPort);
this._screenCoordinates.x = pos.x / this._viewPort.width;
this._screenCoordinates.y = pos.y / this._viewPort.height;
if (this.invert)
this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;
};
// Static methods
/**
* Creates a default mesh for the Volumeric Light Scattering post-process
* @param {string} The mesh name
* @param {BABYLON.Scene} The scene where to create the mesh
* @return {BABYLON.Mesh} the default mesh
*/
VolumetricLightScatteringPostProcess.CreateDefaultMesh = function (name, scene) {
var mesh = BABYLON.Mesh.CreatePlane(name, 1, scene);
mesh.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_ALL;
mesh.material = new BABYLON.StandardMaterial(name + "Material", scene);
return mesh;
};
return VolumetricLightScatteringPostProcess;
})(BABYLON.PostProcess);
BABYLON.VolumetricLightScatteringPostProcess = VolumetricLightScatteringPostProcess;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.volumetricLightScatteringPostProcess.js.map
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var LensRenderingPipeline = (function (_super) {
__extends(LensRenderingPipeline, _super);
/**
* @constructor
*
* Effect parameters are as follow:
* {
* chromatic_aberration: number; // from 0 to x (1 for realism)
* edge_blur: number; // from 0 to x (1 for realism)
* distortion: number; // from 0 to x (1 for realism)
* grain_amount: number; // from 0 to 1
* grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
* dof_focus_depth: number; // depth-of-field: focus depth; unset to disable (disabled by default)
* dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
* dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
* dof_gain: number; // depth-of-field: depthOfField gain; unset to disable (disabled by default)
* dof_threshold: number; // depth-of-field: depthOfField threshold (default: 1)
* blur_noise: boolean; // add a little bit of noise to the blur (default: true)
* }
* Note: if an effect parameter is unset, effect is disabled
*
* @param {string} name - The rendering pipeline name
* @param {object} parameters - An object containing all parameters (see above)
* @param {BABYLON.Scene} scene - The scene linked to this pipeline
* @param {number} ratio - The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
* @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
*/
function LensRenderingPipeline(name, parameters, scene, ratio, cameras) {
var _this = this;
if (ratio === void 0) { ratio = 1.0; }
_super.call(this, scene.getEngine(), name);
// Lens effects can be of the following:
// - chromatic aberration (slight shift of RGB colors)
// - blur on the edge of the lens
// - lens distortion
// - depth-of-field blur & highlights enhancing
// - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)
// - grain effect (noise or custom texture)
// Two additional texture samplers are needed:
// - depth map (for depth-of-field)
// - grain texture
/**
* The chromatic aberration PostProcess id in the pipeline
* @type {string}
*/
this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
/**
* The highlights enhancing PostProcess id in the pipeline
* @type {string}
*/
this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect";
/**
* The depth-of-field PostProcess id in the pipeline
* @type {string}
*/
this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
this._scene = scene;
// Fetch texture samplers
this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
if (parameters.grain_texture) {
this._grainTexture = parameters.grain_texture;
}
else {
this._createGrainTexture();
}
// save parameters
this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;
this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;
this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;
this._distortion = parameters.distortion ? parameters.distortion : 0;
this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;
this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;
this._dofDepth = parameters.dof_focus_depth !== undefined ? parameters.dof_focus_depth : -1;
this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;
this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;
this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;
// Create effects
this._createChromaticAberrationPostProcess(ratio);
this._createHighlightsPostProcess(ratio);
this._createDepthOfFieldPostProcess(ratio);
// Set up pipeline
this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.LensChromaticAberrationEffect, function () {
return _this._chromaticAberrationPostProcess;
}, true));
this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.HighlightsEnhancingEffect, function () {
return _this._highlightsPostProcess;
}, true));
this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.LensDepthOfFieldEffect, function () {
return _this._depthOfFieldPostProcess;
}, true));
if (this._highlightsGain == -1) {
this._disableEffect(this.HighlightsEnhancingEffect, null);
}
// Finish
scene.postProcessRenderPipelineManager.addPipeline(this);
if (cameras) {
scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
}
}
// public methods (self explanatory)
LensRenderingPipeline.prototype.setEdgeBlur = function (amount) {
this._edgeBlur = amount;
};
LensRenderingPipeline.prototype.disableEdgeBlur = function () {
this._edgeBlur = 0;
};
LensRenderingPipeline.prototype.setGrainAmount = function (amount) {
this._grainAmount = amount;
};
LensRenderingPipeline.prototype.disableGrain = function () {
this._grainAmount = 0;
};
LensRenderingPipeline.prototype.setChromaticAberration = function (amount) {
this._chromaticAberration = amount;
};
LensRenderingPipeline.prototype.disableChromaticAberration = function () {
this._chromaticAberration = 0;
};
LensRenderingPipeline.prototype.setEdgeDistortion = function (amount) {
this._distortion = amount;
};
LensRenderingPipeline.prototype.disableEdgeDistortion = function () {
this._distortion = 0;
};
LensRenderingPipeline.prototype.setFocusDepth = function (amount) {
this._dofDepth = amount;
};
LensRenderingPipeline.prototype.disableDepthOfField = function () {
this._dofDepth = -1;
};
LensRenderingPipeline.prototype.setAperture = function (amount) {
this._dofAperture = amount;
};
LensRenderingPipeline.prototype.enablePentagonBokeh = function () {
this._dofPentagon = true;
};
LensRenderingPipeline.prototype.disablePentagonBokeh = function () {
this._dofPentagon = false;
};
LensRenderingPipeline.prototype.enableNoiseBlur = function () {
this._blurNoise = true;
};
LensRenderingPipeline.prototype.disableNoiseBlur = function () {
this._blurNoise = false;
};
LensRenderingPipeline.prototype.setHighlightsGain = function (amount) {
this._highlightsGain = amount;
};
LensRenderingPipeline.prototype.setHighlightsThreshold = function (amount) {
if (this._highlightsGain == -1) {
this._highlightsGain = 1.0;
}
this._highlightsThreshold = amount;
};
LensRenderingPipeline.prototype.disableHighlights = function () {
this._highlightsGain = -1;
};
/**
* Removes the internal pipeline assets and detaches the pipeline from the scene cameras
*/
LensRenderingPipeline.prototype.dispose = function (disableDepthRender) {
if (disableDepthRender === void 0) { disableDepthRender = false; }
this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
this._chromaticAberrationPostProcess = undefined;
this._highlightsPostProcess = undefined;
this._depthOfFieldPostProcess = undefined;
this._grainTexture.dispose();
if (disableDepthRender)
this._scene.disableDepthRenderer();
};
// colors shifting and distortion
LensRenderingPipeline.prototype._createChromaticAberrationPostProcess = function (ratio) {
var _this = this;
this._chromaticAberrationPostProcess = new BABYLON.PostProcess("LensChromaticAberration", "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height"], [], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
this._chromaticAberrationPostProcess.onApply = function (effect) {
effect.setFloat('chromatic_aberration', _this._chromaticAberration);
effect.setFloat('screen_width', _this._scene.getEngine().getRenderingCanvas().width);
effect.setFloat('screen_height', _this._scene.getEngine().getRenderingCanvas().height);
};
};
// highlights enhancing
LensRenderingPipeline.prototype._createHighlightsPostProcess = function (ratio) {
var _this = this;
this._highlightsPostProcess = new BABYLON.PostProcess("LensHighlights", "lensHighlights", ["pentagon", "gain", "threshold", "screen_width", "screen_height"], [], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
this._highlightsPostProcess.onApply = function (effect) {
effect.setFloat('gain', _this._highlightsGain);
effect.setFloat('threshold', _this._highlightsThreshold);
effect.setBool('pentagon', _this._dofPentagon);
effect.setTextureFromPostProcess("textureSampler", _this._chromaticAberrationPostProcess);
effect.setFloat('screen_width', _this._scene.getEngine().getRenderingCanvas().width);
effect.setFloat('screen_height', _this._scene.getEngine().getRenderingCanvas().height);
};
};
// colors shifting and distortion
LensRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (ratio) {
var _this = this;
this._depthOfFieldPostProcess = new BABYLON.PostProcess("LensDepthOfField", "depthOfField", [
"focus_depth",
"aperture",
"pentagon",
"maxZ",
"edge_blur",
"chromatic_aberration",
"distortion",
"blur_noise",
"grain_amount",
"screen_width",
"screen_height",
"highlights"
], ["depthSampler", "grainSampler", "highlightsSampler"], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
this._depthOfFieldPostProcess.onApply = function (effect) {
effect.setBool('blur_noise', _this._blurNoise);
effect.setFloat('maxZ', _this._scene.activeCamera.maxZ);
effect.setFloat('grain_amount', _this._grainAmount);
effect.setTexture("depthSampler", _this._depthTexture);
effect.setTexture("grainSampler", _this._grainTexture);
effect.setTextureFromPostProcess("textureSampler", _this._highlightsPostProcess);
effect.setTextureFromPostProcess("highlightsSampler", _this._depthOfFieldPostProcess);
effect.setFloat('screen_width', _this._scene.getEngine().getRenderingCanvas().width);
effect.setFloat('screen_height', _this._scene.getEngine().getRenderingCanvas().height);
effect.setFloat('distortion', _this._distortion);
effect.setFloat('focus_depth', _this._dofDepth);
effect.setFloat('aperture', _this._dofAperture);
effect.setFloat('edge_blur', _this._edgeBlur);
effect.setBool('highlights', (_this._highlightsGain != -1));
};
};
// creates a black and white random noise texture, 512x512
LensRenderingPipeline.prototype._createGrainTexture = function () {
var size = 512;
this._grainTexture = new BABYLON.DynamicTexture("LensNoiseTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
this._grainTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
this._grainTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
var context = this._grainTexture.getContext();
var rand = function (min, max) {
return Math.random() * (max - min) + min;
};
var value;
for (var x = 0; x < size; x++) {
for (var y = 0; y < size; y++) {
value = Math.floor(rand(0.42, 0.58) * 255);
context.fillStyle = 'rgb(' + value + ', ' + value + ', ' + value + ')';
context.fillRect(x, y, 1, 1);
}
}
this._grainTexture.update(false);
};
return LensRenderingPipeline;
})(BABYLON.PostProcessRenderPipeline);
BABYLON.LensRenderingPipeline = LensRenderingPipeline;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.lensRenderingPipeline.js.map
//
// This post-process allows the modification of rendered colors by using
// a 'look-up table' (LUT). This effect is also called Color Grading.
//
// The object needs to be provided an url to a texture containing the color
// look-up table: the texture must be 256 pixels wide and 16 pixels high.
// Use an image editing software to tweak the LUT to match your needs.
//
// For an example of a color LUT, see here:
// http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
// For explanations on color grading, see here:
// http://udn.epicgames.com/Three/ColorGrading.html
//
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var ColorCorrectionPostProcess = (function (_super) {
__extends(ColorCorrectionPostProcess, _super);
function ColorCorrectionPostProcess(name, colorTableUrl, ratio, camera, samplingMode, engine, reusable) {
var _this = this;
_super.call(this, name, 'colorCorrection', null, ['colorTable'], ratio, camera, samplingMode, engine, reusable);
this._colorTableTexture = new BABYLON.Texture(colorTableUrl, camera.getScene(), true, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
this._colorTableTexture.anisotropicFilteringLevel = 1;
this._colorTableTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
this._colorTableTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
this.onApply = function (effect) {
effect.setTexture("colorTable", _this._colorTableTexture);
};
}
return ColorCorrectionPostProcess;
})(BABYLON.PostProcess);
BABYLON.ColorCorrectionPostProcess = ColorCorrectionPostProcess;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.colorCorrectionPostProcess.js.map
BABYLON.Effect.ShadersStore={"anaglyphPixelShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\nuniform sampler2D leftSampler;\r\n\r\nvoid main(void)\r\n{\r\n vec4 leftFrag = texture2D(leftSampler, vUV);\r\n leftFrag = vec4(1.0, leftFrag.g, leftFrag.b, 1.0);\r\n\r\n\tvec4 rightFrag = texture2D(textureSampler, vUV);\r\n rightFrag = vec4(rightFrag.r, 1.0, 1.0, 1.0);\r\n\r\n gl_FragColor = vec4(rightFrag.rgb * leftFrag.rgb, 1.0);\r\n}","blackAndWhitePixelShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\nvoid main(void) \r\n{\r\n\tfloat luminance = dot(texture2D(textureSampler, vUV).rgb, vec3(0.3, 0.59, 0.11));\r\n\tgl_FragColor = vec4(luminance, luminance, luminance, 1.0);\r\n}","blurPixelShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\n// Parameters\r\nuniform vec2 screenSize;\r\nuniform vec2 direction;\r\nuniform float blurWidth;\r\n\r\nvoid main(void)\r\n{\r\n\tfloat weights[7];\r\n\tweights[0] = 0.05;\r\n\tweights[1] = 0.1;\r\n\tweights[2] = 0.2;\r\n\tweights[3] = 0.3;\r\n\tweights[4] = 0.2;\r\n\tweights[5] = 0.1;\r\n\tweights[6] = 0.05;\r\n\r\n\tvec2 texelSize = vec2(1.0 / screenSize.x, 1.0 / screenSize.y);\r\n\tvec2 texelStep = texelSize * direction * blurWidth;\r\n\tvec2 start = vUV - 3.0 * texelStep;\r\n\r\n\tvec4 baseColor = vec4(0., 0., 0., 0.);\r\n\tvec2 texelOffset = vec2(0., 0.);\r\n\r\n\tfor (int i = 0; i < 7; i++)\r\n\t{\r\n\t\tbaseColor += texture2D(textureSampler, start + texelOffset) * weights[i];\r\n\t\ttexelOffset += texelStep;\r\n\t}\r\n\r\n\tgl_FragColor = baseColor;\r\n}","brickPixelShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\nvarying vec2 vPosition;\r\nvarying vec2 vUV;\r\n\r\nuniform float numberOfBricksHeight;\r\nuniform float numberOfBricksWidth;\r\nuniform vec3 brickColor;\r\nuniform vec3 jointColor;\r\n\r\nfloat rand(vec2 n) {\r\n\treturn fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\r\n}\r\n\r\nfloat noise(vec2 n) {\r\n\tconst vec2 d = vec2(0.0, 1.0);\r\n\tvec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\r\n\treturn mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\r\n}\r\n\r\nfloat fbm(vec2 n) {\r\n\tfloat total = 0.0, amplitude = 1.0;\r\n\tfor (int i = 0; i < 4; i++) {\r\n\t\ttotal += noise(n) * amplitude;\r\n\t\tn += n;\r\n\t\tamplitude *= 0.5;\r\n\t}\r\n\treturn total;\r\n}\r\n\r\nfloat round(float number){\r\n\treturn sign(number)*floor(abs(number) + 0.5);\r\n}\r\n\r\nvoid main(void)\r\n{\r\n\tfloat brickW = 1.0 / numberOfBricksWidth;\r\n\tfloat brickH = 1.0 / numberOfBricksHeight;\r\n\tfloat jointWPercentage = 0.01;\r\n\tfloat jointHPercentage = 0.05;\r\n\tvec3 color = brickColor;\r\n\tfloat yi = vUV.y / brickH;\r\n\tfloat nyi = round(yi);\r\n\tfloat xi = vUV.x / brickW;\r\n\r\n\tif (mod(floor(yi), 2.0) == 0.0){\r\n\t\txi = xi - 0.5;\r\n\t}\r\n\r\n\tfloat nxi = round(xi);\r\n\tvec2 brickvUV = vec2((xi - floor(xi)) / brickH, (yi - floor(yi)) / brickW);\r\n\r\n\tif (yi < nyi + jointHPercentage && yi > nyi - jointHPercentage){\r\n\t\tcolor = mix(jointColor, vec3(0.37, 0.25, 0.25), (yi - nyi) / jointHPercentage + 0.2);\r\n\t}\r\n\telse if (xi < nxi + jointWPercentage && xi > nxi - jointWPercentage){\r\n\t\tcolor = mix(jointColor, vec3(0.44, 0.44, 0.44), (xi - nxi) / jointWPercentage + 0.2);\r\n\t}\r\n\telse {\r\n\t\tfloat brickColorSwitch = mod(floor(yi) + floor(xi), 3.0);\r\n\r\n\t\tif (brickColorSwitch == 0.0)\r\n\t\t\tcolor = mix(color, vec3(0.33, 0.33, 0.33), 0.3);\r\n\t\telse if (brickColorSwitch == 2.0)\r\n\t\t\tcolor = mix(color, vec3(0.11, 0.11, 0.11), 0.3);\r\n\t}\r\n\r\n\tgl_FragColor = vec4(color, 1.0);\r\n}","chromaticAberrationPixelShader":"// BABYLON.JS Chromatic Aberration GLSL Shader\r\n// Author: Olivier Guyot\r\n// Separates very slightly R, G and B colors on the edges of the screen\r\n// Inspired by Francois Tarlier & Martins Upitis\r\n\r\n#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n// samplers\r\nuniform sampler2D textureSampler;\t// original color\r\n\r\n// uniforms\r\nuniform float chromatic_aberration;\r\nuniform float screen_width;\r\nuniform float screen_height;\r\n\r\n// varyings\r\nvarying vec2 vUV;\r\n\r\nvoid main(void)\r\n{\r\n\tvec2 centered_screen_pos = vec2(vUV.x - 0.5, vUV.y - 0.5);\r\n\tfloat radius2 = centered_screen_pos.x*centered_screen_pos.x\r\n\t\t+ centered_screen_pos.y*centered_screen_pos.y;\r\n\tfloat radius = sqrt(radius2);\r\n\r\n\tvec4 original = texture2D(textureSampler, vUV);\r\n\r\n\tif (chromatic_aberration > 0.0) {\r\n\t\t//index of refraction of each color channel, causing chromatic dispersion\r\n\t\tvec3 ref_indices = vec3(-0.3, 0.0, 0.3);\r\n\t\tfloat ref_shiftX = chromatic_aberration * radius * 17.0 / screen_width;\r\n\t\tfloat ref_shiftY = chromatic_aberration * radius * 17.0 / screen_height;\r\n\r\n\t\t// shifts for red, green & blue\r\n\t\tvec2 ref_coords_r = vec2(vUV.x + ref_indices.r*ref_shiftX, vUV.y + ref_indices.r*ref_shiftY*0.5);\r\n\t\tvec2 ref_coords_g = vec2(vUV.x + ref_indices.g*ref_shiftX, vUV.y + ref_indices.g*ref_shiftY*0.5);\r\n\t\tvec2 ref_coords_b = vec2(vUV.x + ref_indices.b*ref_shiftX, vUV.y + ref_indices.b*ref_shiftY*0.5);\r\n\r\n\t\toriginal.r = texture2D(textureSampler, ref_coords_r).r;\r\n\t\toriginal.g = texture2D(textureSampler, ref_coords_g).g;\r\n\t\toriginal.b = texture2D(textureSampler, ref_coords_b).b;\r\n\t}\r\n\r\n\tgl_FragColor = original;\r\n}","cloudPixelShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\nvarying vec2 vUV;\r\n\r\nuniform vec3 skyColor;\r\nuniform vec3 cloudColor;\r\n\r\nfloat rand(vec2 n) {\r\n\treturn fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\r\n}\r\n\r\nfloat noise(vec2 n) {\r\n\tconst vec2 d = vec2(0.0, 1.0);\r\n\tvec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\r\n\treturn mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\r\n}\r\n\r\nfloat fbm(vec2 n) {\r\n\tfloat total = 0.0, amplitude = 1.0;\r\n\tfor (int i = 0; i < 4; i++) {\r\n\t\ttotal += noise(n) * amplitude;\r\n\t\tn += n;\r\n\t\tamplitude *= 0.5;\r\n\t}\r\n\treturn total;\r\n}\r\n\r\nvoid main() {\r\n\r\n\tvec2 p = vUV * 12.0;\r\n\tvec3 c = mix(skyColor, cloudColor, fbm(p));\r\n\tgl_FragColor = vec4(c, 1);\r\n\r\n}","colorPixelShader":"precision highp float;\n\nuniform vec4 color;\n\nvoid main(void) {\n\tgl_FragColor = color;\n}","colorVertexShader":"precision highp float;\n\n// Attributes\nattribute vec3 position;\n\n// Uniforms\nuniform mat4 worldViewProjection;\n\nvoid main(void) {\n\tgl_Position = worldViewProjection * vec4(position, 1.0);\n}","colorCorrectionPixelShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n// samplers\r\nuniform sampler2D textureSampler;\t// screen render\r\nuniform sampler2D colorTable;\t\t// color table with modified colors\r\n\r\n// varyings\r\nvarying vec2 vUV;\r\n\r\n// constants\r\nconst float SLICE_COUNT = 16.0;\t\t// how many slices in the color cube; 1 slice = 1 pixel\r\n// it means the image is 256x16 pixels\r\n\r\nvec4 sampleAs3DTexture(sampler2D texture, vec3 uv, float width) {\r\n\tfloat sliceSize = 1.0 / width; // space of 1 slice\r\n\tfloat slicePixelSize = sliceSize / width; // space of 1 pixel\r\n\tfloat sliceInnerSize = slicePixelSize * (width - 1.0); // space of width pixels\r\n\tfloat zSlice0 = min(floor(uv.z * width), width - 1.0);\r\n\tfloat zSlice1 = min(zSlice0 + 1.0, width - 1.0);\r\n\tfloat xOffset = slicePixelSize * 0.5 + uv.x * sliceInnerSize;\r\n\tfloat s0 = xOffset + (zSlice0 * sliceSize);\r\n\tfloat s1 = xOffset + (zSlice1 * sliceSize);\r\n\tvec4 slice0Color = texture2D(texture, vec2(s0, uv.y));\r\n\tvec4 slice1Color = texture2D(texture, vec2(s1, uv.y));\r\n\tfloat zOffset = mod(uv.z * width, 1.0);\r\n\tvec4 result = mix(slice0Color, slice1Color, zOffset);\r\n\treturn result;\r\n}\r\n\r\nvoid main(void)\r\n{\r\n\tvec4 screen_color = texture2D(textureSampler, vUV);\r\n\tgl_FragColor = sampleAs3DTexture(colorTable, screen_color.rgb, SLICE_COUNT);\r\n\r\n}","convolutionPixelShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\nuniform vec2 screenSize;\r\nuniform float kernel[9];\r\n\r\nvoid main(void)\r\n{\r\n\tvec2 onePixel = vec2(1.0, 1.0) / screenSize;\r\n\tvec4 colorSum =\r\n\t\ttexture2D(textureSampler, vUV + onePixel * vec2(-1, -1)) * kernel[0] +\r\n\t\ttexture2D(textureSampler, vUV + onePixel * vec2(0, -1)) * kernel[1] +\r\n\t\ttexture2D(textureSampler, vUV + onePixel * vec2(1, -1)) * kernel[2] +\r\n\t\ttexture2D(textureSampler, vUV + onePixel * vec2(-1, 0)) * kernel[3] +\r\n\t\ttexture2D(textureSampler, vUV + onePixel * vec2(0, 0)) * kernel[4] +\r\n\t\ttexture2D(textureSampler, vUV + onePixel * vec2(1, 0)) * kernel[5] +\r\n\t\ttexture2D(textureSampler, vUV + onePixel * vec2(-1, 1)) * kernel[6] +\r\n\t\ttexture2D(textureSampler, vUV + onePixel * vec2(0, 1)) * kernel[7] +\r\n\t\ttexture2D(textureSampler, vUV + onePixel * vec2(1, 1)) * kernel[8];\r\n\r\n\tfloat kernelWeight =\r\n\t\tkernel[0] +\r\n\t\tkernel[1] +\r\n\t\tkernel[2] +\r\n\t\tkernel[3] +\r\n\t\tkernel[4] +\r\n\t\tkernel[5] +\r\n\t\tkernel[6] +\r\n\t\tkernel[7] +\r\n\t\tkernel[8];\r\n\r\n\tif (kernelWeight <= 0.0) {\r\n\t\tkernelWeight = 1.0;\r\n\t}\r\n\r\n\tgl_FragColor = vec4((colorSum / kernelWeight).rgb, 1);\r\n}","defaultPixelShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n#define MAP_EXPLICIT\t0.