var __extends = (this && this.__extends) || (function () { var extendStatics = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; return function (d, b) { extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); }; })(); import * as BABYLON from 'babylonjs/core/es6'; import * as picking from 'babylonjs/picking/es6'; __extends(BABYLON, picking); var BABYLON; (function (BABYLON) { /** * This is a holder class for the physics joint created by the physics plugin. * It holds a set of functions to control the underlying joint. */ var PhysicsJoint = /** @class */ (function () { function PhysicsJoint(type, jointData) { this.type = type; this.jointData = jointData; jointData.nativeParams = jointData.nativeParams || {}; } Object.defineProperty(PhysicsJoint.prototype, "physicsJoint", { get: function () { return this._physicsJoint; }, set: function (newJoint) { if (this._physicsJoint) { //remove from the wolrd } this._physicsJoint = newJoint; }, enumerable: true, configurable: true }); Object.defineProperty(PhysicsJoint.prototype, "physicsPlugin", { set: function (physicsPlugin) { this._physicsPlugin = physicsPlugin; }, enumerable: true, configurable: true }); /** * Execute a function that is physics-plugin specific. * @param {Function} func the function that will be executed. * It accepts two parameters: the physics world and the physics joint. */ PhysicsJoint.prototype.executeNativeFunction = function (func) { func(this._physicsPlugin.world, this._physicsJoint); }; //TODO check if the native joints are the same //Joint Types PhysicsJoint.DistanceJoint = 0; PhysicsJoint.HingeJoint = 1; PhysicsJoint.BallAndSocketJoint = 2; PhysicsJoint.WheelJoint = 3; PhysicsJoint.SliderJoint = 4; //OIMO PhysicsJoint.PrismaticJoint = 5; //ENERGY FTW! (compare with this - http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions) PhysicsJoint.UniversalJoint = 6; PhysicsJoint.Hinge2Joint = PhysicsJoint.WheelJoint; //Cannon //Similar to a Ball-Joint. Different in params PhysicsJoint.PointToPointJoint = 8; //Cannon only at the moment PhysicsJoint.SpringJoint = 9; PhysicsJoint.LockJoint = 10; return PhysicsJoint; }()); BABYLON.PhysicsJoint = PhysicsJoint; /** * A class representing a physics distance joint. */ var DistanceJoint = /** @class */ (function (_super) { __extends(DistanceJoint, _super); function DistanceJoint(jointData) { return _super.call(this, PhysicsJoint.DistanceJoint, jointData) || this; } /** * Update the predefined distance. */ DistanceJoint.prototype.updateDistance = function (maxDistance, minDistance) { this._physicsPlugin.updateDistanceJoint(this, maxDistance, minDistance); }; return DistanceJoint; }(PhysicsJoint)); BABYLON.DistanceJoint = DistanceJoint; var MotorEnabledJoint = /** @class */ (function (_super) { __extends(MotorEnabledJoint, _super); function MotorEnabledJoint(type, jointData) { return _super.call(this, type, jointData) || this; } /** * Set the motor values. * Attention, this function is plugin specific. Engines won't react 100% the same. * @param {number} force the force to apply * @param {number} maxForce max force for this motor. */ MotorEnabledJoint.prototype.setMotor = function (force, maxForce) { this._physicsPlugin.setMotor(this, force || 0, maxForce); }; /** * Set the motor's limits. * Attention, this function is plugin specific. Engines won't react 100% the same. */ MotorEnabledJoint.prototype.setLimit = function (upperLimit, lowerLimit) { this._physicsPlugin.setLimit(this, upperLimit, lowerLimit); }; return MotorEnabledJoint; }(PhysicsJoint)); BABYLON.MotorEnabledJoint = MotorEnabledJoint; /** * This class represents a single hinge physics joint */ var HingeJoint = /** @class */ (function (_super) { __extends(HingeJoint, _super); function HingeJoint(jointData) { return _super.call(this, PhysicsJoint.HingeJoint, jointData) || this; } /** * Set the motor values. * Attention, this function is plugin specific. Engines won't react 100% the same. * @param {number} force the force to apply * @param {number} maxForce max force for this motor. */ HingeJoint.prototype.setMotor = function (force, maxForce) { this._physicsPlugin.setMotor(this, force || 0, maxForce); }; /** * Set the motor's limits. * Attention, this function is plugin specific. Engines won't react 100% the same. */ HingeJoint.prototype.setLimit = function (upperLimit, lowerLimit) { this._physicsPlugin.setLimit(this, upperLimit, lowerLimit); }; return HingeJoint; }(MotorEnabledJoint)); BABYLON.HingeJoint = HingeJoint; /** * This class represents a dual hinge physics joint (same as wheel joint) */ var Hinge2Joint = /** @class */ (function (_super) { __extends(Hinge2Joint, _super); function Hinge2Joint(jointData) { return _super.call(this, PhysicsJoint.Hinge2Joint, jointData) || this; } /** * Set the motor values. * Attention, this function is plugin specific. Engines won't react 100% the same. * @param {number} force the force to apply * @param {number} maxForce max force for this motor. * @param {motorIndex} the motor's index, 0 or 1. */ Hinge2Joint.prototype.setMotor = function (force, maxForce, motorIndex) { if (motorIndex === void 0) { motorIndex = 0; } this._physicsPlugin.setMotor(this, force || 0, maxForce, motorIndex); }; /** * Set the motor limits. * Attention, this function is plugin specific. Engines won't react 100% the same. * @param {number} upperLimit the upper limit * @param {number} lowerLimit lower limit * @param {motorIndex} the motor's index, 0 or 1. */ Hinge2Joint.prototype.setLimit = function (upperLimit, lowerLimit, motorIndex) { if (motorIndex === void 0) { motorIndex = 0; } this._physicsPlugin.setLimit(this, upperLimit, lowerLimit, motorIndex); }; return Hinge2Joint; }(MotorEnabledJoint)); BABYLON.Hinge2Joint = Hinge2Joint; })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.physicsJoint.js.map var BABYLON; (function (BABYLON) { var PhysicsImpostor = /** @class */ (function () { function PhysicsImpostor(object, type, _options, _scene) { if (_options === void 0) { _options = { mass: 0 }; } var _this = this; this.object = object; this.type = type; this._options = _options; this._scene = _scene; this._bodyUpdateRequired = false; this._onBeforePhysicsStepCallbacks = new Array(); this._onAfterPhysicsStepCallbacks = new Array(); this._onPhysicsCollideCallbacks = []; this._deltaPosition = BABYLON.Vector3.Zero(); this._isDisposed = false; //temp variables for parent rotation calculations //private _mats: Array = [new Matrix(), new Matrix()]; this._tmpQuat = new BABYLON.Quaternion(); this._tmpQuat2 = new BABYLON.Quaternion(); /** * this function is executed by the physics engine. */ this.beforeStep = function () { if (!_this._physicsEngine) { return; } _this.object.translate(_this._deltaPosition, -1); _this._deltaRotationConjugated && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotationConjugated, _this.object.rotationQuaternion); _this.object.computeWorldMatrix(false); if (_this.object.parent && _this.object.rotationQuaternion) { _this.getParentsRotation(); _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this._tmpQuat); } else { _this._tmpQuat.copyFrom(_this.object.rotationQuaternion || new BABYLON.Quaternion()); } if (!_this._options.disableBidirectionalTransformation) { _this.object.rotationQuaternion && _this._physicsEngine.getPhysicsPlugin().setPhysicsBodyTransformation(_this, /*bInfo.boundingBox.centerWorld*/ _this.object.getAbsolutePivotPoint(), _this._tmpQuat); } _this._onBeforePhysicsStepCallbacks.forEach(function (func) { func(_this); }); }; /** * this function is executed by the physics engine. */ this.afterStep = function () { if (!_this._physicsEngine) { return; } _this._onAfterPhysicsStepCallbacks.forEach(function (func) { func(_this); }); _this._physicsEngine.getPhysicsPlugin().setTransformationFromPhysicsBody(_this); // object has now its world rotation. needs to be converted to local. if (_this.object.parent && _this.object.rotationQuaternion) { _this.getParentsRotation(); _this._tmpQuat.conjugateInPlace(); _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this.object.rotationQuaternion); } // take the position set and make it the absolute position of this object. _this.object.setAbsolutePosition(_this.object.position); _this._deltaRotation && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotation, _this.object.rotationQuaternion); _this.object.translate(_this._deltaPosition, 1); }; /** * Legacy collision detection event support */ this.onCollideEvent = null; //event and body object due to cannon's event-based architecture. this.onCollide = function (e) { if (!_this._onPhysicsCollideCallbacks.length && !_this.onCollideEvent) { return; } if (!_this._physicsEngine) { return; } var otherImpostor = _this._physicsEngine.getImpostorWithPhysicsBody(e.body); if (otherImpostor) { // Legacy collision detection event support if (_this.onCollideEvent) { _this.onCollideEvent(_this, otherImpostor); } _this._onPhysicsCollideCallbacks.filter(function (obj) { return obj.otherImpostors.indexOf(otherImpostor) !== -1; }).forEach(function (obj) { obj.callback(_this, otherImpostor); }); } }; //sanity check! if (!this.object) { BABYLON.Tools.Error("No object was provided. A physics object is obligatory"); return; } //legacy support for old syntax. if (!this._scene && object.getScene) { this._scene = object.getScene(); } if (!this._scene) { return; } this._physicsEngine = this._scene.getPhysicsEngine(); if (!this._physicsEngine) { BABYLON.Tools.Error("Physics not enabled. Please use scene.enablePhysics(...) before creating impostors."); } else { //set the object's quaternion, if not set if (!this.object.rotationQuaternion) { if (this.object.rotation) { this.object.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.object.rotation.y, this.object.rotation.x, this.object.rotation.z); } else { this.object.rotationQuaternion = new BABYLON.Quaternion(); } } //default options params this._options.mass = (_options.mass === void 0) ? 0 : _options.mass; this._options.friction = (_options.friction === void 0) ? 0.2 : _options.friction; this._options.restitution = (_options.restitution === void 0) ? 0.2 : _options.restitution; this._joints = []; //If the mesh has a parent, don't initialize the physicsBody. Instead wait for the parent to do that. if (!this.object.parent || this._options.ignoreParent) { this._init(); } else if (this.object.parent.physicsImpostor) { BABYLON.Tools.Warn("You must affect impostors to children before affecting impostor to parent."); } } } Object.defineProperty(PhysicsImpostor.prototype, "isDisposed", { get: function () { return this._isDisposed; }, enumerable: true, configurable: true }); Object.defineProperty(PhysicsImpostor.prototype, "mass", { get: function () { return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyMass(this) : 0; }, set: function (value) { this.setMass(value); }, enumerable: true, configurable: true }); Object.defineProperty(PhysicsImpostor.prototype, "friction", { get: function () { return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyFriction(this) : 0; }, set: function (value) { if (!this._physicsEngine) { return; } this._physicsEngine.getPhysicsPlugin().setBodyFriction(this, value); }, enumerable: true, configurable: true }); Object.defineProperty(PhysicsImpostor.prototype, "restitution", { get: function () { return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyRestitution(this) : 0; }, set: function (value) { if (!this._physicsEngine) { return; } this._physicsEngine.getPhysicsPlugin().setBodyRestitution(this, value); }, enumerable: true, configurable: true }); /** * This function will completly initialize this impostor. * It will create a new body - but only if this mesh has no parent. * If it has, this impostor will not be used other than to define the impostor * of the child mesh. */ PhysicsImpostor.prototype._init = function () { if (!this._physicsEngine) { return; } this._physicsEngine.removeImpostor(this); this.physicsBody = null; this._parent = this._parent || this._getPhysicsParent(); if (!this._isDisposed && (!this.parent || this._options.ignoreParent)) { this._physicsEngine.addImpostor(this); } }; PhysicsImpostor.prototype._getPhysicsParent = function () { if (this.object.parent instanceof BABYLON.AbstractMesh) { var parentMesh = this.object.parent; return parentMesh.physicsImpostor; } return null; }; /** * Should a new body be generated. */ PhysicsImpostor.prototype.isBodyInitRequired = function () { return this._bodyUpdateRequired || (!this._physicsBody && !this._parent); }; PhysicsImpostor.prototype.setScalingUpdated = function (updated) { this.forceUpdate(); }; /** * Force a regeneration of this or the parent's impostor's body. * Use under cautious - This will remove all joints already implemented. */ PhysicsImpostor.prototype.forceUpdate = function () { this._init(); if (this.parent && !this._options.ignoreParent) { this.parent.forceUpdate(); } }; Object.defineProperty(PhysicsImpostor.prototype, "physicsBody", { /*public get mesh(): AbstractMesh { return this._mesh; }*/ /** * Gets the body that holds this impostor. Either its own, or its parent. */ get: function () { return (this._parent && !this._options.ignoreParent) ? this._parent.physicsBody : this._physicsBody; }, /** * Set the physics body. Used mainly by the physics engine/plugin */ set: function (physicsBody) { if (this._physicsBody && this._physicsEngine) { this._physicsEngine.getPhysicsPlugin().removePhysicsBody(this); } this._physicsBody = physicsBody; this.resetUpdateFlags(); }, enumerable: true, configurable: true }); Object.defineProperty(PhysicsImpostor.prototype, "parent", { get: function () { return !this._options.ignoreParent && this._parent ? this._parent : null; }, set: function (value) { this._parent = value; }, enumerable: true, configurable: true }); PhysicsImpostor.prototype.resetUpdateFlags = function () { this._bodyUpdateRequired = false; }; PhysicsImpostor.prototype.getObjectExtendSize = function () { if (this.object.getBoundingInfo) { var q = this.object.rotationQuaternion; //reset rotation this.object.rotationQuaternion = PhysicsImpostor.IDENTITY_QUATERNION; //calculate the world matrix with no rotation this.object.computeWorldMatrix && this.object.computeWorldMatrix(true); var boundingInfo = this.object.getBoundingInfo(); var size = boundingInfo.boundingBox.extendSizeWorld.scale(2); //bring back the rotation this.object.rotationQuaternion = q; //calculate the world matrix with the new rotation this.object.computeWorldMatrix && this.object.computeWorldMatrix(true); return size; } else { return PhysicsImpostor.DEFAULT_OBJECT_SIZE; } }; PhysicsImpostor.prototype.getObjectCenter = function () { if (this.object.getBoundingInfo) { var boundingInfo = this.object.getBoundingInfo(); return boundingInfo.boundingBox.centerWorld; } else { return this.object.position; } }; /** * Get a specific parametes from the options parameter. */ PhysicsImpostor.prototype.getParam = function (paramName) { return this._options[paramName]; }; /** * Sets a specific parameter in the options given to the physics plugin */ PhysicsImpostor.prototype.setParam = function (paramName, value) { this._options[paramName] = value; this._bodyUpdateRequired = true; }; /** * Specifically change the body's mass option. Won't recreate the physics body object */ PhysicsImpostor.prototype.setMass = function (mass) { if (this.getParam("mass") !