"use strict";
var BABYLON = BABYLON || {};
(function () {
BABYLON.Scene = function (engine) {
this._engine = engine;
this.autoClear = true;
this.clearColor = new BABYLON.Color3(0.2, 0.2, 0.3);
this.ambientColor = new BABYLON.Color3(0, 0, 0);
engine.scenes.push(this);
this._totalVertices = 0;
this._activeVertices = 0;
this._activeParticles = 0;
this._lastFrameDuration = 0;
this._evaluateActiveMeshesDuration = 0;
this._renderTargetsDuration = 0;
this._renderDuration = 0;
this._renderId = 0;
this._executeWhenReadyTimeoutId = -1;
this._toBeDisposed = new BABYLON.Tools.SmartArray(256);
this._onReadyCallbacks = [];
this._pendingData = [];
this._onBeforeRenderCallbacks = [];
// Fog
this.fogMode = BABYLON.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
this.lightsEnabled = true;
this.lights = [];
// Cameras
this.cameras = [];
this.activeCamera = null;
// Meshes
this.meshes = [];
// Internal smart arrays
this._activeMeshes = new BABYLON.Tools.SmartArray(256);
this._processedMaterials = new BABYLON.Tools.SmartArray(256);
this._renderTargets = new BABYLON.Tools.SmartArray(256);
this._activeParticleSystems = new BABYLON.Tools.SmartArray(256);
this._activeSkeletons = new BABYLON.Tools.SmartArray(32);
// Rendering groups
this._renderingManager = new BABYLON.RenderingManager(this);
// Materials
this.materials = [];
this.multiMaterials = [];
this.defaultMaterial = new BABYLON.StandardMaterial("default material", this);
// Textures
this.texturesEnabled = true;
this.textures = [];
// Particles
this.particlesEnabled = true;
this.particleSystems = [];
// Sprites
this.spriteManagers = [];
// Layers
this.layers = [];
// Skeletons
this.skeletons = [];
// Lens flares
this.lensFlareSystems = [];
// Collisions
this.collisionsEnabled = true;
this.gravity = new BABYLON.Vector3(0, -9.0, 0);
// Animations
this._activeAnimatables = [];
// Matrices
this._transformMatrix = BABYLON.Matrix.Zero();
// Internals
this._scaledPosition = BABYLON.Vector3.Zero();
this._scaledVelocity = BABYLON.Vector3.Zero();
// Postprocesses
this.postProcessesEnabled = true;
this.postProcessManager = new BABYLON.PostProcessManager(this);
// Customs render targets
this.renderTargetsEnabled = true;
this.customRenderTargets = [];
// Multi-cameras
this.activeCameras = [];
};
// Properties
BABYLON.Scene.prototype.getEngine = function () {
return this._engine;
};
BABYLON.Scene.prototype.getTotalVertices = function () {
return this._totalVertices;
};
BABYLON.Scene.prototype.getActiveVertices = function () {
return this._activeVertices;
};
BABYLON.Scene.prototype.getActiveParticles = function () {
return this._activeParticles;
};
// Stats
BABYLON.Scene.prototype.getLastFrameDuration = function () {
return this._lastFrameDuration;
};
BABYLON.Scene.prototype.getEvaluateActiveMeshesDuration = function () {
return this._evaluateActiveMeshesDuration;
};
BABYLON.Scene.prototype.getActiveMeshes = function () {
return this._activeMeshes;
};
BABYLON.Scene.prototype.getRenderTargetsDuration = function () {
return this._renderTargetsDuration;
};
BABYLON.Scene.prototype.getRenderDuration = function () {
return this._renderDuration;
};
BABYLON.Scene.prototype.getParticlesDuration = function () {
return this._particlesDuration;
};
BABYLON.Scene.prototype.getSpritesDuration = function () {
return this._spritesDuration;
};
BABYLON.Scene.prototype.getAnimationRatio = function () {
return this._animationRatio;
};
BABYLON.Scene.prototype.getRenderId = function () {
return this._renderId;
};
// Ready
BABYLON.Scene.prototype.isReady = function () {
if (this._pendingData.length > 0) {
return false;
}
for (var index = 0; index < this.meshes.length; index++) {