\r\n#define MAP_SPHERICAL\t1.\r\n#define MAP_PLANAR\t\t2.\r\n#define MAP_CUBIC\t\t3.\r\n#define MAP_PROJECTION\t4.\r\n#define MAP_SKYBOX\t\t5.\r\n\r\n// Constants\r\nuniform vec3 vEyePosition;\r\nuniform vec3 vAmbientColor;\r\nuniform vec4 vDiffuseColor;\r\nuniform vec4 vSpecularColor;\r\nuniform vec3 vEmissiveColor;\r\n\r\n// Input\r\nvarying vec3 vPositionW;\r\n\r\n#ifdef NORMAL\r\nvarying vec3 vNormalW;\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n// Lights\r\n#ifdef LIGHT0\r\nuniform vec4 vLightData0;\r\nuniform vec4 vLightDiffuse0;\r\nuniform vec3 vLightSpecular0;\r\n#ifdef SHADOW0\r\nvarying vec4 vPositionFromLight0;\r\nuniform sampler2D shadowSampler0;\r\nuniform vec3 shadowsInfo0;\r\n#endif\r\n#ifdef SPOTLIGHT0\r\nuniform vec4 vLightDirection0;\r\n#endif\r\n#ifdef HEMILIGHT0\r\nuniform vec3 vLightGround0;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT1\r\nuniform vec4 vLightData1;\r\nuniform vec4 vLightDiffuse1;\r\nuniform vec3 vLightSpecular1;\r\n#ifdef SHADOW1\r\nvarying vec4 vPositionFromLight1;\r\nuniform sampler2D shadowSampler1;\r\nuniform vec3 shadowsInfo1;\r\n#endif\r\n#ifdef SPOTLIGHT1\r\nuniform vec4 vLightDirection1;\r\n#endif\r\n#ifdef HEMILIGHT1\r\nuniform vec3 vLightGround1;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT2\r\nuniform vec4 vLightData2;\r\nuniform vec4 vLightDiffuse2;\r\nuniform vec3 vLightSpecular2;\r\n#ifdef SHADOW2\r\nvarying vec4 vPositionFromLight2;\r\nuniform sampler2D shadowSampler2;\r\nuniform vec3 shadowsInfo2;\r\n#endif\r\n#ifdef SPOTLIGHT2\r\nuniform vec4 vLightDirection2;\r\n#endif\r\n#ifdef HEMILIGHT2\r\nuniform vec3 vLightGround2;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT3\r\nuniform vec4 vLightData3;\r\nuniform vec4 vLightDiffuse3;\r\nuniform vec3 vLightSpecular3;\r\n#ifdef SHADOW3\r\nvarying vec4 vPositionFromLight3;\r\nuniform sampler2D shadowSampler3;\r\nuniform vec3 shadowsInfo3;\r\n#endif\r\n#ifdef SPOTLIGHT3\r\nuniform vec4 vLightDirection3;\r\n#endif\r\n#ifdef HEMILIGHT3\r\nuniform vec3 vLightGround3;\r\n#endif\r\n#endif\r\n\r\n// Samplers\r\n#ifdef DIFFUSE\r\nvarying vec2 vDiffuseUV;\r\nuniform sampler2D diffuseSampler;\r\nuniform vec2 vDiffuseInfos;\r\n#endif\r\n\r\n#ifdef AMBIENT\r\nvarying vec2 vAmbientUV;\r\nuniform sampler2D ambientSampler;\r\nuniform vec2 vAmbientInfos;\r\n#endif\r\n\r\n#ifdef OPACITY\t\r\nvarying vec2 vOpacityUV;\r\nuniform sampler2D opacitySampler;\r\nuniform vec2 vOpacityInfos;\r\n#endif\r\n\r\n#ifdef EMISSIVE\r\nvarying vec2 vEmissiveUV;\r\nuniform vec2 vEmissiveInfos;\r\nuniform sampler2D emissiveSampler;\r\n#endif\r\n\r\n#ifdef SPECULAR\r\nvarying vec2 vSpecularUV;\r\nuniform vec2 vSpecularInfos;\r\nuniform sampler2D specularSampler;\r\n#endif\r\n\r\n// Fresnel\r\n#ifdef FRESNEL\r\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\r\n{\r\n\tfloat fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\r\n\treturn clamp(fresnelTerm, 0., 1.);\r\n}\r\n#endif\r\n\r\n#ifdef DIFFUSEFRESNEL\r\nuniform vec4 diffuseLeftColor;\r\nuniform vec4 diffuseRightColor;\r\n#endif\r\n\r\n#ifdef OPACITYFRESNEL\r\nuniform vec4 opacityParts;\r\n#endif\r\n\r\n#ifdef REFLECTIONFRESNEL\r\nuniform vec4 reflectionLeftColor;\r\nuniform vec4 reflectionRightColor;\r\n#endif\r\n\r\n#ifdef EMISSIVEFRESNEL\r\nuniform vec4 emissiveLeftColor;\r\nuniform vec4 emissiveRightColor;\r\n#endif\r\n\r\n// Reflection\r\n#ifdef REFLECTION\r\nvarying vec3 vPositionUVW;\r\nuniform samplerCube reflectionCubeSampler;\r\nuniform sampler2D reflection2DSampler;\r\nuniform vec3 vReflectionInfos;\r\nuniform mat4 reflectionMatrix;\r\nuniform mat4 view;\r\n\r\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\r\n{\r\n\tif (mode == MAP_SPHERICAL)\r\n\t{\r\n\t\tvec3 coords = vec3(view * vec4(worldNormal, 0.0));\r\n\r\n\t\treturn vec3(reflectionMatrix * vec4(coords, 1.0));\r\n\t}\r\n\telse if (mode == MAP_PLANAR)\r\n\t{\r\n\t\tvec3 viewDir = worldPos.xyz - vEyePosition;\r\n\t\tvec3 coords = normalize(reflect(viewDir, worldNormal));\r\n\r\n\t\treturn vec3(reflectionMatrix * vec4(coords, 1));\r\n\t}\r\n\telse if (mode == MAP_CUBIC)\r\n\t{\r\n\t\tvec3 viewDir = worldPos.xyz - vEyePosition;\r\n\t\tvec3 coords = reflect(viewDir, worldNormal);\r\n\r\n\t\treturn vec3(reflectionMatrix * vec4(coords, 0));\r\n\t}\r\n\telse if (mode == MAP_PROJECTION)\r\n\t{\r\n\t\treturn vec3(reflectionMatrix * (view * worldPos));\r\n\t}\r\n\telse if (mode == MAP_SKYBOX)\r\n\t{\r\n\t\treturn vPositionUVW;\r\n\t}\r\n\r\n\treturn vec3(0, 0, 0);\r\n}\r\n#endif\r\n\r\n// Shadows\r\n#ifdef SHADOWS\r\n\r\nfloat unpack(vec4 color)\r\n{\r\n\tconst vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);\r\n\treturn dot(color, bit_shift);\r\n}\r\n\r\nfloat unpackHalf(vec2 color)\r\n{\r\n\treturn color.x + (color.y / 255.0);\r\n}\r\n\r\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\r\n{\r\n\tvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\r\n\tdepth = 0.5 * depth + vec3(0.5);\r\n\tvec2 uv = depth.xy;\r\n\r\n\tif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\r\n\t{\r\n\t\treturn 1.0;\r\n\t}\r\n\r\n\tfloat shadow = unpack(texture2D(shadowSampler, uv)) + bias;\r\n\r\n\tif (depth.z > shadow)\r\n\t{\r\n\t\treturn darkness;\r\n\t}\r\n\treturn 1.;\r\n}\r\n\r\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias)\r\n{\r\n\tvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\r\n\tdepth = 0.5 * depth + vec3(0.5);\r\n\tvec2 uv = depth.xy;\r\n\r\n\tif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\r\n\t{\r\n\t\treturn 1.0;\r\n\t}\r\n\r\n\tfloat visibility = 1.;\r\n\r\n\tvec2 poissonDisk[4];\r\n\tpoissonDisk[0] = vec2(-0.94201624, -0.39906216);\r\n\tpoissonDisk[1] = vec2(0.94558609, -0.76890725);\r\n\tpoissonDisk[2] = vec2(-0.094184101, -0.92938870);\r\n\tpoissonDisk[3] = vec2(0.34495938, 0.29387760);\r\n\r\n\t// Poisson Sampling\r\n\tfloat biasedDepth = depth.z - bias;\r\n\r\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) < biasedDepth) visibility -= 0.25;\r\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) < biasedDepth) visibility -= 0.25;\r\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) < biasedDepth) visibility -= 0.25;\r\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) < biasedDepth) visibility -= 0.25;\r\n\r\n\treturn visibility;\r\n}\r\n\r\n// Thanks to http://devmaster.net/\r\nfloat linstep(float low, float high, float v) {\r\n\treturn clamp((v - low) / (high - low), 0.0, 1.0);\r\n}\r\n\r\nfloat ChebychevInequality(vec2 moments, float compare, float bias)\r\n{\r\n\tfloat p = smoothstep(compare - bias, compare, moments.x);\r\n\tfloat variance = max(moments.y - moments.x * moments.x, 0.02);\r\n\tfloat d = compare - moments.x;\r\n\tfloat p_max = linstep(0.2, 1.0, variance / (variance + d * d));\r\n\r\n\treturn clamp(max(p, p_max), 0.0, 1.0);\r\n}\r\n\r\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float bias)\r\n{\r\n\tvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\r\n\tdepth = 0.5 * depth + vec3(0.5);\r\n\tvec2 uv = depth.xy;\r\n\r\n\tif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z >= 1.0)\r\n\t{\r\n\t\treturn 1.0;\r\n\t}\r\n\r\n\tvec4 texel = texture2D(shadowSampler, uv);\r\n\r\n\tvec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\r\n\treturn 1.0 - ChebychevInequality(moments, depth.z, bias);\r\n}\r\n#endif\r\n\r\n// Bump\r\n#ifdef BUMP\r\n#extension GL_OES_standard_derivatives : enable\r\nvarying vec2 vBumpUV;\r\nuniform vec2 vBumpInfos;\r\nuniform sampler2D bumpSampler;\r\n\r\n// Thanks to http://www.thetenthplanet.de/archives/1180\r\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\r\n{\r\n\t// get edge vectors of the pixel triangle\r\n\tvec3 dp1 = dFdx(p);\r\n\tvec3 dp2 = dFdy(p);\r\n\tvec2 duv1 = dFdx(uv);\r\n\tvec2 duv2 = dFdy(uv);\r\n\r\n\t// solve the linear system\r\n\tvec3 dp2perp = cross(dp2, normal);\r\n\tvec3 dp1perp = cross(normal, dp1);\r\n\tvec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\r\n\tvec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\r\n\r\n\t// construct a scale-invariant frame \r\n\tfloat invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\r\n\treturn mat3(tangent * invmax, binormal * invmax, normal);\r\n}\r\n\r\nvec3 perturbNormal(vec3 viewDir)\r\n{\r\n\tvec3 map = texture2D(bumpSampler, vBumpUV).xyz;\r\n\tmap = map * 255. / 127. - 128. / 127.;\r\n\tmat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\r\n\treturn normalize(TBN * map);\r\n}\r\n#endif\r\n\r\n#ifdef CLIPPLANE\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n// Fog\r\n#ifdef FOG\r\n\r\n#define FOGMODE_NONE 0.\r\n#define FOGMODE_EXP 1.\r\n#define FOGMODE_EXP2 2.\r\n#define FOGMODE_LINEAR 3.\r\n#define E 2.71828\r\n\r\nuniform vec4 vFogInfos;\r\nuniform vec3 vFogColor;\r\nvarying float fFogDistance;\r\n\r\nfloat CalcFogFactor()\r\n{\r\n\tfloat fogCoeff = 1.0;\r\n\tfloat fogStart = vFogInfos.y;\r\n\tfloat fogEnd = vFogInfos.z;\r\n\tfloat fogDensity = vFogInfos.w;\r\n\r\n\tif (FOGMODE_LINEAR == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\r\n\t}\r\n\telse if (FOGMODE_EXP == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\r\n\t}\r\n\telse if (FOGMODE_EXP2 == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\r\n\t}\r\n\r\n\treturn clamp(fogCoeff, 0.0, 1.0);\r\n}\r\n#endif\r\n\r\n// Light Computing\r\nstruct lightingInfo\r\n{\r\n\tvec3 diffuse;\r\n\tvec3 specular;\r\n};\r\n\r\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\r\n\tlightingInfo result;\r\n\r\n\tvec3 lightVectorW;\r\n\tfloat attenuation = 1.0;\r\n\tif (lightData.w == 0.)\r\n\t{\r\n\t\tvec3 direction = lightData.xyz - vPositionW;\r\n\r\n\t\tattenuation = max(0., 1.0 - length(direction) / range);\r\n\t\tlightVectorW = normalize(direction);\r\n\t}\r\n\telse\r\n\t{\r\n\t\tlightVectorW = normalize(-lightData.xyz);\r\n\t}\r\n\r\n\t// diffuse\r\n\tfloat ndl = max(0., dot(vNormal, lightVectorW));\r\n\r\n\t// Specular\r\n\tvec3 angleW = normalize(viewDirectionW + lightVectorW);\r\n\tfloat specComp = max(0., dot(vNormal, angleW));\r\n\tspecComp = pow(specComp, max(1., vSpecularColor.a));\r\n\r\n\tresult.diffuse = ndl * diffuseColor * attenuation;\r\n\tresult.specular = specComp * specularColor * attenuation;\r\n\r\n\treturn result;\r\n}\r\n\r\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\r\n\tlightingInfo result;\r\n\r\n\tvec3 direction = lightData.xyz - vPositionW;\r\n\tvec3 lightVectorW = normalize(direction);\r\n\tfloat attenuation = max(0., 1.0 - length(direction) / range);\r\n\r\n\t// diffuse\r\n\tfloat cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\r\n\tfloat spotAtten = 0.0;\r\n\r\n\tif (cosAngle >= lightDirection.w)\r\n\t{\r\n\t\tcosAngle = max(0., pow(cosAngle, lightData.w));\r\n\t\tspotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\r\n\r\n\t\t// Diffuse\r\n\t\tfloat ndl = max(0., dot(vNormal, -lightDirection.xyz));\r\n\r\n\t\t// Specular\r\n\t\tvec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\r\n\t\tfloat specComp = max(0., dot(vNormal, angleW));\r\n\t\tspecComp = pow(specComp, vSpecularColor.a);\r\n\r\n\t\tresult.diffuse = ndl * spotAtten * diffuseColor * attenuation;\r\n\t\tresult.specular = specComp * specularColor * spotAtten * attenuation;\r\n\r\n\t\treturn result;\r\n\t}\r\n\r\n\tresult.diffuse = vec3(0.);\r\n\tresult.specular = vec3(0.);\r\n\r\n\treturn result;\r\n}\r\n\r\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\r\n\tlightingInfo result;\r\n\r\n\t// Diffuse\r\n\tfloat ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\r\n\r\n\t// Specular\r\n\tvec3 angleW = normalize(viewDirectionW + lightData.xyz);\r\n\tfloat specComp = max(0., dot(vNormal, angleW));\r\n\tspecComp = pow(specComp, vSpecularColor.a);\r\n\r\n\tresult.diffuse = mix(groundColor, diffuseColor, ndl);\r\n\tresult.specular = specComp * specularColor;\r\n\r\n\treturn result;\r\n}\r\n\r\nvoid main(void) {\r\n\t// Clip plane\r\n#ifdef CLIPPLANE\r\n\tif (fClipDistance > 0.0)\r\n\t\tdiscard;\r\n#endif\r\n\r\n\tvec3 viewDirectionW = normalize(vEyePosition - vPositionW);\r\n\r\n\t// Base color\r\n\tvec4 baseColor = vec4(1., 1., 1., 1.);\r\n\tvec3 diffuseColor = vDiffuseColor.rgb;\r\n\r\n\t// Alpha\r\n\tfloat alpha = vDiffuseColor.a;\r\n\r\n#ifdef VERTEXCOLOR\r\n\tbaseColor.rgb *= vColor.rgb;\r\n#endif\r\n\r\n#ifdef DIFFUSE\r\n\tbaseColor = texture2D(diffuseSampler, vDiffuseUV);\r\n\r\n#ifdef ALPHATEST\r\n\tif (baseColor.a < 0.4)\r\n\t\tdiscard;\r\n#endif\r\n\r\n#ifdef ALPHAFROMDIFFUSE\r\n\talpha *= baseColor.a;\r\n#endif\r\n\r\n\tbaseColor.rgb *= vDiffuseInfos.y;\r\n#endif\r\n\r\n\t// Bump\r\n#ifdef NORMAL\r\n\tvec3 normalW = normalize(vNormalW);\r\n#else\r\n\tvec3 normalW = vec3(1.0, 1.0, 1.0);\r\n#endif\r\n\r\n\r\n#ifdef BUMP\r\n\tnormalW = perturbNormal(viewDirectionW);\r\n#endif\r\n\r\n\r\n\t// Ambient color\r\n\tvec3 baseAmbientColor = vec3(1., 1., 1.);\r\n\r\n#ifdef AMBIENT\r\n\tbaseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\r\n#endif\r\n\r\n\t// Lighting\r\n\tvec3 diffuseBase = vec3(0., 0., 0.);\r\n\tvec3 specularBase = vec3(0., 0., 0.);\r\n\tfloat shadow = 1.;\r\n\r\n#ifdef LIGHT0\r\n#ifdef SPOTLIGHT0\r\n\tlightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\r\n#endif\r\n#ifdef HEMILIGHT0\r\n\tlightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\r\n#endif\r\n#ifdef POINTDIRLIGHT0\r\n\tlightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\r\n#endif\r\n#ifdef SHADOW0\r\n#ifdef SHADOWVSM0\r\n\tshadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z);\r\n#else\r\n\t#ifdef SHADOWPCF0\r\n\t\tshadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z);\r\n\t#else\r\n\t\tshadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\r\n\t#endif\r\n#endif\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info.diffuse * shadow;\r\n\tspecularBase += info.specular * shadow;\r\n#endif\r\n\r\n#ifdef LIGHT1\r\n#ifdef SPOTLIGHT1\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\r\n#endif\r\n#ifdef HEMILIGHT1\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\r\n#endif\r\n#ifdef POINTDIRLIGHT1\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\r\n#endif\r\n#ifdef SHADOW1\r\n#ifdef SHADOWVSM1\r\n\tshadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z);\r\n#else\r\n\t#ifdef SHADOWPCF1\r\n\t\tshadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z);\r\n\t#else\r\n\t\tshadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\r\n\t#endif\r\n#endif\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info.diffuse * shadow;\r\n\tspecularBase += info.specular * shadow;\r\n#endif\r\n\r\n#ifdef LIGHT2\r\n#ifdef SPOTLIGHT2\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\r\n#endif\r\n#ifdef HEMILIGHT2\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\r\n#endif\r\n#ifdef POINTDIRLIGHT2\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\r\n#endif\r\n#ifdef SHADOW2\r\n#ifdef SHADOWVSM2\r\n\tshadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z);\r\n#else\r\n\t#ifdef SHADOWPCF2\r\n\t\tshadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z);\r\n\t#else\r\n\t\tshadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\r\n\t#endif\t\r\n#endif\t\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info.diffuse * shadow;\r\n\tspecularBase += info.specular * shadow;\r\n#endif\r\n\r\n#ifdef LIGHT3\r\n#ifdef SPOTLIGHT3\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\r\n#endif\r\n#ifdef HEMILIGHT3\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\r\n#endif\r\n#ifdef POINTDIRLIGHT3\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\r\n#endif\r\n#ifdef SHADOW3\r\n#ifdef SHADOWVSM3\r\n\tshadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z);\r\n#else\r\n\t#ifdef SHADOWPCF3\r\n\t\tshadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z);\r\n\t#else\r\n\t\tshadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\r\n\t#endif\t\r\n#endif\t\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info.diffuse * shadow;\r\n\tspecularBase += info.specular * shadow;\r\n#endif\r\n\r\n\t// Reflection\r\n\tvec3 reflectionColor = vec3(0., 0., 0.);\r\n\r\n#ifdef REFLECTION\r\n\tvec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\r\n\r\n\tif (vReflectionInfos.z != 0.0)\r\n\t{\r\n\t\treflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvec2 coords = vReflectionUVW.xy;\r\n\r\n\t\tif (vReflectionInfos.x == MAP_PROJECTION)\r\n\t\t{\r\n\t\t\tcoords /= vReflectionUVW.z;\r\n\t\t}\r\n\r\n\t\tcoords.y = 1.0 - coords.y;\r\n\r\n\t\treflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\r\n\t}\r\n\r\n#ifdef REFLECTIONFRESNEL\r\n\tfloat reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\r\n\r\n\treflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\r\n#endif\r\n#endif\r\n\r\n#ifdef OPACITY\r\n\tvec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\r\n\r\n#ifdef OPACITYRGB\r\n\topacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\r\n\talpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\r\n#else\r\n\talpha *= opacityMap.a * vOpacityInfos.y;\r\n#endif\r\n\r\n#endif\r\n\r\n#ifdef VERTEXALPHA\r\n\talpha *= vColor.a;\r\n#endif\r\n\r\n#ifdef OPACITYFRESNEL\r\n\tfloat opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\r\n\r\n\talpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\r\n#endif\r\n\r\n\t// Emissive\r\n\tvec3 emissiveColor = vEmissiveColor;\r\n#ifdef EMISSIVE\r\n\temissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\r\n#endif\r\n\r\n#ifdef EMISSIVEFRESNEL\r\n\tfloat emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\r\n\r\n\temissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\r\n#endif\r\n\r\n\t// Specular map\r\n\tvec3 specularColor = vSpecularColor.rgb;\r\n#ifdef SPECULAR\r\n\tspecularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\r\n#endif\r\n\r\n\t// Fresnel\r\n#ifdef DIFFUSEFRESNEL\r\n\tfloat diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\r\n\r\n\tdiffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\r\n#endif\r\n\r\n\t// Composition\r\n\tvec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\r\n\tvec3 finalSpecular = specularBase * specularColor;\r\n\r\n#ifdef SPECULAROVERALPHA\r\n\talpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\r\n#endif\r\n\r\n\tvec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\r\n\r\n#ifdef FOG\r\n\tfloat fog = CalcFogFactor();\r\n\tcolor.