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t(e[r],e[r+1],e[r+2],e[r+3])},t.FromArrayToRef=function(e,t,r){r.x=e[t],r.y=e[t+1],r.z=e[t+2],r.w=e[t+3]},t.FromFloatArrayToRef=function(e,t,r){r.x=e[t],r.y=e[t+1],r.z=e[t+2],r.w=e[t+3]},t.FromFloatsToRef=function(e,t,r,i,n){n.x=e,n.y=t,n.z=r,n.w=i},t.Zero=function(){return new t(0,0,0,0)},t.Normalize=function(e){var r=t.Zero();return t.NormalizeToRef(e,r),r},t.NormalizeToRef=function(e,t){t.copyFrom(e),t.normalize()},t.Minimize=function(e,t){var r=e.clone();return r.MinimizeInPlace(t),r},t.Maximize=function(e,t){var r=e.clone();return r.MaximizeInPlace(t),r},t.Distance=function(e,r){return Math.sqrt(t.DistanceSquared(e,r))},t.DistanceSquared=function(e,t){var r=e.x-t.x,i=e.y-t.y,n=e.z-t.z,o=e.w-t.w;return r*r+i*i+n*n+o*o},t.Center=function(e,t){var r=e.add(t);return r.scaleInPlace(.5),r},t}();e.Vector4=o;var s=function(){function e(e,t,r,i){void 0===e&&(e=0),void 0===t&&(t=0),void 0===r&&(r=0),void 0===i&&(i=1),this.x=e,this.y=t,this.z=r,this.w=i}return e.prototype.toString=function(){return"{X: "+this.x+" Y:"+this.y+" Z:"+this.z+" W:"+this.w+"}"},e.prototype.asArray=function(){return[this.x,this.y,this.z,this.w]},e.prototype.equals=function(e){return e&&this.x===e.x&&this.y===e.y&&this.z===e.z&&this.w===e.w},e.prototype.clone=function(){return new e(this.x,this.y,this.z,this.w)},e.prototype.copyFrom=function(e){return this.x=e.x,this.y=e.y,this.z=e.z,this.w=e.w,this},e.prototype.copyFromFloats=function(e,t,r,i){return this.x=e,this.y=t,this.z=r,this.w=i,this},e.prototype.add=function(t){return new e(this.x+t.x,this.y+t.y,this.z+t.z,this.w+t.w)},e.prototype.subtract=function(t){return new e(this.x-t.x,this.y-t.y,this.z-t.z,this.w-t.w)},e.prototype.scale=function(t){return new e(this.x*t,this.y*t,this.z*t,this.w*t)},e.prototype.multiply=function(t){var r=new e(0,0,0,1);return this.multiplyToRef(t,r),r},e.prototype.multiplyToRef=function(e,t){var r=this.x*e.w+this.y*e.z-this.z*e.y+this.w*e.x,i=-this.x*e.z+this.y*e.w+this.z*e.x+this.w*e.y,n=this.x*e.y-this.y*e.x+this.z*e.w+this.w*e.z,o=-this.x*e.x-this.y*e.y-this.z*e.z+this.w*e.w;return t.copyFromFloats(r,i,n,o),this},e.prototype.length=function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},e.prototype.normalize=function(){var e=1/this.length();return this.x*=e,this.y*=e,this.z*=e,this.w*=e,this},e.prototype.toEulerAngles=function(){var e=n.Zero();return this.toEulerAnglesToRef(e),e},e.prototype.toEulerAnglesToRef=function(e){var t=this.x,r=this.y,i=this.z,n=this.w,o=t*r,s=t*i,a=n*r,h=n*i,c=n*t,l=r*i,u=t*t,f=r*r,d=u+f;return 0!==d&&1!==d?(e.x=Math.atan2(s+a,c-l),e.y=Math.acos(1-2*d),e.z=Math.atan2(s-a,c+l)):0===d?(e.x=0,e.y=0,e.z=Math.atan2(o-h,.5-f-i*i)):(e.x=Math.atan2(o-h,.5-f-i*i),e.y=Math.PI,e.z=0),this},e.prototype.toRotationMatrix=function(e){var t=this.x*this.x,r=this.y*this.y,i=this.z*this.z,n=this.x*this.y,o=this.z*this.w,s=this.z*this.x,a=this.y*this.w,h=this.y*this.z,c=this.x*this.w;return e.m[0]=1-2*(r+i),e.m[1]=2*(n+o),e.m[2]=2*(s-a),e.m[3]=0,e.m[4]=2*(n-o),e.m[5]=1-2*(i+t),e.m[6]=2*(h+c),e.m[7]=0,e.m[8]=2*(s+a),e.m[9]=2*(h-c),e.m[10]=1-2*(r+t),e.m[11]=0,e.m[12]=0,e.m[13]=0,e.m[14]=0,e.m[15]=1,this},e.prototype.fromRotationMatrix=function(t){return e.FromRotationMatrixToRef(t,this),this},e.FromRotationMatrix=function(t){var r=new e;return e.FromRotationMatrixToRef(t,r),r},e.FromRotationMatrixToRef=function(e,t){var r,i=e.m,n=i[0],o=i[4],s=i[8],a=i[1],h=i[5],c=i[9],l=i[2],u=i[6],f=i[10],d=n+h+f;d>0?(r=.5/Math.sqrt(d+1),t.w=.25/r,t.x=(u-c)*r,t.y=(s-l)*r,t.z=(a-o)*r):n>h&&n>f?(r=2*Math.sqrt(1+n-h-f),t.w=(u-c)/r,t.x=.25*r,t.y=(o+a)/r,t.z=(s+l)/r):h>f?(r=2*Math.sqrt(1+h-n-f),t.w=(s-l)/r,t.x=(o+a)/r,t.y=.25*r,t.z=(c+u)/r):(r=2*Math.sqrt(1+f-n-h),t.w=(a-o)/r,t.x=(s+l)/r,t.y=(c+u)/r,t.z=.25*r)},e.Inverse=function(t){return new e(-t.x,-t.y,-t.z,t.w)},e.Identity=function(){return new e(0,0,0,1)},e.RotationAxis=function(t,r){var i=new e,n=Math.sin(r/2);return t.normalize(),i.w=Math.cos(r/2),i.x=t.x*n,i.y=t.y*n,i.z=t.z*n,i},e.FromArray=function(t,r){return r||(r=0),new e(t[r],t[r+1],t[r+2],t[r+3])},e.RotationYawPitchRoll=function(t,r,i){var n=new e;return e.RotationYawPitchRollToRef(t,r,i,n),n},e.RotationYawPitchRollToRef=function(e,t,r,i){var n=.5*r,o=.5*t,s=.5*e,a=Math.sin(n),h=Math.cos(n),c=Math.sin(o),l=Math.cos(o),u=Math.sin(s),f=Math.cos(s);i.x=f*c*h+u*l*a,i.y=u*l*h-f*c*a,i.z=f*l*a-u*c*h,i.w=f*l*h+u*c*a},e.RotationAlphaBetaGamma=function(t,r,i){var n=new e;return e.RotationAlphaBetaGammaToRef(t,r,i,n),n},e.RotationAlphaBetaGammaToRef=function(e,t,r,i){var n=.5*(r+e),o=.5*(r-e),s=.5*t;i.x=Math.cos(o)*Math.sin(s),i.y=Math.sin(o)*Math.sin(s),i.z=Math.sin(n)*Math.cos(s),i.w=Math.cos(n)*Math.cos(s)},e.Slerp=function(t,r,i){var n,o,s=i,a=t.x*r.x+t.y*r.y+t.z*r.z+t.w*r.w,h=!1;if(0>a&&(h=!0,a=-a),a>.999999)o=1-s,n=h?-s:s;else{var c=Math.acos(a),l=1/Math.sin(c);o=Math.sin((1-s)*c)*l,n=h?-Math.sin(s*c)*l:Math.sin(s*c)*l}return new e(o*t.x+n*r.x,o*t.y+n*r.y,o*t.z+n*r.z,o*t.w+n*r.w)},e}();e.Quaternion=s;var a=function(){function t(){this.m=new Float32Array(16)}return t.prototype.isIdentity=function(){return 1!==this.m[0]||1!==this.m[5]||1!==this.m[10]||1!==this.m[15]?!1:0!==this.m[1]||0!==this.m[2]||0!==this.m[3]||0!==this.m[4]||0!==this.m[6]||0!==this.m[7]||0!==this.m[8]||0!==this.m[9]||0!==this.m[11]||0!==this.m[12]||0!==this.m[13]||0!==this.m[14]?!1:!0},t.prototype.determinant=function(){var e=this.m[10]*this.m[15]-this.m[11]*this.m[14],t=this.m[9]*this.m[15]-this.m[11]*this.m[13],r=this.m[9]*this.m[14]-this.m[10]*this.m[13],i=this.m[8]*this.m[15]-this.m[11]*this.m[12],n=this.m[8]*this.m[14]-this.m[10]*this.m[12],o=this.m[8]*this.m[13]-this.m[9]*this.m[12];return this.m[0]*(this.m[5]*e-this.m[6]*t+this.m[7]*r)-this.m[1]*(this.m[4]*e-this.m[6]*i+this.m[7]*n)+this.m[2]*(this.m[4]*t-this.m[5]*i+this.m[7]*o)-this.m[3]*(this.m[4]*r-this.m[5]*n+this.m[6]*o)},t.prototype.toArray=function(){return this.m},t.prototype.asArray=function(){return this.toArray()},t.prototype.invert=function(){return this.invertToRef(this),this},t.prototype.reset=function(){for(var e=0;16>e;e++)this.m[e]=0;return this},t.prototype.add=function(e){var r=new t;return this.addToRef(e,r),r},t.prototype.addToRef=function(e,t){for(var r=0;16>r;r++)t.m[r]=this.m[r]+e.m[r];return this},t.prototype.addToSelf=function(e){for(var t=0;16>t;t++)this.m[t]+=e.m[t];return this},t.prototype.invertToRef=function(e){var t=this.m[0],r=this.m[1],i=this.m[2],n=this.m[3],o=this.m[4],s=this.m[5],a=this.m[6],h=this.m[7],c=this.m[8],l=this.m[9],u=this.m[10],f=this.m[11],d=this.m[12],p=this.m[13],m=this.m[14],g=this.m[15],_=u*g-f*m,v=l*g-f*p,y=l*m-u*p,x=c*g-f*d,E=c*m-u*d,T=c*p-l*d,b=s*_-a*v+h*y,A=-(o*_-a*x+h*E),M=o*v-s*x+h*T,C=-(o*y-s*E+a*T),S=1/(t*b+r*A+i*M+n*C),P=a*g-h*m,D=s*g-h*p,R=s*m-a*p,w=o*g-h*d,I=o*m-a*d,L=o*p-s*d,O=a*f-h*u,F=s*f-h*l,B=s*u-a*l,V=o*f-h*c,N=o*u-a*c,U=o*l-s*c;return e.m[0]=b*S,e.m[4]=A*S,e.m[8]=M*S,e.m[12]=C*S,e.m[1]=-(r*_-i*v+n*y)*S,e.m[5]=(t*_-i*x+n*E)*S,e.m[9]=-(t*v-r*x+n*T)*S,e.m[13]=(t*y-r*E+i*T)*S,e.m[2]=(r*P-i*D+n*R)*S,e.m[6]=-(t*P-i*w+n*I)*S,e.m[10]=(t*D-r*w+n*L)*S,e.m[14]=-(t*R-r*I+i*L)*S,e.m[3]=-(r*O-i*F+n*B)*S,e.m[7]=(t*O-i*V+n*N)*S,e.m[11]=-(t*F-r*V+n*U)*S,e.m[15]=(t*B-r*N+i*U)*S,this},t.prototype.setTranslation=function(e){return this.m[12]=e.x,this.m[13]=e.y,this.m[14]=e.z,this},t.prototype.multiply=function(e){var r=new t;return this.multiplyToRef(e,r),r},t.prototype.copyFrom=function(e){for(var t=0;16>t;t++)this.m[t]=e.m[t];return this},t.prototype.copyToArray=function(e,t){void 0===t&&(t=0);for(var r=0;16>r;r++)e[t+r]=this.m[r];return this},t.prototype.multiplyToRef=function(e,t){return this.multiplyToArray(e,t.m,0),this},t.prototype.multiplyToArray=function(e,t,r){var i=this.m[0],n=this.m[1],o=this.m[2],s=this.m[3],a=this.m[4],h=this.m[5],c=this.m[6],l=this.m[7],u=this.m[8],f=this.m[9],d=this.m[10],p=this.m[11],m=this.m[12],g=this.m[13],_=this.m[14],v=this.m[15],y=e.m[0],x=e.m[1],E=e.m[2],T=e.m[3],b=e.m[4],A=e.m[5],M=e.m[6],C=e.m[7],S=e.m[8],P=e.m[9],D=e.m[10],R=e.m[11],w=e.m[12],I=e.m[13],L=e.m[14],O=e.m[15];return t[r]=i*y+n*b+o*S+s*w,t[r+1]=i*x+n*A+o*P+s*I,t[r+2]=i*E+n*M+o*D+s*L,t[r+3]=i*T+n*C+o*R+s*O,t[r+4]=a*y+h*b+c*S+l*w,t[r+5]=a*x+h*A+c*P+l*I,t[r+6]=a*E+h*M+c*D+l*L,t[r+7]=a*T+h*C+c*R+l*O,t[r+8]=u*y+f*b+d*S+p*w,t[r+9]=u*x+f*A+d*P+p*I,t[r+10]=u*E+f*M+d*D+p*L,t[r+11]=u*T+f*C+d*R+p*O,t[r+12]=m*y+g*b+_*S+v*w,t[r+13]=m*x+g*A+_*P+v*I,t[r+14]=m*E+g*M+_*D+v*L,t[r+15]=m*T+g*C+_*R+v*O,this},t.prototype.equals=function(e){return e&&this.m[0]===e.m[0]&&this.m[1]===e.m[1]&&this.m[2]===e.m[2]&&this.m[3]===e.m[3]&&this.m[4]===e.m[4]&&this.m[5]===e.m[5]&&this.m[6]===e.m[6]&&this.m[7]===e.m[7]&&this.m[8]===e.m[8]&&this.m[9]===e.m[9]&&this.m[10]===e.m[10]&&this.m[11]===e.m[11]&&this.m[12]===e.m[12]&&this.m[13]===e.m[13]&&this.m[14]===e.m[14]&&this.m[15]===e.m[15]},t.prototype.clone=function(){return t.FromValues(this.m[0],this.m[1],this.m[2],this.m[3],this.m[4],this.m[5],this.m[6],this.m[7],this.m[8],this.m[9],this.m[10],this.m[11],this.m[12],this.m[13],this.m[14],this.m[15])},t.prototype.decompose=function(r,i,n){n.x=this.m[12],n.y=this.m[13],n.z=this.m[14];var o=e.Tools.Sign(this.m[0]*this.m[1]*this.m[2]*this.m[3])<0?-1:1,a=e.Tools.Sign(this.m[4]*this.m[5]*this.m[6]*this.m[7])<0?-1:1,h=e.Tools.Sign(this.m[8]*this.m[9]*this.m[10]*this.m[11])<0?-1:1;if(r.x=o*Math.sqrt(this.m[0]*this.m[0]+this.m[1]*this.m[1]+this.m[2]*this.m[2]),r.y=a*Math.sqrt(this.m[4]*this.m[4]+this.m[5]*this.m[5]+this.m[6]*this.m[6]),r.z=h*Math.sqrt(this.m[8]*this.m[8]+this.m[9]*this.m[9]+this.m[10]*this.m[10]),0===r.x||0===r.y||0===r.z)return i.x=0,i.y=0,i.z=0,i.w=1,!1;var c=t.FromValues(this.m[0]/r.x,this.m[1]/r.x,this.m[2]/r.x,0,this.m[4]/r.y,this.m[5]/r.y,this.m[6]/r.y,0,this.m[8]/r.z,this.m[9]/r.z,this.m[10]/r.z,0,0,0,0,1);return s.FromRotationMatrixToRef(c,i),!0},t.FromArray=function(e,r){var i=new t;return r||(r=0),t.FromArrayToRef(e,r,i),i},t.FromArrayToRef=function(e,t,r){for(var i=0;16>i;i++)r.m[i]=e[i+t]},t.FromFloat32ArrayToRefScaled=function(e,t,r,i){for(var n=0;16>n;n++)i.m[n]=e[n+t]*r},t.FromValuesToRef=function(e,t,r,i,n,o,s,a,h,c,l,u,f,d,p,m,g){g.m[0]=e,g.m[1]=t,g.m[2]=r,g.m[3]=i,g.m[4]=n,g.m[5]=o,g.m[6]=s,g.m[7]=a,g.m[8]=h,g.m[9]=c,g.m[10]=l,g.m[11]=u,g.m[12]=f,g.m[13]=d,g.m[14]=p,g.m[15]=m},t.FromValues=function(e,r,i,n,o,s,a,h,c,l,u,f,d,p,m,g){var _=new t;return _.m[0]=e,_.m[1]=r,_.m[2]=i,_.m[3]=n,_.m[4]=o,_.m[5]=s,_.m[6]=a,_.m[7]=h,_.m[8]=c,_.m[9]=l,_.m[10]=u,_.m[11]=f,_.m[12]=d,_.m[13]=p,_.m[14]=m,_.m[15]=g,_},t.Compose=function(e,r,i){var n=t.FromValues(e.x,0,0,0,0,e.y,0,0,0,0,e.z,0,0,0,0,1),o=t.Identity();return r.toRotationMatrix(o),n=n.multiply(o),n.setTranslation(i),n},t.Identity=function(){return t.FromValues(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1)},t.IdentityToRef=function(e){t.FromValuesToRef(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1,e)},t.Zero=function(){return t.FromValues(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0)},t.RotationX=function(e){var r=new t;return t.RotationXToRef(e,r),r},t.Invert=function(e){var r=new t;return e.invertToRef(r),r},t.RotationXToRef=function(e,t){var r=Math.sin(e),i=Math.cos(e);t.m[0]=1,t.m[15]=1,t.m[5]=i,t.m[10]=i,t.m[9]=-r,t.m[6]=r,t.m[1]=0,t.m[2]=0,t.m[3]=0,t.m[4]=0,t.m[7]=0,t.m[8]=0,t.m[11]=0,t.m[12]=0,t.m[13]=0,t.m[14]=0},t.RotationY=function(e){var r=new t;return t.RotationYToRef(e,r),r},t.RotationYToRef=function(e,t){var r=Math.sin(e),i=Math.cos(e);t.m[5]=1,t.m[15]=1,t.m[0]=i,t.m[2]=-r,t.m[8]=r,t.m[10]=i,t.m[1]=0,t.m[3]=0,t.m[4]=0,t.m[6]=0,t.m[7]=0,t.m[9]=0,t.m[11]=0,t.m[12]=0,t.m[13]=0,t.m[14]=0},t.RotationZ=function(e){var r=new t;return t.RotationZToRef(e,r),r},t.RotationZToRef=function(e,t){var r=Math.sin(e),i=Math.cos(e);t.m[10]=1,t.m[15]=1,t.m[0]=i,t.m[1]=r,t.m[4]=-r,t.m[5]=i,t.m[2]=0,t.m[3]=0,t.m[6]=0,t.m[7]=0,t.m[8]=0,t.m[9]=0,t.m[11]=0,t.m[12]=0,t.m[13]=0,t.m[14]=0},t.RotationAxis=function(e,r){var i=t.Zero();return t.RotationAxisToRef(e,r,i),i},t.RotationAxisToRef=function(e,t,r){var i=Math.sin(-t),n=Math.cos(-t),o=1-n;e.normalize(),r.m[0]=e.x*e.x*o+n,r.m[1]=e.x*e.y*o-e.z*i,r.m[2]=e.x*e.z*o+e.y*i,r.m[3]=0,r.m[4]=e.y*e.x*o+e.z*i,r.m[5]=e.y*e.y*o+n,r.m[6]=e.y*e.z*o-e.x*i,r.m[7]=0,r.m[8]=e.z*e.x*o-e.y*i,r.m[9]=e.z*e.y*o+e.x*i,r.m[10]=e.z*e.z*o+n,r.m[11]=0,r.m[15]=1},t.RotationYawPitchRoll=function(e,r,i){var n=new t;return t.RotationYawPitchRollToRef(e,r,i,n),n},t.RotationYawPitchRollToRef=function(e,t,r,i){s.RotationYawPitchRollToRef(e,t,r,this._tempQuaternion),this._tempQuaternion.toRotationMatrix(i); },t.Scaling=function(e,r,i){var n=t.Zero();return t.ScalingToRef(e,r,i,n),n},t.ScalingToRef=function(e,t,r,i){i.m[0]=e,i.m[1]=0,i.m[2]=0,i.m[3]=0,i.m[4]=0,i.m[5]=t,i.m[6]=0,i.m[7]=0,i.m[8]=0,i.m[9]=0,i.m[10]=r,i.m[11]=0,i.m[12]=0,i.m[13]=0,i.m[14]=0,i.m[15]=1},t.Translation=function(e,r,i){var n=t.Identity();return t.TranslationToRef(e,r,i,n),n},t.TranslationToRef=function(e,r,i,n){t.FromValuesToRef(1,0,0,0,0,1,0,0,0,0,1,0,e,r,i,1,n)},t.LookAtLH=function(e,r,i){var n=t.Zero();return t.LookAtLHToRef(e,r,i,n),n},t.LookAtLHToRef=function(e,r,i,o){r.subtractToRef(e,this._zAxis),this._zAxis.normalize(),n.CrossToRef(i,this._zAxis,this._xAxis),0===this._xAxis.lengthSquared()?this._xAxis.x=1:this._xAxis.normalize(),n.CrossToRef(this._zAxis,this._xAxis,this._yAxis),this._yAxis.normalize();var s=-n.Dot(this._xAxis,e),a=-n.Dot(this._yAxis,e),h=-n.Dot(this._zAxis,e);return t.FromValuesToRef(this._xAxis.x,this._yAxis.x,this._zAxis.x,0,this._xAxis.y,this._yAxis.y,this._zAxis.y,0,this._xAxis.z,this._yAxis.z,this._zAxis.z,0,s,a,h,1,o)},t.OrthoLH=function(e,r,i,n){var o=t.Zero();return t.OrthoLHToRef(e,r,i,n,o),o},t.OrthoLHToRef=function(e,r,i,n,o){var s=2/e,a=2/r,h=1/(n-i),c=i/(i-n);t.FromValuesToRef(s,0,0,0,0,a,0,0,0,0,h,0,0,0,c,1,o)},t.OrthoOffCenterLH=function(e,r,i,n,o,s){var a=t.Zero();return t.OrthoOffCenterLHToRef(e,r,i,n,o,s,a),a},t.OrthoOffCenterLHToRef=function(e,t,r,i,n,o,s){s.m[0]=2/(t-e),s.m[1]=s.m[2]=s.m[3]=0,s.m[5]=2/(i-r),s.m[4]=s.m[6]=s.m[7]=0,s.m[10]=-1/(n-o),s.m[8]=s.m[9]=s.m[11]=0,s.m[12]=(e+t)/(e-t),s.m[13]=(i+r)/(r-i),s.m[14]=n/(n-o),s.m[15]=1},t.PerspectiveLH=function(e,r,i,n){var o=t.Zero();return o.m[0]=2*i/e,o.m[1]=o.m[2]=o.m[3]=0,o.m[5]=2*i/r,o.m[4]=o.m[6]=o.m[7]=0,o.m[10]=-n/(i-n),o.m[8]=o.m[9]=0,o.m[11]=1,o.m[12]=o.m[13]=o.m[15]=0,o.m[14]=i*n/(i-n),o},t.PerspectiveFovLH=function(e,r,i,n){var o=t.Zero();return t.PerspectiveFovLHToRef(e,r,i,n,o),o},t.PerspectiveFovLHToRef=function(t,r,i,n,o,s){void 0===s&&(s=e.Camera.FOVMODE_VERTICAL_FIXED);var a=1/Math.tan(.5*t),h=s===e.Camera.FOVMODE_VERTICAL_FIXED;h?o.m[0]=a/r:o.m[0]=a,o.m[1]=o.m[2]=o.m[3]=0,h?o.m[5]=a:o.m[5]=a*r,o.m[4]=o.m[6]=o.m[7]=0,o.m[8]=o.m[9]=0,o.m[10]=-n/(i-n),o.m[11]=1,o.m[12]=o.m[13]=o.m[15]=0,o.m[14]=i*n/(i-n)},t.GetFinalMatrix=function(e,r,i,n,o,s){var a=e.width,h=e.height,c=e.x,l=e.y,u=t.FromValues(a/2,0,0,0,0,-h/2,0,0,0,0,s-o,0,c+a/2,h/2+l,o,1);return r.multiply(i).multiply(n).multiply(u)},t.GetAsMatrix2x2=function(e){return new Float32Array([e.m[0],e.m[1],e.m[4],e.m[5]])},t.GetAsMatrix3x3=function(e){return new Float32Array([e.m[0],e.m[1],e.m[2],e.m[4],e.m[5],e.m[6],e.m[8],e.m[9],e.m[10]])},t.Transpose=function(e){var r=new t;return r.m[0]=e.m[0],r.m[1]=e.m[4],r.m[2]=e.m[8],r.m[3]=e.m[12],r.m[4]=e.m[1],r.m[5]=e.m[5],r.m[6]=e.m[9],r.m[7]=e.m[13],r.m[8]=e.m[2],r.m[9]=e.m[6],r.m[10]=e.m[10],r.m[11]=e.m[14],r.m[12]=e.m[3],r.m[13]=e.m[7],r.m[14]=e.m[11],r.m[15]=e.m[15],r},t.Reflection=function(e){var r=new t;return t.ReflectionToRef(e,r),r},t.ReflectionToRef=function(e,t){e.normalize();var r=e.normal.x,i=e.normal.y,n=e.normal.z,o=-2*r,s=-2*i,a=-2*n;t.m[0]=o*r+1,t.m[1]=s*r,t.m[2]=a*r,t.m[3]=0,t.m[4]=o*i,t.m[5]=s*i+1,t.m[6]=a*i,t.m[7]=0,t.m[8]=o*n,t.m[9]=s*n,t.m[10]=a*n+1,t.m[11]=0,t.m[12]=o*e.d,t.m[13]=s*e.d,t.m[14]=a*e.d,t.m[15]=1},t._tempQuaternion=new s,t._xAxis=n.Zero(),t._yAxis=n.Zero(),t._zAxis=n.Zero(),t}();e.Matrix=a;var h=function(){function e(e,t,r,i){this.normal=new n(e,t,r),this.d=i}return e.prototype.asArray=function(){return[this.normal.x,this.normal.y,this.normal.z,this.d]},e.prototype.clone=function(){return new e(this.normal.x,this.normal.y,this.normal.z,this.d)},e.prototype.normalize=function(){var e=Math.sqrt(this.normal.x*this.normal.x+this.normal.y*this.normal.y+this.normal.z*this.normal.z),t=0;return 0!==e&&(t=1/e),this.normal.x*=t,this.normal.y*=t,this.normal.z*=t,this.d*=t,this},e.prototype.transform=function(t){var r=a.Transpose(t),i=this.normal.x,n=this.normal.y,o=this.normal.z,s=this.d,h=i*r.m[0]+n*r.m[1]+o*r.m[2]+s*r.m[3],c=i*r.m[4]+n*r.m[5]+o*r.m[6]+s*r.m[7],l=i*r.m[8]+n*r.m[9]+o*r.m[10]+s*r.m[11],u=i*r.m[12]+n*r.m[13]+o*r.m[14]+s*r.m[15];return new e(h,c,l,u)},e.prototype.dotCoordinate=function(e){return this.normal.x*e.x+this.normal.y*e.y+this.normal.z*e.z+this.d},e.prototype.copyFromPoints=function(e,t,r){var i,n=t.x-e.x,o=t.y-e.y,s=t.z-e.z,a=r.x-e.x,h=r.y-e.y,c=r.z-e.z,l=o*c-s*h,u=s*a-n*c,f=n*h-o*a,d=Math.sqrt(l*l+u*u+f*f);return i=0!==d?1/d:0,this.normal.x=l*i,this.normal.y=u*i,this.normal.z=f*i,this.d=-(this.normal.x*e.x+this.normal.y*e.y+this.normal.z*e.z),this},e.prototype.isFrontFacingTo=function(e,t){var r=n.Dot(this.normal,e);return t>=r},e.prototype.signedDistanceTo=function(e){return n.Dot(e,this.normal)+this.d},e.FromArray=function(t){return new e(t[0],t[1],t[2],t[3])},e.FromPoints=function(t,r,i){var n=new e(0,0,0,0);return n.copyFromPoints(t,r,i),n},e.FromPositionAndNormal=function(t,r){var i=new e(0,0,0,0);return r.normalize(),i.normal=r,i.d=-(r.x*t.x+r.y*t.y+r.z*t.z),i},e.SignedDistanceToPlaneFromPositionAndNormal=function(e,t,r){var i=-(t.x*e.x+t.y*e.y+t.z*e.z);return n.Dot(r,t)+i},e}();e.Plane=h;var c=function(){function e(e,t,r,i){this.x=e,this.y=t,this.width=r,this.height=i}return e.prototype.toGlobal=function(t){var r=t.getRenderWidth(),i=t.getRenderHeight();return new e(this.x*r,this.y*i,this.width*r,this.height*i)},e}();e.Viewport=c;var l=function(){function e(){}return e.GetPlanes=function(t){for(var r=[],i=0;6>i;i++)r.push(new h(0,0,0,0));return e.GetPlanesToRef(t,r),r},e.GetPlanesToRef=function(e,t){t[0].normal.x=e.m[3]+e.m[2],t[0].normal.y=e.m[7]+e.m[6],t[0].normal.z=e.m[11]+e.m[10],t[0].d=e.m[15]+e.m[14],t[0].normalize(),t[1].normal.x=e.m[3]-e.m[2],t[1].normal.y=e.m[7]-e.m[6],t[1].normal.z=e.m[11]-e.m[10],t[1].d=e.m[15]-e.m[14],t[1].normalize(),t[2].normal.x=e.m[3]+e.m[0],t[2].normal.y=e.m[7]+e.m[4],t[2].normal.z=e.m[11]+e.m[8],t[2].d=e.m[15]+e.m[12],t[2].normalize(),t[3].normal.x=e.m[3]-e.m[0],t[3].normal.y=e.m[7]-e.m[4],t[3].normal.z=e.m[11]-e.m[8],t[3].d=e.m[15]-e.m[12],t[3].normalize(),t[4].normal.x=e.m[3]-e.m[1],t[4].normal.y=e.m[7]-e.m[5],t[4].normal.z=e.m[11]-e.m[9],t[4].d=e.m[15]-e.m[13],t[4].normalize(),t[5].normal.x=e.m[3]+e.m[1],t[5].normal.y=e.m[7]+e.m[5],t[5].normal.z=e.m[11]+e.m[9],t[5].d=e.m[15]+e.m[13],t[5].normalize()},e}();e.Frustum=l;var u=function(){function t(e,t,r){void 0===r&&(r=Number.MAX_VALUE),this.origin=e,this.direction=t,this.length=r}return t.prototype.intersectsBoxMinMax=function(e,t){var r,i,n,o,s=0,a=Number.MAX_VALUE;if(Math.abs(this.direction.x)<1e-7){if(this.origin.xt.x)return!1}else if(r=1/this.direction.x,i=(e.x-this.origin.x)*r,n=(t.x-this.origin.x)*r,n===-(1/0)&&(n=1/0),i>n&&(o=i,i=n,n=o),s=Math.max(i,s),a=Math.min(n,a),s>a)return!1;if(Math.abs(this.direction.y)<1e-7){if(this.origin.yt.y)return!1}else if(r=1/this.direction.y,i=(e.y-this.origin.y)*r,n=(t.y-this.origin.y)*r,n===-(1/0)&&(n=1/0),i>n&&(o=i,i=n,n=o),s=Math.max(i,s),a=Math.min(n,a),s>a)return!1;if(Math.abs(this.direction.z)<1e-7){if(this.origin.zt.z)return!1}else if(r=1/this.direction.z,i=(e.z-this.origin.z)*r,n=(t.z-this.origin.z)*r,n===-(1/0)&&(n=1/0),i>n&&(o=i,i=n,n=o),s=Math.max(i,s),a=Math.min(n,a),s>a)return!1;return!0},t.prototype.intersectsBox=function(e){return this.intersectsBoxMinMax(e.minimum,e.maximum)},t.prototype.intersectsSphere=function(e){var t=e.center.x-this.origin.x,r=e.center.y-this.origin.y,i=e.center.z-this.origin.z,n=t*t+r*r+i*i,o=e.radius*e.radius;if(o>=n)return!0;var s=t*this.direction.x+r*this.direction.y+i*this.direction.z;if(0>s)return!1;var a=n-s*s;return o>=a},t.prototype.intersectsTriangle=function(t,r,i){this._edge1||(this._edge1=n.Zero(),this._edge2=n.Zero(),this._pvec=n.Zero(),this._tvec=n.Zero(),this._qvec=n.Zero()),r.subtractToRef(t,this._edge1),i.subtractToRef(t,this._edge2),n.CrossToRef(this.direction,this._edge2,this._pvec);var o=n.Dot(this._edge1,this._pvec);if(0===o)return null;var s=1/o;this.origin.subtractToRef(t,this._tvec);var a=n.Dot(this._tvec,this._pvec)*s;if(0>a||a>1)return null;n.CrossToRef(this._tvec,this._edge1,this._qvec);var h=n.Dot(this.direction,this._qvec)*s;if(0>h||a+h>1)return null;var c=n.Dot(this._edge2,this._qvec)*s;return c>this.length?null:new e.IntersectionInfo(a,h,c)},t.CreateNew=function(e,r,i,o,s,a,h){var c=n.Unproject(new n(e,r,0),i,o,s,a,h),l=n.Unproject(new n(e,r,1),i,o,s,a,h),u=l.subtract(c);return u.normalize(),new t(c,u)},t.CreateNewFromTo=function(e,r,i){void 0===i&&(i=a.Identity());var n=r.subtract(e),o=Math.sqrt(n.x*n.x+n.y*n.y+n.z*n.z);return n.normalize(),t.Transform(new t(e,n,o),i)},t.Transform=function(e,r){var i=n.TransformCoordinates(e.origin,r),o=n.TransformNormal(e.direction,r);return new t(i,o,e.length)},t}();e.Ray=u,function(e){e[e.LOCAL=0]="LOCAL",e[e.WORLD=1]="WORLD"}(e.Space||(e.Space={}));var f=(e.Space,function(){function e(){}return e.X=new n(1,0,0),e.Y=new n(0,1,0),e.Z=new n(0,0,1),e}());e.Axis=f;var d=function(){function e(){}return e.interpolate=function(e,t,r,i,n){for(var o=1-3*i+3*t,s=3*i-6*t,a=3*t,h=e,c=0;5>c;c++){var l=h*h,u=l*h,f=o*u+s*l+a*h,d=1/(3*o*l+2*s*h+a);h-=(f-e)*d,h=Math.min(1,Math.max(0,h))}return 3*Math.pow(1-h,2)*h*r+3*(1-h)*Math.pow(h,2)*n+Math.pow(h,3)},e}();e.BezierCurve=d,function(e){e[e.CW=0]="CW",e[e.CCW=1]="CCW"}(e.Orientation||(e.Orientation={}));var p=e.Orientation,m=function(){function e(e){var t=this;this.degrees=function(){return 180*t._radians/Math.PI},this.radians=function(){return t._radians},this._radians=e,this._radians<0&&(this._radians+=2*Math.PI)}return e.BetweenTwoPoints=function(t,r){var i=r.subtract(t),n=Math.atan2(i.y,i.x);return new e(n)},e.FromRadians=function(t){return new e(t)},e.FromDegrees=function(t){return new e(t*Math.PI/180)},e}();e.Angle=m;var g=function(){function e(e,t,r){this.startPoint=e,this.midPoint=t,this.endPoint=r;var n=Math.pow(t.x,2)+Math.pow(t.y,2),o=(Math.pow(e.x,2)+Math.pow(e.y,2)-n)/2,s=(n-Math.pow(r.x,2)-Math.pow(r.y,2))/2,a=(e.x-t.x)*(t.y-r.y)-(t.x-r.x)*(e.y-t.y);this.centerPoint=new i((o*(t.y-r.y)-s*(e.y-t.y))/a,((e.x-t.x)*s-(t.x-r.x)*o)/a),this.radius=this.centerPoint.subtract(this.startPoint).length(),this.startAngle=m.BetweenTwoPoints(this.centerPoint,this.startPoint);var h=this.startAngle.degrees(),c=m.BetweenTwoPoints(this.centerPoint,this.midPoint).degrees(),l=m.BetweenTwoPoints(this.centerPoint,this.endPoint).degrees();c-h>180&&(c-=360),-180>c-h&&(c+=360),l-c>180&&(l-=360),-180>l-c&&(l+=360),this.orientation=0>c-h?p.CW:p.CCW,this.angle=m.FromDegrees(this.orientation===p.CW?h-l:l-h)}return e}();e.Arc2=g;var _=function(){function e(e){this.path=e,this._onchange=new Array,this.value=0,this.animations=new Array}return e.prototype.getPoint=function(){var e=this.path.getPointAtLengthPosition(this.value);return new n(e.x,0,e.y)},e.prototype.moveAhead=function(e){return void 0===e&&(e=.002),this.move(e),this},e.prototype.moveBack=function(e){return void 0===e&&(e=.002),this.move(-e),this},e.prototype.move=function(e){if(Math.abs(e)>1)throw"step size should be less than 1.";return this.value+=e,this.ensureLimits(),this.raiseOnChange(),this},e.prototype.ensureLimits=function(){for(;this.value>1;)this.value-=1;for(;this.value<0;)this.value+=1;return this},e.prototype.markAsDirty=function(e){return this.ensureLimits(),this.raiseOnChange(),this},e.prototype.raiseOnChange=function(){var e=this;return this._onchange.forEach(function(t){return t(e)}),this},e.prototype.onchange=function(e){return this._onchange.push(e),this},e}();e.PathCursor=_;var v=function(){function t(e,t){this._points=new Array,this._length=0,this.closed=!1,this._points.push(new i(e,t))}return t.prototype.addLineTo=function(t,r){if(closed)return e.Tools.Error("cannot add lines to closed paths"),this;var n=new i(t,r),o=this._points[this._points.length-1];return this._points.push(n),this._length+=n.subtract(o).length(),this},t.prototype.addArcTo=function(t,r,n,o,s){if(void 0===s&&(s=36),closed)return e.Tools.Error("cannot add arcs to closed paths"),this;var a=this._points[this._points.length-1],h=new i(t,r),c=new i(n,o),l=new g(a,h,c),u=l.angle.radians()/s;l.orientation===p.CW&&(u*=-1);for(var f=l.startAngle.radians()+u,d=0;s>d;d++){var 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r=function(){function e(){this._isAlphaBlendDirty=!1,this._isBlendFunctionParametersDirty=!1,this._alphaBlend=!1,this._blendFunctionParameters=new Array(4)}return Object.defineProperty(e.prototype,"isDirty",{get:function(){return this._isAlphaBlendDirty||this._isBlendFunctionParametersDirty},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"alphaBlend",{get:function(){return 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i=function(e,t,r,i){var n=e.createShader("vertex"===r?e.VERTEX_SHADER:e.FRAGMENT_SHADER);if(e.shaderSource(n,(i?i+"\n":"")+t),e.compileShader(n),!e.getShaderParameter(n,e.COMPILE_STATUS))throw new Error(e.getShaderInfoLog(n));return n},n=function(e,t){var r=e.UNSIGNED_BYTE;return t===l.TEXTURETYPE_FLOAT&&(r=e.FLOAT),r},o=function(t,r,i){var n=i.NEAREST,o=i.NEAREST;return t===e.Texture.BILINEAR_SAMPLINGMODE?(n=i.LINEAR,o=r?i.LINEAR_MIPMAP_NEAREST:i.LINEAR):t===e.Texture.TRILINEAR_SAMPLINGMODE?(n=i.LINEAR,o=r?i.LINEAR_MIPMAP_LINEAR:i.LINEAR):t===e.Texture.NEAREST_SAMPLINGMODE&&(n=i.NEAREST,o=r?i.NEAREST_MIPMAP_LINEAR:i.NEAREST),{min:o,mag:n}},s=function(t,r,i,n,s,a,h,c,l,u){void 0===u&&(u=e.Texture.TRILINEAR_SAMPLINGMODE);var f=i.getEngine(),d=e.Tools.GetExponentOfTwo(n,f.getCaps().maxTextureSize),p=e.Tools.GetExponentOfTwo(s,f.getCaps().maxTextureSize);r.bindTexture(r.TEXTURE_2D,t),r.pixelStorei(r.UNPACK_FLIP_Y_WEBGL,void 0===a?1:a?1:0),t._baseWidth=n,t._baseHeight=s,t._width=d,t._height=p,t.isReady=!0,l(d,p);var m=o(u,!h,r);r.texParameteri(r.TEXTURE_2D,r.TEXTURE_MAG_FILTER,m.mag),r.texParameteri(r.TEXTURE_2D,r.TEXTURE_MIN_FILTER,m.min),h||c||r.generateMipmap(r.TEXTURE_2D),r.bindTexture(r.TEXTURE_2D,null),f.resetTextureCache(),i._removePendingData(t)},a=function(t,r,i,n,o){var s=function(){i[r]=h,i._internalCount++,n._removePendingData(h),6===i._internalCount&&o(i)},a=function(){n._removePendingData(h)},h=e.Tools.LoadImage(t,s,a,n.database);n._addPendingData(h)},h=function(e,t,r,i){var n=[];n._internalCount=0;for(var o=0;6>o;o++)a(e+i[o],o,n,t,r)},c=function(){function e(){}return e}();e.EngineCapabilities=c;var l=function(){function a(i,n,o,s){var h=this;void 0===s&&(s=!0),this.isFullscreen=!1,this.isPointerLock=!1,this.cullBackFaces=!0,this.renderEvenInBackground=!0,this.enableOfflineSupport=!0,this.scenes=new Array,this._windowIsBackground=!1,this._drawCalls=0,this._renderingQueueLaunched=!1,this._activeRenderLoops=[],this.fpsRange=60,this.previousFramesDuration=[],this.fps=60,this.deltaTime=0,this._depthCullingState=new t,this._alphaState=new r,this._alphaMode=a.ALPHA_DISABLE,this._loadedTexturesCache=new Array,this._maxTextureChannels=16,this._activeTexturesCache=new Array(this._maxTextureChannels),this._compiledEffects={},this._uintIndicesCurrentlySet=!1,this._renderingCanvas=i,o=o||{},o.antialias=n,void 0===o.preserveDrawingBuffer&&(o.preserveDrawingBuffer=!1);try{this._gl=i.getContext("webgl",o)||i.getContext("experimental-webgl",o)}catch(l){throw new Error("WebGL not supported")}if(!this._gl)throw new Error("WebGL not supported");this._onBlur=function(){h._windowIsBackground=!0},this._onFocus=function(){h._windowIsBackground=!1},window.addEventListener("blur",this._onBlur),window.addEventListener("focus",this._onFocus),this._hardwareScalingLevel=s?1/(window.devicePixelRatio||1):1,this.resize(),this._caps=new c,this._caps.maxTexturesImageUnits=this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS),this._caps.maxTextureSize=this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE),this._caps.maxCubemapTextureSize=this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE),this._caps.maxRenderTextureSize=this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE),this._glVersion=this._gl.getParameter(this._gl.VERSION);var u=this._gl.getExtension("WEBGL_debug_renderer_info");if(null!=u&&(this._glRenderer=this._gl.getParameter(u.UNMASKED_RENDERER_WEBGL),this._glVendor=this._gl.getParameter(u.UNMASKED_VENDOR_WEBGL)),this._glVendor||(this._glVendor="Unknown vendor"),this._glRenderer||(this._glRenderer="Unknown renderer"),this._caps.standardDerivatives=null!==this._gl.getExtension("OES_standard_derivatives"),this._caps.s3tc=this._gl.getExtension("WEBGL_compressed_texture_s3tc"),this._caps.textureFloat=null!==this._gl.getExtension("OES_texture_float"),this._caps.textureAnisotropicFilterExtension=this._gl.getExtension("EXT_texture_filter_anisotropic")||this._gl.getExtension("WEBKIT_EXT_texture_filter_anisotropic")||this._gl.getExtension("MOZ_EXT_texture_filter_anisotropic"),this._caps.maxAnisotropy=this._caps.textureAnisotropicFilterExtension?this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT):0,this._caps.instancedArrays=this._gl.getExtension("ANGLE_instanced_arrays"),this._caps.uintIndices=null!==this._gl.getExtension("OES_element_index_uint"),this._caps.highPrecisionShaderSupported=!0,this._gl.getShaderPrecisionFormat){var f=this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER,this._gl.HIGH_FLOAT);this._caps.highPrecisionShaderSupported=0!=f.precision}this.setDepthBuffer(!0),this.setDepthFunctionToLessOrEqual(),this.setDepthWrite(!0),this._onFullscreenChange=function(){void 0!==document.fullscreen?h.isFullscreen=document.fullscreen:void 0!==document.mozFullScreen?h.isFullscreen=document.mozFullScreen:void 0!==document.webkitIsFullScreen?h.isFullscreen=document.webkitIsFullScreen:void 0!