var mesh = this.meshes[index];
var mat = mesh.material;
if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
return false;
}
if (mat) {
if (!mat.isReady(mesh)) {
return false;
}
}
}
return true;
};
BABYLON.Scene.prototype.registerBeforeRender = function (func) {
this._onBeforeRenderCallbacks.push(func);
};
BABYLON.Scene.prototype.unregisterBeforeRender = function (func) {
var index = this._onBeforeRenderCallbacks.indexOf(func);
if (index > -1) {
this._onBeforeRenderCallbacks.splice(index, 1);
}
};
BABYLON.Scene.prototype._addPendingData = function (data) {
this._pendingData.push(data);
};
BABYLON.Scene.prototype._removePendingData = function (data) {
var index = this._pendingData.indexOf(data);
if (index !== -1) {
this._pendingData.splice(index, 1);
}
};
BABYLON.Scene.prototype.getWaitingItemsCount = function () {
return this._pendingData.length;
};
BABYLON.Scene.prototype.executeWhenReady = function (func) {
this._onReadyCallbacks.push(func);
if (this._executeWhenReadyTimeoutId !== -1) {
return;
}
var that = this;
this._executeWhenReadyTimeoutId = setTimeout(function () {
that._checkIsReady();
}, 150);
};
BABYLON.Scene.prototype._checkIsReady = function () {
if (this.isReady()) {
this._onReadyCallbacks.forEach(function (func) {
func();
});
this._onReadyCallbacks = [];
this._executeWhenReadyTimeoutId = -1;
return;
}
var that = this;
this._executeWhenReadyTimeoutId = setTimeout(function () {
that._checkIsReady();
}, 150);
};
// Animations
BABYLON.Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd) {
if (speedRatio === undefined) {
speedRatio = 1.0;
}
// Local animations
if (target.animations) {
this.stopAnimation(target);
var animatable = new BABYLON._Animatable(target, from, to, loop, speedRatio, onAnimationEnd);
this._activeAnimatables.push(animatable);
}
// 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);
}
}
};
BABYLON.Scene.prototype.stopAnimation = function (target) {
// Local animations
if (target.animations) {
for (var index = 0; index < this._activeAnimatables.length; index++) {
if (this._activeAnimatables[index].target === target) {
this._activeAnimatables.splice(index, 1);
return;
}
}
}
// Children animations
if (target.getAnimatables) {
var animatables = target.getAnimatables();
for (var index = 0; index < animatables.length; index++) {
this.stopAnimation(animatables[index]);
}
}
};
BABYLON.Scene.prototype._animate = function () {
if (!this._animationStartDate) {
this._animationStartDate = new Date();
}
// Getting time
var now = new Date();
var delay = now - this._animationStartDate;
for (var index = 0; index < this._activeAnimatables.length; index++) {
if (!this._activeAnimatables[index]._animate(delay)) {
this._activeAnimatables.splice(index, 1);
index--;
}
}
};
// Matrix
BABYLON.Scene.prototype.getViewMatrix = function () {
return this._viewMatrix;
};
BABYLON.Scene.prototype.getProjectionMatrix = function () {
return this._projectionMatrix;
};
BABYLON.Scene.prototype.getTransformMatrix = function () {
return this._transformMatrix;
};
BABYLON.Scene.prototype.setTransformMatrix = function (view, projection) {
this._viewMatrix = view;
this._projectionMatrix = projection;
this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
};
// Methods
BABYLON.Scene.prototype.activeCameraByID = function (id) {
for (var index = 0; index < this.cameras.length; index++) {
if (this.cameras[index].id === id) {
this.activeCamera = this.cameras[index];
return;
}
}
};
BABYLON.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;
};
BABYLON.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;
};
BABYLON.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;
