var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var BABYLON;
(function (BABYLON) {
var AbstractMesh = (function (_super) {
__extends(AbstractMesh, _super);
function AbstractMesh(name, scene) {
var _this = this;
_super.call(this, name, scene);
// Properties
this.definedFacingForward = true; // orientation for POV movement & rotation
this.position = new BABYLON.Vector3(0, 0, 0);
this.rotation = new BABYLON.Vector3(0, 0, 0);
this.scaling = new BABYLON.Vector3(1, 1, 1);
this.billboardMode = AbstractMesh.BILLBOARDMODE_NONE;
this.visibility = 1.0;
this.alphaIndex = Number.MAX_VALUE;
this.infiniteDistance = false;
this.isVisible = true;
this.isPickable = true;
this.showBoundingBox = false;
this.showSubMeshesBoundingBox = false;
this.onDispose = null;
this.checkCollisions = false;
this.isBlocker = false;
this.renderingGroupId = 0;
this.receiveShadows = false;
this.renderOutline = false;
this.outlineColor = BABYLON.Color3.Red();
this.outlineWidth = 0.02;
this.renderOverlay = false;
this.overlayColor = BABYLON.Color3.Red();
this.overlayAlpha = 0.5;
this.hasVertexAlpha = false;
this.useVertexColors = true;
this.applyFog = true;
this.useOctreeForRenderingSelection = true;
this.useOctreeForPicking = true;
this.useOctreeForCollisions = true;
this.layerMask = 0x0FFFFFFF;
this.alwaysSelectAsActiveMesh = false;
// Physics
this._physicImpostor = BABYLON.PhysicsEngine.NoImpostor;
// Collisions
this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
this._collider = new BABYLON.Collider();
this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
this._newPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
// Cache
this._localScaling = BABYLON.Matrix.Zero();
this._localRotation = BABYLON.Matrix.Zero();
this._localTranslation = BABYLON.Matrix.Zero();
this._localBillboard = BABYLON.Matrix.Zero();
this._localPivotScaling = BABYLON.Matrix.Zero();
this._localPivotScalingRotation = BABYLON.Matrix.Zero();
this._localWorld = BABYLON.Matrix.Zero();
this._worldMatrix = BABYLON.Matrix.Zero();
this._rotateYByPI = BABYLON.Matrix.RotationY(Math.PI);
this._absolutePosition = BABYLON.Vector3.Zero();
this._collisionsTransformMatrix = BABYLON.Matrix.Zero();
this._collisionsScalingMatrix = BABYLON.Matrix.Zero();
this._isDirty = false;
this._pivotMatrix = BABYLON.Matrix.Identity();
this._isDisposed = false;
this._renderId = 0;
this._intersectionsInProgress = new Array();
this._onAfterWorldMatrixUpdate = new Array();
this._isWorldMatrixFrozen = false;
this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
if (collidedMesh === void 0) { collidedMesh = null; }
newPosition.subtractToRef(_this._oldPositionForCollisions, _this._diffPositionForCollisions);
if (_this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
_this.position.addInPlace(_this._diffPositionForCollisions);
}
};
scene.addMesh(this);
}
Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
get: function () {
return AbstractMesh._BILLBOARDMODE_NONE;
},
enumerable: true,
configurable: true
});
Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
get: function () {
return AbstractMesh._BILLBOARDMODE_X;
},
enumerable: true,
configurable: true
});
Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
get: function () {
return AbstractMesh._BILLBOARDMODE_Y;
},
enumerable: true,
configurable: true
});
Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
get: function () {
return AbstractMesh._BILLBOARDMODE_Z;
},
enumerable: true,
configurable: true
});
Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
get: function () {
return AbstractMesh._BILLBOARDMODE_ALL;
},
enumerable: true,
configurable: true
});
Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
// Methods
get: function () {
return false;
},
enumerable: true,
configurable: true
});
AbstractMesh.prototype.getLOD = function (camera) {
return this;
};
AbstractMesh.prototype.getTotalVertices = function () {
return 0;
};
AbstractMesh.prototype.getIndices = function () {
return null;
};
AbstractMesh.prototype.getVerticesData = function (kind) {
return null;
};
AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
return false;
};
AbstractMesh.prototype.getBoundingInfo = function () {
if (this._masterMesh) {
return this._masterMesh.getBoundingInfo();
}
if (!this._boundingInfo) {
this._updateBoundingInfo();
}
return this._boundingInfo;
};
Object.defineProperty(AbstractMesh.prototype, "useBones", {
get: function () {