==document.msIsFullScreen&&(h.isFullscreen=document.msIsFullScreen),h.isFullscreen&&h._pointerLockRequested&&(i.requestPointerLock=i.requestPointerLock||i.msRequestPointerLock||i.mozRequestPointerLock||i.webkitRequestPointerLock,i.requestPointerLock&&i.requestPointerLock())},document.addEventListener("fullscreenchange",this._onFullscreenChange,!1),document.addEventListener("mozfullscreenchange",this._onFullscreenChange,!1),document.addEventListener("webkitfullscreenchange",this._onFullscreenChange,!1),document.addEventListener("msfullscreenchange",this._onFullscreenChange,!1),this._onPointerLockChange=function(){h.isPointerLock=document.mozPointerLockElement===i||document.webkitPointerLockElement===i||document.msPointerLockElement===i||document.pointerLockElement===i},document.addEventListener("pointerlockchange",this._onPointerLockChange,!1),document.addEventListener("mspointerlockchange",this._onPointerLockChange,!1),document.addEventListener("mozpointerlockchange",this._onPointerLockChange,!1),document.addEventListener("webkitpointerlockchange",this._onPointerLockChange,!1),e.AudioEngine&&!a.audioEngine&&(a.audioEngine=new e.AudioEngine),this._loadingScreen=new e.DefaultLoadingScreen(this._renderingCanvas),e.Tools.Log("Babylon.js engine (v"+a.Version+") launched")}return Object.defineProperty(a,"ALPHA_DISABLE",{get:function(){return a._ALPHA_DISABLE},enumerable:!0,configurable:!0}),Object.defineProperty(a,"ALPHA_ONEONE",{get:function(){return a._ALPHA_ONEONE},enumerable:!0,configurable:!0}),Object.defineProperty(a,"ALPHA_ADD",{get:function(){return a._ALPHA_ADD},enumerable:!0,configurable:!0}),Object.defineProperty(a,"ALPHA_COMBINE",{get:function(){return a._ALPHA_COMBINE},enumerable:!0,configurable:!0}),Object.defineProperty(a,"ALPHA_SUBTRACT",{get:function(){return a._ALPHA_SUBTRACT},enumerable:!0,configurable:!0}),Object.defineProperty(a,"ALPHA_MULTIPLY",{get:function(){return a._ALPHA_MULTIPLY},enumerable:!0,configurable:!0}),Object.defineProperty(a,"ALPHA_MAXIMIZED",{get:function(){return a._ALPHA_MAXIMIZED},enumerable:!0,configurable:!0}),Object.defineProperty(a,"DELAYLOADSTATE_NONE",{get:function(){return a._DELAYLOADSTATE_NONE},enumerable:!0,configurable:!0}),Object.defineProperty(a,"DELAYLOADSTATE_LOADED",{get:function(){return a._DELAYLOADSTATE_LOADED},enumerable:!0,configurable:!0}),Object.defineProperty(a,"DELAYLOADSTATE_LOADING",{get:function(){return a._DELAYLOADSTATE_LOADING},enumerable:!0,configurable:!0}),Object.defineProperty(a,"DELAYLOADSTATE_NOTLOADED",{get:function(){return a._DELAYLOADSTATE_NOTLOADED},enumerable:!0,configurable:!0}),Object.defineProperty(a,"TEXTUREFORMAT_ALPHA",{get:function(){return a._TEXTUREFORMAT_ALPHA},enumerable:!0,configurable:!0}),Object.defineProperty(a,"TEXTUREFORMAT_LUMINANCE",{get:function(){return a._TEXTUREFORMAT_LUMINANCE},enumerable:!0,configurable:!0}),Object.defineProperty(a,"TEXTUREFORMAT_LUMINANCE_ALPHA",{get:function(){return a._TEXTUREFORMAT_LUMINANCE_ALPHA},enumerable:!0,configurable:!0}),Object.defineProperty(a,"TEXTUREFORMAT_RGB",{get:function(){return a._TEXTUREFORMAT_RGB},enumerable:!0,configurable:!0}),Object.defineProperty(a,"TEXTUREFORMAT_RGBA",{get:function(){return a._TEXTUREFORMAT_RGBA},enumerable:!0,configurable:!0}),Object.defineProperty(a,"TEXTURETYPE_UNSIGNED_INT",{get:function(){return a._TEXTURETYPE_UNSIGNED_INT},enumerable:!0,configurable:!0}),Object.defineProperty(a,"TEXTURETYPE_FLOAT",{get:function(){return a._TEXTURETYPE_FLOAT},enumerable:!0,configurable:!0}),Object.defineProperty(a,"Version",{get:function(){return"2.3.0-alpha"},enumerable:!0,configurable:!0}),a.prototype._prepareWorkingCanvas=function(){this._workingCanvas||(this._workingCanvas=document.createElement("canvas"),this._workingContext=this._workingCanvas.getContext("2d"))},a.prototype.resetTextureCache=function(){for(var e=0;e=0&&this._activeRenderLoops.splice(t,1)},a.prototype._renderLoop=function(){var t=!0;if(!this.renderEvenInBackground&&this._windowIsBackground&&(t=!1),t){this.beginFrame();for(var r=0;r0?e.Tools.QueueNewFrame(this._bindedRenderFunction):this._renderingQueueLaunched=!1},a.prototype.runRenderLoop=function(t){-1===this._activeRenderLoops.indexOf(t)&&(this._activeRenderLoops.push(t),this._renderingQueueLaunched||(this._renderingQueueLaunched=!0,this._bindedRenderFunction=this._renderLoop.bind(this),e.Tools.QueueNewFrame(this._bindedRenderFunction)))},a.prototype.switchFullscreen=function(t){this.isFullscreen?e.Tools.ExitFullscreen():(this._pointerLockRequested=t,e.Tools.RequestFullscreen(this._renderingCanvas))},a.prototype.clear=function(e,t,r){this.applyStates(),this._gl.clearColor(e.r,e.g,e.b,void 0!==e.a?e.a:1),this._depthCullingState.depthMask&&this._gl.clearDepth(1);var i=0;t&&(i|=this._gl.COLOR_BUFFER_BIT),r&&this._depthCullingState.depthMask&&(i|=this._gl.DEPTH_BUFFER_BIT),this._gl.clear(i)},a.prototype.setViewport=function(e,t,r){var i=t||(navigator.isCocoonJS?window.innerWidth:this._renderingCanvas.width),n=r||(navigator.isCocoonJS?window.innerHeight:this._renderingCanvas.height),o=e.x||0,s=e.y||0;this._cachedViewport=e,this._gl.viewport(o*i,s*n,i*e.width,n*e.height)},a.prototype.setDirectViewport=function(e,t,r,i){this._cachedViewport=null,this._gl.viewport(e,t,r,i)},a.prototype.beginFrame=function(){this._measureFps()},a.prototype.endFrame=function(){},a.prototype.resize=function(){var e=navigator.isCocoonJS?window.innerWidth:this._renderingCanvas.clientWidth,t=navigator.isCocoonJS?window.innerHeight:this._renderingCanvas.clientHeight;this.setSize(e/this._hardwareScalingLevel,t/this._hardwareScalingLevel)},a.prototype.setSize=function(e,t){this._renderingCanvas.width=e,this._renderingCanvas.height=t;for(var r=0;r65535){i=!0;break}r=i?new Uint32Array(e):new Uint16Array(e)}else r=new Uint16Array(e);return this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER,r,this._gl.STATIC_DRAW),this._resetIndexBufferBinding(),t.references=1,t.is32Bits=i,t},a.prototype.bindBuffers=function(e,t,r,i,n){if(this._cachedVertexBuffers!==e||this._cachedEffectForVertexBuffers!==n){this._cachedVertexBuffers=e,this._cachedEffectForVertexBuffers=n,this._gl.bindBuffer(this._gl.ARRAY_BUFFER,e);for(var o=0,s=0;s=0&&this._gl.vertexAttribPointer(a,r[s],this._gl.FLOAT,!1,i,o),o+=4*r[s]}}this._cachedIndexBuffer!==t&&(this._cachedIndexBuffer=t,this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER,t),this._uintIndicesCurrentlySet=t.is32Bits)},a.prototype.bindMultiBuffers=function(e,t,r){if(this._cachedVertexBuffers!==e||this._cachedEffectForVertexBuffers!==r){this._cachedVertexBuffers=e,this._cachedEffectForVertexBuffers=r;for(var i=r.getAttributesNames(),n=0;n=0){var s=e[i[n]];if(!s)continue;var a=s.getStrideSize();this._gl.bindBuffer(this._gl.ARRAY_BUFFER,s.getBuffer()),this._gl.vertexAttribPointer(o,a,this._gl.FLOAT,!1,4*a,0)}}}null!=t&&this._cachedIndexBuffer!==t&&(this._cachedIndexBuffer=t,this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER,t),this._uintIndicesCurrentlySet=t.is32Bits)},a.prototype._releaseBuffer=function(e){return e.references--,0===e.references?(this._gl.deleteBuffer(e),!0):!1},a.prototype.createInstancesBuffer=function(e){var t=this._gl.createBuffer();return t.capacity=e,this._gl.bindBuffer(this._gl.ARRAY_BUFFER,t),this._gl.bufferData(this._gl.ARRAY_BUFFER,e,this._gl.DYNAMIC_DRAW),t},a.prototype.deleteInstancesBuffer=function(e){this._gl.deleteBuffer(e)},a.prototype.updateAndBindInstancesBuffer=function(e,t,r){this._gl.bindBuffer(this._gl.ARRAY_BUFFER,e),this._gl.bufferSubData(this._gl.ARRAY_BUFFER,0,t);for(var i=0;4>i;i++){var n=r[i];this._gl.enableVertexAttribArray(n),this._gl.vertexAttribPointer(n,4,this._gl.FLOAT,!1,64,16*i),this._caps.instancedArrays.vertexAttribDivisorANGLE(n,1)}},a.prototype.unBindInstancesBuffer=function(e,t){this._gl.bindBuffer(this._gl.ARRAY_BUFFER,e);for(var r=0;4>r;r++){var i=t[r];this._gl.disableVertexAttribArray(i),this._caps.instancedArrays.vertexAttribDivisorANGLE(i,0)}},a.prototype.applyStates=function(){this._depthCullingState.apply(this._gl),this._alphaState.apply(this._gl)},a.prototype.draw=function(e,t,r,i){this.applyStates(),this._drawCalls++;var n=this._uintIndicesCurrentlySet?this._gl.UNSIGNED_INT:this._gl.UNSIGNED_SHORT,o=this._uintIndicesCurrentlySet?4:2;return i?void this._caps.instancedArrays.drawElementsInstancedANGLE(e?this._gl.TRIANGLES:this._gl.LINES,r,n,t*o,i):void this._gl.drawElements(e?this._gl.TRIANGLES:this._gl.LINES,r,n,t*o)},a.prototype.drawPointClouds=function(e,t,r){return this.applyStates(),this._drawCalls++,r?void this._caps.instancedArrays.drawArraysInstancedANGLE(this._gl.POINTS,e,t,r):void this._gl.drawArrays(this._gl.POINTS,e,t)},a.prototype._releaseEffect=function(e){this._compiledEffects[e._key]&&(delete this._compiledEffects[e._key],e.getProgram()&&this._gl.deleteProgram(e.getProgram()))},a.prototype.createEffect=function(t,r,i,n,o,s,a,h){var c=t.vertexElement||t.vertex||t,l=t.fragmentElement||t.fragment||t,u=c+"+"+l+"@"+o;if(this._compiledEffects[u])return this._compiledEffects[u];var f=new e.Effect(t,r,i,n,this,o,s,a,h);return f._key=u,this._compiledEffects[u]=f,f},a.prototype.createEffectForParticles=function(e,t,r,i,n,o,s){return void 0===t&&(t=[]),void 0===r&&(r=[]),void 0===i&&(i=""),this.createEffect({vertex:"particles",fragmentElement:e},["position","color","options"],["view","projection"].concat(t),["diffuseSampler"].concat(r),i,n,o,s)},a.prototype.createShaderProgram=function(e,t,r){var n=i(this._gl,e,"vertex",r),o=i(this._gl,t,"fragment",r),s=this._gl.createProgram();this._gl.attachShader(s,n),this._gl.attachShader(s,o),this._gl.linkProgram(s);var a=this._gl.getProgramParameter(s,this._gl.LINK_STATUS);if(!a){var h=this._gl.getProgramInfoLog(s);if(h)throw new Error(h)}return this._gl.deleteShader(n),this._gl.deleteShader(o),s},a.prototype.getUniforms=function(e,t){for(var r=[],i=0;ithis._gl.VERTEX_ATTRIB_ARRAY_ENABLED||!this._vertexAttribArrays[t]||(this._vertexAttribArrays[t]=!1,this._gl.disableVertexAttribArray(t));for(var r=e.getAttributesCount(),i=0;r>i;i++){var n=e.getAttributeLocation(i);n>=0&&(this._vertexAttribArrays[n]=!0,this._gl.enableVertexAttribArray(n))}this._currentEffect=e,e.onBind&&e.onBind(e)},a.prototype.setArray=function(e,t){e&&this._gl.uniform1fv(e,t)},a.prototype.setArray2=function(e,t){e&&t.length%2===0&&this._gl.uniform2fv(e,t)},a.prototype.setArray3=function(e,t){e&&t.length%3===0&&this._gl.uniform3fv(e,t)},a.prototype.setArray4=function(e,t){e&&t.length%4===0&&this._gl.uniform4fv(e,t)},a.prototype.setMatrices=function(e,t){e&&this._gl.uniformMatrix4fv(e,!1,t)},a.prototype.setMatrix=function(e,t){e&&this._gl.uniformMatrix4fv(e,!1,t.toArray())},a.prototype.setMatrix3x3=function(e,t){e&&this._gl.uniformMatrix3fv(e,!1,t)},a.prototype.setMatrix2x2=function(e,t){e&&this._gl.uniformMatrix2fv(e,!1,t)},a.prototype.setFloat=function(e,t){e&&this._gl.uniform1f(e,t)},a.prototype.setFloat2=function(e,t,r){e&&this._gl.uniform2f(e,t,r)},a.prototype.setFloat3=function(e,t,r,i){e&&this._gl.uniform3f(e,t,r,i)},a.prototype.setBool=function(e,t){e&&this._gl.uniform1i(e,t)},a.prototype.setFloat4=function(e,t,r,i,n){e&&this._gl.uniform4f(e,t,r,i,n)},a.prototype.setColor3=function(e,t){e&&this._gl.uniform3f(e,t.r,t.g,t.b)},a.prototype.setColor4=function(e,t,r){e&&this._gl.uniform4f(e,t.r,t.g,t.b,r)},a.prototype.setState=function(e,t,r,i){void 0===t&&(t=0),void 0===i&&(i=!1);var n=i?this._gl.FRONT:this._gl.BACK,o=i?this._gl.BACK:this._gl.FRONT,s=this.cullBackFaces?n:o;(this._depthCullingState.cull!==e||r||this._depthCullingState.cullFace!==s)&&(e?(this._depthCullingState.cullFace=s,this._depthCullingState.cull=!0):this._depthCullingState.cull=!1),this._depthCullingState.zOffset=t},a.prototype.setDepthBuffer=function(e){this._depthCullingState.depthTest=e},a.prototype.getDepthWrite=function(){return this._depthCullingState.depthMask},a.prototype.setDepthWrite=function(e){this._depthCullingState.depthMask=e},a.prototype.setColorWrite=function(e){this._gl.colorMask(e,e,e,e)},a.prototype.setAlphaMode=function(e){if(this._alphaMode!==e){switch(e){case a.ALPHA_DISABLE:this.setDepthWrite(!0),this._alphaState.alphaBlend=!1;break;case a.ALPHA_COMBINE:this.setDepthWrite(!1),this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA,this._gl.ONE_MINUS_SRC_ALPHA,this._gl.ONE,this._gl.ONE),this._alphaState.alphaBlend=!0;break;case a.ALPHA_ONEONE:this.setDepthWrite(!1),this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE,this._gl.ONE,this._gl.ZERO,this._gl.ONE),this._alphaState.alphaBlend=!0;break;case a.ALPHA_ADD:this.setDepthWrite(!1),this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA,this._gl.ONE,this._gl.ZERO,this._gl.ONE),this._alphaState.alphaBlend=!0;break;case a.ALPHA_SUBTRACT:this.setDepthWrite(!1),this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO,this._gl.ONE_MINUS_SRC_COLOR,this._gl.ONE,this._gl.ONE),this._alphaState.alphaBlend=!0;break;case a.ALPHA_MULTIPLY:this.setDepthWrite(!1),this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR,this._gl.ZERO,this._gl.ONE,this._gl.ONE),this._alphaState.alphaBlend=!0;break;case a.ALPHA_MAXIMIZED:this.setDepthWrite(!1),this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA,this._gl.ONE_MINUS_SRC_COLOR,this._gl.ONE,this._gl.ONE),this._alphaState.alphaBlend=!0}this._alphaMode=e}},a.prototype.getAlphaMode=function(){return this._alphaMode},a.prototype.setAlphaTesting=function(e){this._alphaTest=e},a.prototype.getAlphaTesting=function(){return this._alphaTest},a.prototype.wipeCaches=function(){this.resetTextureCache(),this._currentEffect=null,this._depthCullingState.reset(),this._alphaState.reset(),this._cachedVertexBuffers=null,this._cachedIndexBuffer=null,this._cachedEffectForVertexBuffers=null},a.prototype.setSamplingMode=function(t,r){var i=this._gl;i.bindTexture(i.TEXTURE_2D,t);var n=i.NEAREST,o=i.NEAREST;r===e.Texture.BILINEAR_SAMPLINGMODE?(n=i.LINEAR,o=i.LINEAR):r===e.Texture.TRILINEAR_SAMPLINGMODE&&(n=i.LINEAR,o=i.LINEAR_MIPMAP_LINEAR),i.texParameteri(i.TEXTURE_2D,i.TEXTURE_MAG_FILTER,n),i.texParameteri(i.TEXTURE_2D,i.TEXTURE_MIN_FILTER,o),i.bindTexture(i.TEXTURE_2D,null),t.samplingMode=r},a.prototype.createTexture=function(t,r,i,n,o,a,h,c){var l=this;void 0===o&&(o=e.Texture.TRILINEAR_SAMPLINGMODE),void 0===a&&(a=null),void 0===h&&(h=null),void 0===c&&(c=null);var u,f=this._gl.createTexture(),d=!1;if("data:"===t.substr(0,5)&&(d=!0),d){var p=t;d=p.split(":"),t=p,u=d[1].substr(d[1].length-4,4).toLowerCase()}else u=t.substr(t.length-4,4).toLowerCase();var m=this.getCaps().s3tc&&".dds"===u,g=".tga"===u;n._addPendingData(f),f.url=t,f.noMipmap=r,f.references=1,f.samplingMode=o,this._loadedTexturesCache.push(f);var _,v=function(){n._removePendingData(f),h&&h()};if(g)_=function(t){var h=new Uint8Array(t),c=e.Internals.TGATools.GetTGAHeader(h);s(f,l._gl,n,c.width,c.height,i,r,!1,function(){e.Internals.TGATools.UploadContent(l._gl,h),a&&a()},o)},d instanceof Array?_(c):e.Tools.LoadFile(t,function(e){_(e)},v,n.database,!0);else if(m)_=function(t){var h=e.Internals.DDSTools.GetDDSInfo(t),c=(h.isRGB||h.isLuminance||h.mipmapCount>1)&&!r&&h.width>>h.mipmapCount-1===1;s(f,l._gl,n,h.width,h.height,i,!c,h.isFourCC,function(){e.Internals.DDSTools.UploadDDSLevels(l._gl,l.getCaps().s3tc,t,h,c,1),a&&a()},o)},d instanceof Array?_(c):e.Tools.LoadFile(t,function(e){_(e)},v,n.database,!0);else{var y=function(t){s(f,l._gl,n,t.width,t.height,i,r,!1,function(r,i){var n=t.width===r&&t.height===i;n||(l._prepareWorkingCanvas(),l._workingCanvas.width=r,l._workingCanvas.height=i,o===e.Texture.NEAREST_SAMPLINGMODE&&(l._workingContext.imageSmoothingEnabled=!1,l._workingContext.mozImageSmoothingEnabled=!1,l._workingContext.oImageSmoothingEnabled=!1,l._workingContext.webkitImageSmoothingEnabled=!1,l._workingContext.msImageSmoothingEnabled=!1),l._workingContext.drawImage(t,0,0,t.width,t.height,0,0,r,i),o===e.Texture.NEAREST_SAMPLINGMODE&&(l._workingContext.imageSmoothingEnabled=!0,l._workingContext.mozImageSmoothingEnabled=!0,l._workingContext.oImageSmoothingEnabled=!0,l._workingContext.webkitImageSmoothingEnabled=!0,l._workingContext.msImageSmoothingEnabled=!0)),l._gl.texImage2D(l._gl.TEXTURE_2D,0,l._gl.RGBA,l._gl.RGBA,l._gl.UNSIGNED_BYTE,n?t:l._workingCanvas),a&&a()},o)};d instanceof Array?e.Tools.LoadImage(c,y,v,n.database):e.Tools.LoadImage(t,y,v,n.database)}return f},a.prototype.updateRawTexture=function(e,t,r,i,n){void 0===n&&(n=null);var o=this._gl.RGBA;switch(r){case a.TEXTUREFORMAT_ALPHA:o=this._gl.ALPHA;break;case a.TEXTUREFORMAT_LUMINANCE:o=this._gl.LUMINANCE;break;case a.TEXTUREFORMAT_LUMINANCE_ALPHA:o=this._gl.LUMINANCE_ALPHA;break;case a.TEXTUREFORMAT_RGB:o=this._gl.RGB;break;case a.TEXTUREFORMAT_RGBA:o=this._gl.RGBA}this._gl.bindTexture(this._gl.TEXTURE_2D,e),this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL,void 0===i?1:i?1:0),n?this._gl.compressedTexImage2D(this._gl.TEXTURE_2D,0,this.getCaps().s3tc[n],e._width,e._height,0,t):this._gl.texImage2D(this._gl.TEXTURE_2D,0,o,e._width,e._height,0,o,this._gl.UNSIGNED_BYTE,t),e.generateMipMaps&&this._gl.generateMipmap(this._gl.TEXTURE_2D),this._gl.bindTexture(this._gl.TEXTURE_2D,null),this.resetTextureCache(),e.isReady=!0},a.prototype.createRawTexture=function(e,t,r,i,n,s,a,h){void 0===h&&(h=null);var c=this._gl.createTexture();c._baseWidth=t,c._baseHeight=r,c._width=t,c._height=r,c.references=1,this.updateRawTexture(c,e,i,s,h),this._gl.bindTexture(this._gl.TEXTURE_2D,c);var l=o(a,n,this._gl);return this._gl.texParameteri(this._gl.TEXTURE_2D,this._gl.TEXTURE_MAG_FILTER,l.mag),this._gl.texParameteri(this._gl.TEXTURE_2D,this._gl.TEXTURE_MIN_FILTER,l.min),this._gl.bindTexture(this._gl.TEXTURE_2D,null),c.samplingMode=a,this._loadedTexturesCache.push(c),c},a.prototype.createDynamicTexture=function(t,r,i,n,o){void 0===o&&(o=!0);var s=this._gl.createTexture();return s._baseWidth=t,s._baseHeight=r,o&&(t=e.Tools.GetExponentOfTwo(t,this._caps.maxTextureSize),r=e.Tools.GetExponentOfTwo(r,this._caps.maxTextureSize)),this.resetTextureCache(),s._width=t,s._height=r,s.isReady=!1,s.generateMipMaps=i,s.references=1,s.samplingMode=n,this.updateTextureSamplingMode(n,s),this._loadedTexturesCache.push(s),s},a.prototype.updateTextureSamplingMode=function(e,t){var r=o(e,t.generateMipMaps,this._gl);this._gl.bindTexture(this._gl.TEXTURE_2D,t),this._gl.texParameteri(this._gl.TEXTURE_2D,this._gl.TEXTURE_MAG_FILTER,r.mag),this._gl.texParameteri(this._gl.TEXTURE_2D,this._gl.TEXTURE_MIN_FILTER,r.min),this._gl.bindTexture(this._gl.TEXTURE_2D,null)},a.prototype.updateDynamicTexture=function(e,t,r){this._gl.bindTexture(this._gl.TEXTURE_2D,e),this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL,r?1:0),this._gl.texImage2D(this._gl.TEXTURE_2D,0,this._gl.RGBA,this._gl.RGBA,this._gl.UNSIGNED_BYTE,t),e.generateMipMaps&&this._gl.generateMipmap(this._gl.TEXTURE_2D),this._gl.bindTexture(this._gl.TEXTURE_2D,null),this.resetTextureCache(),e.isReady=!0},a.prototype.updateVideoTexture=function(e,t,r){if(!e._isDisabled){this._gl.bindTexture(this._gl.TEXTURE_2D,e),this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL,r?0:1);try{void 0===this._videoTextureSupported&&(this._gl.texImage2D(this._gl.TEXTURE_2D,0,this._gl.RGBA,this._gl.RGBA,this._gl.UNSIGNED_BYTE,t),0!==this._gl.getError()?this._videoTextureSupported=!1:this._videoTextureSupported=!0),this._videoTextureSupported?this._gl.texImage2D(this._gl.TEXTURE_2D,0,this._gl.RGBA,this._gl.RGBA,this._gl.UNSIGNED_BYTE,t):(e._workingCanvas||(e._workingCanvas=document.createElement("canvas"),e._workingContext=e._workingCanvas.getContext("2d"),e._workingCanvas.width=e._width,e._workingCanvas.height=e._height),e._workingContext.drawImage(t,0,0,t.videoWidth,t.videoHeight,0,0,e._width,e._height),this._gl.texImage2D(this._gl.TEXTURE_2D,0,this._gl.RGBA,this._gl.RGBA,this._gl.UNSIGNED_BYTE,e._workingCanvas)),e.generateMipMaps&&this._gl.generateMipmap(this._gl.TEXTURE_2D),this._gl.bindTexture(this._gl.TEXTURE_2D,null),this.resetTextureCache(),e.isReady=!0}catch(i){e._isDisabled=!0}}},a.prototype.createRenderTargetTexture=function(t,r){var i=!1,s=!0,h=a.TEXTURETYPE_UNSIGNED_INT,c=e.Texture.TRILINEAR_SAMPLINGMODE;void 0!==r&&(i=void 0===r.generateMipMaps?r:r.generateMipMaps,s=void 0===r.generateDepthBuffer?!0:r.generateDepthBuffer,h=void 0===r.type?h:r.type,void 0!==r.samplingMode&&(c=r.samplingMode),h===a.TEXTURETYPE_FLOAT&&(c=e.Texture.NEAREST_SAMPLINGMODE));var l=this._gl,u=l.createTexture();l.bindTexture(l.TEXTURE_2D,u);var f=t.width||t,d=t.height||t,p=o(c,i,l);h!==a.TEXTURETYPE_FLOAT||this._caps.textureFloat||(h=a.TEXTURETYPE_UNSIGNED_INT,e.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type")),l.texParameteri(l.TEXTURE_2D,l.TEXTURE_MAG_FILTER,p.mag),l.texParameteri(l.TEXTURE_2D,l.TEXTURE_MIN_FILTER,p.min),l.texParameteri(l.TEXTURE_2D,l.TEXTURE_WRAP_S,l.CLAMP_TO_EDGE),l.texParameteri(l.TEXTURE_2D,l.TEXTURE_WRAP_T,l.CLAMP_TO_EDGE),l.texImage2D(l.TEXTURE_2D,0,l.RGBA,f,d,0,l.RGBA,n(l,h),null);var m;s&&(m=l.createRenderbuffer(),l.bindRenderbuffer(l.RENDERBUFFER,m),l.renderbufferStorage(l.RENDERBUFFER,l.DEPTH_COMPONENT16,f,d));var g=l.createFramebuffer();return l.bindFramebuffer(l.FRAMEBUFFER,g),s&&l.framebufferRenderbuffer(l.FRAMEBUFFER,l.DEPTH_ATTACHMENT,l.RENDERBUFFER,m),i&&this._gl.generateMipmap(this._gl.TEXTURE_2D),l.bindTexture(l.TEXTURE_2D,null),l.bindRenderbuffer(l.RENDERBUFFER,null),l.bindFramebuffer(l.FRAMEBUFFER,null),u._framebuffer=g,s&&(u._depthBuffer=m),u._width=f,u._height=d,u.isReady=!0,u.generateMipMaps=i,u.references=1,u.samplingMode=c,this.resetTextureCache(),this._loadedTexturesCache.push(u),u},a.prototype.createRenderTargetCubeTexture=function(t,r){var i=this._gl,n=i.createTexture(),s=!0,a=e.Texture.TRILINEAR_SAMPLINGMODE;void 0!==r&&(s=void 0===r.generateMipMaps?r:r.generateMipMaps,void 0!==r.samplingMode&&(a=r.samplingMode)),n.isCube=!0,n.references=1,n.generateMipMaps=s,n.references=1,n.samplingMode=a;var h=o(a,s,i);i.bindTexture(i.TEXTURE_CUBE_MAP,n);for(var c=0;6>c;c++)i.texImage2D(i.TEXTURE_CUBE_MAP_POSITIVE_X+c,0,i.RGBA,t,t,0,i.RGBA,i.UNSIGNED_BYTE,null);i.texParameteri(i.TEXTURE_CUBE_MAP,i.TEXTURE_MAG_FILTER,h.mag),i.texParameteri(i.TEXTURE_CUBE_MAP,i.TEXTURE_MIN_FILTER,h.min),i.texParameteri(i.TEXTURE_CUBE_MAP,i.TEXTURE_WRAP_S,i.CLAMP_TO_EDGE),i.texParameteri(i.TEXTURE_CUBE_MAP,i.TEXTURE_WRAP_T,i.CLAMP_TO_EDGE);var l=i.createRenderbuffer();i.bindRenderbuffer(i.RENDERBUFFER,l),i.renderbufferStorage(i.RENDERBUFFER,i.DEPTH_COMPONENT16,t,t);var u=i.createFramebuffer();return i.bindFramebuffer(i.FRAMEBUFFER,u),i.framebufferRenderbuffer(i.FRAMEBUFFER,i.DEPTH_ATTACHMENT,i.RENDERBUFFER,l),i.bindTexture(i.TEXTURE_CUBE_MAP,null),i.bindRenderbuffer(i.RENDERBUFFER,null),i.bindFramebuffer(i.FRAMEBUFFER,null),n._framebuffer=u,n._depthBuffer=l,this.resetTextureCache(),n._width=t,n._height=t,n.isReady=!0,n},a.prototype.createCubeTexture=function(t,r,i,n){var o=this,s=this._gl,a=s.createTexture();a.isCube=!0,a.url=t,a.references=1;var c=t.substr(t.length-4,4).toLowerCase(),l=this.getCaps().s3tc&&".dds"===c;return l?e.Tools.LoadFile(t,function(t){var r=e.Internals.DDSTools.GetDDSInfo(t),i=(r.isRGB||r.isLuminance||r.mipmapCount>1)&&!n;s.bindTexture(s.TEXTURE_CUBE_MAP,a),s.pixelStorei(s.UNPACK_FLIP_Y_WEBGL,1),e.Internals.DDSTools.UploadDDSLevels(o._gl,o.getCaps().s3tc,t,r,i,6),n||r.isFourCC||1!==r.mipmapCount||s.generateMipmap(s.TEXTURE_CUBE_MAP),s.texParameteri(s.TEXTURE_CUBE_MAP,s.TEXTURE_MAG_FILTER,s.LINEAR),s.texParameteri(s.TEXTURE_CUBE_MAP,s.TEXTURE_MIN_FILTER,i?s.LINEAR_MIPMAP_LINEAR:s.LINEAR),s.texParameteri(s.TEXTURE_CUBE_MAP,s.TEXTURE_WRAP_S,s.CLAMP_TO_EDGE),s.texParameteri(s.TEXTURE_CUBE_MAP,s.TEXTURE_WRAP_T,s.CLAMP_TO_EDGE),s.bindTexture(s.TEXTURE_CUBE_MAP,null),o.resetTextureCache(),a._width=r.width,a._height=r.height,a.isReady=!0},null,null,!0):h(t,r,function(t){var r=e.Tools.GetExponentOfTwo(t[0].width,o._caps.maxCubemapTextureSize),i=r;o._prepareWorkingCanvas(),o._workingCanvas.width=r,o._workingCanvas.height=i;var h=[s.TEXTURE_CUBE_MAP_POSITIVE_X,s.TEXTURE_CUBE_MAP_POSITIVE_Y,s.TEXTURE_CUBE_MAP_POSITIVE_Z,s.TEXTURE_CUBE_MAP_NEGATIVE_X,s.TEXTURE_CUBE_MAP_NEGATIVE_Y,s.TEXTURE_CUBE_MAP_NEGATIVE_Z];s.bindTexture(s.TEXTURE_CUBE_MAP,a),s.pixelStorei(s.UNPACK_FLIP_Y_WEBGL,0);for(var c=0;ct)){if(!r||!r.isReady())return void(null!=this._activeTexturesCache[t]&&(this._gl.activeTexture(this._gl["TEXTURE"+t]),this._gl.bindTexture(this._gl.TEXTURE_2D,null),this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP,null),this._activeTexturesCache[t]=null));if(r instanceof e.VideoTexture)r.update()&&(this._activeTexturesCache[t]=null);else if(r.delayLoadState===a.DELAYLOADSTATE_NOTLOADED)return void r.delayLoad();if(this._activeTexturesCache[t]!==r){this._activeTexturesCache[t]=r;var i=r.getInternalTexture();if(this._gl.activeTexture(this._gl["TEXTURE"+t]),i.isCube){if(this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP,i),i._cachedCoordinatesMode!==r.coordinatesMode){i._cachedCoordinatesMode=r.coordinatesMode;var n=r.coordinatesMode!==e.Texture.CUBIC_MODE&&r.coordinatesMode!==e.Texture.SKYBOX_MODE?this._gl.REPEAT:this._gl.CLAMP_TO_EDGE;this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP,this._gl.TEXTURE_WRAP_S,n),this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP,this._gl.TEXTURE_WRAP_T,n)}this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP,r)}else{if(this._gl.bindTexture(this._gl.TEXTURE_2D,i),i._cachedWrapU!==r.wrapU)switch(i._cachedWrapU=r.wrapU,r.wrapU){case e.Texture.WRAP_ADDRESSMODE:this._gl.texParameteri(this._gl.TEXTURE_2D,this._gl.TEXTURE_WRAP_S,this._gl.REPEAT);break;case e.Texture.CLAMP_ADDRESSMODE:this._gl.texParameteri(this._gl.TEXTURE_2D,this._gl.TEXTURE_WRAP_S,this._gl.CLAMP_TO_EDGE);break;case e.Texture.MIRROR_ADDRESSMODE:this._gl.texParameteri(this._gl.TEXTURE_2D,this._gl.TEXTURE_WRAP_S,this._gl.MIRRORED_REPEAT)}if(i._cachedWrapV!==r.wrapV)switch(i._cachedWrapV=r.wrapV,r.wrapV){case e.Texture.WRAP_ADDRESSMODE:this._gl.texParameteri(this._gl.TEXTURE_2D,this._gl.TEXTURE_WRAP_T,this._gl.REPEAT);break;case e.Texture.CLAMP_ADDRESSMODE:this._gl.texParameteri(this._gl.TEXTURE_2D,this._gl.TEXTURE_WRAP_T,this._gl.CLAMP_TO_EDGE);break;case e.Texture.MIRROR_ADDRESSMODE:this._gl.texParameteri(this._gl.TEXTURE_2D,this._gl.TEXTURE_WRAP_T,this._gl.MIRRORED_REPEAT)}this._setAnisotropicLevel(this._gl.TEXTURE_2D,r)}}}},a.prototype._setAnisotropicLevel=function(t,r){var i=this._caps.textureAnisotropicFilterExtension,n=r.anisotropicFilteringLevel;r.getInternalTexture().samplingMode===e.Texture.NEAREST_SAMPLINGMODE&&(n=1),i&&r._cachedAnisotropicFilteringLevel!==n&&(this._gl.texParameterf(t,i.TEXTURE_MAX_ANISOTROPY_EXT,Math.min(n,this._caps.maxAnisotropy)),r._cachedAnisotropicFilteringLevel=n)},a.prototype.readPixels=function(e,t,r,i){var n=new Uint8Array(i*r*4);return this._gl.readPixels(e,t,r,i,this._gl.RGBA,this._gl.UNSIGNED_BYTE,n),n},a.prototype.releaseInternalTexture=function(e){if(e&&(e.references--,0===e.references)){var t=this.getLoadedTexturesCache(),r=t.indexOf(e);r>-1&&t.splice(r,1),this._releaseTexture(e)}},a.prototype.dispose=function(){for(this.hideLoadingUI(),this.stopRenderLoop();this.scenes.length;)this.scenes[0].dispose();a.audioEngine.dispose();for(var e in this._compiledEffects)this._gl.deleteProgram(this._compiledEffects[e]._program);for(var t in this._vertexAttribArrays)t>this._gl.VERTEX_ATTRIB_ARRAY_ENABLED||!this._vertexAttribArrays[t]||this._gl.disableVertexAttribArray(t);this._gl=null,window.removeEventListener("blur",this._onBlur),window.removeEventListener("focus",this._onFocus),document.removeEventListener("fullscreenchange",this._onFullscreenChange),document.removeEventListener("mozfullscreenchange",this._onFullscreenChange),document.removeEventListener("webkitfullscreenchange",this._onFullscreenChange),document.removeEventListener("msfullscreenchange",this._onFullscreenChange),document.removeEventListener("pointerlockchange",this._onPointerLockChange),document.removeEventListener("mspointerlockchange",this._onPointerLockChange),document.removeEventListener("mozpointerlockchange",this._onPointerLockChange),document.removeEventListener("webkitpointerlockchange",this._onPointerLockChange)},a.prototype.displayLoadingUI=function(){this._loadingScreen.displayLoadingUI()},a.prototype.hideLoadingUI=function(){this._loadingScreen.hideLoadingUI()},Object.defineProperty(a.prototype,"loadingScreen",{get:function(){return this._loadingScreen},set:function(e){this._loadingScreen=e},enumerable:!0,configurable:!0}),Object.defineProperty(a.prototype,"loadingUIText",{set:function(e){this._loadingScreen.loadingUIText=e},enumerable:!0,configurable:!0}),Object.defineProperty(a.prototype,"loadingUIBackgroundColor",{set:function(e){this._loadingScreen.loadingUIBackgroundColor=e},enumerable:!0,configurable:!0}),a.prototype.getFps=function(){return this.fps},a.prototype.getDeltaTime=function(){return this.deltaTime},a.prototype._measureFps=function(){this.previousFramesDuration.push(e.Tools.Now);var t=this.previousFramesDuration.length;if(t>=2&&(this.deltaTime=this.previousFramesDuration[t-1]-this.previousFramesDuration[t-2]),t>=this.fpsRange){t>this.fpsRange&&(this.previousFramesDuration.splice(0,1),t=this.previousFramesDuration.length);for(var r=0,i=0;t-1>i;i++)r+=this.previousFramesDuration[i+1]-this.previousFramesDuration[i];this.fps=1e3/(r/(t-1))}},a.isSupported=function(){try{if(navigator.isCocoonJS)return!0;var e=document.createElement("canvas"),t=e.getContext("webgl")||e.getContext("experimental-webgl");return null!=t&&!!window.WebGLRenderingContext}catch(r){return!1}},a._ALPHA_DISABLE=0,a._ALPHA_ADD=1,a._ALPHA_COMBINE=2,a._ALPHA_SUBTRACT=3,a._ALPHA_MULTIPLY=4,a._ALPHA_MAXIMIZED=5,a._ALPHA_ONEONE=6,a._DELAYLOADSTATE_NONE=0,a._DELAYLOADSTATE_LOADED=1,a._DELAYLOADSTATE_LOADING=2,a._DELAYLOADSTATE_NOTLOADED=4,a._TEXTUREFORMAT_ALPHA=0,a._TEXTUREFORMAT_LUMINANCE=1,a._TEXTUREFORMAT_LUMINANCE_ALPHA=2,a._TEXTUREFORMAT_RGB=4,a._TEXTUREFORMAT_RGBA=5,a._TEXTURETYPE_UNSIGNED_INT=0,a._TEXTURETYPE_FLOAT=1,a.Epsilon=.001,a.CollisionsEpsilon=.001,a.CodeRepository="src/",a.ShadersRepository="src/Shaders/",a}();e.Engine=l}(BABYLON||(BABYLON={}));var BABYLON;!function(e){var t=function(){function t(e,t){this.state="",this.animations=new Array,this._childrenFlag=-1,this._isEnabled=!0,this._isReady=!0,this._currentRenderId=-1,this._parentRenderId=-1,this.name=e,this.id=e,this._scene=t,this._initCache()}return t.prototype.getScene=function(){return this._scene},t.prototype.getEngine=function(){return this._scene.getEngine()},t.prototype.getWorldMatrix=function(){return e.Matrix.Identity()},t.prototype._initCache=function(){this._cache={},this._cache.parent=void 0},t.prototype.updateCache=function(e){(e||!this.isSynchronized())&&(this._cache.parent=this.parent,this._updateCache())},t.prototype._updateCache=function(e){},t.prototype._isSynchronized=function(){return!0},t.prototype._markSyncedWithParent=function(){this._parentRenderId=this.parent._currentRenderId},t.prototype.isSynchronizedWithParent=function(){return this.parent?this._parentRenderId!==this.parent._currentRenderId?!1:this.parent.isSynchronized():!0},t.prototype.isSynchronized=function(e){var t=this.hasNewParent();return t=t||!this.isSynchronizedWithParent(),t=t||!this._isSynchronized(),e&&this.updateCache(!0),!t},t.prototype.hasNewParent=function(e){return this._cache.parent===this.parent?!1:(e&&(this._cache.parent=this.parent),!0)},t.prototype.isReady=function(){return this._isReady},t.prototype.isEnabled=function(){return this._isEnabled?this.parent?this.parent.isEnabled():!0:!1},t.prototype.setEnabled=function(e){this._isEnabled=e},t.prototype.isDescendantOf=function(e){return this.parent?this.parent===e?!0:this.parent.isDescendantOf(e):!1},t.prototype._getDescendants=function(e,t){for(var r=0;r0&&this._textureLoadingCallback(e)}this._currentScene.render()}},t.prototype.drag=function(e){ e.stopPropagation(),e.preventDefault()},t.prototype.drop=function(e){e.stopPropagation(),e.preventDefault(),this.loadFiles(e)},t.prototype.loadFiles=function(e){if(this._startingProcessingFilesCallback&&this._startingProcessingFilesCallback(),e&&e.dataTransfer&&e.dataTransfer.files&&(this._filesToLoad=e.dataTransfer.files),e&&e.target&&e.target.files&&(this._filesToLoad=e.target.files),this._filesToLoad&&this._filesToLoad.length>0){for(var r=0;r0&&(e.Tools.ClearLogCache(),e.Tools.Log("Babylon.js engine (v"+e.Engine.Version+") launched")),this._engine.stopRenderLoop(),this._currentScene.dispose()),e.SceneLoader.Load("file:",this._sceneFileToLoad,this._engine,function(e){r._currentScene=e,r._currentScene.executeWhenReady(function(){r._currentScene.activeCamera&&0!