};
BABYLON.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;
};
BABYLON.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;
};
BABYLON.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;
};
BABYLON.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 (var index = this.cameras.length - 1; index >= 0 ; index--) {
if (this.cameras[index].id === id) {
return this.cameras[index];
}
}
for (var index = this.lights.length - 1; index >= 0 ; index--) {
if (this.lights[index].id === id) {
return this.lights[index];
}
}
return null;
};
BABYLON.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;
};
BABYLON.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;
};
BABYLON.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;
};
BABYLON.Scene.prototype.getSkeletonByName = function (name) {
for (var index = 0; index < this.skeleton.length; index++) {
if (this.skeletons[index].name === name) {
return this.skeletons[index];
}
}
return null;
};
BABYLON.Scene.prototype.isActiveMesh = function (mesh) {
return (this._activeMeshes.indexOf(mesh) !== -1);
};
BABYLON.Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
if (mesh.subMeshes.length == 1 || subMesh.isInFrustum(this._frustumPlanes)) {
var material = subMesh.getMaterial();
if (material) {
// Render targets
if (material.getRenderTargetTextures) {
if (this._processedMaterials.indexOf(material) === -1) {
this._processedMaterials.push(material);
this._renderTargets.concat(material.getRenderTargetTextures());
}
}
// Dispatch
this._activeVertices += subMesh.verticesCount;
this._renderingManager.dispatch(subMesh);
}
}
};
BABYLON.Scene.prototype._evaluateActiveMeshes = function () {
this._activeMeshes.reset();
this._renderingManager.reset();
this._processedMaterials.reset();
this._activeParticleSystems.reset();
this._activeSkeletons.reset();
if (!this._frustumPlanes) {
this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
} else {
BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
}
// Meshes
if (this._selectionOctree) { // Octree
var selection = this._selectionOctree.select(this._frustumPlanes);
for (var blockIndex = 0; blockIndex < selection.length; blockIndex++) {
var block = selection.data[blockIndex];
for (var meshIndex = 0; meshIndex < block.meshes.length; meshIndex++) {
var mesh = block.meshes[meshIndex];
if (Math.abs(mesh._renderId) !== this._renderId) {
this._totalVertices += mesh.getTotalVertices();
if (!mesh.isReady()) {
continue;
}
mesh.computeWorldMatrix();
mesh._renderId = 0;
}
if (mesh._renderId === this._renderId || (mesh._renderId === 0 && mesh.isEnabled() && mesh.isVisible && mesh.visibility > 0 && mesh.isInFrustum(this._frustumPlanes))) {
if (mesh._renderId === 0) {
this._activeMeshes.push(mesh);
}
mesh._renderId = this._renderId;
if (mesh.skeleton) {
this._activeSkeletons.pushNoDuplicate(mesh.skeleton);
}
var subMeshes = block.subMeshes[meshIndex];
for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {
var subMesh = subMeshes[subIndex];
if (subMesh._renderId === this._renderId) {
continue;
}
subMesh._renderId = this._renderId;
this._evaluateSubMesh(subMesh, mesh);
}
} else {
mesh._renderId = -this._renderId;
}
}
}
} else { // Full scene traversal
for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
var mesh = this.meshes[meshIndex];
this._totalVertices += mesh.getTotalVertices();
if (!mesh.isReady()) {
continue;
}
mesh.computeWorldMatrix();
if (mesh.isEnabled() && mesh.isVisible && mesh.visibility > 0 && mesh.isInFrustum(this._frustumPlanes)) {
this._activeMeshes.push(mesh);
if (mesh.skeleton) {
this._activeSkeletons.pushNoDuplicate(mesh.skeleton);
}
for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