== mass) { this.setParam("mass", mass); } if (this._physicsEngine) { this._physicsEngine.getPhysicsPlugin().setBodyMass(this, mass); } }; PhysicsImpostor.prototype.getLinearVelocity = function () { return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getLinearVelocity(this) : BABYLON.Vector3.Zero(); }; PhysicsImpostor.prototype.setLinearVelocity = function (velocity) { if (this._physicsEngine) { this._physicsEngine.getPhysicsPlugin().setLinearVelocity(this, velocity); } }; PhysicsImpostor.prototype.getAngularVelocity = function () { return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getAngularVelocity(this) : BABYLON.Vector3.Zero(); }; PhysicsImpostor.prototype.setAngularVelocity = function (velocity) { if (this._physicsEngine) { this._physicsEngine.getPhysicsPlugin().setAngularVelocity(this, velocity); } }; /** * Execute a function with the physics plugin native code. * Provide a function the will have two variables - the world object and the physics body object. */ PhysicsImpostor.prototype.executeNativeFunction = function (func) { if (this._physicsEngine) { func(this._physicsEngine.getPhysicsPlugin().world, this.physicsBody); } }; /** * Register a function that will be executed before the physics world is stepping forward. */ PhysicsImpostor.prototype.registerBeforePhysicsStep = function (func) { this._onBeforePhysicsStepCallbacks.push(func); }; PhysicsImpostor.prototype.unregisterBeforePhysicsStep = function (func) { var index = this._onBeforePhysicsStepCallbacks.indexOf(func); if (index > -1) { this._onBeforePhysicsStepCallbacks.splice(index, 1); } else { BABYLON.Tools.Warn("Function to remove was not found"); } }; /** * Register a function that will be executed after the physics step */ PhysicsImpostor.prototype.registerAfterPhysicsStep = function (func) { this._onAfterPhysicsStepCallbacks.push(func); }; PhysicsImpostor.prototype.unregisterAfterPhysicsStep = function (func) { var index = this._onAfterPhysicsStepCallbacks.indexOf(func); if (index > -1) { this._onAfterPhysicsStepCallbacks.splice(index, 1); } else { BABYLON.Tools.Warn("Function to remove was not found"); } }; /** * register a function that will be executed when this impostor collides against a different body. */ PhysicsImpostor.prototype.registerOnPhysicsCollide = function (collideAgainst, func) { var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst]; this._onPhysicsCollideCallbacks.push({ callback: func, otherImpostors: collidedAgainstList }); }; PhysicsImpostor.prototype.unregisterOnPhysicsCollide = function (collideAgainst, func) { var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst]; var index = this._onPhysicsCollideCallbacks.indexOf({ callback: func, otherImpostors: collidedAgainstList }); if (index > -1) { this._onPhysicsCollideCallbacks.splice(index, 1); } else { BABYLON.Tools.Warn("Function to remove was not found"); } }; PhysicsImpostor.prototype.getParentsRotation = function () { var parent = this.object.parent; this._tmpQuat.copyFromFloats(0, 0, 0, 1); while (parent) { if (parent.rotationQuaternion) { this._tmpQuat2.copyFrom(parent.rotationQuaternion); } else { BABYLON.Quaternion.RotationYawPitchRollToRef(parent.rotation.y, parent.rotation.x, parent.rotation.z, this._tmpQuat2); } this._tmpQuat.multiplyToRef(this._tmpQuat2, this._tmpQuat); parent = parent.parent; } return this._tmpQuat; }; /** * Apply a force */ PhysicsImpostor.prototype.applyForce = function (force, contactPoint) { if (this._physicsEngine) { this._physicsEngine.getPhysicsPlugin().applyForce(this, force, contactPoint); } return this; }; /** * Apply an impulse */ PhysicsImpostor.prototype.applyImpulse = function (force, contactPoint) { if (this._physicsEngine) { this._physicsEngine.getPhysicsPlugin().applyImpulse(this, force, contactPoint); } return this; }; /** * A help function to create a joint. */ PhysicsImpostor.prototype.createJoint = function (otherImpostor, jointType, jointData) { var joint = new BABYLON.PhysicsJoint(jointType, jointData); this.addJoint(otherImpostor, joint); return this; }; /** * Add a joint to this impostor with a different impostor. */ PhysicsImpostor.prototype.addJoint = function (otherImpostor, joint) { this._joints.push({ otherImpostor: otherImpostor, joint: joint }); if (this._physicsEngine) { this._physicsEngine.addJoint(this, otherImpostor, joint); } return this; }; /** * Will keep this body still, in a sleep mode. */ PhysicsImpostor.prototype.sleep = function () { if (this._physicsEngine) { this._physicsEngine.getPhysicsPlugin().sleepBody(this); } return this; }; /** * Wake the body up. */ PhysicsImpostor.prototype.wakeUp = function () { if (this._physicsEngine) { this._physicsEngine.getPhysicsPlugin().wakeUpBody(this); } return this; }; PhysicsImpostor.prototype.clone = function (newObject) { if (!newObject) return null; return new PhysicsImpostor(newObject, this.type, this._options, this._scene); }; PhysicsImpostor.prototype.dispose = function () { var _this = this; //no dispose if no physics engine is available. if (!this._physicsEngine) { return; } this._joints.forEach(function (j) { if (_this._physicsEngine) { _this._physicsEngine.removeJoint(_this, j.otherImpostor, j.joint); } }); //dispose the physics body this._physicsEngine.removeImpostor(this); if (this.parent) { this.parent.forceUpdate(); } else { /*this._object.getChildMeshes().forEach(function(mesh) { if (mesh.physicsImpostor) { if (disposeChildren) { mesh.physicsImpostor.dispose(); mesh.physicsImpostor = null; } } })*/ } this._isDisposed = true; }; PhysicsImpostor.prototype.setDeltaPosition = function (position) { this._deltaPosition.copyFrom(position); }; PhysicsImpostor.prototype.setDeltaRotation = function (rotation) { if (!this._deltaRotation) { this._deltaRotation = new BABYLON.Quaternion(); } this._deltaRotation.copyFrom(rotation); this._deltaRotationConjugated = this._deltaRotation.conjugate(); }; PhysicsImpostor.prototype.getBoxSizeToRef = function (result) { if (this._physicsEngine) { this._physicsEngine.getPhysicsPlugin().getBoxSizeToRef(this, result); } return this; }; PhysicsImpostor.prototype.getRadius = function () { return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getRadius(this) : 0; }; /** * Sync a bone with this impostor * @param bone The bone to sync to the impostor. * @param boneMesh The mesh that the bone is influencing. * @param jointPivot The pivot of the joint / bone in local space. * @param distToJoint Optional distance from the impostor to the joint. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone. */ PhysicsImpostor.prototype.syncBoneWithImpostor = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation) { var tempVec = PhysicsImpostor._tmpVecs[0]; var mesh = this.object; if (mesh.rotationQuaternion) { if (adjustRotation) { var tempQuat = PhysicsImpostor._tmpQuat; mesh.rotationQuaternion.multiplyToRef(adjustRotation, tempQuat); bone.setRotationQuaternion(tempQuat, BABYLON.Space.WORLD, boneMesh); } else { bone.setRotationQuaternion(mesh.rotationQuaternion, BABYLON.Space.WORLD, boneMesh); } } tempVec.x = 0; tempVec.y = 0; tempVec.z = 0; if (jointPivot) { tempVec.x = jointPivot.x; tempVec.y = jointPivot.y; tempVec.z = jointPivot.z; bone.getDirectionToRef(tempVec, boneMesh, tempVec); if (distToJoint === undefined || distToJoint === null) { distToJoint = jointPivot.length(); } tempVec.x *= distToJoint; tempVec.y *= distToJoint; tempVec.z *= distToJoint; } if (bone.getParent()) { tempVec.addInPlace(mesh.getAbsolutePosition()); bone.setAbsolutePosition(tempVec, boneMesh); } else { boneMesh.setAbsolutePosition(mesh.getAbsolutePosition()); boneMesh.position.x -= tempVec.x; boneMesh.position.y -= tempVec.y; boneMesh.position.z -= tempVec.z; } }; /** * Sync impostor to a bone * @param bone The bone that the impostor will be synced to. * @param boneMesh The mesh that the bone is influencing. * @param jointPivot The pivot of the joint / bone in local space. * @param distToJoint Optional distance from the impostor to the joint. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone. * @param boneAxis Optional vector3 axis the bone is aligned with */ PhysicsImpostor.prototype.syncImpostorWithBone = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation, boneAxis) { var mesh = this.object; if (mesh.rotationQuaternion) { if (adjustRotation) { var tempQuat = PhysicsImpostor._tmpQuat; bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, tempQuat); tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion); } else { bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, mesh.rotationQuaternion); } } var pos = PhysicsImpostor._tmpVecs[0]; var boneDir = PhysicsImpostor._tmpVecs[1]; if (!boneAxis) { boneAxis = PhysicsImpostor._tmpVecs[2]; boneAxis.x = 0; boneAxis.y = 1; boneAxis.z = 0; } bone.getDirectionToRef(boneAxis, boneMesh, boneDir); bone.getAbsolutePositionToRef(boneMesh, pos); if ((distToJoint === undefined || distToJoint === null) && jointPivot) { distToJoint = jointPivot.length(); } if (distToJoint !== undefined && distToJoint !== null) { pos.x += boneDir.x * distToJoint; pos.y += boneDir.y * distToJoint; pos.z += boneDir.z * distToJoint; } mesh.setAbsolutePosition(pos); }; PhysicsImpostor.DEFAULT_OBJECT_SIZE = new BABYLON.Vector3(1, 1, 1); PhysicsImpostor.IDENTITY_QUATERNION = BABYLON.Quaternion.Identity(); PhysicsImpostor._tmpVecs = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()]; PhysicsImpostor._tmpQuat = BABYLON.Quaternion.Identity(); //Impostor types PhysicsImpostor.NoImpostor = 0; PhysicsImpostor.SphereImpostor = 1; PhysicsImpostor.BoxImpostor = 2; PhysicsImpostor.PlaneImpostor = 3; PhysicsImpostor.MeshImpostor = 4; PhysicsImpostor.CylinderImpostor = 7; PhysicsImpostor.ParticleImpostor = 8; PhysicsImpostor.HeightmapImpostor = 9; return PhysicsImpostor; }()); BABYLON.PhysicsImpostor = PhysicsImpostor; })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.physicsImpostor.js.map BABYLON.Effect.ShadersStore['defaultVertexShader'] = "#include<__decl__defaultVertex>\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include\n#include\n\n#include\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nvarying vec2 vDiffuseUV;\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nvarying vec2 vAmbientUV;\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nvarying vec2 vOpacityUV;\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nvarying vec2 vEmissiveUV;\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nvarying vec2 vLightmapUV;\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0\nvarying vec2 vSpecularUV;\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nvarying vec2 vBumpUV;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include\n#include\n#include\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include\n#include[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include\nvoid main(void) {\nvec3 positionUpdated=position;\n#ifdef NORMAL \nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#include[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\n#endif \n#include\n#include\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif\n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nif (vAmbientInfos.x == 0.)\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nif (vOpacityInfos.x == 0.)\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nif (vEmissiveInfos.x == 0.)\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nif (vLightmapInfos.x == 0.)\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0\nif (vSpecularInfos.x == 0.)\n{\nvSpecularUV=vec2(specularMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvSpecularUV=vec2(specularMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nif (vBumpInfos.x == 0.)\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#include\n#include\n#include\n#include[0..maxSimultaneousLights]\n#ifdef VERTEXCOLOR\n\nvColor=color;\n#endif\n#include\n#include\n}"; BABYLON.Effect.ShadersStore['defaultPixelShader'] = "#include<__decl__defaultFragment>\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n\n#define RECIPROCAL_PI2 0.15915494\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n\n#include\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include\n#include\n\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV == 1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV == 2\n#define vDiffuseUV vMainUV2\n#else\nvarying vec2 vDiffuseUV;\n#endif\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef AMBIENT\n#if AMBIENTDIRECTUV == 1\n#define vAmbientUV vMainUV1\n#elif AMBIENTDIRECTUV == 2\n#define vAmbientUV vMainUV2\n#else\nvarying vec2 vAmbientUV;\n#endif\nuniform sampler2D ambientSampler;\n#endif\n#ifdef OPACITY \n#if OPACITYDIRECTUV == 1\n#define vOpacityUV vMainUV1\n#elif OPACITYDIRECTUV == 2\n#define vOpacityUV vMainUV2\n#else\nvarying vec2 vOpacityUV;\n#endif\nuniform sampler2D opacitySampler;\n#endif\n#ifdef EMISSIVE\n#if EMISSIVEDIRECTUV == 1\n#define vEmissiveUV vMainUV1\n#elif EMISSIVEDIRECTUV == 2\n#define vEmissiveUV vMainUV2\n#else\nvarying vec2 vEmissiveUV;\n#endif\nuniform sampler2D emissiveSampler;\n#endif\n#ifdef LIGHTMAP\n#if LIGHTMAPDIRECTUV == 1\n#define vLightmapUV vMainUV1\n#elif LIGHTMAPDIRECTUV == 2\n#define vLightmapUV vMainUV2\n#else\nvarying vec2 vLightmapUV;\n#endif\nuniform sampler2D lightmapSampler;\n#endif\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nuniform samplerCube refractionCubeSampler;\n#else\nuniform sampler2D refraction2DSampler;\n#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\n#if SPECULARDIRECTUV == 1\n#define vSpecularUV vMainUV1\n#elif SPECULARDIRECTUV == 2\n#define vSpecularUV vMainUV2\n#else\nvarying vec2 vSpecularUV;\n#endif\nuniform sampler2D specularSampler;\n#endif\n\n#include\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nuniform samplerCube reflectionCubeSampler;\n#else\nuniform sampler2D reflection2DSampler;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include\n#endif\n#include\n#include\n#include\n#include\n#include\n#include\nvoid