return this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind);
},
enumerable: true,
configurable: true
});
AbstractMesh.prototype._preActivate = function () {
};
AbstractMesh.prototype._activate = function (renderId) {
this._renderId = renderId;
};
AbstractMesh.prototype.getWorldMatrix = function () {
if (this._masterMesh) {
return this._masterMesh.getWorldMatrix();
}
if (this._currentRenderId !== this.getScene().getRenderId()) {
this.computeWorldMatrix();
}
return this._worldMatrix;
};
Object.defineProperty(AbstractMesh.prototype, "worldMatrixFromCache", {
get: function () {
return this._worldMatrix;
},
enumerable: true,
configurable: true
});
Object.defineProperty(AbstractMesh.prototype, "absolutePosition", {
get: function () {
return this._absolutePosition;
},
enumerable: true,
configurable: true
});
AbstractMesh.prototype.freezeWorldMatrix = function () {
this.computeWorldMatrix(true);
this._isWorldMatrixFrozen = true;
};
AbstractMesh.prototype.unfreezeWorldMatrix = function () {
this.computeWorldMatrix(true);
this._isWorldMatrixFrozen = false;
};
AbstractMesh.prototype.rotate = function (axis, amount, space) {
if (!this.rotationQuaternion) {
this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
this.rotation = BABYLON.Vector3.Zero();
}
if (!space || space === 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);
}
};
AbstractMesh.prototype.translate = function (axis, distance, space) {
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));
}
};
AbstractMesh.prototype.getAbsolutePosition = function () {
this.computeWorldMatrix();
return this._absolutePosition;
};
AbstractMesh.prototype.setAbsolutePosition = function (absolutePosition) {
if (!absolutePosition) {
return;
}
var absolutePositionX;
var absolutePositionY;
var absolutePositionZ;
if (absolutePosition.x === undefined) {
if (arguments.length < 3) {
return;
}
absolutePositionX = arguments[0];
absolutePositionY = arguments[1];
absolutePositionZ = arguments[2];
}
else {
absolutePositionX = absolutePosition.x;
absolutePositionY = absolutePosition.y;
absolutePositionZ = absolutePosition.z;
}
if (this.parent) {
var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
invertParentWorldMatrix.invert();
var worldPosition = new BABYLON.Vector3(absolutePositionX, absolutePositionY, absolutePositionZ);
this.position = BABYLON.Vector3.TransformCoordinates(worldPosition, invertParentWorldMatrix);
}
else {
this.position.x = absolutePositionX;
this.position.y = absolutePositionY;
this.position.z = absolutePositionZ;
}
};
// ================================== Point of View Movement =================================
/**
* Perform relative position change from the point of view of behind the front of the mesh.
* This is performed taking into account the meshes current rotation, so you do not have to care.
* Supports definition of mesh facing forward or backward.
* @param {number} amountRight
* @param {number} amountUp
* @param {number} amountForward
*/
AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {
this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
};
/**
* Calculate relative position change from the point of view of behind the front of the mesh.
* This is performed taking into account the meshes current rotation, so you do not have to care.
* Supports definition of mesh facing forward or backward.
* @param {number} amountRight
* @param {number} amountUp
* @param {number} amountForward
*/
AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {
var rotMatrix = new BABYLON.Matrix();
var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
rotQuaternion.toRotationMatrix(rotMatrix);
var translationDelta = BABYLON.Vector3.Zero();
var defForwardMult = this.definedFacingForward ? -1 : 1;
BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
return translationDelta;
};
// ================================== Point of View Rotation =================================
/**
* Perform relative rotation change from the point of view of behind the front of the mesh.
* Supports definition of mesh facing forward or backward.
* @param {number} flipBack
* @param {number} twirlClockwise
* @param {number} tiltRight
*/
AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {
this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
};
/**
* Calculate relative rotation change from the point of view of behind the front of the mesh.
* Supports definition of mesh facing forward or backward.