==r._currentScene.lights.length||r._currentScene.createDefaultCameraOrLight(),r._currentScene.activeCamera.attachControl(r._canvas),r._sceneLoadedCallback&&r._sceneLoadedCallback(t._sceneFileToLoad,r._currentScene),r._engine.runRenderLoop(function(){r.renderFunction()})})},function(e){t._progressCallback&&t._progressCallback(e)})):e.Tools.Error("Please provide a valid .babylon file.")},t.FilesTextures=new Array,t.FilesToLoad=new Array,t}();e.FilesInput=t}(BABYLON||(BABYLON={}));var BABYLON;!function(e){var t=function(){function e(e,t,r){this.bu=e,this.bv=t,this.distance=r,this.faceId=0,this.subMeshId=0}return e}();e.IntersectionInfo=t;var r=function(){function t(){this.hit=!1,this.distance=0,this.pickedPoint=null,this.pickedMesh=null,this.bu=0,this.bv=0,this.faceId=-1,this.subMeshId=0,this.pickedSprite=null}return t.prototype.getNormal=function(t,r){if(void 0===t&&(t=!1),void 0===r&&(r=!0),!this.pickedMesh||!this.pickedMesh.isVerticesDataPresent(e.VertexBuffer.NormalKind))return null;var i,n=this.pickedMesh.getIndices();if(r){var o=this.pickedMesh.getVerticesData(e.VertexBuffer.NormalKind),s=e.Vector3.FromArray(o,3*n[3*this.faceId]),a=e.Vector3.FromArray(o,3*n[3*this.faceId+1]),h=e.Vector3.FromArray(o,3*n[3*this.faceId+2]);s=s.scale(this.bu),a=a.scale(this.bv),h=h.scale(1-this.bu-this.bv),i=new e.Vector3(s.x+a.x+h.x,s.y+a.y+h.y,s.z+a.z+h.z)}else{var c=this.pickedMesh.getVerticesData(e.VertexBuffer.PositionKind),l=e.Vector3.FromArray(c,3*n[3*this.faceId]),u=e.Vector3.FromArray(c,3*n[3*this.faceId+1]),f=e.Vector3.FromArray(c,3*n[3*this.faceId+2]),d=l.subtract(u),p=f.subtract(u);i=e.Vector3.Cross(d,p)}return t&&(i=e.Vector3.TransformNormal(i,this.pickedMesh.getWorldMatrix())),e.Vector3.Normalize(i)},t.prototype.getTextureCoordinates=function(){if(!this.pickedMesh||!this.pickedMesh.isVerticesDataPresent(e.VertexBuffer.UVKind))return null;var t=this.pickedMesh.getIndices(),r=this.pickedMesh.getVerticesData(e.VertexBuffer.UVKind),i=e.Vector2.FromArray(r,2*t[3*this.faceId]),n=e.Vector2.FromArray(r,2*t[3*this.faceId+1]),o=e.Vector2.FromArray(r,2*t[3*this.faceId+2]);return i=i.scale(1-this.bu-this.bv),n=n.scale(this.bu),o=o.scale(this.bv),new e.Vector2(i.x+n.x+o.x,i.y+n.y+o.y)},t}();e.PickingInfo=r}(BABYLON||(BABYLON={}));var BABYLON;!function(e){var t=function(){function t(t,r){this.minimum=t,this.maximum=r,this._tempRadiusVector=e.Vector3.Zero();var i=e.Vector3.Distance(t,r);this.center=e.Vector3.Lerp(t,r,.5),this.radius=.5*i,this.centerWorld=e.Vector3.Zero(),this._update(e.Matrix.Identity())}return t.prototype._update=function(t){e.Vector3.TransformCoordinatesToRef(this.center,t,this.centerWorld),e.Vector3.TransformNormalFromFloatsToRef(1,1,1,t,this._tempRadiusVector),this.radiusWorld=Math.max(Math.abs(this._tempRadiusVector.x),Math.abs(this._tempRadiusVector.y),Math.abs(this._tempRadiusVector.z))*this.radius},t.prototype.isInFrustum=function(e){for(var t=0;6>t;t++)if(e[t].dotCoordinate(this.centerWorld)<=-this.radiusWorld)return!1;return!0},t.prototype.intersectsPoint=function(t){var r=this.centerWorld.x-t.x,i=this.centerWorld.y-t.y,n=this.centerWorld.z-t.z,o=Math.sqrt(r*r+i*i+n*n);return Math.abs(this.radiusWorld-o)this.maximumWorld.x&&(this.maximumWorld.x=i.x),i.y>this.maximumWorld.y&&(this.maximumWorld.y=i.y),i.z>this.maximumWorld.z&&(this.maximumWorld.z=i.z)}this.maximumWorld.addToRef(this.minimumWorld,this.center),this.center.scaleInPlace(.5),e.Vector3.FromFloatArrayToRef(t.m,0,this.directions[0]),e.Vector3.FromFloatArrayToRef(t.m,4,this.directions[1]),e.Vector3.FromFloatArrayToRef(t.m,8,this.directions[2]),this._worldMatrix=t},t.prototype.isInFrustum=function(e){return t.IsInFrustum(this.vectorsWorld,e)},t.prototype.isCompletelyInFrustum=function(e){return t.IsCompletelyInFrustum(this.vectorsWorld,e)},t.prototype.intersectsPoint=function(t){var r=-e.Engine.Epsilon;return this.maximumWorld.x-t.xt.x-this.minimumWorld.x?!1:this.maximumWorld.y-t.yt.y-this.minimumWorld.y?!1:this.maximumWorld.z-t.zt.z-this.minimumWorld.z?!1:!0},t.prototype.intersectsSphere=function(e){return t.IntersectsSphere(this.minimumWorld,this.maximumWorld,e.centerWorld,e.radiusWorld)},t.prototype.intersectsMinMax=function(e,t){return this.maximumWorld.xt.x?!1:this.maximumWorld.yt.y?!1:this.maximumWorld.zt.z?!1:!0},t.Intersects=function(e,t){return e.maximumWorld.xt.maximumWorld.x?!1:e.maximumWorld.yt.maximumWorld.y?!1:e.maximumWorld.zt.maximumWorld.z?!1:!0},t.IntersectsSphere=function(t,r,i,n){var o=e.Vector3.Clamp(i,t,r),s=e.Vector3.DistanceSquared(i,o);return n*n>=s},t.IsCompletelyInFrustum=function(e,t){for(var r=0;6>r;r++)for(var i=0;8>i;i++)if(t[r].dotCoordinate(e[i])<0)return!1;return!0},t.IsInFrustum=function(e,t){for(var r=0;6>r;r++){for(var i=8,n=0;8>n&&t[r].dotCoordinate(e[n])<0;n++)--i;if(0===i)return!1}return!0},t}();e.BoundingBox=t}(BABYLON||(BABYLON={}));var BABYLON;!function(e){var t=function(t,r){var i=e.Vector3.Dot(r.center,t),n=Math.abs(e.Vector3.Dot(r.directions[0],t))*r.extendSize.x,o=Math.abs(e.Vector3.Dot(r.directions[1],t))*r.extendSize.y,s=Math.abs(e.Vector3.Dot(r.directions[2],t))*r.extendSize.z,a=n+o+s;return{min:i-a,max:i+a}},r=function(e,t,r,i){return!(e>i||r>t)},i=function(e,i,n){var o=t(e,i),s=t(e,n);return r(o.min,o.max,s.min,s.max)},n=function(){function t(t,r){this.minimum=t,this.maximum=r,this.boundingBox=new e.BoundingBox(t,r),this.boundingSphere=new e.BoundingSphere(t,r)}return t.prototype._update=function(e){this.boundingBox._update(e),this.boundingSphere._update(e)},t.prototype.isInFrustum=function(e){return this.boundingSphere.isInFrustum(e)?this.boundingBox.isInFrustum(e):!1},t.prototype.isCompletelyInFrustum=function(e){return this.boundingBox.isCompletelyInFrustum(e)},t.prototype._checkCollision=function(e){return e._canDoCollision(this.boundingSphere.centerWorld,this.boundingSphere.radiusWorld,this.boundingBox.minimumWorld,this.boundingBox.maximumWorld)},t.prototype.intersectsPoint=function(e){return this.boundingSphere.centerWorld&&this.boundingSphere.intersectsPoint(e)&&this.boundingBox.intersectsPoint(e)?!0:!1},t.prototype.intersects=function(t,r){if(!this.boundingSphere.centerWorld||!t.boundingSphere.centerWorld)return!1;if(!e.BoundingSphere.Intersects(this.boundingSphere,t.boundingSphere))return!1;if(!e.BoundingBox.Intersects(this.boundingBox,t.boundingBox))return!1;if(!r)return!0;var n=this.boundingBox,o=t.boundingBox;return i(n.directions[0],n,o)&&i(n.directions[1],n,o)&&i(n.directions[2],n,o)&&i(o.directions[0],n,o)&&i(o.directions[1],n,o)&&i(o.directions[2],n,o)&&i(e.Vector3.Cross(n.directions[0],o.directions[0]),n,o)&&i(e.Vector3.Cross(n.directions[0],o.directions[1]),n,o)&&i(e.Vector3.Cross(n.directions[0],o.directions[2]),n,o)&&i(e.Vector3.Cross(n.directions[1],o.directions[0]),n,o)&&i(e.Vector3.Cross(n.directions[1],o.directions[1]),n,o)&&i(e.Vector3.Cross(n.directions[1],o.directions[2]),n,o)&&i(e.Vector3.Cross(n.directions[2],o.directions[0]),n,o)&&i(e.Vector3.Cross(n.directions[2],o.directions[1]),n,o)&&i(e.Vector3.Cross(n.directions[2],o.directions[2]),n,o)?!0:!1},t}();e.BoundingInfo=n}(BABYLON||(BABYLON={}));var BABYLON;!function(e){var t=function(t){function r(i,n){var o=this;t.call(this,i,n),this.definedFacingForward=!0,this.position=new e.Vector3(0,0,0),this.rotation=new e.Vector3(0,0,0),this.scaling=new e.Vector3(1,1,1),this.billboardMode=r.BILLBOARDMODE_NONE,this.visibility=1,this.alphaIndex=Number.MAX_VALUE,this.infiniteDistance=!1,this.isVisible=!0,this.isPickable=!0,this.showBoundingBox=!1,this.showSubMeshesBoundingBox=!1,this.onDispose=null,this.isBlocker=!1,this.renderingGroupId=0,this.receiveShadows=!1,this.renderOutline=!1,this.outlineColor=e.Color3.Red(),this.outlineWidth=.02,this.renderOverlay=!1,this.overlayColor=e.Color3.Red(),this.overlayAlpha=.5,this.hasVertexAlpha=!1,this.useVertexColors=!0,this.applyFog=!0,this.computeBonesUsingShaders=!0,this.scalingDeterminant=1,this.useOctreeForRenderingSelection=!0,this.useOctreeForPicking=!0,this.useOctreeForCollisions=!0,this.layerMask=268435455,this.alwaysSelectAsActiveMesh=!1,this._physicImpostor=e.PhysicsEngine.NoImpostor,this._checkCollisions=!1,this.ellipsoid=new e.Vector3(.5,1,.5),this.ellipsoidOffset=new e.Vector3(0,0,0),this._collider=new e.Collider,this._oldPositionForCollisions=new e.Vector3(0,0,0),this._diffPositionForCollisions=new e.Vector3(0,0,0),this._newPositionForCollisions=new e.Vector3(0,0,0),this.edgesWidth=1,this.edgesColor=new e.Color4(1,0,0,1),this._localScaling=e.Matrix.Zero(),this._localRotation=e.Matrix.Zero(),this._localTranslation=e.Matrix.Zero(),this._localBillboard=e.Matrix.Zero(),this._localPivotScaling=e.Matrix.Zero(),this._localPivotScalingRotation=e.Matrix.Zero(),this._localWorld=e.Matrix.Zero(),this._worldMatrix=e.Matrix.Zero(),this._rotateYByPI=e.Matrix.RotationY(Math.PI),this._absolutePosition=e.Vector3.Zero(),this._collisionsTransformMatrix=e.Matrix.Zero(),this._collisionsScalingMatrix=e.Matrix.Zero(),this._isDirty=!1,this._pivotMatrix=e.Matrix.Identity(),this._isDisposed=!1,this._renderId=0,this._intersectionsInProgress=new Array,this._onAfterWorldMatrixUpdate=new Array,this._isWorldMatrixFrozen=!1,this._onCollisionPositionChange=function(t,r,i){void 0===i&&(i=null),o.getScene().workerCollisions&&r.multiplyInPlace(o._collider.radius),r.subtractToRef(o._oldPositionForCollisions,o._diffPositionForCollisions),o._diffPositionForCollisions.length()>e.Engine.CollisionsEpsilon&&o.position.addInPlace(o._diffPositionForCollisions),o.onCollide&&i&&o.onCollide(i)},n.addMesh(this)}return __extends(r,t),Object.defineProperty(r,"BILLBOARDMODE_NONE",{get:function(){return r._BILLBOARDMODE_NONE},enumerable:!0,configurable:!0}),Object.defineProperty(r,"BILLBOARDMODE_X",{get:function(){return r._BILLBOARDMODE_X},enumerable:!0,configurable:!0}),Object.defineProperty(r,"BILLBOARDMODE_Y",{get:function(){return r._BILLBOARDMODE_Y},enumerable:!0,configurable:!0}),Object.defineProperty(r,"BILLBOARDMODE_Z",{get:function(){return r._BILLBOARDMODE_Z},enumerable:!0,configurable:!0}),Object.defineProperty(r,"BILLBOARDMODE_ALL",{get:function(){return r._BILLBOARDMODE_ALL},enumerable:!0,configurable:!0}),r.prototype.disableEdgesRendering=function(){void 0!==this._edgesRenderer&&(this._edgesRenderer.dispose(),this._edgesRenderer=void 0)},r.prototype.enableEdgesRendering=function(t,r){void 0===t&&(t=.95),void 0===r&&(r=!1),this.disableEdgesRendering(),this._edgesRenderer=new e.EdgesRenderer(this,t,r)},Object.defineProperty(r.prototype,"isBlocked",{get:function(){return!1},enumerable:!0,configurable:!0}),r.prototype.getLOD=function(e){return this},r.prototype.getTotalVertices=function(){return 0},r.prototype.getIndices=function(){return null},r.prototype.getVerticesData=function(e){return null},r.prototype.isVerticesDataPresent=function(e){return!1},r.prototype.getBoundingInfo=function(){return this._masterMesh?this._masterMesh.getBoundingInfo():(this._boundingInfo||this._updateBoundingInfo(),this._boundingInfo)},Object.defineProperty(r.prototype,"useBones",{get:function(){return this.skeleton&&this.getScene().skeletonsEnabled&&this.isVerticesDataPresent(e.VertexBuffer.MatricesIndicesKind)&&this.isVerticesDataPresent(e.VertexBuffer.MatricesWeightsKind)},enumerable:!0,configurable:!0}),r.prototype._preActivate=function(){},r.prototype._activate=function(e){this._renderId=e},r.prototype.getWorldMatrix=function(){return this._masterMesh?this._masterMesh.getWorldMatrix():(this._currentRenderId!==this.getScene().getRenderId()&&this.computeWorldMatrix(),this._worldMatrix)},Object.defineProperty(r.prototype,"worldMatrixFromCache",{get:function(){return this._worldMatrix},enumerable:!0,configurable:!0}),Object.defineProperty(r.prototype,"absolutePosition",{get:function(){return this._absolutePosition},enumerable:!0,configurable:!0}),r.prototype.freezeWorldMatrix=function(){this._isWorldMatrixFrozen=!1,this.computeWorldMatrix(!0),this._isWorldMatrixFrozen=!0},r.prototype.unfreezeWorldMatrix=function(){this._isWorldMatrixFrozen=!1,this.computeWorldMatrix(!0)},Object.defineProperty(r.prototype,"isWorldMatrixFrozen",{get:function(){return this._isWorldMatrixFrozen},enumerable:!0,configurable:!0}),r.prototype.rotate=function(t,r,i){t.normalize(),this.rotationQuaternion||(this.rotationQuaternion=e.Quaternion.RotationYawPitchRoll(this.rotation.y,this.rotation.x,this.rotation.z),this.rotation=e.Vector3.Zero());var n;if(i&&i!==e.Space.LOCAL){if(this.parent){var o=this.parent.getWorldMatrix().clone();o.invert(),t=e.Vector3.TransformNormal(t,o)}n=e.Quaternion.RotationAxis(t,r),this.rotationQuaternion=n.multiply(this.rotationQuaternion)}else n=e.Quaternion.RotationAxis(t,r),this.rotationQuaternion=this.rotationQuaternion.multiply(n)},r.prototype.translate=function(t,r,i){var n=t.scale(r);if(i&&i!==e.Space.LOCAL)this.setAbsolutePosition(this.getAbsolutePosition().add(n));else{var o=this.getPositionExpressedInLocalSpace().add(n);this.setPositionWithLocalVector(o)}},r.prototype.getAbsolutePosition=function(){return this.computeWorldMatrix(),this._absolutePosition},r.prototype.setAbsolutePosition=function(t){if(t){var r,i,n;if(void 0===t.x){if(arguments.length<3)return;r=arguments[0],i=arguments[1],n=arguments[2]}else r=t.x,i=t.y,n=t.z;if(this.parent){var o=this.parent.getWorldMatrix().clone();o.invert();var s=new e.Vector3(r,i,n);this.position=e.Vector3.TransformCoordinates(s,o)}else this.position.x=r,this.position.y=i,this.position.z=n}},r.prototype.movePOV=function(e,t,r){this.position.addInPlace(this.calcMovePOV(e,t,r))},r.prototype.calcMovePOV=function(t,r,i){var n=new e.Matrix,o=this.rotationQuaternion?this.rotationQuaternion:e.Quaternion.RotationYawPitchRoll(this.rotation.y,this.rotation.x,this.rotation.z);o.toRotationMatrix(n);var s=e.Vector3.Zero(),a=this.definedFacingForward?-1:1;return e.Vector3.TransformCoordinatesFromFloatsToRef(t*a,r,i*a,n,s),s},r.prototype.rotatePOV=function(e,t,r){this.rotation.addInPlace(this.calcRotatePOV(e,t,r))},r.prototype.calcRotatePOV=function(t,r,i){var n=this.definedFacingForward?1:-1;return new e.Vector3(t*n,r,i*n)},r.prototype.setPivotMatrix=function(e){this._pivotMatrix=e,this._cache.pivotMatrixUpdated=!0},r.prototype.getPivotMatrix=function(){return this._pivotMatrix},r.prototype._isSynchronized=function(){if(this._isDirty)return!1;if(this.billboardMode!==r.BILLBOARDMODE_NONE)return!1;if(this._cache.pivotMatrixUpdated)return!1;if(this.infiniteDistance)return!1;if(!this._cache.position.equals(this.position))return!1;if(this.rotationQuaternion){if(!this._cache.rotationQuaternion.equals(this.rotationQuaternion))return!1}else if(!this._cache.rotation.equals(this.rotation))return!1;return this._cache.scaling.equals(this.scaling)?!0:!1},r.prototype._initCache=function(){t.prototype._initCache.call(this),this._cache.localMatrixUpdated=!1,this._cache.position=e.Vector3.Zero(),this._cache.scaling=e.Vector3.Zero(),this._cache.rotation=e.Vector3.Zero(),this._cache.rotationQuaternion=new e.Quaternion(0,0,0,0)},r.prototype.markAsDirty=function(e){"rotation"===e&&(this.rotationQuaternion=null),this._currentRenderId=Number.MAX_VALUE,this._isDirty=!0},r.prototype._updateBoundingInfo=function(){this._boundingInfo=this._boundingInfo||new e.BoundingInfo(this.absolutePosition,this.absolutePosition),this._boundingInfo._update(this.worldMatrixFromCache),this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache)},r.prototype._updateSubMeshesBoundingInfo=function(e){if(this.subMeshes)for(var t=0;t-1&&this._onAfterWorldMatrixUpdate.splice(t,1)},r.prototype.setPositionWithLocalVector=function(t){this.computeWorldMatrix(),this.position=e.Vector3.TransformNormal(t,this._localWorld)},r.prototype.getPositionExpressedInLocalSpace=function(){this.computeWorldMatrix();var t=this._localWorld.clone();return t.invert(),e.Vector3.TransformNormal(this.position,t)},r.prototype.locallyTranslate=function(t){this.computeWorldMatrix(!0),this.position=e.Vector3.TransformCoordinates(t,this._localWorld)},r.prototype.lookAt=function(t,r,i,n){r=r||0,i=i||0,n=n||0;var o=t.subtract(this.position),s=-Math.atan2(o.z,o.x)-Math.PI/2,a=Math.sqrt(o.x*o.x+o.z*o.z),h=Math.atan2(o.y,a);this.rotationQuaternion=e.Quaternion.RotationYawPitchRoll(s+r,h+i,n)},r.prototype.attachToBone=function(e,t){this._meshToBoneReferal=t,this.parent=e,e.getWorldMatrix().determinant()<0&&(this.scalingDeterminant*=-1)},r.prototype.detachFromBone=function(){this.parent.getWorldMatrix().determinant()<0&&(this.scalingDeterminant*=-1),this._meshToBoneReferal=null,this.parent=null},r.prototype.isInFrustum=function(e){return this._boundingInfo.isInFrustum(e)},r.prototype.isCompletelyInFrustum=function(t){t||(t=this.getScene().activeCamera);var r=t.getViewMatrix().multiply(t.getProjectionMatrix());return this._boundingInfo.isCompletelyInFrustum(e.Frustum.GetPlanes(r))?!0:!1},r.prototype.intersectsMesh=function(e,t){return this._boundingInfo&&e._boundingInfo?this._boundingInfo.intersects(e._boundingInfo,t):!1},r.prototype.intersectsPoint=function(e){return this._boundingInfo?this._boundingInfo.intersectsPoint(e):!1},r.prototype.setPhysicsState=function(t,r){var i=this.getScene().getPhysicsEngine();return i?(t=t||e.PhysicsEngine.NoImpostor,t.impostor&&(r=t,t=t.impostor),t===e.PhysicsEngine.NoImpostor?(i._unregisterMesh(this),null):(r?(r.mass||0===r.mass||(r.mass=0),r.friction||0===r.friction||(r.friction=.2),r.restitution||0===r.restitution||(r.restitution=.2)):r={mass:0,friction:.2,restitution:.2},this._physicImpostor=t,this._physicsMass=r.mass,this._physicsFriction=r.friction,this._physicRestitution=r.restitution,i._registerMesh(this,t,r))):null},r.prototype.getPhysicsImpostor=function(){return this._physicImpostor?this._physicImpostor:e.PhysicsEngine.NoImpostor},r.prototype.getPhysicsMass=function(){return this._physicsMass?this._physicsMass:0},r.prototype.getPhysicsFriction=function(){return this._physicsFriction?this._physicsFriction:0},r.prototype.getPhysicsRestitution=function(){return this._physicRestitution?this._physicRestitution:0},r.prototype.getPositionInCameraSpace=function(t){return t||(t=this.getScene().activeCamera),e.Vector3.TransformCoordinates(this.absolutePosition,t.getViewMatrix())},r.prototype.getDistanceToCamera=function(e){return e||(e=this.getScene().activeCamera),this.absolutePosition.subtract(e.position).length()},r.prototype.applyImpulse=function(e,t){this._physicImpostor&&this.getScene().getPhysicsEngine()._applyImpulse(this,e,t)},r.prototype.setPhysicsLinkWith=function(e,t,r,i){this._physicImpostor&&this.getScene().getPhysicsEngine()._createLink(this,e,t,r,i)},r.prototype.updatePhysicsBodyPosition=function(){this._physicImpostor&&this.getScene().getPhysicsEngine()._updateBodyPosition(this)},Object.defineProperty(r.prototype,"checkCollisions",{get:function(){return this._checkCollisions},set:function(e){this._checkCollisions=e,this.getScene().workerCollisions&&this.getScene().collisionCoordinator.onMeshUpdated(this)},enumerable:!0,configurable:!0}),r.prototype.moveWithCollisions=function(e){var t=this.getAbsolutePosition();t.subtractFromFloatsToRef(0,this.ellipsoid.y,0,this._oldPositionForCollisions),this._oldPositionForCollisions.addInPlace(this.ellipsoidOffset),this._collider.radius=this.ellipsoid,this.getScene().collisionCoordinator.getNewPosition(this._oldPositionForCollisions,e,this._collider,3,this,this._onCollisionPositionChange,this.uniqueId)},r.prototype.createOrUpdateSubmeshesOctree=function(t,r){void 0===t&&(t=64),void 0===r&&(r=2),this._submeshesOctree||(this._submeshesOctree=new e.Octree(e.Octree.CreationFuncForSubMeshes,t,r)),this.computeWorldMatrix(!0);var i=this.getBoundingInfo().boundingBox;return this._submeshesOctree.update(i.minimumWorld,i.maximumWorld,this.subMeshes),this._submeshesOctree},r.prototype._collideForSubMesh=function(t,r,i){if(this._generatePointsArray(),!t._lastColliderWorldVertices||!t._lastColliderTransformMatrix.equals(r)){t._lastColliderTransformMatrix=r.clone(),t._lastColliderWorldVertices=[],t._trianglePlanes=[];for(var n=t.verticesStart,o=t.verticesStart+t.verticesCount,s=n;o>s;s++)t._lastColliderWorldVertices.push(e.Vector3.TransformCoordinates(this._positions[s],r))}i._collide(t._trianglePlanes,t._lastColliderWorldVertices,this.getIndices(),t.indexStart,t.indexStart+t.indexCount,t.verticesStart,!!t.getMaterial()),i.collisionFound&&(i.collidedMesh=this)},r.prototype._processCollisionsForSubMeshes=function(e,t){var r,i;if(this._submeshesOctree&&this.useOctreeForCollisions){var n=e.velocityWorldLength+Math.max(e.radius.x,e.radius.y,e.radius.z),o=this._submeshesOctree.intersects(e.basePointWorld,n);i=o.length,r=o.data}else r=this.subMeshes,i=r.length;for(var s=0;i>s;s++){var a=r[s];i>1&&!a._checkCollision(e)||this._collideForSubMesh(a,t,e)}},r.prototype._checkCollision=function(t){this._boundingInfo._checkCollision(t)&&(e.Matrix.ScalingToRef(1/t.radius.x,1/t.radius.y,1/t.radius.z,this._collisionsScalingMatrix),this.worldMatrixFromCache.multiplyToRef(this._collisionsScalingMatrix,this._collisionsTransformMatrix),this._processCollisionsForSubMeshes(t,this._collisionsTransformMatrix))},r.prototype._generatePointsArray=function(){return!1},r.prototype.intersects=function(t,r){var i=new e.PickingInfo;if(!(this.subMeshes&&this._boundingInfo&&t.intersectsSphere(this._boundingInfo.boundingSphere)&&t.intersectsBox(this._boundingInfo.boundingBox)))return i;if(!this._generatePointsArray())return i;var n,o,s=null;if(this._submeshesOctree&&this.useOctreeForPicking){var a=e.Ray.Transform(t,this.getWorldMatrix()),h=this._submeshesOctree.intersectsRay(a);o=h.length,n=h.data}else n=this.subMeshes,o=n.length;for(var c=0;o>c;c++){var l=n[c];if(!(o>1)||l.canIntersects(t)){var u=l.intersects(t,this._positions,this.getIndices(),r);if(u&&(r||!s||u.distance0&&-1===this.includedOnlyMeshes.indexOf(e)?!1:this.excludedMeshes.length>0&&-1!==this.excludedMeshes.indexOf(e)?!1:0!==this.includeOnlyWithLayerMask&&0===(this.includeOnlyWithLayerMask&e.layerMask)?!1:0!==this.excludeWithLayerMask&&this.excludeWithLayerMask&e.layerMask?!1:!0:!0},r.prototype.getWorldMatrix=function(){this._currentRenderId=this.getScene().getRenderId();var t=this._getWorldMatrix();return this.parent&&this.parent.getWorldMatrix?(this._parentedWorldMatrix||(this._parentedWorldMatrix=e.Matrix.Identity()), t.multiplyToRef(this.parent.getWorldMatrix(),this._parentedWorldMatrix),this._markSyncedWithParent(),this._parentedWorldMatrix):t},r.prototype.dispose=function(){this._shadowGenerator&&(this._shadowGenerator.dispose(),this._shadowGenerator=null),this.getScene().removeLight(this)},r}(e.Node);e.Light=t}(BABYLON||(BABYLON={}));var BABYLON;!function(e){var t=function(t){function r(e,r,i){t.call(this,e,i),this.position=r}return __extends(r,t),r.prototype.getAbsolutePosition=function(){return this._transformedPosition?this._transformedPosition:this.position},r.prototype.transferToEffect=function(t,r){return this.parent&&this.parent.getWorldMatrix?(this._transformedPosition||(this._transformedPosition=e.Vector3.Zero()),e.Vector3.TransformCoordinatesToRef(this.position,this.parent.getWorldMatrix(),this._transformedPosition),void t.setFloat4(r,this._transformedPosition.x,this._transformedPosition.y,this._transformedPosition.z,0)):void t.setFloat4(r,this.position.x,this.position.y,this.position.z,0)},r.prototype.getShadowGenerator=function(){return null},r.prototype._getWorldMatrix=function(){return this._worldMatrix||(this._worldMatrix=e.Matrix.Identity()),e.Matrix.TranslationToRef(this.position.x,this.position.y,this.position.z,this._worldMatrix),this._worldMatrix},r}(e.Light);e.PointLight=t}(BABYLON||(BABYLON={}));var BABYLON;!function(e){var t=function(t){function r(e,r,i,n,o,s){t.call(this,e,s),this.position=r,this.direction=i,this.angle=n,this.exponent=o}return __extends(r,t),r.prototype.getAbsolutePosition=function(){return this.transformedPosition?this.transformedPosition:this.position},r.prototype.setShadowProjectionMatrix=function(t,r,i){var n=this.getScene().activeCamera;e.Matrix.PerspectiveFovLHToRef(this.angle,1,n.minZ,n.maxZ,t)},r.prototype.supportsVSM=function(){return!0},r.prototype.needRefreshPerFrame=function(){return!1},r.prototype.setDirectionToTarget=function(t){return this.direction=e.Vector3.Normalize(t.subtract(this.position)),this.direction},r.prototype.computeTransformedPosition=function(){return this.parent&&this.parent.getWorldMatrix?(this.transformedPosition||(this.transformedPosition=e.Vector3.Zero()),e.Vector3.TransformCoordinatesToRef(this.position,this.parent.getWorldMatrix(),this.transformedPosition),!0):!1},r.prototype.transferToEffect=function(t,r,i){var n;this.parent&&this.parent.getWorldMatrix?(this._transformedDirection||(this._transformedDirection=e.Vector3.Zero()),this.computeTransformedPosition(),e.Vector3.TransformNormalToRef(this.direction,this.parent.getWorldMatrix(),this._transformedDirection),t.setFloat4(r,this.transformedPosition.x,this.transformedPosition.y,this.transformedPosition.z,this.exponent),n=e.Vector3.Normalize(this._transformedDirection)):(t.setFloat4(r,this.position.x,this.position.y,this.position.z,this.exponent),n=e.Vector3.Normalize(this.direction)),t.setFloat4(i,n.x,n.y,n.z,Math.cos(.5*this.angle))},r.prototype._getWorldMatrix=function(){return this._worldMatrix||(this._worldMatrix=e.Matrix.Identity()),e.Matrix.TranslationToRef(this.position.x,this.position.y,this.position.z,this._worldMatrix),this._worldMatrix},r}(e.Light);e.SpotLight=t}(BABYLON||(BABYLON={}));var BABYLON;!function(e){var t=function(t){function r(r,i,n){t.call(this,r,n),this.direction=i,this.groundColor=new e.Color3(0,0,0)}return __extends(r,t),r.prototype.setDirectionToTarget=function(t){return this.direction=e.Vector3.Normalize(t.subtract(e.Vector3.Zero())),this.direction},r.prototype.getShadowGenerator=function(){return null},r.prototype.transferToEffect=function(t,r,i){var n=e.Vector3.Normalize(this.direction);t.setFloat4(r,n.x,n.y,n.z,0),t.setColor3(i,this.groundColor.scale(this.intensity))},r.prototype._getWorldMatrix=function(){return this._worldMatrix||(this._worldMatrix=e.Matrix.Identity()),this._worldMatrix},r}(e.Light);e.HemisphericLight=t}(BABYLON||(BABYLON={}));var BABYLON;!function(e){var t=function(t){function r(e,r,i){t.call(this,e,i),this.direction=r,this.shadowOrthoScale=.5,this.position=r.scale(-1)}return __extends(r,t),r.prototype.getAbsolutePosition=function(){return this.transformedPosition?this.transformedPosition:this.position},r.prototype.setDirectionToTarget=function(t){return this.direction=e.Vector3.Normalize(t.subtract(this.position)),this.direction},r.prototype.setShadowProjectionMatrix=function(t,r,i){for(var n=Number.MAX_VALUE,o=Number.MIN_VALUE,s=Number.MIN_VALUE,a=Number.MAX_VALUE,h=e.Vector3.Zero(),c=this.getScene().activeCamera,l=0;lo&&(o=h.x),h.y>s&&(s=h.y)}}var m=o-n,g=s-a;e.Matrix.OrthoOffCenterLHToRef(n-m*this.shadowOrthoScale,o+m*this.shadowOrthoScale,a-g*this.shadowOrthoScale,s+g*this.shadowOrthoScale,-c.maxZ,c.maxZ,t)},r.prototype.supportsVSM=function(){return!0},r.prototype.needRefreshPerFrame=function(){return!0},r.prototype.computeTransformedPosition=function(){return this.parent&&this.parent.getWorldMatrix?(this.transformedPosition||(this.transformedPosition=e.Vector3.Zero()),e.Vector3.TransformCoordinatesToRef(this.position,this.parent.getWorldMatrix(),this.transformedPosition),!0):!1},r.prototype.transferToEffect=function(t,r){return this.parent&&this.parent.getWorldMatrix?(this._transformedDirection||(this._transformedDirection=e.Vector3.Zero()),e.Vector3.TransformNormalToRef(this.direction,this.parent.getWorldMatrix(),this._transformedDirection),void t.setFloat4(r,this._transformedDirection.x,this._transformedDirection.y,this._transformedDirection.z,1)):void t.setFloat4(r,this.direction.x,this.direction.y,this.direction.z,1)},r.prototype._getWorldMatrix=function(){return this._worldMatrix||(this._worldMatrix=e.Matrix.Identity()),e.Matrix.TranslationToRef(this.position.x,this.position.y,this.position.z,this._worldMatrix),this._worldMatrix},r}(e.Light);e.DirectionalLight=t}(BABYLON||(BABYLON={}));var BABYLON;!function(e){var t=function(){function t(r,i){var n=this;this._filter=t.FILTER_NONE,this.blurScale=2,this._blurBoxOffset=0,this._bias=5e-5,this._lightDirection=e.Vector3.Zero(),this._darkness=0,this._transparencyShadow=!1,this._viewMatrix=e.Matrix.Zero(),this._projectionMatrix=e.Matrix.Zero(),this._transformMatrix=e.Matrix.Zero(),this._worldViewProjection=e.Matrix.Zero(),this._light=i,this._scene=i.getScene(),this._mapSize=r,i._shadowGenerator=this,this._shadowMap=new e.RenderTargetTexture(i.name+"_shadowMap",r,this._scene,!1),this._shadowMap.wrapU=e.Texture.CLAMP_ADDRESSMODE,this._shadowMap.wrapV=e.Texture.CLAMP_ADDRESSMODE,this._shadowMap.anisotropicFilteringLevel=1,this._shadowMap.updateSamplingMode(e.Texture.NEAREST_SAMPLINGMODE),this._shadowMap.renderParticles=!1,this._shadowMap.onAfterUnbind=function(){n.useBlurVarianceShadowMap&&(n._shadowMap2||(n._shadowMap2=new e.RenderTargetTexture(i.name+"_shadowMap",r,n._scene,!1),n._shadowMap2.wrapU=e.Texture.CLAMP_ADDRESSMODE,n._shadowMap2.wrapV=e.Texture.CLAMP_ADDRESSMODE,n._shadowMap2.updateSamplingMode(e.Texture.TRILINEAR_SAMPLINGMODE),n._downSamplePostprocess=new e.PassPostProcess("downScale",1/n.blurScale,null,e.Texture.BILINEAR_SAMPLINGMODE,n._scene.getEngine()),n._downSamplePostprocess.onApply=function(e){e.setTexture("textureSampler",n._shadowMap)},n.blurBoxOffset=1),n._scene.postProcessManager.directRender([n._downSamplePostprocess,n._boxBlurPostprocess],n._shadowMap2.getInternalTexture()))};var o=function(t){var r=t.getRenderingMesh(),i=n._scene,o=i.getEngine();o.setState(t.getMaterial().backFaceCulling);var s=r._getInstancesRenderList(t._id);if(!s.mustReturn){var a=null!==o.getCaps().instancedArrays&&null!