module BABYLON { export class AbstractMesh extends Node implements IDisposable { // Statics private static _BILLBOARDMODE_NONE = 0; private static _BILLBOARDMODE_X = 1; private static _BILLBOARDMODE_Y = 2; private static _BILLBOARDMODE_Z = 4; private static _BILLBOARDMODE_ALL = 7; public static get BILLBOARDMODE_NONE(): number { return AbstractMesh._BILLBOARDMODE_NONE; } public static get BILLBOARDMODE_X(): number { return AbstractMesh._BILLBOARDMODE_X; } public static get BILLBOARDMODE_Y(): number { return AbstractMesh._BILLBOARDMODE_Y; } public static get BILLBOARDMODE_Z(): number { return AbstractMesh._BILLBOARDMODE_Z; } public static get BILLBOARDMODE_ALL(): number { return AbstractMesh._BILLBOARDMODE_ALL; } // Properties public position = new Vector3(0, 0, 0); public rotation = new Vector3(0, 0, 0); public rotationQuaternion: Quaternion; public scaling = new Vector3(1, 1, 1); public billboardMode = AbstractMesh.BILLBOARDMODE_NONE; public visibility = 1.0; public alphaIndex = Number.MAX_VALUE; public infiniteDistance = false; public isVisible = true; public isPickable = true; public showBoundingBox = false; public showSubMeshesBoundingBox = false; public onDispose = null; public checkCollisions = false; public isBlocker = false; public skeleton: Skeleton; public renderingGroupId = 0; public material: Material; public receiveShadows = false; public actionManager: ActionManager; public renderOutline = false; public outlineColor = BABYLON.Color3.Red(); public outlineWidth = 0.02; public renderOverlay = false; public overlayColor = BABYLON.Color3.Red(); public overlayAlpha = 0.5; public hasVertexAlpha = false; public useVertexColors = true; public applyFog = true; public useOctreeForRenderingSelection = true; public useOctreeForPicking = true; public useOctreeForCollisions = true; public layerMask: number = 0xFFFFFFFF; // Physics public _physicImpostor = PhysicsEngine.NoImpostor; public _physicsMass: number; public _physicsFriction: number; public _physicRestitution: number; // Collisions public ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5); public ellipsoidOffset = new BABYLON.Vector3(0, 0, 0); private _collider = new Collider(); private _oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0); private _diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0); private _newPositionForCollisions = new BABYLON.Vector3(0, 0, 0); // Cache private _localScaling = BABYLON.Matrix.Zero(); private _localRotation = BABYLON.Matrix.Zero(); private _localTranslation = BABYLON.Matrix.Zero(); private _localBillboard = BABYLON.Matrix.Zero(); private _localPivotScaling = BABYLON.Matrix.Zero(); private _localPivotScalingRotation = BABYLON.Matrix.Zero(); private _localWorld = BABYLON.Matrix.Zero(); public _worldMatrix = BABYLON.Matrix.Zero(); private _rotateYByPI = BABYLON.Matrix.RotationY(Math.PI); private _absolutePosition = BABYLON.Vector3.Zero(); private _collisionsTransformMatrix = BABYLON.Matrix.Zero(); private _collisionsScalingMatrix = BABYLON.Matrix.Zero(); public _positions: Vector3[]; private _isDirty = false; public _masterMesh: AbstractMesh; public _boundingInfo: BoundingInfo; private _pivotMatrix = BABYLON.Matrix.Identity(); public _isDisposed = false; public _renderId = 0; public subMeshes: SubMesh[]; public _submeshesOctree: Octree; public _intersectionsInProgress = new Array(); private _onAfterWorldMatrixUpdate = new Array<(mesh: BABYLON.AbstractMesh) => void>(); constructor(name: string, scene: Scene) { super(name, scene); scene.meshes.push(this); } // Methods public get isBlocked(): boolean { return false; } public getLOD(camera: Camera): AbstractMesh { return this; } public getTotalVertices(): number { return 0; } public getIndices(): number[] { return null; } public getVerticesData(kind: string): number[] { return null; } public isVerticesDataPresent(kind: string): boolean { return false; } public getBoundingInfo(): BoundingInfo { if (this._masterMesh) { return this._masterMesh.getBoundingInfo(); } if (!this._boundingInfo) { this._updateBoundingInfo(); } return this._boundingInfo; } public _preActivate(): void { } public _activate(renderId: number): void { this._renderId = renderId; } public getWorldMatrix(): Matrix { if (this._masterMesh) { return this._masterMesh.getWorldMatrix(); } if (this._currentRenderId !