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\r\n#endif\r\n\r\n\tgl_FragColor = color;\r\n}","defaultVertexShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n// Attributes\r\nattribute vec3 position;\r\n#ifdef NORMAL\r\nattribute vec3 normal;\r\n#endif\r\n#ifdef UV1\r\nattribute vec2 uv;\r\n#endif\r\n#ifdef UV2\r\nattribute vec2 uv2;\r\n#endif\r\n#ifdef VERTEXCOLOR\r\nattribute vec4 color;\r\n#endif\r\n#ifdef BONES\r\nattribute vec4 matricesIndices;\r\nattribute vec4 matricesWeights;\r\n#endif\r\n\r\n// Uniforms\r\n\r\n#ifdef INSTANCES\r\nattribute vec4 world0;\r\nattribute vec4 world1;\r\nattribute vec4 world2;\r\nattribute vec4 world3;\r\n#else\r\nuniform mat4 world;\r\n#endif\r\n\r\nuniform mat4 view;\r\nuniform mat4 viewProjection;\r\n\r\n#ifdef DIFFUSE\r\nvarying vec2 vDiffuseUV;\r\nuniform mat4 diffuseMatrix;\r\nuniform vec2 vDiffuseInfos;\r\n#endif\r\n\r\n#ifdef AMBIENT\r\nvarying vec2 vAmbientUV;\r\nuniform mat4 ambientMatrix;\r\nuniform vec2 vAmbientInfos;\r\n#endif\r\n\r\n#ifdef OPACITY\r\nvarying vec2 vOpacityUV;\r\nuniform mat4 opacityMatrix;\r\nuniform vec2 vOpacityInfos;\r\n#endif\r\n\r\n#ifdef EMISSIVE\r\nvarying vec2 vEmissiveUV;\r\nuniform vec2 vEmissiveInfos;\r\nuniform mat4 emissiveMatrix;\r\n#endif\r\n\r\n#ifdef SPECULAR\r\nvarying vec2 vSpecularUV;\r\nuniform vec2 vSpecularInfos;\r\nuniform mat4 specularMatrix;\r\n#endif\r\n\r\n#ifdef BUMP\r\nvarying vec2 vBumpUV;\r\nuniform vec2 vBumpInfos;\r\nuniform mat4 bumpMatrix;\r\n#endif\r\n\r\n#ifdef BONES\r\nuniform mat4 mBones[BonesPerMesh];\r\n#endif\r\n\r\n#ifdef POINTSIZE\r\nuniform float pointSize;\r\n#endif\r\n\r\n// Output\r\nvarying vec3 vPositionW;\r\n#ifdef NORMAL\r\nvarying vec3 vNormalW;\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n#ifdef CLIPPLANE\r\nuniform vec4 vClipPlane;\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n#ifdef FOG\r\nvarying float fFogDistance;\r\n#endif\r\n\r\n#ifdef SHADOWS\r\n#ifdef LIGHT0\r\nuniform mat4 lightMatrix0;\r\nvarying vec4 vPositionFromLight0;\r\n#endif\r\n#ifdef LIGHT1\r\nuniform mat4 lightMatrix1;\r\nvarying vec4 vPositionFromLight1;\r\n#endif\r\n#ifdef LIGHT2\r\nuniform mat4 lightMatrix2;\r\nvarying vec4 vPositionFromLight2;\r\n#endif\r\n#ifdef LIGHT3\r\nuniform mat4 lightMatrix3;\r\nvarying vec4 vPositionFromLight3;\r\n#endif\r\n#endif\r\n\r\n#ifdef REFLECTION\r\nvarying vec3 vPositionUVW;\r\n#endif\r\n\r\nvoid main(void) {\r\n\tmat4 finalWorld;\r\n\r\n#ifdef REFLECTION\r\n\tvPositionUVW = position;\r\n#endif \r\n\r\n#ifdef INSTANCES\r\n\tfinalWorld = mat4(world0, world1, world2, world3);\r\n#else\r\n\tfinalWorld = world;\r\n#endif\r\n\r\n#ifdef BONES\r\n\tmat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\r\n\tmat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\r\n\tmat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\r\n\r\n#ifdef BONES4\r\n\tmat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\r\n\tfinalWorld = finalWorld * (m0 + m1 + m2 + m3);\r\n#else\r\n\tfinalWorld = finalWorld * (m0 + m1 + m2);\r\n#endif \r\n\r\n#endif\r\n\tgl_Position = viewProjection * finalWorld * vec4(position, 1.0);\r\n\r\n\tvec4 worldPos = finalWorld * vec4(position, 1.0);\r\n\tvPositionW = vec3(worldPos);\r\n\r\n#ifdef NORMAL\r\n\tvNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\r\n#endif\r\n\r\n\t// Texture coordinates\r\n#ifndef UV1\r\n\tvec2 uv = vec2(0., 0.);\r\n#endif\r\n#ifndef UV2\r\n\tvec2 uv2 = vec2(0., 0.);\r\n#endif\r\n\r\n#ifdef DIFFUSE\r\n\tif (vDiffuseInfos.x == 0.)\r\n\t{\r\n\t\tvDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n#ifdef AMBIENT\r\n\tif (vAmbientInfos.x == 0.)\r\n\t{\r\n\t\tvAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n#ifdef OPACITY\r\n\tif (vOpacityInfos.x == 0.)\r\n\t{\r\n\t\tvOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n#ifdef EMISSIVE\r\n\tif (vEmissiveInfos.x == 0.)\r\n\t{\r\n\t\tvEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n#ifdef SPECULAR\r\n\tif (vSpecularInfos.x == 0.)\r\n\t{\r\n\t\tvSpecularUV = vec2(specularMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvSpecularUV = vec2(specularMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n#ifdef BUMP\r\n\tif (vBumpInfos.x == 0.)\r\n\t{\r\n\t\tvBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n\t// Clip plane\r\n#ifdef CLIPPLANE\r\n\tfClipDistance = dot(worldPos, vClipPlane);\r\n#endif\r\n\r\n\t// Fog\r\n#ifdef FOG\r\n\tfFogDistance = (view * worldPos).z;\r\n#endif\r\n\r\n\t// Shadows\r\n#ifdef SHADOWS\r\n#ifdef LIGHT0\r\n\tvPositionFromLight0 = lightMatrix0 * worldPos;\r\n#endif\r\n#ifdef LIGHT1\r\n\tvPositionFromLight1 = lightMatrix1 * worldPos;\r\n#endif\r\n#ifdef LIGHT2\r\n\tvPositionFromLight2 = lightMatrix2 * worldPos;\r\n#endif\r\n#ifdef LIGHT3\r\n\tvPositionFromLight3 = lightMatrix3 * worldPos;\r\n#endif\r\n#endif\r\n\r\n\t// Vertex color\r\n#ifdef VERTEXCOLOR\r\n\tvColor = color;\r\n#endif\r\n\r\n\t// Point size\r\n#ifdef POINTSIZE\r\n\tgl_PointSize = pointSize;\r\n#endif\r\n}","depthPixelShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n#ifdef ALPHATEST\r\nvarying vec2 vUV;\r\nuniform sampler2D diffuseSampler;\r\n#endif\r\n\r\nuniform float far;\r\n\r\nvoid main(void)\r\n{\r\n#ifdef ALPHATEST\r\n\tif (texture2D(diffuseSampler, vUV).a < 0.4)\r\n\t\tdiscard;\r\n#endif\r\n\r\n\tfloat depth = (gl_FragCoord.z / gl_FragCoord.w) / far;\r\n\tgl_FragColor = vec4(depth, depth * depth, 0.0, 1.0);\r\n}","depthVertexShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n// Attribute\r\nattribute vec3 position;\r\n#ifdef BONES\r\nattribute vec4 matricesIndices;\r\nattribute vec4 matricesWeights;\r\n#endif\r\n\r\n// Uniform\r\n#ifdef INSTANCES\r\nattribute vec4 world0;\r\nattribute vec4 world1;\r\nattribute vec4 world2;\r\nattribute vec4 world3;\r\n#else\r\nuniform mat4 world;\r\n#endif\r\n\r\nuniform mat4 viewProjection;\r\n#ifdef BONES\r\nuniform mat4 mBones[BonesPerMesh];\r\n#endif\r\n\r\n#if defined(ALPHATEST) || defined(NEED_UV)\r\nvarying vec2 vUV;\r\nuniform mat4 diffuseMatrix;\r\n#ifdef UV1\r\nattribute vec2 uv;\r\n#endif\r\n#ifdef UV2\r\nattribute vec2 uv2;\r\n#endif\r\n#endif\r\n\r\nvoid main(void)\r\n{\r\n#ifdef INSTANCES\r\n\tmat4 finalWorld = mat4(world0, world1, world2, world3);\r\n#else\r\n\tmat4 finalWorld = world;\r\n#endif\r\n\r\n#ifdef BONES\r\n\tmat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\r\n\tmat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\r\n\tmat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\r\n\tmat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\r\n\tfinalWorld = finalWorld * (m0 + m1 + m2 + m3);\r\n\tgl_Position = viewProjection * finalWorld * vec4(position, 1.0);\r\n#else\r\n\tgl_Position = viewProjection * finalWorld * vec4(position, 1.0);\r\n#endif\r\n\r\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\r\n#ifdef UV1\r\n\tvUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\r\n#endif\r\n#ifdef UV2\r\n\tvUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\r\n#endif\r\n#endif\r\n}","depthBoxBlurPixelShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\n// Parameters\r\nuniform vec2 screenSize;\r\n\r\nvoid main(void)\r\n{\r\n\tvec4 colorDepth = vec4(0.0);\r\n\r\n\tfor (int x = -OFFSET; x <= OFFSET; x++)\r\n\t\tfor (int y = -OFFSET; y <= OFFSET; y++)\r\n\t\t\tcolorDepth += texture2D(textureSampler, vUV + vec2(x, y) / screenSize);\r\n\r\n\tgl_FragColor = (colorDepth / float((OFFSET * 2 + 1) * (OFFSET * 2 + 1)));\r\n}","depthOfFieldPixelShader":"// BABYLON.JS Depth-of-field GLSL Shader\r\n// Author: Olivier Guyot\r\n// Does depth-of-field blur, edge blur\r\n// Inspired by Francois Tarlier & Martins Upitis\r\n\r\n#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n\r\n// samplers\r\nuniform sampler2D textureSampler;\r\nuniform sampler2D highlightsSampler;\r\nuniform sampler2D depthSampler;\r\nuniform sampler2D grainSampler;\r\n\r\n// uniforms\r\nuniform float grain_amount;\r\nuniform float maxZ;\r\nuniform bool blur_noise;\r\nuniform float screen_width;\r\nuniform float screen_height;\r\nuniform float distortion;\r\nuniform float focus_depth;\r\nuniform float aperture;\r\nuniform float edge_blur;\r\nuniform bool highlights;\r\n\r\n// varyings\r\nvarying vec2 vUV;\r\n\r\n// constants\r\n#define PI 3.14159265\r\n\r\n// common calculations\r\nvec2 centered_screen_pos;\r\nfloat radius2;\r\nfloat radius;\r\n\r\n\r\n// applies edge distortion on texture coords\r\nvec2 getDistortedCoords(vec2 coords) {\r\n\r\n\tif (distortion == 0.0) { return coords; }\r\n\r\n\tvec2 direction = 1.0 * normalize(centered_screen_pos);\r\n\tvec2 dist_coords = vec2(0.5, 0.5);\r\n\tdist_coords.x = 0.5 + direction.x * radius2 * 1.0;\r\n\tdist_coords.y = 0.5 + direction.y * radius2 * 1.0;\r\n\tfloat dist_amount = clamp(distortion*0.23, 0.0, 1.0);\r\n\r\n\tdist_coords = mix(coords, dist_coords, dist_amount);\r\n\r\n\treturn dist_coords;\r\n}\r\n\r\n// returns original screen color after blur\r\nvec4 getBlurColor(vec2 coords, float size) {\r\n\r\n\tvec4 col = texture2D(textureSampler, coords);\r\n\tif (size == 0.0) { return col; }\r\n\r\n\t// there are max. 30 samples; the number of samples chosen is dependant on the blur size\r\n\t// there can be 10, 20 or 30 samples chosen; levels of blur are then 1, 2 or 3\r\n\tfloat blur_level = min(3.0, ceil(size / 1.0));\r\n\r\n\tfloat w = (size / screen_width);\r\n\tfloat h = (size / screen_height);\r\n\tfloat total_weight = 1.0;\r\n\r\n\tcol += texture2D(textureSampler, coords + vec2(-0.53*w, 0.15*h))*0.93;\r\n\tcol += texture2D(textureSampler, coords + vec2(0.42*w, -0.69*h))*0.90;\r\n\tcol += texture2D(textureSampler, coords + vec2(0.20*w, 1.00*h))*0.87;\r\n\tcol += texture2D(textureSampler, coords + vec2(-0.97*w, -0.72*h))*0.85;\r\n\tcol += texture2D(textureSampler, coords + vec2(1.37*w, -0.14*h))*0.83;\r\n\tcol += texture2D(textureSampler, coords + vec2(-1.02*w, 1.16*h))*0.80;\r\n\tcol += texture2D(textureSampler, coords + vec2(-0.03*w, -1.69*h))*0.78;\r\n\tcol += texture2D(textureSampler, coords + vec2(1.27*w, 1.34*h))*0.76;\r\n\tcol += texture2D(textureSampler, coords + vec2(-1.98*w, -0.14*h))*0.74;\r\n\tcol += texture2D(textureSampler, coords + vec2(1.66*w, -1.32*h))*0.72;\r\n\ttotal_weight += 8.18;\r\n\r\n\tif (blur_level > 1.0) {\r\n\t\tcol += texture2D(textureSampler, coords + vec2(-0.35*w, 2.22*h))*0.70;\r\n\t\tcol += texture2D(textureSampler, coords + vec2(-1.31*w, -1.98*h))*0.67;\r\n\t\tcol += texture2D(textureSampler, coords + vec2(2.42*w, 0.61*h))*0.65;\r\n\t\tcol += texture2D(textureSampler, coords + vec2(-2.31*w, 1.25*h))*0.63;\r\n\t\tcol += texture2D(textureSampler, coords + vec2(0.90*w, -2.59*h))*0.61;\r\n\t\tcol += texture2D(textureSampler, coords + vec2(1.14*w, 2.62*h))*0.59;\r\n\t\tcol += texture2D(textureSampler, coords + vec2(-2.72*w, -1.21*h))*0.56;\r\n\t\tcol += texture2D(textureSampler, coords + vec2(2.93*w, -0.98*h))*0.54;\r\n\t\tcol += texture2D(textureSampler, coords + vec2(-1.56*w, 2.80*h))*0.52;\r\n\t\tcol += texture2D(textureSampler, coords + vec2(-0.77*w, -3.22*h))*0.49;\r\n\t\ttotal_weight += 5.96;\r\n\t}\r\n\r\n\tif (blur_level > 2.0) {\r\n\t\tcol += texture2D(textureSampler, coords + vec2(2.83*w, 1.92*h))*0.46;\r\n\t\tcol += texture2D(textureSampler, coords + vec2(-3.49*w, 0.51*h))*0.44;\r\n\t\tcol += texture2D(textureSampler, coords + vec2(2.30*w, -2.82*h))*0.41;\r\n\t\tcol += texture2D(textureSampler, coords + vec2(0.22*w, 3.74*h))*0.38;\r\n\t\tcol += texture2D(textureSampler, coords + vec2(-2.76*w, -2.68*h))*0.34;\r\n\t\tcol += texture2D(textureSampler, coords + vec2(3.95*w, 0.11*h))*0.31;\r\n\t\tcol += texture2D(textureSampler, coords + vec2(-3.07*w, 2.65*h))*0.26;\r\n\t\tcol += texture2D(textureSampler, coords + vec2(0.48*w, -4.13*h))*0.22;\r\n\t\tcol += texture2D(textureSampler, coords + vec2(2.49*w, 3.46*h))*0.15;\r\n\t\ttotal_weight += 2.97;\r\n\t}\r\n\r\n\tcol /= total_weight;\t\t// scales color according to weights\r\n\tcol.a = 1.0;\r\n\r\n\t// blur levels debug\r\n\t// if(blur_level == 1.0) { col.b = 0.0; }\r\n\t// if(blur_level == 2.0) { col.r = 0.0; }\r\n\t// if(blur_level == 3.0) { col.g = 0.0; }\r\n\r\n\treturn col;\r\n}\r\n\r\n// on-the-fly constant noise\r\nvec2 rand(vec2 co)\r\n{\r\n\tfloat noise1 = (fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453));\r\n\tfloat noise2 = (fract(sin(dot(co, vec2(12.9898, 78.233)*2.0)) * 43758.5453));\r\n\treturn clamp(vec2(noise1, noise2), 0.0, 1.0);\r\n}\r\n\r\nvoid main(void)\r\n{\r\n\r\n\t// Common calc\r\n\tcentered_screen_pos = vec2(vUV.x - 0.5, vUV.y - 0.5);\r\n\tradius2 = centered_screen_pos.x*centered_screen_pos.x + centered_screen_pos.y*centered_screen_pos.y;\r\n\tradius = sqrt(radius2);\r\n\r\n\tvec4 final_color;\r\n\tvec2 distorted_coords = getDistortedCoords(vUV);\r\n\tvec2 texels_coords = vec2(vUV.x * screen_width, vUV.y * screen_height);\t// varies from 0 to SCREEN_WIDTH or _HEIGHT\r\n\r\n\t// blur from depth of field effect\r\n\tfloat dof_blur_amount = 0.0;\r\n\tfloat depth_bias = 0.0;\t\t// positive if the pixel is further than focus depth; negative if closer\r\n\tif (focus_depth != -1.0) {\r\n\t\tvec4 depth_sample = texture2D(depthSampler, distorted_coords);\r\n\t\tfloat depth = depth_sample.r;\r\n\t\tdepth_bias = depth - focus_depth;\r\n\r\n\t\t// compute blur amount with distance\r\n\t\tif (depth_bias > 0.0) { dof_blur_amount = depth_bias * aperture * 2.2; }\r\n\t\telse { dof_blur_amount = depth_bias * depth_bias * aperture * 30.0; }\r\n\r\n\t\tif (dof_blur_amount < 0.05) { dof_blur_amount = 0.0; }\t// no blur at all\r\n\t}\r\n\r\n\t// blur from edge blur effect\r\n\tfloat edge_blur_amount = 0.0;\r\n\tif (edge_blur > 0.0) {\r\n\t\tedge_blur_amount = clamp((radius*2.0 - 1.0 + 0.15*edge_blur) * 1.5, 0.0, 1.0) * 1.3;\r\n\t}\r\n\r\n\t// total blur amount\r\n\tfloat blur_amount = max(edge_blur_amount, dof_blur_amount);\r\n\r\n\t// apply blur if necessary\r\n\tif (blur_amount == 0.0) {\r\n\t\tgl_FragColor = texture2D(textureSampler, distorted_coords);\r\n\t}\r\n\telse {\r\n\r\n\t\t// add blurred color\r\n\t\tgl_FragColor = getBlurColor(distorted_coords, blur_amount * 1.7);\r\n\r\n\t\t// if further than focus depth & we have computed highlights: enhance highlights\r\n\t\tif (depth_bias > 0.0 && highlights) {\r\n\t\t\tgl_FragColor += clamp(dof_blur_amount, 0.0, 1.0)*texture2D(highlightsSampler, distorted_coords);\r\n\t\t}\r\n\r\n\t\tif (blur_noise) {\r\n\t\t\t// we put a slight amount of noise in the blurred color\r\n\t\t\tvec2 noise = rand(distorted_coords) * 0.01 * blur_amount;\r\n\t\t\tvec2 blurred_coord = vec2(distorted_coords.x + noise.x, distorted_coords.y + noise.y);\r\n\t\t\tgl_FragColor = 0.04 * texture2D(textureSampler, blurred_coord) + 0.96 * gl_FragColor;\r\n\t\t}\r\n\t}\r\n\r\n\t// apply grain\r\n\tif (grain_amount > 0.0) {\r\n\t\tvec4 grain_color = texture2D(grainSampler, texels_coords*0.003);\r\n\t\tgl_FragColor.rgb += (-0.5 + grain_color.rgb) * 0.20;\r\n\t}\r\n}","displayPassPixelShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\nuniform sampler2D passSampler;\r\n\r\nvoid main(void)\r\n{\r\n gl_FragColor = texture2D(passSampler, vUV);\r\n}","filterPixelShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\nuniform mat4 kernelMatrix;\r\n\r\nvoid main(void)\r\n{\r\n\tvec3 baseColor = texture2D(textureSampler, vUV).rgb;\r\n\tvec3 updatedColor = (kernelMatrix * vec4(baseColor, 1.0)).rgb;\r\n\r\n\tgl_FragColor = vec4(updatedColor, 1.0);\r\n}","firePixelShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\nuniform float time;\r\nuniform vec3 c1;\r\nuniform vec3 c2;\r\nuniform vec3 c3;\r\nuniform vec3 c4;\r\nuniform vec3 c5;\r\nuniform vec3 c6;\r\nuniform vec2 speed;\r\nuniform float shift;\r\nuniform float alphaThreshold;\r\n\r\nvarying vec2 vUV;\r\n\r\nfloat rand(vec2 n) {\r\n\treturn fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\r\n}\r\n\r\nfloat noise(vec2 n) {\r\n\tconst vec2 d = vec2(0.0, 1.0);\r\n\tvec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\r\n\treturn mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\r\n}\r\n\r\nfloat fbm(vec2 n) {\r\n\tfloat total = 0.0, amplitude = 1.0;\r\n\tfor (int i = 0; i < 4; i++) {\r\n\t\ttotal += noise(n) * amplitude;\r\n\t\tn += n;\r\n\t\tamplitude *= 0.5;\r\n\t}\r\n\treturn total;\r\n}\r\n\r\nvoid main() {\r\n\tvec2 p = vUV * 8.0;\r\n\tfloat q = fbm(p - time * 0.1);\r\n\tvec2 r = vec2(fbm(p + q + time * speed.x - p.x - p.y), fbm(p + q - time * speed.y));\r\n\tvec3 c = mix(c1, c2, fbm(p + r)) + mix(c3, c4, r.x) - mix(c5, c6, r.y);\r\n\tvec3 color = c * cos(shift * vUV.y);\r\n\tfloat luminance = dot(color.rgb, vec3(0.3, 0.59, 0.11));\r\n\r\n\tgl_FragColor = vec4(color, luminance * alphaThreshold + (1.0 - alphaThreshold));\r\n}","fxaaPixelShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n#define FXAA_REDUCE_MIN (1.0/128.0)\r\n#define FXAA_REDUCE_MUL (1.0/8.0)\r\n#define FXAA_SPAN_MAX 8.0\r\n\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\nuniform vec2 texelSize;\r\n\r\nvoid main(){\r\n\tvec2 localTexelSize = texelSize;\r\n\tvec4 rgbNW = texture2D(textureSampler, (vUV + vec2(-1.0, -1.0) * localTexelSize));\r\n\tvec4 rgbNE = texture2D(textureSampler, (vUV + vec2(1.0, -1.0) * localTexelSize));\r\n\tvec4 rgbSW = texture2D(textureSampler, (vUV + vec2(-1.0, 1.0) * localTexelSize));\r\n\tvec4 rgbSE = texture2D(textureSampler, (vUV + vec2(1.0, 1.0) * localTexelSize));\r\n\tvec4 rgbM = texture2D(textureSampler, vUV);\r\n\tvec4 luma = vec4(0.299, 0.587, 0.114, 1.0);\r\n\tfloat lumaNW = dot(rgbNW, luma);\r\n\tfloat lumaNE = dot(rgbNE, luma);\r\n\tfloat lumaSW = dot(rgbSW, luma);\r\n\tfloat lumaSE = dot(rgbSE, luma);\r\n\tfloat lumaM = dot(rgbM, luma);\r\n\tfloat lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\r\n\tfloat lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\r\n\r\n\tvec2 dir = vec2(-((lumaNW + lumaNE) - (lumaSW + lumaSE)), ((lumaNW + lumaSW) - (lumaNE + lumaSE)));\r\n\r\n\tfloat dirReduce = max(\r\n\t\t(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),\r\n\t\tFXAA_REDUCE_MIN);\r\n\r\n\tfloat rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\r\n\tdir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\r\n\t\tmax(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\r\n\t\tdir * rcpDirMin)) * localTexelSize;\r\n\r\n\tvec4 rgbA = 0.5 * (\r\n\t\ttexture2D(textureSampler, vUV + dir * (1.0 / 3.0 - 0.5)) +\r\n\t\ttexture2D(textureSampler, vUV + dir * (2.0 / 3.0 - 0.5)));\r\n\r\n\tvec4 rgbB = rgbA * 0.5 + 0.25 * (\r\n\t\ttexture2D(textureSampler, vUV + dir * -0.5) +\r\n\t\ttexture2D(textureSampler, vUV + dir * 0.5));\r\n\tfloat lumaB = dot(rgbB, luma);\r\n\tif ((lumaB < lumaMin) || (lumaB > lumaMax)) {\r\n\t\tgl_FragColor = rgbA;\r\n\t}\r\n\telse {\r\n\t\tgl_FragColor = rgbB;\r\n\t}\r\n}","grassPixelShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\nvarying vec2 vPosition;\r\nvarying vec2 vUV;\r\n\r\nuniform vec3 herb1Color;\r\nuniform vec3 herb2Color;\r\nuniform vec3 herb3Color;\r\nuniform vec3 groundColor;\r\n\r\nfloat rand(vec2 n) {\r\n\treturn fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\r\n}\r\n\r\nfloat noise(vec2 n) {\r\n\tconst vec2 d = vec2(0.0, 1.0);\r\n\tvec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\r\n\treturn mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\r\n}\r\n\r\nfloat fbm(vec2 n) {\r\n\tfloat total = 0.0, amplitude = 1.0;\r\n\tfor (int i = 0; i < 4; i++) {\r\n\t\ttotal += noise(n) * amplitude;\r\n\t\tn += n;\r\n\t\tamplitude *= 0.5;\r\n\t}\r\n\treturn total;\r\n}\r\n\r\nvoid main(void) {\r\n\tvec3 color = mix(groundColor, herb1Color, rand(gl_FragCoord.xy * 4.0));\r\n\tcolor = mix(color, herb2Color, rand(gl_FragCoord.xy * 8.0));\r\n\tcolor = mix(color, herb3Color, rand(gl_FragCoord.xy));\r\n\tcolor = mix(color, herb1Color, fbm(gl_FragCoord.xy * 16.0));\r\n\tgl_FragColor = vec4(color, 1.0);\r\n}","layerPixelShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\n// Color\r\nuniform vec4 color;\r\n\r\nvoid main(void) {\r\n\tvec4 baseColor = texture2D(textureSampler, vUV);\r\n\r\n\tgl_FragColor = baseColor * color;\r\n}","layerVertexShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n// Attributes\r\nattribute vec2 position;\r\n\r\n// Uniforms\r\nuniform mat4 textureMatrix;\r\n\r\n// Output\r\nvarying vec2 vUV;\r\n\r\nconst vec2 madd = vec2(0.5, 0.5);\r\n\r\nvoid main(void) {\t\r\n\r\n\tvUV = vec2(textureMatrix * vec4(position * madd + madd, 1.0, 0.0));\r\n\tgl_Position = vec4(position, 0.0, 1.0);\r\n}","legacydefaultPixelShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n#define MAP_PROJECTION\t4.