main(void) {\n#include\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n\nfloat alpha=vDiffuseColor.a;\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));\n#endif\n#include\n#ifdef TWOSIDEDLIGHTING\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#include\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\nvec3 baseAmbientColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#endif\n\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularColor=vSpecularColor.rgb;\n#ifdef SPECULAR\nvec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);\nspecularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#else\nfloat glossiness=0.;\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\nfloat shadow=1.;\n#ifdef LIGHTMAP\nvec3 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset).rgb*vLightmapInfos.y;\n#endif\n#include[0..maxSimultaneousLights]\n\nvec3 refractionColor=vec3(0.,0.,0.);\n#ifdef REFRACTION\nvec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;\nif (dot(refractionVector,viewDirectionW)<1.0)\n{\nrefractionColor=textureCube(refractionCubeSampler,refractionVector).rgb*vRefractionInfos.x;\n}\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\nvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;\nrefractionCoords.y=1.0-refractionCoords.y;\nrefractionColor=texture2D(refraction2DSampler,refractionCoords).rgb*vRefractionInfos.x;\n#endif\n#endif\n\nvec3 reflectionColor=vec3(0.,0.,0.);\n#ifdef REFLECTION\nvec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nfloat bias=vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias).rgb*vReflectionInfos.x;\n#else\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW).rgb*vReflectionInfos.x;\n#endif\n#else\nvec2 coords=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;\nreflectionColor=texture2D(reflection2DSampler,coords).rgb*vReflectionInfos.x;\n#endif\n#ifdef REFLECTIONFRESNEL\nfloat reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#else\nreflectionColor*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#else\nreflectionColor*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nfloat refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);\nrefractionColor*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);\nalpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*vOpacityInfos.y;\n#endif\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nfloat opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);\nalpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;\n#endif\n\nvec3 emissiveColor=vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nfloat emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);\nemissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;\n#endif\n\n#ifdef DIFFUSEFRESNEL\nfloat diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);\ndiffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb;\n#endif\n\n#ifdef EMISSIVEASILLUMINATION\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n\n#ifdef EMISSIVEASILLUMINATION\nvec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor+emissiveColor+refractionColor,0.0,1.0),alpha);\n#else\nvec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor+refractionColor,alpha);\n#endif\n\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor.rgb*=lightmapColor;\n#else\ncolor.rgb+=lightmapColor;\n#endif\n#endif\n#endif\n#include\n#include\n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\n#else\n#ifdef IMAGEPROCESSING\ncolor.rgb=toLinearSpace(color.rgb);\ncolor=applyImageProcessing(color);\n#endif\n#endif\n#ifdef PREMULTIPLYALPHA\n\ncolor.rgb*=color.a;\n#endif\ngl_FragColor=color;\n}"; var BABYLON; (function (BABYLON) { var PhysicsEngine = /** @class */ (function () { function PhysicsEngine(gravity, _physicsPlugin) { if (_physicsPlugin === void 0) { _physicsPlugin = new BABYLON.CannonJSPlugin(); } this._physicsPlugin = _physicsPlugin; //new methods and parameters this._impostors = []; this._joints = []; if (!this._physicsPlugin.isSupported()) { throw new Error("Physics Engine " + this._physicsPlugin.name + " cannot be found. " + "Please make sure it is included."); } gravity = gravity || new BABYLON.Vector3(0, -9.807, 0); this.setGravity(gravity); this.setTimeStep(); } PhysicsEngine.prototype.setGravity = function (gravity) { this.gravity = gravity; this._physicsPlugin.setGravity(this.gravity); }; /** * Set the time step of the physics engine. * default is 1/60. * To slow it down, enter 1/600 for example. * To speed it up, 1/30 * @param {number} newTimeStep the new timestep to apply to this world. */ PhysicsEngine.prototype.setTimeStep = function (newTimeStep) { if (newTimeStep === void 0) { newTimeStep = 1 / 60; } this._physicsPlugin.setTimeStep(newTimeStep); }; /** * Get the time step of the physics engine. */ PhysicsEngine.prototype.getTimeStep = function () { return this._physicsPlugin.getTimeStep(); }; PhysicsEngine.prototype.dispose = function () { this._impostors.forEach(function (impostor) { impostor.dispose(); }); this._physicsPlugin.dispose(); }; PhysicsEngine.prototype.getPhysicsPluginName = function () { return this._physicsPlugin.name; }; /** * Adding a new impostor for the impostor tracking. * This will be done by the impostor itself. * @param {PhysicsImpostor} impostor the impostor to add */ PhysicsEngine.prototype.addImpostor = function (impostor) { impostor.uniqueId = this._impostors.push(impostor); //if no parent, generate the body if (!impostor.parent) { this._physicsPlugin.generatePhysicsBody(impostor); } }; /** * Remove an impostor from the engine. * This impostor and its mesh will not longer be updated by the physics engine. * @param {PhysicsImpostor} impostor the impostor to remove */ PhysicsEngine.prototype.removeImpostor = function (impostor) { var index = this._impostors.indexOf(impostor); if (index > -1) { var removed = this._impostors.splice(index, 1); //Is it needed? if (removed.length) { //this will also remove it from the world. removed[0].physicsBody = null; } } }; /** * Add a joint to the physics engine * @param {PhysicsImpostor} mainImpostor the main impostor to which the joint is added. * @param {PhysicsImpostor} connectedImpostor the impostor that is connected to the main impostor using this joint * @param {PhysicsJoint} the joint that will connect both impostors. */ PhysicsEngine.prototype.addJoint = function (mainImpostor, connectedImpostor, joint) { var impostorJoint = { mainImpostor: mainImpostor, connectedImpostor: connectedImpostor, joint: joint }; joint.physicsPlugin = this._physicsPlugin; this._joints.push(impostorJoint); this._physicsPlugin.generateJoint(impostorJoint); }; PhysicsEngine.prototype.removeJoint = function (mainImpostor, connectedImpostor, joint) { var matchingJoints = this._joints.filter(function (impostorJoint) { return (impostorJoint.connectedImpostor === connectedImpostor && impostorJoint.joint === joint && impostorJoint.mainImpostor === mainImpostor); }); if (matchingJoints.length) { this._physicsPlugin.removeJoint(matchingJoints[0]); //TODO remove it from the list as well } }; /** * Called by the scene. no need to call it. */ PhysicsEngine.prototype._step = function (delta) { var _this = this; //check if any mesh has no body / requires an update this._impostors.forEach(function (impostor) { if (impostor.isBodyInitRequired()) { _this._physicsPlugin.generatePhysicsBody(impostor); } }); if (delta > 0.1) { delta = 0.1; } else if (delta <= 0) { delta = 1.0 / 60.0; } this._physicsPlugin.executeStep(delta, this._impostors); }; PhysicsEngine.prototype.getPhysicsPlugin = function () { return this._physicsPlugin; }; PhysicsEngine.prototype.getImpostors = function () { return this._impostors; }; PhysicsEngine.prototype.getImpostorForPhysicsObject = function (object) { for (var i = 0; i < this._impostors.length; ++i) { if (this._impostors[i].object === object) { return this._impostors[i]; } } return null; }; PhysicsEngine.prototype.getImpostorWithPhysicsBody = function (body) { for (var i = 0; i < this._impostors.length; ++i) { if (this._impostors[i].physicsBody === body) { return this._impostors[i]; } } return null; }; // Statics PhysicsEngine.Epsilon = 0.001; return PhysicsEngine; }()); BABYLON.PhysicsEngine = PhysicsEngine; })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.physicsEngine.js.map var BABYLON; (function (BABYLON) { var PhysicsHelper = /** @class */ (function () { function PhysicsHelper(scene) { this._scene = scene; this._physicsEngine = this._scene.getPhysicsEngine(); if (!this._physicsEngine) { BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you can use the methods.'); } } /** * @param {Vector3} origin the origin of the explosion * @param {number} radius the explosion radius * @param {number} strength the explosion strength * @param {PhysicsRadialImpulseFalloff} falloff possible options: Constant & Linear. Defaults to Constant */ PhysicsHelper.prototype.applyRadialExplosionImpulse = function (origin, radius, strength, falloff) { if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; } if (!this._physicsEngine) { BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call this method.'); return null; } var impostors = this._physicsEngine.getImpostors(); if (impostors.length === 0) { return null; } var event = new PhysicsRadialExplosionEvent(this._scene); impostors.forEach(function (impostor) { var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff); if (!impostorForceAndContactPoint) { return; } impostor.applyImpulse(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint); }); event.dispose(false); return event; }; /** * @param {Vector3} origin the origin of the explosion * @param {number} radius the explosion radius * @param {number} strength the explosion strength * @param {PhysicsRadialImpulseFalloff} falloff possible options: Constant & Linear. Defaults to Constant */ PhysicsHelper.prototype.applyRadialExplosionForce = function (origin, radius, strength, falloff) { if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; } if (!this._physicsEngine) { BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.'); return null; } var impostors = this._physicsEngine.getImpostors(); if (impostors.length === 0) { return null; } var event = new PhysicsRadialExplosionEvent(this._scene); impostors.forEach(function (impostor) { var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff); if (!impostorForceAndContactPoint) { return; } impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint); }); event.dispose(false); return event; }; /** * @param {Vector3} origin the origin of the explosion * @param {number} radius the explosion radius * @param {number} strength the explosion strength * @param {PhysicsRadialImpulseFalloff} falloff possible options: Constant & Linear. Defaults to Constant */ PhysicsHelper.prototype.gravitationalField = function (origin, radius, strength, falloff) { if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; } if (!this._physicsEngine) { BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.'); return null; } var impostors = this._physicsEngine.getImpostors(); if (impostors.length === 0) { return null; } var event = new PhysicsGravitationalFieldEvent(this, this._scene, origin, radius, strength, falloff); event.dispose(false); return event; }; /** * @param {Vector3} origin the origin of the updraft * @param {number} radius the radius of the updraft * @param {number} strength the strength of the updraft * @param {number} height the height of the updraft * @param {PhysicsUpdraftMode} updraftMode possible options: Center & Perpendicular. Defaults to Center */ PhysicsHelper.prototype.updraft = function (origin, radius, strength, height, updraftMode) { if (updraftMode === void 0) { updraftMode = PhysicsUpdraftMode.Center; } if (!this._physicsEngine) { BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.'); return null; } if (this._physicsEngine.getImpostors().length === 0) { return null; } var event = new PhysicsUpdraftEvent(this._scene, origin, radius, strength, height, updraftMode); event.dispose(false); return event; }; /** * @param {Vector3} origin the of the vortex * @param {number} radius the radius of the vortex * @param {number} strength the strength of the vortex * @param {number} height the height of the vortex */ PhysicsHelper.prototype.vortex = function (origin, radius, strength, height) { if (!this._physicsEngine) { BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.'); return null; } if (this._physicsEngine.getImpostors().length === 0) { return null; } var event = new PhysicsVortexEvent(this._scene, origin, radius, strength, height); event.dispose(false); return event; }; return PhysicsHelper; }()); BABYLON.PhysicsHelper = PhysicsHelper; /***** Radial explosion *****/ var PhysicsRadialExplosionEvent = /** @class */ (function () { function PhysicsRadialExplosionEvent(scene) { this._sphereOptions = { segments: 32, diameter: 1 }; // TODO: make configurable this._rays = []; this._dataFetched = false; // check if the data has been fetched. If not, do cleanup this._scene = scene; } /** * Returns the data related to the radial explosion event (sphere & rays). * @returns {PhysicsRadialExplosionEventData} */ PhysicsRadialExplosionEvent.prototype.getData = function () { this._dataFetched = true; return { sphere: this._sphere, rays: this._rays, }; }; /** * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse. * @param impostor * @param {Vector3} origin the origin of the explosion * @param {number} radius the explosion radius * @param {number} strength the explosion strength * @param {PhysicsRadialImpulseFalloff} falloff possible options: Constant & Linear * @returns {Nullable} */ PhysicsRadialExplosionEvent.prototype.getImpostorForceAndContactPoint = function (impostor, origin, radius, strength, falloff) { if (impostor.mass === 0) { return null; } if (!this._intersectsWithSphere(impostor, origin, radius)) { return null; } if (impostor.object.getClassName() !== 'Mesh') { return null; } var impostorObject = impostor.object; var impostorObjectCenter = impostor.getObjectCenter(); var direction = impostorObjectCenter.subtract(origin); var ray = new BABYLON.Ray(origin, direction, radius); this._rays.push(ray); var hit = ray.intersectsMesh(impostorObject); var contactPoint = hit.pickedPoint; if (!contactPoint) { return null; } var distanceFromOrigin = BABYLON.Vector3.Distance(origin, contactPoint); if (distanceFromOrigin > radius) { return null; } var multiplier = falloff === PhysicsRadialImpulseFalloff.Constant ? strength : strength * (1 - (distanceFromOrigin / radius)); var force = direction.multiplyByFloats(multiplier, multiplier, multiplier); return { force: force, contactPoint: contactPoint }; }; /** * Disposes the sphere. * @param {bolean} force */ PhysicsRadialExplosionEvent.prototype.dispose = function (force) { var _this = this; if (force === void 0) { force = true; } if (force) { this._sphere.dispose(); } else { setTimeout(function () { if (!