* @param {number} flipBack
* @param {number} twirlClockwise
* @param {number} tiltRight
*/
AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {
var defForwardMult = this.definedFacingForward ? 1 : -1;
return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
};
AbstractMesh.prototype.setPivotMatrix = function (matrix) {
this._pivotMatrix = matrix;
this._cache.pivotMatrixUpdated = true;
};
AbstractMesh.prototype.getPivotMatrix = function () {
return this._pivotMatrix;
};
AbstractMesh.prototype._isSynchronized = function () {
if (this._isDirty) {
return false;
}
if (this.billboardMode !== AbstractMesh.BILLBOARDMODE_NONE)
return false;
if (this._cache.pivotMatrixUpdated) {
return false;
}
if (this.infiniteDistance) {
return false;
}
if (!this._cache.position.equals(this.position))
return false;
if (this.rotationQuaternion) {
if (!this._cache.rotationQuaternion.equals(this.rotationQuaternion))
return false;
}
else {
if (!this._cache.rotation.equals(this.rotation))
return false;
}
if (!this._cache.scaling.equals(this.scaling))
return false;
return true;
};
AbstractMesh.prototype._initCache = function () {
_super.prototype._initCache.call(this);
this._cache.localMatrixUpdated = false;
this._cache.position = BABYLON.Vector3.Zero();
this._cache.scaling = BABYLON.Vector3.Zero();
this._cache.rotation = BABYLON.Vector3.Zero();
this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
};
AbstractMesh.prototype.markAsDirty = function (property) {
if (property === "rotation") {
this.rotationQuaternion = null;
}
this._currentRenderId = Number.MAX_VALUE;
this._isDirty = true;
};
AbstractMesh.prototype._updateBoundingInfo = function () {
this._boundingInfo = this._boundingInfo || new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition);
this._boundingInfo._update(this.worldMatrixFromCache);
this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
};
AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
if (!this.subMeshes) {
return;
}
for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
var subMesh = this.subMeshes[subIndex];
subMesh.updateBoundingInfo(matrix);
}
};
AbstractMesh.prototype.computeWorldMatrix = function (force) {
if (this._isWorldMatrixFrozen) {
return this._worldMatrix;
}
if (!force && (this._currentRenderId === this.getScene().getRenderId() || this.isSynchronized(true))) {
return this._worldMatrix;
}
this._cache.position.copyFrom(this.position);
this._cache.scaling.copyFrom(this.scaling);
this._cache.pivotMatrixUpdated = false;
this._currentRenderId = this.getScene().getRenderId();
this._isDirty = false;
// Scaling
BABYLON.Matrix.ScalingToRef(this.scaling.x, this.scaling.y, this.scaling.z, this._localScaling);
// Rotation
if (this.rotationQuaternion) {
this.rotationQuaternion.toRotationMatrix(this._localRotation);
this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
}
else {
BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._localRotation);
this._cache.rotation.copyFrom(this.rotation);
}
// Translation
if (this.infiniteDistance && !this.parent) {
var camera = this.getScene().activeCamera;
var cameraWorldMatrix = camera.getWorldMatrix();
var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, this._localTranslation);
}
else {
BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._localTranslation);
}
// Composing transformations
this._pivotMatrix.multiplyToRef(this._localScaling, this._localPivotScaling);
this._localPivotScaling.multiplyToRef(this._localRotation, this._localPivotScalingRotation);
// Billboarding
if (this.billboardMode !== AbstractMesh.BILLBOARDMODE_NONE && this.getScene().activeCamera) {
var localPosition = this.position.clone();
var zero = this.getScene().activeCamera.globalPosition.clone();
if (this.parent && this.parent.position) {
localPosition.addInPlace(this.parent.position);
BABYLON.Matrix.TranslationToRef(localPosition.x, localPosition.y, localPosition.z, this._localTranslation);
}
if ((this.billboardMode & AbstractMesh.BILLBOARDMODE_ALL) != AbstractMesh.BILLBOARDMODE_ALL) {
if (this.billboardMode & AbstractMesh.BILLBOARDMODE_X)
zero.x = localPosition.x + BABYLON.Engine.Epsilon;
if (this.billboardMode & AbstractMesh.BILLBOARDMODE_Y)
zero.y = localPosition.y + 0.001;
if (this.billboardMode & AbstractMesh.BILLBOARDMODE_Z)
zero.z = localPosition.z + 0.001;