== this.getScene().getRenderId()) { this.computeWorldMatrix(); } return this._worldMatrix; } public get worldMatrixFromCache(): Matrix { return this._worldMatrix; } public get absolutePosition(): Vector3 { return this._absolutePosition; } public rotate(axis: Vector3, amount: number, space: Space): void { if (!this.rotationQuaternion) { this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z); this.rotation = BABYLON.Vector3.Zero(); } if (!space || space == BABYLON.Space.LOCAL) { var rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, amount); this.rotationQuaternion = this.rotationQuaternion.multiply(rotationQuaternion); } else { if (this.parent) { var invertParentWorldMatrix = this.parent.getWorldMatrix().clone(); invertParentWorldMatrix.invert(); axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix); } rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, amount); this.rotationQuaternion = rotationQuaternion.multiply(this.rotationQuaternion); } } public translate(axis: Vector3, distance: number, space: Space): void { var displacementVector = axis.scale(distance); if (!space || space == BABYLON.Space.LOCAL) { var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector); this.setPositionWithLocalVector(tempV3); } else { this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector)); } } public getAbsolutePosition(): Vector3 { this.computeWorldMatrix(); return this._absolutePosition; } public setAbsolutePosition(absolutePosition: Vector3): void { if (!absolutePosition) { return; } var absolutePositionX; var absolutePositionY; var absolutePositionZ; if (absolutePosition.x === undefined) { if (arguments.length < 3) { return; } absolutePositionX = arguments[0]; absolutePositionY = arguments[1]; absolutePositionZ = arguments[2]; } else { absolutePositionX = absolutePosition.x; absolutePositionY = absolutePosition.y; absolutePositionZ = absolutePosition.z; } if (this.parent) { var invertParentWorldMatrix = this.parent.getWorldMatrix().clone(); invertParentWorldMatrix.invert(); var worldPosition = new BABYLON.Vector3(absolutePositionX, absolutePositionY, absolutePositionZ); this.position = BABYLON.Vector3.TransformCoordinates(worldPosition, invertParentWorldMatrix); } else { this.position.x = absolutePositionX; this.position.y = absolutePositionY; this.position.z = absolutePositionZ; } } public setPivotMatrix(matrix: Matrix): void { this._pivotMatrix = matrix; this._cache.pivotMatrixUpdated = true; } public getPivotMatrix(): Matrix { return this._pivotMatrix; } public _isSynchronized(): boolean { if (this._isDirty) { return false; } if (this.billboardMode !== AbstractMesh.BILLBOARDMODE_NONE) return false; if (this._cache.pivotMatrixUpdated) { return false; } if (this.infiniteDistance) { return false; } if (!this._cache.position.equals(this.position)) return false; if (this.rotationQuaternion) { if (!this._cache.rotationQuaternion.equals(this.rotationQuaternion)) return false; } else { if (!this._cache.rotation.equals(this.rotation)) return false; } if (!this._cache.scaling.equals(this.scaling)) return false; return true; } public _initCache() { super._initCache(); this._cache.localMatrixUpdated = false; this._cache.position = BABYLON.Vector3.Zero(); this._cache.scaling = BABYLON.Vector3.Zero(); this._cache.rotation = BABYLON.Vector3.Zero(); this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0); } public markAsDirty(property: string): void { if (property === "rotation") { this.rotationQuaternion = null; } this._currentRenderId = Number.MAX_VALUE; this._isDirty = true; } public _updateBoundingInfo(): void { this._boundingInfo = this._boundingInfo || new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition); this._boundingInfo._update(this.worldMatrixFromCache); this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache); } public _updateSubMeshesBoundingInfo(matrix: Matrix): void { if (!this.subMeshes) { return; } for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) { var subMesh = this.subMeshes[subIndex]; subMesh.updateBoundingInfo(matrix); } } public computeWorldMatrix(force?: boolean): Matrix { if (!force && (this._currentRenderId == this.getScene().getRenderId() || this.isSynchronized(true))) { return this._worldMatrix; } this._cache.position.copyFrom(this.position); this._cache.scaling.copyFrom(this.scaling); this._cache.pivotMatrixUpdated = false; this._currentRenderId = this.getScene().getRenderId(); this._isDirty = false; // Scaling BABYLON.Matrix.ScalingToRef(this.scaling.x, this.scaling.y, this.scaling.z, this._localScaling); // Rotation if (this.rotationQuaternion) { this.rotationQuaternion.toRotationMatrix(this._localRotation); this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion); } else { BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._localRotation); this._cache.rotation.copyFrom(this.rotation); } // Translation if (this.infiniteDistance && !this.parent) { var camera = this.getScene().activeCamera; var cameraWorldMatrix = camera.getWorldMatrix(); var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]); BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, this._localTranslation); } else { BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._localTranslation); } // Composing transformations this._pivotMatrix.multiplyToRef(this._localScaling, this._localPivotScaling); this._localPivotScaling.multiplyToRef(this._localRotation, this._localPivotScalingRotation); // Billboarding if (this.billboardMode !