==s.visibleInstances[t._id];if(n.isReady(t,a)){o.enableEffect(n._effect),r._bind(t,n._effect,e.Material.TriangleFillMode);var h=t.getMaterial();if(n._effect.setMatrix("viewProjection",n.getTransformMatrix()),h&&h.needAlphaTesting()){var c=h.getAlphaTestTexture();n._effect.setTexture("diffuseSampler",c),n._effect.setMatrix("diffuseMatrix",c.getTextureMatrix())}r.useBones&&r.computeBonesUsingShaders&&n._effect.setMatrices("mBones",r.skeleton.getTransformMatrices()),r._processRendering(t,n._effect,e.Material.TriangleFillMode,s,a,function(e,t){return n._effect.setMatrix("world",t)})}else n._shadowMap.resetRefreshCounter()}};this._shadowMap.customRenderFunction=function(e,t,r){var i;for(i=0;i=1?this._darkness=1:0>=e?this._darkness=0:this._darkness=e},t.prototype.setTransparencyShadow=function(e){this._transparencyShadow=e},t.prototype._packHalf=function(t){var r=255*t,i=r-Math.floor(r);return new e.Vector2(t-i/255,i)},t.prototype.dispose=function(){this._shadowMap.dispose(),this._shadowMap2&&this._shadowMap2.dispose(),this._downSamplePostprocess&&this._downSamplePostprocess.dispose(),this._boxBlurPostprocess&&this._boxBlurPostprocess.dispose()},t._FILTER_NONE=0,t._FILTER_VARIANCESHADOWMAP=1,t._FILTER_POISSONSAMPLING=2,t._FILTER_BLURVARIANCESHADOWMAP=3,t}();e.ShadowGenerator=t}(BABYLON||(BABYLON={}));var BABYLON;!function(e){var t=function(e,t,r,i){return e.x>r.x+i?!1:r.x-i>t.x?!1:e.y>r.y+i?!1:r.y-i>t.y?!1:e.z>r.z+i?!1:r.z-i>t.z?!1:!0},r=function(e,t,r,i){var n=t*t-4*e*r,o={root:0,found:!1};if(0>n)return o;var s=Math.sqrt(n),a=(-t-s)/(2*e),h=(-t+s)/(2*e);if(a>h){var c=h;h=a,a=c}return a>0&&i>a?(o.root=a,o.found=!0,o):h>0&&i>h?(o.root=h,o.found=!0,o):o},i=function(){function i(){this.radius=new e.Vector3(1,1,1),this.retry=0,this.basePointWorld=e.Vector3.Zero(),this.velocityWorld=e.Vector3.Zero(),this.normalizedVelocity=e.Vector3.Zero(),this._collisionPoint=e.Vector3.Zero(),this._planeIntersectionPoint=e.Vector3.Zero(),this._tempVector=e.Vector3.Zero(),this._tempVector2=e.Vector3.Zero(),this._tempVector3=e.Vector3.Zero(),this._tempVector4=e.Vector3.Zero(),this._edge=e.Vector3.Zero(),this._baseToVertex=e.Vector3.Zero(),this._destinationPoint=e.Vector3.Zero(),this._slidePlaneNormal=e.Vector3.Zero(),this._displacementVector=e.Vector3.Zero()}return i.prototype._initialize=function(t,r,i){this.velocity=r,e.Vector3.NormalizeToRef(r,this.normalizedVelocity),this.basePoint=t,t.multiplyToRef(this.radius,this.basePointWorld),r.multiplyToRef(this.radius,this.velocityWorld),this.velocityWorldLength=this.velocityWorld.length(),this.epsilon=i,this.collisionFound=!1},i.prototype._checkPointInTriangle=function(t,r,i,n,o){r.subtractToRef(t,this._tempVector),i.subtractToRef(t,this._tempVector2),e.Vector3.CrossToRef(this._tempVector,this._tempVector2,this._tempVector4);var s=e.Vector3.Dot(this._tempVector4,o);return 0>s?!1:(n.subtractToRef(t,this._tempVector3),e.Vector3.CrossToRef(this._tempVector2,this._tempVector3,this._tempVector4),s=e.Vector3.Dot(this._tempVector4,o),0>s?!1:(e.Vector3.CrossToRef(this._tempVector3,this._tempVector,this._tempVector4),s=e.Vector3.Dot(this._tempVector4,o),s>=0))},i.prototype._canDoCollision=function(r,i,n,o){var s=e.Vector3.Distance(this.basePointWorld,r),a=Math.max(this.radius.x,this.radius.y,this.radius.z);return s>this.velocityWorldLength+a+i?!1:t(n,o,this.basePointWorld,this.velocityWorldLength+a)?!0:!1},i.prototype._testTriangle=function(t,i,n,o,s,a){var h,c=!1;i||(i=[]),i[t]||(i[t]=new e.Plane(0,0,0,0),i[t].copyFromPoints(n,o,s));var l=i[t];if(a||l.isFrontFacingTo(this.normalizedVelocity,0)){var u=l.signedDistanceTo(this.basePoint),f=e.Vector3.Dot(l.normal,this.velocity);if(0==f){if(Math.abs(u)>=1)return;c=!0,h=0}else{h=(-1-u)/f;var d=(1-u)/f;if(h>d){var p=d;d=h,h=p}if(h>1||0>d)return;0>h&&(h=0),h>1&&(h=1)}this._collisionPoint.copyFromFloats(0,0,0);var m=!1,g=1;if(c||(this.basePoint.subtractToRef(l.normal,this._planeIntersectionPoint),this.velocity.scaleToRef(h,this._tempVector),this._planeIntersectionPoint.addInPlace(this._tempVector),this._checkPointInTriangle(this._planeIntersectionPoint,n,o,s,l.normal)&&(m=!0,g=h,this._collisionPoint.copyFrom(this._planeIntersectionPoint))),!m){var _=this.velocity.lengthSquared(),v=_;this.basePoint.subtractToRef(n,this._tempVector);var y=2*e.Vector3.Dot(this.velocity,this._tempVector),x=this._tempVector.lengthSquared()-1,E=r(v,y,x,g);E.found&&(g=E.root,m=!0,this._collisionPoint.copyFrom(n)),this.basePoint.subtractToRef(o,this._tempVector),y=2*e.Vector3.Dot(this.velocity,this._tempVector),x=this._tempVector.lengthSquared()-1,E=r(v,y,x,g),E.found&&(g=E.root,m=!0,this._collisionPoint.copyFrom(o)),this.basePoint.subtractToRef(s,this._tempVector),y=2*e.Vector3.Dot(this.velocity,this._tempVector),x=this._tempVector.lengthSquared()-1,E=r(v,y,x,g),E.found&&(g=E.root,m=!0,this._collisionPoint.copyFrom(s)),o.subtractToRef(n,this._edge),n.subtractToRef(this.basePoint,this._baseToVertex);var T=this._edge.lengthSquared(),b=e.Vector3.Dot(this._edge,this.velocity),A=e.Vector3.Dot(this._edge,this._baseToVertex);if(v=T*-_+b*b,y=T*(2*e.Vector3.Dot(this.velocity,this._baseToVertex))-2*b*A,x=T*(1-this._baseToVertex.lengthSquared())+A*A,E=r(v,y,x,g),E.found){var M=(b*E.root-A)/T;M>=0&&1>=M&&(g=E.root,m=!0,this._edge.scaleInPlace(M),n.addToRef(this._edge,this._collisionPoint))}s.subtractToRef(o,this._edge),o.subtractToRef(this.basePoint,this._baseToVertex),T=this._edge.lengthSquared(),b=e.Vector3.Dot(this._edge,this.velocity),A=e.Vector3.Dot(this._edge,this._baseToVertex),v=T*-_+b*b,y=T*(2*e.Vector3.Dot(this.velocity,this._baseToVertex))-2*b*A,x=T*(1-this._baseToVertex.lengthSquared())+A*A,E=r(v,y,x,g),E.found&&(M=(b*E.root-A)/T,M>=0&&1>=M&&(g=E.root,m=!0,this._edge.scaleInPlace(M),o.addToRef(this._edge,this._collisionPoint))),n.subtractToRef(s,this._edge),s.subtractToRef(this.basePoint,this._baseToVertex),T=this._edge.lengthSquared(),b=e.Vector3.Dot(this._edge,this.velocity),A=e.Vector3.Dot(this._edge,this._baseToVertex),v=T*-_+b*b,y=T*(2*e.Vector3.Dot(this.velocity,this._baseToVertex))-2*b*A,x=T*(1-this._baseToVertex.lengthSquared())+A*A,E=r(v,y,x,g),E.found&&(M=(b*E.root-A)/T,M>=0&&1>=M&&(g=E.root,m=!0,this._edge.scaleInPlace(M),s.addToRef(this._edge,this._collisionPoint)))}if(m){var C=g*this.velocity.length();(!this.collisionFound||Ca;a+=3){var h=t[r[a]-o],c=t[r[a+1]-o],l=t[r[a+2]-o];this._testTriangle(a,e,l,c,h,s)}},i.prototype._getResponse=function(t,r){t.addToRef(r,this._destinationPoint),r.scaleInPlace(this.nearestDistance/r.length()),this.basePoint.addToRef(r,t),t.subtractToRef(this.intersectionPoint,this._slidePlaneNormal),this._slidePlaneNormal.normalize(),this._slidePlaneNormal.scaleToRef(this.epsilon,this._displacementVector),t.addInPlace(this._displacementVector),this.intersectionPoint.addInPlace(this._displacementVector),this._slidePlaneNormal.scaleInPlace(e.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint,this._slidePlaneNormal,this._destinationPoint)),this._destinationPoint.subtractInPlace(this._slidePlaneNormal),this._destinationPoint.subtractToRef(this.intersectionPoint,r)},i}();e.Collider=i}(BABYLON||(BABYLON={}));var BABYLON;!function(e){e.CollisionWorker="",function(e){e[e.INIT=0]="INIT",e[e.UPDATE=1]="UPDATE",e[e.COLLIDE=2]="COLLIDE"}(e.WorkerTaskType||(e.WorkerTaskType={}));var t=e.WorkerTaskType;!function(e){e[e.SUCCESS=0]="SUCCESS",e[e.UNKNOWN_ERROR=1]="UNKNOWN_ERROR"}(e.WorkerReplyType||(e.WorkerReplyType={}));var r=e.WorkerReplyType,i=function(){function i(){var n=this;this._scaledPosition=e.Vector3.Zero(),this._scaledVelocity=e.Vector3.Zero(),this.onMeshUpdated=function(e){n._addUpdateMeshesList[e.uniqueId]=i.SerializeMesh(e)},this.onGeometryUpdated=function(e){n._addUpdateGeometriesList[e.id]=i.SerializeGeometry(e)},this._afterRender=function(){if(n._init&&!(0==n._toRemoveGeometryArray.length&&0==n._toRemoveMeshesArray.length&&0==Object.keys(n._addUpdateGeometriesList).length&&0==Object.keys(n._addUpdateMeshesList).length||n._runningUpdated>4)){++n._runningUpdated;var e={updatedMeshes:n._addUpdateMeshesList,updatedGeometries:n._addUpdateGeometriesList,removedGeometries:n._toRemoveGeometryArray,removedMeshes:n._toRemoveMeshesArray},r={payload:e,taskType:t.UPDATE},i=[];for(var o in e.updatedGeometries)e.updatedGeometries.hasOwnProperty(o)&&(i.push(r.payload.updatedGeometries[o].indices.buffer),i.push(r.payload.updatedGeometries[o].normals.buffer),i.push(r.payload.updatedGeometries[o].positions.buffer));n._worker.postMessage(r,i),n._addUpdateMeshesList={},n._addUpdateGeometriesList={},n._toRemoveGeometryArray=[],n._toRemoveMeshesArray=[]}},this._onMessageFromWorker=function(i){var o=i.data;if(o.error!=r.SUCCESS)return void e.Tools.Warn("error returned from worker!");switch(o.taskType){case t.INIT:n._init=!0,n._scene.meshes.forEach(function(e){n.onMeshAdded(e)}),n._scene.getGeometries().forEach(function(e){n.onGeometryAdded(e)});break;case t.UPDATE:n._runningUpdated--;break;case t.COLLIDE:n._runningCollisionTask=!1;var s=o.payload;if(!n._collisionsCallbackArray[s.collisionId])return;n._collisionsCallbackArray[s.collisionId](s.collisionId,e.Vector3.FromArray(s.newPosition),n._scene.getMeshByUniqueID(s.collidedMeshUniqueId)),n._collisionsCallbackArray[s.collisionId]=void 0}},this._collisionsCallbackArray=[],this._init=!1,this._runningUpdated=0,this._runningCollisionTask=!1,this._addUpdateMeshesList={},this._addUpdateGeometriesList={},this._toRemoveGeometryArray=[],this._toRemoveMeshesArray=[]}return i.prototype.getNewPosition=function(e,r,i,n,o,s,a){if(this._init&&!this._collisionsCallbackArray[a]&&!this._collisionsCallbackArray[a+1e5]){e.divideToRef(i.radius,this._scaledPosition),r.divideToRef(i.radius,this._scaledVelocity),this._collisionsCallbackArray[a]=s;var h={collider:{position:this._scaledPosition.asArray(),velocity:this._scaledVelocity.asArray(),radius:i.radius.asArray()},collisionId:a,excludedMeshUniqueId:o?o.uniqueId:null,maximumRetry:n},c={payload:h,taskType:t.COLLIDE};this._worker.postMessage(c)}},i.prototype.init=function(r){this._scene=r,this._scene.registerAfterRender(this._afterRender);var i=e.WorkerIncluded?e.Engine.CodeRepository+"Collisions/babylon.collisionWorker.js":URL.createObjectURL(new Blob([e.CollisionWorker],{type:"application/javascript"}));this._worker=new Worker(i),this._worker.onmessage=this._onMessageFromWorker;var n={payload:{},taskType:t.INIT};this._worker.postMessage(n)},i.prototype.destroy=function(){this._scene.unregisterAfterRender(this._afterRender),this._worker.terminate()},i.prototype.onMeshAdded=function(e){e.registerAfterWorldMatrixUpdate(this.onMeshUpdated),this.onMeshUpdated(e)},i.prototype.onMeshRemoved=function(e){this._toRemoveMeshesArray.push(e.uniqueId)},i.prototype.onGeometryAdded=function(e){e.onGeometryUpdated=this.onGeometryUpdated,this.onGeometryUpdated(e)},i.prototype.onGeometryDeleted=function(e){this._toRemoveGeometryArray.push(e.id)},i.SerializeMesh=function(t){var r=[];t.subMeshes&&(r=t.subMeshes.map(function(e,t){return{position:t,verticesStart:e.verticesStart,verticesCount:e.verticesCount,indexStart:e.indexStart,indexCount:e.indexCount,hasMaterial:!!e.getMaterial(),sphereCenter:e.getBoundingInfo().boundingSphere.centerWorld.asArray(),sphereRadius:e.getBoundingInfo().boundingSphere.radiusWorld,boxMinimum:e.getBoundingInfo().boundingBox.minimumWorld.asArray(),boxMaximum:e.getBoundingInfo().boundingBox.maximumWorld.asArray()}}));var i=null;return t instanceof e.Mesh?i=t.geometry?t.geometry.id:null:t instanceof e.InstancedMesh&&(i=t.sourceMesh&&t.sourceMesh.geometry?t.sourceMesh.geometry.id:null),{uniqueId:t.uniqueId,id:t.id,name:t.name,geometryId:i,sphereCenter:t.getBoundingInfo().boundingSphere.centerWorld.asArray(),sphereRadius:t.getBoundingInfo().boundingSphere.radiusWorld,boxMinimum:t.getBoundingInfo().boundingBox.minimumWorld.asArray(),boxMaximum:t.getBoundingInfo().boundingBox.maximumWorld.asArray(),worldMatrixFromCache:t.worldMatrixFromCache.asArray(),subMeshes:r,checkCollisions:t.checkCollisions}},i.SerializeGeometry=function(t){return{id:t.id,positions:new Float32Array(t.getVerticesData(e.VertexBuffer.PositionKind)||[]),normals:new Float32Array(t.getVerticesData(e.VertexBuffer.NormalKind)||[]),indices:new Int32Array(t.getIndices()||[])}},i}();e.CollisionCoordinatorWorker=i;var n=function(){function t(){this._scaledPosition=e.Vector3.Zero(),this._scaledVelocity=e.Vector3.Zero(),this._finalPosition=e.Vector3.Zero()}return t.prototype.getNewPosition=function(e,t,r,i,n,o,s){e.divideToRef(r.radius,this._scaledPosition),t.divideToRef(r.radius,this._scaledVelocity),r.collidedMesh=null,r.retry=0,r.initialVelocity=this._scaledVelocity,r.initialPosition=this._scaledPosition,this._collideWithWorld(this._scaledPosition,this._scaledVelocity,r,i,this._finalPosition,n),this._finalPosition.multiplyInPlace(r.radius),o(s,this._finalPosition,r.collidedMesh)},t.prototype.init=function(e){this._scene=e},t.prototype.destroy=function(){},t.prototype.onMeshAdded=function(e){},t.prototype.onMeshUpdated=function(e){},t.prototype.onMeshRemoved=function(e){},t.prototype.onGeometryAdded=function(e){},t.prototype.onGeometryUpdated=function(e){},t.prototype.onGeometryDeleted=function(e){},t.prototype._collideWithWorld=function(t,r,i,n,o,s){void 0===s&&(s=null);var a=10*e.Engine.CollisionsEpsilon;if(i.retry>=n)return void o.copyFrom(t);i._initialize(t,r,a);for(var h=0;h-1)return e.Tools.Error("You're trying to reuse a post process not defined as reusable."),0;if(null==r||0>r)return this._postProcesses.push(t),this._postProcessesTakenIndices.push(this._postProcesses.length-1),this._postProcesses.length-1;var i,n,o=0;if(this._postProcesses[r]){for(n=this._postProcesses.length-1,i=n;i>=r+1;--i)this._postProcesses[i+1]=this._postProcesses[i];o=1}for(i=0;i=i;--s)this._postProcessesTakenIndices[s+1]=this._postProcessesTakenIndices[s]+o;this._postProcessesTakenIndices[i]=r;break}o||-1!==this._postProcessesTakenIndices.indexOf(r)||this._postProcessesTakenIndices.push(r);var a=r+o;return this._postProcesses[a]=t,a},i.prototype.detachPostProcess=function(e,t){void 0===t&&(t=null);var r,i,n=[];if(t)for(t=t instanceof Array?t:[t],r=0;rr;r++)this._postProcesses[r]===e&&(delete this._postProcesses[r],i=this._postProcessesTakenIndices.indexOf(r),this._postProcessesTakenIndices.splice(i,1))}return n},i.prototype.getWorldMatrix=function(){this._worldMatrix||(this._worldMatrix=e.Matrix.Identity());var t=this.getViewMatrix();return t.invertToRef(this._worldMatrix),this._worldMatrix},i.prototype._getViewMatrix=function(){return e.Matrix.Identity()},i.prototype.getViewMatrix=function(t){return this._computedViewMatrix=this._computeViewMatrix(t),!t&&this._isSynchronizedViewMatrix()?this._computedViewMatrix:(this.parent&&this.parent.getWorldMatrix?(this._worldMatrix||(this._worldMatrix=e.Matrix.Identity()),this._computedViewMatrix.invertToRef(this._worldMatrix),this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(),this._computedViewMatrix),this._globalPosition.copyFromFloats(this._computedViewMatrix.m[12],this._computedViewMatrix.m[13],this._computedViewMatrix.m[14]),this._computedViewMatrix.invert(),this._markSyncedWithParent()):this._globalPosition.copyFrom(this.position),this._currentRenderId=this.getScene().getRenderId(),this._computedViewMatrix)},i.prototype._computeViewMatrix=function(e){return!e&&this._isSynchronizedViewMatrix()?this._computedViewMatrix:(this._computedViewMatrix=this._getViewMatrix(),this._currentRenderId=this.getScene().getRenderId(),this._computedViewMatrix)},i.prototype.getProjectionMatrix=function(t){if(!t&&this._isSynchronizedProjectionMatrix())return this._projectionMatrix;var r=this.getEngine();if(this.mode===i.PERSPECTIVE_CAMERA)return this.minZ<=0&&(this.minZ=.1),e.Matrix.PerspectiveFovLHToRef(this.fov,r.getAspectRatio(this),this.minZ,this.maxZ,this._projectionMatrix,this.fovMode),this._projectionMatrix;var n=r.getRenderWidth()/2,o=r.getRenderHeight()/2;return e.Matrix.OrthoOffCenterLHToRef(this.orthoLeft||-n,this.orthoRight||n,this.orthoBottom||-o,this.orthoTop||o,this.minZ,this.maxZ,this._projectionMatrix),this._projectionMatrix},i.prototype.dispose=function(){for(this.getScene().removeCamera(this);this._rigCameras.length>0;)this._rigCameras.pop().dispose();for(var e=0;e0;)this._rigCameras.pop().dispose();switch(this.cameraRigMode=r,this._cameraRigParams={},this.cameraRigMode){case i.RIG_MODE_STEREOSCOPIC_ANAGLYPH:case i.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:case i.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:case i.RIG_MODE_STEREOSCOPIC_OVERUNDER:this._cameraRigParams.interaxialDistance=n.interaxialDistance||.0637,this._cameraRigParams.stereoHalfAngle=e.Tools.ToRadians(this._cameraRigParams.interaxialDistance/.0637),this._rigCameras.push(this.createRigCamera(this.name+"_L",0)),this._rigCameras.push(this.createRigCamera(this.name+"_R",1))}var o=new Array;switch(this.cameraRigMode){case i.RIG_MODE_STEREOSCOPIC_ANAGLYPH:o.push(new e.PassPostProcess(this.name+"_passthru",1,this._rigCameras[0])),this._rigCameras[0].isIntermediate=!0,o.push(new e.AnaglyphPostProcess(this.name+"_anaglyph",1,this._rigCameras[1])),o[1].onApply=function(e){e.setTextureFromPostProcess("leftSampler",o[0])};break;case i.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:case i.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:case i.RIG_MODE_STEREOSCOPIC_OVERUNDER:var s=this.cameraRigMode===i.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL||this.cameraRigMode===i.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED,a=this.cameraRigMode===i.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED?1:0,h=1-a;o.push(new e.PassPostProcess(this.name+"_passthru",1,this._rigCameras[a])),this._rigCameras[a].isIntermediate=!0,o.push(new e.StereoscopicInterlacePostProcess(this.name+"_stereoInterlace",this._rigCameras[h],o[0],s));break;case i.RIG_MODE_VR:this._rigCameras.push(this.createRigCamera(this.name+"_L",0)),this._rigCameras.push(this.createRigCamera(this.name+"_R",1));var c=n.vrCameraMetrics||t.GetDefault();this._rigCameras[0]._cameraRigParams.vrMetrics=c,this._rigCameras[0].viewport=new e.Viewport(0,0,.5,1),this._rigCameras[0]._cameraRigParams.vrWorkMatrix=new e.Matrix,this._rigCameras[0]._cameraRigParams.vrHMatrix=c.leftHMatrix,this._rigCameras[0]._cameraRigParams.vrPreViewMatrix=c.leftPreViewMatrix,this._rigCameras[0].getProjectionMatrix=this._rigCameras[0]._getVRProjectionMatrix,c.compensateDistortion&&o.push(new e.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Left",this._rigCameras[0],!1,c)),this._rigCameras[1]._cameraRigParams.vrMetrics=this._rigCameras[0]._cameraRigParams.vrMetrics,this._rigCameras[1].viewport=new e.Viewport(.5,0,.5,1),this._rigCameras[1]._cameraRigParams.vrWorkMatrix=new e.Matrix,this._rigCameras[1]._cameraRigParams.vrHMatrix=c.rightHMatrix,this._rigCameras[1]._cameraRigParams.vrPreViewMatrix=c.rightPreViewMatrix,this._rigCameras[1].getProjectionMatrix=this._rigCameras[1]._getVRProjectionMatrix,c.compensateDistortion&&o.push(new e.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Right",this._rigCameras[1],!0,c))}this._update()},i.prototype._getVRProjectionMatrix=function(){return e.Matrix.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov,this._cameraRigParams.vrMetrics.aspectRatio,this.minZ,this.maxZ,this._cameraRigParams.vrWorkMatrix),this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix,this._projectionMatrix),this._projectionMatrix},i.prototype.setCameraRigParameter=function(t,r){this._cameraRigParams[t]=r,"interaxialDistance"===t&&(this._cameraRigParams.stereoHalfAngle=e.Tools.ToRadians(r/.0637))},i.prototype.createRigCamera=function(e,t){return null},i.prototype._updateRigCameras=function(){for(var e=0;e=0?this.rotation.y=-Math.atan(r.z/r.x)+Math.PI/2:this.rotation.y=-Math.atan(r.z/r.x)-Math.PI/2,this.rotation.z=-Math.acos(e.Vector3.Dot(new e.Vector3(0,1,0),this.upVector)),isNaN(this.rotation.x)&&(this.rotation.x=0),isNaN(this.rotation.y)&&(this.rotation.y=0),isNaN(this.rotation.z)&&(this.rotation.z=0)},r.prototype.getTarget=function(){return this._currentTarget},r.prototype._decideIfNeedsToMove=function(){return Math.abs(this.cameraDirection.x)>0||Math.abs(this.cameraDirection.y)>0||Math.abs(this.cameraDirection.z)>0},r.prototype._updatePosition=function(){this.position.addInPlace(this.cameraDirection)},r.prototype._checkInputs=function(){var r=this._decideIfNeedsToMove(),i=Math.abs(this.cameraRotation.x)>0||Math.abs(this.cameraRotation.y)>0;if(r&&this._updatePosition(),i&&(this.rotation.x+=this.cameraRotation.x,this.rotation.y+=this.cameraRotation.y,!this.noRotationConstraint)){var n=Math.PI/2*.95;this.rotation.x>n&&(this.rotation.x=n),this.rotation.x<-n&&(this.rotation.x=-n)}r&&(Math.abs(this.cameraDirection.x)e.Engine.CollisionsEpsilon&&(o.position.addInPlace(o._diffPosition),o.onCollide&&i&&o.onCollide(i))};n(r)}}return __extends(r,t),r.prototype.attachControl=function(t,r){var i,n=this,o=this.getEngine();this._attachedElement||(this._attachedElement=t,void 0===this._onMouseDown&&(this._onMouseDown=function(e){i={x:e.clientX,y:e.clientY},r||e.preventDefault()},this._onMouseUp=function(e){i=null,r||e.preventDefault()},this._onMouseOut=function(e){i=null,n._keys=[],r||e.preventDefault()},this._onMouseMove=function(e){if(i||o.isPointerLock){var t,s;o.isPointerLock?(t=e.movementX||e.mozMovementX||e.webkitMovementX||e.msMovementX||0,s=e.movementY||e.mozMovementY||e.webkitMovementY||e.msMovementY||0):(t=e.clientX-i.x,s=e.clientY-i.y),n.cameraRotation.y+=t/n.angularSensibility,n.cameraRotation.x+=s/n.angularSensibility,i={x:e.clientX,y:e.clientY},r||e.preventDefault()}},this._onKeyDown=function(e){if(-1!==n.keysUp.indexOf(e.keyCode)||-1!==n.keysDown.indexOf(e.keyCode)||-1!==n.keysLeft.indexOf(e.keyCode)||-1!==n.keysRight.indexOf(e.keyCode)){var t=n._keys.indexOf(e.keyCode);-1===t&&n._keys.push(e.keyCode),r||e.preventDefault()}},this._onKeyUp=function(e){if(-1!==n.keysUp.indexOf(e.keyCode)||-1!==n.keysDown.indexOf(e.keyCode)||-1!==n.keysLeft.indexOf(e.keyCode)||-1!==n.keysRight.indexOf(e.keyCode)){var t=n._keys.indexOf(e.keyCode);t>=0&&n._keys.splice(t,1),r||e.preventDefault()}},this._onLostFocus=function(){n._keys=[]},this._reset=function(){n._keys=[],i=null,n.cameraDirection=new e.Vector3(0,0,0),n.cameraRotation=new e.Vector2(0,0)}),t.addEventListener("mousedown",this._onMouseDown,!1),t.addEventListener("mouseup",this._onMouseUp,!1),t.addEventListener("mouseout",this._onMouseOut,!1),t.addEventListener("mousemove",this._onMouseMove,!1),e.Tools.RegisterTopRootEvents([{name:"keydown",handler:this._onKeyDown},{name:"keyup",handler:this._onKeyUp},{name:"blur",handler:this._onLostFocus}]))},r.prototype.detachControl=function(t){this._attachedElement==t&&(t.removeEventListener("mousedown",this._onMouseDown),t.removeEventListener("mouseup",this._onMouseUp),t.removeEventListener("mouseout",this._onMouseOut),t.removeEventListener("mousemove",this._onMouseMove),e.Tools.UnregisterTopRootEvents([{name:"keydown",handler:this._onKeyDown},{name:"keyup",handler:this._onKeyUp},{name:"blur",handler:this._onLostFocus}]),this._attachedElement=null,this._reset&&this._reset())},r.prototype._collideWithWorld=function(t){var r;r=this.parent?e.Vector3.TransformCoordinates(this.position,this.parent.getWorldMatrix()):this.position,r.subtractFromFloatsToRef(0,this.ellipsoid.y,0,this._oldPosition),this._collider.radius=this.ellipsoid;var i=t;this.applyGravity&&(i=t.add(this.getScene().gravity)),this.getScene().collisionCoordinator.getNewPosition(this._oldPosition,i,this._collider,3,null,this._onCollisionPositionChange,this.uniqueId)},r.prototype._checkInputs=function(){this._localDirection||(this._localDirection=e.Vector3.Zero(),this._transformedDirection=e.Vector3.Zero());for(var r=0;r0||Math.abs(this.cameraDirection.y)>0||Math.abs(this.cameraDirection.z)>0},r.prototype._updatePosition=function(){this.checkCollisions&&this.getScene().collisionsEnabled?this._collideWithWorld(this.cameraDirection):this.position.addInPlace(this.cameraDirection)},r}(e.TargetCamera);e.FreeCamera=t}(BABYLON||(BABYLON={}));var BABYLON;!function(e){var t=function(t){function r(e,r,i){t.call(this,e,r,i),this.radius=12,this.rotationOffset=0,this.heightOffset=4,this.cameraAcceleration=.05,this.maxCameraSpeed=20}return __extends(r,t),r.prototype.getRadians=function(e){return e*Math.PI/180},r.prototype.follow=function(t){if(t){var r;if(t.rotationQuaternion){var i=new e.Matrix;t.rotationQuaternion.toRotationMatrix(i),r=Math.atan2(i.m[8],i.m[10])}else r=t.rotation.y;var n=this.getRadians(this.rotationOffset)+r,o=t.position.x+Math.sin(n)*this.radius,s=t.position.z+Math.cos(n)*this.radius,a=o-this.position.x,h=t.position.y+this.heightOffset-this.position.y,c=s-this.position.z,l=a*this.cameraAcceleration*2,u=h*this.cameraAcceleration,f=c*this.cameraAcceleration*2;(l>this.maxCameraSpeed||l<-this.maxCameraSpeed)&&(l=1>l?-this.maxCameraSpeed:this.maxCameraSpeed),(u>this.maxCameraSpeed||u<-this.maxCameraSpeed)&&(u=1>u?-this.maxCameraSpeed:this.maxCameraSpeed),(f>this.maxCameraSpeed||f<-this.maxCameraSpeed)&&(f=1>f?-this.maxCameraSpeed:this.maxCameraSpeed),this.position=new e.Vector3(this.position.x+l,this.position.y+u,this.position.z+f),this.setTarget(t.position)}},r.prototype._checkInputs=function(){t.prototype._checkInputs.call(this),this.follow(this.target)},r}(e.TargetCamera);e.FollowCamera=t;var r=function(t){function r(r,i,n,o,s,a){t.call(this,r,e.Vector3.Zero(),a),this.alpha=i,this.beta=n,this.radius=o,this.target=s,this._cartesianCoordinates=e.Vector3.Zero(),this.follow()}return __extends(r,t),r.prototype.follow=function(){this._cartesianCoordinates.x=this.radius*Math.cos(this.alpha)*Math.cos(this.beta),this._cartesianCoordinates.y=this.radius*Math.sin(this.beta),this._cartesianCoordinates.z=this.radius*Math.sin(this.alpha)*Math.cos(this.beta),this.position=this.target.position.add(this._cartesianCoordinates),this.setTarget(this.target.position)},r.prototype._checkInputs=function(){t.prototype._checkInputs.call(this),this.follow()},r}(e.TargetCamera);e.ArcFollowCamera=r}(BABYLON||(BABYLON={}));var BABYLON;!function(e){var t=function(t){function r(e,r,i){t.call(this,e,r,i),this._offsetX=null,this._offsetY=null,this._pointerCount=0,this._pointerPressed=[],this.angularSensibility=2e5,this.moveSensibility=500}return __extends(r,t),r.prototype.attachControl=function(t,r){var i,n=this;this._attachedCanvas||(this._attachedCanvas=t,void 0===this._onPointerDown&&(this._onPointerDown=function(e){r||e.preventDefault(),n._pointerPressed.push(e.pointerId),1===n._pointerPressed.length&&(i={x:e.clientX,y:e.clientY})},this._onPointerUp=function(e){r||e.preventDefault();var t=n._pointerPressed.indexOf(e.pointerId);-1!==t&&(n._pointerPressed.splice(t,1),0==t&&(i=null,n._offsetX=null,n._offsetY=null))},this._onPointerMove=function(e){if(r||e.preventDefault(),i){var t=n._pointerPressed.indexOf(e.pointerId);0==t&&(n._offsetX=e.clientX-i.x,n._offsetY=-(e.clientY-i.y))}},this._onLostFocus=function(){n._offsetX=null,n._offsetY=null}),t.addEventListener("pointerdown",this._onPointerDown),t.addEventListener("pointerup",this._onPointerUp),t.addEventListener("pointerout",this._onPointerUp),t.addEventListener("pointermove",this._onPointerMove),e.Tools.RegisterTopRootEvents([{name:"blur",handler:this._onLostFocus}]))},r.prototype.detachControl=function(t){this._attachedCanvas==t&&(t.removeEventListener("pointerdown",this._onPointerDown),t.removeEventListener("pointerup",this._onPointerUp),t.removeEventListener("pointerout",this._onPointerUp),t.removeEventListener("pointermove",this._onPointerMove),e.Tools.UnregisterTopRootEvents([{name:"blur",handler:this._onLostFocus}]),this._attachedCanvas=null)},r.prototype._checkInputs=function(){if(this._offsetX)if(this.cameraRotation.y+=this._offsetX/this.angularSensibility,this._pointerPressed.length>1)this.cameraRotation.x+=-this._offsetY/this.angularSensibility;else{var r=this._computeLocalCameraSpeed(),i=new e.Vector3(0,0,r*this._offsetY/this.moveSensibility);e.Matrix.RotationYawPitchRollToRef(this.rotation.y,this.rotation.x,0,this._cameraRotationMatrix),this.cameraDirection.addInPlace(e.Vector3.TransformCoordinates(i,this._cameraRotationMatrix))}t.prototype._checkInputs.call(this)},r}(e.FreeCamera);e.TouchCamera=t}(BABYLON||(BABYLON={}));var BABYLON;!function(e){var t=e.Tools.GetPointerPrefix(),r=function(r){function i(t,i,n,o,s,a){var h=this;r.call(this,t,e.Vector3.Zero(),a),this.alpha=i,this.beta=n,this.radius=o,this.target=s,this.inertialAlphaOffset=0,this.inertialBetaOffset=0,this.inertialRadiusOffset=0,this.lowerAlphaLimit=null,this.upperAlphaLimit=null,this.lowerBetaLimit=.01,this.upperBetaLimit=Math.PI,this.lowerRadiusLimit=null,this.upperRadiusLimit=null,this.angularSensibilityX=1e3,this.angularSensibilityY=1e3,this.wheelPrecision=3,this.pinchPrecision=2,this.panningSensibility=50,this.inertialPanningX=0,this.inertialPanningY=0,this.keysUp=[38],this.keysDown=[40],this.keysLeft=[37],this.keysRight=[39],this.zoomOnFactor=1,this.targetScreenOffset=e.Vector2.Zero(),this.pinchInwards=!0,this.allowUpsideDown=!0,this._keys=[],this._viewMatrix=new e.Matrix,this._isRightClick=!1,this._isCtrlPushed=!1,this.checkCollisions=!1,this.collisionRadius=new e.Vector3(.5,.5,.5),this._collider=new e.Collider,this._previousPosition=e.Vector3.Zero(),this._collisionVelocity=e.Vector3.Zero(),this._newPosition=e.Vector3.Zero(),this._onCollisionPositionChange=function(t,r,i){void 0===i&&(i=null),h.getScene().workerCollisions&&h.checkCollisions&&r.multiplyInPlace(h._collider.radius),i?(h.setPosition(h.position),h.onCollide&&h.onCollide(i)):h._previousPosition.copyFrom(h.position);var n=Math.cos(h.alpha),o=Math.sin(h.alpha),s=Math.cos(h.beta),a=Math.sin(h.beta),c=h._getTargetPosition();c.addToRef(new e.Vector3(h.radius*n*a,h.radius*s,h.radius*o*a),h._newPosition),h.position.copyFrom(h._newPosition);var l=h.upVector;if(h.allowUpsideDown&&h.beta<0){var l=l.clone();l=l.negate()}e.Matrix.LookAtLHToRef(h.position,c,l,h._viewMatrix),h._viewMatrix.m[12]+=h.targetScreenOffset.x,h._viewMatrix.m[13]+=h.targetScreenOffset.y,h._collisionTriggered=!1},this.target||(this.target=e.Vector3.Zero()),this.getViewMatrix()}return __extends(i,r),Object.defineProperty(i.prototype,"angularSensibility",{get:function(){return e.Tools.Warn("Warning: angularSensibility is deprecated, use angularSensibilityX and angularSensibilityY instead."),Math.max(this.angularSensibilityX,this.angularSensibilityY)},set:function(t){e.Tools.Warn("Warning: angularSensibility is deprecated, use angularSensibilityX and angularSensibilityY instead."),this.angularSensibilityX=t,this.angularSensibilityY=t},enumerable:!0,configurable:!0}),i.prototype._getTargetPosition=function(){return this.target.position||this.target},i.prototype._initCache=function(){r.prototype._initCache.call(this),this._cache.target=new e.Vector3(Number.MAX_VALUE,Number.MAX_VALUE,Number.MAX_VALUE),this._cache.alpha=void 0,this._cache.beta=void 0,this._cache.radius=void 0,this._cache.targetScreenOffset=e.Vector2.Zero()},i.prototype._updateCache=function(e){e||r.prototype._updateCache.call(this),this._cache.target.copyFrom(this._getTargetPosition()),this._cache.alpha=this.alpha,this._cache.beta=this.beta,this._cache.radius=this.radius,this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset)},i.prototype._isSynchronizedViewMatrix=function(){return r.prototype._isSynchronizedViewMatrix.call(this)?this._cache.target.equals(this._getTargetPosition())&&this._cache.alpha===this.alpha&&this._cache.beta===this.beta&&this._cache.radius===this.radius&&this._cache.targetScreenOffset.equals(this.targetScreenOffset):!1},i.prototype.attachControl=function(r,i,n){var o=this;void 0===n&&(n=!0);var s,a=0,h=new e.SmartCollection;if(!this._attachedElement){this._attachedElement=r;var c=this.getEngine();void 0===this._onPointerDown&&(this._onPointerDown=function(e){o._isRightClick=2===e.button?!0:!1,h.add(e.pointerId,{x:e.clientX,y:e.clientY,type:e.pointerType}),s=h.item(e.pointerId),i||e.preventDefault()},this._onPointerUp=function(e){s=null,a=0,h.empty(),i||e.preventDefault()},this._onContextMenu=function(e){e.preventDefault()},this._onPointerMove=function(e){switch(i||e.preventDefault(),h.count){case 1:if(o._isCtrlPushed&&n||!n&&o._isRightClick)o.inertialPanningX+=-(e.clientX-s.x)/o.panningSensibility,o.inertialPanningY+=(e.clientY-s.y)/o.panningSensibility;else{var t=e.clientX-s.x,r=e.clientY-s.y;o.inertialAlphaOffset-=t/o.angularSensibilityX,o.inertialBetaOffset-=r/o.angularSensibilityY}s.x=e.clientX,s.y=e.clientY;break;case 2:h.item(e.pointerId).x=e.clientX,h.item(e.pointerId).y=e.clientY;var c=o.pinchInwards?1:-1,l=h.getItemByIndex(0).x-h.getItemByIndex(1).x,u=h.getItemByIndex(0).y-h.getItemByIndex(1).y,f=l*l+u*u;if(0===a)return void(a=f);f!