}
BABYLON.Matrix.LookAtLHToRef(localPosition, zero, BABYLON.Vector3.Up(), this._localBillboard);
this._localBillboard.m[12] = this._localBillboard.m[13] = this._localBillboard.m[14] = 0;
this._localBillboard.invert();
this._localPivotScalingRotation.multiplyToRef(this._localBillboard, this._localWorld);
this._rotateYByPI.multiplyToRef(this._localWorld, this._localPivotScalingRotation);
}
// Local world
this._localPivotScalingRotation.multiplyToRef(this._localTranslation, this._localWorld);
// Parent
if (this.parent && this.parent.getWorldMatrix && this.billboardMode === AbstractMesh.BILLBOARDMODE_NONE) {
this._markSyncedWithParent();
this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
}
else {
this._worldMatrix.copyFrom(this._localWorld);
}
// Bounding info
this._updateBoundingInfo();
// Absolute position
this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
for (var callbackIndex = 0; callbackIndex < this._onAfterWorldMatrixUpdate.length; callbackIndex++) {
this._onAfterWorldMatrixUpdate[callbackIndex](this);
}
return this._worldMatrix;
};
/**
* If you'd like to be callbacked after the mesh position, rotation or scaling has been updated
* @param func: callback function to add
*/
AbstractMesh.prototype.registerAfterWorldMatrixUpdate = function (func) {
this._onAfterWorldMatrixUpdate.push(func);
};
AbstractMesh.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
var index = this._onAfterWorldMatrixUpdate.indexOf(func);
if (index > -1) {
this._onAfterWorldMatrixUpdate.splice(index, 1);
}
};
AbstractMesh.prototype.setPositionWithLocalVector = function (vector3) {
this.computeWorldMatrix();
this.position = BABYLON.Vector3.TransformNormal(vector3, this._localWorld);
};
AbstractMesh.prototype.getPositionExpressedInLocalSpace = function () {
this.computeWorldMatrix();
var invLocalWorldMatrix = this._localWorld.clone();
invLocalWorldMatrix.invert();
return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
};
AbstractMesh.prototype.locallyTranslate = function (vector3) {
this.computeWorldMatrix();
this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld);
};
AbstractMesh.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor) {
/// Orients a mesh towards a target point. Mesh must be drawn facing user.
/// The position (must be in same space as current mesh) to look at
/// optional yaw (y-axis) correction in radians
/// optional pitch (x-axis) correction in radians
/// optional roll (z-axis) correction in radians
/// Mesh oriented towards targetMesh
yawCor = yawCor || 0; // default to zero if undefined
pitchCor = pitchCor || 0;
rollCor = rollCor || 0;
var dv = targetPoint.subtract(this.position);
var yaw = -Math.atan2(dv.z, dv.x) - Math.PI / 2;
var len = Math.sqrt(dv.x * dv.x + dv.z * dv.z);
var pitch = Math.atan2(dv.y, len);
this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(yaw + yawCor, pitch + pitchCor, rollCor);
};
AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
if (!this._boundingInfo.isInFrustum(frustumPlanes)) {
return false;
}
return true;
};
AbstractMesh.prototype.isCompletelyInFrustum = function (camera) {
if (!camera) {
camera = this.getScene().activeCamera;
}
var transformMatrix = camera.getViewMatrix().multiply(camera.getProjectionMatrix());
if (!this._boundingInfo.isCompletelyInFrustum(BABYLON.Frustum.GetPlanes(transformMatrix))) {
return false;
}
return true;
};
AbstractMesh.prototype.intersectsMesh = function (mesh, precise) {
if (!this._boundingInfo || !mesh._boundingInfo) {
return false;
}
return this._boundingInfo.intersects(mesh._boundingInfo, precise);
};
AbstractMesh.prototype.intersectsPoint = function (point) {
if (!this._boundingInfo) {
return false;
}
return this._boundingInfo.intersectsPoint(point);
};
// Physics
AbstractMesh.prototype.setPhysicsState = function (impostor, options) {
var physicsEngine = this.getScene().getPhysicsEngine();
if (!physicsEngine) {
return;
}
impostor = impostor || BABYLON.PhysicsEngine.NoImpostor;
if (impostor.impostor) {
// Old API
options = impostor;
impostor = impostor.impostor;
}
if (impostor === BABYLON.PhysicsEngine.NoImpostor) {
physicsEngine._unregisterMesh(this);
return;
}
if (!options) {
options = { mass: 0, friction: 0.2, restitution: 0.2 };
}
else {
if (!options.mass && options.mass !== 0)
options.mass = 0;