\r\n\r\n// Constants\r\nuniform vec3 vEyePosition;\r\nuniform vec3 vAmbientColor;\r\nuniform vec4 vDiffuseColor;\r\nuniform vec4 vSpecularColor;\r\nuniform vec3 vEmissiveColor;\r\n\r\n// Input\r\nvarying vec3 vPositionW;\r\nvarying vec3 vNormalW;\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n// Lights\r\n#ifdef LIGHT0\r\nuniform vec4 vLightData0;\r\nuniform vec4 vLightDiffuse0;\r\nuniform vec3 vLightSpecular0;\r\n#ifdef SHADOW0\r\nvarying vec4 vPositionFromLight0;\r\nuniform sampler2D shadowSampler0;\r\n#endif\r\n#ifdef SPOTLIGHT0\r\nuniform vec4 vLightDirection0;\r\n#endif\r\n#ifdef HEMILIGHT0\r\nuniform vec3 vLightGround0;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT1\r\nuniform vec4 vLightData1;\r\nuniform vec4 vLightDiffuse1;\r\nuniform vec3 vLightSpecular1;\r\n#ifdef SHADOW1\r\nvarying vec4 vPositionFromLight1;\r\nuniform sampler2D shadowSampler1;\r\n#endif\r\n#ifdef SPOTLIGHT1\r\nuniform vec4 vLightDirection1;\r\n#endif\r\n#ifdef HEMILIGHT1\r\nuniform vec3 vLightGround1;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT2\r\nuniform vec4 vLightData2;\r\nuniform vec4 vLightDiffuse2;\r\nuniform vec3 vLightSpecular2;\r\n#ifdef SHADOW2\r\nvarying vec4 vPositionFromLight2;\r\nuniform sampler2D shadowSampler2;\r\n#endif\r\n#ifdef SPOTLIGHT2\r\nuniform vec4 vLightDirection2;\r\n#endif\r\n#ifdef HEMILIGHT2\r\nuniform vec3 vLightGround2;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT3\r\nuniform vec4 vLightData3;\r\nuniform vec4 vLightDiffuse3;\r\nuniform vec3 vLightSpecular3;\r\n#ifdef SHADOW3\r\nvarying vec4 vPositionFromLight3;\r\nuniform sampler2D shadowSampler3;\r\n#endif\r\n#ifdef SPOTLIGHT3\r\nuniform vec4 vLightDirection3;\r\n#endif\r\n#ifdef HEMILIGHT3\r\nuniform vec3 vLightGround3;\r\n#endif\r\n#endif\r\n\r\n// Samplers\r\n#ifdef DIFFUSE\r\nvarying vec2 vDiffuseUV;\r\nuniform sampler2D diffuseSampler;\r\nuniform vec2 vDiffuseInfos;\r\n#endif\r\n\r\n#ifdef AMBIENT\r\nvarying vec2 vAmbientUV;\r\nuniform sampler2D ambientSampler;\r\nuniform vec2 vAmbientInfos;\r\n#endif\r\n\r\n#ifdef OPACITY\t\r\nvarying vec2 vOpacityUV;\r\nuniform sampler2D opacitySampler;\r\nuniform vec2 vOpacityInfos;\r\n#endif\r\n\r\n#ifdef REFLECTION\r\nvarying vec3 vReflectionUVW;\r\nuniform samplerCube reflectionCubeSampler;\r\nuniform sampler2D reflection2DSampler;\r\nuniform vec3 vReflectionInfos;\r\n#endif\r\n\r\n#ifdef EMISSIVE\r\nvarying vec2 vEmissiveUV;\r\nuniform vec2 vEmissiveInfos;\r\nuniform sampler2D emissiveSampler;\r\n#endif\r\n\r\n#ifdef SPECULAR\r\nvarying vec2 vSpecularUV;\r\nuniform vec2 vSpecularInfos;\r\nuniform sampler2D specularSampler;\r\n#endif\r\n\r\n// Fresnel\r\n#ifdef FRESNEL\r\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\r\n{\r\n\tfloat fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\r\n\treturn clamp(fresnelTerm, 0., 1.);\r\n}\r\n#endif\r\n\r\n#ifdef DIFFUSEFRESNEL\r\nuniform vec4 diffuseLeftColor;\r\nuniform vec4 diffuseRightColor;\r\n#endif\r\n\r\n#ifdef OPACITYFRESNEL\r\nuniform vec4 opacityParts;\r\n#endif\r\n\r\n#ifdef REFLECTIONFRESNEL\r\nuniform vec4 reflectionLeftColor;\r\nuniform vec4 reflectionRightColor;\r\n#endif\r\n\r\n#ifdef EMISSIVEFRESNEL\r\nuniform vec4 emissiveLeftColor;\r\nuniform vec4 emissiveRightColor;\r\n#endif\r\n\r\n// Shadows\r\n#ifdef SHADOWS\r\n\r\nfloat unpack(vec4 color)\r\n{\r\n\tconst vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);\r\n\treturn dot(color, bitShift);\r\n}\r\n\r\nfloat unpackHalf(vec2 color)\r\n{\r\n\treturn color.x + (color.y / 255.0);\r\n}\r\n\r\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler)\r\n{\r\n\tvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\r\n\tvec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\r\n\r\n\tif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\r\n\t{\r\n\t\treturn 1.0;\r\n\t}\r\n\r\n\tfloat shadow = unpack(texture2D(shadowSampler, uv));\r\n\r\n\tif (depth.z > shadow)\r\n\t{\r\n\t\treturn 0.;\r\n\t}\r\n\treturn 1.;\r\n}\r\n\r\n// Thanks to http://devmaster.net/\r\nfloat ChebychevInequality(vec2 moments, float t)\r\n{\r\n\tif (t <= moments.x)\r\n\t{\r\n\t\treturn 1.0;\r\n\t}\r\n\r\n\tfloat variance = moments.y - (moments.x * moments.x);\r\n\tvariance = max(variance, 0.);\r\n\r\n\tfloat d = t - moments.x;\r\n\treturn variance / (variance + d * d);\r\n}\r\n\r\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)\r\n{\r\n\tvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\r\n\tvec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\r\n\r\n\tif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\r\n\t{\r\n\t\treturn 1.0;\r\n\t}\r\n\r\n\tvec4 texel = texture2D(shadowSampler, uv);\r\n\r\n\tvec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\r\n\treturn clamp(1.3 - ChebychevInequality(moments, depth.z), 0., 1.0);\r\n}\r\n#endif\r\n\r\n#ifdef CLIPPLANE\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n// Fog\r\n#ifdef FOG\r\n\r\n#define FOGMODE_NONE 0.\r\n#define FOGMODE_EXP 1.\r\n#define FOGMODE_EXP2 2.\r\n#define FOGMODE_LINEAR 3.\r\n#define E 2.71828\r\n\r\nuniform vec4 vFogInfos;\r\nuniform vec3 vFogColor;\r\nvarying float fFogDistance;\r\n\r\nfloat CalcFogFactor()\r\n{\r\n\tfloat fogCoeff = 1.0;\r\n\tfloat fogStart = vFogInfos.y;\r\n\tfloat fogEnd = vFogInfos.z;\r\n\tfloat fogDensity = vFogInfos.w;\r\n\r\n\tif (FOGMODE_LINEAR == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\r\n\t}\r\n\telse if (FOGMODE_EXP == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\r\n\t}\r\n\telse if (FOGMODE_EXP2 == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\r\n\t}\r\n\r\n\treturn clamp(fogCoeff, 0.0, 1.0);\r\n}\r\n#endif\r\n\r\n// Light Computing\r\nmat3 computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 diffuseColor, vec3 specularColor) {\r\n\tmat3 result;\r\n\r\n\tvec3 lightVectorW;\r\n\tif (lightData.w == 0.)\r\n\t{\r\n\t\tlightVectorW = normalize(lightData.xyz - vPositionW);\r\n\t}\r\n\telse\r\n\t{\r\n\t\tlightVectorW = normalize(-lightData.xyz);\r\n\t}\r\n\r\n\t// diffuse\r\n\tfloat ndl = max(0., dot(vNormal, lightVectorW));\r\n\r\n\t// Specular\r\n\tvec3 angleW = normalize(viewDirectionW + lightVectorW);\r\n\tfloat specComp = max(0., dot(vNormal, angleW));\r\n\tspecComp = max(0., pow(specComp, max(1.0, vSpecularColor.a)));\r\n\r\n\tresult[0] = ndl * diffuseColor.rgb;\r\n\tresult[1] = specComp * specularColor;\r\n\tresult[2] = vec3(0.);\r\n\r\n\treturn result;\r\n}\r\n\r\nmat3 computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec4 diffuseColor, vec3 specularColor) {\r\n\tmat3 result;\r\n\r\n\tvec3 lightVectorW = normalize(lightData.xyz - vPositionW);\r\n\r\n\t// diffuse\r\n\tfloat cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\r\n\tfloat spotAtten = 0.0;\r\n\r\n\tif (cosAngle >= lightDirection.w)\r\n\t{\r\n\t\tcosAngle = max(0., pow(cosAngle, lightData.w));\r\n\t\tspotAtten = max(0., (cosAngle - lightDirection.w) / (1. - cosAngle));\r\n\r\n\t\t// Diffuse\r\n\t\tfloat ndl = max(0., dot(vNormal, -lightDirection.xyz));\r\n\r\n\t\t// Specular\r\n\t\tvec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\r\n\t\tfloat specComp = max(0., dot(vNormal, angleW));\r\n\t\tspecComp = pow(specComp, vSpecularColor.a);\r\n\r\n\t\tresult[0] = ndl * spotAtten * diffuseColor.rgb;\r\n\t\tresult[1] = specComp * specularColor * spotAtten;\r\n\t\tresult[2] = vec3(0.);\r\n\r\n\t\treturn result;\r\n\t}\r\n\r\n\tresult[0] = vec3(0.);\r\n\tresult[1] = vec3(0.);\r\n\tresult[2] = vec3(0.);\r\n\r\n\treturn result;\r\n}\r\n\r\nmat3 computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 diffuseColor, vec3 specularColor, vec3 groundColor) {\r\n\tmat3 result;\r\n\r\n\t// Diffuse\r\n\tfloat ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\r\n\r\n\t// Specular\r\n\tvec3 angleW = normalize(viewDirectionW + lightData.xyz);\r\n\tfloat specComp = max(0., dot(vNormal, angleW));\r\n\tspecComp = pow(specComp, vSpecularColor.a);\r\n\r\n\tresult[0] = mix(groundColor, diffuseColor.rgb, ndl);\r\n\tresult[1] = specComp * specularColor;\r\n\tresult[2] = vec3(0.);\r\n\r\n\treturn result;\r\n}\r\n\r\nvoid main(void) {\r\n\t// Clip plane\r\n#ifdef CLIPPLANE\r\n\tif (fClipDistance > 0.0)\r\n\t\tdiscard;\r\n#endif\r\n\r\n\tvec3 viewDirectionW = normalize(vEyePosition - vPositionW);\r\n\r\n\t// Base color\r\n\tvec4 baseColor = vec4(1., 1., 1., 1.);\r\n\tvec3 diffuseColor = vDiffuseColor.rgb;\r\n\r\n#ifdef VERTEXCOLOR\r\n\tbaseColor.rgb *= vColor.rgb;\r\n#endif\r\n\r\n#ifdef DIFFUSE\r\n\tbaseColor = texture2D(diffuseSampler, vDiffuseUV);\r\n\r\n#ifdef ALPHATEST\r\n\tif (baseColor.a < 0.4)\r\n\t\tdiscard;\r\n#endif\r\n\r\n\tbaseColor.rgb *= vDiffuseInfos.y;\r\n#endif\r\n\r\n\t// Bump\r\n\tvec3 normalW = normalize(vNormalW);\r\n\r\n\t// Ambient color\r\n\tvec3 baseAmbientColor = vec3(1., 1., 1.);\r\n\r\n#ifdef AMBIENT\r\n\tbaseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\r\n#endif\r\n\r\n\t// Lighting\r\n\tvec3 diffuseBase = vec3(0., 0., 0.);\r\n\tvec3 specularBase = vec3(0., 0., 0.);\r\n\tfloat shadow = 1.;\r\n\r\n#ifdef LIGHT0\r\n#ifdef SPOTLIGHT0\r\n\tmat3 info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0, vLightSpecular0);\r\n#endif\r\n#ifdef HEMILIGHT0\r\n\tmat3 info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0, vLightSpecular0, vLightGround0);\r\n#endif\r\n#ifdef POINTDIRLIGHT0\r\n\tmat3 info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0, vLightSpecular0);\r\n#endif\r\n#ifdef SHADOW0\r\n#ifdef SHADOWVSM0\r\n\tshadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);\r\n#else\r\n\tshadow = computeShadow(vPositionFromLight0, shadowSampler0);\r\n#endif\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info[0] * shadow;\r\n\tspecularBase += info[1] * shadow;\r\n#endif\r\n\r\n#ifdef LIGHT1\r\n#ifdef SPOTLIGHT1\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1, vLightSpecular1);\r\n#endif\r\n#ifdef HEMILIGHT1\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1, vLightSpecular1, vLightGround1);\r\n#endif\r\n#ifdef POINTDIRLIGHT1\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1, vLightSpecular1);\r\n#endif\r\n#ifdef SHADOW1\r\n#ifdef SHADOWVSM1\r\n\tshadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);\r\n#else\r\n\tshadow = computeShadow(vPositionFromLight1, shadowSampler1);\r\n#endif\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info[0] * shadow;\r\n\tspecularBase += info[1] * shadow;\r\n#endif\r\n\r\n#ifdef LIGHT2\r\n#ifdef SPOTLIGHT2\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2, vLightSpecular2);\r\n#endif\r\n#ifdef HEMILIGHT2\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2, vLightSpecular2, vLightGround2);\r\n#endif\r\n#ifdef POINTDIRLIGHT2\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2, vLightSpecular2);\r\n#endif\r\n#ifdef SHADOW2\r\n#ifdef SHADOWVSM2\r\n\tshadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);\r\n#else\r\n\tshadow = computeShadow(vPositionFromLight2, shadowSampler2);\r\n#endif\t\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info[0] * shadow;\r\n\tspecularBase += info[1] * shadow;\r\n#endif\r\n\r\n#ifdef LIGHT3\r\n#ifdef SPOTLIGHT3\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3, vLightSpecular3);\r\n#endif\r\n#ifdef HEMILIGHT3\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3, vLightSpecular3, vLightGround3);\r\n#endif\r\n#ifdef POINTDIRLIGHT3\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3, vLightSpecular3);\r\n#endif\r\n#ifdef SHADOW3\r\n#ifdef SHADOWVSM3\r\n\tshadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);\r\n#else\r\n\tshadow = computeShadow(vPositionFromLight3, shadowSampler3);\r\n#endif\t\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info[0] * shadow;\r\n\tspecularBase += info[1] * shadow;\r\n#endif\r\n\r\n\t// Reflection\r\n\tvec3 reflectionColor = vec3(0., 0., 0.);\r\n\r\n#ifdef REFLECTION\r\n\tif (vReflectionInfos.z != 0.0)\r\n\t{\r\n\t\treflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y;\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvec2 coords = vReflectionUVW.xy;\r\n\r\n\t\tif (vReflectionInfos.x == MAP_PROJECTION)\r\n\t\t{\r\n\t\t\tcoords /= vReflectionUVW.z;\r\n\t\t}\r\n\r\n\t\tcoords.y = 1.0 - coords.y;\r\n\r\n\t\treflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y;\r\n\t}\r\n\r\n#ifdef REFLECTIONFRESNEL\r\n\tfloat reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\r\n\r\n\treflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\r\n#endif\r\n#endif\r\n\r\n\t// Alpha\r\n\tfloat alpha = vDiffuseColor.a;\r\n\r\n#ifdef OPACITY\r\n\tvec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\r\n#ifdef OPACITYRGB\r\n\topacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\r\n\talpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\r\n#else\r\n\talpha *= opacityMap.a * vOpacityInfos.y;\r\n#endif\r\n#endif\r\n\r\n#ifdef VERTEXALPHA\r\n\talpha *= vColor.a;\r\n#endif\r\n\r\n#ifdef OPACITYFRESNEL\r\n\tfloat opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\r\n\r\n\talpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\r\n#endif\r\n\r\n\t// Emissive\r\n\tvec3 emissiveColor = vEmissiveColor;\r\n#ifdef EMISSIVE\r\n\temissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\r\n#endif\r\n\r\n#ifdef EMISSIVEFRESNEL\r\n\tfloat emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\r\n\r\n\temissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\r\n#endif\r\n\r\n\t// Specular map\r\n\tvec3 specularColor = vSpecularColor.rgb;\r\n#ifdef SPECULAR\r\n\tspecularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\r\n#endif\r\n\r\n\t// Fresnel\r\n#ifdef DIFFUSEFRESNEL\r\n\tfloat diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\r\n\r\n\tdiffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\r\n#endif\r\n\r\n\t// Composition\r\n\tvec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\r\n\tvec3 finalSpecular = specularBase * specularColor;\r\n\r\n\tvec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\r\n\r\n#ifdef FOG\r\n\tfloat fog = CalcFogFactor();\r\n\tcolor.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\r\n#endif\r\n\r\n\tgl_FragColor = color;\r\n}","legacydefaultVertexShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n#define MAP_EXPLICIT\t0.\r\n#define MAP_SPHERICAL\t1.\r\n#define MAP_PLANAR\t\t2.\r\n#define MAP_CUBIC\t\t3.\r\n#define MAP_PROJECTION\t4.\r\n#define MAP_SKYBOX\t\t5.\r\n\r\n// Attributes\r\nattribute vec3 position;\r\nattribute vec3 normal;\r\n#ifdef UV1\r\nattribute vec2 uv;\r\n#endif\r\n#ifdef UV2\r\nattribute vec2 uv2;\r\n#endif\r\n#ifdef VERTEXCOLOR\r\nattribute vec4 color;\r\n#endif\r\n#ifdef BONES\r\nattribute vec4 matricesIndices;\r\nattribute vec4 matricesWeights;\r\n#endif\r\n\r\n// Uniforms\r\nuniform mat4 world;\r\nuniform mat4 view;\r\nuniform mat4 viewProjection;\r\n\r\n#ifdef DIFFUSE\r\nvarying vec2 vDiffuseUV;\r\nuniform mat4 diffuseMatrix;\r\nuniform vec2 vDiffuseInfos;\r\n#endif\r\n\r\n#ifdef AMBIENT\r\nvarying vec2 vAmbientUV;\r\nuniform mat4 ambientMatrix;\r\nuniform vec2 vAmbientInfos;\r\n#endif\r\n\r\n#ifdef OPACITY\r\nvarying vec2 vOpacityUV;\r\nuniform mat4 opacityMatrix;\r\nuniform vec2 vOpacityInfos;\r\n#endif\r\n\r\n#ifdef REFLECTION\r\nuniform vec3 vEyePosition;\r\nvarying vec3 vReflectionUVW;\r\nuniform vec3 vReflectionInfos;\r\nuniform mat4 reflectionMatrix;\r\n#endif\r\n\r\n#ifdef EMISSIVE\r\nvarying vec2 vEmissiveUV;\r\nuniform vec2 vEmissiveInfos;\r\nuniform mat4 emissiveMatrix;\r\n#endif\r\n\r\n#ifdef SPECULAR\r\nvarying vec2 vSpecularUV;\r\nuniform vec2 vSpecularInfos;\r\nuniform mat4 specularMatrix;\r\n#endif\r\n\r\n#ifdef BUMP\r\nvarying vec2 vBumpUV;\r\nuniform vec2 vBumpInfos;\r\nuniform mat4 bumpMatrix;\r\n#endif\r\n\r\n#ifdef BONES\r\nuniform mat4 mBones[BonesPerMesh];\r\n#endif\r\n\r\n// Output\r\nvarying vec3 vPositionW;\r\nvarying vec3 vNormalW;\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n#ifdef CLIPPLANE\r\nuniform vec4 vClipPlane;\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n#ifdef FOG\r\nvarying float fFogDistance;\r\n#endif\r\n\r\n#ifdef SHADOWS\r\n#ifdef LIGHT0\r\nuniform mat4 lightMatrix0;\r\nvarying vec4 vPositionFromLight0;\r\n#endif\r\n#ifdef LIGHT1\r\nuniform mat4 lightMatrix1;\r\nvarying vec4 vPositionFromLight1;\r\n#endif\r\n#ifdef LIGHT2\r\nuniform mat4 lightMatrix2;\r\nvarying vec4 vPositionFromLight2;\r\n#endif\r\n#ifdef LIGHT3\r\nuniform mat4 lightMatrix3;\r\nvarying vec4 vPositionFromLight3;\r\n#endif\r\n#endif\r\n\r\n#ifdef REFLECTION\r\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\r\n{\r\n\tif (mode == MAP_SPHERICAL)\r\n\t{\r\n\t\tvec3 coords = vec3(view * vec4(worldNormal, 0.0));\r\n\r\n\t\treturn vec3(reflectionMatrix * vec4(coords, 1.0));\r\n\t}\r\n\telse if (mode == MAP_PLANAR)\r\n\t{\r\n\t\tvec3 viewDir = worldPos.xyz - vEyePosition;\r\n\t\tvec3 coords = normalize(reflect(viewDir, worldNormal));\r\n\r\n\t\treturn vec3(reflectionMatrix * vec4(coords, 1));\r\n\t}\r\n\telse if (mode == MAP_CUBIC)\r\n\t{\r\n\t\tvec3 viewDir = worldPos.xyz - vEyePosition;\r\n\t\tvec3 coords = reflect(viewDir, worldNormal);\r\n\r\n\t\treturn vec3(reflectionMatrix * vec4(coords, 0));\r\n\t}\r\n\telse if (mode == MAP_PROJECTION)\r\n\t{\r\n\t\treturn vec3(reflectionMatrix * (view * worldPos));\r\n\t}\r\n\telse if (mode == MAP_SKYBOX)\r\n\t{\r\n\t\treturn position;\r\n\t}\r\n\r\n\treturn vec3(0, 0, 0);\r\n}\r\n#endif\r\n\r\nvoid main(void) {\r\n\tmat4 finalWorld;\r\n\r\n#ifdef BONES\r\n\tmat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\r\n\tmat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\r\n\tmat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\r\n\r\n#ifdef BONES4\r\n\tmat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\r\n\tfinalWorld = world * (m0 + m1 + m2 + m3);\r\n#else\r\n\tfinalWorld = world * (m0 + m1 + m2);\r\n#endif \r\n\r\n#else\r\n\tfinalWorld = world;\r\n#endif\r\n\r\n\tgl_Position = viewProjection * finalWorld * vec4(position, 1.0);\r\n\r\n\tvec4 worldPos = finalWorld * vec4(position, 1.0);\r\n\tvPositionW = vec3(worldPos);\r\n\tvNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\r\n\r\n\t// Texture coordinates\r\n#ifndef UV1\r\n\tvec2 uv = vec2(0., 0.);\r\n#endif\r\n#ifndef UV2\r\n\tvec2 uv2 = vec2(0., 0.);\r\n#endif\r\n\r\n#ifdef DIFFUSE\r\n\tif (vDiffuseInfos.x == 0.)\r\n\t{\r\n\t\tvDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n#ifdef AMBIENT\r\n\tif (vAmbientInfos.x == 0.)\r\n\t{\r\n\t\tvAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n#ifdef OPACITY\r\n\tif (vOpacityInfos.x == 0.)\r\n\t{\r\n\t\tvOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n#ifdef REFLECTION\r\n\tvReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), vNormalW);\r\n#endif\r\n\r\n#ifdef EMISSIVE\r\n\tif (vEmissiveInfos.x == 0.)\r\n\t{\r\n\t\tvEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n#ifdef SPECULAR\r\n\tif (vSpecularInfos.x == 0.)\r\n\t{\r\n\t\tvSpecularUV = vec2(specularMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvSpecularUV = vec2(specularMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n#ifdef BUMP\r\n\tif (vBumpInfos.x == 0.)\r\n\t{\r\n\t\tvBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n\t// Clip plane\r\n#ifdef CLIPPLANE\r\n\tfClipDistance = dot(worldPos, vClipPlane);\r\n#endif\r\n\r\n\t// Fog\r\n#ifdef FOG\r\n\tfFogDistance = (view * worldPos).z;\r\n#endif\r\n\r\n\t// Shadows\r\n#ifdef SHADOWS\r\n#ifdef LIGHT0\r\n\tvPositionFromLight0 = lightMatrix0 * worldPos;\r\n#endif\r\n#ifdef LIGHT1\r\n\tvPositionFromLight1 = lightMatrix1 * worldPos;\r\n#endif\r\n#ifdef LIGHT2\r\n\tvPositionFromLight2 = lightMatrix2 * worldPos;\r\n#endif\r\n#ifdef LIGHT3\r\n\tvPositionFromLight3 = lightMatrix3 * worldPos;\r\n#endif\r\n#endif\r\n\r\n\t// Vertex color\r\n#ifdef VERTEXCOLOR\r\n\tvColor = color;\r\n#endif\r\n}","lensFlarePixelShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\n// Color\r\nuniform vec4 color;\r\n\r\nvoid main(void) {\r\n\tvec4 baseColor = texture2D(textureSampler, vUV);\r\n\r\n\tgl_FragColor = baseColor * color;\r\n}","lensFlareVertexShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n// Attributes\r\nattribute vec2 position;\r\n\r\n// Uniforms\r\nuniform mat4 viewportMatrix;\r\n\r\n// Output\r\nvarying vec2 vUV;\r\n\r\nconst vec2 madd = vec2(0.5, 0.5);\r\n\r\nvoid main(void) {\t\r\n\r\n\tvUV = position * madd + madd;\r\n\tgl_Position = viewportMatrix * vec4(position, 0.0, 1.0);\r\n}","lensHighlightsPixelShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n// samplers\r\nuniform sampler2D textureSampler;\t// original color\r\n\r\n// uniforms\r\nuniform float gain;\r\nuniform float threshold;\r\nuniform bool pentagon;\r\nuniform float screen_width;\r\nuniform float screen_height;\r\n\r\n// varyings\r\nvarying vec2 vUV;\r\n\r\n// apply luminance filter\r\nvec4 highlightColor(vec4 color) {\r\n\tvec4 highlight = color;\r\n\tfloat luminance = dot(highlight.rgb, vec3(0.2125, 0.7154, 0.0721));\r\n\tfloat lum_threshold;\r\n\tif (threshold > 1.0) { lum_threshold = 0.94 + 0.01 * threshold; }\r\n\telse { lum_threshold = 0.5 + 0.44 * threshold; }\r\n\r\n\tluminance = clamp((luminance - lum_threshold) * (1.0 / (1.0 - lum_threshold)), 0.0, 1.0);\r\n\r\n\thighlight *= luminance * gain;\r\n\thighlight.a = 1.0;\r\n\r\n\treturn highlight;\r\n}\r\n\r\nvoid main(void)\r\n{\r\n\tvec4 original = texture2D(textureSampler, vUV);\r\n\r\n\t// quick exit if no highlight computing\r\n\tif (gain == -1.0) {\r\n\t\tgl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\r\n\t\treturn;\r\n\t}\r\n\r\n\tfloat w = 2.0 / screen_width;\r\n\tfloat h = 2.0 / screen_height;\r\n\r\n\tfloat weight = 1.0;\r\n\r\n\t// compute blurred color\r\n\tvec4 blurred = vec4(0.0, 0.0, 0.0, 0.0);\r\n\r\n\tif (pentagon) {\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.84*w, 0.43*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.48*w, -1.29*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.61*w, 1.51*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.55*w, -0.74*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.71*w, -0.52*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.94*w, 1.59*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.40*w, -1.87*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.62*w, 1.16*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.09*w, 0.25*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.46*w, -1.71*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.08*w, 2.42*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.85*w, -1.89*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.89*w, 0.16*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.29*w, 1.88*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.40*w, -2.81*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.54*w, 2.26*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.60*w, -0.61*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.31*w, -1.30*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.83*w, 