_this._dataFetched) { _this._sphere.dispose(); } }, 0); } }; /*** Helpers ***/ PhysicsRadialExplosionEvent.prototype._prepareSphere = function () { if (!this._sphere) { this._sphere = BABYLON.MeshBuilder.CreateSphere("radialExplosionEventSphere", this._sphereOptions, this._scene); this._sphere.isVisible = false; } }; PhysicsRadialExplosionEvent.prototype._intersectsWithSphere = function (impostor, origin, radius) { var impostorObject = impostor.object; this._prepareSphere(); this._sphere.position = origin; this._sphere.scaling = new BABYLON.Vector3(radius * 2, radius * 2, radius * 2); this._sphere._updateBoundingInfo(); this._sphere.computeWorldMatrix(true); return this._sphere.intersectsMesh(impostorObject, true); }; return PhysicsRadialExplosionEvent; }()); BABYLON.PhysicsRadialExplosionEvent = PhysicsRadialExplosionEvent; /***** Gravitational Field *****/ var PhysicsGravitationalFieldEvent = /** @class */ (function () { function PhysicsGravitationalFieldEvent(physicsHelper, scene, origin, radius, strength, falloff) { if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; } this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup this._physicsHelper = physicsHelper; this._scene = scene; this._origin = origin; this._radius = radius; this._strength = strength; this._falloff = falloff; this._tickCallback = this._tick.bind(this); } /** * Returns the data related to the gravitational field event (sphere). * @returns {PhysicsGravitationalFieldEventData} */ PhysicsGravitationalFieldEvent.prototype.getData = function () { this._dataFetched = true; return { sphere: this._sphere, }; }; /** * Enables the gravitational field. */ PhysicsGravitationalFieldEvent.prototype.enable = function () { this._tickCallback.call(this); this._scene.registerBeforeRender(this._tickCallback); }; /** * Disables the gravitational field. */ PhysicsGravitationalFieldEvent.prototype.disable = function () { this._scene.unregisterBeforeRender(this._tickCallback); }; /** * Disposes the sphere. * @param {bolean} force */ PhysicsGravitationalFieldEvent.prototype.dispose = function (force) { var _this = this; if (force === void 0) { force = true; } if (force) { this._sphere.dispose(); } else { setTimeout(function () { if (!_this._dataFetched) { _this._sphere.dispose(); } }, 0); } }; PhysicsGravitationalFieldEvent.prototype._tick = function () { // Since the params won't change, we fetch the event only once if (this._sphere) { this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff); } else { var radialExplosionEvent = this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff); if (radialExplosionEvent) { this._sphere = radialExplosionEvent.getData().sphere.clone('radialExplosionEventSphereClone'); } } }; return PhysicsGravitationalFieldEvent; }()); BABYLON.PhysicsGravitationalFieldEvent = PhysicsGravitationalFieldEvent; /***** Updraft *****/ var PhysicsUpdraftEvent = /** @class */ (function () { function PhysicsUpdraftEvent(_scene, _origin, _radius, _strength, _height, _updraftMode) { this._scene = _scene; this._origin = _origin; this._radius = _radius; this._strength = _strength; this._height = _height; this._updraftMode = _updraftMode; this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder this._originDirection = BABYLON.Vector3.Zero(); // used if the updraftMode is perpendicular this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup this._physicsEngine = this._scene.getPhysicsEngine(); this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition); this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop); if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) { this._originDirection = this._origin.subtract(this._originTop).normalize(); } this._tickCallback = this._tick.bind(this); } /** * Returns the data related to the updraft event (cylinder). * @returns {PhysicsUpdraftEventData} */ PhysicsUpdraftEvent.prototype.getData = function () { this._dataFetched = true; return { cylinder: this._cylinder, }; }; /** * Enables the updraft. */ PhysicsUpdraftEvent.prototype.enable = function () { this._tickCallback.call(this); this._scene.registerBeforeRender(this._tickCallback); }; /** * Disables the cortex. */ PhysicsUpdraftEvent.prototype.disable = function () { this._scene.unregisterBeforeRender(this._tickCallback); }; /** * Disposes the sphere. * @param {bolean} force */ PhysicsUpdraftEvent.prototype.dispose = function (force) { var _this = this; if (force === void 0) { force = true; } if (force) { this._cylinder.dispose(); } else { setTimeout(function () { if (!_this._dataFetched) { _this._cylinder.dispose(); } }, 0); } }; PhysicsUpdraftEvent.prototype.getImpostorForceAndContactPoint = function (impostor) { if (impostor.mass === 0) { return null; } if (!this._intersectsWithCylinder(impostor)) { return null; } var impostorObjectCenter = impostor.getObjectCenter(); if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) { var direction = this._originDirection; } else { var direction = impostorObjectCenter.subtract(this._originTop); } var multiplier = this._strength * -1; var force = direction.multiplyByFloats(multiplier, multiplier, multiplier); return { force: force, contactPoint: impostorObjectCenter }; }; PhysicsUpdraftEvent.prototype._tick = function () { var _this = this; this._physicsEngine.getImpostors().forEach(function (impostor) { var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor); if (!impostorForceAndContactPoint) { return; } impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint); }); }; /*** Helpers ***/ PhysicsUpdraftEvent.prototype._prepareCylinder = function () { if (!this._cylinder) { this._cylinder = BABYLON.MeshBuilder.CreateCylinder("updraftEventCylinder", { height: this._height, diameter: this._radius * 2, }, this._scene); this._cylinder.isVisible = false; } }; PhysicsUpdraftEvent.prototype._intersectsWithCylinder = function (impostor) { var impostorObject = impostor.object; this._prepareCylinder(); this._cylinder.position = this._cylinderPosition; return this._cylinder.intersectsMesh(impostorObject, true); }; return PhysicsUpdraftEvent; }()); BABYLON.PhysicsUpdraftEvent = PhysicsUpdraftEvent; /***** Vortex *****/ var PhysicsVortexEvent = /** @class */ (function () { function PhysicsVortexEvent(_scene, _origin, _radius, _strength, _height) { this._scene = _scene; this._origin = _origin; this._radius = _radius; this._strength = _strength; this._height = _height; this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder this._centripetalForceThreshold = 0.7; // at which distance, relative to the radius the centripetal forces should kick in this._updraftMultiplier = 0.02; this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup this._physicsEngine = this._scene.getPhysicsEngine(); this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition); this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop); this._tickCallback = this._tick.bind(this); } /** * Returns the data related to the vortex event (cylinder). * @returns {PhysicsVortexEventData} */ PhysicsVortexEvent.prototype.getData = function () { this._dataFetched = true; return { cylinder: this._cylinder, }; }; /** * Enables the vortex. */ PhysicsVortexEvent.prototype.enable = function () { this._tickCallback.call(this); this._scene.registerBeforeRender(this._tickCallback); }; /** * Disables the cortex. */ PhysicsVortexEvent.prototype.disable = function () { this._scene.unregisterBeforeRender(this._tickCallback); }; /** * Disposes the sphere. * @param {bolean} force */ PhysicsVortexEvent.prototype.dispose = function (force) { var _this = this; if (force === void 0) { force = true; } if (force) { this._cylinder.dispose(); } else { setTimeout(function () { if (!_this._dataFetched) { _this._cylinder.dispose(); } }, 0); } }; PhysicsVortexEvent.prototype.getImpostorForceAndContactPoint = function (impostor) { if (impostor.mass === 0) { return null; } if (!this._intersectsWithCylinder(impostor)) { return null; } if (impostor.object.getClassName() !== 'Mesh') { return null; } var impostorObject = impostor.object; var impostorObjectCenter = impostor.getObjectCenter(); var originOnPlane = new BABYLON.Vector3(this._origin.x, impostorObjectCenter.y, this._origin.z); // the distance to the origin as if both objects were on a plane (Y-axis) var originToImpostorDirection = impostorObjectCenter.subtract(originOnPlane); var ray = new BABYLON.Ray(originOnPlane, originToImpostorDirection, this._radius); var hit = ray.intersectsMesh(impostorObject); var contactPoint = hit.pickedPoint; if (!contactPoint) { return null; } var absoluteDistanceFromOrigin = hit.distance / this._radius; var perpendicularDirection = BABYLON.Vector3.Cross(originOnPlane, impostorObjectCenter).normalize(); var directionToOrigin = contactPoint.normalize(); if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) { directionToOrigin = directionToOrigin.negate(); } // TODO: find a more physically based solution if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) { var forceX = directionToOrigin.x * this._strength / 8; var forceY = directionToOrigin.y * this._updraftMultiplier; var forceZ = directionToOrigin.z * this._strength / 8; } else { var forceX = (perpendicularDirection.x + directionToOrigin.x) / 2; var forceY = this._originTop.y * this._updraftMultiplier; var forceZ = (perpendicularDirection.z + directionToOrigin.z) / 2; } var force = new BABYLON.Vector3(forceX, forceY, forceZ); force = force.multiplyByFloats(this._strength, this._strength, this._strength); return { force: force, contactPoint: impostorObjectCenter }; }; PhysicsVortexEvent.prototype._tick = function () { var _this = this; this._physicsEngine.getImpostors().forEach(function (impostor) { var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor); if (!impostorForceAndContactPoint) { return; } impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint); }); }; /*** Helpers ***/ PhysicsVortexEvent.prototype._prepareCylinder = function () { if (!this._cylinder) { this._cylinder = BABYLON.MeshBuilder.CreateCylinder("vortexEventCylinder", { height: this._height, diameter: this._radius * 2, }, this._scene); this._cylinder.isVisible = false; } }; PhysicsVortexEvent.prototype._intersectsWithCylinder = function (impostor) { var impostorObject = impostor.object; this._prepareCylinder(); this._cylinder.position = this._cylinderPosition; return this._cylinder.intersectsMesh(impostorObject, true); }; return PhysicsVortexEvent; }()); BABYLON.PhysicsVortexEvent = PhysicsVortexEvent; /***** Enums *****/ /** * The strenght of the force in correspondence to the distance of the affected object */ var PhysicsRadialImpulseFalloff; (function (PhysicsRadialImpulseFalloff) { PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Constant"] = 0] = "Constant"; PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Linear"] = 1] = "Linear"; // impulse gets weaker if it's further from the origin })(PhysicsRadialImpulseFalloff = BABYLON.PhysicsRadialImpulseFalloff || (BABYLON.PhysicsRadialImpulseFalloff = {})); /** * The strenght of the force in correspondence to the distance of the affected object */ var PhysicsUpdraftMode; (function (PhysicsUpdraftMode) { PhysicsUpdraftMode[PhysicsUpdraftMode["Center"] = 0] = "Center"; PhysicsUpdraftMode[PhysicsUpdraftMode["Perpendicular"] = 1] = "Perpendicular"; // once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder })(PhysicsUpdraftMode = BABYLON.PhysicsUpdraftMode || (BABYLON.PhysicsUpdraftMode = {})); })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.physicsHelper.js.map var BABYLON; (function (BABYLON) { var CannonJSPlugin = /** @class */ (function () { function CannonJSPlugin(_useDeltaForWorldStep, iterations) { if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; } if (iterations === void 0) { iterations = 10; } this._useDeltaForWorldStep = _useDeltaForWorldStep; this.name = "CannonJSPlugin"; this._physicsMaterials = new Array(); this._fixedTimeStep = 1 / 60; //See https://github.com/schteppe/CANNON.js/blob/gh-pages/demos/collisionFilter.html this.BJSCANNON = typeof CANNON !== 'undefined' ? CANNON : (typeof require !== 'undefined' ? require('cannon') : undefined); this._minus90X = new BABYLON.Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475); this._plus90X = new BABYLON.Quaternion(0.7071067811865475, 0, 0, 0.7071067811865475); this._tmpPosition = BABYLON.Vector3.Zero(); this._tmpDeltaPosition = BABYLON.Vector3.Zero(); this._tmpUnityRotation = new BABYLON.Quaternion(); if (!this.isSupported()) { BABYLON.Tools.Error("CannonJS is not available. Please make sure you included the js file."); return; } this._extendNamespace(); this.world = new this.BJSCANNON.World(); this.world.broadphase = new this.BJSCANNON.NaiveBroadphase(); this.world.solver.iterations = iterations; } CannonJSPlugin.prototype.setGravity = function (gravity) { this.world.gravity.copy(gravity); }; CannonJSPlugin.prototype.setTimeStep = function (timeStep) { this._fixedTimeStep = timeStep; }; CannonJSPlugin.prototype.getTimeStep = function () { return this._fixedTimeStep; }; CannonJSPlugin.prototype.executeStep = function (delta, impostors) { this.world.step(this._fixedTimeStep, this._useDeltaForWorldStep ? delta : 0, 3); }; CannonJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) { var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z); var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z); impostor.physicsBody.applyImpulse(impulse, worldPoint); }; CannonJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) { var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z); var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z); impostor.physicsBody.applyForce(impulse, worldPoint); }; CannonJSPlugin.prototype.generatePhysicsBody = function (impostor) { //parent-child relationship. Does this impostor has a parent impostor? if (impostor.parent) { if (impostor.physicsBody) { this.removePhysicsBody(impostor); //TODO is that needed? impostor.forceUpdate(); } return; } //should a new body be created for this impostor? if (impostor.isBodyInitRequired()) { var shape = this._createShape(impostor); //unregister events, if body is being changed var oldBody = impostor.physicsBody; if (oldBody) { this.removePhysicsBody(impostor); } //create the body and material var material = this._addMaterial("mat-" + impostor.uniqueId, impostor.getParam("friction"), impostor.getParam("restitution")); var bodyCreationObject = { mass: impostor.getParam("mass"), material: material }; // A simple extend, in case native options were used. var nativeOptions = impostor.getParam("nativeOptions"); for (var key in nativeOptions) { if (nativeOptions.hasOwnProperty(key)) { bodyCreationObject[key] = nativeOptions[key]; } } impostor.physicsBody = new this.BJSCANNON.Body(bodyCreationObject); impostor.physicsBody.addEventListener("collide", impostor.onCollide); this.world.addEventListener("preStep", impostor.beforeStep); this.world.addEventListener("postStep", impostor.afterStep); impostor.physicsBody.addShape(shape); this.world.add(impostor.physicsBody); //try to keep the body moving in the right direction by taking old properties. //Should be tested! if (oldBody) { ['force', 'torque', 'velocity', 'angularVelocity'].forEach(function (param) { impostor.physicsBody[param].copy(oldBody[param]); }); } this._processChildMeshes(impostor); } //now update the body's transformation this._updatePhysicsBodyTransformation(impostor); }; CannonJSPlugin.prototype._processChildMeshes = function (mainImpostor) { var _this = this; var meshChildren = mainImpostor.object.getChildMeshes ? mainImpostor.object.getChildMeshes(true) : []; var currentRotation = mainImpostor.object.rotationQuaternion; if (meshChildren.length) { var processMesh = function (localPosition, mesh) { if (!currentRotation || !mesh.rotationQuaternion) { return; } var childImpostor = mesh.getPhysicsImpostor(); if (childImpostor) { var parent = childImpostor.parent; if (parent !