==a&&(o.inertialRadiusOffset+=(f-a)/(o.pinchPrecision*o.wheelPrecision*((o.angularSensibilityX+o.angularSensibilityY)/2)*c),a=f);break;default:h.item(e.pointerId)&&(h.item(e.pointerId).x=e.clientX,h.item(e.pointerId).y=e.clientY)}},this._onMouseMove=function(e){if(c.isPointerLock){var t=e.movementX||e.mozMovementX||e.webkitMovementX||e.msMovementX||0,r=e.movementY||e.mozMovementY||e.webkitMovementY||e.msMovementY||0;o.inertialAlphaOffset-=t/o.angularSensibilityX,o.inertialBetaOffset-=r/o.angularSensibilityY,i||e.preventDefault()}},this._wheel=function(e){var t=0;e.wheelDelta?t=e.wheelDelta/(40*o.wheelPrecision):e.detail&&(t=-e.detail/o.wheelPrecision),t&&(o.inertialRadiusOffset+=t),e.preventDefault&&(i||e.preventDefault())},this._onKeyDown=function(e){if(o._isCtrlPushed=e.ctrlKey,-1!==o.keysUp.indexOf(e.keyCode)||-1!==o.keysDown.indexOf(e.keyCode)||-1!==o.keysLeft.indexOf(e.keyCode)||-1!==o.keysRight.indexOf(e.keyCode)){var t=o._keys.indexOf(e.keyCode);-1===t&&o._keys.push(e.keyCode),e.preventDefault&&(i||e.preventDefault())}},this._onKeyUp=function(e){if(o._isCtrlPushed=e.ctrlKey,-1!==o.keysUp.indexOf(e.keyCode)||-1!==o.keysDown.indexOf(e.keyCode)||-1!==o.keysLeft.indexOf(e.keyCode)||-1!==o.keysRight.indexOf(e.keyCode)){var t=o._keys.indexOf(e.keyCode);t>=0&&o._keys.splice(t,1),e.preventDefault&&(i||e.preventDefault())}},this._onLostFocus=function(){o._keys=[],h.empty(),a=0,s=null},this._onGestureStart=function(e){void 0!==window.MSGesture&&(o._MSGestureHandler||(o._MSGestureHandler=new MSGesture,o._MSGestureHandler.target=r),o._MSGestureHandler.addPointer(e.pointerId))},this._onGesture=function(e){o.radius*=e.scale,e.preventDefault&&(i||(e.stopPropagation(),e.preventDefault()))},this._reset=function(){o._keys=[],o.inertialAlphaOffset=0,o.inertialBetaOffset=0,o.inertialRadiusOffset=0,h.empty(),a=0,s=null}),n||r.addEventListener("contextmenu",this._onContextMenu,!1),r.addEventListener(t+"down",this._onPointerDown,!1),r.addEventListener(t+"up",this._onPointerUp,!1),r.addEventListener(t+"out",this._onPointerUp,!1),r.addEventListener(t+"move",this._onPointerMove,!1),r.addEventListener("mousemove",this._onMouseMove,!1),r.addEventListener("MSPointerDown",this._onGestureStart,!1),r.addEventListener("MSGestureChange",this._onGesture,!1),r.addEventListener("mousewheel",this._wheel,!1),r.addEventListener("DOMMouseScroll",this._wheel,!1),e.Tools.RegisterTopRootEvents([{name:"keydown",handler:this._onKeyDown},{name:"keyup",handler:this._onKeyUp},{name:"blur",handler:this._onLostFocus}])}},i.prototype.detachControl=function(r){this._attachedElement===r&&(r.removeEventListener("contextmenu",this._onContextMenu),r.removeEventListener(t+"down",this._onPointerDown),r.removeEventListener(t+"up",this._onPointerUp), r.removeEventListener(t+"out",this._onPointerUp),r.removeEventListener(t+"move",this._onPointerMove),r.removeEventListener("mousemove",this._onMouseMove),r.removeEventListener("MSPointerDown",this._onGestureStart),r.removeEventListener("MSGestureChange",this._onGesture),r.removeEventListener("mousewheel",this._wheel),r.removeEventListener("DOMMouseScroll",this._wheel),e.Tools.UnregisterTopRootEvents([{name:"keydown",handler:this._onKeyDown},{name:"keyup",handler:this._onKeyUp},{name:"blur",handler:this._onLostFocus}]),this._MSGestureHandler=null,this._attachedElement=null,this._reset&&this._reset())},i.prototype._checkInputs=function(){if(!this._collisionTriggered){for(var t=0;tMath.PI&&(this.beta=this.beta-2*Math.PI):this.betathis.upperBetaLimit&&(this.beta=this.upperBetaLimit),this.lowerAlphaLimit&&this.alphathis.upperAlphaLimit&&(this.alpha=this.upperAlphaLimit),this.lowerRadiusLimit&&this.radiusthis.upperRadiusLimit&&(this.radius=this.upperRadiusLimit)},i.prototype.setPosition=function(e){var t=e.subtract(this._getTargetPosition());this.radius=t.length(),this.alpha=Math.acos(t.x/Math.sqrt(Math.pow(t.x,2)+Math.pow(t.z,2))),t.z<0&&(this.alpha=2*Math.PI-this.alpha),this.beta=Math.acos(t.y/this.radius),this._checkLimits()},i.prototype.setTarget=function(e){this.target=e},i.prototype._getViewMatrix=function(){var t=Math.cos(this.alpha),r=Math.sin(this.alpha),i=Math.cos(this.beta),n=Math.sin(this.beta),o=this._getTargetPosition();if(o.addToRef(new e.Vector3(this.radius*t*n,this.radius*i,this.radius*r*n),this._newPosition),this.getScene().collisionsEnabled&&this.checkCollisions)this._collider.radius=this.collisionRadius,this._newPosition.subtractToRef(this.position,this._collisionVelocity),this._collisionTriggered=!0,this.getScene().collisionCoordinator.getNewPosition(this.position,this._collisionVelocity,this._collider,3,null,this._onCollisionPositionChange,this.uniqueId);else{this.position.copyFrom(this._newPosition);var s=this.upVector;if(this.allowUpsideDown&&this.beta<0){var s=s.clone();s=s.negate()}e.Matrix.LookAtLHToRef(this.position,o,s,this._viewMatrix),this._viewMatrix.m[12]+=this.targetScreenOffset.x,this._viewMatrix.m[13]+=this.targetScreenOffset.y}return this._viewMatrix},i.prototype.zoomOn=function(t,r){void 0===r&&(r=!1),t=t||this.getScene().meshes;var i=e.Mesh.MinMax(t),n=e.Vector3.Distance(i.min,i.max);this.radius=n*this.zoomOnFactor,this.focusOn({min:i.min,max:i.max,distance:n},r)},i.prototype.focusOn=function(t,r){void 0===r&&(r=!1);var i,n;void 0===t.min?(i=t||this.getScene().meshes,i=e.Mesh.MinMax(i),n=e.Vector3.Distance(i.min,i.max)):(i=t,n=t.distance),this.target=e.Mesh.Center(i),r||(this.maxZ=2*n)},i.prototype.createRigCamera=function(t,r){switch(this.cameraRigMode){case e.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:case e.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:case e.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:case e.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:case e.Camera.RIG_MODE_VR:var n=this._cameraRigParams.stereoHalfAngle*(0===r?1:-1);return new i(t,this.alpha+n,this.beta,this.radius,this.target,this.getScene())}},i.prototype._updateRigCameras=function(){switch(this.cameraRigMode){case e.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:case e.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:case e.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:case e.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:case e.Camera.RIG_MODE_VR:var t=this._rigCameras[0],i=this._rigCameras[1];t.alpha=this.alpha-this._cameraRigParams.stereoHalfAngle,i.alpha=this.alpha+this._cameraRigParams.stereoHalfAngle,t.beta=i.beta=this.beta,t.radius=i.radius=this.radius}r.prototype._updateRigCameras.call(this)},i}(e.TargetCamera);e.ArcRotateCamera=r}(BABYLON||(BABYLON={}));var BABYLON;!function(e){var t=function(){function t(e){this._renderingGroups=new Array,this._scene=e}return t.prototype._renderParticles=function(t,r){if(0!==this._scene._activeParticleSystems.length){for(var i=this._scene.activeCamera,n=e.Tools.Now,o=0;ot._alphaIndex?1:e._alphaIndext._distanceToCamera?-1:0}),r=0;r0&&(o=t.pickSprite(t._pointerX,t._pointerY,r,!1,t.cameraToUseForPointers),o.hit&&o.pickedSprite&&o.pickedSprite.actionManager)){switch(i.button){case 0:o.pickedSprite.actionManager.processTrigger(e.ActionManager.OnLeftPickTrigger,e.ActionEvent.CreateNewFromSprite(o.pickedSprite,t,i));break;case 1:o.pickedSprite.actionManager.processTrigger(e.ActionManager.OnCenterPickTrigger,e.ActionEvent.CreateNewFromSprite(o.pickedSprite,t,i));break;case 2:o.pickedSprite.actionManager.processTrigger(e.ActionManager.OnRightPickTrigger,e.ActionEvent.CreateNewFromSprite(o.pickedSprite,t,i))}o.pickedSprite.actionManager.processTrigger(e.ActionManager.OnPickTrigger,e.ActionEvent.CreateNewFromSprite(o.pickedSprite,t,i))}},this._onPointerUp=function(i){var n=null;t._updatePointerPosition(i),t.onPointerUp||(n=function(t){return t.isPickable&&t.isVisible&&t.isReady()&&t.actionManager&&t.actionManager.hasSpecificTrigger(e.ActionManager.OnPickUpTrigger)});var o=t.pick(t._pointerX,t._pointerY,n,!1,t.cameraToUseForPointers);o.hit&&o.pickedMesh&&o.pickedMesh.actionManager&&o.pickedMesh.actionManager.processTrigger(e.ActionManager.OnPickUpTrigger,e.ActionEvent.CreateNew(o.pickedMesh,i)),t.onPointerUp&&t.onPointerUp(i,o),t.spriteManagers.length>0&&(o=t.pickSprite(t._pointerX,t._pointerY,r,!1,t.cameraToUseForPointers),o.hit&&o.pickedSprite&&o.pickedSprite.actionManager&&o.pickedSprite.actionManager.processTrigger(e.ActionManager.OnPickUpTrigger,e.ActionEvent.CreateNewFromSprite(o.pickedSprite,t,i)))},this._onKeyDown=function(r){t.actionManager&&t.actionManager.processTrigger(e.ActionManager.OnKeyDownTrigger,e.ActionEvent.CreateNewFromScene(t,r))},this._onKeyUp=function(r){t.actionManager&&t.actionManager.processTrigger(e.ActionManager.OnKeyUpTrigger,e.ActionEvent.CreateNewFromScene(t,r))};var i=e.Tools.GetPointerPrefix();this._engine.getRenderingCanvas().addEventListener(i+"move",this._onPointerMove,!1),this._engine.getRenderingCanvas().addEventListener(i+"down",this._onPointerDown,!1),this._engine.getRenderingCanvas().addEventListener(i+"up",this._onPointerUp,!1),this._engine.getRenderingCanvas().addEventListener("mousewheel",this._onPointerMove,!1),this._engine.getRenderingCanvas().addEventListener("DOMMouseScroll",this._onPointerMove,!1),e.Tools.RegisterTopRootEvents([{name:"keydown",handler:this._onKeyDown},{name:"keyup",handler:this._onKeyUp}])},t.prototype.detachControl=function(){var t=e.Tools.GetPointerPrefix();this._engine.getRenderingCanvas().removeEventListener(t+"move",this._onPointerMove),this._engine.getRenderingCanvas().removeEventListener(t+"down",this._onPointerDown),this._engine.getRenderingCanvas().removeEventListener(t+"up",this._onPointerUp),this._engine.getRenderingCanvas().removeEventListener("mousewheel",this._onPointerMove),this._engine.getRenderingCanvas().removeEventListener("DOMMouseScroll",this._onPointerMove),e.Tools.UnregisterTopRootEvents([{name:"keydown",handler:this._onKeyDown},{name:"keyup",handler:this._onKeyUp}])},t.prototype.isReady=function(){if(this._pendingData.length>0)return!1;var t;for(t=0;t-1&&this._onBeforeRenderCallbacks.splice(t,1)},t.prototype.registerAfterRender=function(e){this._onAfterRenderCallbacks.push(e)},t.prototype.unregisterAfterRender=function(e){var t=this._onAfterRenderCallbacks.indexOf(e);t>-1&&this._onAfterRenderCallbacks.splice(t,1)},t.prototype._addPendingData=function(e){this._pendingData.push(e)},t.prototype._removePendingData=function(e){var t=this._pendingData.indexOf(e);-1!==t&&this._pendingData.splice(t,1)},t.prototype.getWaitingItemsCount=function(){return this._pendingData.length},t.prototype.executeWhenReady=function(e){var t=this;this._onReadyCallbacks.push(e),-1===this._executeWhenReadyTimeoutId&&(this._executeWhenReadyTimeoutId=setTimeout(function(){t._checkIsReady()},150))},t.prototype._checkIsReady=function(){var e=this;return this.isReady()?(this._onReadyCallbacks.forEach(function(e){e()}),this._onReadyCallbacks=[],void(this._executeWhenReadyTimeoutId=-1)):void(this._executeWhenReadyTimeoutId=setTimeout(function(){e._checkIsReady()},150))},t.prototype.beginAnimation=function(t,r,i,n,o,s,a){if(void 0===o&&(o=1),this.stopAnimation(t),a||(a=new e.Animatable(this,t,r,i,n,o,s)),t.animations&&a.appendAnimations(t,t.animations),t.getAnimatables)for(var h=t.getAnimatables(),c=0;c0?this.activeCamera=this.cameras[0]:this.activeCamera=null),this.onCameraRemoved&&this.onCameraRemoved(e),t},t.prototype.addLight=function(e){e.uniqueId=this._uniqueIdCounter++;var t=this.lights.push(e);this.onNewLightAdded&&this.onNewLightAdded(e,t,this)},t.prototype.addCamera=function(e){e.uniqueId=this._uniqueIdCounter++;var t=this.cameras.push(e);this.onNewCameraAdded&&this.onNewCameraAdded(e,t,this)},t.prototype.setActiveCameraByID=function(e){var t=this.getCameraByID(e);return t?(this.activeCamera=t,t):null},t.prototype.setActiveCameraByName=function(e){var t=this.getCameraByName(e);return t?(this.activeCamera=t,t):null},t.prototype.getMaterialByID=function(e){for(var t=0;t-1?(this._geometries.splice(t,1),this.collisionCoordinator.onGeometryDeleted(e),this.onGeometryRemoved&&this.onGeometryRemoved(e),!0):!1},t.prototype.getGeometries=function(){return this._geometries},t.prototype.getMeshByID=function(e){for(var t=0;t=0;t--)if(this.meshes[t].id===e)return this.meshes[t];return null},t.prototype.getLastEntryByID=function(e){var t;for(t=this.meshes.length-1;t>=0;t--)if(this.meshes[t].id===e)return this.meshes[t];for(t=this.cameras.length-1;t>=0;t--)if(this.cameras[t].id===e)return this.cameras[t];for(t=this.lights.length-1;t>=0;t--)if(this.lights[t].id===e)return this.lights[t];return null},t.prototype.getNodeByID=function(e){var t=this.getMeshByID(e);if(t)return t;var r=this.getLightByID(e);return r?r:this.getCameraByID(e)},t.prototype.getNodeByName=function(e){var t=this.getMeshByName(e);if(t)return t;var r=this.getLightByName(e);return r?r:this.getCameraByName(e)},t.prototype.getMeshByName=function(e){for(var t=0;t=0;t--)if(this.skeletons[t].id===e)return this.skeletons[t];return null},t.prototype.getSkeletonById=function(e){for(var t=0;tn;n++){var o=t[n];if(!o.isBlocked&&(this._totalVertices+=o.getTotalVertices(),o.isReady()&&o.isEnabled())){o.computeWorldMatrix(),o.actionManager&&o.actionManager.hasSpecificTriggers([e.ActionManager.OnIntersectionEnterTrigger,e.ActionManager.OnIntersectionExitTrigger])&&this._meshesForIntersections.pushNoDuplicate(o);var s=o.getLOD(this.activeCamera);s&&(o._preActivate(),(o.alwaysSelectAsActiveMesh||o.isVisible&&o.visibility>0&&0!==(o.layerMask&this.activeCamera.layerMask)&&o.isInFrustum(this._frustumPlanes))&&(this._activeMeshes.push(o),this.activeCamera._activeMeshes.push(o),o._activate(this._renderId),this._activeMesh(s)))}}var a=e.Tools.Now;if(this.particlesEnabled){e.Tools.StartPerformanceCounter("Particles",this.particleSystems.length>0);for(var h=0;h0)}this._particlesDuration+=e.Tools.Now-a},t.prototype._activeMesh=function(e){if(e.skeleton&&this.skeletonsEnabled&&(this._activeSkeletons.pushNoDuplicate(e.skeleton),e.computeBonesUsingShaders||this._softwareSkinnedMeshes.pushNoDuplicate(e)),(e.showBoundingBox||this.forceShowBoundingBoxes)&&this._boundingBoxRenderer.renderList.push(e.getBoundingInfo().boundingBox),e._edgesRenderer&&this._edgesRenderers.push(e._edgesRenderer),e&&e.subMeshes){var t,r;if(e._submeshesOctree&&e.useOctreeForRenderingSelection){var i=e._submeshesOctree.select(this._frustumPlanes);t=i.length,r=i.data}else r=e.subMeshes,t=r.length;for(var n=0;t>n;n++){var o=r[n];this._evaluateSubMesh(o,e)}}},t.prototype.updateTransformMatrix=function(e){this.setTransformMatrix(this.activeCamera.getViewMatrix(),this.activeCamera.getProjectionMatrix(e))},t.prototype._renderForCamera=function(t){var r=this._engine;if(this.activeCamera=t,!this.activeCamera)throw new Error("Active camera not set");e.Tools.StartPerformanceCounter("Rendering camera "+this.activeCamera.name),r.setViewport(this.activeCamera.viewport),this.resetCachedMaterial(),this._renderId++, this.updateTransformMatrix(),this.beforeCameraRender&&this.beforeCameraRender(this.activeCamera);var i=e.Tools.Now;e.Tools.StartPerformanceCounter("Active meshes evaluation"),this._evaluateActiveMeshes(),this._evaluateActiveMeshesDuration+=e.Tools.Now-i,e.Tools.EndPerformanceCounter("Active meshes evaluation");for(var n=0;n0);for(var c=0;c0),this._renderId++}this._renderTargets.length>0&&r.restoreDefaultFramebuffer(),this._renderTargetsDuration+=e.Tools.Now-h,this.postProcessManager._prepareFrame();var f,d,p=e.Tools.Now;if(this.layers.length){for(r.setDepthBuffer(!1),f=0;f0);for(var g=0;g0)}if(this.layers.length){for(r.setDepthBuffer(!1),f=0;f-1&&(n.trigger===e.ActionManager.OnIntersectionExitTrigger&&n._executeCurrent(e.ActionEvent.CreateNew(r,null,s)),r.actionManager.hasSpecificTrigger(e.ActionManager.OnIntersectionExitTrigger)&&n.trigger!==e.ActionManager.OnIntersectionExitTrigger||r._intersectionsInProgress.splice(h,1))}}},t.prototype.render=function(){var r=e.Tools.Now;this._particlesDuration=0,this._spritesDuration=0,this._activeParticles=0,this._renderDuration=0,this._renderTargetsDuration=0,this._evaluateActiveMeshesDuration=0,this._totalVertices=0,this._activeIndices=0,this._activeBones=0,this.getEngine().resetDrawCalls(),this._meshesForIntersections.reset(),this.resetCachedMaterial(),e.Tools.StartPerformanceCounter("Scene rendering"),this.actionManager&&this.actionManager.processTrigger(e.ActionManager.OnEveryFrameTrigger,null),this.simplificationQueue&&!this.simplificationQueue.running&&this.simplificationQueue.executeNext();var i=Math.max(t.MinDeltaTime,Math.min(this._engine.getDeltaTime(),t.MaxDeltaTime));this._animationRatio=.06*i,this._animate(),this._physicsEngine&&(e.Tools.StartPerformanceCounter("Physics"),this._physicsEngine._runOneStep(i/1e3),e.Tools.EndPerformanceCounter("Physics")),this.beforeRender&&this.beforeRender();var n;for(n=0;n0);for(var h=0;h0),this._renderId++}if(this.customRenderTargets.length>0&&s.restoreDefaultFramebuffer(),this._renderTargetsDuration+=e.Tools.Now-o,this.activeCamera=a,this.proceduralTexturesEnabled){e.Tools.StartPerformanceCounter("Procedural textures",this._proceduralTextures.length>0);for(var l=0;l0)}if(this._engine.clear(this.clearColor,this.autoClear||this.forceWireframe||this.forcePointsCloud,!0),this.shadowsEnabled)for(var f=0;f0)for(var m=this._renderId,g=0;g0?this.activeCameras[0]:this.activeCamera,t&&r.canUseWebAudio){r.audioContext.listener.setPosition(t.position.x,t.position.y,t.position.z);var i=e.Matrix.Invert(t.getViewMatrix()),n=e.Vector3.TransformNormal(new e.Vector3(0,0,-1),i);n.normalize(),r.audioContext.listener.setOrientation(n.x,n.y,n.z,0,1,0);var o;for(o=0;o-1&&this._engine.scenes.splice(t,1),this._engine.wipeCaches()},t.prototype.disposeSounds=function(){this.mainSoundTrack.dispose();for(var e=0;e=n.distance))&&(n=c,i))break}return n||new e.PickingInfo},t.prototype._internalPickSprites=function(t,r,i,n){var o=null;if(n=n||this.activeCamera,this.spriteManagers.length>0)for(var s=0;s=o.distance))&&(o=h,i))break}}return o||new e.PickingInfo},t.prototype.pick=function(e,t,r,i,n){var o=this;return this._internalPick(function(r){return o.createPickingRay(e,t,r,n)},r,i)},t.prototype.pickSprite=function(e,t,r,i,n){return this._internalPickSprites(this.createPickingRayInCameraSpace(e,t,n),r,i,n)},t.prototype.pickWithRay=function(t,r,i){var n=this;return this._internalPick(function(r){return n._pickWithRayInverseMatrix||(n._pickWithRayInverseMatrix=e.Matrix.Identity()),r.invertToRef(n._pickWithRayInverseMatrix),e.Ray.Transform(t,n._pickWithRayInverseMatrix)},r,i)},t.prototype.setPointerOverMesh=function(t){this._pointerOverMesh!==t&&(this._pointerOverMesh&&this._pointerOverMesh.actionManager&&this._pointerOverMesh.actionManager.processTrigger(e.ActionManager.OnPointerOutTrigger,e.ActionEvent.CreateNew(this._pointerOverMesh)),this._pointerOverMesh=t,this._pointerOverMesh&&this._pointerOverMesh.actionManager&&this._pointerOverMesh.actionManager.processTrigger(e.ActionManager.OnPointerOverTrigger,e.ActionEvent.CreateNew(this._pointerOverMesh)))},t.prototype.getPointerOverMesh=function(){return this._pointerOverMesh},t.prototype.getPhysicsEngine=function(){return this._physicsEngine},t.prototype.enablePhysics=function(t,r){return this._physicsEngine?!0:(this._physicsEngine=new e.PhysicsEngine(r),this._physicsEngine.isSupported()?(this._physicsEngine._initialize(t),!0):(this._physicsEngine=null,!1))},t.prototype.disablePhysicsEngine=function(){this._physicsEngine&&(this._physicsEngine.dispose(),this._physicsEngine=void 0)},t.prototype.isPhysicsEnabled=function(){return void 0!==this._physicsEngine},t.prototype.setGravity=function(e){this._physicsEngine&&this._physicsEngine._setGravity(e)},t.prototype.createCompoundImpostor=function(e,t){if(e.parts&&(t=e,e=e.parts),!this._physicsEngine)return null;for(var r=0;r0},enumerable:!0,configurable:!0}),i.prototype._sortLODLevels=function(){this._LODLevels.sort(function(e,t){return e.distancet.distance?-1:0})},i.prototype.addLODLevel=function(t,r){if(r&&r._masterMesh)return e.Tools.Warn("You cannot use a mesh as LOD level twice"),this;var i=new e.Internals.MeshLODLevel(t,r);return this._LODLevels.push(i),r&&(r._masterMesh=this),this._sortLODLevels(),this},i.prototype.getLODLevelAtDistance=function(e){for(var t=0;tr)return this.onLODLevelSelection&&this.onLODLevelSelection(r,this,this._LODLevels[this._LODLevels.length-1].mesh),this;for(var i=0;it)){for(var r=this.getTotalIndices(),i=r/t|0,n=0;i%3!==0;)i++;this.releaseSubMeshes();for(var o=0;t>o&&!(n>=r);o++)e.SubMesh.CreateFromIndices(0,n,Math.min(i,r-n),this),n+=i;this.synchronizeInstances()}},i.prototype.setVerticesData=function(t,r,i,n){if(this._geometry)this._geometry.setVerticesData(t,r,i,n);else{var o=new e.VertexData;o.set(r,t);var s=this.getScene();new e.Geometry(e.Geometry.RandomId(),s,o,i,this)}},i.prototype.updateVerticesData=function(e,t,r,i){this._geometry&&(i?(this.makeGeometryUnique(),this.updateVerticesData(e,t,r,!1)):this._geometry.updateVerticesData(e,t,r))},i.prototype.updateVerticesDataDirectly=function(t,r,i,n){e.Tools.Warn("Mesh.updateVerticesDataDirectly deprecated since 2.3."),this._geometry&&(n?(this.makeGeometryUnique(),this.updateVerticesDataDirectly(t,r,i,!1)):this._geometry.updateVerticesDataDirectly(t,r,i))},i.prototype.updateMeshPositions=function(t,r){void 0===r&&(r=!0);var i=this.getVerticesData(e.VertexBuffer.PositionKind);if(t(i),this.updateVerticesData(e.VertexBuffer.PositionKind,i,!1,!1),r){var n=this.getIndices(),o=this.getVerticesData(e.VertexBuffer.NormalKind);e.VertexData.ComputeNormals(i,n,o),this.updateVerticesData(e.VertexBuffer.NormalKind,o,!1,!1)}},i.prototype.makeGeometryUnique=function(){if(this._geometry){var t=this._geometry.copy(e.Geometry.RandomId());t.applyToMesh(this)}},i.prototype.setIndices=function(t,r){if(this._geometry)this._geometry.setIndices(t,r);else{var i=new e.VertexData;i.indices=t;var n=this.getScene();new e.Geometry(e.Geometry.RandomId(),n,i,!1,this)}},i.prototype._bind=function(t,r,i){var n,o=this.getScene().getEngine();switch(i){case e.Material.PointFillMode:n=null;break;case e.Material.WireFrameFillMode:n=t.getLinesIndexBuffer(this.getIndices(),o);break;default:case e.Material.TriangleFillMode:n=this._geometry.getIndexBuffer()}o.bindMultiBuffers(this._geometry.getVertexBuffers(),n,r)},i.prototype._draw=function(t,r,i){if(this._geometry&&this._geometry.getVertexBuffers()&&this._geometry.getIndexBuffer()){var n=this.getScene().getEngine();switch(r){case e.Material.PointFillMode:n.drawPointClouds(t.verticesStart,t.verticesCount,i);break;case e.Material.WireFrameFillMode:n.draw(!1,0,t.linesIndexCount,i);break;default:n.draw(!0,t.indexStart,t.indexCount,i)}}},i.prototype.registerBeforeRender=function(e){this._onBeforeRenderCallbacks.push(e)},i.prototype.unregisterBeforeRender=function(e){var t=this._onBeforeRenderCallbacks.indexOf(e);t>-1&&this._onBeforeRenderCallbacks.splice(t,1)},i.prototype.registerAfterRender=function(e){this._onAfterRenderCallbacks.push(e)},i.prototype.unregisterAfterRender=function(e){var t=this._onAfterRenderCallbacks.indexOf(e);t>-1&&this._onAfterRenderCallbacks.splice(t,1)},i.prototype._getInstancesRenderList=function(e){var t=this.getScene();if(this._batchCache.mustReturn=!1,this._batchCache.renderSelf[e]=this.isEnabled()&&this.isVisible,this._batchCache.visibleInstances[e]=null,this._visibleInstances){var r=t.getRenderId();this._batchCache.visibleInstances[e]=this._visibleInstances[r];var i=this._renderId;if(!this._batchCache.visibleInstances[e]&&this._visibleInstances.defaultRenderId&&(this._batchCache.visibleInstances[e]=this._visibleInstances[this._visibleInstances.defaultRenderId], r=Math.max(this._visibleInstances.defaultRenderId,r),i=Math.max(this._visibleInstances.selfDefaultRenderId,r)),this._batchCache.visibleInstances[e]&&this._batchCache.visibleInstances[e].length){if(this._renderIdForInstances[e]===r)return this._batchCache.mustReturn=!0,this._batchCache;r!==i&&(this._batchCache.renderSelf[e]=!1)}this._renderIdForInstances[e]=r}return this._batchCache},i.prototype._renderWithInstances=function(e,t,r,i,n){for(var o=r.visibleInstances[e._id],s=o.length+1,a=16*s*4;this._instancesBufferSizec;c++){var d=u[c];for(t=0;tm;m++)s[r].push(o[r][d*p+m])}}var g=[],_=s[e.VertexBuffer.PositionKind];for(c=0;f>c;c+=3){u[c]=c,u[c+1]=c+1,u[c+2]=c+2;for(var v=e.Vector3.FromArray(_,3*c),y=e.Vector3.FromArray(_,3*(c+1)),x=e.Vector3.FromArray(_,3*(c+2)),E=v.subtract(y),T=x.subtract(y),b=e.Vector3.Normalize(e.Vector3.Cross(E,T)),A=0;3>A;A++)g.push(b.x),g.push(b.y),g.push(b.z)}for(this.setIndices(u),this.setVerticesData(e.VertexBuffer.NormalKind,g,a),t=0;ti;++i){var n=o[i];if(r.equals(n)){a[t]=i;break}}},function(){for(var e=0;e0&&(e.Matrix.FromFloat32ArrayToRefScaled(s,16*n[u],f,c),h.addToSelf(c)),d>0&&(e.Matrix.FromFloat32ArrayToRefScaled(s,16*n[u+1],d,c),h.addToSelf(c)),p>0&&(e.Matrix.FromFloat32ArrayToRefScaled(s,16*n[u+2],p,c),h.addToSelf(c)),m>0&&(e.Matrix.FromFloat32ArrayToRefScaled(s,16*n[u+3],m,c),h.addToSelf(c)),e.Vector3.TransformCoordinatesFromFloatsToRef(this._sourcePositions[l],this._sourcePositions[l+1],this._sourcePositions[l+2],h,a),a.toArray(r,l),e.Vector3.TransformNormalFromFloatsToRef(this._sourceNormals[l],this._sourceNormals[l+1],this._sourceNormals[l+2],h,a),a.toArray(i,l),h.reset()}return this.updateVerticesData(e.VertexBuffer.PositionKind,r),this.updateVerticesData(e.VertexBuffer.NormalKind,i),this},i.MinMax=function(e){var t=null,r=null;for(var i in e){var n=e[i],o=n.getBoundingInfo().boundingBox;t?(t.MinimizeInPlace(o.minimumWorld),r.MaximizeInPlace(o.maximumWorld)):(t=o.minimumWorld,r=o.maximumWorld)}return{min:t,max:r}},i.Center=function(t){var r=void 0!==t.min?t:i.MinMax(t);return e.Vector3.Center(r.min,r.max)},i.MergeMeshes=function(t,r,n,o){void 0===r&&(r=!0);var s;if(!n){var a=0;for(s=0;s65536))return e.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices"),null}var h,c,l;for(s=0;sc;c++){var l=h[c];s>l&&(s=l),l>a&&(a=l)}return new t(e,s,a-s+1,r,i,n,o)},t}();e.SubMesh=t}(BABYLON||(BABYLON={}));var BABYLON;!function(e){var t=function(){function t(){}return t.CreateBox=function(t,r,i){var n=new e.Mesh(t,i),o=e.VertexData.CreateBox(r);return o.applyToMesh(n,r.updatable),n},t.CreateSphere=function(t,r,i){var n=new e.Mesh(t,i),o=e.VertexData.CreateSphere(r);return o.applyToMesh(n,r.updatable),n},t.CreateDisc=function(t,r,i){var n=new e.Mesh(t,i),o=e.VertexData.CreateDisc(r);return o.applyToMesh(n,r.updatable),n},t.CreateRibbon=function(t,r,i){var n=r.pathArray,o=r.closeArray,s=r.closePath,a=(r.offset,r.sideOrientation),h=r.instance,c=r.updatable;if(h){var l=function(t){for(var r=n[0].length,i=0,o=h.sideOrientation===e.Mesh.DOUBLESIDE?2:1,s=1;o>=s;s++)for(var a=0;ar?r:l;for(var u=0;r>u;)t[i]=c[u].x,t[i+1]=c[u].y,t[i+2]=c[u].z,u++,i+=3;h._closePath&&(t[i]=c[0].x,t[i+1]=c[0].y,t[i+2]=c[0].z,i+=3)}},u=h.getVerticesData(e.VertexBuffer.PositionKind);if(l(u),h.updateVerticesData(e.VertexBuffer.PositionKind,u,!1,!1),!h.areNormalsFrozen){var f=h.getIndices(),d=h.getVerticesData(e.VertexBuffer.NormalKind);if(e.VertexData.ComputeNormals(u,f,d),h._closePath)for(var p=0,m=0,g=0;gd&&u=d;d++)m=new e.Vector3(Math.cos(d*g)*a,0,Math.sin(d*g)*a),_.push(m);o&&_.push(_[0]);var v=function(){return 1},y=function(){return 0},x=e.Mesh.ExtrudeShapeCustom(t,f,_,v,y,o,!1,e.Mesh.NO_CAP,i,c,l);return x},t.CreatePlane=function(t,r,i){var n=new e.Mesh(t,i),o=e.VertexData.CreatePlane(r);return o.applyToMesh(n,r.updatable),n},t.CreateGround=function(t,r,i){var n=new e.GroundMesh(t,i);n._setReady(!1),n._subdivisions=r.subdivisions||1;var o=e.VertexData.CreateGround(r);return o.applyToMesh(n,r.updatable),n._setReady(!0),n},t.CreateTiledGround=function(t,r,i){var n=new e.Mesh(t,i),o=e.VertexData.CreateTiledGround(r);return o.applyToMesh(n,r.updatable),n},t.CreateGroundFromHeightMap=function(t,r,i,n){var o=i.width||10,s=i.height||10,a=i.subdivisions||1,h=i.minHeight,c=i.maxHeight||10,l=i.updatable,u=i.onReady,f=new e.GroundMesh(t,n);f._subdivisions=a,f._setReady(!1);var d=function(t){var r=document.createElement("canvas"),i=r.getContext("2d"),n=t.width,d=t.height;r.width=n,r.height=d,i.drawImage(t,0,0);var p=i.getImageData(0,0,n,d).data,m=e.VertexData.CreateGroundFromHeightMap({width:o,height:s,subdivisions:a,minHeight:h,maxHeight:c,buffer:p,bufferWidth:n,bufferHeight:d});m.applyToMesh(f,l),f._setReady(!0),u&&u(f)};return e.Tools.LoadImage(r,d,function(){},n.database),f},t.CreateTube=function(r,i,n){var o,s,a=i.path,h=i.radius||1,c=i.tessellation||64,l=i.radiusFunction,u=i.cap||e.Mesh.NO_CAP,f=i.updatable,d=i.sideOrientation||e.Mesh.DEFAULTSIDE,p=i.instance,m=function(t,r,i,n,o,s,a,h){for(var c,l,u,f,d=r.getTangents(),p=r.getNormals(),m=r.getDistances(),g=2*Math.PI,_=g/o*h,v=function(){return n},y=s||v,x=e.Matrix.Zero(),E=a===e.Mesh._NO_CAP||a===e.Mesh.CAP_END?0:2,T=0;Tb;b++)e.Matrix.RotationAxisToRef(d[T],_*b,x),f=e.Vector3.TransformCoordinates(u,x).scaleInPlace(l).add(t[T]),c.push(f);i[E]=c,E++}var A=function(e,r){for(var i=Array(),n=0;e>n;n++)i.push(t[r]);return i};switch(a){case e.Mesh.NO_CAP:break;case e.Mesh.CAP_START:i[0]=A(o,0),i[1]=i[2].slice(0);break;case e.Mesh.CAP_END:i[E]=i[E-1].slice(0),i[E+1]=A(o,t.length-1);break;case e.Mesh.CAP_ALL:i[0]=A(o,0),i[1]=i[2].slice(0),i[E]=i[E-1].slice(0),i[E+1]=A(o,t.length-1)}return i};if(p){var g=i.arc||p.arc;return o=p.path3D.update(a),s=m(a,o,p.pathArray,h,p.tessellation,l,p.cap,g),p=t.CreateRibbon(null,{pathArray:s,instance:p}),p.path3D=o,p.pathArray=s,p.arc=g,p}o=new e.Path3D(a);var _=new Array;u=0>u||u>3?0:u,s=m(a,o,_,h,c,l,u,i.arc);var v=t.CreateRibbon(r,{pathArray:s,closePath:!0,closeArray:!1,updatable:f,sideOrientation:d},n);return v.pathArray=s,v.path3D=o,v.tessellation=c,v.cap=u,v.arc=i.arc,v},t.CreatePolyhedron=function(t,r,i){var n=new e.Mesh(t,i),o=e.VertexData.CreatePolyhedron(r);return o.applyToMesh(n,r.updatable),n},t.CreateDecal=function(t,r,i){var n=r.getIndices(),o=r.getVerticesData(e.VertexBuffer.PositionKind),s=r.getVerticesData(e.VertexBuffer.NormalKind),a=i.position||e.Vector3.Zero(),h=i.normal||e.Vector3.Up(),c=i.size||new e.Vector3(1,1,1),l=i.angle;if(!h){var u=new e.Vector3(0,0,1),f=r.getScene().activeCamera,d=e.Vector3.TransformCoordinates(u,f.getWorldMatrix());h=f.globalPosition.subtract(d)}var p=-Math.atan2(h.z,h.x)-Math.PI/2,m=Math.sqrt(h.x*h.x+h.z*h.z),g=Math.atan2(h.y,m),_=e.Matrix.RotationYawPitchRoll(p,g,l).multiply(e.Matrix.Translation(a.x,a.y,a.z)),v=e.Matrix.Invert(_),y=r.getWorldMatrix(),x=y.multiply(v),E=new e.VertexData;E.indices=[],E.positions=[],E.normals=[],E.uvs=[];for(var T=0,b=function(t){var r=n[t],i=new e.PositionNormalVertex;return i.position=new e.Vector3(o[3*r],o[3*r+1],o[3*r+2]),i.position=e.Vector3.TransformCoordinates(i.position,x),i.normal=new e.Vector3(s[3*r],s[3*r+1],s[3*r+2]),i},A=function(t,r){if(0===t.length)return t;for(var i=.5*Math.abs(e.Vector3.Dot(c,r)),n=function(t,n){var o=e.Vector3.GetClipFactor(t.position,n.position,r,i);return new e.PositionNormalVertex(e.Vector3.Lerp(t.position,n.position,o),e.Vector3.Lerp(t.normal,n.normal,o))},o=new Array,s=0;s0,h=_>0,l=v>0,m=(a?1:0)+(h?1:0)+(l?1:0)){case 0:o.push(t[s]),o.push(t[s+1]),o.push(t[s+2]);break;case 1:if(a&&(u=t[s+1],f=t[s+2],d=n(t[s],u),p=n(t[s],f)),h){u=t[s],f=t[s+2],d=n(t[s+1],u),p=n(t[s+1],f),o.push(d),o.push(f.clone()),o.push(u.clone()),o.push(f.clone()),o.push(d.clone()),o.push(p);break}l&&(u=t[s],f=t[s+1],d=n(t[s+2],u),p=n(t[s+2],f)),o.push(u.clone()),o.push(f.clone()),o.push(d),o.push(p),o.push(d.clone()),o.push(f.clone());break;case 2:a||(u=t[s].clone(),f=n(u,t[s+1]),d=n(u,t[s+2]),o.push(u),o.push(f),o.push(d)),h||(u=t[s+1].clone(),f=n(u,t[s+2]),d=n(u,t[s]),o.push(u),o.push(f),o.push(d)),l||(u=t[s+2].clone(),f=n(u,t[s]),d=n(u,t[s+1]),o.push(u),o.push(f),o.push(d));break;case 3:}}return o},M=0;Ml||l>3?0:l,_=v(r,i,g,y,n,o,s,a,l,u);var x=e.Mesh.CreateRibbon(t,_,h,c,0,f,d,p);return x.pathArray=_,x.path3D=g,x.cap=l,x},t}();e.MeshBuilder=t}(BABYLON||(BABYLON={}));var BABYLON;!function(e){var t=function(){function t(t){this.delayLoadState=e.Engine.DELAYLOADSTATE_NONE,this.hasAlpha=!1,this.getAlphaFromRGB=!1,this.level=1,this.isCube=!1,this.isRenderTarget=!1,this.animations=new Array,this.coordinatesIndex=0,this.coordinatesMode=e.Texture.EXPLICIT_MODE,this.wrapU=e.Texture.WRAP_ADDRESSMODE,this.wrapV=e.Texture.WRAP_ADDRESSMODE,this.anisotropicFilteringLevel=4,this._scene=t,this._scene.textures.push(this)}return t.prototype.getScene=function(){return this._scene},t.prototype.getTextureMatrix=function(){return null},t.prototype.getReflectionTextureMatrix=function(){return null},t.prototype.getInternalTexture=function(){return this._texture},t.prototype.isReady=function(){return this.delayLoadState===e.Engine.DELAYLOADSTATE_NOTLOADED?!0:this._texture?this._texture.isReady:!1},t.prototype.getSize=function(){return this._texture._width?