if (!options.friction && options.friction !== 0)
options.friction = 0.2;
if (!options.restitution && options.restitution !== 0)
options.restitution = 0.2;
}
this._physicImpostor = impostor;
this._physicsMass = options.mass;
this._physicsFriction = options.friction;
this._physicRestitution = options.restitution;
return physicsEngine._registerMesh(this, impostor, options);
};
AbstractMesh.prototype.getPhysicsImpostor = function () {
if (!this._physicImpostor) {
return BABYLON.PhysicsEngine.NoImpostor;
}
return this._physicImpostor;
};
AbstractMesh.prototype.getPhysicsMass = function () {
if (!this._physicsMass) {
return 0;
}
return this._physicsMass;
};
AbstractMesh.prototype.getPhysicsFriction = function () {
if (!this._physicsFriction) {
return 0;
}
return this._physicsFriction;
};
AbstractMesh.prototype.getPhysicsRestitution = function () {
if (!this._physicRestitution) {
return 0;
}
return this._physicRestitution;
};
AbstractMesh.prototype.getPositionInCameraSpace = function (camera) {
if (!camera) {
camera = this.getScene().activeCamera;
}
return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
};
AbstractMesh.prototype.getDistanceToCamera = function (camera) {
if (!camera) {
camera = this.getScene().activeCamera;
}
return this.absolutePosition.subtract(camera.position).length();
};
AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
if (!this._physicImpostor) {
return;
}
this.getScene().getPhysicsEngine()._applyImpulse(this, force, contactPoint);
};
AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
if (!this._physicImpostor) {
return;
}
this.getScene().getPhysicsEngine()._createLink(this, otherMesh, pivot1, pivot2, options);
};
AbstractMesh.prototype.updatePhysicsBodyPosition = function () {
if (!this._physicImpostor) {
return;
}
this.getScene().getPhysicsEngine()._updateBodyPosition(this);
};
// Collisions
AbstractMesh.prototype.moveWithCollisions = function (velocity) {
var globalPosition = this.getAbsolutePosition();
globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPositionForCollisions);
this._oldPositionForCollisions.addInPlace(this.ellipsoidOffset);
this._collider.radius = this.ellipsoid;
this.getScene().collisionCoordinator.getNewPosition(this._oldPositionForCollisions, velocity, this._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);
};
// Submeshes octree
/**
* This function will create an octree to help select the right submeshes for rendering, picking and collisions
* Please note that you must have a decent number of submeshes to get performance improvements when using octree
*/
AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
if (maxCapacity === void 0) { maxCapacity = 64; }
if (maxDepth === void 0) { maxDepth = 2; }
if (!this._submeshesOctree) {
this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
}
this.computeWorldMatrix(true);
// Update octree
var bbox = this.getBoundingInfo().boundingBox;
this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
return this._submeshesOctree;
};
// Collisions
AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
this._generatePointsArray();
// Transformation
if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
subMesh._lastColliderTransformMatrix = transformMatrix.clone();
subMesh._lastColliderWorldVertices = [];
subMesh._trianglePlanes = [];
var start = subMesh.verticesStart;
var end = (subMesh.verticesStart + subMesh.verticesCount);
for (var i = start; i < end; i++) {
subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
}
}
// Collide
collider._collide(subMesh, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart);
};
AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
var subMeshes;
var len;
// Octrees
if (this._submeshesOctree && this.useOctreeForCollisions) {
var radius = collider.velocityWorldLength + Math.max(collider.radius.x, collider.radius.y, collider.radius.z);
var intersections = this._submeshesOctree.intersects(collider.basePointWorld, radius);
len = intersections.length;
subMeshes = intersections.data;
}
else {
subMeshes = this.subMeshes;
len = subMeshes.length;
}
for (var index = 0; index < len; index++) {
var subMesh = subMeshes[index];
// Bounding test
if (len > 1 && !subMesh._checkCollision(collider))
continue;
this._collideForSubMesh(subMesh, transformMatrix, collider);
}
};