== mainImpostor) { var pPosition = mesh.getAbsolutePosition().subtract(mainImpostor.object.getAbsolutePosition()); var localRotation = mesh.rotationQuaternion.multiply(BABYLON.Quaternion.Inverse(currentRotation)); if (childImpostor.physicsBody) { _this.removePhysicsBody(childImpostor); childImpostor.physicsBody = null; } childImpostor.parent = mainImpostor; childImpostor.resetUpdateFlags(); mainImpostor.physicsBody.addShape(_this._createShape(childImpostor), new _this.BJSCANNON.Vec3(pPosition.x, pPosition.y, pPosition.z), new _this.BJSCANNON.Quaternion(localRotation.x, localRotation.y, localRotation.z, localRotation.w)); //Add the mass of the children. mainImpostor.physicsBody.mass += childImpostor.getParam("mass"); } } currentRotation.multiplyInPlace(mesh.rotationQuaternion); mesh.getChildMeshes(true).filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(_this, mesh.getAbsolutePosition())); }; meshChildren.filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(this, mainImpostor.object.getAbsolutePosition())); } }; CannonJSPlugin.prototype.removePhysicsBody = function (impostor) { impostor.physicsBody.removeEventListener("collide", impostor.onCollide); this.world.removeEventListener("preStep", impostor.beforeStep); this.world.removeEventListener("postStep", impostor.afterStep); this.world.remove(impostor.physicsBody); }; CannonJSPlugin.prototype.generateJoint = function (impostorJoint) { var mainBody = impostorJoint.mainImpostor.physicsBody; var connectedBody = impostorJoint.connectedImpostor.physicsBody; if (!mainBody || !connectedBody) { return; } var constraint; var jointData = impostorJoint.joint.jointData; //TODO - https://github.com/schteppe/this.BJSCANNON.js/blob/gh-pages/demos/collisionFilter.html var constraintData = { pivotA: jointData.mainPivot ? new this.BJSCANNON.Vec3().copy(jointData.mainPivot) : null, pivotB: jointData.connectedPivot ? new this.BJSCANNON.Vec3().copy(jointData.connectedPivot) : null, axisA: jointData.mainAxis ? new this.BJSCANNON.Vec3().copy(jointData.mainAxis) : null, axisB: jointData.connectedAxis ? new this.BJSCANNON.Vec3().copy(jointData.connectedAxis) : null, maxForce: jointData.nativeParams.maxForce, collideConnected: !!jointData.collision }; switch (impostorJoint.joint.type) { case BABYLON.PhysicsJoint.HingeJoint: case BABYLON.PhysicsJoint.Hinge2Joint: constraint = new this.BJSCANNON.HingeConstraint(mainBody, connectedBody, constraintData); break; case BABYLON.PhysicsJoint.DistanceJoint: constraint = new this.BJSCANNON.DistanceConstraint(mainBody, connectedBody, jointData.maxDistance || 2); break; case BABYLON.PhysicsJoint.SpringJoint: var springData = jointData; constraint = new this.BJSCANNON.Spring(mainBody, connectedBody, { restLength: springData.length, stiffness: springData.stiffness, damping: springData.damping, localAnchorA: constraintData.pivotA, localAnchorB: constraintData.pivotB }); break; case BABYLON.PhysicsJoint.LockJoint: constraint = new this.BJSCANNON.LockConstraint(mainBody, connectedBody, constraintData); break; case BABYLON.PhysicsJoint.PointToPointJoint: case BABYLON.PhysicsJoint.BallAndSocketJoint: default: constraint = new this.BJSCANNON.PointToPointConstraint(mainBody, constraintData.pivotA, connectedBody, constraintData.pivotA, constraintData.maxForce); break; } //set the collideConnected flag after the creation, since DistanceJoint ignores it. constraint.collideConnected = !!jointData.collision; impostorJoint.joint.physicsJoint = constraint; //don't add spring as constraint, as it is not one. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) { this.world.addConstraint(constraint); } else { impostorJoint.mainImpostor.registerAfterPhysicsStep(function () { constraint.applyForce(); }); } }; CannonJSPlugin.prototype.removeJoint = function (impostorJoint) { this.world.removeConstraint(impostorJoint.joint.physicsJoint); }; CannonJSPlugin.prototype._addMaterial = function (name, 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 this.BJSCANNON.Material(name); currentMat.friction = friction; currentMat.restitution = restitution; this._physicsMaterials.push(currentMat); return currentMat; }; CannonJSPlugin.prototype._checkWithEpsilon = function (value) { return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value; }; CannonJSPlugin.prototype._createShape = function (impostor) { var object = impostor.object; var returnValue; var extendSize = impostor.getObjectExtendSize(); switch (impostor.type) { case BABYLON.PhysicsImpostor.SphereImpostor: var radiusX = extendSize.x; var radiusY = extendSize.y; var radiusZ = extendSize.z; returnValue = new this.BJSCANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2); break; //TMP also for cylinder - TODO Cannon supports cylinder natively. case BABYLON.PhysicsImpostor.CylinderImpostor: returnValue = new this.BJSCANNON.Cylinder(this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.y), 16); break; case BABYLON.PhysicsImpostor.BoxImpostor: var box = extendSize.scale(0.5); returnValue = new this.BJSCANNON.Box(new this.BJSCANNON.Vec3(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z))); break; case BABYLON.PhysicsImpostor.PlaneImpostor: BABYLON.Tools.Warn("Attention, PlaneImposter might not behave as you expect. Consider using BoxImposter instead"); returnValue = new this.BJSCANNON.Plane(); break; case BABYLON.PhysicsImpostor.MeshImpostor: // should transform the vertex data to world coordinates!! var rawVerts = object.getVerticesData ? object.getVerticesData(BABYLON.VertexBuffer.PositionKind) : []; var rawFaces = object.getIndices ? object.getIndices() : []; if (!rawVerts) return; // get only scale! so the object could transform correctly. var oldPosition = object.position.clone(); var oldRotation = object.rotation && object.rotation.clone(); var oldQuaternion = object.rotationQuaternion && object.rotationQuaternion.clone(); object.position.copyFromFloats(0, 0, 0); object.rotation && object.rotation.copyFromFloats(0, 0, 0); object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation()); object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace(); var transform = object.computeWorldMatrix(true); // convert rawVerts to object space var temp = new Array(); var index; for (index = 0; index < rawVerts.length; index += 3) { BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(rawVerts, index), transform).toArray(temp, index); } BABYLON.Tools.Warn("MeshImpostor only collides against spheres."); returnValue = new this.BJSCANNON.Trimesh(temp, rawFaces); //now set back the transformation! object.position.copyFrom(oldPosition); oldRotation && object.rotation && object.rotation.copyFrom(oldRotation); oldQuaternion && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion); break; case BABYLON.PhysicsImpostor.HeightmapImpostor: var oldPosition2 = object.position.clone(); var oldRotation2 = object.rotation && object.rotation.clone(); var oldQuaternion2 = object.rotationQuaternion && object.rotationQuaternion.clone(); object.position.copyFromFloats(0, 0, 0); object.rotation && object.rotation.copyFromFloats(0, 0, 0); object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation()); object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace(); object.rotationQuaternion && object.rotationQuaternion.multiplyInPlace(this._minus90X); returnValue = this._createHeightmap(object); object.position.copyFrom(oldPosition2); oldRotation2 && object.rotation && object.rotation.copyFrom(oldRotation2); oldQuaternion2 && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion2); object.computeWorldMatrix(true); break; case BABYLON.PhysicsImpostor.ParticleImpostor: returnValue = new this.BJSCANNON.Particle(); break; } return returnValue; }; CannonJSPlugin.prototype._createHeightmap = function (object, pointDepth) { var pos = (object.getVerticesData(BABYLON.VertexBuffer.PositionKind)); var transform = object.computeWorldMatrix(true); // convert rawVerts to object space var temp = new Array(); var index; for (index = 0; index < pos.length; index += 3) { BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(pos, index), transform).toArray(temp, index); } pos = temp; var matrix = new Array(); //For now pointDepth will not be used and will be automatically calculated. //Future reference - try and find the best place to add a reference to the pointDepth variable. var arraySize = pointDepth || ~~(Math.sqrt(pos.length / 3) - 1); var boundingInfo = object.getBoundingInfo(); var dim = Math.min(boundingInfo.boundingBox.extendSizeWorld.x, boundingInfo.boundingBox.extendSizeWorld.y); var minY = boundingInfo.boundingBox.extendSizeWorld.z; var elementSize = dim * 2 / arraySize; for (var i = 0; i < pos.length; i = i + 3) { var x = Math.round((pos[i + 0]) / elementSize + arraySize / 2); var z = Math.round(((pos[i + 1]) / elementSize - arraySize / 2) * -1); var y = -pos[i + 2] + minY; if (!matrix[x]) { matrix[x] = []; } if (!matrix[x][z]) { matrix[x][z] = y; } matrix[x][z] = Math.max(y, matrix[x][z]); } for (var x = 0; x <= arraySize; ++x) { if (!matrix[x]) { var loc = 1; while (!matrix[(x + loc) % arraySize]) { loc++; } matrix[x] = matrix[(x + loc) % arraySize].slice(); //console.log("missing x", x); } for (var z = 0; z <= arraySize; ++z) { if (!matrix[x][z]) { var loc = 1; var newValue; while (newValue === undefined) { newValue = matrix[x][(z + loc++) % arraySize]; } matrix[x][z] = newValue; } } } var shape = new this.BJSCANNON.Heightfield(matrix, { elementSize: elementSize }); //For future reference, needed for body transformation shape.minY = minY; return shape; }; CannonJSPlugin.prototype._updatePhysicsBodyTransformation = function (impostor) { var object = impostor.object; //make sure it is updated... object.computeWorldMatrix && object.computeWorldMatrix(true); // The delta between the mesh position and the mesh bounding box center var bInfo = object.getBoundingInfo(); if (!bInfo) return; var center = impostor.getObjectCenter(); //m.getAbsolutePosition().subtract(m.getBoundingInfo().boundingBox.centerWorld) this._tmpDeltaPosition.copyFrom(object.getAbsolutePivotPoint().subtract(center)); this._tmpDeltaPosition.divideInPlace(impostor.object.scaling); this._tmpPosition.copyFrom(center); var quaternion = object.rotationQuaternion; if (!quaternion) { return; } //is shape is a plane or a heightmap, it must be rotated 90 degs in the X axis. if (impostor.type === BABYLON.PhysicsImpostor.PlaneImpostor || impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor || impostor.type === BABYLON.PhysicsImpostor.CylinderImpostor) { //-90 DEG in X, precalculated quaternion = quaternion.multiply(this._minus90X); //Invert! (Precalculated, 90 deg in X) //No need to clone. this will never change. impostor.setDeltaRotation(this._plus90X); } //If it is a heightfield, if should be centered. if (impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor) { var mesh = object; var boundingInfo = mesh.getBoundingInfo(); //calculate the correct body position: var rotationQuaternion = mesh.rotationQuaternion; mesh.rotationQuaternion = this._tmpUnityRotation; mesh.computeWorldMatrix(true); //get original center with no rotation var c = center.clone(); var oldPivot = mesh.getPivotMatrix() || BABYLON.Matrix.Translation(0, 0, 0); //calculate the new center using a pivot (since this.BJSCANNON.js doesn't center height maps) var p = BABYLON.Matrix.Translation(boundingInfo.boundingBox.extendSizeWorld.x, 0, -boundingInfo.boundingBox.extendSizeWorld.z); mesh.setPivotMatrix(p); mesh.computeWorldMatrix(true); //calculate the translation var translation = boundingInfo.boundingBox.centerWorld.subtract(center).subtract(mesh.position).negate(); this._tmpPosition.copyFromFloats(translation.x, translation.y - boundingInfo.boundingBox.extendSizeWorld.y, translation.z); //add it inverted to the delta this._tmpDeltaPosition.copyFrom(boundingInfo.boundingBox.centerWorld.subtract(c)); this._tmpDeltaPosition.y += boundingInfo.boundingBox.extendSizeWorld.y; //rotation is back mesh.rotationQuaternion = rotationQuaternion; mesh.setPivotMatrix(oldPivot); mesh.computeWorldMatrix(true); } else if (impostor.type === BABYLON.PhysicsImpostor.MeshImpostor) { this._tmpDeltaPosition.copyFromFloats(0, 0, 0); //this._tmpPosition.copyFrom(object.position); } impostor.setDeltaPosition(this._tmpDeltaPosition); //Now update the impostor object impostor.physicsBody.position.copy(this._tmpPosition); impostor.physicsBody.quaternion.copy(quaternion); }; CannonJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) { impostor.object.position.copyFrom(impostor.physicsBody.position); if (impostor.object.rotationQuaternion) { impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.quaternion); } }; CannonJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) { impostor.physicsBody.position.copy(newPosition); impostor.physicsBody.quaternion.copy(newRotation); }; CannonJSPlugin.prototype.isSupported = function () { return this.BJSCANNON !