{width:this._texture._width,height:this._texture._height}:this._texture._size?{width:this._texture._size,height:this._texture._size}:{width:0,height:0}},t.prototype.getBaseSize=function(){return this.isReady()?this._texture._size?{width:this._texture._size,height:this._texture._size}:{width:this._texture._baseWidth,height:this._texture._baseHeight}:{width:0,height:0}},t.prototype.scale=function(e){},Object.defineProperty(t.prototype,"canRescale",{ get:function(){return!1},enumerable:!0,configurable:!0}),t.prototype._removeFromCache=function(e,t){for(var r=this._scene.getEngine().getLoadedTexturesCache(),i=0;i=0&&this._scene.textures.splice(e,1),void 0!==this._texture&&this.onDispose&&this.onDispose()},t}();e.BaseTexture=t}(BABYLON||(BABYLON={}));var BABYLON;!function(e){var t=function(t){function r(i,n,o,s,a,h,c,l,u){void 0===a&&(a=r.TRILINEAR_SAMPLINGMODE),void 0===h&&(h=null),void 0===c&&(c=null),void 0===l&&(l=null),void 0===u&&(u=!1),t.call(this,n),this.uOffset=0,this.vOffset=0,this.uScale=1,this.vScale=1,this.uAng=0,this.vAng=0,this.wAng=0,this.name=i,this.url=i,this._noMipmap=o,this._invertY=s,this._samplingMode=a,this._buffer=l,this._deleteBuffer=u,i&&(this._texture=this._getFromCache(i,o,a),this._texture?e.Tools.SetImmediate(function(){h&&h()}):n.useDelayedTextureLoading?this.delayLoadState=e.Engine.DELAYLOADSTATE_NOTLOADED:(this._texture=n.getEngine().createTexture(i,o,s,n,this._samplingMode,h,c,this._buffer),u&&delete this._buffer))}return __extends(r,t),r.prototype.delayLoad=function(){this.delayLoadState===e.Engine.DELAYLOADSTATE_NOTLOADED&&(this.delayLoadState=e.Engine.DELAYLOADSTATE_LOADED,this._texture=this._getFromCache(this.url,this._noMipmap,this._samplingMode),this._texture||(this._texture=this.getScene().getEngine().createTexture(this.url,this._noMipmap,this._invertY,this.getScene(),this._samplingMode,null,null,this._buffer),this._deleteBuffer&&delete this._buffer))},r.prototype.updateSamplingMode=function(e){this._texture&&this.getScene().getEngine().updateTextureSamplingMode(e,this._texture)},r.prototype._prepareRowForTextureGeneration=function(t,r,i,n){t*=this.uScale,r*=this.vScale,t-=.5*this.uScale,r-=.5*this.vScale,i-=.5,e.Vector3.TransformCoordinatesFromFloatsToRef(t,r,i,this._rowGenerationMatrix,n),n.x+=.5*this.uScale+this.uOffset,n.y+=.5*this.vScale+this.vOffset,n.z+=.5},r.prototype.getTextureMatrix=function(){return this.uOffset===this._cachedUOffset&&this.vOffset===this._cachedVOffset&&this.uScale===this._cachedUScale&&this.vScale===this._cachedVScale&&this.uAng===this._cachedUAng&&this.vAng===this._cachedVAng&&this.wAng===this._cachedWAng?this._cachedTextureMatrix:(this._cachedUOffset=this.uOffset,this._cachedVOffset=this.vOffset,this._cachedUScale=this.uScale,this._cachedVScale=this.vScale,this._cachedUAng=this.uAng,this._cachedVAng=this.vAng,this._cachedWAng=this.wAng,this._cachedTextureMatrix||(this._cachedTextureMatrix=e.Matrix.Zero(),this._rowGenerationMatrix=new e.Matrix,this._t0=e.Vector3.Zero(),this._t1=e.Vector3.Zero(),this._t2=e.Vector3.Zero()),e.Matrix.RotationYawPitchRollToRef(this.vAng,this.uAng,this.wAng,this._rowGenerationMatrix),this._prepareRowForTextureGeneration(0,0,0,this._t0),this._prepareRowForTextureGeneration(1,0,0,this._t1),this._prepareRowForTextureGeneration(0,1,0,this._t2),this._t1.subtractInPlace(this._t0),this._t2.subtractInPlace(this._t0),e.Matrix.IdentityToRef(this._cachedTextureMatrix),this._cachedTextureMatrix.m[0]=this._t1.x,this._cachedTextureMatrix.m[1]=this._t1.y,this._cachedTextureMatrix.m[2]=this._t1.z,this._cachedTextureMatrix.m[4]=this._t2.x,this._cachedTextureMatrix.m[5]=this._t2.y,this._cachedTextureMatrix.m[6]=this._t2.z,this._cachedTextureMatrix.m[8]=this._t0.x,this._cachedTextureMatrix.m[9]=this._t0.y,this._cachedTextureMatrix.m[10]=this._t0.z,this._cachedTextureMatrix)},r.prototype.getReflectionTextureMatrix=function(){if(this.uOffset===this._cachedUOffset&&this.vOffset===this._cachedVOffset&&this.uScale===this._cachedUScale&&this.vScale===this._cachedVScale&&this.coordinatesMode===this._cachedCoordinatesMode)return this._cachedTextureMatrix;switch(this._cachedTextureMatrix||(this._cachedTextureMatrix=e.Matrix.Zero(),this._projectionModeMatrix=e.Matrix.Zero()),this._cachedCoordinatesMode=this.coordinatesMode,this.coordinatesMode){case r.SPHERICAL_MODE:e.Matrix.IdentityToRef(this._cachedTextureMatrix),this._cachedTextureMatrix[0]=-.5*this.uScale,this._cachedTextureMatrix[5]=-.5*this.vScale,this._cachedTextureMatrix[12]=.5+this.uOffset,this._cachedTextureMatrix[13]=.5+this.vOffset;break;case r.PLANAR_MODE:e.Matrix.IdentityToRef(this._cachedTextureMatrix),this._cachedTextureMatrix[0]=this.uScale,this._cachedTextureMatrix[5]=this.vScale,this._cachedTextureMatrix[12]=this.uOffset,this._cachedTextureMatrix[13]=this.vOffset;break;case r.PROJECTION_MODE:e.Matrix.IdentityToRef(this._projectionModeMatrix),this._projectionModeMatrix.m[0]=.5,this._projectionModeMatrix.m[5]=-.5,this._projectionModeMatrix.m[10]=0,this._projectionModeMatrix.m[12]=.5,this._projectionModeMatrix.m[13]=.5,this._projectionModeMatrix.m[14]=1,this._projectionModeMatrix.m[15]=1,this.getScene().getProjectionMatrix().multiplyToRef(this._projectionModeMatrix,this._cachedTextureMatrix);break;default:e.Matrix.IdentityToRef(this._cachedTextureMatrix)}return this._cachedTextureMatrix},r.prototype.clone=function(){var e=new r(this._texture.url,this.getScene(),this._noMipmap,this._invertY,this._samplingMode);return e.hasAlpha=this.hasAlpha,e.level=this.level,e.wrapU=this.wrapU,e.wrapV=this.wrapV,e.coordinatesIndex=this.coordinatesIndex,e.coordinatesMode=this.coordinatesMode,e.uOffset=this.uOffset,e.vOffset=this.vOffset,e.uScale=this.uScale,e.vScale=this.vScale,e.uAng=this.uAng,e.vAng=this.vAng,e.wAng=this.wAng,e},r.CreateFromBase64String=function(e,t,i,n,o,s,a,h){return void 0===s&&(s=r.TRILINEAR_SAMPLINGMODE),void 0===a&&(a=null),void 0===h&&(h=null),new r("data:"+t,i,n,o,s,a,h,e)},r.NEAREST_SAMPLINGMODE=1,r.BILINEAR_SAMPLINGMODE=2,r.TRILINEAR_SAMPLINGMODE=3,r.EXPLICIT_MODE=0,r.SPHERICAL_MODE=1,r.PLANAR_MODE=2,r.CUBIC_MODE=3,r.PROJECTION_MODE=4,r.SKYBOX_MODE=5,r.INVCUBIC_MODE=6,r.CLAMP_ADDRESSMODE=0,r.WRAP_ADDRESSMODE=1,r.MIRROR_ADDRESSMODE=2,r}(e.BaseTexture);e.Texture=t}(BABYLON||(BABYLON={}));var BABYLON;!function(e){var t=function(t){function r(r,i,n,o){t.call(this,i),this.coordinatesMode=e.Texture.CUBIC_MODE,this.name=r,this.url=r,this._noMipmap=o,this.hasAlpha=!1,r&&(this._texture=this._getFromCache(r,o),n||(n=["_px.jpg","_py.jpg","_pz.jpg","_nx.jpg","_ny.jpg","_nz.jpg"]),this._extensions=n,this._texture||(i.useDelayedTextureLoading?this.delayLoadState=e.Engine.DELAYLOADSTATE_NOTLOADED:this._texture=i.getEngine().createCubeTexture(r,i,n,o)),this.isCube=!0,this._textureMatrix=e.Matrix.Identity())}return __extends(r,t),r.prototype.clone=function(){var e=new r(this.url,this.getScene(),this._extensions,this._noMipmap);return e.level=this.level,e.wrapU=this.wrapU,e.wrapV=this.wrapV,e.coordinatesIndex=this.coordinatesIndex,e.coordinatesMode=this.coordinatesMode,e},r.prototype.delayLoad=function(){this.delayLoadState===e.Engine.DELAYLOADSTATE_NOTLOADED&&(this.delayLoadState=e.Engine.DELAYLOADSTATE_LOADED,this._texture=this._getFromCache(this.url,this._noMipmap),this._texture||(this._texture=this.getScene().getEngine().createCubeTexture(this.url,this.getScene(),this._extensions)))},r.prototype.getReflectionTextureMatrix=function(){return this._textureMatrix},r}(e.BaseTexture);e.CubeTexture=t}(BABYLON||(BABYLON={}));var BABYLON;!function(e){var t=function(t){function r(r,i,n,o,s,a,h){void 0===s&&(s=!0),void 0===a&&(a=e.Engine.TEXTURETYPE_UNSIGNED_INT),void 0===h&&(h=!1),t.call(this,null,n,!o),this.isCube=h,this.renderList=new Array,this.renderParticles=!0,this.renderSprites=!1,this.coordinatesMode=e.Texture.PROJECTION_MODE,this._currentRefreshId=-1,this._refreshRate=1,this.name=r,this.isRenderTarget=!0,this._size=i,this._generateMipMaps=o,this._doNotChangeAspectRatio=s,h?(this._texture=n.getEngine().createRenderTargetCubeTexture(i,{generateMipMaps:o}),this.coordinatesMode=e.Texture.INVCUBIC_MODE,this._textureMatrix=e.Matrix.Identity()):this._texture=n.getEngine().createRenderTargetTexture(i,{generateMipMaps:o,type:a}),this._renderingManager=new e.RenderingManager(n)}return __extends(r,t),Object.defineProperty(r,"REFRESHRATE_RENDERONCE",{get:function(){return r._REFRESHRATE_RENDERONCE},enumerable:!0,configurable:!0}),Object.defineProperty(r,"REFRESHRATE_RENDERONEVERYFRAME",{get:function(){return r._REFRESHRATE_RENDERONEVERYFRAME},enumerable:!0,configurable:!0}),Object.defineProperty(r,"REFRESHRATE_RENDERONEVERYTWOFRAME",{get:function(){return r._REFRESHRATE_RENDERONEVERYTWOFRAME},enumerable:!0,configurable:!0}),r.prototype.resetRefreshCounter=function(){this._currentRefreshId=-1},Object.defineProperty(r.prototype,"refreshRate",{get:function(){return this._refreshRate},set:function(e){this._refreshRate=e,this.resetRefreshCounter()},enumerable:!0,configurable:!0}),r.prototype._shouldRender=function(){return-1===this._currentRefreshId?(this._currentRefreshId=1,!0):this.refreshRate===this._currentRefreshId?(this._currentRefreshId=1,!0):(this._currentRefreshId++,!1)},r.prototype.isReady=function(){return this.getScene().renderTargetsEnabled?t.prototype.isReady.call(this):!1},r.prototype.getRenderSize=function(){return this._size},Object.defineProperty(r.prototype,"canRescale",{get:function(){return!0},enumerable:!0,configurable:!0}),r.prototype.scale=function(e){var t=this._size*e;this.resize(t,this._generateMipMaps)},r.prototype.getReflectionTextureMatrix=function(){return this.isCube?this._textureMatrix:t.prototype.getReflectionTextureMatrix.call(this)},r.prototype.resize=function(e,t){this.releaseInternalTexture(),this.isCube?this._texture=this.getScene().getEngine().createRenderTargetCubeTexture(e):this._texture=this.getScene().getEngine().createRenderTargetTexture(e,t)},r.prototype.render=function(e,t){var r=this.getScene();if(this._waitingRenderList){this.renderList=[];for(var i=0;il;l++)this.renderToTarget(l,o,e,t);else this.renderToTarget(0,o,e,t);this.onAfterUnbind&&this.onAfterUnbind(),r.resetCachedMaterial()}},r.prototype.renderToTarget=function(t,r,i,n){var o=this.getScene(),s=o.getEngine();i&&o.postProcessManager._prepareFrame(this._texture)||(this.isCube?s.bindFramebuffer(this._texture,t):s.bindFramebuffer(this._texture)),this.onBeforeRender&&this.onBeforeRender(t),this.onClear?this.onClear(s):s.clear(o.clearColor,!0,!0),this._doNotChangeAspectRatio||o.updateTransformMatrix(!0),this._renderingManager.render(this.customRenderFunction,r,this.renderParticles,this.renderSprites),i&&o.postProcessManager._finalizeFrame(!1,this._texture,t),this._doNotChangeAspectRatio||o.updateTransformMatrix(!0),this.onAfterRender&&this.onAfterRender(t),n&&e.Tools.DumpFramebuffer(this._size,this._size,s),this.isCube&&5!==t||(this.isCube&&5===t&&s.generateMipMapsForCubemap(this._texture),s.unBindFramebuffer(this._texture,!0))},r.prototype.clone=function(){var e=this.getSize(),t=new r(this.name,e.width,this.getScene(),this._generateMipMaps);return t.hasAlpha=this.hasAlpha,t.level=this.level,t.coordinatesMode=this.coordinatesMode,t.renderList=this.renderList.slice(0),t},r._REFRESHRATE_RENDERONCE=0,r._REFRESHRATE_RENDERONEVERYFRAME=1,r._REFRESHRATE_RENDERONEVERYTWOFRAME=2,r}(e.Texture);e.RenderTargetTexture=t}(BABYLON||(BABYLON={}));var BABYLON;!function(e){var t=function(e){function t(t,r,i,n,o,s){void 0===s&&(s=!0),e.call(this,null,n,!s),this.isEnabled=!0,this._currentRefreshId=-1,this._refreshRate=1,this._vertexDeclaration=[2],this._vertexStrideSize=8,this._uniforms=new Array,this._samplers=new Array,this._textures=new Array,this._floats=new Array,this._floatsArrays={},this._colors3=new Array,this._colors4=new Array,this._vectors2=new Array,this._vectors3=new Array,this._matrices=new Array,this._fallbackTextureUsed=!1,n._proceduralTextures.push(this),this.name=t,this.isRenderTarget=!0,this._size=r,this._generateMipMaps=s,this.setFragment(i),this._fallbackTexture=o,this._texture=n.getEngine().createRenderTargetTexture(r,s);var a=[];a.push(1,1),a.push(-1,1),a.push(-1,-1),a.push(1,-1),this._vertexBuffer=n.getEngine().createVertexBuffer(a);var h=[];h.push(0),h.push(1),h.push(2),h.push(0),h.push(2),h.push(3),this._indexBuffer=n.getEngine().createIndexBuffer(h)}return __extends(t,e),t.prototype.reset=function(){if(void 0!==this._effect){var e=this.getScene().getEngine();e._releaseEffect(this._effect)}},t.prototype.isReady=function(){var e,t=this,r=this.getScene().getEngine();return this._fragment?this._fallbackTextureUsed?!0:(e=void 0!==this._fragment.fragmentElement?{vertex:"procedural",fragmentElement:this._fragment.fragmentElement}:{vertex:"procedural",fragment:this._fragment},this._effect=r.createEffect(e,["position"],this._uniforms,this._samplers,"",null,null,function(){t.releaseInternalTexture(),t._fallbackTexture&&(t._texture=t._fallbackTexture._texture,t._texture.references++),t._fallbackTextureUsed=!0}),this._effect.isReady()):!1},t.prototype.resetRefreshCounter=function(){this._currentRefreshId=-1},t.prototype.setFragment=function(e){this._fragment=e},Object.defineProperty(t.prototype,"refreshRate",{get:function(){return this._refreshRate},set:function(e){this._refreshRate=e,this.resetRefreshCounter()},enumerable:!0,configurable:!0}),t.prototype._shouldRender=function(){return this.isEnabled&&this.isReady()&&this._texture?this._fallbackTextureUsed?!1:-1===this._currentRefreshId?(this._currentRefreshId=1,!0):this.refreshRate===this._currentRefreshId?(this._currentRefreshId=1,!0):(this._currentRefreshId++,!1):!1},t.prototype.getRenderSize=function(){return this._size},t.prototype.resize=function(e,t){this._fallbackTextureUsed||(this.releaseInternalTexture(),this._texture=this.getScene().getEngine().createRenderTargetTexture(e,t))},t.prototype._checkUniform=function(e){-1===this._uniforms.indexOf(e)&&this._uniforms.push(e)},t.prototype.setTexture=function(e,t){return-1===this._samplers.indexOf(e)&&this._samplers.push(e),this._textures[e]=t,this},t.prototype.setFloat=function(e,t){return this._checkUniform(e),this._floats[e]=t,this},t.prototype.setFloats=function(e,t){return this._checkUniform(e),this._floatsArrays[e]=t,this},t.prototype.setColor3=function(e,t){return this._checkUniform(e),this._colors3[e]=t,this},t.prototype.setColor4=function(e,t){return this._checkUniform(e),this._colors4[e]=t,this},t.prototype.setVector2=function(e,t){return this._checkUniform(e),this._vectors2[e]=t,this},t.prototype.setVector3=function(e,t){return this._checkUniform(e),this._vectors3[e]=t,this},t.prototype.setMatrix=function(e,t){return this._checkUniform(e),this._matrices[e]=t,this},t.prototype.render=function(e){var t=this.getScene(),r=t.getEngine();r.bindFramebuffer(this._texture),r.clear(t.clearColor,!0,!0),r.enableEffect(this._effect),r.setState(!1);for(var i in this._textures)this._effect.setTexture(i,this._textures[i]);for(i in this._floats)this._effect.setFloat(i,this._floats[i]);for(i in this._floatsArrays)this._effect.setArray(i,this._floatsArrays[i]);for(i in this._colors3)this._effect.setColor3(i,this._colors3[i]);for(i in this._colors4){var n=this._colors4[i];this._effect.setFloat4(i,n.r,n.g,n.b,n.a)}for(i in this._vectors2)this._effect.setVector2(i,this._vectors2[i]);for(i in this._vectors3)this._effect.setVector3(i,this._vectors3[i]);for(i in this._matrices)this._effect.setMatrix(i,this._matrices[i]);r.bindBuffers(this._vertexBuffer,this._indexBuffer,this._vertexDeclaration,this._vertexStrideSize,this._effect),r.draw(!0,0,6),r.unBindFramebuffer(this._texture)},t.prototype.clone=function(){var e=this.getSize(),r=new t(this.name,e.width,this._fragment,this.getScene(),this._fallbackTexture,this._generateMipMaps);return r.hasAlpha=this.hasAlpha,r.level=this.level,r.coordinatesMode=this.coordinatesMode,r},t.prototype.dispose=function(){var t=this.getScene()._proceduralTextures.indexOf(this);t>=0&&this.getScene()._proceduralTextures.splice(t,1),e.prototype.dispose.call(this)},t}(e.Texture);e.ProceduralTexture=t}(BABYLON||(BABYLON={}));var BABYLON;!function(e){var t=function(t){function r(r,i,n,o){var s=this;t.call(this,r,i,n,o,!0),this.mirrorPlane=new e.Plane(0,1,0,1),this._transformMatrix=e.Matrix.Zero(),this._mirrorMatrix=e.Matrix.Zero(),this.onBeforeRender=function(){e.Matrix.ReflectionToRef(s.mirrorPlane,s._mirrorMatrix),s._savedViewMatrix=n.getViewMatrix(),s._mirrorMatrix.multiplyToRef(s._savedViewMatrix,s._transformMatrix),n.setTransformMatrix(s._transformMatrix,n.getProjectionMatrix()),n.clipPlane=s.mirrorPlane,n.getEngine().cullBackFaces=!1,n._mirroredCameraPosition=e.Vector3.TransformCoordinates(n.activeCamera.position,s._mirrorMatrix)},this.onAfterRender=function(){n.setTransformMatrix(s._savedViewMatrix,n.getProjectionMatrix()),n.getEngine().cullBackFaces=!0,n._mirroredCameraPosition=null,delete n.clipPlane}}return __extends(r,t),r.prototype.clone=function(){var e=this.getSize(),t=new r(this.name,e.width,this.getScene(),this._generateMipMaps);return t.hasAlpha=this.hasAlpha,t.level=this.level,t.mirrorPlane=this.mirrorPlane.clone(),t.renderList=this.renderList.slice(0),t},r}(e.RenderTargetTexture);e.MirrorTexture=t}(BABYLON||(BABYLON={}));var BABYLON;!function(e){var t=function(t){function r(r,i,n,o,s){void 0===s&&(s=e.Texture.TRILINEAR_SAMPLINGMODE),t.call(this,null,n,!o),this.name=r,this.wrapU=e.Texture.CLAMP_ADDRESSMODE,this.wrapV=e.Texture.CLAMP_ADDRESSMODE,this._generateMipMaps=o,i.getContext?(this._canvas=i,this._texture=n.getEngine().createDynamicTexture(i.width,i.height,o,s)):(this._canvas=document.createElement("canvas"),i.width?this._texture=n.getEngine().createDynamicTexture(i.width,i.height,o,s):this._texture=n.getEngine().createDynamicTexture(i,i,o,s));var a=this.getSize();this._canvas.width=a.width,this._canvas.height=a.height,this._context=this._canvas.getContext("2d")}return __extends(r,t),Object.defineProperty(r.prototype,"canRescale",{get:function(){return!0},enumerable:!0,configurable:!0}),r.prototype.scale=function(e){var t=this.getSize();t.width*=e,t.height*=e,this._canvas.width=t.width,this._canvas.height=t.height,this.releaseInternalTexture(),this._texture=this.getScene().getEngine().createDynamicTexture(t.width,t.height,this._generateMipMaps,this._samplingMode)},r.prototype.getContext=function(){return this._context},r.prototype.clear=function(){var e=this.getSize();this._context.fillRect(0,0,e.width,e.height)},r.prototype.update=function(e){this.getScene().getEngine().updateDynamicTexture(this._texture,this._canvas,void 0===e?!0:e)},r.prototype.drawText=function(e,t,r,i,n,o,s,a){void 0===a&&(a=!0);var h=this.getSize();if(o&&(this._context.fillStyle=o,this._context.fillRect(0,0,h.width,h.height)),this._context.font=i,null===t){var c=this._context.measureText(e);t=(h.width-c.width)/2}this._context.fillStyle=n,this._context.fillText(e,t,r),a&&this.update(s)},r.prototype.clone=function(){var e=this.getSize(),t=new r(this.name,e.width,this.getScene(),this._generateMipMaps);return t.hasAlpha=this.hasAlpha,t.level=this.level,t.wrapU=this.wrapU,t.wrapV=this.wrapV,t},r}(e.Texture);e.DynamicTexture=t}(BABYLON||(BABYLON={}));var BABYLON;!function(e){var t=function(t){function r(r,i,n,o,s,a){var h=this;void 0===o&&(o=!1),void 0===s&&(s=!1),void 0===a&&(a=e.Texture.TRILINEAR_SAMPLINGMODE),t.call(this,null,n,!o,s),this._autoLaunch=!0,this.name=r,this.video=document.createElement("video"),this.video.autoplay=!1,this.video.loop=!0,this.video.addEventListener("canplaythrough",function(){e.Tools.IsExponentOfTwo(h.video.videoWidth)&&e.Tools.IsExponentOfTwo(h.video.videoHeight)?(h.wrapU=e.Texture.WRAP_ADDRESSMODE,h.wrapV=e.Texture.WRAP_ADDRESSMODE):(h.wrapU=e.Texture.CLAMP_ADDRESSMODE,h.wrapV=e.Texture.CLAMP_ADDRESSMODE,o=!1),h._texture=n.getEngine().createDynamicTexture(h.video.videoWidth,h.video.videoHeight,o,a,!1),h._texture.isReady=!0}),i.forEach(function(e){var t=document.createElement("source");t.src=e,h.video.appendChild(t)}),this._lastUpdate=e.Tools.Now}return __extends(r,t),r.prototype.update=function(){this._autoLaunch&&(this._autoLaunch=!1,this.video.play());var t=e.Tools.Now;return t-this._lastUpdate<15||this.video.readyState!==this.video.HAVE_ENOUGH_DATA?!1:(this._lastUpdate=t,this.getScene().getEngine().updateVideoTexture(this._texture,this.video,this._invertY),!0)},r}(e.Texture);e.VideoTexture=t}(BABYLON||(BABYLON={}));var BABYLON;!function(e){var t=function(t){function r(e,r,i,n,o,s){t.call(this,e,i,null,n,o,s),this._animate=!0,this._time=0,this._texturePath=r,this.loadJson(r),this.refreshRate=1}return __extends(r,t),r.prototype.loadJson=function(t){function r(){e.Tools.Log("No config file found in "+t+" trying to use ShadersStore or DOM element");try{n.setFragment(n._texturePath)}catch(r){e.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture")}}var i=this,n=this,o=t+"/config.json",s=new XMLHttpRequest;s.open("GET",o,!0),s.addEventListener("load",function(){if(200===s.status||e.Tools.ValidateXHRData(s,1))try{i._config=JSON.parse(s.response),i.updateShaderUniforms(),i.updateTextures(),i.setFragment(i._texturePath+"/custom"),i._animate=i._config.animate,i.refreshRate=i._config.refreshrate}catch(t){r()}else r()},!1),s.addEventListener("error",function(){r()},!1);try{s.send()}catch(a){e.Tools.Error("CustomProceduralTexture: Error on XHR send request.")}},r.prototype.isReady=function(){if(!t.prototype.isReady.call(this))return!1;for(var e in this._textures){var r=this._textures[e];if(!r.isReady())return!1}return!0},r.prototype.render=function(e){this._animate&&(this._time+=.03*this.getScene().getAnimationRatio(),this.updateShaderUniforms()),t.prototype.render.call(this,e)},r.prototype.updateTextures=function(){for(var t=0;tthis._maxRank&&(this._maxRank=e),this._defines[e]=new Array),this._defines[e].push(t)},Object.defineProperty(e.prototype,"isMoreFallbacks",{get:function(){return this._currentRank<=this._maxRank},enumerable:!0,configurable:!0}),e.prototype.reduce=function(e){for(var t=this._defines[this._currentRank],r=0;r=0&&this._scene.materials.splice(t,1),e&&this._effect&&(this._scene.getEngine()._releaseEffect(this._effect),this._effect=null),t=0;t0?e+="#define BonesPerMesh "+this[r]+"\n":this[r]&&(e+="#define "+r+"\n")}return e},e}(),n=function(r){function n(t,n){var o=this;r.call(this,t,n),this.ambientColor=new e.Color3(0,0,0),this.diffuseColor=new e.Color3(1,1,1),this.specularColor=new e.Color3(1,1,1),this.specularPower=64,this.emissiveColor=new e.Color3(0,0,0),this.useAlphaFromDiffuseTexture=!1,this.useEmissiveAsIllumination=!1,this.useReflectionFresnelFromSpecular=!1,this.useSpecularOverAlpha=!0,this.disableLighting=!1,this.roughness=0,this.lightmapThreshold=0,this.useGlossinessFromSpecularMapAlpha=!1,this._renderTargets=new e.SmartArray(16),this._worldViewProjectionMatrix=e.Matrix.Zero(),this._globalAmbientColor=new e.Color3(0,0,0),this._scaledDiffuse=new e.Color3,this._scaledSpecular=new e.Color3,this._defines=new i,this._cachedDefines=new i,this._cachedDefines.BonesPerMesh=-1,this.getRenderTargetTextures=function(){return o._renderTargets.reset(),o.reflectionTexture&&o.reflectionTexture.isRenderTarget&&o._renderTargets.push(o.reflectionTexture),o._renderTargets}}return __extends(n,r),n.prototype.needAlphaBlending=function(){return this.alpha<1||null!=this.opacityTexture||this._shouldUseAlphaFromDiffuseTexture()||this.opacityFresnelParameters&&this.opacityFresnelParameters.isEnabled},n.prototype.needAlphaTesting=function(){return null!=this.diffuseTexture&&this.diffuseTexture.hasAlpha},n.prototype._shouldUseAlphaFromDiffuseTexture=function(){return null!=this.diffuseTexture&&this.diffuseTexture.hasAlpha&&this.useAlphaFromDiffuseTexture},n.prototype.getAlphaTestTexture=function(){return this.diffuseTexture},n.prototype.isReady=function(r,i){if(this.checkReadyOnlyOnce&&this._wasPreviouslyReady)return!0;var o=this.getScene();if(!this.checkReadyOnEveryCall&&this._renderId===o.getRenderId())return!0;var s=o.getEngine(),a=!1,h=!1;if(this._defines.reset(),o.texturesEnabled){if(this.diffuseTexture&&n.DiffuseTextureEnabled){if(!this.diffuseTexture.isReady())return!1;h=!0,this._defines.DIFFUSE=!0}if(this.ambientTexture&&n.AmbientTextureEnabled){if(!this.ambientTexture.isReady())return!1;h=!0,this._defines.AMBIENT=!0}if(this.opacityTexture&&n.OpacityTextureEnabled){if(!this.opacityTexture.isReady())return!1;h=!0,this._defines.OPACITY=!0,this.opacityTexture.getAlphaFromRGB&&(this._defines.OPACITYRGB=!0)}if(this.reflectionTexture&&n.ReflectionTextureEnabled){if(!this.reflectionTexture.isReady())return!1;switch(a=!0,this._defines.REFLECTION=!0,this.roughness>0&&(this._defines.ROUGHNESS=!0),this.reflectionTexture.coordinatesMode===e.Texture.INVCUBIC_MODE&&(this._defines.INVERTCUBICMAP=!0),this._defines.REFLECTIONMAP_3D=this.reflectionTexture.isCube,this.reflectionTexture.coordinatesMode){case e.Texture.CUBIC_MODE:case e.Texture.INVCUBIC_MODE:this._defines.REFLECTIONMAP_CUBIC=!0;break;case e.Texture.EXPLICIT_MODE:this._defines.REFLECTIONMAP_EXPLICIT=!0;break;case e.Texture.PLANAR_MODE:this._defines.REFLECTIONMAP_PLANAR=!0;break;case e.Texture.PROJECTION_MODE:this._defines.REFLECTIONMAP_PROJECTION=!0;break;case e.Texture.SKYBOX_MODE:this._defines.REFLECTIONMAP_SKYBOX=!0;break;case e.Texture.SPHERICAL_MODE:this._defines.REFLECTIONMAP_SPHERICAL=!0}}if(this.emissiveTexture&&n.EmissiveTextureEnabled){if(!this.emissiveTexture.isReady())return!1;h=!0,this._defines.EMISSIVE=!0}if(this.lightmapTexture&&n.LightmapEnabled){if(!this.lightmapTexture.isReady())return!1;h=!0,this._defines.LIGHTMAP=!0}if(this.specularTexture&&n.SpecularTextureEnabled){if(!this.specularTexture.isReady())return!1;h=!0,this._defines.SPECULAR=!0,this._defines.GLOSSINESS=this.useGlossinessFromSpecularMapAlpha}}if(o.getEngine().getCaps().standardDerivatives&&this.bumpTexture&&n.BumpTextureEnabled){if(!this.bumpTexture.isReady())return!1;h=!0,this._defines.BUMP=!0}o.clipPlane&&(this._defines.CLIPPLANE=!0),s.getAlphaTesting()&&(this._defines.ALPHATEST=!0),this._shouldUseAlphaFromDiffuseTexture()&&(this._defines.ALPHAFROMDIFFUSE=!0),this.useEmissiveAsIllumination&&(this._defines.EMISSIVEASILLUMINATION=!0),this.useReflectionFresnelFromSpecular&&(this._defines.REFLECTIONFRESNELFROMSPECULAR=!0),(this.pointsCloud||o.forcePointsCloud)&&(this._defines.POINTSIZE=!0),o.fogEnabled&&r&&r.applyFog&&o.fogMode!==e.Scene.FOGMODE_NONE&&this.fogEnabled&&(this._defines.FOG=!0);var c=0;if(o.lightsEnabled&&!this.disableLighting)for(var l=0;l0){for(var f=0;f0){for(var p=0;pc;c++)this._defines["LIGHT"+c]&&(c>0&&v.addFallback(c,"LIGHT"+c),this._defines["SHADOW"+c]&&v.addFallback(0,"SHADOW"+c),this._defines["SHADOWPCF"+c]&&v.addFallback(0,"SHADOWPCF"+c),this._defines["SHADOWVSM"+c]&&v.addFallback(0,"SHADOWVSM"+c));this._defines.SPECULARTERM&&v.addFallback(0,"SPECULARTERM"),this._defines.DIFFUSEFRESNEL&&v.addFallback(1,"DIFFUSEFRESNEL"),this._defines.OPACITYFRESNEL&&v.addFallback(2,"OPACITYFRESNEL"),this._defines.REFLECTIONFRESNEL&&v.addFallback(3,"REFLECTIONFRESNEL"),this._defines.EMISSIVEFRESNEL&&v.addFallback(4,"EMISSIVEFRESNEL"),this._defines.FRESNEL&&v.addFallback(4,"FRESNEL"),this._defines.BONES4&&v.addFallback(0,"BONES4");var y=[e.VertexBuffer.PositionKind];this._defines.NORMAL&&y.push(e.VertexBuffer.NormalKind),this._defines.UV1&&y.push(e.VertexBuffer.UVKind),this._defines.UV2&&y.push(e.VertexBuffer.UV2Kind),this._defines.VERTEXCOLOR&&y.push(e.VertexBuffer.ColorKind),this._defines.BONES&&(y.push(e.VertexBuffer.MatricesIndicesKind),y.push(e.VertexBuffer.MatricesWeightsKind)),this._defines.INSTANCES&&(y.push("world0"),y.push("world1"),y.push("world2"),y.push("world3"));var x="default";o.getEngine().getCaps().standardDerivatives||(x="legacydefault");var E=this._defines.toString();this._effect=o.getEngine().createEffect(x,y,["world","view","viewProjection","vEyePosition","vLightsType","vAmbientColor","vDiffuseColor","vSpecularColor","vEmissiveColor","vLightData0","vLightDiffuse0","vLightSpecular0","vLightDirection0","vLightGround0","lightMatrix0","vLightData1","vLightDiffuse1","vLightSpecular1","vLightDirection1","vLightGround1","lightMatrix1","vLightData2","vLightDiffuse2","vLightSpecular2","vLightDirection2","vLightGround2","lightMatrix2","vLightData3","vLightDiffuse3","vLightSpecular3","vLightDirection3","vLightGround3","lightMatrix3","vFogInfos","vFogColor","pointSize","vDiffuseInfos","vAmbientInfos","vOpacityInfos","vReflectionInfos","vEmissiveInfos","vSpecularInfos","vBumpInfos","vLightmapInfos","mBones","vClipPlane","diffuseMatrix","ambientMatrix","opacityMatrix","reflectionMatrix","emissiveMatrix","specularMatrix","bumpMatrix","lightmapMatrix","shadowsInfo0","shadowsInfo1","shadowsInfo2","shadowsInfo3","diffuseLeftColor","diffuseRightColor","opacityParts","reflectionLeftColor","reflectionRightColor","emissiveLeftColor","emissiveRightColor"],["diffuseSampler","ambientSampler","opacitySampler","reflectionCubeSampler","reflection2DSampler","emissiveSampler","specularSampler","bumpSampler","lightmapSampler","shadowSampler0","shadowSampler1","shadowSampler2","shadowSampler3"],E,v,this.onCompiled,this.onError)}return this._effect.isReady()?