== AbstractMesh.BILLBOARDMODE_NONE && this.getScene().activeCamera) { var localPosition = this.position.clone(); var zero = this.getScene().activeCamera.position.clone(); if (this.parent && (this.parent).position) { localPosition.addInPlace((this.parent).position); BABYLON.Matrix.TranslationToRef(localPosition.x, localPosition.y, localPosition.z, this._localTranslation); } if ((this.billboardMode & AbstractMesh.BILLBOARDMODE_ALL) === AbstractMesh.BILLBOARDMODE_ALL) { zero = this.getScene().activeCamera.position; } else { if (this.billboardMode & BABYLON.AbstractMesh.BILLBOARDMODE_X) zero.x = localPosition.x + BABYLON.Engine.Epsilon; if (this.billboardMode & BABYLON.AbstractMesh.BILLBOARDMODE_Y) zero.y = localPosition.y + 0.001; if (this.billboardMode & BABYLON.AbstractMesh.BILLBOARDMODE_Z) zero.z = localPosition.z + 0.001; } BABYLON.Matrix.LookAtLHToRef(localPosition, zero, BABYLON.Vector3.Up(), this._localBillboard); this._localBillboard.m[12] = this._localBillboard.m[13] = this._localBillboard.m[14] = 0; this._localBillboard.invert(); this._localPivotScalingRotation.multiplyToRef(this._localBillboard, this._localWorld); this._rotateYByPI.multiplyToRef(this._localWorld, this._localPivotScalingRotation); } // Local world this._localPivotScalingRotation.multiplyToRef(this._localTranslation, this._localWorld); // Parent if (this.parent && this.parent.getWorldMatrix && this.billboardMode === BABYLON.AbstractMesh.BILLBOARDMODE_NONE) { this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix); } else { this._worldMatrix.copyFrom(this._localWorld); } // Bounding info this._updateBoundingInfo(); // Absolute position this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]); // Callbacks for (var callbackIndex = 0; callbackIndex < this._onAfterWorldMatrixUpdate.length; callbackIndex++) { this._onAfterWorldMatrixUpdate[callbackIndex](this); } return this._worldMatrix; } /** * If you'd like to be callbacked after the mesh position, rotation or scaling has been updated * @param func: callback function to add */ public registerAfterWorldMatrixUpdate(func: (mesh: BABYLON.AbstractMesh) => void): void { this._onAfterWorldMatrixUpdate.push(func); } public unregisterAfterWorldMatrixUpdate(func: (mesh: BABYLON.AbstractMesh) => void): void { var index = this._onAfterWorldMatrixUpdate.indexOf(func); if (index > -1) { this._onAfterWorldMatrixUpdate.splice(index, 1); } } public setPositionWithLocalVector(vector3: Vector3): void { this.computeWorldMatrix(); this.position = BABYLON.Vector3.TransformNormal(vector3, this._localWorld); } public getPositionExpressedInLocalSpace(): Vector3 { this.computeWorldMatrix(); var invLocalWorldMatrix = this._localWorld.clone(); invLocalWorldMatrix.invert(); return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix); } public locallyTranslate(vector3: Vector3): void { this.computeWorldMatrix(); this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld); } public lookAt(targetPoint: Vector3, yawCor: number, pitchCor: number, rollCor: number): void { /// Orients a mesh towards a target point. Mesh must be drawn facing user. /// The position (must be in same space as current mesh) to look at /// optional yaw (y-axis) correction in radians /// optional pitch (x-axis) correction in radians /// optional roll (z-axis) correction in radians /// Mesh oriented towards targetMesh yawCor = yawCor || 0; // default to zero if undefined pitchCor = pitchCor || 0; rollCor = rollCor || 0; var dv = targetPoint.subtract(this.position); var yaw = -Math.atan2(dv.z, dv.x) - Math.PI / 2; var len = Math.sqrt(dv.x * dv.x + dv.z * dv.z); var pitch = Math.atan2(dv.y, len); this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(yaw + yawCor, pitch + pitchCor, rollCor); } public isInFrustum(frustumPlanes: Plane[]): boolean { if (!this._boundingInfo.isInFrustum(frustumPlanes)) { return false; } return true; } public isCompletelyInFrustum(camera?: Camera): boolean { if (!camera) { camera = this.getScene().activeCamera; } var transformMatrix = camera.getViewMatrix().multiply(camera.getProjectionMatrix()); if (!this._boundingInfo.isCompletelyInFrustum(BABYLON.Frustum.GetPlanes(transformMatrix))) { return