AbstractMesh.prototype._checkCollision = function (collider) {
// Bounding box test
if (!this._boundingInfo._checkCollision(collider))
return;
// Transformation matrix
BABYLON.Matrix.ScalingToRef(1.0 / collider.radius.x, 1.0 / collider.radius.y, 1.0 / collider.radius.z, this._collisionsScalingMatrix);
this.worldMatrixFromCache.multiplyToRef(this._collisionsScalingMatrix, this._collisionsTransformMatrix);
this._processCollisionsForSubMeshes(collider, this._collisionsTransformMatrix);
};
// Picking
AbstractMesh.prototype._generatePointsArray = function () {
return false;
};
AbstractMesh.prototype.intersects = function (ray, fastCheck) {
var pickingInfo = new BABYLON.PickingInfo();
if (!this.subMeshes || !this._boundingInfo || !ray.intersectsSphere(this._boundingInfo.boundingSphere) || !ray.intersectsBox(this._boundingInfo.boundingBox)) {
return pickingInfo;
}
if (!this._generatePointsArray()) {
return pickingInfo;
}
var intersectInfo = null;
// Octrees
var subMeshes;
var len;
if (this._submeshesOctree && this.useOctreeForPicking) {
var worldRay = BABYLON.Ray.Transform(ray, this.getWorldMatrix());
var intersections = this._submeshesOctree.intersectsRay(worldRay);
len = intersections.length;
subMeshes = intersections.data;
}
else {
subMeshes = this.subMeshes;
len = subMeshes.length;
}
for (var index = 0; index < len; index++) {
var subMesh = subMeshes[index];
// Bounding test
if (len > 1 && !subMesh.canIntersects(ray))
continue;
var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
if (currentIntersectInfo) {
if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
intersectInfo = currentIntersectInfo;
intersectInfo.subMeshId = index;
if (fastCheck) {
break;
}
}
}
}
if (intersectInfo) {
// Get picked point
var world = this.getWorldMatrix();
var worldOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, world);
var direction = ray.direction.clone();
direction = direction.scale(intersectInfo.distance);
var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
var pickedPoint = worldOrigin.add(worldDirection);
// Return result
pickingInfo.hit = true;
pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
pickingInfo.pickedPoint = pickedPoint;
pickingInfo.pickedMesh = this;
pickingInfo.bu = intersectInfo.bu;
pickingInfo.bv = intersectInfo.bv;
pickingInfo.faceId = intersectInfo.faceId;
pickingInfo.subMeshId = intersectInfo.subMeshId;
return pickingInfo;
}
return pickingInfo;
};
AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
return null;
};
AbstractMesh.prototype.releaseSubMeshes = function () {
if (this.subMeshes) {
while (this.subMeshes.length) {
this.subMeshes[0].dispose();
}
}
else {
this.subMeshes = new Array();
}
};
AbstractMesh.prototype.dispose = function (doNotRecurse) {
var index;
// Physics
if (this.getPhysicsImpostor() !== BABYLON.PhysicsEngine.NoImpostor) {
this.setPhysicsState(BABYLON.PhysicsEngine.NoImpostor);
}
for (index = 0; index < this._intersectionsInProgress.length; index++) {
var other = this._intersectionsInProgress[index];
var pos = other._intersectionsInProgress.indexOf(this);
other._intersectionsInProgress.splice(pos, 1);
}
this._intersectionsInProgress = [];
// SubMeshes
this.releaseSubMeshes();
// Remove from scene
this.getScene().removeMesh(this);
if (!doNotRecurse) {
for (index = 0; index < this.getScene().particleSystems.length; index++) {
if (this.getScene().particleSystems[index].emitter === this) {
this.getScene().particleSystems[index].dispose();
index--;
}
}
// Children
var objects = this.getScene().meshes.slice(0);
for (index = 0; index < objects.length; index++) {
if (objects[index].parent === this) {
objects[index].dispose();
}
}
}
else {
for (index = 0; index < this.getScene().meshes.length; index++) {
var obj = this.getScene().meshes[index];
if (obj.parent === this) {
obj.parent = null;
obj.computeWorldMatrix(true);
}
}
}
this._onAfterWorldMatrixUpdate = [];
this._isDisposed = true;
// Callback
if (this.onDispose) {
this.onDispose();
}
};
// Statics
AbstractMesh._BILLBOARDMODE_NONE = 0;
AbstractMesh._BILLBOARDMODE_X = 1;
AbstractMesh._BILLBOARDMODE_Y = 2;
AbstractMesh._BILLBOARDMODE_Z = 4;
AbstractMesh._BILLBOARDMODE_ALL = 7;
return AbstractMesh;
})(BABYLON.Node);
BABYLON.AbstractMesh = AbstractMesh;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.abstractMesh.js.map