(this._renderId=o.getRenderId(),this._wasPreviouslyReady=!0,!0):!1},n.prototype.unbind=function(){this.reflectionTexture&&this.reflectionTexture.isRenderTarget&&this._effect.setTexture("reflection2DSampler",null),r.prototype.unbind.call(this)},n.prototype.bindOnlyWorldMatrix=function(e){this._effect.setMatrix("world",e)},n.prototype.bind=function(i,o){var s=this.getScene();if(this.bindOnlyWorldMatrix(i),this._effect.setMatrix("viewProjection",s.getTransformMatrix()),o&&o.useBones&&o.computeBonesUsingShaders&&this._effect.setMatrices("mBones",o.skeleton.getTransformMatrices()),s.getCachedMaterial()!==this){if(n.FresnelEnabled&&(this.diffuseFresnelParameters&&this.diffuseFresnelParameters.isEnabled&&(this._effect.setColor4("diffuseLeftColor",this.diffuseFresnelParameters.leftColor,this.diffuseFresnelParameters.power),this._effect.setColor4("diffuseRightColor",this.diffuseFresnelParameters.rightColor,this.diffuseFresnelParameters.bias)),this.opacityFresnelParameters&&this.opacityFresnelParameters.isEnabled&&this._effect.setColor4("opacityParts",new e.Color3(this.opacityFresnelParameters.leftColor.toLuminance(),this.opacityFresnelParameters.rightColor.toLuminance(),this.opacityFresnelParameters.bias),this.opacityFresnelParameters.power),this.reflectionFresnelParameters&&this.reflectionFresnelParameters.isEnabled&&(this._effect.setColor4("reflectionLeftColor",this.reflectionFresnelParameters.leftColor,this.reflectionFresnelParameters.power),this._effect.setColor4("reflectionRightColor",this.reflectionFresnelParameters.rightColor,this.reflectionFresnelParameters.bias)),this.emissiveFresnelParameters&&this.emissiveFresnelParameters.isEnabled&&(this._effect.setColor4("emissiveLeftColor",this.emissiveFresnelParameters.leftColor,this.emissiveFresnelParameters.power),this._effect.setColor4("emissiveRightColor",this.emissiveFresnelParameters.rightColor,this.emissiveFresnelParameters.bias))),this.diffuseTexture&&n.DiffuseTextureEnabled&&(this._effect.setTexture("diffuseSampler",this.diffuseTexture),this._effect.setFloat2("vDiffuseInfos",this.diffuseTexture.coordinatesIndex,this.diffuseTexture.level),this._effect.setMatrix("diffuseMatrix",this.diffuseTexture.getTextureMatrix())),this.ambientTexture&&n.AmbientTextureEnabled&&(this._effect.setTexture("ambientSampler",this.ambientTexture),this._effect.setFloat2("vAmbientInfos",this.ambientTexture.coordinatesIndex,this.ambientTexture.level),this._effect.setMatrix("ambientMatrix",this.ambientTexture.getTextureMatrix())),this.opacityTexture&&n.OpacityTextureEnabled&&(this._effect.setTexture("opacitySampler",this.opacityTexture),this._effect.setFloat2("vOpacityInfos",this.opacityTexture.coordinatesIndex,this.opacityTexture.level),this._effect.setMatrix("opacityMatrix",this.opacityTexture.getTextureMatrix())),this.reflectionTexture&&n.ReflectionTextureEnabled&&(this.reflectionTexture.isCube?this._effect.setTexture("reflectionCubeSampler",this.reflectionTexture):this._effect.setTexture("reflection2DSampler",this.reflectionTexture),this._effect.setMatrix("reflectionMatrix",this.reflectionTexture.getReflectionTextureMatrix()),this._effect.setFloat2("vReflectionInfos",this.reflectionTexture.level,this.roughness)),this.emissiveTexture&&n.EmissiveTextureEnabled&&(this._effect.setTexture("emissiveSampler",this.emissiveTexture),this._effect.setFloat2("vEmissiveInfos",this.emissiveTexture.coordinatesIndex,this.emissiveTexture.level),this._effect.setMatrix("emissiveMatrix",this.emissiveTexture.getTextureMatrix())),this.lightmapTexture&&n.LightmapEnabled&&(this._effect.setTexture("lightmapSampler",this.lightmapTexture),this._effect.setFloat3("vLightmapInfos",this.lightmapTexture.coordinatesIndex,this.lightmapTexture.level,this.lightmapThreshold),this._effect.setMatrix("lightmapMatrix",this.lightmapTexture.getTextureMatrix())),this.specularTexture&&n.SpecularTextureEnabled&&(this._effect.setTexture("specularSampler",this.specularTexture),this._effect.setFloat2("vSpecularInfos",this.specularTexture.coordinatesIndex,this.specularTexture.level),this._effect.setMatrix("specularMatrix",this.specularTexture.getTextureMatrix())),this.bumpTexture&&s.getEngine().getCaps().standardDerivatives&&n.BumpTextureEnabled&&(this._effect.setTexture("bumpSampler",this.bumpTexture),this._effect.setFloat2("vBumpInfos",this.bumpTexture.coordinatesIndex,1/this.bumpTexture.level),this._effect.setMatrix("bumpMatrix",this.bumpTexture.getTextureMatrix())),s.clipPlane){var a=s.clipPlane;this._effect.setFloat4("vClipPlane",a.normal.x,a.normal.y,a.normal.z,a.d)}this.pointsCloud&&this._effect.setFloat("pointSize",this.pointSize),s.ambientColor.multiplyToRef(this.ambientColor,this._globalAmbientColor),this._scaledSpecular.r=this.specularColor.r*e.Tools.Clamp(1-this.emissiveColor.r),this._scaledSpecular.g=this.specularColor.g*e.Tools.Clamp(1-this.emissiveColor.g),this._scaledSpecular.b=this.specularColor.b*e.Tools.Clamp(1-this.emissiveColor.b),this._effect.setVector3("vEyePosition",s._mirroredCameraPosition?s._mirroredCameraPosition:s.activeCamera.position),this._effect.setColor3("vAmbientColor",this._globalAmbientColor),this._defines.SPECULARTERM&&this._effect.setColor4("vSpecularColor",this._scaledSpecular,this.specularPower),this._effect.setColor3("vEmissiveColor",this.emissiveColor)}if(this._scaledDiffuse.r=this.diffuseColor.r*e.Tools.Clamp(1-this.emissiveColor.r),this._scaledDiffuse.g=this.diffuseColor.g*e.Tools.Clamp(1-this.emissiveColor.g),this._scaledDiffuse.b=this.diffuseColor.b*e.Tools.Clamp(1-this.emissiveColor.b),this._effect.setColor4("vDiffuseColor",this._scaledDiffuse,this.alpha*o.visibility),s.lightsEnabled&&!this.disableLighting)for(var h=0,c=0;c0&&e.push(this.diffuseTexture),this.ambientTexture&&this.ambientTexture.animations&&this.ambientTexture.animations.length>0&&e.push(this.ambientTexture),this.opacityTexture&&this.opacityTexture.animations&&this.opacityTexture.animations.length>0&&e.push(this.opacityTexture),this.reflectionTexture&&this.reflectionTexture.animations&&this.reflectionTexture.animations.length>0&&e.push(this.reflectionTexture),this.emissiveTexture&&this.emissiveTexture.animations&&this.emissiveTexture.animations.length>0&&e.push(this.emissiveTexture),this.specularTexture&&this.specularTexture.animations&&this.specularTexture.animations.length>0&&e.push(this.specularTexture),this.bumpTexture&&this.bumpTexture.animations&&this.bumpTexture.animations.length>0&&e.push(this.bumpTexture),e},n.prototype.dispose=function(e){this.diffuseTexture&&this.diffuseTexture.dispose(),this.ambientTexture&&this.ambientTexture.dispose(),this.opacityTexture&&this.opacityTexture.dispose(), this.reflectionTexture&&this.reflectionTexture.dispose(),this.emissiveTexture&&this.emissiveTexture.dispose(),this.specularTexture&&this.specularTexture.dispose(),this.bumpTexture&&this.bumpTexture.dispose(),r.prototype.dispose.call(this,e)},n.prototype.clone=function(e){var t=new n(e,this.getScene());return this.copyTo(t),this.diffuseTexture&&this.diffuseTexture.clone&&(t.diffuseTexture=this.diffuseTexture.clone()),this.ambientTexture&&this.ambientTexture.clone&&(t.ambientTexture=this.ambientTexture.clone()),this.opacityTexture&&this.opacityTexture.clone&&(t.opacityTexture=this.opacityTexture.clone()),this.reflectionTexture&&this.reflectionTexture.clone&&(t.reflectionTexture=this.reflectionTexture.clone()),this.emissiveTexture&&this.emissiveTexture.clone&&(t.emissiveTexture=this.emissiveTexture.clone()),this.specularTexture&&this.specularTexture.clone&&(t.specularTexture=this.specularTexture.clone()),this.bumpTexture&&this.bumpTexture.clone&&(t.bumpTexture=this.bumpTexture.clone()),this.lightmapTexture&&this.lightmapTexture.clone&&(t.bumpTexture=this.bumpTexture.clone(),t.lightmapTexture=this.lightmapTexture.clone(),t.lightmapThreshold=this.lightmapThreshold),t.ambientColor=this.ambientColor.clone(),t.diffuseColor=this.diffuseColor.clone(),t.specularColor=this.specularColor.clone(),t.specularPower=this.specularPower,t.emissiveColor=this.emissiveColor.clone(),t.useAlphaFromDiffuseTexture=this.useAlphaFromDiffuseTexture,t.useEmissiveAsIllumination=this.useEmissiveAsIllumination,t.useGlossinessFromSpecularMapAlpha=this.useGlossinessFromSpecularMapAlpha,t.useReflectionFresnelFromSpecular=this.useReflectionFresnelFromSpecular,t.useSpecularOverAlpha=this.useSpecularOverAlpha,t.roughness=this.roughness,this.diffuseFresnelParameters&&this.diffuseFresnelParameters.clone&&(t.diffuseFresnelParameters=this.diffuseFresnelParameters.clone()),this.emissiveFresnelParameters&&this.emissiveFresnelParameters.clone&&(t.emissiveFresnelParameters=this.emissiveFresnelParameters.clone()),this.reflectionFresnelParameters&&this.reflectionFresnelParameters.clone&&(t.reflectionFresnelParameters=this.reflectionFresnelParameters.clone()),this.opacityFresnelParameters&&this.opacityFresnelParameters.clone&&(t.opacityFresnelParameters=this.opacityFresnelParameters.clone()),t},n.DiffuseTextureEnabled=!0,n.AmbientTextureEnabled=!0,n.OpacityTextureEnabled=!0,n.ReflectionTextureEnabled=!0,n.EmissiveTextureEnabled=!0,n.SpecularTextureEnabled=!0,n.BumpTextureEnabled=!0,n.FresnelEnabled=!0,n.LightmapEnabled=!0,n}(e.Material);e.StandardMaterial=n}(BABYLON||(BABYLON={}));var BABYLON;!function(e){var t=function(e){function t(t,r){e.call(this,t,r,!0),this.subMaterials=new Array,r.multiMaterials.push(this)}return __extends(t,e),t.prototype.getSubMaterial=function(e){return 0>e||e>=this.subMaterials.length?this.getScene().defaultMaterial:this.subMaterials[e]},t.prototype.isReady=function(e){for(var t=0;t-1&&(s=i.bones[o.parentBoneIndex]);var a=new e.Bone(o.name,i,s,e.Matrix.FromArray(o.matrix));o.animation&&a.animations.push(d(o.animation))}return i},s=function(t){var r=new e.FresnelParameters;return r.isEnabled=t.isEnabled,r.leftColor=e.Color3.FromArray(t.leftColor),r.rightColor=e.Color3.FromArray(t.rightColor),r.bias=t.bias,r.power=t.power||1,r},a=function(t,r,i){var o;return o=new e.StandardMaterial(t.name,r),o.ambientColor=e.Color3.FromArray(t.ambient),o.diffuseColor=e.Color3.FromArray(t.diffuse),o.specularColor=e.Color3.FromArray(t.specular),o.specularPower=t.specularPower,o.emissiveColor=e.Color3.FromArray(t.emissive),o.useReflectionFresnelFromSpecular=t.useReflectionFresnelFromSpecular,o.useEmissiveAsIllumination=t.useEmissiveAsIllumination,o.alpha=t.alpha,o.id=t.id,t.disableDepthWrite&&(o.disableDepthWrite=t.disableDepthWrite),e.Tags.AddTagsTo(o,t.tags),o.backFaceCulling=t.backFaceCulling,o.wireframe=t.wireframe,t.diffuseTexture&&(o.diffuseTexture=n(i,t.diffuseTexture,r)),t.diffuseFresnelParameters&&(o.diffuseFresnelParameters=s(t.diffuseFresnelParameters)),t.ambientTexture&&(o.ambientTexture=n(i,t.ambientTexture,r)),t.opacityTexture&&(o.opacityTexture=n(i,t.opacityTexture,r)),t.opacityFresnelParameters&&(o.opacityFresnelParameters=s(t.opacityFresnelParameters)),t.reflectionTexture&&(o.reflectionTexture=n(i,t.reflectionTexture,r)),t.reflectionFresnelParameters&&(o.reflectionFresnelParameters=s(t.reflectionFresnelParameters)),t.emissiveTexture&&(o.emissiveTexture=n(i,t.emissiveTexture,r)),t.lightmapTexture&&(o.lightmapTexture=n(i,t.lightmapTexture,r),o.lightmapThreshold=t.lightmapThreshold),t.emissiveFresnelParameters&&(o.emissiveFresnelParameters=s(t.emissiveFresnelParameters)),t.specularTexture&&(o.specularTexture=n(i,t.specularTexture,r)),t.bumpTexture&&(o.bumpTexture=n(i,t.bumpTexture,r)),t.checkReadyOnlyOnce&&(o.checkReadyOnlyOnce=t.checkReadyOnlyOnce),o},h=function(e,t,r,i){for(var n=0;n-1&&(n.skeleton=r.getLastSkeletonByID(t.skeletonId)),t.physicsImpostor&&(r.isPhysicsEnabled()||r.enablePhysics(),n.setPhysicsState({impostor:t.physicsImpostor,mass:t.physicsMass,friction:t.physicsFriction,restitution:t.physicsRestitution})),t.animations)for(var o=0;o0;if(2===t.type?u.push(n):u.push(r),p){for(var m=new Array,g=0;g0){var u=l.properties[0].value,f=null===l.properties[0].targetType?u:i.getMeshByName(u);c={trigger:e.ActionManager[l.name],parameter:f}}else c=e.ActionManager[l.name];for(var d=0;d0){var h=new Float32Array(t,a.positionsAttrDesc.offset,a.positionsAttrDesc.count);i.setVerticesData(e.VertexBuffer.PositionKind,h,!1)}if(a.normalsAttrDesc&&a.normalsAttrDesc.count>0){var c=new Float32Array(t,a.normalsAttrDesc.offset,a.normalsAttrDesc.count);i.setVerticesData(e.VertexBuffer.NormalKind,c,!1)}if(a.uvsAttrDesc&&a.uvsAttrDesc.count>0){var l=new Float32Array(t,a.uvsAttrDesc.offset,a.uvsAttrDesc.count);i.setVerticesData(e.VertexBuffer.UVKind,l,!1)}if(a.uvs2AttrDesc&&a.uvs2AttrDesc.count>0){var u=new Float32Array(t,a.uvs2AttrDesc.offset,a.uvs2AttrDesc.count);i.setVerticesData(e.VertexBuffer.UV2Kind,u,!1)}if(a.uvs3AttrDesc&&a.uvs3AttrDesc.count>0){var f=new Float32Array(t,a.uvs3AttrDesc.offset,a.uvs3AttrDesc.count);i.setVerticesData(e.VertexBuffer.UV3Kind,f,!1)}if(a.uvs4AttrDesc&&a.uvs4AttrDesc.count>0){var d=new Float32Array(t,a.uvs4AttrDesc.offset,a.uvs4AttrDesc.count);i.setVerticesData(e.VertexBuffer.UV4Kind,d,!1)}if(a.uvs5AttrDesc&&a.uvs5AttrDesc.count>0){var p=new Float32Array(t,a.uvs5AttrDesc.offset,a.uvs5AttrDesc.count);i.setVerticesData(e.VertexBuffer.UV5Kind,p,!1)}if(a.uvs6AttrDesc&&a.uvs6AttrDesc.count>0){var m=new Float32Array(t,a.uvs6AttrDesc.offset,a.uvs6AttrDesc.count);i.setVerticesData(e.VertexBuffer.UV6Kind,m,!1)}if(a.colorsAttrDesc&&a.colorsAttrDesc.count>0){var g=new Float32Array(t,a.colorsAttrDesc.offset,a.colorsAttrDesc.count);i.setVerticesData(e.VertexBuffer.ColorKind,g,!1,a.colorsAttrDesc.stride)}if(a.matricesIndicesAttrDesc&&a.matricesIndicesAttrDesc.count>0){var _=new Int32Array(t,a.matricesIndicesAttrDesc.offset,a.matricesIndicesAttrDesc.count);i.setVerticesData(e.VertexBuffer.MatricesIndicesKind,_,!1)}if(a.matricesWeightsAttrDesc&&a.matricesWeightsAttrDesc.count>0){var v=new Float32Array(t,a.matricesWeightsAttrDesc.offset,a.matricesWeightsAttrDesc.count);i.setVerticesData(e.VertexBuffer.MatricesWeightsKind,v,!1)}if(a.indicesAttrDesc&&a.indicesAttrDesc.count>0){var y=new Int32Array(t,a.indicesAttrDesc.offset,a.indicesAttrDesc.count);i.setIndices(y)}if(a.subMeshesAttrDesc&&a.subMeshesAttrDesc.count>0){var x=new Int32Array(t,a.subMeshesAttrDesc.offset,5*a.subMeshesAttrDesc.count);i.subMeshes=[];for(var E=0;E>8),S.push((16711680&P)>>16),S.push(P>>24)}i.setVerticesData(e.VertexBuffer.MatricesIndicesKind,S,!1)}t.matricesWeights&&i.setVerticesData(e.VertexBuffer.MatricesWeightsKind,t.matricesWeights,!1),i.setIndices(t.indices)}if(t.subMeshes){i.subMeshes=[];for(var D=0;D-1&&r.skeletons){var O=d.indexOf(C.skeletonId)>-1;if(!O)for(var F=0;Fl;l++)h.push(c),h.push(c+1),h.push(c+2),h.push(c),h.push(c+2),h.push(c+3),c+=4;this._indexBuffer=o.getEngine().createIndexBuffer(h),this._vertices=new Float32Array(i*this._vertexStrideSize),this._effectBase=this._scene.getEngine().createEffect("sprites",["position","options","cellInfo","color"],["view","projection","textureInfos","alphaTest"],["diffuseSampler"],""),this._effectFog=this._scene.getEngine().createEffect("sprites",["position","options","cellInfo","color"],["view","projection","textureInfos","alphaTest","vFogInfos","vFogColor"],["diffuseSampler"],"#define FOG")}return t.prototype._appendSpriteVertex=function(e,t,r,i,n){var o=16*e;0===r?r=this._epsilon:1===r&&(r=1-this._epsilon),0===i?i=this._epsilon:1===i&&(i=1-this._epsilon),this._vertices[o]=t.position.x,this._vertices[o+1]=t.position.y,this._vertices[o+2]=t.position.z,this._vertices[o+3]=t.angle,this._vertices[o+4]=t.width,this._vertices[o+5]=t.height,this._vertices[o+6]=r,this._vertices[o+7]=i,this._vertices[o+8]=t.invertU?1:0,this._vertices[o+9]=t.invertV?1:0;var s=t.cellIndex/n>>0;this._vertices[o+10]=t.cellIndex-s*n,this._vertices[o+11]=s,this._vertices[o+12]=t.color.r,this._vertices[o+13]=t.color.g,this._vertices[o+14]=t.color.b,this._vertices[o+15]=t.color.a},t.prototype.intersects=function(t,r,i,n){for(var o,s=Math.min(this._capacity,this.sprites.length),a=e.Vector3.Zero(),h=e.Vector3.Zero(),c=Number.MAX_VALUE,l=e.Vector3.Zero(),u=r.getViewMatrix(),f=0;s>f;f++){var d=this.sprites[f];if(d){if(i){if(!i(d))continue}else if(!d.isPickable)continue;if(e.Vector3.TransformCoordinatesToRef(d.position,u,l),a.copyFromFloats(l.x-d.width/2,l.y-d.height/2,l.z),h.copyFromFloats(l.x+d.width/2,l.y+d.height/2,l.z),t.intersectsBoxMinMax(a,h)){var p=e.Vector3.Distance(l,t.origin);if(c>p&&(c=p,o=d,n))break}}}if(o){var m=new e.PickingInfo;return m.hit=!0,m.pickedSprite=o,m.distance=c,m}return null},t.prototype.render=function(){if(this._effectBase.isReady()&&this._effectFog.isReady()&&this._spriteTexture&&this._spriteTexture.isReady()){for(var t=this._scene.getEngine(),r=this._spriteTexture.getBaseSize(),i=t.getDeltaTime(),n=Math.min(this._capacity,this.sprites.length),o=r.width/this.cellSize,s=0,a=0;n>a;a++){var h=this.sprites[a];h&&(h._animate(i),this._appendSpriteVertex(s++,h,0,0,o),this._appendSpriteVertex(s++,h,1,0,o),this._appendSpriteVertex(s++,h,1,1,o),this._appendSpriteVertex(s++,h,0,1,o))}t.updateDynamicVertexBuffer(this._vertexBuffer,this._vertices);var c=this._effectBase;this._scene.fogEnabled&&this._scene.fogMode!==e.Scene.FOGMODE_NONE&&this.fogEnabled&&(c=this._effectFog),t.enableEffect(c);var l=this._scene.getViewMatrix();c.setTexture("diffuseSampler",this._spriteTexture),c.setMatrix("view",l),c.setMatrix("projection",this._scene.getProjectionMatrix()),c.setFloat2("textureInfos",this.cellSize/r.width,this.cellSize/r.height),this._scene.fogEnabled&&this._scene.fogMode!==e.Scene.FOGMODE_NONE&&this.fogEnabled&&(c.setFloat4("vFogInfos",this._scene.fogMode,this._scene.fogStart,this._scene.fogEnd,this._scene.fogDensity),c.setColor3("vFogColor",this._scene.fogColor)),t.bindBuffers(this._vertexBuffer,this._indexBuffer,this._vertexDeclaration,this._vertexStrideSize,c),t.setDepthFunctionToLessOrEqual(),c.setBool("alphaTest",!0),t.setColorWrite(!1),t.draw(!0,0,6*n),t.setColorWrite(!0),c.setBool("alphaTest",!1),t.setAlphaMode(e.Engine.ALPHA_COMBINE),t.draw(!0,0,6*n),t.setAlphaMode(e.Engine.ALPHA_DISABLE)}},t.prototype.dispose=function(){this._vertexBuffer&&(this._scene.getEngine()._releaseBuffer(this._vertexBuffer),this._vertexBuffer=null),this._indexBuffer&&(this._scene.getEngine()._releaseBuffer(this._indexBuffer),this._indexBuffer=null),this._spriteTexture&&(this._spriteTexture.dispose(),this._spriteTexture=null);var e=this._scene.spriteManagers.indexOf(this);this._scene.spriteManagers.splice(e,1),this.onDispose&&this.onDispose()},t}();e.SpriteManager=t}(BABYLON||(BABYLON={}));var BABYLON;!function(e){var t=function(){function t(t,r){this.name=t,this.color=new e.Color4(1,1,1,1),this.width=1,this.height=1,this.angle=0,this.cellIndex=0,this.invertU=0,this.invertV=0,this.animations=new Array,this.isPickable=!1,this._animationStarted=!1,this._loopAnimation=!1,this._fromIndex=0,this._toIndex=0,this._delay=0,this._direction=1,this._frameCount=0,this._time=0,this._manager=r,this._manager.sprites.push(this),this.position=e.Vector3.Zero()}return Object.defineProperty(t.prototype,"size",{get:function(){return this.width},set:function(e){this.width=e,this.height=e},enumerable:!0,configurable:!0}),t.prototype.playAnimation=function(e,t,r,i){this._fromIndex=e,this._toIndex=t,this._loopAnimation=r,this._delay=i,this._animationStarted=!0,this._direction=t>e?1:-1,this.cellIndex=e,this._time=0},t.prototype.stopAnimation=function(){this._animationStarted=!1},t.prototype._animate=function(e){this._animationStarted&&(this._time+=e,this._time>this._delay&&(this._time=this._time%this._delay,this.cellIndex+=this._direction,this.cellIndex==this._toIndex&&(this._loopAnimation?this.cellIndex=this._fromIndex:(this._animationStarted=!1,this.disposeWhenFinishedAnimating&&this.dispose()))))},t.prototype.dispose=function(){for(var e=0;el;l++)h.push(c),h.push(c+1),h.push(c+2),h.push(c),h.push(c+2),h.push(c+3),c+=4;this._indexBuffer=o.getEngine().createIndexBuffer(h),this._vertices=new Float32Array(n*this._vertexStrideSize),this.startDirectionFunction=function(r,i,n){var o=t(a.direction1.x,a.direction2.x),s=t(a.direction1.y,a.direction2.y),h=t(a.direction1.z,a.direction2.z);e.Vector3.TransformNormalFromFloatsToRef(o*r,s*r,h*r,i,n)},this.startPositionFunction=function(r,i){var n=t(a.minEmitBox.x,a.maxEmitBox.x),o=t(a.minEmitBox.y,a.maxEmitBox.y),s=t(a.minEmitBox.z,a.maxEmitBox.z);e.Vector3.TransformCoordinatesFromFloatsToRef(n,o,s,r,i)},this.updateFunction=function(e){for(var t=0;t=r.lifeTime?(a.recycleParticle(r),t--):(r.colorStep.scaleToRef(a._scaledUpdateSpeed,a._scaledColorStep),r.color.addInPlace(a._scaledColorStep),r.color.a<0&&(r.color.a=0),r.angle+=r.angularSpeed*a._scaledUpdateSpeed,r.direction.scaleToRef(a._scaledUpdateSpeed,a._scaledDirection),r.position.addInPlace(a._scaledDirection),a.gravity.scaleToRef(a._scaledUpdateSpeed,a._scaledGravity),r.direction.addInPlace(a._scaledGravity))}}}return r.prototype.recycleParticle=function(e){var t=this.particles.pop();t!==e&&(t.copyTo(e),this._stockParticles.push(t))},r.prototype.getCapacity=function(){return this._capacity},r.prototype.isAlive=function(){return this._alive},r.prototype.isStarted=function(){return this._started},r.prototype.start=function(){this._started=!0,this._stopped=!1,this._actualFrame=0},r.prototype.stop=function(){this._stopped=!0},r.prototype._appendParticleVertex=function(e,t,r,i){var n=11*e;this._vertices[n]=t.position.x,this._vertices[n+1]=t.position.y,this._vertices[n+2]=t.position.z,this._vertices[n+3]=t.color.r,this._vertices[n+4]=t.color.g,this._vertices[n+5]=t.color.b,this._vertices[n+6]=t.color.a,this._vertices[n+7]=t.angle,this._vertices[n+8]=t.size,this._vertices[n+9]=r,this._vertices[n+10]=i},r.prototype._update=function(r){this._alive=this.particles.length>0,this.updateFunction(this.particles);var i;i=this.emitter.position?this.emitter.getWorldMatrix():e.Matrix.Translation(this.emitter.x,this.emitter.y,this.emitter.z);for(var n=0;r>n&&this.particles.length!==this._capacity;n++){if(0!==this._stockParticles.length){var o=this._stockParticles.pop();o.age=0}else o=new e.Particle;this.particles.push(o);var s=t(this.minEmitPower,this.maxEmitPower);this.startDirectionFunction(s,i,o.direction),o.lifeTime=t(this.minLifeTime,this.maxLifeTime),o.size=t(this.minSize,this.maxSize),o.angularSpeed=t(this.minAngularSpeed,this.maxAngularSpeed),this.startPositionFunction(i,o.position);var a=t(0,1);e.Color4.LerpToRef(this.color1,this.color2,a,o.color),this.colorDead.subtractToRef(o.color,this._colorDiff),this._colorDiff.scaleToRef(1/o.lifeTime,o.colorStep)}},r.prototype._getEffect=function(){if(this._customEffect)return this._customEffect;var e=[];this._scene.clipPlane&&e.push("#define CLIPPLANE");var t=e.join("\n");return this._cachedDefines!==t&&(this._cachedDefines=t,this._effect=this._scene.getEngine().createEffect("particles",["position","color","options"],["invView","view","projection","vClipPlane","textureMask"],["diffuseSampler"],t)),this._effect},r.prototype.animate=function(){if(this._started){var e=this._getEffect();if(this.emitter&&e.isReady()&&this.particleTexture&&this.particleTexture.isReady()&&this._currentRenderId!==this._scene.getRenderId()){this._currentRenderId=this._scene.getRenderId(),this._scaledUpdateSpeed=this.updateSpeed*this._scene.getAnimationRatio();var t;this.manualEmitCount>-1?(t=this.manualEmitCount,this.manualEmitCount=0):t=this.emitRate;var r=t*this._scaledUpdateSpeed>>0;this._newPartsExcess+=t*this._scaledUpdateSpeed-r,this._newPartsExcess>1&&(r+=this._newPartsExcess>>0,this._newPartsExcess-=this._newPartsExcess>>0),this._alive=!1,this._stopped?r=0:(this._actualFrame+=this._scaledUpdateSpeed,this.targetStopDuration&&this._actualFrame>=this.targetStopDuration&&this.stop()),this._update(r),this._stopped&&(this._alive||(this._started=!1,this.disposeOnStop&&this._scene._toBeDisposed.push(this)));for(var i=0,n=0;n0)return o.clone?o.clone():o;this.currentFrame=e;var s=Math.max(0,Math.min(this._keys.length-1,Math.floor(this._keys.length*(e-this._keys[0].frame)/(this._keys[this._keys.length-1].frame-this._keys[0].frame))-1));if(this._keys[s].frame>=e)for(;s-1>=0&&this._keys[s].frame>=e;)s--;for(var a=s;a=e){var h=this._getKeyValue(this._keys[a].value),c=this._getKeyValue(this._keys[a+1].value),l=(e-this._keys[a].frame)/(this._keys[a+1].frame-this._keys[a].frame);switch(null!=this._easingFunction&&(l=this._easingFunction.ease(l)),this.dataType){case r.ANIMATIONTYPE_FLOAT:switch(i){case r.ANIMATIONLOOPMODE_CYCLE:case r.ANIMATIONLOOPMODE_CONSTANT:return this.floatInterpolateFunction(h,c,l);case r.ANIMATIONLOOPMODE_RELATIVE:return n*t+this.floatInterpolateFunction(h,c,l)}break;case r.ANIMATIONTYPE_QUATERNION:var u=null;switch(i){case r.ANIMATIONLOOPMODE_CYCLE:case r.ANIMATIONLOOPMODE_CONSTANT:u=this.quaternionInterpolateFunction(h,c,l);break;case r.ANIMATIONLOOPMODE_RELATIVE:u=this.quaternionInterpolateFunction(h,c,l).add(n.scale(t))}return u;case r.ANIMATIONTYPE_VECTOR3:switch(i){case r.ANIMATIONLOOPMODE_CYCLE:case r.ANIMATIONLOOPMODE_CONSTANT:return this.vector3InterpolateFunction(h,c,l);case r.ANIMATIONLOOPMODE_RELATIVE:return this.vector3InterpolateFunction(h,c,l).add(n.scale(t))}case r.ANIMATIONTYPE_VECTOR2:switch(i){case r.ANIMATIONLOOPMODE_CYCLE:case r.ANIMATIONLOOPMODE_CONSTANT:return this.vector2InterpolateFunction(h,c,l);case r.ANIMATIONLOOPMODE_RELATIVE:return this.vector2InterpolateFunction(h,c,l).add(n.scale(t))}case r.ANIMATIONTYPE_COLOR3:switch(i){case r.ANIMATIONLOOPMODE_CYCLE:case r.ANIMATIONLOOPMODE_CONSTANT:return this.color3InterpolateFunction(h,c,l);case r.ANIMATIONLOOPMODE_RELATIVE:return this.color3InterpolateFunction(h,c,l).add(n.scale(t))}case r.ANIMATIONTYPE_MATRIX:switch(i){case r.ANIMATIONLOOPMODE_CYCLE:case r.ANIMATIONLOOPMODE_CONSTANT:if(this.allowMatricesInterpolation)return this.matrixInterpolateFunction(h,c,l);case r.ANIMATIONLOOPMODE_RELATIVE:return h}}break}return this._getKeyValue(this._keys[this._keys.length-1].value)},r.prototype.animate=function(t,i,n,o,s){if(!this.targetPropertyPath||this.targetPropertyPath.length<1)return this._stopped=!0,!1;var a=!0;if(0!==this._keys[0].frame){var h={frame:0,value:this._keys[0].value};this._keys.splice(0,0,h)}(ithis._keys[this._keys.length-1].frame)&&(i=this._keys[0].frame),(nthis._keys[this._keys.length-1].frame)&&(n=this._keys[this._keys.length-1].frame);var c,l=n-i,u=t*(this.framePerSecond*s)/1e3,f=0;if(u>l&&!o)a=!1,f=this._getKeyValue(this._keys[this._keys.length-1].value);else if(this.loopMode!==r.ANIMATIONLOOPMODE_CYCLE){var d=n.toString()+i.toString();if(!this._offsetsCache[d]){var p=this._interpolate(i,0,r.ANIMATIONLOOPMODE_CYCLE),m=this._interpolate(n,0,r.ANIMATIONLOOPMODE_CYCLE);switch(this.dataType){case r.ANIMATIONTYPE_FLOAT:this._offsetsCache[d]=m-p;break;case r.ANIMATIONTYPE_QUATERNION:this._offsetsCache[d]=m.subtract(p);break;case r.ANIMATIONTYPE_VECTOR3:this._offsetsCache[d]=m.subtract(p);case r.ANIMATIONTYPE_VECTOR2:this._offsetsCache[d]=m.subtract(p);case r.ANIMATIONTYPE_COLOR3:this._offsetsCache[d]=m.subtract(p)}this._highLimitsCache[d]=m}f=this._highLimitsCache[d],c=this._offsetsCache[d]}if(void 0===c)switch(this.dataType){case r.ANIMATIONTYPE_FLOAT:c=0;break;case r.ANIMATIONTYPE_QUATERNION:c=new e.Quaternion(0,0,0,0);break;case r.ANIMATIONTYPE_VECTOR3:c=e.Vector3.Zero();break;case r.ANIMATIONTYPE_VECTOR2:c=e.Vector2.Zero();break;case r.ANIMATIONTYPE_COLOR3:c=e.Color3.Black()}var g=u/l>>0,_=a?i+u%l:n,v=this._interpolate(_,g,this.loopMode,c,f);if(this.targetPropertyPath.length>1){for(var y=this._target[this.targetPropertyPath[0]],x=1;x-1&&this._scene._activeAnimatables.splice(e,1),this.onAnimationEnd&&this.onAnimationEnd()},e.prototype._animate=function(e){if(this._paused)return this._pausedDelay||(this._pausedDelay=e),!0;this._localDelayOffset?this._pausedDelay&&(this._localDelayOffset+=e-this._pausedDelay,this._pausedDelay=null):this._localDelayOffset=e;for(var t=!1,r=this._animations,i=0;i=.5?.5*(1-this.easeInCore(2*(1-t)))+.5:.5*this.easeInCore(2*t)},e._EASINGMODE_EASEIN=0,e._EASINGMODE_EASEOUT=1,e._EASINGMODE_EASEINOUT=2,e}();e.EasingFunction=t;var r=function(e){function t(){e.apply(this,arguments)}return __extends(t,e),t.prototype.easeInCore=function(e){return e=Math.max(0,Math.min(1,e)),1-Math.sqrt(1-e*e)},t}(t);e.CircleEase=r;var i=function(e){function t(t){void 0===t&&(t=1),e.call(this),this.amplitude=t}return __extends(t,e),t.prototype.easeInCore=function(e){var t=Math.max(0,this.amplitude);return Math.pow(e,3)-e*t*Math.sin(3.141592653589793*e)},t}(t);e.BackEase=i;var n=function(e){function t(t,r){void 0===t&&(t=3),void 0===r&&(r=2),e.call(this),this.bounces=t,this.bounciness=r}return __extends(t,e),t.prototype.easeInCore=function(e){var t=Math.max(0,this.bounces),r=this.bounciness;1>=r&&(r=1.001);var i=Math.pow(r,t),n=1-r,o=(1-i)/n+.5*i,s=e*o,a=Math.log(-s*(1-r)+1)/Math.log(r),h=Math.floor(a),c=h+1,l=(1-Math.pow(r,h))/(n*o),u=(1-Math.pow(r,c))/(n*o),f=.5*(l+u),d=e-f,p=f-l;return-Math.pow(1/r,t-h)/(p*p)*(d-p)*(d+p)},t}(t);e.BounceEase=n;var o=function(e){function t(){e.apply(this,arguments)}return __extends(t,e),t.prototype.easeInCore=function(e){return e*e*e},t}(t);e.CubicEase=o;var s=function(e){function t(t,r){void 0===t&&(t=3),void 0===r&&(r=3),e.call(this),this.oscillations=t,this.springiness=r}return __extends(t,e),t.prototype.easeInCore=function(e){var t,r=Math.max(0,this.oscillations),i=Math.max(0,this.springiness);return t=0==i?e:(Math.exp(i*e)-1)/(Math.exp(i)-1),t*Math.sin((6.283185307179586*r+1.5707963267948966)*e)},t}(t);e.ElasticEase=s;var a=function(e){function t(t){void 0===t&&(t=2),e.call(this),this.exponent=t}return __extends(t,e),t.prototype.easeInCore=function(e){return this.exponent<=0?e:(Math.exp(this.exponent*e)-1)/(Math.exp(this.exponent)-1)},t}(t);e.ExponentialEase=a;var h=function(e){function t(t){void 0===t&&(t=2),e.call(this),this.power=t}return __extends(t,e),t.prototype.easeInCore=function(e){var t=Math.max(0,this.power);return Math.pow(e,t)},t}(t);e.PowerEase=h;var c=function(e){function t(){e.apply(this,arguments)}return __extends(t,e),t.prototype.easeInCore=function(e){return e*e},t}(t);e.QuadraticEase=c;var l=function(e){function t(){e.apply(this,arguments)}return __extends(t,e),t.prototype.easeInCore=function(e){return e*e*e*e},t}(t);e.QuarticEase=l;var u=function(e){function t(){e.apply(this,arguments)}return __extends(t,e),t.prototype.easeInCore=function(e){return e*e*e*e*e},t}(t);e.QuinticEase=u;var f=function(e){function t(){e.apply(this,arguments)}return __extends(t,e),t.prototype.easeInCore=function(e){return 1-Math.sin(1.5707963267948966*(1-e))},t}(t);e.SineEase=f;var d=function(t){function r(e,r,i,n){void 0===e&&(e=0),void 0===r&&(r=0),void 0===i&&(i=1),void 0===n&&(n=1),t.call(this),this.x1=e,this.y1=r,this.x2=i,this.y2=n}return __extends(r,t),r.prototype.easeInCore=function(t){return e.BezierCurve.interpolate(t,this.x1,this.y1,this.x2,this.y2)},r}(t);e.BezierCurveEase=d}(BABYLON||(BABYLON={}));var BABYLON;!function(e){var t=function(t){function r(r,i,n,o){t.call(this,r,i.getScene()),this.name=r,this.children=new Array,this.animations=new Array,this._worldTransform=new e.Matrix,this._absoluteTransform=new e.Matrix,this._invertedAbsoluteTransform=new e.Matrix,this._skeleton=i,this._matrix=o,this._baseMatrix=o,i.bones.push(this),n?