== undefined; }; CannonJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) { impostor.physicsBody.velocity.copy(velocity); }; CannonJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) { impostor.physicsBody.angularVelocity.copy(velocity); }; CannonJSPlugin.prototype.getLinearVelocity = function (impostor) { var v = impostor.physicsBody.velocity; if (!v) { return null; } return new BABYLON.Vector3(v.x, v.y, v.z); }; CannonJSPlugin.prototype.getAngularVelocity = function (impostor) { var v = impostor.physicsBody.angularVelocity; if (!v) { return null; } return new BABYLON.Vector3(v.x, v.y, v.z); }; CannonJSPlugin.prototype.setBodyMass = function (impostor, mass) { impostor.physicsBody.mass = mass; impostor.physicsBody.updateMassProperties(); }; CannonJSPlugin.prototype.getBodyMass = function (impostor) { return impostor.physicsBody.mass; }; CannonJSPlugin.prototype.getBodyFriction = function (impostor) { return impostor.physicsBody.material.friction; }; CannonJSPlugin.prototype.setBodyFriction = function (impostor, friction) { impostor.physicsBody.material.friction = friction; }; CannonJSPlugin.prototype.getBodyRestitution = function (impostor) { return impostor.physicsBody.material.restitution; }; CannonJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) { impostor.physicsBody.material.restitution = restitution; }; CannonJSPlugin.prototype.sleepBody = function (impostor) { impostor.physicsBody.sleep(); }; CannonJSPlugin.prototype.wakeUpBody = function (impostor) { impostor.physicsBody.wakeUp(); }; CannonJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) { joint.physicsJoint.distance = maxDistance; }; // private enableMotor(joint: IMotorEnabledJoint, motorIndex?: number) { // if (!motorIndex) { // joint.physicsJoint.enableMotor(); // } // } // private disableMotor(joint: IMotorEnabledJoint, motorIndex?: number) { // if (!motorIndex) { // joint.physicsJoint.disableMotor(); // } // } CannonJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) { if (!motorIndex) { joint.physicsJoint.enableMotor(); joint.physicsJoint.setMotorSpeed(speed); if (maxForce) { this.setLimit(joint, maxForce); } } }; CannonJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit) { joint.physicsJoint.motorEquation.maxForce = upperLimit; joint.physicsJoint.motorEquation.minForce = lowerLimit === void 0 ? -upperLimit : lowerLimit; }; CannonJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) { var body = impostor.physicsBody; mesh.position.x = body.position.x; mesh.position.y = body.position.y; mesh.position.z = body.position.z; if (mesh.rotationQuaternion) { mesh.rotationQuaternion.x = body.quaternion.x; mesh.rotationQuaternion.y = body.quaternion.y; mesh.rotationQuaternion.z = body.quaternion.z; mesh.rotationQuaternion.w = body.quaternion.w; } }; CannonJSPlugin.prototype.getRadius = function (impostor) { var shape = impostor.physicsBody.shapes[0]; return shape.boundingSphereRadius; }; CannonJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) { var shape = impostor.physicsBody.shapes[0]; result.x = shape.halfExtents.x * 2; result.y = shape.halfExtents.y * 2; result.z = shape.halfExtents.z * 2; }; CannonJSPlugin.prototype.dispose = function () { }; CannonJSPlugin.prototype._extendNamespace = function () { //this will force cannon to execute at least one step when using interpolation var step_tmp1 = new this.BJSCANNON.Vec3(); var Engine = this.BJSCANNON; this.BJSCANNON.World.prototype.step = function (dt, timeSinceLastCalled, maxSubSteps) { maxSubSteps = maxSubSteps || 10; timeSinceLastCalled = timeSinceLastCalled || 0; if (timeSinceLastCalled === 0) { this.internalStep(dt); this.time += dt; } else { var internalSteps = Math.floor((this.time + timeSinceLastCalled) / dt) - Math.floor(this.time / dt); internalSteps = Math.min(internalSteps, maxSubSteps) || 1; var t0 = performance.now(); for (var i = 0; i !== internalSteps; i++) { this.internalStep(dt); if (performance.now() - t0 > dt * 1000) { break; } } this.time += timeSinceLastCalled; var h = this.time % dt; var h_div_dt = h / dt; var interpvelo = step_tmp1; var bodies = this.bodies; for (var j = 0; j !== bodies.length; j++) { var b = bodies[j]; if (b.type !== Engine.Body.STATIC && b.sleepState !== Engine.Body.SLEEPING) { b.position.vsub(b.previousPosition, interpvelo); interpvelo.scale(h_div_dt, interpvelo); b.position.vadd(interpvelo, b.interpolatedPosition); } else { b.interpolatedPosition.copy(b.position); b.interpolatedQuaternion.copy(b.quaternion); } } } }; }; return CannonJSPlugin; }()); BABYLON.CannonJSPlugin = CannonJSPlugin; })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.cannonJSPlugin.js.map var BABYLON; (function (BABYLON) { var OimoJSPlugin = /** @class */ (function () { function OimoJSPlugin(iterations) { this.name = "OimoJSPlugin"; this._tmpImpostorsArray = []; this._tmpPositionVector = BABYLON.Vector3.Zero(); this.BJSOIMO = typeof OIMO !== 'undefined' ? OIMO : (typeof require !== 'undefined' ? require('./Oimo') : undefined); this.world = new this.BJSOIMO.World(1 / 60, 2, iterations, true); this.world.worldscale(1); this.world.clear(); //making sure no stats are calculated this.world.isNoStat = true; } OimoJSPlugin.prototype.setGravity = function (gravity) { this.world.gravity.copy(gravity); }; OimoJSPlugin.prototype.setTimeStep = function (timeStep) { this.world.timeStep = timeStep; }; OimoJSPlugin.prototype.getTimeStep = function () { return this.world.timeStep; }; OimoJSPlugin.prototype.executeStep = function (delta, impostors) { var _this = this; impostors.forEach(function (impostor) { impostor.beforeStep(); }); this.world.step(); impostors.forEach(function (impostor) { impostor.afterStep(); //update the ordered impostors array _this._tmpImpostorsArray[impostor.uniqueId] = impostor; }); //check for collisions var contact = this.world.contacts; while (contact !== null) { if (contact.touching && !contact.body1.sleeping && !contact.body2.sleeping) { contact = contact.next; continue; } //is this body colliding with any other? get the impostor var mainImpostor = this._tmpImpostorsArray[+contact.body1.name]; var collidingImpostor = this._tmpImpostorsArray[+contact.body2.name]; if (!mainImpostor || !collidingImpostor) { contact = contact.next; continue; } mainImpostor.onCollide({ body: collidingImpostor.physicsBody }); collidingImpostor.onCollide({ body: mainImpostor.physicsBody }); contact = contact.next; } }; OimoJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) { var mass = impostor.physicsBody.massInfo.mass; impostor.physicsBody.applyImpulse(contactPoint.scale(this.BJSOIMO.INV_SCALE), force.scale(this.BJSOIMO.INV_SCALE * mass)); }; OimoJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) { BABYLON.Tools.Warn("Oimo doesn't support applying force. Using impule instead."); this.applyImpulse(impostor, force, contactPoint); }; OimoJSPlugin.prototype.generatePhysicsBody = function (impostor) { var _this = this; //parent-child relationship. Does this impostor has a parent impostor? if (impostor.parent) { if (impostor.physicsBody) { this.removePhysicsBody(impostor); //TODO is that needed? impostor.forceUpdate(); } return; } if (impostor.isBodyInitRequired()) { var bodyConfig = { name: impostor.uniqueId, //Oimo must have mass, also for static objects. config: [impostor.getParam("mass") || 1, impostor.getParam("friction"), impostor.getParam("restitution")], size: [], type: [], pos: [], rot: [], move: impostor.getParam("mass") !== 0, //Supporting older versions of Oimo world: this.world }; var impostors = [impostor]; var addToArray = function (parent) { if (!parent.getChildMeshes) return; parent.getChildMeshes().forEach(function (m) { if (m.physicsImpostor) { impostors.push(m.physicsImpostor); //m.physicsImpostor._init(); } }); }; addToArray(impostor.object); var checkWithEpsilon_1 = function (value) { return Math.max(value, BABYLON.PhysicsEngine.Epsilon); }; impostors.forEach(function (i) { if (!impostor.object.rotationQuaternion) { return; } //get the correct bounding box var oldQuaternion = i.object.rotationQuaternion; var rot = new _this.BJSOIMO.Euler().setFromQuaternion({ x: impostor.object.rotationQuaternion.x, y: impostor.object.rotationQuaternion.y, z: impostor.object.rotationQuaternion.z, s: impostor.object.rotationQuaternion.w }); var extendSize = i.getObjectExtendSize(); if (i === impostor) { var center = impostor.getObjectCenter(); impostor.object.getAbsolutePivotPoint().subtractToRef(center, _this._tmpPositionVector); _this._tmpPositionVector.divideInPlace(impostor.object.scaling); //Can also use Array.prototype.push.apply bodyConfig.pos.push(center.x); bodyConfig.pos.push(center.y); bodyConfig.pos.push(center.z); //tmp solution bodyConfig.rot.push(rot.x / (_this.BJSOIMO.degtorad || _this.BJSOIMO.TO_RAD)); bodyConfig.rot.push(rot.y / (_this.BJSOIMO.degtorad || _this.BJSOIMO.TO_RAD)); bodyConfig.rot.push(rot.z / (_this.BJSOIMO.degtorad || _this.BJSOIMO.TO_RAD)); } else { var localPosition = i.object.getAbsolutePosition().subtract(impostor.object.getAbsolutePosition()); bodyConfig.pos.push(localPosition.x); bodyConfig.pos.push(localPosition.y); bodyConfig.pos.push(localPosition.z); //tmp solution until https://github.com/lo-th/OIMO.js/pull/37 is merged bodyConfig.rot.push(0); bodyConfig.rot.push(0); bodyConfig.rot.push(0); } // register mesh switch (i.type) { case BABYLON.PhysicsImpostor.ParticleImpostor: BABYLON.Tools.Warn("No Particle support in this.BJSOIMO.js. using SphereImpostor instead"); case BABYLON.PhysicsImpostor.SphereImpostor: var radiusX = extendSize.x; var radiusY = extendSize.y; var radiusZ = extendSize.z; var size = Math.max(checkWithEpsilon_1(radiusX), checkWithEpsilon_1(radiusY), checkWithEpsilon_1(radiusZ)) / 2; bodyConfig.type.push('sphere'); //due to the way oimo works with compounds, add 3 times bodyConfig.size.push(size); bodyConfig.size.push(size); bodyConfig.size.push(size); break; case BABYLON.PhysicsImpostor.CylinderImpostor: var sizeX = checkWithEpsilon_1(extendSize.x) / 2; var sizeY = checkWithEpsilon_1(extendSize.y); bodyConfig.type.push('cylinder'); bodyConfig.size.push(sizeX); bodyConfig.size.push(sizeY); //due to the way oimo works with compounds, add one more value. bodyConfig.size.push(sizeY); break; case BABYLON.PhysicsImpostor.PlaneImpostor: case BABYLON.PhysicsImpostor.BoxImpostor: default: var sizeX = checkWithEpsilon_1(extendSize.x); var sizeY = checkWithEpsilon_1(extendSize.y); var sizeZ = checkWithEpsilon_1(extendSize.z); bodyConfig.type.push('box'); bodyConfig.size.push(sizeX); bodyConfig.size.push(sizeY); bodyConfig.size.push(sizeZ); break; } //actually not needed, but hey... i.object.rotationQuaternion = oldQuaternion; }); impostor.physicsBody = new this.BJSOIMO.Body(bodyConfig).body; //this.world.add(bodyConfig); } else { this._tmpPositionVector.copyFromFloats(0, 0, 0); } impostor.setDeltaPosition(this._tmpPositionVector); //this._tmpPositionVector.addInPlace(impostor.mesh.getBoundingInfo().boundingBox.center); //this.setPhysicsBodyTransformation(impostor, this._tmpPositionVector, impostor.mesh.rotationQuaternion); }; OimoJSPlugin.prototype.removePhysicsBody = function (impostor) { //impostor.physicsBody.dispose(); //Same as : (older oimo versions) this.world.removeRigidBody(impostor.physicsBody); }; OimoJSPlugin.prototype.generateJoint = function (impostorJoint) { var mainBody = impostorJoint.mainImpostor.physicsBody; var connectedBody = impostorJoint.connectedImpostor.physicsBody; if (!mainBody || !connectedBody) { return; } var jointData = impostorJoint.joint.jointData; var options = jointData.nativeParams || {}; var type; var nativeJointData = { body1: mainBody, body2: connectedBody, axe1: options.axe1 || (jointData.mainAxis ? jointData.mainAxis.asArray() : null), axe2: options.axe2 || (jointData.connectedAxis ? jointData.connectedAxis.asArray() : null), pos1: options.pos1 || (jointData.mainPivot ? jointData.mainPivot.asArray() : null), pos2: options.pos2 || (jointData.connectedPivot ? jointData.connectedPivot.asArray() : null), min: options.min, max: options.max, collision: options.collision || jointData.collision, spring: options.spring, //supporting older version of Oimo world: this.world }; switch (impostorJoint.joint.type) { case BABYLON.PhysicsJoint.BallAndSocketJoint: type = "jointBall"; break; case BABYLON.PhysicsJoint.SpringJoint: BABYLON.Tools.Warn("this.BJSOIMO.js doesn't support Spring Constraint. Simulating using DistanceJoint instead"); var springData = jointData; nativeJointData.min = springData.length || nativeJointData.min; //Max should also be set, just make sure it is at least min nativeJointData.max = Math.max(nativeJointData.min, nativeJointData.max); case BABYLON.PhysicsJoint.DistanceJoint: type = "jointDistance"; nativeJointData.max = jointData.maxDistance; break; case BABYLON.PhysicsJoint.PrismaticJoint: type = "jointPrisme"; break; case BABYLON.PhysicsJoint.SliderJoint: type = "jointSlide"; break; case BABYLON.PhysicsJoint.WheelJoint: type = "jointWheel"; break; case BABYLON.PhysicsJoint.HingeJoint: default: type = "jointHinge"; break; } nativeJointData.type = type; impostorJoint.joint.physicsJoint = new this.BJSOIMO.Link(nativeJointData).joint; //this.world.add(nativeJointData); }; OimoJSPlugin.prototype.removeJoint = function (impostorJoint) { //Bug in Oimo prevents us from disposing a joint in the playground //joint.joint.physicsJoint.dispose(); //So we will bruteforce it! try { this.world.removeJoint(impostorJoint.joint.physicsJoint); } catch (e) { BABYLON.Tools.Warn(e); } }; OimoJSPlugin.prototype.isSupported = function () { return this.BJSOIMO !== undefined; }; OimoJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) { if (!impostor.physicsBody.sleeping) { //TODO check that if (impostor.physicsBody.shapes.next) { var parentShape = this._getLastShape(impostor.physicsBody); impostor.object.position.x = parentShape.position.x * this.BJSOIMO.WORLD_SCALE; impostor.object.position.y = parentShape.position.y * this.BJSOIMO.WORLD_SCALE; impostor.object.position.z = parentShape.position.z * this.BJSOIMO.WORLD_SCALE; } else { impostor.object.position.copyFrom(impostor.physicsBody.getPosition()); } if (impostor.object.rotationQuaternion) { impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.getQuaternion()); impostor.object.rotationQuaternion.normalize(); } } }; OimoJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) { var body = impostor.physicsBody; body.position.init(newPosition.x * this.BJSOIMO.INV_SCALE, newPosition.y * this.BJSOIMO.INV_SCALE, newPosition.z * this.BJSOIMO.INV_SCALE); body.orientation.init(newRotation.w, newRotation.x, newRotation.y, newRotation.z); body.syncShapes(); body.awake(); }; OimoJSPlugin.prototype._getLastShape = function (body) { var lastShape = body.shapes; while (lastShape.next) { lastShape = lastShape.next; } return lastShape; }; OimoJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) { impostor.physicsBody.linearVelocity.init(velocity.x, velocity.y, velocity.z); }; OimoJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) { impostor.physicsBody.angularVelocity.init(velocity.x, velocity.y, velocity.z); }; OimoJSPlugin.prototype.getLinearVelocity = function (impostor) { var v = impostor.physicsBody.linearVelocity; if (!v) { return null; } return new BABYLON.Vector3(v.x, v.y, v.z); }; OimoJSPlugin.prototype.getAngularVelocity = function (impostor) { var v = impostor.physicsBody.angularVelocity; if (!v) { return null; } return new BABYLON.Vector3(v.x, v.y, v.z); }; OimoJSPlugin.prototype.setBodyMass = function (impostor, mass) { var staticBody = mass === 0; //this will actually set the body's density and not its mass. //But this is how oimo treats the mass variable. impostor.physicsBody.shapes.density = staticBody ? 