var subMesh = mesh.subMeshes[subIndex];
this._evaluateSubMesh(subMesh, mesh);
}
}
}
}
// Particle systems
var beforeParticlesDate = new Date();
if (this.particlesEnabled) {
for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
var particleSystem = this.particleSystems[particleIndex];
if (!particleSystem.emitter.position || (particleSystem.emitter && particleSystem.emitter.isEnabled())) {
this._activeParticleSystems.push(particleSystem);
particleSystem.animate();
}
}
}
this._particlesDuration += new Date() - beforeParticlesDate;
};
BABYLON.Scene.prototype._renderForCamera = function (camera, mustClearDepth) {
var engine = this._engine;
this.activeCamera = camera;
if (!this.activeCamera)
throw new Error("Active camera not set");
// Viewport
engine.setViewport(this.activeCamera.viewport);
// Clear
if (mustClearDepth) {
this._engine.clear(this.clearColor, false, true);
}
// Camera
this._renderId++;
this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
// Meshes
var beforeEvaluateActiveMeshesDate = new Date();
this._evaluateActiveMeshes();
this._evaluateActiveMeshesDuration += new Date() - beforeEvaluateActiveMeshesDate;
// Skeletons
for (var skeletonIndex = 0; skeletonIndex < this._activeSkeletons.length; skeletonIndex++) {
var skeleton = this._activeSkeletons.data[skeletonIndex];
skeleton.prepare();
}
// Customs render targets registration
for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
this._renderTargets.push(this.customRenderTargets[customIndex]);
}
// Render targets
var beforeRenderTargetDate = new Date();
if (this.renderTargetsEnabled) {
for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
var renderTarget = this._renderTargets.data[renderIndex];
this._renderId++;
renderTarget.render();
}
}
if (this._renderTargets.length > 0) { // Restore back buffer
engine.restoreDefaultFramebuffer();
}
this._renderTargetsDuration = new Date() - beforeRenderTargetDate;
// Prepare Frame
this.postProcessManager._prepareFrame();
var beforeRenderDate = new Date();
// 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
this._renderingManager.render(null, null, true, true);
// Lens flares
for (var lensFlareSystemIndex = 0; lensFlareSystemIndex < this.lensFlareSystems.length; lensFlareSystemIndex++) {
this.lensFlareSystems[lensFlareSystemIndex].render();
}
// 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 += new Date() - beforeRenderDate;
// Finalize frame
this.postProcessManager._finalizeFrame();
// Update camera
this.activeCamera._updateFromScene();
// Reset some special arrays
this._renderTargets.reset();
};
BABYLON.Scene.prototype.render = function () {
var startDate = new Date();
this._particlesDuration = 0;
this._spritesDuration = 0;
this._activeParticles = 0;
this._renderDuration = 0;
this._evaluateActiveMeshesDuration = 0;
this._totalVertices = 0;
this._activeVertices = 0;
// Before render
if (this.beforeRender) {
this.beforeRender();
}
for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
this._onBeforeRenderCallbacks[callbackIndex]();
}
// Animations
var deltaTime = BABYLON.Tools.GetDeltaTime();
this._animationRatio = deltaTime * (60.0 / 1000.0);
this._animate();
// Physics
if (this._physicsEngine) {
this._physicsEngine._runOneStep(deltaTime / 1000.0);
}
// Clear
this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe, true);
// Shadows
for (var lightIndex = 0; lightIndex < this.lights.length; lightIndex++) {
var light = this.lights[lightIndex];
var shadowGenerator = light.getShadowGenerator();
if (light.isEnabled() && shadowGenerator) {
this._renderTargets.push(shadowGenerator.getShadowMap());
}
}
// Multi-cameras?