2.53*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.12*w, -2.48*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.60*w, 1.11*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.82*w, 0.99*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.50*w, -2.81*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.85*w, 3.33*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.94*w, -1.92*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(3.27*w, -0.53*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.95*w, 2.48*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.23*w, -3.04*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.17*w, 2.05*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.97*w, -0.04*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.25*w, -2.00*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.31*w, 3.08*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.94*w, -2.59*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(3.37*w, 0.64*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-3.13*w, 1.93*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.03*w, -3.65*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.60*w, 3.17*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-3.14*w, -1.19*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(3.00*w, -1.19*h)));\r\n\t}\r\n\telse {\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.85*w, 0.36*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.52*w, -1.14*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.46*w, 1.42*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.46*w, -0.83*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.79*w, -0.42*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.11*w, 1.62*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.29*w, -2.07*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.69*w, 1.39*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.28*w, 0.12*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.65*w, -1.69*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.08*w, 2.44*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.63*w, -1.90*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.55*w, 0.31*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.13*w, 1.52*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.56*w, -2.61*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.38*w, 2.34*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.64*w, -0.81*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.53*w, -1.21*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.06*w, 2.63*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.00*w, -2.69*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.59*w, 1.32*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.82*w, 0.78*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.57*w, -2.50*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.54*w, 2.93*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.39*w, -1.81*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(3.01*w, -0.28*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.04*w, 2.25*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.02*w, -3.05*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.09*w, 2.25*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-3.07*w, -0.25*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.44*w, -1.90*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.52*w, 3.05*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.68*w, -2.61*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(3.01*w, 0.79*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.76*w, 1.46*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.05*w, -2.94*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.21*w, 2.88*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.84*w, -1.30*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.98*w, -0.96*h)));\r\n\t}\r\n\r\n\tblurred /= 39.0;\r\n\r\n\tgl_FragColor = blurred;\r\n\r\n\t//if(vUV.x > 0.5) { gl_FragColor.rgb *= 0.0; }\r\n}","marblePixelShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\nvarying vec2 vPosition;\r\nvarying vec2 vUV;\r\n\r\nuniform float numberOfTilesHeight;\r\nuniform float numberOfTilesWidth;\r\nuniform float amplitude;\r\nuniform vec3 brickColor;\r\nuniform vec3 jointColor;\r\n\r\nconst vec3 tileSize = vec3(1.1, 1.0, 1.1);\r\nconst vec3 tilePct = vec3(0.98, 1.0, 0.98);\r\n\r\nfloat rand(vec2 n) {\r\n\treturn fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\r\n}\r\n\r\nfloat noise(vec2 n) {\r\n\tconst vec2 d = vec2(0.0, 1.0);\r\n\tvec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\r\n\treturn mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\r\n}\r\n\r\nfloat turbulence(vec2 P)\r\n{\r\n\tfloat val = 0.0;\r\n\tfloat freq = 1.0;\r\n\tfor (int i = 0; i < 4; i++)\r\n\t{\r\n\t\tval += abs(noise(P*freq) / freq);\r\n\t\tfreq *= 2.07;\r\n\t}\r\n\treturn val;\r\n}\r\n\r\nfloat round(float number){\r\n\treturn sign(number)*floor(abs(number) + 0.5);\r\n}\r\n\r\nvec3 marble_color(float x)\r\n{\r\n\tvec3 col;\r\n\tx = 0.5*(x + 1.);\r\n\tx = sqrt(x); \r\n\tx = sqrt(x);\r\n\tx = sqrt(x);\r\n\tcol = vec3(.2 + .75*x); \r\n\tcol.b *= 0.95; \r\n\treturn col;\r\n}\r\n\r\nvoid main()\r\n{\r\n\tfloat brickW = 1.0 / numberOfTilesWidth;\r\n\tfloat brickH = 1.0 / numberOfTilesHeight;\r\n\tfloat jointWPercentage = 0.01;\r\n\tfloat jointHPercentage = 0.01;\r\n\tvec3 color = brickColor;\r\n\tfloat yi = vUV.y / brickH;\r\n\tfloat nyi = round(yi);\r\n\tfloat xi = vUV.x / brickW;\r\n\r\n\tif (mod(floor(yi), 2.0) == 0.0){\r\n\t\txi = xi - 0.5;\r\n\t}\r\n\r\n\tfloat nxi = round(xi);\r\n\tvec2 brickvUV = vec2((xi - floor(xi)) / brickH, (yi - floor(yi)) / brickW);\r\n\r\n\tif (yi < nyi + jointHPercentage && yi > nyi - jointHPercentage){\r\n\t\tcolor = mix(jointColor, vec3(0.37, 0.25, 0.25), (yi - nyi) / jointHPercentage + 0.2);\r\n\t}\r\n\telse if (xi < nxi + jointWPercentage && xi > nxi - jointWPercentage){\r\n\t\tcolor = mix(jointColor, vec3(0.44, 0.44, 0.44), (xi - nxi) / jointWPercentage + 0.2);\r\n\t}\r\n\telse {\r\n\t\tfloat t = 6.28 * brickvUV.x / (tileSize.x + noise(vec2(vUV)*6.0));\r\n\t\tt += amplitude * turbulence(brickvUV.xy);\r\n\t\tt = sin(t);\r\n\t\tcolor = marble_color(t);\r\n\t}\r\n\r\n\tgl_FragColor = vec4(color, 0.0);\r\n}","outlinePixelShader":"precision highp float;\r\n\r\nuniform vec4 color;\r\n\r\n#ifdef ALPHATEST\r\nvarying vec2 vUV;\r\nuniform sampler2D diffuseSampler;\r\n#endif\r\n\r\nvoid main(void) {\r\n#ifdef ALPHATEST\r\n\tif (texture2D(diffuseSampler, vUV).a < 0.4)\r\n\t\tdiscard;\r\n#endif\r\n\r\n\tgl_FragColor = color;\r\n}","outlineVertexShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n// Attribute\r\nattribute vec3 position;\r\nattribute vec3 normal;\r\n\r\n#ifdef BONES\r\nattribute vec4 matricesIndices;\r\nattribute vec4 matricesWeights;\r\n#endif\r\n\r\n// Uniform\r\nuniform float offset;\r\n\r\n#ifdef INSTANCES\r\nattribute vec4 world0;\r\nattribute vec4 world1;\r\nattribute vec4 world2;\r\nattribute vec4 world3;\r\n#else\r\nuniform mat4 world;\r\n#endif\r\n\r\nuniform mat4 viewProjection;\r\n#ifdef BONES\r\nuniform mat4 mBones[BonesPerMesh];\r\n#endif\r\n\r\n#ifdef ALPHATEST\r\nvarying vec2 vUV;\r\nuniform mat4 diffuseMatrix;\r\n#ifdef UV1\r\nattribute vec2 uv;\r\n#endif\r\n#ifdef UV2\r\nattribute vec2 uv2;\r\n#endif\r\n#endif\r\n\r\nvoid main(void)\r\n{\r\n#ifdef INSTANCES\r\n\tmat4 finalWorld = mat4(world0, world1, world2, world3);\r\n#else\r\n\tmat4 finalWorld = world;\r\n#endif\r\n\r\n\tvec3 offsetPosition = position + normal * offset;\r\n\r\n#ifdef BONES\r\n\tmat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\r\n\tmat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\r\n\tmat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\r\n\tmat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\r\n\tfinalWorld = finalWorld * (m0 + m1 + m2 + m3);\r\n\tgl_Position = viewProjection * finalWorld * vec4(offsetPosition, 1.0);\r\n#else\r\n\tgl_Position = viewProjection * finalWorld * vec4(offsetPosition, 1.0);\r\n#endif\r\n\r\n#ifdef ALPHATEST\r\n#ifdef UV1\r\n\tvUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\r\n#endif\r\n#ifdef UV2\r\n\tvUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\r\n#endif\r\n#endif\r\n}","particlesPixelShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nvarying vec4 vColor;\r\nuniform vec4 textureMask;\r\nuniform sampler2D diffuseSampler;\r\n\r\n#ifdef CLIPPLANE\r\nvarying float fClipDistance;\r\n#endif\r\n\r\nvoid main(void) {\r\n#ifdef CLIPPLANE\r\n\tif (fClipDistance > 0.0)\r\n\t\tdiscard;\r\n#endif\r\n\tvec4 baseColor = texture2D(diffuseSampler, vUV);\r\n\r\n\tgl_FragColor = (baseColor * textureMask + (vec4(1., 1., 1., 1.) - textureMask)) * vColor;\r\n}","particlesVertexShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n// Attributes\r\nattribute vec3 position;\r\nattribute vec4 color;\r\nattribute vec4 options;\r\n\r\n// Uniforms\r\nuniform mat4 view;\r\nuniform mat4 projection;\r\n\r\n// Output\r\nvarying vec2 vUV;\r\nvarying vec4 vColor;\r\n\r\n#ifdef CLIPPLANE\r\nuniform vec4 vClipPlane;\r\nuniform mat4 invView;\r\nvarying float fClipDistance;\r\n#endif\r\n\r\nvoid main(void) {\t\r\n\tvec3 viewPos = (view * vec4(position, 1.0)).xyz; \r\n\tvec3 cornerPos;\r\n\tfloat size = options.y;\r\n\tfloat angle = options.x;\r\n\tvec2 offset = options.zw;\r\n\r\n\tcornerPos = vec3(offset.x - 0.5, offset.y - 0.5, 0.) * size;\r\n\r\n\t// Rotate\r\n\tvec3 rotatedCorner;\r\n\trotatedCorner.x = cornerPos.x * cos(angle) - cornerPos.y * sin(angle);\r\n\trotatedCorner.y = cornerPos.x * sin(angle) + cornerPos.y * cos(angle);\r\n\trotatedCorner.z = 0.;\r\n\r\n\t// Position\r\n\tviewPos += rotatedCorner;\r\n\tgl_Position = projection * vec4(viewPos, 1.0); \r\n\t\r\n\tvColor = color;\r\n\tvUV = offset;\r\n\r\n\t// Clip plane\r\n#ifdef CLIPPLANE\r\n\tvec4 worldPos = invView * vec4(viewPos, 1.0);\r\n\tfClipDistance = dot(worldPos, vClipPlane);\r\n#endif\r\n}","passPixelShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\nvoid main(void) \r\n{\r\n\tgl_FragColor = texture2D(textureSampler, vUV);\r\n}","postprocessVertexShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n// Attributes\r\nattribute vec2 position;\r\n\r\n// Output\r\nvarying vec2 vUV;\r\n\r\nconst vec2 madd = vec2(0.5, 0.5);\r\n\r\nvoid main(void) {\t\r\n\r\n\tvUV = position * madd + madd;\r\n\tgl_Position = vec4(position, 0.0, 1.0);\r\n}","proceduralVertexShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n// Attributes\r\nattribute vec2 position;\r\n\r\n// Output\r\nvarying vec2 vPosition;\r\nvarying vec2 vUV;\r\n\r\nconst vec2 madd = vec2(0.5, 0.5);\r\n\r\nvoid main(void) {\t\r\n\tvPosition = position;\r\n\tvUV = position * madd + madd;\r\n\tgl_Position = vec4(position, 0.0, 1.0);\r\n}","refractionPixelShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\nuniform sampler2D refractionSampler;\r\n\r\n// Parameters\r\nuniform vec3 baseColor;\r\nuniform float depth;\r\nuniform float colorLevel;\r\n\r\nvoid main() {\r\n\tfloat ref = 1.0 - texture2D(refractionSampler, vUV).r;\r\n\r\n\tvec2 uv = vUV - vec2(0.5);\r\n\tvec2 offset = uv * depth * ref;\r\n\tvec3 sourceColor = texture2D(textureSampler, vUV - offset).rgb;\r\n\r\n\tgl_FragColor = vec4(sourceColor + sourceColor * ref * colorLevel, 1.0);\r\n}","roadPixelShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\nvarying vec2 vUV; \r\nuniform vec3 roadColor;\r\n\r\nfloat rand(vec2 n) {\r\n\treturn fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\r\n}\r\n\r\nfloat noise(vec2 n) {\r\n\tconst vec2 d = vec2(0.0, 1.0);\r\n\tvec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\r\n\treturn mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\r\n}\r\n\r\nfloat fbm(vec2 n) {\r\n\tfloat total = 0.0, amplitude = 1.0;\r\n\tfor (int i = 0; i < 4; i++) {\r\n\t\ttotal += noise(n) * amplitude;\r\n\t\tn += n;\r\n\t\tamplitude *= 0.5;\r\n\t}\r\n\treturn total;\r\n}\r\n\r\nvoid main(void) {\r\n\tfloat ratioy = mod(gl_FragCoord.y * 100.0 , fbm(vUV * 2.0));\r\n\tvec3 color = roadColor * ratioy;\r\n\tgl_FragColor = vec4(color, 1.0);\r\n}","shadowMapPixelShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\nvec4 pack(float depth)\r\n{\r\n\tconst vec4 bit_shift = vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0);\r\n\tconst vec4 bit_mask = vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);\r\n\r\n\tvec4 res = fract(depth * bit_shift);\r\n\tres -= res.xxyz * bit_mask;\r\n\r\n\treturn res;\r\n}\r\n\r\n// Thanks to http://devmaster.net/\r\nvec2 packHalf(float depth) \r\n{ \r\n\tconst vec2 bitOffset = vec2(1.0 / 255., 0.);\r\n\tvec2 color = vec2(depth, fract(depth * 255.));\r\n\r\n\treturn color - (color.yy * bitOffset);\r\n}\r\n\r\nvarying vec4 vPosition;\r\n\r\n#ifdef ALPHATEST\r\nvarying vec2 vUV;\r\nuniform sampler2D diffuseSampler;\r\n#endif\r\n\r\nvoid main(void)\r\n{\r\n#ifdef ALPHATEST\r\n\tif (texture2D(diffuseSampler, vUV).a < 0.4)\r\n\t\tdiscard;\r\n#endif\r\n\tfloat depth = vPosition.z / vPosition.w;\r\n\tdepth = depth * 0.5 + 0.5;\r\n\r\n#ifdef VSM\r\n\tfloat moment1 = depth;\r\n\tfloat moment2 = moment1 * moment1;\r\n\r\n\tgl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\r\n#else\r\n\tgl_FragColor = pack(depth);\r\n#endif\r\n}","shadowMapVertexShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n// Attribute\r\nattribute vec3 position;\r\n#ifdef BONES\r\nattribute vec4 matricesIndices;\r\nattribute vec4 matricesWeights;\r\n#endif\r\n\r\n// Uniform\r\n#ifdef INSTANCES\r\nattribute vec4 world0;\r\nattribute vec4 world1;\r\nattribute vec4 world2;\r\nattribute vec4 world3;\r\n#else\r\nuniform mat4 world;\r\n#endif\r\n\r\nuniform mat4 viewProjection;\r\n#ifdef BONES\r\nuniform mat4 mBones[BonesPerMesh];\r\n#endif\r\n\r\nvarying vec4 vPosition;\r\n\r\n#ifdef ALPHATEST\r\nvarying vec2 vUV;\r\nuniform mat4 diffuseMatrix;\r\n#ifdef UV1\r\nattribute vec2 uv;\r\n#endif\r\n#ifdef UV2\r\nattribute vec2 uv2;\r\n#endif\r\n#endif\r\n\r\nvoid main(void)\r\n{\r\n#ifdef INSTANCES\r\n\tmat4 finalWorld = mat4(world0, world1, world2, world3);\r\n#else\r\n\tmat4 finalWorld = world;\r\n#endif\r\n\r\n#ifdef BONES\r\n\tmat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\r\n\tmat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\r\n\tmat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\r\n\tmat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\r\n\tfinalWorld = finalWorld * (m0 + m1 + m2 + m3);\r\n#endif\r\n\r\n\tvPosition = viewProjection * finalWorld * vec4(position, 1.0);\r\n\tgl_Position = vPosition;\r\n\r\n#ifdef ALPHATEST\r\n#ifdef UV1\r\n\tvUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\r\n#endif\r\n#ifdef UV2\r\n\tvUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\r\n#endif\r\n#endif\r\n}","spritesPixelShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\nuniform bool alphaTest;\r\n\r\nvarying vec4 vColor;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D diffuseSampler;\r\n\r\n// Fog\r\n#ifdef FOG\r\n\r\n#define FOGMODE_NONE 0.\r\n#define FOGMODE_EXP 1.\r\n#define FOGMODE_EXP2 2.\r\n#define FOGMODE_LINEAR 3.\r\n#define E 2.71828\r\n\r\nuniform vec4 vFogInfos;\r\nuniform vec3 vFogColor;\r\nvarying float fFogDistance;\r\n\r\nfloat CalcFogFactor()\r\n{\r\n\tfloat fogCoeff = 1.0;\r\n\tfloat fogStart = vFogInfos.y;\r\n\tfloat fogEnd = vFogInfos.z;\r\n\tfloat fogDensity = vFogInfos.w;\r\n\r\n\tif (FOGMODE_LINEAR == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\r\n\t}\r\n\telse if (FOGMODE_EXP == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\r\n\t}\r\n\telse if (FOGMODE_EXP2 == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\r\n\t}\r\n\r\n\treturn min(1., max(0., fogCoeff));\r\n}\r\n#endif\r\n\r\n\r\nvoid main(void) {\r\n\tvec4 baseColor = texture2D(diffuseSampler, vUV);\r\n\r\n\tif (alphaTest) \r\n\t{\r\n\t\tif (baseColor.a < 0.95)\r\n\t\t\tdiscard;\r\n\t}\r\n\r\n\tbaseColor *= vColor;\r\n\r\n#ifdef FOG\r\n\tfloat fog = CalcFogFactor();\r\n\tbaseColor.rgb = fog * baseColor.rgb + (1.0 - fog) * vFogColor;\r\n#endif\r\n\r\n\tgl_FragColor = baseColor;\r\n}","spritesVertexShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n// Attributes\r\nattribute vec4 position;\r\nattribute vec4 options;\r\nattribute vec4 cellInfo;\r\nattribute vec4 color;\r\n\r\n// Uniforms\r\nuniform vec2 textureInfos;\r\nuniform mat4 view;\r\nuniform mat4 projection;\r\n\r\n// Output\r\nvarying vec2 vUV;\r\nvarying vec4 vColor;\r\n\r\n#ifdef FOG\r\nvarying float fFogDistance;\r\n#endif\r\n\r\nvoid main(void) {\t\r\n\tvec3 viewPos = (view * vec4(position.xyz, 1.0)).xyz; \r\n\tvec2 cornerPos;\r\n\t\r\n\tfloat angle = position.w;\r\n\tvec2 size = vec2(options.x, options.y);\r\n\tvec2 offset = options.zw;\r\n\tvec2 uvScale = textureInfos.xy;\r\n\r\n\tcornerPos = vec2(offset.x - 0.5, offset.y - 0.5) * size;\r\n\r\n\t// Rotate\r\n\tvec3 rotatedCorner;\r\n\trotatedCorner.x = cornerPos.x * cos(angle) - cornerPos.y * sin(angle);\r\n\trotatedCorner.y = cornerPos.x * sin(angle) + cornerPos.y * cos(angle);\r\n\trotatedCorner.z = 0.;\r\n\r\n\t// Position\r\n\tviewPos += rotatedCorner;\r\n\tgl_Position = projection * vec4(viewPos, 1.0); \r\n\r\n\t// Color\r\n\tvColor = color;\r\n\t\r\n\t// Texture\r\n\tvec2 uvOffset = vec2(abs(offset.x - cellInfo.x), 1.0 - abs(offset.y - cellInfo.y));\r\n\r\n\tvUV = (uvOffset + cellInfo.zw) * uvScale;\r\n\r\n\t// Fog\r\n#ifdef FOG\r\n\tfFogDistance = viewPos.z;\r\n#endif\r\n}","ssaoPixelShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n#define SAMPLES 16\r\n\r\nuniform sampler2D textureSampler;\r\nuniform sampler2D randomSampler;\r\n\r\nuniform float randTextureTiles;\r\nuniform float samplesFactor;\r\nuniform vec3 sampleSphere[16];\r\n\r\nuniform float totalStrength;\r\nuniform float radius;\r\nuniform float area;\r\nuniform float fallOff;\r\n\r\nvarying vec2 vUV;\r\n\r\nconst vec2 offset1 = vec2(0.0, 0.001);\r\nconst vec2 offset2 = vec2(0.001, 0.0);\r\n\r\nvec3 normalFromDepth(const float depth, const vec2 coords) {\r\n\tfloat depth1 = texture2D(textureSampler, coords + offset1).r;\r\n\tfloat depth2 = texture2D(textureSampler, coords + offset2).r;\r\n\r\n vec3 p1 = vec3(offset1, depth1 - depth);\r\n vec3 p2 = vec3(offset2, depth2 - depth);\r\n\r\n vec3 normal = cross(p1, p2);\r\n normal.z = -normal.z;\r\n\r\n return normalize(normal);\r\n}\r\n\r\nvoid main(void)\r\n{\r\n\tconst float base = 0.2;\r\n\r\n\tvec3 random = texture2D(randomSampler, vUV * randTextureTiles).rgb;\r\n\tfloat depth = texture2D(textureSampler, vUV).r;\r\n\tvec3 position = vec3(vUV, depth);\r\n\tvec3 normal = normalFromDepth(depth, vUV);\r\n\tfloat radiusDepth = radius / depth;\r\n\tfloat occlusion = 0.0;\r\n\r\n\tvec3 ray;\r\n\tvec3 hemiRay;\r\n\tfloat occlusionDepth;\r\n\tfloat difference;\r\n\r\n\tfor (int i = 0; i < SAMPLES; i++)\r\n\t{\r\n\t\tray = radiusDepth * reflect(sampleSphere[i], random);\r\n\t\themiRay = position + sign(dot(ray, normal)) * ray;\r\n\r\n\t\tocclusionDepth = texture2D(textureSampler, clamp(hemiRay.xy, 0.0, 1.0)).r;\r\n\t\tdifference = depth - occlusionDepth;\r\n\r\n\t\tocclusion += step(fallOff, difference) * (1.0 - smoothstep(fallOff, area, difference));\r\n\t}\r\n\r\n\tfloat ao = 1.0 - totalStrength * occlusion * samplesFactor;\r\n\r\n\tfloat result = clamp(ao + base, 0.0, 1.0);\r\n\tgl_FragColor.r = result;\r\n\tgl_FragColor.g = result;\r\n\tgl_FragColor.b = result;\r\n\tgl_FragColor.a = 1.0;\r\n}\r\n","ssaoCombinePixelShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\nuniform sampler2D textureSampler;\r\nuniform sampler2D originalColor;\r\n\r\nvarying vec2 vUV;\r\n\r\nvoid main(void) {\r\n\tgl_FragColor = texture2D(originalColor, vUV) * texture2D(textureSampler, vUV);\r\n}\r\n","stereogramInterlacePixelShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\nconst vec3 TWO = vec3(2.0, 2.0, 2.0);\r\n\r\nvarying vec2 vUV;\r\nuniform sampler2D camASampler;\r\nuniform sampler2D textureSampler;\r\nuniform vec2 stepSize;\r\n\r\nvoid main(void)\r\n{\r\n bool useCamB;\r\n vec2 texCoord1;\r\n vec2 texCoord2;\r\n \r\n vec3 frag1;\r\n vec3 frag2;\r\n \r\n#ifdef IS_STEREOGRAM_HORIZ\r\n\t useCamB = vUV.x > 0.5;\r\n\t texCoord1 = vec2(useCamB ? (vUV.x - 0.5) * 2.0 : vUV.x * 2.0, vUV.y);\r\n\t texCoord2 = vec2(texCoord1.x + stepSize.x, vUV.y);\r\n#else\r\n\t useCamB = vUV.y > 0.5;\r\n\t texCoord1 = vec2(vUV.x, useCamB ? (vUV.y - 0.5) * 2.0 : vUV.y * 2.0);\r\n\t texCoord2 = vec2(vUV.x, texCoord1.y + stepSize.y);\r\n#endif\r\n \r\n // cannot assign a sampler to a variable, so must duplicate texture accesses\r\n if (useCamB){\r\n frag1 = texture2D(textureSampler, texCoord1).rgb;\r\n frag2 = texture2D(textureSampler, texCoord2).rgb;\r\n }else{\r\n frag1 = texture2D(camASampler , texCoord1).rgb;\r\n frag2 = texture2D(camASampler , texCoord2).rgb;\r\n }\r\n \r\n gl_FragColor = vec4((frag1 + frag2) / TWO, 1.0);\r\n}","volumetricLightScatteringPixelShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\nuniform sampler2D textureSampler;\r\nuniform sampler2D