1 : mass; impostor.physicsBody.setupMass(staticBody ? 0x2 : 0x1); }; OimoJSPlugin.prototype.getBodyMass = function (impostor) { return impostor.physicsBody.shapes.density; }; OimoJSPlugin.prototype.getBodyFriction = function (impostor) { return impostor.physicsBody.shapes.friction; }; OimoJSPlugin.prototype.setBodyFriction = function (impostor, friction) { impostor.physicsBody.shapes.friction = friction; }; OimoJSPlugin.prototype.getBodyRestitution = function (impostor) { return impostor.physicsBody.shapes.restitution; }; OimoJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) { impostor.physicsBody.shapes.restitution = restitution; }; OimoJSPlugin.prototype.sleepBody = function (impostor) { impostor.physicsBody.sleep(); }; OimoJSPlugin.prototype.wakeUpBody = function (impostor) { impostor.physicsBody.awake(); }; OimoJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) { joint.physicsJoint.limitMotor.upperLimit = maxDistance; if (minDistance !== void 0) { joint.physicsJoint.limitMotor.lowerLimit = minDistance; } }; OimoJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) { //TODO separate rotational and transational motors. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor; if (motor) { motor.setMotor(speed, maxForce); } }; OimoJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit, motorIndex) { //TODO separate rotational and transational motors. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor; if (motor) { motor.setLimit(upperLimit, lowerLimit === void 0 ? -upperLimit : lowerLimit); } }; OimoJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) { var body = impostor.physicsBody; mesh.position.x = body.position.x; mesh.position.y = body.position.y; mesh.position.z = body.position.z; if (mesh.rotationQuaternion) { mesh.rotationQuaternion.x = body.orientation.x; mesh.rotationQuaternion.y = body.orientation.y; mesh.rotationQuaternion.z = body.orientation.z; mesh.rotationQuaternion.w = body.orientation.s; } }; OimoJSPlugin.prototype.getRadius = function (impostor) { return impostor.physicsBody.shapes.radius; }; OimoJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) { var shape = impostor.physicsBody.shapes; result.x = shape.halfWidth * 2; result.y = shape.halfHeight * 2; result.z = shape.halfDepth * 2; }; OimoJSPlugin.prototype.dispose = function () { this.world.clear(); }; return OimoJSPlugin; }()); BABYLON.OimoJSPlugin = OimoJSPlugin; })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.oimoJSPlugin.js.map BABYLON.Effect.IncludesShadersStore['depthPrePass'] = "#ifdef DEPTHPREPASS\ngl_FragColor=vec4(0.,0.,0.,1.0);\nreturn;\n#endif"; BABYLON.Effect.IncludesShadersStore['bonesDeclaration'] = "#if NUM_BONE_INFLUENCERS>0\nuniform mat4 mBones[BonesPerMesh];\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nattribute vec4 matricesIndicesExtra;\nattribute vec4 matricesWeightsExtra;\n#endif\n#endif"; BABYLON.Effect.IncludesShadersStore['instancesDeclaration'] = "#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif"; BABYLON.Effect.IncludesShadersStore['pointCloudVertexDeclaration'] = "#ifdef POINTSIZE\nuniform float pointSize;\n#endif"; BABYLON.Effect.IncludesShadersStore['bumpVertexDeclaration'] = "#if defined(BUMP) || defined(PARALLAX)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#endif\n"; BABYLON.Effect.IncludesShadersStore['clipPlaneVertexDeclaration'] = "#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif"; BABYLON.Effect.IncludesShadersStore['fogVertexDeclaration'] = "#ifdef FOG\nvarying vec3 vFogDistance;\n#endif"; BABYLON.Effect.IncludesShadersStore['morphTargetsVertexGlobalDeclaration'] = "#ifdef MORPHTARGETS\nuniform float morphTargetInfluences[NUM_MORPH_INFLUENCERS];\n#endif"; BABYLON.Effect.IncludesShadersStore['morphTargetsVertexDeclaration'] = "#ifdef MORPHTARGETS\nattribute vec3 position{X};\n#ifdef MORPHTARGETS_NORMAL\nattribute vec3 normal{X};\n#endif\n#ifdef MORPHTARGETS_TANGENT\nattribute vec3 tangent{X};\n#endif\n#endif"; BABYLON.Effect.IncludesShadersStore['logDepthDeclaration'] = "#ifdef LOGARITHMICDEPTH\nuniform float logarithmicDepthConstant;\nvarying float vFragmentDepth;\n#endif"; BABYLON.Effect.IncludesShadersStore['morphTargetsVertex'] = "#ifdef MORPHTARGETS\npositionUpdated+=(position{X}-position)*morphTargetInfluences[{X}];\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(normal{X}-normal)*morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated.xyz+=(tangent{X}-tangent.xyz)*morphTargetInfluences[{X}];\n#endif\n#endif"; BABYLON.Effect.IncludesShadersStore['instancesVertex'] = "#ifdef INSTANCES\nmat4 finalWorld=mat4(world0,world1,world2,world3);\n#else\nmat4 finalWorld=world;\n#endif"; BABYLON.Effect.IncludesShadersStore['bonesVertex'] = "#if NUM_BONE_INFLUENCERS>0\nmat4 influence;\ninfluence=mBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=mBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence+=mBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence+=mBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif \nfinalWorld=finalWorld*influence;\n#endif"; BABYLON.Effect.IncludesShadersStore['bumpVertex'] = "#if defined(BUMP) || defined(PARALLAX)\n#if defined(TANGENT) && defined(NORMAL)\nvec3 tbnNormal=normalize(normalUpdated);\nvec3 tbnTangent=normalize(tangentUpdated.xyz);\nvec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;\nvTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal);\n#endif\n#endif"; BABYLON.Effect.IncludesShadersStore['clipPlaneVertex'] = "#ifdef CLIPPLANE\nfClipDistance=dot(worldPos,vClipPlane);\n#endif"; BABYLON.Effect.IncludesShadersStore['fogVertex'] = "#ifdef FOG\nvFogDistance=(view*worldPos).xyz;\n#endif"; BABYLON.Effect.IncludesShadersStore['shadowsVertex'] = "#ifdef SHADOWS\n#if defined(SHADOW{X}) && !defined(SHADOWCUBE{X})\nvPositionFromLight{X}=lightMatrix{X}*worldPos;\nvDepthMetric{X}=((vPositionFromLight{X}.z+light{X}.depthValues.x)/(light{X}.depthValues.y));\n#endif\n#endif"; BABYLON.Effect.IncludesShadersStore['pointCloudVertex'] = "#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif"; BABYLON.Effect.IncludesShadersStore['logDepthVertex'] = "#ifdef LOGARITHMICDEPTH\nvFragmentDepth=1.0+gl_Position.w;\ngl_Position.z=log2(max(0.000001,vFragmentDepth))*logarithmicDepthConstant;\n#endif"; BABYLON.Effect.IncludesShadersStore['helperFunctions'] = "const float PI=3.1415926535897932384626433832795;\nconst float LinearEncodePowerApprox=2.2;\nconst float GammaEncodePowerApprox=1.0/LinearEncodePowerApprox;\nconst vec3 LuminanceEncodeApprox=vec3(0.2126,0.7152,0.0722);\nmat3 transposeMat3(mat3 inMatrix) {\nvec3 i0=inMatrix[0];\nvec3 i1=inMatrix[1];\nvec3 i2=inMatrix[2];\nmat3 outMatrix=mat3(\nvec3(i0.x,i1.x,i2.x),\nvec3(i0.y,i1.y,i2.y),\nvec3(i0.z,i1.z,i2.z)\n);\nreturn outMatrix;\n}\n\nmat3 inverseMat3(mat3 inMatrix) {\nfloat a00=inMatrix[0][0],a01=inMatrix[0][1],a02=inMatrix[0][2];\nfloat a10=inMatrix[1][0],a11=inMatrix[1][1],a12=inMatrix[1][2];\nfloat a20=inMatrix[2][0],a21=inMatrix[2][1],a22=inMatrix[2][2];\nfloat b01=a22*a11-a12*a21;\nfloat b11=-a22*a10+a12*a20;\nfloat b21=a21*a10-a11*a20;\nfloat det=a00*b01+a01*b11+a02*b21;\nreturn mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),\nb11,(a22*a00-a02*a20),(-a12*a00+a02*a10),\nb21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;\n}\nfloat computeFallOff(float value,vec2 clipSpace,float frustumEdgeFalloff)\n{\nfloat mask=smoothstep(1.0-frustumEdgeFalloff,1.0,clamp(dot(clipSpace,clipSpace),0.,1.));\nreturn mix(value,1.0,mask);\n}\nvec3 applyEaseInOut(vec3 x){\nreturn x*x*(3.0-2.0*x);\n}\nvec3 toLinearSpace(vec3 color)\n{\nreturn pow(color,vec3(LinearEncodePowerApprox));\n}\nvec3 toGammaSpace(vec3 color)\n{\nreturn pow(color,vec3(GammaEncodePowerApprox));\n}\nfloat square(float value)\n{\nreturn value*value;\n}\nfloat getLuminance(vec3 color)\n{\nreturn clamp(dot(color,LuminanceEncodeApprox),0.,1.);\n}\n\nfloat getRand(vec2 seed) {\nreturn fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);\n}\nvec3 dither(vec2 seed,vec3 color) {\nfloat rand=getRand(seed);\ncolor+=mix(-0.5/255.0,0.5/255.0,rand);\ncolor=max(color,0.0);\nreturn color;\n}"; BABYLON.Effect.IncludesShadersStore['lightFragmentDeclaration'] = "#ifdef LIGHT{X}\nuniform vec4 vLightData{X};\nuniform vec4 vLightDiffuse{X};\n#ifdef SPECULARTERM\nuniform vec3 vLightSpecular{X};\n#else\nvec3 vLightSpecular{X}=vec3(0.);\n#endif\n#ifdef SHADOW{X}\n#if defined(SHADOWCUBE{X})\nuniform samplerCube shadowSampler{X};\n#else\nvarying vec4 vPositionFromLight{X};\nvarying float vDepthMetric{X};\nuniform sampler2D shadowSampler{X};\nuniform mat4 lightMatrix{X};\n#endif\nuniform vec4 shadowsInfo{X};\nuniform vec2 depthValues{X};\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vec4 vLightDirection{X};\n#endif\n#ifdef HEMILIGHT{X}\nuniform vec3 vLightGround{X};\n#endif\n#endif"; BABYLON.Effect.IncludesShadersStore['lightsFragmentFunctions'] = "\nstruct lightingInfo\n{\nvec3 diffuse;\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n#ifdef NDOTL\nfloat ndl;\n#endif\n};\nlightingInfo computeLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {\nlightingInfo result;\nvec3 lightVectorW;\nfloat attenuation=1.0;\nif (lightData.w == 0.)\n{\nvec3 direction=lightData.xyz-vPositionW;\nattenuation=max(0.,1.0-length(direction)/range);\nlightVectorW=normalize(direction);\n}\nelse\n{\nlightVectorW=normalize(-lightData.xyz);\n}\n\nfloat ndl=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\n\nvec3 angleW=normalize(viewDirectionW+lightVectorW);\nfloat specComp=max(0.,dot(vNormal,angleW));\nspecComp=pow(specComp,max(1.,glossiness));\nresult.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;\n}\nlightingInfo computeSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {\nlightingInfo result;\nvec3 direction=lightData.xyz-vPositionW;\nvec3 lightVectorW=normalize(direction);\nfloat attenuation=max(0.,1.0-length(direction)/range);\n\nfloat cosAngle=max(0.,dot(lightDirection.xyz,-lightVectorW));\nif (cosAngle>=lightDirection.w)\n{\ncosAngle=max(0.,pow(cosAngle,lightData.w));\nattenuation*=cosAngle;\n\nfloat ndl=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\n\nvec3 angleW=normalize(viewDirectionW+lightVectorW);\nfloat specComp=max(0.,dot(vNormal,angleW));\nspecComp=pow(specComp,max(1.,glossiness));\nresult.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;\n}\nresult.diffuse=vec3(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;\n}\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float glossiness) {\nlightingInfo result;\n\nfloat ndl=dot(vNormal,lightData.xyz)*0.5+0.5;\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=mix(groundColor,diffuseColor,ndl);\n#ifdef SPECULARTERM\n\nvec3 angleW=normalize(viewDirectionW+lightData.xyz);\nfloat specComp=max(0.,dot(vNormal,angleW));\nspecComp=pow(specComp,max(1.,glossiness));\nresult.specular=specComp*specularColor;\n#endif\nreturn result;\n}\n"; BABYLON.Effect.IncludesShadersStore['lightUboDeclaration'] = "#ifdef LIGHT{X}\nuniform Light{X}\n{\nvec4 vLightData;\nvec4 vLightDiffuse;\nvec3 vLightSpecular;\n#ifdef SPOTLIGHT{X}\nvec4 vLightDirection;\n#endif\n#ifdef HEMILIGHT{X}\nvec3 vLightGround;\n#endif\nvec4 shadowsInfo;\nvec2 depthValues;\n} light{X};\n#ifdef SHADOW{X}\n#if defined(SHADOWCUBE{X})\nuniform samplerCube shadowSampler{X};\n#else\nvarying vec4 vPositionFromLight{X};\nvarying float vDepthMetric{X};\nuniform sampler2D shadowSampler{X};\nuniform mat4 lightMatrix{X};\n#endif\n#endif\n#endif"; BABYLON.Effect.IncludesShadersStore['defaultVertexDeclaration'] = "\nuniform mat4 viewProjection;\nuniform mat4 view;\n#ifdef DIFFUSE\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;\nuniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\nuniform mat4 lightmapMatrix;\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\nuniform mat4 specularMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n"; BABYLON.Effect.IncludesShadersStore['defaultFragmentDeclaration'] = "uniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\nuniform vec3 vEmissiveColor;\n\n#ifdef DIFFUSE\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY \nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform vec2 vTangentSpaceParams;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\n#endif\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\n#ifndef REFRACTIONMAP_3D\nuniform mat4 refractionMatrix;\n#endif\n#ifdef REFRACTIONFRESNEL\nuniform vec4 refractionLeftColor;\nuniform vec4 refractionRightColor;\n#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\n#endif\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\n#ifdef REFLECTIONMAP_SKYBOX\n#else\n#if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION)\nuniform mat4 reflectionMatrix;\n#endif\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n#endif"; BABYLON.Effect.IncludesShadersStore['defaultUboDeclaration'] = "layout(std140,column_major) uniform;\nuniform Material\n{\nvec4 diffuseLeftColor;\nvec4 diffuseRightColor;\nvec4 opacityParts;\nvec4 reflectionLeftColor;\nvec4 reflectionRightColor;\nvec4 refractionLeftColor;\nvec4 refractionRightColor;\nvec4 emissiveLeftColor; \nvec4 emissiveRightColor;\nvec2 vDiffuseInfos;\nvec2 vAmbientInfos;\nvec2 vOpacityInfos;\nvec2 vReflectionInfos;\nvec2 vEmissiveInfos;\nvec2 vLightmapInfos;\nvec2 vSpecularInfos;\nvec3 vBumpInfos;\nmat4 diffuseMatrix;\nmat4 ambientMatrix;\nmat4 opacityMatrix;\nmat4 reflectionMatrix;\nmat4 emissiveMatrix;\nmat4 lightmapMatrix;\nmat4 specularMatrix;\nmat4 bumpMatrix; \nvec4 vTangentSpaceParams;\nmat4 refractionMatrix;\nvec4 vRefractionInfos;\nvec4 vSpecularColor;\nvec3 vEmissiveColor;\nvec4 vDiffuseColor;\nfloat pointSize; \n};\nuniform Scene {\nmat4 viewProjection;\nmat4 