if (this.activeCameras.length > 0) {
var currentRenderId = this._renderId;
for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
this._renderId = currentRenderId;
this._renderForCamera(this.activeCameras[cameraIndex], cameraIndex != 0);
}
} else {
this._renderForCamera(this.activeCamera);
}
// After render
if (this.afterRender) {
this.afterRender();
}
// Cleaning
for (var index = 0; index < this._toBeDisposed.length; index++) {
this._toBeDisposed.data[index].dispose();
this._toBeDisposed[index] = null;
}
this._toBeDisposed.reset();
this._lastFrameDuration = new Date() - startDate;
};
BABYLON.Scene.prototype.dispose = function () {
this.beforeRender = null;
this.afterRender = null;
this.skeletons = [];
// Detach cameras
var canvas = this._engine.getRenderingCanvas();
var index;
for (index = 0; index < this.cameras.length; index++) {
this.cameras[index].detachControl(canvas);
}
// Release lights
while (this.lights.length) {
this.lights[0].dispose(true);
}
// Release meshes
while (this.meshes.length) {
this.meshes[0].dispose(true);
}
// Release cameras
while (this.cameras.length) {
this.cameras[0].dispose();
}
// Release materials
while (this.materials.length) {
this.materials[0].dispose();
}
// Release particles
while (this.particleSystems.length) {
this.particleSystems[0].dispose();
}
// Release sprites
while (this.spriteManagers.length) {
this.spriteManagers[0].dispose();
}
// Release layers
while (this.layers.length) {
this.layers[0].dispose();
}
// Release textures
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);
this._engine.scenes.splice(index, 1);
this._engine.wipeCaches();
};
// Collisions
BABYLON.Scene.prototype._getNewPosition = function (position, velocity, collider, maximumRetry, finalPosition) {
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, finalPosition);
finalPosition.multiplyInPlace(collider.radius);
};
BABYLON.Scene.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition) {
var closeDistance = BABYLON.Engine.collisionsEpsilon * 10.0;
if (collider.retry >= maximumRetry) {
finalPosition.copyFrom(position);
return;
}
collider._initialize(position, velocity, closeDistance);
// Check all meshes
for (var index = 0; index < this.meshes.length; index++) {
var mesh = this.meshes[index];
if (mesh.isEnabled() && mesh.checkCollisions) {
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);
};
// Octrees
BABYLON.Scene.prototype.createOrUpdateSelectionOctree = function () {
if (!this._selectionOctree) {
this._selectionOctree = new BABYLON.Octree();
}
// World limits
var 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;
};
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;
checkExtends(minBox, min, max);
checkExtends(maxBox, min, max);
}
// Update octree
this._selectionOctree.update(min, max, this.meshes);
};
// Picking
BABYLON.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 viewport = camera.viewport.toGlobal(engine);
return BABYLON.Ray.CreateNew(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), camera.getViewMatrix(), camera.getProjectionMatrix());
};
BABYLON.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.hit)
continue;
if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance)
continue;
pickingInfo = result;
if (fastCheck) {
break;
}
}
return pickingInfo || new BABYLON.PickingInfo();
};
BABYLON.Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
/// 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
var that = this;
return this._internalPick(function (world) {
return that.createPickingRay(x, y, world, camera);
}, predicate, fastCheck);
};
BABYLON.Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
var that = this;
return this._internalPick(function (world) {
if (!that._pickWithRayInverseMatrix) {
that._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
}
world.invertToRef(that._pickWithRayInverseMatrix);
return BABYLON.Ray.Transform(ray, that._pickWithRayInverseMatrix);
}, predicate, fastCheck);
};
// Physics
BABYLON.Scene.prototype.enablePhysics = function (gravity, iterations) {
if (this._physicsEngine) {
return true;
}
if (!BABYLON.PhysicsEngine.IsSupported()) {
return false;
}
this._physicsEngine = new BABYLON.PhysicsEngine(gravity, iterations || 10);
return true;
};
BABYLON.Scene.prototype.disablePhysicsEngine = function () {
if (!this._physicsEngine) {
return;
}
this._physicsEngine.dispose();
this._physicsEngine = undefined;
};
BABYLON.Scene.prototype.isPhysicsEnabled = function () {
return this._physicsEngine !== undefined;
};
BABYLON.Scene.prototype.setGravity = function (gravity) {
if (!this._physicsEngine) {
return;
}
this._physicsEngine._setGravity(gravity);
};
BABYLON.Scene.prototype.createCompoundImpostor = function (options) {
if (!this._physicsEngine) {
return null;
}
for (var index = 0; index < options.parts.length; index++) {
var mesh = options.parts[index].mesh;
mesh._physicImpostor = options.parts[index].impostor;
mesh._physicsMass = options.mass / options.parts.length;
mesh._physicsFriction = options.friction;
mesh._physicRestitution = options.restitution;
}
return this._physicsEngine._registerCompound(options);
};
BABYLON.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._scene._physicsEngine._unregisterMesh(mesh);
}
};
// Statics
BABYLON.Scene.FOGMODE_NONE = 0;
BABYLON.Scene.FOGMODE_EXP = 1;
BABYLON.Scene.FOGMODE_EXP2 = 2;
BABYLON.Scene.FOGMODE_LINEAR = 3;
})();