false; } return true; } public intersectsMesh(mesh: AbstractMesh, precise?: boolean): boolean { if (!this._boundingInfo || !mesh._boundingInfo) { return false; } return this._boundingInfo.intersects(mesh._boundingInfo, precise); } public intersectsPoint(point: Vector3): boolean { if (!this._boundingInfo) { return false; } return this._boundingInfo.intersectsPoint(point); } // Physics public setPhysicsState(impostor?: any, options?: PhysicsBodyCreationOptions): any { var physicsEngine = this.getScene().getPhysicsEngine(); if (!physicsEngine) { return; } if (impostor.impostor) { // Old API options = impostor; impostor = impostor.impostor; } impostor = impostor || PhysicsEngine.NoImpostor; if (impostor === BABYLON.PhysicsEngine.NoImpostor) { physicsEngine._unregisterMesh(this); return; } options.mass = options.mass || 0; options.friction = options.friction || 0.2; options.restitution = options.restitution || 0.2; this._physicImpostor = impostor; this._physicsMass = options.mass; this._physicsFriction = options.friction; this._physicRestitution = options.restitution; return physicsEngine._registerMesh(this, impostor, options); } public getPhysicsImpostor(): number { if (!this._physicImpostor) { return BABYLON.PhysicsEngine.NoImpostor; } return this._physicImpostor; } public getPhysicsMass(): number { if (!this._physicsMass) { return 0; } return this._physicsMass; } public getPhysicsFriction(): number { if (!this._physicsFriction) { return 0; } return this._physicsFriction; } public getPhysicsRestitution(): number { if (!this._physicRestitution) { return 0; } return this._physicRestitution; } public getPositionInCameraSpace(camera?: Camera): Vector3 { if (!camera) { camera = this.getScene().activeCamera; } return Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix()); } public getDistanceToCamera(camera?: Camera): number { if (!camera) { camera = this.getScene().activeCamera; } return this.absolutePosition.subtract(camera.position).length(); } public applyImpulse(force: Vector3, contactPoint: Vector3): void { if (!this._physicImpostor) { return; } this.getScene().getPhysicsEngine()._applyImpulse(this, force, contactPoint); } public setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): void { if (!this._physicImpostor) { return; } this.getScene().getPhysicsEngine()._createLink(this, otherMesh, pivot1, pivot2, options); } public updatePhysicsBodyPosition(): void { if (!this._physicImpostor) { return; } this.getScene().getPhysicsEngine()._updateBodyPosition(this); } // Collisions public moveWithCollisions(velocity: Vector3): void { var globalPosition = this.getAbsolutePosition(); globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPositionForCollisions); this._oldPositionForCollisions.addInPlace(this.ellipsoidOffset); this._collider.radius = this.ellipsoid; this.getScene()._getNewPosition(this._oldPositionForCollisions, velocity, this._collider, 3, this._newPositionForCollisions, this); this._newPositionForCollisions.subtractToRef(this._oldPositionForCollisions, this._diffPositionForCollisions); if (this._diffPositionForCollisions.length() > Engine.CollisionsEpsilon) { this.position.addInPlace(this._diffPositionForCollisions); } } // Submeshes octree /** * This function will create an octree to help select the right submeshes for rendering, picking and collisions * Please note that you must have a decent number of submeshes to get performance improvements when using octree */ public createOrUpdateSubmeshesOctree(maxCapacity = 64, maxDepth = 2): Octree { if (!this._submeshesOctree) { this._submeshesOctree = new BABYLON.Octree(Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth); } this.computeWorldMatrix(true); // Update octree var bbox = this.getBoundingInfo().boundingBox; this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes); return this._submeshesOctree; } // Collisions public _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): void { this._generatePointsArray(); // Transformation if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) { subMesh._lastColliderTransformMatrix = transformMatrix.clone(); subMesh._lastColliderWorldVertices = []; subMesh._trianglePlanes = []; var start = subMesh.verticesStart; var end = (subMesh.verticesStart + subMesh.verticesCount); for (var i = start; i < end; i++) { subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix)); } } // Collide collider._collide(subMesh, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart); } public _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): void { var subMeshes: SubMesh[]; var len: number; // Octrees if (this._submeshesOctree && this.useOctreeForCollisions) { var radius = collider.velocityWorldLength + Math.max(collider.radius.x, collider.radius.y, collider.radius.z); var intersections = this._submeshesOctree.intersects(collider.basePointWorld, radius); len = intersections.length; subMeshes = intersections.data; } else { subMeshes = this.subMeshes; len = subMeshes.length; } for (var index = 0; index < len; index++) { var subMesh = subMeshes[index]; // Bounding test if (len > 1 && !subMesh._checkCollision(collider)) continue; this._collideForSubMesh(subMesh, transformMatrix, collider); } } public _checkCollision(collider: Collider): void { // Bounding box test if (!this._boundingInfo._checkCollision(collider)) return; // Transformation matrix BABYLON.Matrix.ScalingToRef(1.0 / collider.radius.x, 1.0 / collider.radius.y, 1.0 / collider.radius.z, this._collisionsScalingMatrix); this.worldMatrixFromCache.multiplyToRef(this._collisionsScalingMatrix, this._collisionsTransformMatrix); this._processCollisionsForSubMeshes(collider, this._collisionsTransformMatrix); } // Picking public _generatePointsArray(): boolean { return false; } public intersects(ray: Ray, fastCheck?: boolean): PickingInfo { var pickingInfo = new BABYLON.PickingInfo(); if (!this.subMeshes || !this._boundingInfo || !ray.intersectsSphere(this._boundingInfo.boundingSphere) || !ray.intersectsBox(this._boundingInfo.boundingBox)) { return pickingInfo; } if (!this._generatePointsArray()) { return pickingInfo; } var intersectInfo: IntersectionInfo = null; // Octrees var subMeshes: SubMesh[]; var len: number; if (this._submeshesOctree && this.useOctreeForPicking) { var worldRay = Ray.Transform(ray, this.getWorldMatrix()); var intersections = this._submeshesOctree.intersectsRay(worldRay); len = intersections.length; subMeshes = intersections.data; } else { subMeshes = this.subMeshes; len = subMeshes.length; } for (var index = 0; index < len; index++) { var subMesh = subMeshes[index]; // Bounding test if (len > 1 && !subMesh.canIntersects(ray)) continue; var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck); if (currentIntersectInfo) { if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) { intersectInfo = currentIntersectInfo; if (fastCheck) { break; } } } } if (intersectInfo) { // Get picked point var world = this.getWorldMatrix(); var worldOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, world); var direction = ray.direction.clone(); direction.normalize(); direction = direction.scale(intersectInfo.distance); var worldDirection = BABYLON.Vector3.TransformNormal(direction, world); var pickedPoint = worldOrigin.add(worldDirection); // Return result pickingInfo.hit = true; pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint); pickingInfo.pickedPoint = pickedPoint; pickingInfo.pickedMesh = this; pickingInfo.bu = intersectInfo.bu; pickingInfo.bv = intersectInfo.bv; pickingInfo.faceId = intersectInfo.faceId; return pickingInfo; } return pickingInfo; } public clone(name: string, newParent: Node, doNotCloneChildren?: boolean): AbstractMesh { return null; } public releaseSubMeshes(): void { if (this.subMeshes) { while (this.subMeshes.length) { this.subMeshes[0].dispose(); } } else { this.subMeshes = new Array(); } } public dispose(doNotRecurse?: boolean): void { // Physics if (this.getPhysicsImpostor() != PhysicsEngine.NoImpostor) { this.setPhysicsState(PhysicsEngine.NoImpostor); } // Intersections in progress for (index = 0; index < this._intersectionsInProgress.length; index++) { var other = this._intersectionsInProgress[index]; var pos = other._intersectionsInProgress.indexOf(this); other._intersectionsInProgress.splice(pos, 1); } this._intersectionsInProgress = []; // SubMeshes this.releaseSubMeshes(); // Remove from scene var index = this.getScene().meshes.indexOf(this); if (index != -1) { // Remove from the scene if mesh found this.getScene().meshes.splice(index, 1); } if (!doNotRecurse) { // Particles for (index = 0; index < this.getScene().particleSystems.length; index++) { if (this.getScene().particleSystems[index].emitter == this) { this.getScene().particleSystems[index].dispose(); index--; } } // Children var objects = this.getScene().meshes.slice(0); for (index = 0; index < objects.length; index++) { if (objects[index].parent == this) { objects[index].dispose(); } } } else { for (index = 0; index < this.getScene().meshes.length; index++) { var obj = this.getScene().meshes[index]; if (obj.parent === this) { obj.parent = null; obj.computeWorldMatrix(true); } } } this._onAfterWorldMatrixUpdate = []; this._isDisposed = true; // Callback if (this.onDispose) { this.onDispose(); } } } }