view;\n};"; BABYLON.Effect.IncludesShadersStore['shadowsFragmentFunctions'] = "#ifdef SHADOWS\n#ifndef SHADOWFLOAT\nfloat unpack(vec4 color)\n{\nconst vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);\nreturn dot(color,bit_shift);\n}\n#endif\nfloat computeShadowCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\ndepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadow=textureCube(shadowSampler,directionToLight).x;\n#endif\nif (depth>shadow)\n{\nreturn darkness;\n}\nreturn 1.0;\n}\nfloat computeShadowWithPCFCube(vec3 lightPosition,samplerCube shadowSampler,float mapSize,float darkness,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\ndepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\nfloat visibility=1.;\nvec3 poissonDisk[4];\npoissonDisk[0]=vec3(-1.0,1.0,-1.0);\npoissonDisk[1]=vec3(1.0,-1.0,-1.0);\npoissonDisk[2]=vec3(-1.0,-1.0,-1.0);\npoissonDisk[3]=vec3(1.0,-1.0,1.0);\n\n#ifndef SHADOWFLOAT\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize))1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(texture2D(shadowSampler,uv));\n#else\nfloat shadow=texture2D(shadowSampler,uv).x;\n#endif\nif (shadowPixelDepth>shadow)\n{\nreturn computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff);\n}\nreturn 1.;\n}\nfloat computeShadowWithPCF(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float mapSize,float darkness,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\nfloat visibility=1.;\nvec2 poissonDisk[4];\npoissonDisk[0]=vec2(-0.94201624,-0.39906216);\npoissonDisk[1]=vec2(0.94558609,-0.76890725);\npoissonDisk[2]=vec2(-0.094184101,-0.92938870);\npoissonDisk[3]=vec2(0.34495938,0.29387760);\n\n#ifndef SHADOWFLOAT\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[0]*mapSize))1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(texture2D(shadowSampler,uv));\n#else\nfloat shadowMapSample=texture2D(shadowSampler,uv).x;\n#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);\nreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\n}\nfloat computeShadowWithCloseESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0); \n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(texture2D(shadowSampler,uv));\n#else\nfloat shadowMapSample=texture2D(shadowSampler,uv).x;\n#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);\nreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\n}\n#endif\n"; BABYLON.Effect.IncludesShadersStore['fresnelFunction'] = "#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection,vec3 worldNormal,float bias,float power)\n{\nfloat fresnelTerm=pow(bias+abs(dot(viewDirection,worldNormal)),power);\nreturn clamp(fresnelTerm,0.,1.);\n}\n#endif"; BABYLON.Effect.IncludesShadersStore['reflectionFunction'] = "vec3 computeReflectionCoords(vec4 worldPos,vec3 worldNormal)\n{\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvec3 direction=normalize(vDirectionW);\nfloat t=clamp(direction.y*-0.5+0.5,0.,1.0);\nfloat s=atan(direction.z,direction.x)*RECIPROCAL_PI2+0.5;\n#ifdef REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\nreturn vec3(1.0-s,t,0);\n#else\nreturn vec3(s,t,0);\n#endif\n#endif\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR\nvec3 cameraToVertex=normalize(worldPos.xyz-vEyePosition.xyz);\nvec3 r=reflect(cameraToVertex,worldNormal);\nfloat t=clamp(r.y*-0.5+0.5,0.,1.0);\nfloat s=atan(r.z,r.x)*RECIPROCAL_PI2+0.5;\nreturn vec3(s,t,0);\n#endif\n#ifdef REFLECTIONMAP_SPHERICAL\nvec3 viewDir=normalize(vec3(view*worldPos));\nvec3 viewNormal=normalize(vec3(view*vec4(worldNormal,0.0)));\nvec3 r=reflect(viewDir,viewNormal);\nr.z=r.z-1.0;\nfloat m=2.0*length(r);\nreturn vec3(r.x/m+0.5,1.0-r.y/m-0.5,0);\n#endif\n#ifdef REFLECTIONMAP_PLANAR\nvec3 viewDir=worldPos.xyz-vEyePosition.xyz;\nvec3 coords=normalize(reflect(viewDir,worldNormal));\nreturn vec3(reflectionMatrix*vec4(coords,1));\n#endif\n#ifdef REFLECTIONMAP_CUBIC\nvec3 viewDir=worldPos.xyz-vEyePosition.xyz;\nvec3 coords=reflect(viewDir,worldNormal);\n#ifdef INVERTCUBICMAP\ncoords.y=1.0-coords.y;\n#endif\nreturn vec3(reflectionMatrix*vec4(coords,0));\n#endif\n#ifdef REFLECTIONMAP_PROJECTION\nreturn vec3(reflectionMatrix*(view*worldPos));\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nreturn vPositionUVW;\n#endif\n#ifdef REFLECTIONMAP_EXPLICIT\nreturn vec3(0,0,0);\n#endif\n}"; BABYLON.Effect.IncludesShadersStore['imageProcessingDeclaration'] = "#ifdef EXPOSURE\nuniform float exposureLinear;\n#endif\n#ifdef CONTRAST\nuniform float contrast;\n#endif\n#ifdef VIGNETTE\nuniform vec2 vInverseScreenSize;\nuniform vec4 vignetteSettings1;\nuniform vec4 vignetteSettings2;\n#endif\n#ifdef COLORCURVES\nuniform vec4 vCameraColorCurveNegative;\nuniform vec4 vCameraColorCurveNeutral;\nuniform vec4 vCameraColorCurvePositive;\n#endif\n#ifdef COLORGRADING\n#ifdef COLORGRADING3D\nuniform highp sampler3D txColorTransform;\n#else\nuniform sampler2D txColorTransform;\n#endif\nuniform vec4 colorTransformSettings;\n#endif"; BABYLON.Effect.IncludesShadersStore['imageProcessingFunctions'] = "#if defined(COLORGRADING) && !defined(COLORGRADING3D)\n\nvec3 sampleTexture3D(sampler2D colorTransform,vec3 color,vec2 sampler3dSetting)\n{\nfloat sliceSize=2.0*sampler3dSetting.x; \n#ifdef SAMPLER3DGREENDEPTH\nfloat sliceContinuous=(color.g-sampler3dSetting.x)*sampler3dSetting.y;\n#else\nfloat sliceContinuous=(color.b-sampler3dSetting.x)*sampler3dSetting.y;\n#endif\nfloat sliceInteger=floor(sliceContinuous);\n\n\nfloat sliceFraction=sliceContinuous-sliceInteger;\n#ifdef SAMPLER3DGREENDEPTH\nvec2 sliceUV=color.rb;\n#else\nvec2 sliceUV=color.rg;\n#endif\nsliceUV.x*=sliceSize;\nsliceUV.x+=sliceInteger*sliceSize;\nsliceUV=clamp(sliceUV,0.,1.);\nvec4 slice0Color=texture2D(colorTransform,sliceUV);\nsliceUV.x+=sliceSize;\nsliceUV=clamp(sliceUV,0.,1.);\nvec4 slice1Color=texture2D(colorTransform,sliceUV);\nvec3 result=mix(slice0Color.rgb,slice1Color.rgb,sliceFraction);\n#ifdef SAMPLER3DBGRMAP\ncolor.rgb=result.rgb;\n#else\ncolor.rgb=result.bgr;\n#endif\nreturn color;\n}\n#endif\nvec4 applyImageProcessing(vec4 result) {\n#ifdef EXPOSURE\nresult.rgb*=exposureLinear;\n#endif\n#ifdef VIGNETTE\n\nvec2 viewportXY=gl_FragCoord.xy*vInverseScreenSize;\nviewportXY=viewportXY*2.0-1.0;\nvec3 vignetteXY1=vec3(viewportXY*vignetteSettings1.xy+vignetteSettings1.zw,1.0);\nfloat vignetteTerm=dot(vignetteXY1,vignetteXY1);\nfloat vignette=pow(vignetteTerm,vignetteSettings2.w);\n\nvec3 vignetteColor=vignetteSettings2.rgb;\n#ifdef VIGNETTEBLENDMODEMULTIPLY\nvec3 vignetteColorMultiplier=mix(vignetteColor,vec3(1,1,1),vignette);\nresult.rgb*=vignetteColorMultiplier;\n#endif\n#ifdef VIGNETTEBLENDMODEOPAQUE\nresult.rgb=mix(vignetteColor,result.rgb,vignette);\n#endif\n#endif\n#ifdef TONEMAPPING\nconst float tonemappingCalibration=1.590579;\nresult.rgb=1.0-exp2(-tonemappingCalibration*result.rgb);\n#endif\n\nresult.rgb=toGammaSpace(result.rgb);\nresult.rgb=clamp(result.rgb,0.0,1.0);\n#ifdef CONTRAST\n\nvec3 resultHighContrast=applyEaseInOut(result.rgb);\nif (contrast<1.0) {\n\nresult.rgb=mix(vec3(0.5,0.5,0.5),result.rgb,contrast);\n} else {\n\nresult.rgb=mix(result.rgb,resultHighContrast,contrast-1.0);\n}\n#endif\n\n#ifdef COLORGRADING\nvec3 colorTransformInput=result.rgb*colorTransformSettings.xxx+colorTransformSettings.yyy;\n#ifdef COLORGRADING3D\nvec3 colorTransformOutput=texture(txColorTransform,colorTransformInput).rgb;\n#else\nvec3 colorTransformOutput=sampleTexture3D(txColorTransform,colorTransformInput,colorTransformSettings.yz).rgb;\n#endif\nresult.rgb=mix(result.rgb,colorTransformOutput,colorTransformSettings.www);\n#endif\n#ifdef COLORCURVES\n\nfloat luma=getLuminance(result.rgb);\nvec2 curveMix=clamp(vec2(luma*3.0-1.5,luma*-3.0+1.5),vec2(0.0),vec2(1.0));\nvec4 colorCurve=vCameraColorCurveNeutral+curveMix.x*vCameraColorCurvePositive-curveMix.y*vCameraColorCurveNegative;\nresult.rgb*=colorCurve.rgb;\nresult.rgb=mix(vec3(luma),result.rgb,colorCurve.a);\n#endif\nreturn result;\n}"; BABYLON.Effect.IncludesShadersStore['bumpFragmentFunctions'] = "#ifdef BUMP\n#if BUMPDIRECTUV == 1\n#define vBumpUV vMainUV1\n#elif BUMPDIRECTUV == 2\n#define vBumpUV vMainUV2\n#else\nvarying vec2 vBumpUV;\n#endif\nuniform sampler2D bumpSampler;\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n\nmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv)\n{\n\nuv=gl_FrontFacing ? uv : -uv;\n\nvec3 dp1=dFdx(p);\nvec3 dp2=dFdy(p);\nvec2 duv1=dFdx(uv);\nvec2 duv2=dFdy(uv);\n\nvec3 dp2perp=cross(dp2,normal);\nvec3 dp1perp=cross(normal,dp1);\nvec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;\nvec3 bitangent=dp2perp*duv1.y+dp1perp*duv2.y;\n\ntangent*=vTangentSpaceParams.x;\nbitangent*=vTangentSpaceParams.y;\n\nfloat invmax=inversesqrt(max(dot(tangent,tangent),dot(bitangent,bitangent)));\nreturn mat3(tangent*invmax,bitangent*invmax,normal);\n}\nvec3 perturbNormal(mat3 cotangentFrame,vec2 uv)\n{\nvec3 map=texture2D(bumpSampler,uv).xyz;\nmap=map*2.0-1.0;\n#ifdef NORMALXYSCALE\nmap=normalize(map*vec3(vBumpInfos.y,vBumpInfos.y,1.0));\n#endif\nreturn normalize(cotangentFrame*map);\n}\n#ifdef PARALLAX\nconst float minSamples=4.;\nconst float maxSamples=15.;\nconst int iMaxSamples=15;\n\nvec2 parallaxOcclusion(vec3 vViewDirCoT,vec3 vNormalCoT,vec2 texCoord,float parallaxScale) {\nfloat parallaxLimit=length(vViewDirCoT.xy)/vViewDirCoT.z;\nparallaxLimit*=parallaxScale;\nvec2 vOffsetDir=normalize(vViewDirCoT.xy);\nvec2 vMaxOffset=vOffsetDir*parallaxLimit;\nfloat numSamples=maxSamples+(dot(vViewDirCoT,vNormalCoT)*(minSamples-maxSamples));\nfloat stepSize=1.0/numSamples;\n\nfloat currRayHeight=1.0;\nvec2 vCurrOffset=vec2(0,0);\nvec2 vLastOffset=vec2(0,0);\nfloat lastSampledHeight=1.0;\nfloat currSampledHeight=1.0;\nfor (int i=0; icurrRayHeight)\n{\nfloat delta1=currSampledHeight-currRayHeight;\nfloat delta2=(currRayHeight+stepSize)-lastSampledHeight;\nfloat ratio=delta1/(delta1+delta2);\nvCurrOffset=(ratio)* vLastOffset+(1.0-ratio)*vCurrOffset;\n\nbreak;\n}\nelse\n{\ncurrRayHeight-=stepSize;\nvLastOffset=vCurrOffset;\nvCurrOffset+=stepSize*vMaxOffset;\nlastSampledHeight=currSampledHeight;\n}\n}\nreturn vCurrOffset;\n}\nvec2 parallaxOffset(vec3 viewDir,float heightScale)\n{\n\nfloat height=texture2D(bumpSampler,vBumpUV).w;\nvec2 texCoordOffset=heightScale*viewDir.xy*height;\nreturn -texCoordOffset;\n}\n#endif\n#endif"; BABYLON.Effect.IncludesShadersStore['clipPlaneFragmentDeclaration'] = "#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif"; BABYLON.Effect.IncludesShadersStore['fogFragmentDeclaration'] = "#ifdef FOG\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying vec3 vFogDistance;\nfloat CalcFogFactor()\n{\nfloat fogCoeff=1.0;\nfloat fogStart=vFogInfos.y;\nfloat fogEnd=vFogInfos.z;\nfloat fogDensity=vFogInfos.w;\nfloat fogDistance=length(vFogDistance);\nif (FOGMODE_LINEAR == vFogInfos.x)\n{\nfogCoeff=(fogEnd-fogDistance)/(fogEnd-fogStart);\n}\nelse if (FOGMODE_EXP == vFogInfos.x)\n{\nfogCoeff=1.0/pow(E,fogDistance*fogDensity);\n}\nelse if (FOGMODE_EXP2 == vFogInfos.x)\n{\nfogCoeff=1.0/pow(E,fogDistance*fogDistance*fogDensity*fogDensity);\n}\nreturn clamp(fogCoeff,0.0,1.0);\n}\n#endif"; BABYLON.Effect.IncludesShadersStore['clipPlaneFragment'] = "#ifdef CLIPPLANE\nif (fClipDistance>0.0)\n{\ndiscard;\n}\n#endif"; BABYLON.Effect.IncludesShadersStore['bumpFragment'] = "vec2 uvOffset=vec2(0.0,0.0);\n#if defined(BUMP) || defined(PARALLAX)\n#ifdef NORMALXYSCALE\nfloat normalScale=1.0;\n#else \nfloat normalScale=vBumpInfos.y;\n#endif\n#if defined(TANGENT) && defined(NORMAL)\nmat3 TBN=vTBN;\n#else\nmat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,vBumpUV);\n#endif\n#endif\n#ifdef PARALLAX\nmat3 invTBN=transposeMat3(TBN);\n#ifdef PARALLAXOCCLUSION\nuvOffset=parallaxOcclusion(invTBN*-viewDirectionW,invTBN*normalW,vBumpUV,vBumpInfos.z);\n#else\nuvOffset=parallaxOffset(invTBN*viewDirectionW,vBumpInfos.z);\n#endif\n#endif\n#ifdef BUMP\nnormalW=perturbNormal(TBN,vBumpUV+uvOffset);\n#endif"; BABYLON.Effect.IncludesShadersStore['lightFragment'] = "#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || (defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X}))\n\n#else\n#ifdef PBR\n#ifdef SPOTLIGHT{X}\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,NdotL);\n#endif\n#ifdef HEMILIGHT{X}\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightGround,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,NdotL);\n#endif\n#if defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,NdotL);\n#endif\n#else\n#ifdef SPOTLIGHT{X}\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,glossiness);\n#endif\n#ifdef HEMILIGHT{X}\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightGround,glossiness);\n#endif\n#if defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,glossiness);\n#endif\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCLOSEESM{X}\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#else\n#ifdef SHADOWESM{X}\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#else \n#ifdef SHADOWPCF{X}\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPCFCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPCF(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;\nshadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor;\n#endif\n#endif\n#else\ndiffuseBase+=info.diffuse*shadow;\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#endif\n#endif\n#endif"; BABYLON.Effect.IncludesShadersStore['logDepthFragment'] = "#ifdef LOGARITHMICDEPTH\ngl_FragDepthEXT=log2(vFragmentDepth)*logarithmicDepthConstant*0.5;\n#endif"; BABYLON.Effect.IncludesShadersStore['fogFragment'] = "#ifdef FOG\nfloat fog=CalcFogFactor();\ncolor.rgb=fog*color.rgb+(1.0-fog)*vFogColor;\n#endif"; var PhysicsJoint = BABYLON.PhysicsJoint; var DistanceJoint = BABYLON.DistanceJoint; var MotorEnabledJoint = BABYLON.MotorEnabledJoint; var HingeJoint = BABYLON.HingeJoint; var Hinge2Joint = BABYLON.Hinge2Joint; var PhysicsImpostor = BABYLON.PhysicsImpostor; var PhysicsEngine = BABYLON.PhysicsEngine; var PhysicsHelper = BABYLON.PhysicsHelper; var PhysicsRadialExplosionEvent = BABYLON.PhysicsRadialExplosionEvent; var PhysicsGravitationalFieldEvent = BABYLON.PhysicsGravitationalFieldEvent; var PhysicsUpdraftEvent = BABYLON.PhysicsUpdraftEvent; var PhysicsVortexEvent = BABYLON.PhysicsVortexEvent; var PhysicsRadialImpulseFalloff = BABYLON.PhysicsRadialImpulseFalloff; var PhysicsUpdraftMode = BABYLON.PhysicsUpdraftMode; var CannonJSPlugin = BABYLON.CannonJSPlugin; var OimoJSPlugin = BABYLON.OimoJSPlugin; export { PhysicsJoint,DistanceJoint,MotorEnabledJoint,HingeJoint,Hinge2Joint,PhysicsImpostor,PhysicsEngine,PhysicsHelper,PhysicsRadialExplosionEvent,PhysicsGravitationalFieldEvent,PhysicsUpdraftEvent,PhysicsVortexEvent,PhysicsRadialImpulseFalloff,PhysicsUpdraftMode,CannonJSPlugin,OimoJSPlugin };