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