lightScatteringSampler;\r\n\r\nuniform float decay;\r\nuniform float exposure;\r\nuniform float weight;\r\nuniform float density;\r\nuniform vec2 meshPositionOnScreen;\r\n\r\nvarying vec2 vUV;\r\n\r\nvoid main(void) {\r\n vec2 tc = vUV;\r\n\tvec2 deltaTexCoord = (tc - meshPositionOnScreen.xy);\r\n deltaTexCoord *= 1.0 / float(NUM_SAMPLES) * density;\r\n\r\n float illuminationDecay = 1.0;\r\n\r\n\tvec4 color = texture2D(lightScatteringSampler, tc) * 0.4;\r\n\r\n for(int i=0; i < NUM_SAMPLES; i++) {\r\n tc -= deltaTexCoord;\r\n\t\tvec4 sample = texture2D(lightScatteringSampler, tc) * 0.4;\r\n sample *= illuminationDecay * weight;\r\n color += sample;\r\n illuminationDecay *= decay;\r\n }\r\n\r\n vec4 realColor = texture2D(textureSampler, vUV);\r\n gl_FragColor = ((vec4((vec3(color.r, color.g, color.b) * exposure), 1)) + (realColor * (1.5 - 0.4)));\r\n}\r\n","volumetricLightScatteringPassPixelShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n#if defined(ALPHATEST) || defined(BASIC_RENDER) || defined(OPACITY)\r\nvarying vec2 vUV;\r\n#endif\r\n\r\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\r\nuniform sampler2D diffuseSampler;\r\n#endif\r\n\r\n#if defined(OPACITY)\r\nuniform sampler2D opacitySampler;\r\nuniform float opacityLevel;\r\n#endif\r\n\r\nvoid main(void)\r\n{\r\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\r\n\tvec4 diffuseColor = texture2D(diffuseSampler, vUV);\r\n#endif\r\n\r\n#ifdef ALPHATEST\r\n\tif (diffuseColor.a < 0.4)\r\n\t\tdiscard;\r\n#endif\r\n\r\n#ifdef OPACITY\r\n\tvec4 opacityColor = texture2D(opacitySampler, vUV);\r\n\tfloat alpha = 1.0;\r\n\r\n\t#ifdef OPACITYRGB\r\n\topacityColor.rgb = opacityColor.rgb * vec3(0.3, 0.59, 0.11);\r\n\talpha *= (opacityColor.x + opacityColor.y + opacityColor.z) * opacityLevel;\r\n\t#else\r\n\talpha *= opacityColor.a * opacityLevel;\r\n\t#endif\r\n\r\n\t#if defined(BASIC_RENDER)\r\n\tgl_FragColor = vec4(diffuseColor.rgb, alpha);\r\n\t#else\r\n\tgl_FragColor = vec4(0.0, 0.0, 0.0, alpha);\r\n\t#endif\r\n\r\n\tgl_FragColor.a = alpha;\r\n#else\r\n\t#ifndef BASIC_RENDER\r\n\tgl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\r\n\t#else\r\n\tgl_FragColor = diffuseColor;\r\n\t#endif\r\n#endif\r\n\r\n}\r\n","vrDistortionCorrectionPixelShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\nuniform vec2 LensCenter;\r\nuniform vec2 Scale;\r\nuniform vec2 ScaleIn;\r\nuniform vec4 HmdWarpParam;\r\n\r\nvec2 HmdWarp(vec2 in01) {\r\n\r\n\tvec2 theta = (in01 - LensCenter) * ScaleIn; // Scales to [-1, 1]\r\n\tfloat rSq = theta.x * theta.x + theta.y * theta.y;\r\n\tvec2 rvector = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);\r\n\treturn LensCenter + Scale * rvector;\r\n}\r\n\r\nvoid main(void)\r\n{\r\n\tvec2 tc = HmdWarp(vUV);\r\n\tif (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0)\r\n\t\tgl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\r\n\telse{\r\n\t\tgl_FragColor = vec4(texture2D(textureSampler, tc).rgb, 1.0);\r\n\t}\r\n}","woodPixelShader":"#ifdef GL_ES\r\nprecision highp float;\r\n#endif\r\n\r\nvarying vec2 vPosition;\r\nvarying vec2 vUV;\r\n\r\nuniform float ampScale;\r\nuniform vec3 woodColor;\r\n\r\nfloat rand(vec2 n) {\r\n\treturn fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\r\n}\r\n\r\nfloat noise(vec2 n) {\r\n\tconst vec2 d = vec2(0.0, 1.0);\r\n\tvec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\r\n\treturn mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\r\n}\r\n\r\nfloat fbm(vec2 n) {\r\n\tfloat total = 0.0, amplitude = 1.0;\r\n\tfor (int i = 0; i < 4; i++) {\r\n\t\ttotal += noise(n) * amplitude;\r\n\t\tn += n;\r\n\t\tamplitude *= 0.5;\r\n\t}\r\n\treturn total;\r\n}\r\n\r\nvoid main(void) {\r\n\tfloat ratioy = mod(vUV.x * ampScale, 2.0 + fbm(vUV * 0.8));\r\n\tvec3 wood = woodColor * ratioy;\r\n\tgl_FragColor = vec4(wood, 1.0);\r\n}"};
BABYLON.CollisionWorker="var BABYLON;!function(t){var e=function(t,e,o,i){return t.x>o.x+i?!1:o.x-i>e.x?!1:t.y>o.y+i?!1:o.y-i>e.y?!1:t.z>o.z+i?!1:o.z-i>e.z?!1:!0},o=function(t,e,o,i){var s=e*e-4*t*o,r={root:0,found:!1};if(0>s)return r;var n=Math.sqrt(s),c=(-e-n)/(2*t),h=(-e+n)/(2*t);if(c>h){var a=h;h=c,c=a}return c>0&&i>c?(r.root=c,r.found=!0,r):h>0&&i>h?(r.root=h,r.found=!0,r):r},i=function(){function i(){this.radius=new t.Vector3(1,1,1),this.retry=0,this.basePointWorld=t.Vector3.Zero(),this.velocityWorld=t.Vector3.Zero(),this.normalizedVelocity=t.Vector3.Zero(),this._collisionPoint=t.Vector3.Zero(),this._planeIntersectionPoint=t.Vector3.Zero(),this._tempVector=t.Vector3.Zero(),this._tempVector2=t.Vector3.Zero(),this._tempVector3=t.Vector3.Zero(),this._tempVector4=t.Vector3.Zero(),this._edge=t.Vector3.Zero(),this._baseToVertex=t.Vector3.Zero(),this._destinationPoint=t.Vector3.Zero(),this._slidePlaneNormal=t.Vector3.Zero(),this._displacementVector=t.Vector3.Zero()}return i.prototype._initialize=function(e,o,i){this.velocity=o,t.Vector3.NormalizeToRef(o,this.normalizedVelocity),this.basePoint=e,e.multiplyToRef(this.radius,this.basePointWorld),o.multiplyToRef(this.radius,this.velocityWorld),this.velocityWorldLength=this.velocityWorld.length(),this.epsilon=i,this.collisionFound=!1},i.prototype._checkPointInTriangle=function(e,o,i,s,r){o.subtractToRef(e,this._tempVector),i.subtractToRef(e,this._tempVector2),t.Vector3.CrossToRef(this._tempVector,this._tempVector2,this._tempVector4);var n=t.Vector3.Dot(this._tempVector4,r);return 0>n?!1:(s.subtractToRef(e,this._tempVector3),t.Vector3.CrossToRef(this._tempVector2,this._tempVector3,this._tempVector4),n=t.Vector3.Dot(this._tempVector4,r),0>n?!1:(t.Vector3.CrossToRef(this._tempVector3,this._tempVector,this._tempVector4),n=t.Vector3.Dot(this._tempVector4,r),n>=0))},i.prototype._canDoCollision=function(o,i,s,r){var n=t.Vector3.Distance(this.basePointWorld,o),c=Math.max(this.radius.x,this.radius.y,this.radius.z);return n>this.velocityWorldLength+c+i?!1:e(s,r,this.basePointWorld,this.velocityWorldLength+c)?!0:!1},i.prototype._testTriangle=function(e,i,s,r,n,c){var h,a=!1;i||(i=[]),i[e]||(i[e]=new t.Plane(0,0,0,0),i[e].copyFromPoints(s,r,n));var l=i[e];if(c||l.isFrontFacingTo(this.normalizedVelocity,0)){var _=l.signedDistanceTo(this.basePoint),d=t.Vector3.Dot(l.normal,this.velocity);if(0==d){if(Math.abs(_)>=1)return;a=!0,h=0}else{h=(-1-_)/d;var V=(1-_)/d;if(h>V){var u=V;V=h,h=u}if(h>1||0>V)return;0>h&&(h=0),h>1&&(h=1)}this._collisionPoint.copyFromFloats(0,0,0);var P=!1,p=1;if(a||(this.basePoint.subtractToRef(l.normal,this._planeIntersectionPoint),this.velocity.scaleToRef(h,this._tempVector),this._planeIntersectionPoint.addInPlace(this._tempVector),this._checkPointInTriangle(this._planeIntersectionPoint,s,r,n,l.normal)&&(P=!0,p=h,this._collisionPoint.copyFrom(this._planeIntersectionPoint))),!P){var m=this.velocity.lengthSquared(),f=m;this.basePoint.subtractToRef(s,this._tempVector);var T=2*t.Vector3.Dot(this.velocity,this._tempVector),b=this._tempVector.lengthSquared()-1,y=o(f,T,b,p);y.found&&(p=y.root,P=!0,this._collisionPoint.copyFrom(s)),this.basePoint.subtractToRef(r,this._tempVector),T=2*t.Vector3.Dot(this.velocity,this._tempVector),b=this._tempVector.lengthSquared()-1,y=o(f,T,b,p),y.found&&(p=y.root,P=!0,this._collisionPoint.copyFrom(r)),this.basePoint.subtractToRef(n,this._tempVector),T=2*t.Vector3.Dot(this.velocity,this._tempVector),b=this._tempVector.lengthSquared()-1,y=o(f,T,b,p),y.found&&(p=y.root,P=!0,this._collisionPoint.copyFrom(n)),r.subtractToRef(s,this._edge),s.subtractToRef(this.basePoint,this._baseToVertex);var g=this._edge.lengthSquared(),v=t.Vector3.Dot(this._edge,this.velocity),R=t.Vector3.Dot(this._edge,this._baseToVertex);if(f=g*-m+v*v,T=2*g*t.Vector3.Dot(this.velocity,this._baseToVertex)-2*v*R,b=g*(1-this._baseToVertex.lengthSquared())+R*R,y=o(f,T,b,p),y.found){var D=(v*y.root-R)/g;D>=0&&1>=D&&(p=y.root,P=!0,this._edge.scaleInPlace(D),s.addToRef(this._edge,this._collisionPoint))}n.subtractToRef(r,this._edge),r.subtractToRef(this.basePoint,this._baseToVertex),g=this._edge.lengthSquared(),v=t.Vector3.Dot(this._edge,this.velocity),R=t.Vector3.Dot(this._edge,this._baseToVertex),f=g*-m+v*v,T=2*g*t.Vector3.Dot(this.velocity,this._baseToVertex)-2*v*R,b=g*(1-this._baseToVertex.lengthSquared())+R*R,y=o(f,T,b,p),y.found&&(D=(v*y.root-R)/g,D>=0&&1>=D&&(p=y.root,P=!0,this._edge.scaleInPlace(D),r.addToRef(this._edge,this._collisionPoint))),s.subtractToRef(n,this._edge),n.subtractToRef(this.basePoint,this._baseToVertex),g=this._edge.lengthSquared(),v=t.Vector3.Dot(this._edge,this.velocity),R=t.Vector3.Dot(this._edge,this._baseToVertex),f=g*-m+v*v,T=2*g*t.Vector3.Dot(this.velocity,this._baseToVertex)-2*v*R,b=g*(1-this._baseToVertex.lengthSquared())+R*R,y=o(f,T,b,p),y.found&&(D=(v*y.root-R)/g,D>=0&&1>=D&&(p=y.root,P=!0,this._edge.scaleInPlace(D),n.addToRef(this._edge,this._collisionPoint)))}if(P){var x=p*this.velocity.length();(!this.collisionFound||xc;c+=3){var h=e[o[c]-r],a=e[o[c+1]-r],l=e[o[c+2]-r];this._testTriangle(c,t,l,a,h,n)}},i.prototype._getResponse=function(e,o){e.addToRef(o,this._destinationPoint),o.scaleInPlace(this.nearestDistance/o.length()),this.basePoint.addToRef(o,e),e.subtractToRef(this.intersectionPoint,this._slidePlaneNormal),this._slidePlaneNormal.normalize(),this._slidePlaneNormal.scaleToRef(this.epsilon,this._displacementVector),e.addInPlace(this._displacementVector),this.intersectionPoint.addInPlace(this._displacementVector),this._slidePlaneNormal.scaleInPlace(t.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint,this._slidePlaneNormal,this._destinationPoint)),this._destinationPoint.subtractInPlace(this._slidePlaneNormal),this._destinationPoint.subtractToRef(this.intersectionPoint,o)},i}();t.Collider=i}(BABYLON||(BABYLON={}));var BABYLON;!function(o){o.WorkerIncluded=!0;var i=function(){function o(){this._meshes={},this._geometries={}}return o.prototype.getMeshes=function(){return this._meshes},o.prototype.getGeometries=function(){return this._geometries},o.prototype.getMesh=function(o){return this._meshes[o]},o.prototype.addMesh=function(o){this._meshes[o.uniqueId]=o},o.prototype.getGeometry=function(o){return this._geometries[o]},o.prototype.addGeometry=function(o){this._geometries[o.id]=o},o}();o.CollisionCache=i;var e=function(){function i(i,e,r){this.collider=i,this._collisionCache=e,this.finalPosition=r,this.collisionsScalingMatrix=o.Matrix.Zero(),this.collisionTranformationMatrix=o.Matrix.Zero()}return i.prototype.collideWithWorld=function(o,i,e,r){var t=.01;if(this.collider.retry>=e)return void this.finalPosition.copyFrom(o);this.collider._initialize(o,i,t);for(var s,l=this._collisionCache.getMeshes(),n=Object.keys(l),a=n.length,c=0;a>c;++c)if(s=n[c],parseInt(s)!=r){var d=l[s];d.checkCollisions&&this.checkCollision(d)}return this.collider.collisionFound?((0!==i.x||0!==i.y||0!==i.z)&&this.collider._getResponse(o,i),i.length()<=t?void this.finalPosition.copyFrom(o):(this.collider.retry++,void this.collideWithWorld(o,i,e,r))):void o.addToRef(i,this.finalPosition)},i.prototype.checkCollision=function(i){if(this.collider._canDoCollision(o.Vector3.FromArray(i.sphereCenter),i.sphereRadius,o.Vector3.FromArray(i.boxMinimum),o.Vector3.FromArray(i.boxMaximum))){o.Matrix.ScalingToRef(1/this.collider.radius.x,1/this.collider.radius.y,1/this.collider.radius.z,this.collisionsScalingMatrix);var e=o.Matrix.FromArray(i.worldMatrixFromCache);e.multiplyToRef(this.collisionsScalingMatrix,this.collisionTranformationMatrix),this.processCollisionsForSubMeshes(this.collisionTranformationMatrix,i)}},i.prototype.processCollisionsForSubMeshes=function(o,i){var e,r;if(r=i.subMeshes,e=r.length,!i.geometryId)return void console.log(\"no mesh geometry id\");var t=this._collisionCache.getGeometry(i.geometryId);if(!t)return void console.log(\"couldn't find geometry\",i.geometryId);for(var s=0;e>s;s++){var l=r[s];e>1&&!this.checkSubmeshCollision(l)||this.collideForSubMesh(l,o,t)}},i.prototype.collideForSubMesh=function(i,e,r){if(!r.positionsArray){r.positionsArray=[];for(var t=0,s=r.positions.length;s>t;t+=3){var l=o.Vector3.FromArray([r.positions[t],r.positions[t+1],r.positions[t+2]]);r.positionsArray.push(l)}}if(!i._lastColliderWorldVertices||!i._lastColliderTransformMatrix.equals(e)){i._lastColliderTransformMatrix=e.clone(),i._lastColliderWorldVertices=[],i._trianglePlanes=[];for(var n=i.verticesStart,a=i.verticesStart+i.verticesCount,t=n;a>t;t++)i._lastColliderWorldVertices.push(o.Vector3.TransformCoordinates(r.positionsArray[t],e))}this.collider._collide(i._trianglePlanes,i._lastColliderWorldVertices,r.indices,i.indexStart,i.indexStart+i.indexCount,i.verticesStart,i.hasMaterial)},i.prototype.checkSubmeshCollision=function(i){return this.collider._canDoCollision(o.Vector3.FromArray(i.sphereCenter),i.sphereRadius,o.Vector3.FromArray(i.boxMinimum),o.Vector3.FromArray(i.boxMaximum))},i}();o.CollideWorker=e;var r=function(){function r(){}return r.prototype.onInit=function(o){this._collisionCache=new i;var e={error:0,taskType:0};postMessage(e,void 0)},r.prototype.onUpdate=function(o){for(var i in o.updatedGeometries)o.updatedGeometries.hasOwnProperty(i)&&this._collisionCache.addGeometry(o.updatedGeometries[i]);for(var e in o.updatedMeshes)o.updatedMeshes.hasOwnProperty(e)&&this._collisionCache.addMesh(o.updatedMeshes[e]);var r={error:0,taskType:1};postMessage(r,void 0)},r.prototype.onCollision=function(i){var r=o.Vector3.Zero(),t=new o.Collider;t.radius=o.Vector3.FromArray(i.collider.radius);var s=new e(t,this._collisionCache,r);s.collideWithWorld(o.Vector3.FromArray(i.collider.position),o.Vector3.FromArray(i.collider.velocity),i.maximumRetry,i.excludedMeshUniqueId);var l={collidedMeshUniqueId:t.collidedMesh,collisionId:i.collisionId,newPosition:r.asArray()},n={error:0,taskType:2,payload:l};postMessage(n,void 0)},r}();o.CollisionDetectorTransferable=r;try{if(self&&self instanceof WorkerGlobalScope){window={},o.Collider||(importScripts(\"./babylon.collisionCoordinator.js\"),importScripts(\"./babylon.collider.js\"),importScripts(\"../Math/babylon.math.js\"));var t=new r,s=function(o){var i=o.data;switch(i.taskType){case 0:t.onInit(i.payload);break;case 2:t.onCollision(i.payload);break;case 1:t.onUpdate(i.payload)}};self.onmessage=s}}catch(l){console.log(\"single worker init\")}}(BABYLON||(BABYLON={}));var BABYLON;!function(e){e.CollisionWorker=\"\",function(e){e[e.INIT=0]=\"INIT\",e[e.UPDATE=1]=\"UPDATE\",e[e.COLLIDE=2]=\"COLLIDE\"}(e.WorkerTaskType||(e.WorkerTaskType={}));e.WorkerTaskType;!function(e){e[e.SUCCESS=0]=\"SUCCESS\",e[e.UNKNOWN_ERROR=1]=\"UNKNOWN_ERROR\"}(e.WorkerReplyType||(e.WorkerReplyType={}));var o=(e.WorkerReplyType,function(){function o(){var i=this;this._scaledPosition=e.Vector3.Zero(),this._scaledVelocity=e.Vector3.Zero(),this.onMeshUpdated=function(e){i._addUpdateMeshesList[e.uniqueId]=o.SerializeMesh(e)},this.onGeometryUpdated=function(e){i._addUpdateGeometriesList[e.id]=o.SerializeGeometry(e)},this._afterRender=function(){if(i._init&&!(0==i._toRemoveGeometryArray.length&&0==i._toRemoveMeshesArray.length&&0==Object.keys(i._addUpdateGeometriesList).length&&0==Object.keys(i._addUpdateMeshesList).length||i._runningUpdated>4)){++i._runningUpdated;var e={updatedMeshes:i._addUpdateMeshesList,updatedGeometries:i._addUpdateGeometriesList,removedGeometries:i._toRemoveGeometryArray,removedMeshes:i._toRemoveMeshesArray},o={payload:e,taskType:1},t=[];for(var r in e.updatedGeometries)e.updatedGeometries.hasOwnProperty(r)&&(t.push(o.payload.updatedGeometries[r].indices.buffer),t.push(o.payload.updatedGeometries[r].normals.buffer),t.push(o.payload.updatedGeometries[r].positions.buffer));i._worker.postMessage(o,t),i._addUpdateMeshesList={},i._addUpdateGeometriesList={},i._toRemoveGeometryArray=[],i._toRemoveMeshesArray=[]}},this._onMessageFromWorker=function(o){var t=o.data;if(0!=t.error)return void e.Tools.Warn(\"error returned from worker!\");switch(t.taskType){case 0:i._init=!0,i._scene.meshes.forEach(function(e){i.onMeshAdded(e)}),i._scene.getGeometries().forEach(function(e){i.onGeometryAdded(e)});break;case 1:i._runningUpdated--;break;case 2:i._runningCollisionTask=!1;var r=t.payload;if(!i._collisionsCallbackArray[r.collisionId])return;i._collisionsCallbackArray[r.collisionId](r.collisionId,e.Vector3.FromArray(r.newPosition),i._scene.getMeshByUniqueID(r.collidedMeshUniqueId)),i._collisionsCallbackArray[r.collisionId]=void 0}},this._collisionsCallbackArray=[],this._init=!1,this._runningUpdated=0,this._runningCollisionTask=!1,this._addUpdateMeshesList={},this._addUpdateGeometriesList={},this._toRemoveGeometryArray=[],this._toRemoveMeshesArray=[]}return o.prototype.getNewPosition=function(e,o,i,t,r,s,n){if(this._init&&!this._collisionsCallbackArray[n]&&!this._collisionsCallbackArray[n+1e5]){e.divideToRef(i.radius,this._scaledPosition),o.divideToRef(i.radius,this._scaledVelocity),this._collisionsCallbackArray[n]=s;var a={collider:{position:this._scaledPosition.asArray(),velocity:this._scaledVelocity.asArray(),radius:i.radius.asArray()},collisionId:n,excludedMeshUniqueId:r?r.uniqueId:null,maximumRetry:t},d={payload:a,taskType:2};this._worker.postMessage(d)}},o.prototype.init=function(o){this._scene=o,this._scene.registerAfterRender(this._afterRender);var i=e.WorkerIncluded?e.Engine.CodeRepository+\"Collisions/babylon.collisionWorker.js\":URL.createObjectURL(new Blob([e.CollisionWorker],{type:\"application/javascript\"}));this._worker=new Worker(i),this._worker.onmessage=this._onMessageFromWorker;var t={payload:{},taskType:0};this._worker.postMessage(t)},o.prototype.destroy=function(){this._scene.unregisterAfterRender(this._afterRender),this._worker.terminate()},o.prototype.onMeshAdded=function(e){e.registerAfterWorldMatrixUpdate(this.onMeshUpdated),this.onMeshUpdated(e)},o.prototype.onMeshRemoved=function(e){this._toRemoveMeshesArray.push(e.uniqueId)},o.prototype.onGeometryAdded=function(e){e.onGeometryUpdated=this.onGeometryUpdated,this.onGeometryUpdated(e)},o.prototype.onGeometryDeleted=function(e){this._toRemoveGeometryArray.push(e.id)},o.SerializeMesh=function(e){var o=[];e.subMeshes&&(o=e.subMeshes.map(function(e,o){return{position:o,verticesStart:e.verticesStart,verticesCount:e.verticesCount,indexStart:e.indexStart,indexCount:e.indexCount,hasMaterial:!!e.getMaterial(),sphereCenter:e.getBoundingInfo().boundingSphere.centerWorld.asArray(),sphereRadius:e.getBoundingInfo().boundingSphere.radiusWorld,boxMinimum:e.getBoundingInfo().boundingBox.minimumWorld.asArray(),boxMaximum:e.getBoundingInfo().boundingBox.maximumWorld.asArray()}}));var i=e.geometry?e.geometry.id:null;return{uniqueId:e.uniqueId,id:e.id,name:e.name,geometryId:i,sphereCenter:e.getBoundingInfo().boundingSphere.centerWorld.asArray(),sphereRadius:e.getBoundingInfo().boundingSphere.radiusWorld,boxMinimum:e.getBoundingInfo().boundingBox.minimumWorld.asArray(),boxMaximum:e.getBoundingInfo().boundingBox.maximumWorld.asArray(),worldMatrixFromCache:e.worldMatrixFromCache.asArray(),subMeshes:o,checkCollisions:e.checkCollisions}},o.SerializeGeometry=function(o){return{id:o.id,positions:new Float32Array(o.getVerticesData(e.VertexBuffer.PositionKind)||[]),normals:new Float32Array(o.getVerticesData(e.VertexBuffer.NormalKind)||[]),indices:new Int32Array(o.getIndices()||[])}},o}());e.CollisionCoordinatorWorker=o;var i=function(){function o(){this._scaledPosition=e.Vector3.Zero(),this._scaledVelocity=e.Vector3.Zero(),this._finalPosition=e.Vector3.Zero()}return o.prototype.getNewPosition=function(e,o,i,t,r,s,n){e.divideToRef(i.radius,this._scaledPosition),o.divideToRef(i.radius,this._scaledVelocity),i.retry=0,i.initialVelocity=this._scaledVelocity,i.initialPosition=this._scaledPosition,this._collideWithWorld(this._scaledPosition,this._scaledVelocity,i,t,this._finalPosition,r),this._finalPosition.multiplyInPlace(i.radius),s(n,this._finalPosition,i.collidedMesh)},o.prototype.init=function(e){this._scene=e},o.prototype.destroy=function(){},o.prototype.onMeshAdded=function(e){},o.prototype.onMeshUpdated=function(e){},o.prototype.onMeshRemoved=function(e){},o.prototype.onGeometryAdded=function(e){},o.prototype.onGeometryUpdated=function(e){},o.prototype.onGeometryDeleted=function(e){},o.prototype._collideWithWorld=function(o,i,t,r,s,n){void 0===n&&(n=null);var a=10*e.Engine.CollisionsEpsilon;if(t.retry>=r)return void s.copyFrom(o);t._initialize(o,i,a);for(var d=0;dn.x?n.x:r,r=rn.y?n.y:s,s=so.x?t.x:o.x,r=t.y>o.y?t.y:o.y;return new i(n,r)},i.Transform=function(t,o){var n=t.x*o.m[0]+t.y*o.m[4],r=t.x*o.m[1]+t.y*o.m[5];return new i(n,r)},i.Distance=function(t,o){return Math.sqrt(i.DistanceSquared(t,o))},i.DistanceSquared=function(t,i){var o=t.x-i.x,n=t.y-i.y;return o*o+n*n},i}();t.Vector2=n;var r=function(){function i(t,i,o){this.x=t,this.y=i,this.z=o}return i.prototype.toString=function(){return\"{X: \"+this.x+\" Y:\"+this.y+\" Z:\"+this.z+\"}\"},i.prototype.asArray=function(){var t=[];return this.toArray(t,0),t},i.prototype.toArray=function(t,i){return void 0===i&&(i=0),t[i]=this.x,t[i+1]=this.y,t[i+2]=this.z,this},i.prototype.toQuaternion=function(){var t=new e(0,0,0,1),i=Math.cos(.5*(this.x+this.z)),o=Math.sin(.5*(this.x+this.z)),n=Math.cos(.5*(this.z-this.x)),r=Math.sin(.5*(this.z-this.x)),s=Math.cos(.5*this.y),a=Math.sin(.5*this.y);return t.x=n*a,t.y=-r*a,t.z=o*s,t.w=i*s,t},i.prototype.addInPlace=function(t){return this.x+=t.x,this.y+=t.y,this.z+=t.z,this},i.prototype.add=function(t){return new i(this.x+t.x,this.y+t.y,this.z+t.z)},i.prototype.addToRef=function(t,i){return i.x=this.x+t.x,i.y=this.y+t.y,i.z=this.z+t.z,this},i.prototype.subtractInPlace=function(t){return this.x-=t.x,this.y-=t.y,this.z-=t.z,this},i.prototype.subtract=function(t){return new i(this.x-t.x,this.y-t.y,this.z-t.z)},i.prototype.subtractToRef=function(t,i){return i.x=this.x-t.x,i.y=this.y-t.y,i.z=this.z-t.z,this},i.prototype.subtractFromFloats=function(t,o,n){return new i(this.x-t,this.y-o,this.z-n)},i.prototype.subtractFromFloatsToRef=function(t,i,o,n){return n.x=this.x-t,n.y=this.y-i,n.z=this.z-o,this},i.prototype.negate=function(){return new i(-this.x,-this.y,-this.z)},i.prototype.scaleInPlace=function(t){return this.x*=t,this.y*=t,this.z*=t,this},i.prototype.scale=function(t){return new i(this.x*t,this.y*t,this.z*t)},i.prototype.scaleToRef=function(t,i){i.x=this.x*t,i.y=this.y*t,i.z=this.z*t},i.prototype.equals=function(t){return t&&this.x===t.x&&this.y===t.y&&this.z===t.z},i.prototype.equalsWithEpsilon=function(i){return i&&t.Tools.WithinEpsilon(this.x,i.x)&&t.Tools.WithinEpsilon(this.y,i.y)&&t.Tools.WithinEpsilon(this.z,i.z)},i.prototype.equalsToFloats=function(t,i,o){return this.x===t&&this.y===i&&this.z===o},i.prototype.multiplyInPlace=function(t){return this.x*=t.x,this.y*=t.y,this.z*=t.z,this},i.prototype.multiply=function(t){return new i(this.x*t.x,this.y*t.y,this.z*t.z)},i.prototype.multiplyToRef=function(t,i){return i.x=this.x*t.x,i.y=this.y*t.y,i.z=this.z*t.z,this},i.prototype.multiplyByFloats=function(t,o,n){return new i(this.x*t,this.y*o,this.z*n)},i.prototype.divide=function(t){return new i(this.x/t.x,this.y/t.y,this.z/t.z)},i.prototype.divideToRef=function(t,i){return i.x=this.x/t.x,i.y=this.y/t.y,i.z=this.z/t.z,this},i.prototype.MinimizeInPlace=function(t){return t.xthis.x&&(this.x=t.x),t.y>this.y&&(this.y=t.y),t.z>this.z&&(this.z=t.z),this},i.prototype.length=function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)},i.prototype.lengthSquared=function(){return this.x*this.x+this.y*this.y+this.z*this.z},i.prototype.normalize=function(){var t=this.length();if(0===t)return this;var i=1/t;return this.x*=i,this.y*=i,this.z*=i,this},i.prototype.clone=function(){return new i(this.x,this.y,this.z)},i.prototype.copyFrom=function(t){return this.x=t.x,this.y=t.y,this.z=t.z,this},i.prototype.copyFromFloats=function(t,i,o){return this.x=t,this.y=i,this.z=o,this},i.GetClipFactor=function(t,o,n,r){var s=i.Dot(t,n)-r,e=i.Dot(o,n)-r,a=s/(s-e);return a},i.FromArray=function(t,o){return o||(o=0),new i(t[o],t[o+1],t[o+2])},i.FromArrayToRef=function(t,i,o){o.x=t[i],o.y=t[i+1],o.z=t[i+2]},i.FromFloatArrayToRef=function(t,i,o){o.x=t[i],o.y=t[i+1],o.z=t[i+2]},i.FromFloatsToRef=function(t,i,o,n){n.x=t,n.y=i,n.z=o},i.Zero=function(){return new i(0,0,0)},i.Up=function(){return new i(0,1,0)},i.TransformCoordinates=function(t,o){var n=i.Zero();return i.TransformCoordinatesToRef(t,o,n),n},i.TransformCoordinatesToRef=function(t,i,o){var n=t.x*i.m[0]+t.y*i.m[4]+t.z*i.m[8]+i.m[12],r=t.x*i.m[1]+t.y*i.m[5]+t.z*i.m[9]+i.m[13],s=t.x*i.m[2]+t.y*i.m[6]+t.z*i.m[10]+i.m[14],e=t.x*i.m[3]+t.y*i.m[7]+t.z*i.m[11]+i.m[15];o.x=n/e,o.y=r/e,o.z=s/e},i.TransformCoordinatesFromFloatsToRef=function(t,i,o,n,r){var s=t*n.m[0]+i*n.m[4]+o*n.m[8]+n.m[12],e=t*n.m[1]+i*n.m[5]+o*n.m[9]+n.m[13],a=t*n.m[2]+i*n.m[6]+o*n.m[10]+n.m[14],h=t*n.m[3]+i*n.m[7]+o*n.m[11]+n.m[15];r.x=s/h,r.y=e/h,r.z=a/h},i.TransformCoordinatesToRefSIMD=function(t,i,o){var n=SIMD.float32x4.loadXYZ(t._data,0),r=SIMD.float32x4.load(i.m,0),s=SIMD.float32x4.load(i.m,4),e=SIMD.float32x4.load(i.m,8),a=SIMD.float32x4.load(i.m,12),h=SIMD.float32x4.add(SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(n,0,0,0,0),r),SIMD.float32x4.mul(SIMD.float32x4.swizzle(n,1,1,1,1),s)),SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(n,2,2,2,2),e),a));h=SIMD.float32x4.div(h,SIMD.float32x4.swizzle(h,3,3,3,3)),SIMD.float32x4.storeXYZ(o._data,0,h)},i.TransformCoordinatesFromFloatsToRefSIMD=function(t,i,o,n,r){var s=SIMD.float32x4.splat(t),e=SIMD.float32x4.splat(i),a=SIMD.float32x4.splat(o),h=SIMD.float32x4.load(n.m,0),u=SIMD.float32x4.load(n.m,4),l=SIMD.float32x4.load(n.m,8),m=SIMD.float32x4.load(n.m,12),f=SIMD.float32x4.add(SIMD.float32x4.add(SIMD.float32x4.mul(s,h),SIMD.float32x4.mul(e,u)),SIMD.float32x4.add(SIMD.float32x4.mul(a,l),m));f=SIMD.float32x4.div(f,SIMD.float32x4.swizzle(f,3,3,3,3)),SIMD.float32x4.storeXYZ(r._data,0,f)},i.TransformNormal=function(t,o){var n=i.Zero();return i.TransformNormalToRef(t,o,n),n},i.TransformNormalToRef=function(t,i,o){o.x=t.x*i.m[0]+t.y*i.m[4]+t.z*i.m[8],o.y=t.x*i.m[1]+t.y*i.m[5]+t.z*i.m[9],o.z=t.x*i.m[2]+t.y*i.m[6]+t.z*i.m[10]},i.TransformNormalFromFloatsToRef=function(t,i,o,n,r){r.x=t*n.m[0]+i*n.m[4]+o*n.m[8],r.y=t*n.m[1]+i*n.m[5]+o*n.m[9],r.z=t*n.m[2]+i*n.m[6]+o*n.m[10]},i.CatmullRom=function(t,o,n,r,s){var e=s*s,a=s*e,h=.5*(2*o.x+(-t.x+n.x)*s+(2*t.x-5*o.x+4*n.x-r.x)*e+(-t.x+3*o.x-3*n.x+r.x)*a),u=.5*(2*o.y+(-t.y+n.y)*s+(2*t.y-5*o.y+4*n.y-r.y)*e+(-t.y+3*o.y-3*n.y+r.y)*a),l=.5*(2*o.z+(-t.z+n.z)*s+(2*t.z-5*o.z+4*n.z-r.z)*e+(-t.z+3*o.z-3*n.z+r.z)*a);return new i(h,u,l)},i.Clamp=function(t,o,n){var r=t.x;r=r>n.x?n.x:r,r=rn.y?n.y:s,s=sn.z?n.z:e,e=eD&&2>d&&(x=Math.PI+x),new t.Vector3(y,x,c)},i}();t.Vector3=r;var s=function(){function i(t,i,o,n){this.x=t,this.y=i,this.z=o,this.w=n}return i.prototype.toString=function(){return\"{X: \"+this.x+\" Y:\"+this.y+\" Z:\"+this.z+\"W:\"+this.w+\"}\"},i.prototype.asArray=function(){var t=[];return this.toArray(t,0),t},i.prototype.toArray=function(t,i){return void 0===i&&(i=0),t[i]=this.x,t[i+1]=this.y,t[i+2]=this.z,t[i+3]=this.w,this},i.prototype.addInPlace=function(t){return this.x+=t.x,this.y+=t.y,this.z+=t.z,this.w+=t.w,this},i.prototype.add=function(t){return new i(this.x+t.x,this.y+t.y,this.z+t.z,this.w+t.w)},i.prototype.addToRef=function(t,i){return i.x=this.x+t.x,i.y=this.y+t.y,i.z=this.z+t.z,i.w=this.w+t.w,this},i.prototype.subtractInPlace=function(t){return this.x-=t.x,this.y-=t.y,this.z-=t.z,this.w-=t.w,this},i.prototype.subtract=function(t){return new i(this.x-t.x,this.y-t.y,this.z-t.z,this.w-t.w)},i.prototype.subtractToRef=function(t,i){return i.x=this.x-t.x,i.y=this.y-t.y,i.z=this.z-t.z,i.w=this.w-t.w,this},i.prototype.subtractFromFloats=function(t,o,n,r){return new i(this.x-t,this.y-o,this.z-n,this.w-r)},i.prototype.subtractFromFloatsToRef=function(t,i,o,n,r){return r.x=this.x-t,r.y=this.y-i,r.z=this.z-o,r.w=this.w-n,this},i.prototype.negate=function(){return new i(-this.x,-this.y,-this.z,-this.w)},i.prototype.scaleInPlace=function(t){return this.x*=t,this.y*=t,this.z*=t,this.w*=t,this},i.prototype.scale=function(t){return new i(this.x*t,this.y*t,this.z*t,this.w*t)},i.prototype.scaleToRef=function(t,i){i.x=this.x*t,i.y=this.y*t,i.z=this.z*t,i.w=this.w*t},i.prototype.equals=function(t){return t&&this.x===t.x&&this.y===t.y&&this.z===t.z&&this.w===t.w},i.prototype.equalsWithEpsilon=function(i){return Math.abs(this.x-i.x)this.x&&(this.x=t.x),t.y>this.y&&(this.y=t.y),t.z>this.z&&(this.z=t.z),t.w>this.w&&(this.w=t.w),this},i.prototype.length=function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},i.prototype.lengthSquared=function(){return this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w},i.prototype.normalize=function(){var t=this.length();if(0===t)return this;var i=1/t;return this.x*=i,this.y*=i,this.z*=i,this.w*=i,this},i.prototype.clone=function(){return new i(this.x,this.y,this.z,this.w)},i.prototype.copyFrom=function(t){return this.x=t.x,this.y=t.y,this.z=t.z,this.w=t.w,this},i.prototype.copyFromFloats=function(t,i,o,n){return this.x=t,this.y=i,this.z=o,this.w=n,this},i.FromArray=function(t,o){return o||(o=0),new i(t[o],t[o+1],t[o+2],t[o+3])},i.FromArrayToRef=function(t,i,o){o.x=t[i],o.y=t[i+1],o.z=t[i+2],o.w=t[i+3]},i.FromFloatArrayToRef=function(t,i,o){o.x=t[i],o.y=t[i+1],o.z=t[i+2],o.w=t[i+3]},i.FromFloatsToRef=function(t,i,o,n,r){r.x=t,r.y=i,r.z=o,r.w=n},i.Zero=function(){return new i(0,0,0,0)},i.Normalize=function(t){var o=i.Zero();return i.NormalizeToRef(t,o),o},i.NormalizeToRef=function(t,i){i.copyFrom(t),i.normalize()},i.Minimize=function(t,i){var o=t.clone();return o.MinimizeInPlace(i),o},i.Maximize=function(t,i){var o=t.clone();return o.MaximizeInPlace(i),o},i.Distance=function(t,o){return Math.sqrt(i.DistanceSquared(t,o))},i.DistanceSquared=function(t,i){var o=t.x-i.x,n=t.y-i.y,r=t.z-i.z,s=t.w-i.w;return o*o+n*n+r*r+s*s},i.Center=function(t,i){var o=t.add(i);return o.scaleInPlace(.5),o},i}();t.Vector4=s;var e=function(){function t(t,i,o,n){void 0===t&&(t=0),void 0===i&&(i=0),void 0===o&&(o=0),void 0===n&&(n=1),this.x=t,this.y=i,this.z=o,this.w=n}return t.prototype.toString=function(){return\"{X: \"+this.x+\" Y:\"+this.y+\" Z:\"+this.z+\" W:\"+this.w+\"}\"},t.prototype.asArray=function(){return[this.x,this.y,this.z,this.w]},t.prototype.equals=function(t){return t&&this.x===t.x&&this.y===t.y&&this.z===t.z&&this.w===t.w},t.prototype.clone=function(){return new t(this.x,this.y,this.z,this.w)},t.prototype.copyFrom=function(t){return this.x=t.x,this.y=t.y,this.z=t.z,this.w=t.w,this},t.prototype.copyFromFloats=function(t,i,o,n){return this.x=t,this.y=i,this.z=o,this.w=n,this},t.prototype.add=function(i){return new t(this.x+i.x,this.y+i.y,this.z+i.z,this.w+i.w)},t.prototype.subtract=function(i){return new t(this.x-i.x,this.y-i.y,this.z-i.z,this.w-i.w)},t.prototype.scale=function(i){return new t(this.x*i,this.y*i,this.z*i,this.w*i)},t.prototype.multiply=function(i){var o=new t(0,0,0,1);return this.multiplyToRef(i,o),o},t.prototype.multiplyToRef=function(t,i){return i.x=this.x*t.w+this.y*t.z-this.z*t.y+this.w*t.x,i.y=-this.x*t.z+this.y*t.w+this.z*t.x+this.w*t.y,i.z=this.x*t.y-this.y*t.x+this.z*t.w+this.w*t.z,i.w=-this.x*t.x-this.y*t.y-this.z*t.z+this.w*t.w,this},t.prototype.length=function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},t.prototype.normalize=function(){var t=1/this.length();return this.x*=t,this.y*=t,this.z*=t,this.w*=t,this},t.prototype.toEulerAngles=function(){var t=r.Zero();return this.toEulerAnglesToRef(t),t},t.prototype.toEulerAnglesToRef=function(t){var i=this.x,o=this.y,n=this.z,r=this.w,s=i*o,e=i*n,a=r*o,h=r*n,u=r*i,l=o*n,m=i*i,f=o*o,x=m+f;return 0!==x&&1!==x?(t.x=Math.atan2(e+a,u-l),t.y=Math.acos(1-2*x),t.z=Math.atan2(e-a,u+l)):0===x?(t.x=0,t.y=0,t.z=Math.atan2(s-h,.5-f-n*n)):(t.x=Math.atan2(s-h,.5-f-n*n),t.y=Math.PI,t.z=0),this},t.prototype.toRotationMatrix=function(t){var i=this.x*this.x,o=this.y*this.y,n=this.z*this.z,r=this.x*this.y,s=this.z*this.w,e=this.z*this.x,a=this.y*this.w,h=this.y*this.z,u=this.x*this.w;return t.m[0]=1-2*(o+n),t.m[1]=2*(r+s),t.m[2]=2*(e-a),t.m[3]=0,t.m[4]=2*(r-s),t.m[5]=1-2*(n+i),t.m[6]=2*(h+u),t.m[7]=0,t.m[8]=2*(e+a),t.m[9]=2*(h-u),t.m[10]=1-2*(o+i),t.m[11]=0,t.m[12]=0,t.m[13]=0,t.m[14]=0,t.m[15]=1,this},t.prototype.fromRotationMatrix=function(i){return t.FromRotationMatrixToRef(i,this),this},t.FromRotationMatrix=function(i){var o=new t;return t.FromRotationMatrixToRef(i,o),o},t.FromRotationMatrixToRef=function(t,i){var o,n=t.m,r=n[0],s=n[4],e=n[8],a=n[1],h=n[5],u=n[9],l=n[2],m=n[6],f=n[10],x=r+h+f;x>0?(o=.5/Math.sqrt(x+1),i.w=.25/o,i.x=(m-u)*o,i.y=(e-l)*o,i.z=(a-s)*o):r>h&&r>f?(o=2*Math.sqrt(1+r-h-f),i.w=(m-u)/o,i.x=.25*o,i.y=(s+a)/o,i.z=(e+l)/o):h>f?(o=2*Math.sqrt(1+h-r-f),i.w=(e-l)/o,i.x=(s+a)/o,i.y=.25*o,i.z=(u+m)/o):(o=2*Math.sqrt(1+f-r-h),i.w=(a-s)/o,i.x=(e+l)/o,i.y=(u+m)/o,i.z=.25*o)},t.Inverse=function(i){return new t(-i.x,-i.y,-i.z,i.w)},t.Identity=function(){return new t(0,0,0,1)},t.RotationAxis=function(i,o){var n=new t,r=Math.sin(o/2);return n.w=Math.cos(o/2),n.x=i.x*r,n.y=i.y*r,n.z=i.z*r,n},t.FromArray=function(i,o){return o||(o=0),new t(i[o],i[o+1],i[o+2],i[o+3])},t.RotationYawPitchRoll=function(i,o,n){var r=new t;return t.RotationYawPitchRollToRef(i,o,n,r),r},t.RotationYawPitchRollToRef=function(t,i,o,n){var r=.5*o,s=.5*i,e=.5*t,a=Math.sin(r),h=Math.cos(r),u=Math.sin(s),l=Math.cos(s),m=Math.sin(e),f=Math.cos(e);n.x=f*u*h+m*l*a,n.y=m*l*h-f*u*a,n.z=f*l*a-m*u*h,n.w=f*l*h+m*u*a},t.RotationAlphaBetaGamma=function(i,o,n){var r=new t;return t.RotationAlphaBetaGammaToRef(i,o,n,r),r},t.RotationAlphaBetaGammaToRef=function(t,i,o,n){var r=.5*(o+t),s=.5*(o-t),e=.5*i;n.x=Math.cos(s)*Math.sin(e),n.y=Math.sin(s)*Math.sin(e),n.z=Math.sin(r)*Math.cos(e),n.w=Math.cos(r)*Math.cos(e)},t.Slerp=function(i,o,n){var r,s,e=n,a=i.x*o.x+i.y*o.y+i.z*o.z+i.w*o.w,h=!1;if(0>a&&(h=!0,a=-a),a>.999999)s=1-e,r=h?-e:e;else{var u=Math.acos(a),l=1/Math.sin(u);s=Math.sin((1-e)*u)*l,r=h?-Math.sin(e*u)*l:Math.sin(e*u)*l}return new t(s*i.x+r*o.x,s*i.y+r*o.y,s*i.z+r*o.z,s*i.w+r*o.w)},t}();t.Quaternion=e;var a=function(){function i(){this.m=new Float32Array(16)}return i.prototype.isIdentity=function(){return 1!==this.m[0]||1!==this.m[5]||1!==this.m[10]||1!==this.m[15]?!1:0!==this.m[1]||0!==this.m[2]||0!==this.m[3]||0!==this.m[4]||0!==this.m[6]||0!==this.m[7]||0!==this.m[8]||0!==this.m[9]||0!==this.m[11]||0!==this.m[12]||0!==this.m[13]||0!==this.m[14]?!1:!0},i.prototype.determinant=function(){var t=this.m[10]*this.m[15]-this.m[11]*this.m[14],i=this.m[9]*this.m[15]-this.m[11]*this.m[13],o=this.m[9]*this.m[14]-this.m[10]*this.m[13],n=this.m[8]*this.m[15]-this.m[11]*this.m[12],r=this.m[8]*this.m[14]-this.m[10]*this.m[12],s=this.m[8]*this.m[13]-this.m[9]*this.m[12];return this.m[0]*(this.m[5]*t-this.m[6]*i+this.m[7]*o)-this.m[1]*(this.m[4]*t-this.m[6]*n+this.m[7]*r)+this.m[2]*(this.m[4]*i-this.m[5]*n+this.m[7]*s)-this.m[3]*(this.m[4]*o-this.m[5]*r+this.m[6]*s)},i.prototype.toArray=function(){return this.m},i.prototype.asArray=function(){return this.toArray()},i.prototype.invert=function(){return this.invertToRef(this),this},i.prototype.invertToRef=function(t){var i=this.m[0],o=this.m[1],n=this.m[2],r=this.m[3],s=this.m[4],e=this.m[5],a=this.m[6],h=this.m[7],u=this.m[8],l=this.m[9],m=this.m[10],f=this.m[11],x=this.m[12],y=this.m[13],c=this.m[14],p=this.m[15],z=m*p-f*c,M=l*p-f*y,w=l*c-m*y,I=u*p-f*x,d=u*c-m*x,D=u*y-l*x,S=e*z-a*M+h*w,v=-(s*z-a*I+h*d),g=s*M-e*I+h*D,T=-(s*w-e*d+a*D),R=1/(i*S+o*v+n*g+r*T),_=a*p-h*c,b=e*p-h*y,A=e*c-a*y,F=s*p-h*x,P=s*c-a*x,C=s*y-e*x,L=a*f-h*m,q=e*f-h*l,V=e*m-a*l,E=s*f-h*u,Z=s*m-a*u,N=s*l-e*u;return t.m[0]=S*R,t.m[4]=v*R,t.m[8]=g*R,t.m[12]=T*R,t.m[1]=-(o*z-n*M+r*w)*R,t.m[5]=(i*z-n*I+r*d)*R,t.m[9]=-(i*M-o*I+r*D)*R,t.m[13]=(i*w-o*d+n*D)*R,t.m[2]=(o*_-n*b+r*A)*R,t.m[6]=-(i*_-n*F+r*P)*R,t.m[10]=(i*b-o*F+r*C)*R,t.m[14]=-(i*A-o*P+n*C)*R,t.m[3]=-(o*L-n*q+r*V)*R,t.m[7]=(i*L-n*E+r*Z)*R,t.m[11]=-(i*q-o*E+r*N)*R,t.m[15]=(i*V-o*Z+n*N)*R,this},i.prototype.invertToRefSIMD=function(t){var i,o,n,r,s,e,a,h,u,l,m=this.m,f=t.m,x=SIMD.float32x4.load(m,0),y=SIMD.float32x4.load(m,4),c=SIMD.float32x4.load(m,8),p=SIMD.float32x4.load(m,12);return s=SIMD.float32x4.shuffle(x,y,0,1,4,5),o=SIMD.float32x4.shuffle(c,p,0,1,4,5),i=SIMD.float32x4.shuffle(s,o,0,2,4,6),o=SIMD.float32x4.shuffle(o,s,1,3,5,7),s=SIMD.float32x4.shuffle(x,y,2,3,6,7),r=SIMD.float32x4.shuffle(c,p,2,3,6,7),n=SIMD.float32x4.shuffle(s,r,0,2,4,6),r=SIMD.float32x4.shuffle(r,s,1,3,5,7),s=SIMD.float32x4.mul(n,r),s=SIMD.float32x4.swizzle(s,1,0,3,2),e=SIMD.float32x4.mul(o,s),a=SIMD.float32x4.mul(i,s),s=SIMD.float32x4.swizzle(s,2,3,0,1),e=SIMD.float32x4.sub(SIMD.float32x4.mul(o,s),e),a=SIMD.float32x4.sub(SIMD.float32x4.mul(i,s),a),a=SIMD.float32x4.swizzle(a,2,3,0,1),s=SIMD.float32x4.mul(o,n),s=SIMD.float32x4.swizzle(s,1,0,3,2),e=SIMD.float32x4.add(SIMD.float32x4.mul(r,s),e),u=SIMD.float32x4.mul(i,s),s=SIMD.float32x4.swizzle(s,2,3,0,1),e=SIMD.float32x4.sub(e,SIMD.float32x4.mul(r,s)),u=SIMD.float32x4.sub(SIMD.float32x4.mul(i,s),u),u=SIMD.float32x4.swizzle(u,2,3,0,1),s=SIMD.float32x4.mul(SIMD.float32x4.swizzle(o,2,3,0,1),r),s=SIMD.float32x4.swizzle(s,1,0,3,2),n=SIMD.float32x4.swizzle(n,2,3,0,1),e=SIMD.float32x4.add(SIMD.float32x4.mul(n,s),e),h=SIMD.float32x4.mul(i,s),s=SIMD.float32x4.swizzle(s,2,3,0,1),e=SIMD.float32x4.sub(e,SIMD.float32x4.mul(n,s)),h=SIMD.float32x4.sub(SIMD.float32x4.mul(i,s),h),h=SIMD.float32x4.swizzle(h,2,3,0,1),s=SIMD.float32x4.mul(i,o),s=SIMD.float32x4.swizzle(s,1,0,3,2),h=SIMD.float32x4.add(SIMD.float32x4.mul(r,s),h),u=SIMD.float32x4.sub(SIMD.float32x4.mul(n,s),u),s=SIMD.float32x4.swizzle(s,2,3,0,1),h=SIMD.float32x4.sub(SIMD.float32x4.mul(r,s),h),u=SIMD.float32x4.sub(u,SIMD.float32x4.mul(n,s)),s=SIMD.float32x4.mul(i,r),s=SIMD.float32x4.swizzle(s,1,0,3,2),a=SIMD.float32x4.sub(a,SIMD.float32x4.mul(n,s)),h=SIMD.float32x4.add(SIMD.float32x4.mul(o,s),h),s=SIMD.float32x4.swizzle(s,2,3,0,1),a=SIMD.float32x4.add(SIMD.float32x4.mul(n,s),a),h=SIMD.float32x4.sub(h,SIMD.float32x4.mul(o,s)),s=SIMD.float32x4.mul(i,n),s=SIMD.float32x4.swizzle(s,1,0,3,2),a=SIMD.float32x4.add(SIMD.float32x4.mul(r,s),a),u=SIMD.float32x4.sub(u,SIMD.float32x4.mul(o,s)),s=SIMD.float32x4.swizzle(s,2,3,0,1),a=SIMD.float32x4.sub(a,SIMD.float32x4.mul(r,s)),u=SIMD.float32x4.add(SIMD.float32x4.mul(o,s),u),l=SIMD.float32x4.mul(i,e),l=SIMD.float32x4.add(SIMD.float32x4.swizzle(l,2,3,0,1),l),l=SIMD.float32x4.add(SIMD.float32x4.swizzle(l,1,0,3,2),l),s=SIMD.float32x4.reciprocalApproximation(l),l=SIMD.float32x4.sub(SIMD.float32x4.add(s,s),SIMD.float32x4.mul(l,SIMD.float32x4.mul(s,s))),l=SIMD.float32x4.swizzle(l,0,0,0,0),e=SIMD.float32x4.mul(l,e),a=SIMD.float32x4.mul(l,a),h=SIMD.float32x4.mul(l,h),u=SIMD.float32x4.mul(l,u),SIMD.float32x4.store(f,0,e),SIMD.float32x4.store(f,4,a),SIMD.float32x4.store(f,8,h),SIMD.float32x4.store(f,12,u),this},i.prototype.setTranslation=function(t){return this.m[12]=t.x,this.m[13]=t.y,this.m[14]=t.z,this},i.prototype.multiply=function(t){var o=new i;return this.multiplyToRef(t,o),o},i.prototype.copyFrom=function(t){for(var i=0;16>i;i++)this.m[i]=t.m[i];return this},i.prototype.copyToArray=function(t,i){void 0===i&&(i=0);for(var o=0;16>o;o++)t[i+o]=this.m[o];return this},i.prototype.multiplyToRef=function(t,i){return this.multiplyToArray(t,i.m,0),this},i.prototype.multiplyToArray=function(t,i,o){var n=this.m[0],r=this.m[1],s=this.m[2],e=this.m[3],a=this.m[4],h=this.m[5],u=this.m[6],l=this.m[7],m=this.m[8],f=this.m[9],x=this.m[10],y=this.m[11],c=this.m[12],p=this.m[13],z=this.m[14],M=this.m[15],w=t.m[0],I=t.m[1],d=t.m[2],D=t.m[3],S=t.m[4],v=t.m[5],g=t.m[6],T=t.m[7],R=t.m[8],_=t.m[9],b=t.m[10],A=t.m[11],F=t.m[12],P=t.m[13],C=t.m[14],L=t.m[15];return i[o]=n*w+r*S+s*R+e*F,i[o+1]=n*I+r*v+s*_+e*P,i[o+2]=n*d+r*g+s*b+e*C,i[o+3]=n*D+r*T+s*A+e*L,i[o+4]=a*w+h*S+u*R+l*F,i[o+5]=a*I+h*v+u*_+l*P,i[o+6]=a*d+h*g+u*b+l*C,i[o+7]=a*D+h*T+u*A+l*L,i[o+8]=m*w+f*S+x*R+y*F,i[o+9]=m*I+f*v+x*_+y*P,i[o+10]=m*d+f*g+x*b+y*C,i[o+11]=m*D+f*T+x*A+y*L,i[o+12]=c*w+p*S+z*R+M*F,i[o+13]=c*I+p*v+z*_+M*P,i[o+14]=c*d+p*g+z*b+M*C,i[o+15]=c*D+p*T+z*A+M*L,this},i.prototype.multiplyToArraySIMD=function(t,i,o){void 0===o&&(o=0);var n=this.m,r=t.m,s=SIMD.float32x4.load(r,0),e=SIMD.float32x4.load(r,4),a=SIMD.float32x4.load(r,8),h=SIMD.float32x4.load(r,12),u=SIMD.float32x4.load(n,0);SIMD.float32x4.store(i,o+0,SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(u,0,0,0,0),s),SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(u,1,1,1,1),e),SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(u,2,2,2,2),a),SIMD.float32x4.mul(SIMD.float32x4.swizzle(u,3,3,3,3),h)))));var l=SIMD.float32x4.load(n,4);SIMD.float32x4.store(i,o+4,SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(l,0,0,0,0),s),SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(l,1,1,1,1),e),SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(l,2,2,2,2),a),SIMD.float32x4.mul(SIMD.float32x4.swizzle(l,3,3,3,3),h)))));var m=SIMD.float32x4.load(n,8);SIMD.float32x4.store(i,o+8,SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(m,0,0,0,0),s),SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(m,1,1,1,1),e),SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(m,2,2,2,2),a),SIMD.float32x4.mul(SIMD.float32x4.swizzle(m,3,3,3,3),h)))));var f=SIMD.float32x4.load(n,12);SIMD.float32x4.store(i,o+12,SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(f,0,0,0,0),s),SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(f,1,1,1,1),e),SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(f,2,2,2,2),a),SIMD.float32x4.mul(SIMD.float32x4.swizzle(f,3,3,3,3),h)))))},i.prototype.equals=function(t){return t&&this.m[0]===t.m[0]&&this.m[1]===t.m[1]&&this.m[2]===t.m[2]&&this.m[3]===t.m[3]&&this.m[4]===t.m[4]&&this.m[5]===t.m[5]&&this.m[6]===t.m[6]&&this.m[7]===t.m[7]&&this.m[8]===t.m[8]&&this.m[9]===t.m[9]&&this.m[10]===t.m[10]&&this.m[11]===t.m[11]&&this.m[12]===t.m[12]&&this.m[13]===t.m[13]&&this.m[14]===t.m[14]&&this.m[15]===t.m[15]},i.prototype.clone=function(){return i.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]);\n\n},i.prototype.decompose=function(o,n,r){r.x=this.m[12],r.y=this.m[13],r.z=this.m[14];var s=t.Tools.Sign(this.m[0]*this.m[1]*this.m[2]*this.m[3])<0?-1:1,a=t.Tools.Sign(this.m[4]*this.m[5]*this.m[6]*this.m[7])<0?-1:1,h=t.Tools.Sign(this.m[8]*this.m[9]*this.m[10]*this.m[11])<0?-1:1;if(o.x=s*Math.sqrt(this.m[0]*this.m[0]+this.m[1]*this.m[1]+this.m[2]*this.m[2]),o.y=a*Math.sqrt(this.m[4]*this.m[4]+this.m[5]*this.m[5]+this.m[6]*this.m[6]),o.z=h*Math.sqrt(this.m[8]*this.m[8]+this.m[9]*this.m[9]+this.m[10]*this.m[10]),0===o.x||0===o.y||0===o.z)return n.x=0,n.y=0,n.z=0,n.w=1,!1;var u=i.FromValues(this.m[0]/o.x,this.m[1]/o.x,this.m[2]/o.x,0,this.m[4]/o.y,this.m[5]/o.y,this.m[6]/o.y,0,this.m[8]/o.z,this.m[9]/o.z,this.m[10]/o.z,0,0,0,0,1);return e.FromRotationMatrixToRef(u,n),!0},i.FromArray=function(t,o){var n=new i;return o||(o=0),i.FromArrayToRef(t,o,n),n},i.FromArrayToRef=function(t,i,o){for(var n=0;16>n;n++)o.m[n]=t[n+i]},i.FromValuesToRef=function(t,i,o,n,r,s,e,a,h,u,l,m,f,x,y,c,p){p.m[0]=t,p.m[1]=i,p.m[2]=o,p.m[3]=n,p.m[4]=r,p.m[5]=s,p.m[6]=e,p.m[7]=a,p.m[8]=h,p.m[9]=u,p.m[10]=l,p.m[11]=m,p.m[12]=f,p.m[13]=x,p.m[14]=y,p.m[15]=c},i.FromValues=function(t,o,n,r,s,e,a,h,u,l,m,f,x,y,c,p){var z=new i;return z.m[0]=t,z.m[1]=o,z.m[2]=n,z.m[3]=r,z.m[4]=s,z.m[5]=e,z.m[6]=a,z.m[7]=h,z.m[8]=u,z.m[9]=l,z.m[10]=m,z.m[11]=f,z.m[12]=x,z.m[13]=y,z.m[14]=c,z.m[15]=p,z},i.Compose=function(t,o,n){var r=i.FromValues(t.x,0,0,0,0,t.y,0,0,0,0,t.z,0,0,0,0,1),s=i.Identity();return o.toRotationMatrix(s),r=r.multiply(s),r.setTranslation(n),r},i.Identity=function(){return i.FromValues(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1)},i.IdentityToRef=function(t){i.FromValuesToRef(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1,t)},i.Zero=function(){return i.FromValues(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0)},i.RotationX=function(t){var o=new i;return i.RotationXToRef(t,o),o},i.Invert=function(t){var o=new i;return t.invertToRef(o),o},i.RotationXToRef=function(t,i){var o=Math.sin(t),n=Math.cos(t);i.m[0]=1,i.m[15]=1,i.m[5]=n,i.m[10]=n,i.m[9]=-o,i.m[6]=o,i.m[1]=0,i.m[2]=0,i.m[3]=0,i.m[4]=0,i.m[7]=0,i.m[8]=0,i.m[11]=0,i.m[12]=0,i.m[13]=0,i.m[14]=0},i.RotationY=function(t){var o=new i;return i.RotationYToRef(t,o),o},i.RotationYToRef=function(t,i){var o=Math.sin(t),n=Math.cos(t);i.m[5]=1,i.m[15]=1,i.m[0]=n,i.m[2]=-o,i.m[8]=o,i.m[10]=n,i.m[1]=0,i.m[3]=0,i.m[4]=0,i.m[6]=0,i.m[7]=0,i.m[9]=0,i.m[11]=0,i.m[12]=0,i.m[13]=0,i.m[14]=0},i.RotationZ=function(t){var o=new i;return i.RotationZToRef(t,o),o},i.RotationZToRef=function(t,i){var o=Math.sin(t),n=Math.cos(t);i.m[10]=1,i.m[15]=1,i.m[0]=n,i.m[1]=o,i.m[4]=-o,i.m[5]=n,i.m[2]=0,i.m[3]=0,i.m[6]=0,i.m[7]=0,i.m[8]=0,i.m[9]=0,i.m[11]=0,i.m[12]=0,i.m[13]=0,i.m[14]=0},i.RotationAxis=function(t,o){var n=Math.sin(-o),r=Math.cos(-o),s=1-r;t.normalize();var e=i.Zero();return e.m[0]=t.x*t.x*s+r,e.m[1]=t.x*t.y*s-t.z*n,e.m[2]=t.x*t.z*s+t.y*n,e.m[3]=0,e.m[4]=t.y*t.x*s+t.z*n,e.m[5]=t.y*t.y*s+r,e.m[6]=t.y*t.z*s-t.x*n,e.m[7]=0,e.m[8]=t.z*t.x*s-t.y*n,e.m[9]=t.z*t.y*s+t.x*n,e.m[10]=t.z*t.z*s+r,e.m[11]=0,e.m[15]=1,e},i.RotationYawPitchRoll=function(t,o,n){var r=new i;return i.RotationYawPitchRollToRef(t,o,n,r),r},i.RotationYawPitchRollToRef=function(t,i,o,n){e.RotationYawPitchRollToRef(t,i,o,this._tempQuaternion),this._tempQuaternion.toRotationMatrix(n)},i.Scaling=function(t,o,n){var r=i.Zero();return i.ScalingToRef(t,o,n,r),r},i.ScalingToRef=function(t,i,o,n){n.m[0]=t,n.m[1]=0,n.m[2]=0,n.m[3]=0,n.m[4]=0,n.m[5]=i,n.m[6]=0,n.m[7]=0,n.m[8]=0,n.m[9]=0,n.m[10]=o,n.m[11]=0,n.m[12]=0,n.m[13]=0,n.m[14]=0,n.m[15]=1},i.Translation=function(t,o,n){var r=i.Identity();return i.TranslationToRef(t,o,n,r),r},i.TranslationToRef=function(t,o,n,r){i.FromValuesToRef(1,0,0,0,0,1,0,0,0,0,1,0,t,o,n,1,r)},i.LookAtLH=function(t,o,n){var r=i.Zero();return i.LookAtLHToRef(t,o,n,r),r},i.LookAtLHToRef=function(t,o,n,s){o.subtractToRef(t,this._zAxis),this._zAxis.normalize(),r.CrossToRef(n,this._zAxis,this._xAxis),this._xAxis.normalize(),r.CrossToRef(this._zAxis,this._xAxis,this._yAxis),this._yAxis.normalize();var e=-r.Dot(this._xAxis,t),a=-r.Dot(this._yAxis,t),h=-r.Dot(this._zAxis,t);return i.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,e,a,h,1,s)},i.LookAtLHToRefSIMD=function(t,i,o,n){var r=n.m,s=SIMD.float32x4(i.x,i.y,i.z,0),e=SIMD.float32x4(t.x,t.y,t.z,0),a=SIMD.float32x4(o.x,o.y,o.z,0),h=SIMD.float32x4.sub(s,e),u=SIMD.float32x4.mul(h,h);u=SIMD.float32x4.add(u,SIMD.float32x4.add(SIMD.float32x4.swizzle(u,1,2,0,3),SIMD.float32x4.swizzle(u,2,0,1,3))),h=SIMD.float32x4.mul(h,SIMD.float32x4.reciprocalSqrtApproximation(u)),u=SIMD.float32x4.mul(a,a),u=SIMD.float32x4.add(u,SIMD.float32x4.add(SIMD.float32x4.swizzle(u,1,2,0,3),SIMD.float32x4.swizzle(u,2,0,1,3))),a=SIMD.float32x4.mul(a,SIMD.float32x4.reciprocalSqrtApproximation(u));var l=SIMD.float32x4.sub(SIMD.float32x4.mul(SIMD.float32x4.swizzle(h,1,2,0,3),SIMD.float32x4.swizzle(a,2,0,1,3)),SIMD.float32x4.mul(SIMD.float32x4.swizzle(h,2,0,1,3),SIMD.float32x4.swizzle(a,1,2,0,3)));u=SIMD.float32x4.mul(l,l),u=SIMD.float32x4.add(u,SIMD.float32x4.add(SIMD.float32x4.swizzle(u,1,2,0,3),SIMD.float32x4.swizzle(u,2,0,1,3))),l=SIMD.float32x4.mul(l,SIMD.float32x4.reciprocalSqrtApproximation(u));var m=SIMD.float32x4.sub(SIMD.float32x4.mul(SIMD.float32x4.swizzle(l,1,2,0,3),SIMD.float32x4.swizzle(h,2,0,1,3)),SIMD.float32x4.mul(SIMD.float32x4.swizzle(l,2,0,1,3),SIMD.float32x4.swizzle(h,1,2,0,3)));u=SIMD.float32x4.mul(l,l),u=SIMD.float32x4.add(u,SIMD.float32x4.add(SIMD.float32x4.swizzle(u,1,2,0,3),SIMD.float32x4.swizzle(u,2,0,1,3))),l=SIMD.float32x4.mul(l,SIMD.float32x4.reciprocalSqrtApproximation(u));var f=SIMD.float32x4.splat(0);l=SIMD.float32x4.neg(l);var x=SIMD.float32x4.shuffle(l,m,0,1,4,5),y=SIMD.float32x4.shuffle(h,f,0,1,4,5),c=SIMD.float32x4.shuffle(x,y,0,2,4,6),p=SIMD.float32x4.shuffle(x,y,1,3,5,7);x=SIMD.float32x4.shuffle(l,m,2,3,6,7),y=SIMD.float32x4.shuffle(h,f,2,3,6,7);var z=SIMD.float32x4.shuffle(x,y,0,2,4,6),M=SIMD.float32x4(0,0,0,1),w=SIMD.float32x4(1,0,0,0),I=SIMD.float32x4(0,1,0,0),d=SIMD.float32x4(0,0,1,0),D=SIMD.float32x4.neg(e);D=SIMD.float32x4.withW(D,1),SIMD.float32x4.store(r,0,SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(w,0,0,0,0),c),SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(w,1,1,1,1),p),SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(w,2,2,2,2),z),SIMD.float32x4.mul(SIMD.float32x4.swizzle(w,3,3,3,3),M))))),SIMD.float32x4.store(r,4,SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(I,0,0,0,0),c),SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(I,1,1,1,1),p),SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(I,2,2,2,2),z),SIMD.float32x4.mul(SIMD.float32x4.swizzle(I,3,3,3,3),M))))),SIMD.float32x4.store(r,8,SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(d,0,0,0,0),c),SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(d,1,1,1,1),p),SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(d,2,2,2,2),z),SIMD.float32x4.mul(SIMD.float32x4.swizzle(d,3,3,3,3),M))))),SIMD.float32x4.store(r,12,SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(D,0,0,0,0),c),SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(D,1,1,1,1),p),SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(D,2,2,2,2),z),SIMD.float32x4.mul(SIMD.float32x4.swizzle(D,3,3,3,3),M)))))},i.OrthoLH=function(t,o,n,r){var s=i.Zero();return i.OrthoLHToRef(t,o,n,r,s),s},i.OrthoLHToRef=function(t,o,n,r,s){var e=2/t,a=2/o,h=1/(r-n),u=n/(n-r);i.FromValuesToRef(e,0,0,0,0,a,0,0,0,0,h,0,0,0,u,1,s)},i.OrthoOffCenterLH=function(t,o,n,r,s,e){var a=i.Zero();return i.OrthoOffCenterLHToRef(t,o,n,r,s,e,a),a},i.OrthoOffCenterLHToRef=function(t,i,o,n,r,s,e){e.m[0]=2/(i-t),e.m[1]=e.m[2]=e.m[3]=0,e.m[5]=2/(n-o),e.m[4]=e.m[6]=e.m[7]=0,e.m[10]=-1/(r-s),e.m[8]=e.m[9]=e.m[11]=0,e.m[12]=(t+i)/(t-i),e.m[13]=(n+o)/(o-n),e.m[14]=r/(r-s),e.m[15]=1},i.PerspectiveLH=function(t,o,n,r){var s=i.Zero();return s.m[0]=2*n/t,s.m[1]=s.m[2]=s.m[3]=0,s.m[5]=2*n/o,s.m[4]=s.m[6]=s.m[7]=0,s.m[10]=-r/(n-r),s.m[8]=s.m[9]=0,s.m[11]=1,s.m[12]=s.m[13]=s.m[15]=0,s.m[14]=n*r/(n-r),s},i.PerspectiveFovLH=function(t,o,n,r){var s=i.Zero();return i.PerspectiveFovLHToRef(t,o,n,r,s),s},i.PerspectiveFovLHToRef=function(i,o,n,r,s,e){void 0===e&&(e=t.Camera.FOVMODE_VERTICAL_FIXED);var a=1/Math.tan(.5*i),h=e===t.Camera.FOVMODE_VERTICAL_FIXED;s.m[0]=h?a/o:a,s.m[1]=s.m[2]=s.m[3]=0,s.m[5]=h?a:a*o,s.m[4]=s.m[6]=s.m[7]=0,s.m[8]=s.m[9]=0,s.m[10]=-r/(n-r),s.m[11]=1,s.m[12]=s.m[13]=s.m[15]=0,s.m[14]=n*r/(n-r)},i.GetFinalMatrix=function(t,o,n,r,s,e){var a=t.width,h=t.height,u=t.x,l=t.y,m=i.FromValues(a/2,0,0,0,0,-h/2,0,0,0,0,e-s,0,u+a/2,h/2+l,s,1);return o.multiply(n).multiply(r).multiply(m)},i.Transpose=function(t){var o=new i;return o.m[0]=t.m[0],o.m[1]=t.m[4],o.m[2]=t.m[8],o.m[3]=t.m[12],o.m[4]=t.m[1],o.m[5]=t.m[5],o.m[6]=t.m[9],o.m[7]=t.m[13],o.m[8]=t.m[2],o.m[9]=t.m[6],o.m[10]=t.m[10],o.m[11]=t.m[14],o.m[12]=t.m[3],o.m[13]=t.m[7],o.m[14]=t.m[11],o.m[15]=t.m[15],o},i.Reflection=function(t){var o=new i;return i.ReflectionToRef(t,o),o},i.ReflectionToRef=function(t,i){t.normalize();var o=t.normal.x,n=t.normal.y,r=t.normal.z,s=-2*o,e=-2*n,a=-2*r;i.m[0]=s*o+1,i.m[1]=e*o,i.m[2]=a*o,i.m[3]=0,i.m[4]=s*n,i.m[5]=e*n+1,i.m[6]=a*n,i.m[7]=0,i.m[8]=s*r,i.m[9]=e*r,i.m[10]=a*r+1,i.m[11]=0,i.m[12]=s*t.d,i.m[13]=e*t.d,i.m[14]=a*t.d,i.m[15]=1},i._tempQuaternion=new e,i._xAxis=r.Zero(),i._yAxis=r.Zero(),i._zAxis=r.Zero(),i}();t.Matrix=a;var h=function(){function t(t,i,o,n){this.normal=new r(t,i,o),this.d=n}return t.prototype.asArray=function(){return[this.normal.x,this.normal.y,this.normal.z,this.d]},t.prototype.clone=function(){return new t(this.normal.x,this.normal.y,this.normal.z,this.d)},t.prototype.normalize=function(){var t=Math.sqrt(this.normal.x*this.normal.x+this.normal.y*this.normal.y+this.normal.z*this.normal.z),i=0;return 0!==t&&(i=1/t),this.normal.x*=i,this.normal.y*=i,this.normal.z*=i,this.d*=i,this},t.prototype.transform=function(i){var o=a.Transpose(i),n=this.normal.x,r=this.normal.y,s=this.normal.z,e=this.d,h=n*o.m[0]+r*o.m[1]+s*o.m[2]+e*o.m[3],u=n*o.m[4]+r*o.m[5]+s*o.m[6]+e*o.m[7],l=n*o.m[8]+r*o.m[9]+s*o.m[10]+e*o.m[11],m=n*o.m[12]+r*o.m[13]+s*o.m[14]+e*o.m[15];return new t(h,u,l,m)},t.prototype.dotCoordinate=function(t){return this.normal.x*t.x+this.normal.y*t.y+this.normal.z*t.z+this.d},t.prototype.copyFromPoints=function(t,i,o){var n,r=i.x-t.x,s=i.y-t.y,e=i.z-t.z,a=o.x-t.x,h=o.y-t.y,u=o.z-t.z,l=s*u-e*h,m=e*a-r*u,f=r*h-s*a,x=Math.sqrt(l*l+m*m+f*f);return n=0!==x?1/x:0,this.normal.x=l*n,this.normal.y=m*n,this.normal.z=f*n,this.d=-(this.normal.x*t.x+this.normal.y*t.y+this.normal.z*t.z),this},t.prototype.isFrontFacingTo=function(t,i){var o=r.Dot(this.normal,t);return i>=o},t.prototype.signedDistanceTo=function(t){return r.Dot(t,this.normal)+this.d},t.FromArray=function(i){return new t(i[0],i[1],i[2],i[3])},t.FromPoints=function(i,o,n){var r=new t(0,0,0,0);return r.copyFromPoints(i,o,n),r},t.FromPositionAndNormal=function(i,o){var n=new t(0,0,0,0);return o.normalize(),n.normal=o,n.d=-(o.x*i.x+o.y*i.y+o.z*i.z),n},t.SignedDistanceToPlaneFromPositionAndNormal=function(t,i,o){var n=-(i.x*t.x+i.y*t.y+i.z*t.z);return r.Dot(o,i)+n},t}();t.Plane=h;var u=function(){function t(t,i,o,n){this.x=t,this.y=i,this.width=o,this.height=n}return t.prototype.toGlobal=function(i){var o=i.getRenderWidth(),n=i.getRenderHeight();return new t(this.x*o,this.y*n,this.width*o,this.height*n)},t}();t.Viewport=u;var l=function(){function t(){}return t.GetPlanes=function(i){for(var o=[],n=0;6>n;n++)o.push(new h(0,0,0,0));return t.GetPlanesToRef(i,o),o},t.GetPlanesToRef=function(t,i){i[0].normal.x=t.m[3]+t.m[2],i[0].normal.y=t.m[7]+t.m[6],i[0].normal.z=t.m[10]+t.m[10],i[0].d=t.m[15]+t.m[14],i[0].normalize(),i[1].normal.x=t.m[3]-t.m[2],i[1].normal.y=t.m[7]-t.m[6],i[1].normal.z=t.m[11]-t.m[10],i[1].d=t.m[15]-t.m[14],i[1].normalize(),i[2].normal.x=t.m[3]+t.m[0],i[2].normal.y=t.m[7]+t.m[4],i[2].normal.z=t.m[11]+t.m[8],i[2].d=t.m[15]+t.m[12],i[2].normalize(),i[3].normal.x=t.m[3]-t.m[0],i[3].normal.y=t.m[7]-t.m[4],i[3].normal.z=t.m[11]-t.m[8],i[3].d=t.m[15]-t.m[12],i[3].normalize(),i[4].normal.x=t.m[3]-t.m[1],i[4].normal.y=t.m[7]-t.m[5],i[4].normal.z=t.m[11]-t.m[9],i[4].d=t.m[15]-t.m[13],i[4].normalize(),i[5].normal.x=t.m[3]+t.m[1],i[5].normal.y=t.m[7]+t.m[5],i[5].normal.z=t.m[11]+t.m[9],i[5].d=t.m[15]+t.m[13],i[5].normalize()},t}();t.Frustum=l;var m=function(){function i(t,i,o){void 0===o&&(o=Number.MAX_VALUE),this.origin=t,this.direction=i,this.length=o}return i.prototype.intersectsBoxMinMax=function(t,i){var o=0,n=Number.MAX_VALUE;if(Math.abs(this.direction.x)<1e-7){if(this.origin.xi.x)return!1}else{var r=1/this.direction.x,s=(t.x-this.origin.x)*r,e=(i.x-this.origin.x)*r;if(e===-(1/0)&&(e=1/0),s>e){var a=s;s=e,e=a}if(o=Math.max(s,o),n=Math.min(e,n),o>n)return!1}if(Math.abs(this.direction.y)<1e-7){if(this.origin.yi.y)return!1}else if(r=1/this.direction.y,s=(t.y-this.origin.y)*r,e=(i.y-this.origin.y)*r,e===-(1/0)&&(e=1/0),s>e&&(a=s,s=e,e=a),o=Math.max(s,o),n=Math.min(e,n),o>n)return!1;if(Math.abs(this.direction.z)<1e-7){if(this.origin.zi.z)return!1}else if(r=1/this.direction.z,s=(t.z-this.origin.z)*r,e=(i.z-this.origin.z)*r,e===-(1/0)&&(e=1/0),s>e&&(a=s,s=e,e=a),o=Math.max(s,o),n=Math.min(e,n),o>n)return!1;return!0},i.prototype.intersectsBox=function(t){return this.intersectsBoxMinMax(t.minimum,t.maximum)},i.prototype.intersectsSphere=function(t){var i=t.center.x-this.origin.x,o=t.center.y-this.origin.y,n=t.center.z-this.origin.z,r=i*i+o*o+n*n,s=t.radius*t.radius;if(s>=r)return!0;var e=i*this.direction.x+o*this.direction.y+n*this.direction.z;if(0>e)return!1;var a=r-e*e;return s>=a},i.prototype.intersectsTriangle=function(i,o,n){this._edge1||(this._edge1=r.Zero(),this._edge2=r.Zero(),this._pvec=r.Zero(),this._tvec=r.Zero(),this._qvec=r.Zero()),o.subtractToRef(i,this._edge1),n.subtractToRef(i,this._edge2),r.CrossToRef(this.direction,this._edge2,this._pvec);var s=r.Dot(this._edge1,this._pvec);if(0===s)return null;var e=1/s;this.origin.subtractToRef(i,this._tvec);var a=r.Dot(this._tvec,this._pvec)*e;if(0>a||a>1)return null;r.CrossToRef(this._tvec,this._edge1,this._qvec);var h=r.Dot(this.direction,this._qvec)*e;if(0>h||a+h>1)return null;var u=r.Dot(this._edge2,this._qvec)*e;return u>this.length?null:new t.IntersectionInfo(a,h,u)},i.CreateNew=function(t,o,n,s,e,a,h){var u=r.Unproject(new r(t,o,0),n,s,e,a,h),l=r.Unproject(new r(t,o,1),n,s,e,a,h),m=l.subtract(u);return m.normalize(),new i(u,m)},i.CreateNewFromTo=function(t,o,n){void 0===n&&(n=a.Identity());var r=o.subtract(t),s=Math.sqrt(r.x*r.x+r.y*r.y+r.z*r.z);return r.normalize(),i.Transform(new i(t,r,s),n)},i.Transform=function(t,o){var n=r.TransformCoordinates(t.origin,o),s=r.TransformNormal(t.direction,o);return new i(n,s,t.length)},i}();t.Ray=m,function(t){t[t.LOCAL=0]=\"LOCAL\",t[t.WORLD=1]=\"WORLD\"}(t.Space||(t.Space={}));var f=(t.Space,function(){function t(){}return t.X=new r(1,0,0),t.Y=new r(0,1,0),t.Z=new r(0,0,1),t}());t.Axis=f;var x=function(){function t(){}return t.interpolate=function(t,i,o,n,r){for(var s=1-3*n+3*i,e=3*n-6*i,a=3*i,h=t,u=0;5>u;u++){var l=h*h,m=l*h,f=s*m+e*l+a*h,x=1/(3*s*l+2*e*h+a);h-=(f-t)*x,h=Math.min(1,Math.max(0,h))}return 3*Math.pow(1-h,2)*h*o+3*(1-h)*Math.pow(h,2)*r+Math.pow(h,3)},t}();t.BezierCurve=x,function(t){t[t.CW=0]=\"CW\",t[t.CCW=1]=\"CCW\"}(t.Orientation||(t.Orientation={}));var y=(t.Orientation,function(){function t(t){var i=this;this.degrees=function(){return 180*i._radians/Math.PI},this.radians=function(){return i._radians},this._radians=t,this._radians<0&&(this._radians+=2*Math.PI)}return t.BetweenTwoPoints=function(i,o){var n=o.subtract(i),r=Math.atan2(n.y,n.x);return new t(r)},t.FromRadians=function(i){return new t(i)},t.FromDegrees=function(i){return new t(i*Math.PI/180)},t}());t.Angle=y;var c=function(){function t(t,i,o){this.startPoint=t,this.midPoint=i,this.endPoint=o;var r=Math.pow(i.x,2)+Math.pow(i.y,2),s=(Math.pow(t.x,2)+Math.pow(t.y,2)-r)/2,e=(r-Math.pow(o.x,2)-Math.pow(o.y,2))/2,a=(t.x-i.x)*(i.y-o.y)-(i.x-o.x)*(t.y-i.y);this.centerPoint=new n((s*(i.y-o.y)-e*(t.y-i.y))/a,((t.x-i.x)*e-(i.x-o.x)*s)/a),this.radius=this.centerPoint.subtract(this.startPoint).length(),this.startAngle=y.BetweenTwoPoints(this.centerPoint,this.startPoint);var h=this.startAngle.degrees(),u=y.BetweenTwoPoints(this.centerPoint,this.midPoint).degrees(),l=y.BetweenTwoPoints(this.centerPoint,this.endPoint).degrees();u-h>180&&(u-=360),-180>u-h&&(u+=360),l-u>180&&(l-=360),-180>l-u&&(l+=360),this.orientation=0>u-h?0:1,this.angle=y.FromDegrees(0===this.orientation?h-l:l-h)}return t}();t.Arc2=c;var p=function(){function t(t){this.path=t,this._onchange=new Array,this.value=0,this.animations=new Array}return t.prototype.getPoint=function(){var t=this.path.getPointAtLengthPosition(this.value);return new r(t.x,0,t.y)},t.prototype.moveAhead=function(t){return void 0===t&&(t=.002),this.move(t),this},t.prototype.moveBack=function(t){return void 0===t&&(t=.002),this.move(-t),this},t.prototype.move=function(t){if(Math.abs(t)>1)throw\"step size should be less than 1.\";return this.value+=t,this.ensureLimits(),this.raiseOnChange(),this},t.prototype.ensureLimits=function(){for(;this.value>1;)this.value-=1;for(;this.value<0;)this.value+=1;return this},t.prototype.markAsDirty=function(t){return this.ensureLimits(),this.raiseOnChange(),this},t.prototype.raiseOnChange=function(){var t=this;return this._onchange.forEach(function(i){return i(t)}),this},t.prototype.onchange=function(t){return this._onchange.push(t),this},t}();t.PathCursor=p;var z=function(){function i(t,i){this._points=new Array,this._length=0,this.closed=!1,this._points.push(new n(t,i))}return i.prototype.addLineTo=function(i,o){if(closed)return t.Tools.Error(\"cannot add lines to closed paths\"),this;var r=new n(i,o),s=this._points[this._points.length-1];return this._points.push(r),this._length+=r.subtract(s).length(),this},i.prototype.addArcTo=function(i,o,r,s,e){if(void 0===e&&(e=36),closed)return t.Tools.Error(\"cannot add arcs to closed paths\"),this;var a=this._points[this._points.length-1],h=new n(i,o),u=new n(r,s),l=new c(a,h,u),m=l.angle.radians()/e;0===l.orientation&&(m*=-1);for(var f=l.startAngle.radians()+m,x=0;e>x;x++){var y=Math.cos(f)*l.radius+l.centerPoint.x,p=Math.sin(f)*l.radius+l.centerPoint.y;this.addLineTo(y,p),f+=m}return this},i.prototype.close=function(){return this.closed=!0,this},i.prototype.length=function(){var t=this._length;if(!this.closed){var i=this._points[this._points.length-1],o=this._points[0];t+=o.subtract(i).length()}return t},i.prototype.getPoints=function(){return this._points},i.prototype.getPointAtLengthPosition=function(i){if(0>i||i>1)return t.Tools.Error(\"normalized length position should be between 0 and 1.\"),n.Zero();for(var o=i*this.length(),r=0,s=0;s=r&&l>=o){var m=u.normalize(),f=o-r;return new n(a.x+m.x*f,a.y+m.y*f)}r=l}return t.Tools.Error(\"internal error\"),n.Zero()},i.StartingAt=function(t,o){return new i(t,o)},i}();t.Path2=z;var M=function(){function t(t,i){this.path=t,this._curve=new Array,this._distances=new Array,this._tangents=new Array,this._normals=new Array,this._binormals=new Array;for(var o=0;ol;l++)s=this._getLastNonNullVector(l),i-1>l&&(e=this._getFirstNonNullVector(l),this._tangents[l]=s.add(e),this._tangents[l].normalize()),this._distances[l]=this._distances[l-1]+s.length(),a=this._tangents[l],h=this._normals[l-1],u=this._binormals[l-1],this._normals[l]=r.Cross(u,a),this._normals[l].normalize(),this._binormals[l]=r.Cross(a,this._normals[l]),this._binormals[l].normalize()},t.prototype._getFirstNonNullVector=function(t){for(var i=1,o=this._curve[t+i].subtract(this._curve[t]);0==o.length()&&t+i+1i+1;)i++,o=this._curve[t].subtract(this._curve[t-i]);return o},t.prototype._normalVector=function(t,i,o){var n;if(void 0===o||null===o){var s;1!==i.y?s=new r(0,-1,0):1!==i.x?s=new r(1,0,0):1!==i.z&&(s=new r(0,0,1)),n=r.Cross(i,s)}else n=r.Cross(i,o),r.CrossToRef(n,i,n);return n.normalize(),n},t}();t.Path3D=M;var w=function(){function i(t){this._length=0,this._points=t,this._length=this._computeLength(t)}return i.CreateQuadraticBezier=function(t,o,n,s){s=s>2?s:3;for(var e=new Array,a=function(t,i,o,n){var r=(1-t)*(1-t)*i+2*t*(1-t)*o+t*t*n;return r},h=0;s>=h;h++)e.push(new r(a(h/s,t.x,o.x,n.x),a(h/s,t.y,o.y,n.y),a(h/s,t.z,o.z,n.z)));return new i(e)},i.CreateCubicBezier=function(t,o,n,s,e){e=e>3?e:4;for(var a=new Array,h=function(t,i,o,n,r){var s=(1-t)*(1-t)*(1-t)*i+3*t*(1-t)*(1-t)*o+3*t*t*(1-t)*n+t*t*t*r;return s},u=0;e>=u;u++)a.push(new r(h(u/e,t.x,o.x,n.x,s.x),h(u/e,t.y,o.y,n.y,s.y),h(u/e,t.z,o.z,n.z,s.z)));return new i(a)},i.CreateHermiteSpline=function(o,n,r,s,e){for(var a=new Array,h=1/e,u=0;e>=u;u++)a.push(t.Vector3.Hermite(o,n,r,s,u*h));return new i(a)},i.prototype.getPoints=function(){return this._points},i.prototype.length=function(){return this._length},i.prototype[\"continue\"]=function(t){for(var o=this._points[this._points.length-1],n=this._points.slice(),r=t.getPoints(),s=1;s