(this._parent=n,n.children.push(this)):this._parent=null,this._updateDifferenceMatrix()}return __extends(r,t),r.prototype.getParent=function(){return this._parent},r.prototype.getLocalMatrix=function(){return this._matrix},r.prototype.getBaseMatrix=function(){return this._baseMatrix},r.prototype.getWorldMatrix=function(){return this._worldTransform},r.prototype.getInvertedAbsoluteTransform=function(){return this._invertedAbsoluteTransform},r.prototype.getAbsoluteMatrix=function(){for(var e=this._matrix.clone(),t=this._parent;t;)e=e.multiply(t.getLocalMatrix()),t=t.getParent();return e},r.prototype.updateMatrix=function(e){this._matrix=e,this._skeleton._markAsDirty(),this._updateDifferenceMatrix()},r.prototype._updateDifferenceMatrix=function(){this._parent?this._matrix.multiplyToRef(this._parent._absoluteTransform,this._absoluteTransform):this._absoluteTransform.copyFrom(this._matrix),this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);for(var e=0;e0){for(var a=0;a0){for(var t=0;t0&&(this._camera._postProcesses[e._postProcessesTakenIndices[0]].width=-1)}},t}();e.PostProcess=t}(BABYLON||(BABYLON={}));var BABYLON;!function(e){var t=function(){function e(e){this._vertexDeclaration=[2],this._vertexStrideSize=8,this._scene=e}return e.prototype._prepareBuffers=function(){if(!this._vertexBuffer){var e=[];e.push(1,1),e.push(-1,1),e.push(-1,-1),e.push(1,-1),this._vertexBuffer=this._scene.getEngine().createVertexBuffer(e);var t=[];t.push(0),t.push(1),t.push(2),t.push(0),t.push(2),t.push(3),this._indexBuffer=this._scene.getEngine().createIndexBuffer(t)}},e.prototype._prepareFrame=function(e){var t=this._scene.activeCamera._postProcesses,r=this._scene.activeCamera._postProcessesTakenIndices;return 0!==r.length&&this._scene.postProcessesEnabled?(t[this._scene.activeCamera._postProcessesTakenIndices[0]].activate(this._scene.activeCamera,e),!0):!1},e.prototype.directRender=function(e,t){for(var r=this._scene.getEngine(),i=0;i.1?e=.1:0>=e&&(e=1/60),this._currentPlugin.runOneStep(e)},t.prototype._setGravity=function(t){this.gravity=t||new e.Vector3(0,-9.807,0),this._currentPlugin.setGravity(this.gravity)},t.prototype._registerMesh=function(e,t,r){return this._currentPlugin.registerMesh(e,t,r)},t.prototype._registerMeshesAsCompound=function(e,t){return this._currentPlugin.registerMeshesAsCompound(e,t)},t.prototype._unregisterMesh=function(e){this._currentPlugin.unregisterMesh(e)},t.prototype._applyImpulse=function(e,t,r){this._currentPlugin.applyImpulse(e,t,r)},t.prototype._createLink=function(e,t,r,i,n){return this._currentPlugin.createLink(e,t,r,i,n)},t.prototype._updateBodyPosition=function(e){this._currentPlugin.updateBodyPosition(e)},t.prototype.dispose=function(){this._currentPlugin.dispose()},t.prototype.isSupported=function(){return this._currentPlugin.isSupported()},t.NoImpostor=0,t.SphereImpostor=1,t.BoxImpostor=2,t.PlaneImpostor=3,t.MeshImpostor=4,t.CapsuleImpostor=5,t.ConeImpostor=6,t.CylinderImpostor=7,t.ConvexHullImpostor=8,t.Epsilon=.001,t}();e.PhysicsEngine=t}(BABYLON||(BABYLON={}));var BABYLON;!function(e){var t=function(){function t(){}return t.prototype.set=function(t,r){switch(r){case e.VertexBuffer.PositionKind:this.positions=t;break;case e.VertexBuffer.NormalKind:this.normals=t;break;case e.VertexBuffer.UVKind:this.uvs=t;break;case e.VertexBuffer.UV2Kind:this.uvs2=t;break;case e.VertexBuffer.UV3Kind:this.uvs3=t;break;case e.VertexBuffer.UV4Kind:this.uvs4=t;break;case e.VertexBuffer.UV5Kind:this.uvs5=t;break;case e.VertexBuffer.UV6Kind:this.uvs6=t;break;case e.VertexBuffer.ColorKind:this.colors=t;break;case e.VertexBuffer.MatricesIndicesKind:this.matricesIndices=t;break;case 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r,i=e.Vector3.Zero();if(this.positions){var n=e.Vector3.Zero();for(r=0;rs?s:Math.floor(a);var h,c,l,u,f=0===r.sideOrientation?0:r.sideOrientation||e.Mesh.DEFAULTSIDE,d=[],p=[],m=[],g=[],_=[],v=[],y=[],x=[],E=[],T=[];if(i.length<2){var b=[],A=[];for(l=0;lh?h:C,u=0;C>u;)d.push(M[u].x,M[u].y,M[u].z),u>0&&(D=M[u].subtract(M[u-1]).length(),R=D+y[c],_[c].push(R),y[c]=R),u++;o&&(u--,d.push(M[0].x,M[0].y,M[0].z),D=M[u].subtract(M[0]).length(),R=D+y[c],_[c].push(R),y[c]=R),E[c]=C+P,T[c]=S,S+=C+P}var w,I,L,O;for(l=0;h+P>l;l++){for(x[l]=0,v[l]=[0],c=0;cl;l++)F=_[c][l]/y[c],B=v[l][c]/x[l],g.push(F,B);c=0;for(var V=0,N=E[c]-1,U=E[c+1]-1,k=U>N?N:U,z=T[1]-T[0],W=n?E.length:E.length-1;k>=V&&W>c;)p.push(V,V+z,V+1),p.push(V+z+1,V+1,V+z),V+=1,V===k&&(c++,c===E.length-1?(z=T[0]-T[c],N=E[c]-1,U=E[0]-1):(z=T[c+1]-T[c],N=E[c]-1,U=E[c+1]-1),V=T[c],k=U>N?N+V:U+V);if(t.ComputeNormals(d,p,m),o){var G=0,Y=0;for(c=0;cm;m++)void 0===f[m]&&(f[m]=new e.Vector4(0,0,1,1)),d&&void 0===d[m]&&(d[m]=new 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A=Math.cos(-a),M=Math.sin(-a);c=new e.Vector3(A*r,g,M*r);var C=new e.Vector2(A*b.x+.5,M*b.y+.5);y.push(c.x,c.y,c.z),x.push(0,t?1:-1,0),E.push(p.x+(p.z-p.x)*C.x,p.y+(p.w-p.y)*C.y),u&&T.push(d.r,d.g,d.b,d.a)}for(f=0;s>f;f++)t?(v.push(m),v.push(m+(f+2)),v.push(m+(f+1))):(v.push(m),v.push(m+(f+1)),v.push(m+(f+2)))}};w(!1),w(!0),t._ComputeSides(c,y,v,x,E);var I=new t;return I.indices=v,I.positions=y,I.normals=x,I.uvs=E,u&&(I.colors=T),I},t.CreateTorus=function(r){for(var i=[],n=[],o=[],s=[],a=r.diameter||1,h=r.thickness||.5,c=r.tessellation||16,l=0===r.sideOrientation?0:r.sideOrientation||e.Mesh.DEFAULTSIDE,u=c+1,f=0;c>=f;f++)for(var d=f/c,p=f*Math.PI*2/c-Math.PI/2,m=e.Matrix.Translation(a/2,0,0).multiply(e.Matrix.RotationY(p)),g=0;c>=g;g++){var _=1-g/c,v=g*Math.PI*2/c+Math.PI,y=Math.cos(v),x=Math.sin(v),E=new e.Vector3(y,x,0),T=E.scale(h/2),b=new e.Vector2(d,_);T=e.Vector3.TransformCoordinates(T,m),E=e.Vector3.TransformNormal(E,m),n.push(T.x,T.y,T.z),o.push(E.x,E.y,E.z),s.push(b.x,b.y);var A=(f+1)%u,M=(g+1)%u;i.push(f*u+g),i.push(f*u+M),i.push(A*u+g),i.push(f*u+M),i.push(A*u+M),i.push(A*u+g)}t._ComputeSides(l,n,i,o,s);var C=new t;return C.indices=i,C.positions=n,C.normals=o,C.uvs=s,C},t.CreateLines=function(e){for(var r=[],i=[],n=e.points,o=0;o0&&(r.push(o-1),r.push(o));var s=new t;return s.indices=r,s.positions=i,s},t.CreateDashedLines=function(r){var i=r.dashSize||3,n=r.gapSize||1,o=r.dashNb||200,s=r.points,a=new Array,h=new Array,c=e.Vector3.Zero(),l=0,u=0,f=0,d=0,p=0,m=0,g=0;for(g=0;g_;_++)p=f*_,a.push(s[g].x+p*c.x,s[g].y+p*c.y,s[g].z+p*c.z),a.push(s[g].x+(p+d)*c.x,s[g].y+(p+d)*c.y,s[g].z+(p+d)*c.z),h.push(m,m+1),m+=2}var v=new t;return v.positions=a,v.indices=h,v},t.CreateGround=function(r){var i,n,o=[],s=[],a=[],h=[],c=r.width||1,l=r.height||1,u=r.subdivisions||1;for(i=0;u>=i;i++)for(n=0;u>=n;n++){var f=new e.Vector3(n*c/u-c/2,0,(u-i)*l/u-l/2),d=new 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this._vertexBuffers)this._vertexBuffers[n].dispose();this._indexBuffer&&this._engine._releaseBuffer(this._indexBuffer)&&(this._indexBuffer=null),r.splice(i,1),e._geometry=null,0===r.length&&t&&this.dispose()}},t.prototype.applyToMesh=function(e){if(e._geometry!==this){var t=e._geometry;t&&t.releaseForMesh(e);var r=this._meshes;e._geometry=this,this._scene.pushGeometry(this),r.push(e),this.isReady()?this._applyToMesh(e):e._boundingInfo=this._boundingInfo}},t.prototype._applyToMesh=function(t){var r=this._meshes.length;for(var i in this._vertexBuffers)if(1===r&&this._vertexBuffers[i].create(),this._vertexBuffers[i]._buffer.references=r,i===e.VertexBuffer.PositionKind){t._resetPointsArrayCache();var n=e.Tools.ExtractMinAndMax(this._vertexBuffers[i].getData(),0,this._totalVertices);t._boundingInfo=new e.BoundingInfo(n.minimum,n.maximum),t._createGlobalSubMesh(),t._updateBoundingInfo()}1===r&&this._indices&&(this._indexBuffer=this._engine.createIndexBuffer(this._indices)),this._indexBuffer&&(this._indexBuffer.references=r)},t.prototype.notifyUpdate=function(e){this.onGeometryUpdated&&this.onGeometryUpdated(this,e)},t.prototype.load=function(t,r){var i=this;if(this.delayLoadState!==e.Engine.DELAYLOADSTATE_LOADING){if(this.isReady())return void(r&&r());this.delayLoadState=e.Engine.DELAYLOADSTATE_LOADING, t._addPendingData(this),e.Tools.LoadFile(this.delayLoadingFile,function(n){i._delayLoadingFunction(JSON.parse(n),i),i.delayLoadState=e.Engine.DELAYLOADSTATE_LOADED,i._delayInfo=[],t._removePendingData(i);for(var o=i._meshes,s=o.length,a=0;s>a;a++)i._applyToMesh(o[a]);r&&r()},function(){},t.database)}},t.prototype.isDisposed=function(){return this._isDisposed},t.prototype.dispose=function(){var t,r=this._meshes,i=r.length;for(t=0;i>t;t++)this.releaseForMesh(r[t]);this._meshes=[];for(var n in this._vertexBuffers)this._vertexBuffers[n].dispose();this._vertexBuffers=[],this._totalVertices=0,this._indexBuffer&&this._engine._releaseBuffer(this._indexBuffer),this._indexBuffer=null,this._indices=[],this.delayLoadState=e.Engine.DELAYLOADSTATE_NONE,this.delayLoadingFile=null,this._delayLoadingFunction=null,this._delayInfo=[],this._boundingInfo=null,this._scene.removeGeometry(this),this._isDisposed=!0},t.prototype.copy=function(r){var i=new e.VertexData;i.indices=[];for(var n=this.getIndices(),o=0;ot.name?1:-1});for(var t=0;t0&&t.z<1){this._drawingContext.font="normal 12px Segoe UI";var o=this._drawingContext.measureText(e),s=t.x-o.width/2,a=t.y,h=this._drawingCanvas.getBoundingClientRect();this._showUI&&this._isClickInsideRect(h.left*this._ratio+s-5,h.top*this._ratio+a-r-12,o.width+10,17)&&i(),this._drawingContext.beginPath(),this._drawingContext.rect(s-5,a-r-12,o.width+10,17),this._drawingContext.fillStyle=n(),this._drawingContext.globalAlpha=.5,this._drawingContext.fill(),this._drawingContext.globalAlpha=1,this._drawingContext.strokeStyle="#FFFFFF",this._drawingContext.lineWidth=1,this._drawingContext.stroke(),this._drawingContext.fillStyle="#FFFFFF",this._drawingContext.fillText(e,s,a-r),this._drawingContext.beginPath(),this._drawingContext.arc(t.x,a,5,0,2*Math.PI,!1),this._drawingContext.fill()}},t.prototype._isClickInsideRect=function(e,t,r,i){return this._clickPosition?this._clickPosition.xe+r?!1:this._clickPosition.yt+i?!1:!0:!1},t.prototype.isVisible=function(){return this._enabled},t.prototype.hide=function(){if(this._enabled){this._enabled=!1;var t=this._scene.getEngine();this._scene.unregisterBeforeRender(this._syncData),this._scene.unregisterAfterRender(this._syncUI),this._rootElement.removeChild(this._globalDiv),window.removeEventListener("resize",this._syncPositions),this._scene.forceShowBoundingBoxes=!1,this._scene.forceWireframe=!1,e.StandardMaterial.DiffuseTextureEnabled=!0,e.StandardMaterial.AmbientTextureEnabled=!0,e.StandardMaterial.SpecularTextureEnabled=!0,e.StandardMaterial.EmissiveTextureEnabled=!0,e.StandardMaterial.BumpTextureEnabled=!0,e.StandardMaterial.OpacityTextureEnabled=!0,e.StandardMaterial.ReflectionTextureEnabled=!0,e.StandardMaterial.LightmapEnabled=!0,this._scene.shadowsEnabled=!0,this._scene.particlesEnabled=!0,this._scene.postProcessesEnabled=!0,this._scene.collisionsEnabled=!0,this._scene.lightsEnabled=!0,this._scene.texturesEnabled=!0,this._scene.lensFlaresEnabled=!0,this._scene.proceduralTexturesEnabled=!0,this._scene.renderTargetsEnabled=!0,this._scene.probesEnabled=!0,t.getRenderingCanvas().removeEventListener("click",this._onCanvasClick)}},t.prototype.show=function(e,t,r){if(void 0===e&&(e=!0),void 0===t&&(t=null),void 0===r&&(r=null),!this._enabled){this._enabled=!0,t?this._camera=t:this._camera=this._scene.activeCamera,this._showUI=e;var i=this._scene.getEngine();this._globalDiv=document.createElement("div"),this._rootElement=r||document.body,this._rootElement.appendChild(this._globalDiv),this._generateDOMelements(),window.addEventListener("resize",this._syncPositions),i.getRenderingCanvas().addEventListener("click",this._onCanvasClick),this._syncPositions(),this._scene.registerBeforeRender(this._syncData),this._scene.registerAfterRender(this._syncUI)}},t.prototype._clearLabels=function(){this._drawingContext.clearRect(0,0,this._drawingCanvas.width,this._drawingCanvas.height);for(var e=0;eWindows:",this.accentColor),this._generateCheckBox(this._optionsSubsetDiv,"Statistics",this._displayStatistics,function(e){t._displayStatistics=e.checked}),this._generateCheckBox(this._optionsSubsetDiv,"Logs",this._displayLogs,function(e){t._displayLogs=e.checked}),this._generateCheckBox(this._optionsSubsetDiv,"Meshes tree",this._displayTree,function(e){t._displayTree=e.checked,t._needToRefreshMeshesTree=!0}),this._optionsSubsetDiv.appendChild(document.createElement("br")),this._generateTexBox(this._optionsSubsetDiv,"General:",this.accentColor),this._generateCheckBox(this._optionsSubsetDiv,"Bounding boxes",this._scene.forceShowBoundingBoxes,function(e){t._scene.forceShowBoundingBoxes=e.checked}),this._generateCheckBox(this._optionsSubsetDiv,"Clickable labels",this._labelsEnabled,function(e){t._labelsEnabled=e.checked,t._labelsEnabled||t._clearLabels()}),this._generateCheckBox(this._optionsSubsetDiv,"Generate user marks (F12)",e.Tools.PerformanceLogLevel===e.Tools.PerformanceUserMarkLogLevel,function(t){t.checked?e.Tools.PerformanceLogLevel=e.Tools.PerformanceUserMarkLogLevel:e.Tools.PerformanceLogLevel=e.Tools.PerformanceNoneLogLevel}),this._optionsSubsetDiv.appendChild(document.createElement("br")),this._generateTexBox(this._optionsSubsetDiv,"Rendering mode:",this.accentColor),this._generateRadio(this._optionsSubsetDiv,"Solid","renderMode",!this._scene.forceWireframe&&!this._scene.forcePointsCloud,function(e){e.checked&&(t._scene.forceWireframe=!1,t._scene.forcePointsCloud=!1)}),this._generateRadio(this._optionsSubsetDiv,"Wireframe","renderMode",this._scene.forceWireframe,function(e){e.checked&&(t._scene.forceWireframe=!0,t._scene.forcePointsCloud=!1)}),this._generateRadio(this._optionsSubsetDiv,"Point","renderMode",this._scene.forcePointsCloud,function(e){e.checked&&(t._scene.forceWireframe=!1,t._scene.forcePointsCloud=!0)}),this._optionsSubsetDiv.appendChild(document.createElement("br")),this._generateTexBox(this._optionsSubsetDiv,"Texture channels:",this.accentColor),this._generateCheckBox(this._optionsSubsetDiv,"Diffuse",e.StandardMaterial.DiffuseTextureEnabled,function(t){e.StandardMaterial.DiffuseTextureEnabled=t.checked}),this._generateCheckBox(this._optionsSubsetDiv,"Ambient",e.StandardMaterial.AmbientTextureEnabled,function(t){e.StandardMaterial.AmbientTextureEnabled=t.checked}),this._generateCheckBox(this._optionsSubsetDiv,"Specular",e.StandardMaterial.SpecularTextureEnabled,function(t){e.StandardMaterial.SpecularTextureEnabled=t.checked}),this._generateCheckBox(this._optionsSubsetDiv,"Emissive",e.StandardMaterial.EmissiveTextureEnabled,function(t){e.StandardMaterial.EmissiveTextureEnabled=t.checked}),this._generateCheckBox(this._optionsSubsetDiv,"Bump",e.StandardMaterial.BumpTextureEnabled,function(t){e.StandardMaterial.BumpTextureEnabled=t.checked}),this._generateCheckBox(this._optionsSubsetDiv,"Opacity",e.StandardMaterial.OpacityTextureEnabled,function(t){e.StandardMaterial.OpacityTextureEnabled=t.checked}),this._generateCheckBox(this._optionsSubsetDiv,"Reflection",e.StandardMaterial.ReflectionTextureEnabled,function(t){e.StandardMaterial.ReflectionTextureEnabled=t.checked}),this._generateCheckBox(this._optionsSubsetDiv,"Fresnel",e.StandardMaterial.FresnelEnabled,function(t){e.StandardMaterial.FresnelEnabled=t.checked}),this._generateCheckBox(this._optionsSubsetDiv,"Lightmap",e.StandardMaterial.LightmapEnabled,function(t){e.StandardMaterial.LightmapEnabled=t.checked}),this._optionsSubsetDiv.appendChild(document.createElement("br")),this._generateTexBox(this._optionsSubsetDiv,"Options:",this.accentColor),this._generateCheckBox(this._optionsSubsetDiv,"Animations",this._scene.animationsEnabled,function(e){t._scene.animationsEnabled=e.checked}),this._generateCheckBox(this._optionsSubsetDiv,"Collisions",this._scene.collisionsEnabled,function(e){t._scene.collisionsEnabled=e.checked}),this._generateCheckBox(this._optionsSubsetDiv,"Fog",this._scene.fogEnabled,function(e){t._scene.fogEnabled=e.checked}),this._generateCheckBox(this._optionsSubsetDiv,"Lens flares",this._scene.lensFlaresEnabled,function(e){t._scene.lensFlaresEnabled=e.checked}),this._generateCheckBox(this._optionsSubsetDiv,"Lights",this._scene.lightsEnabled,function(e){t._scene.lightsEnabled=e.checked}),this._generateCheckBox(this._optionsSubsetDiv,"Particles",this._scene.particlesEnabled,function(e){t._scene.particlesEnabled=e.checked}),this._generateCheckBox(this._optionsSubsetDiv,"Post-processes",this._scene.postProcessesEnabled,function(e){t._scene.postProcessesEnabled=e.checked}),this._generateCheckBox(this._optionsSubsetDiv,"Probes",this._scene.probesEnabled,function(e){t._scene.probesEnabled=e.checked}),this._generateCheckBox(this._optionsSubsetDiv,"Procedural textures",this._scene.proceduralTexturesEnabled,function(e){t._scene.proceduralTexturesEnabled=e.checked}),this._generateCheckBox(this._optionsSubsetDiv,"Render targets",this._scene.renderTargetsEnabled,function(e){t._scene.renderTargetsEnabled=e.checked}),this._generateCheckBox(this._optionsSubsetDiv,"Shadows",this._scene.shadowsEnabled,function(e){t._scene.shadowsEnabled=e.checked}),this._generateCheckBox(this._optionsSubsetDiv,"Skeletons",this._scene.skeletonsEnabled,function(e){t._scene.skeletonsEnabled=e.checked}),this._generateCheckBox(this._optionsSubsetDiv,"Sprites",this._scene.spritesEnabled,function(e){t._scene.spritesEnabled=e.checked}),this._generateCheckBox(this._optionsSubsetDiv,"Textures",this._scene.texturesEnabled,function(e){t._scene.texturesEnabled=e.checked}),e.AudioEngine&&e.Engine.audioEngine.canUseWebAudio&&(this._optionsSubsetDiv.appendChild(document.createElement("br")),this._generateTexBox(this._optionsSubsetDiv,"Audio:",this.accentColor),this._generateRadio(this._optionsSubsetDiv,"Headphones","panningModel",this._scene.headphone,function(e){e.checked&&(t._scene.headphone=!0)}),this._generateRadio(this._optionsSubsetDiv,"Normal Speakers","panningModel",!this._scene.headphone,function(e){e.checked&&(t._scene.headphone=!1)}),this._generateCheckBox(this._optionsSubsetDiv,"Disable audio",!this._scene.audioEnabled,function(e){t._scene.audioEnabled=!e.checked})),this._optionsSubsetDiv.appendChild(document.createElement("br")),this._generateTexBox(this._optionsSubsetDiv,"Tools:",this.accentColor),this._generateButton(this._optionsSubsetDiv,"Dump rendertargets",function(e){t._scene.dumpNextRenderTargets=!0}),this._optionsSubsetDiv.appendChild(document.createElement("br")),this._globalDiv.appendChild(this._statsDiv),this._globalDiv.appendChild(this._logDiv),this._globalDiv.appendChild(this._optionsDiv),this._globalDiv.appendChild(this._treeDiv)}},t.prototype._displayStats=function(){var t=this._scene,r=t.getEngine(),i=r.getGlInfo();this._statsSubsetDiv.innerHTML="Babylon.js v"+e.Engine.Version+" - "+e.Tools.Format(r.getFps(),0)+" fps

Count
Total meshes: "+t.meshes.length+"
Total vertices: "+t.getTotalVertices()+"
Total materials: "+t.materials.length+"
Total textures: "+t.textures.length+"
Active meshes: "+t.getActiveMeshes().length+"
Active indices: "+t.getActiveIndices()+"
Active bones: "+t.getActiveBones()+"
Active particles: "+t.getActiveParticles()+"
Draw calls: "+r.drawCalls+"

Duration
Meshes selection: "+e.Tools.Format(t.getEvaluateActiveMeshesDuration())+" ms
Render Targets: "+e.Tools.Format(t.getRenderTargetsDuration())+" ms
Particles: "+e.Tools.Format(t.getParticlesDuration())+" ms
Sprites: "+e.Tools.Format(t.getSpritesDuration())+" ms

Render: "+e.Tools.Format(t.getRenderDuration())+" ms
Frame: "+e.Tools.Format(t.getLastFrameDuration())+" ms
Potential FPS: "+e.Tools.Format(1e3/t.getLastFrameDuration(),0)+"

Extensions
Std derivatives: "+(r.getCaps().standardDerivatives?"Yes":"No")+"
Compressed textures: "+(r.getCaps().s3tc?"Yes":"No")+"
Hardware instances: "+(r.getCaps().instancedArrays?"Yes":"No")+"
Texture float: "+(r.getCaps().textureFloat?"Yes":"No")+"
32bits indices: "+(r.getCaps().uintIndices?"Yes":"No")+"
Caps.
Max textures units: "+r.getCaps().maxTexturesImageUnits+"
Max textures size: "+r.getCaps().maxTextureSize+"
Max anisotropy: "+r.getCaps().maxAnisotropy+"



Info
"+i.version+"
"+i.renderer+"
", this.customStatsFunction&&(this._statsSubsetDiv.innerHTML+=this._statsSubsetDiv.innerHTML)},t}();e.DebugLayer=t}(BABYLON||(BABYLON={}));var BABYLON;!function(e){var t=function(){function e(e,t,r){var i=this;void 0===t&&(t=""),void 0===r&&(r="black"),this._renderingCanvas=e,this._loadingText=t,this._loadingDivBackgroundColor=r,this._resizeLoadingUI=function(){var e=i._renderingCanvas.getBoundingClientRect();i._loadingDiv.style.position="absolute",i._loadingDiv.style.left=e.left+"px",i._loadingDiv.style.top=e.top+"px",i._loadingDiv.style.width=e.width+"px",i._loadingDiv.style.height=e.height+"px"}}return e.prototype.displayLoadingUI=function(){var e=this;this._loadingDiv=document.createElement("div"),this._loadingDiv.style.opacity="0",this._loadingDiv.style.transition="opacity 1.5s ease",this._loadingTextDiv=document.createElement("div"),this._loadingTextDiv.style.position="absolute",this._loadingTextDiv.style.left="0",this._loadingTextDiv.style.top="50%",this._loadingTextDiv.style.marginTop="80px",this._loadingTextDiv.style.width="100%",this._loadingTextDiv.style.height="20px",this._loadingTextDiv.style.fontFamily="Arial",this._loadingTextDiv.style.fontSize="14px",this._loadingTextDiv.style.color="white",this._loadingTextDiv.style.textAlign="center",this._loadingTextDiv.innerHTML="Loading",this._loadingDiv.appendChild(this._loadingTextDiv),this._loadingTextDiv.innerHTML=this._loadingText;var t=new Image;t.src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAGQAAABkCAYAAABw4pVUAAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA7DAcdvqGQAAAAYdEVYdFNvZnR3YXJlAHBhaW50Lm5ldCA0LjAuM4zml1AAAARbSURBVHhe7Z09aFNRFMc716kuLrq4FdyLq4Wi4CAoRQcR0UJBUBdRiuLSIYMo6CA4FF2sgw6CFAdFUOpSQYcWO4hD26UQCfXrIQrx/JJzw1OSWq3NPeL/B4Fy+0jg/HO+7j3vpUcI8b/Q39+/49ihfWdPHT94Yf/e3Se3bd263f8lus218TPn6vV6Ya8Wi/MzNRNmj18iusX9W1evmP1/EKNEIVG6CMbG6E3bt+fT++pHha8NoHdT72bLE8NDg7tGU64gLLndV4Wc4m8j/pS+vr4tGB/DT16v3Fyr8dvBe/jbit8BL0AES9LX1iPAz+BR/hFiLVCynj95dPzNy6fv3IZ/k4L3948Sq7FzYGBg4vLFGxitabuOFCbWNKGrMnbiUuo18KaV6tIHv6YtvL9/nOgE31jCktmrY7k6+/zhE4yP4Vf7hiNqh/BWWEl8mzDol4p22Lf7cIdvdUMEvv0Y2S9fE5S1hLzpqTsPkiep//gFGPnR3Yl7GL5p/xYFBrTwM+iXio3GqpwDGL5p/xYNIX7XG8Q6IJRgdIzf1KBBgafII7oMidhyQtVFaMA2Bt7il4huQRhaXphbcR2g4RXqBzKAGHiCCwGFVUAj/m/RTRDj29cvn10I0PZ3LghH5f4CL1EFlQmqqXK3jDDKFxmhQ3Yt6oQseUZGKmMnTpsOqc8o1F9kBOMjQlOLeqEeIyOc6JV6jYLJD/+XyIFvnzdgl9aXRQ5I2qZDK1SpospMqaoqON/wZZGDciLnMMiXRS7IF4hhqMTNTdk7CFu+LHLhR7BQqBvPDJUUQqCGvCMATHUgBmhWNgApmdOda9YpM+VwRYfuyyIXDK8hBlilNerLIheMZCKGwlUAyru6GlwOgPUbRxADdJ9FAChxXY864viyyEXqPxhc0M2TAfAbatSdRyHtXymhByEdRnE3ky+JnHAIhSA0h74kckETmHoQbSgGwJrCIRMEPSRIBCRIMAhZaYhaggQhJXUJEoRU9mofKwh+F22dLRRfEjlJM7w6KQwCoQpBOKTyJZETjmwRxKqtGV8SOSkNOGjKPQppBEgDDkFgpxdBVGkFgaYQQXRIFQSObk0P5ZFIpAZRHXsQ0r0hCluBWKkuvVbYCkQaCdL5ehBScudJP4yY+rLISdps1NBDEJKXMMmoSfggWC4ZQRR17oFYXph7hSiquIKQ+hJGTX1J5MYSPD/GVdNzsgLBwZVCVyAQAkF0ohiI/c1fS6tNXq9UfEnkhudmIQolsS+J3Hh/UtNDzQLhj42VKJFInqLwFYiUU5ToA+HdfI0JevUpQUAIn+vSz2lHIuUV/dJOIHhOY/IWVWGBIHQtzs88s9zyWBuTgcBLzGOmeNnfF/QslSDgMeQW85i3DOQxuipxAkCyZ8SIm4Omp+7MMlCB59j6sKZcMoM4iIEoeI2J9AKxrFobZx0v4vYInuHFS4J1GQRCAGaLEYQXfyMML5XSQgghhBBCCCH+cXp6vgNhKpSKX/XdOAAAAABJRU5ErkJggg==",t.style.position="absolute",t.style.left="50%",t.style.top="50%",t.style.marginLeft="-50px",t.style.marginTop="-50px",t.style.transition="transform 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e=this;if(this._loadingDiv){var t=function(){e._loadingDiv&&(document.body.removeChild(e._loadingDiv),window.removeEventListener("resize",e._resizeLoadingUI),e._loadingDiv=null)};this._loadingDiv.style.opacity="0",this._loadingDiv.addEventListener("transitionend",t)}},Object.defineProperty(e.prototype,"loadingUIText",{set:function(e){this._loadingText=e,this._loadingTextDiv&&(this._loadingTextDiv.innerHTML=this._loadingText)},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"loadingUIBackgroundColor",{get:function(){return this._loadingDivBackgroundColor},set:function(e){this._loadingDivBackgroundColor=e,this._loadingDiv&&(this._loadingDiv.style.backgroundColor=this._loadingDivBackgroundColor)},enumerable:!0,configurable:!0}),e}();e.DefaultLoadingScreen=t}(BABYLON||(BABYLON={})),BABYLON.Effect.ShadersStore={anaglyphPixelShader:"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\nuniform sampler2D leftSampler;\r\n\r\nvoid main(void)\r\n{\r\n vec4 leftFrag = texture2D(leftSampler, vUV);\r\n leftFrag = vec4(1.0, leftFrag.g, leftFrag.b, 1.0);\r\n\r\n vec4 rightFrag = texture2D(textureSampler, vUV);\r\n rightFrag = vec4(rightFrag.r, 1.0, 1.0, 1.0);\r\n\r\n gl_FragColor = vec4(rightFrag.rgb * leftFrag.rgb, 1.0);\r\n}",blackAndWhitePixelShader:"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\nvoid main(void) \r\n{\r\n float luminance = dot(texture2D(textureSampler, vUV).rgb, vec3(0.3, 0.59, 0.11));\r\n gl_FragColor = vec4(luminance, luminance, luminance, 1.0);\r\n}",blurPixelShader:"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\n// Parameters\r\nuniform vec2 screenSize;\r\nuniform vec2 direction;\r\nuniform float blurWidth;\r\n\r\nvoid main(void)\r\n{\r\n float weights[7];\r\n weights[0] = 0.05;\r\n weights[1] = 0.1;\r\n weights[2] = 0.2;\r\n weights[3] = 0.3;\r\n weights[4] = 0.2;\r\n weights[5] = 0.1;\r\n weights[6] = 0.05;\r\n\r\n vec2 texelSize = vec2(1.0 / screenSize.x, 1.0 / screenSize.y);\r\n vec2 texelStep = texelSize * direction * blurWidth;\r\n vec2 start = vUV - 3.0 * texelStep;\r\n\r\n vec4 baseColor = vec4(0., 0., 0., 0.);\r\n vec2 texelOffset = vec2(0., 0.);\r\n\r\n for (int i = 0; i < 7; i++)\r\n {\r\n baseColor += texture2D(textureSampler, start + texelOffset) * weights[i];\r\n texelOffset += texelStep;\r\n }\r\n\r\n gl_FragColor = baseColor;\r\n}",brickPixelShader:"precision highp float;\r\n\r\nvarying vec2 vPosition;\r\nvarying vec2 vUV;\r\n\r\nuniform float numberOfBricksHeight;\r\nuniform float numberOfBricksWidth;\r\nuniform vec3 brickColor;\r\nuniform vec3 jointColor;\r\n\r\nfloat rand(vec2 n) {\r\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\r\n}\r\n\r\nfloat noise(vec2 n) {\r\n const vec2 d = vec2(0.0, 1.0);\r\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\r\n return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\r\n}\r\n\r\nfloat fbm(vec2 n) {\r\n float total = 0.0, amplitude = 1.0;\r\n for (int i = 0; i < 4; i++) {\r\n total += noise(n) * amplitude;\r\n n += n;\r\n amplitude *= 0.5;\r\n }\r\n return total;\r\n}\r\n\r\nfloat round(float number){\r\n return sign(number)*floor(abs(number) + 0.5);\r\n}\r\n\r\nvoid main(void)\r\n{\r\n float brickW = 1.0 / numberOfBricksWidth;\r\n float brickH = 1.0 / numberOfBricksHeight;\r\n float jointWPercentage = 0.01;\r\n float jointHPercentage = 0.05;\r\n vec3 color = brickColor;\r\n float yi = vUV.y / brickH;\r\n float nyi = round(yi);\r\n float xi = vUV.x / brickW;\r\n\r\n if (mod(floor(yi), 2.0) == 0.0){\r\n xi = xi - 0.5;\r\n }\r\n\r\n float nxi = round(xi);\r\n vec2 brickvUV = vec2((xi - floor(xi)) / brickH, (yi - floor(yi)) / brickW);\r\n\r\n if (yi < nyi + jointHPercentage && yi > nyi - jointHPercentage){\r\n color = mix(jointColor, vec3(0.37, 0.25, 0.25), (yi - nyi) / jointHPercentage + 0.2);\r\n }\r\n else if (xi < nxi + jointWPercentage && xi > nxi - jointWPercentage){\r\n color = mix(jointColor, vec3(0.44, 0.44, 0.44), (xi - nxi) / jointWPercentage + 0.2);\r\n }\r\n else {\r\n float brickColorSwitch = mod(floor(yi) + floor(xi), 3.0);\r\n\r\n if (brickColorSwitch == 0.0)\r\n color = mix(color, vec3(0.33, 0.33, 0.33), 0.3);\r\n else if (brickColorSwitch == 2.0)\r\n color = mix(color, vec3(0.11, 0.11, 0.11), 0.3);\r\n }\r\n\r\n gl_FragColor = vec4(color, 1.0);\r\n}",chromaticAberrationPixelShader:"// BABYLON.JS Chromatic Aberration GLSL Shader\r\n// Author: Olivier Guyot\r\n// Separates very slightly R, G and B colors on the edges of the screen\r\n// Inspired by Francois Tarlier & Martins Upitis\r\n\r\nprecision highp float;\r\n\r\n// samplers\r\nuniform sampler2D textureSampler; // original color\r\n\r\n// uniforms\r\nuniform float chromatic_aberration;\r\nuniform float screen_width;\r\nuniform float screen_height;\r\n\r\n// varyings\r\nvarying vec2 vUV;\r\n\r\nvoid main(void)\r\n{\r\n vec2 centered_screen_pos = vec2(vUV.x - 0.5, vUV.y - 0.5);\r\n float radius2 = centered_screen_pos.x*centered_screen_pos.x\r\n + centered_screen_pos.y*centered_screen_pos.y;\r\n float radius = sqrt(radius2);\r\n\r\n vec4 original = texture2D(textureSampler, vUV);\r\n\r\n if (chromatic_aberration > 0.0) {\r\n //index of refraction of each color channel, causing chromatic dispersion\r\n vec3 ref_indices = vec3(-0.3, 0.0, 0.3);\r\n float ref_shiftX = chromatic_aberration * radius * 17.0 / screen_width;\r\n float ref_shiftY = chromatic_aberration * radius * 17.0 / screen_height;\r\n\r\n // shifts for red, green & blue\r\n vec2 ref_coords_r = vec2(vUV.x + ref_indices.r*ref_shiftX, vUV.y + ref_indices.r*ref_shiftY*0.5);\r\n vec2 ref_coords_g = vec2(vUV.x + ref_indices.g*ref_shiftX, vUV.y + ref_indices.g*ref_shiftY*0.5);\r\n vec2 ref_coords_b = vec2(vUV.x + ref_indices.b*ref_shiftX, vUV.y + ref_indices.b*ref_shiftY*0.5);\r\n\r\n original.r = texture2D(textureSampler, ref_coords_r).r;\r\n original.g = texture2D(textureSampler, ref_coords_g).g;\r\n original.b = texture2D(textureSampler, ref_coords_b).b;\r\n }\r\n\r\n gl_FragColor = original;\r\n}",cloudPixelShader:"precision highp float;\r\n\r\nvarying vec2 vUV;\r\n\r\nuniform vec4 skyColor;\r\nuniform vec4 cloudColor;\r\n\r\nfloat rand(vec2 n) {\r\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\r\n}\r\n\r\nfloat noise(vec2 n) {\r\n const vec2 d = vec2(0.0, 1.0);\r\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\r\n return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\r\n}\r\n\r\nfloat fbm(vec2 n) {\r\n float total = 0.0, amplitude = 1.0;\r\n for (int i = 0; i < 4; i++) {\r\n total += noise(n) * amplitude;\r\n n += n;\r\n amplitude *= 0.5;\r\n }\r\n return total;\r\n}\r\n\r\nvoid main() {\r\n\r\n vec2 p = vUV * 12.0;\r\n vec4 c = mix(skyColor, cloudColor, fbm(p));\r\n gl_FragColor = c;\r\n\r\n}\r\n\r\n",colorPixelShader:"precision highp float;\r\n\r\nuniform vec4 color;\r\n\r\nvoid main(void) {\r\n gl_FragColor = color;\r\n}",colorVertexShader:"precision highp float;\r\n\r\n// Attributes\r\nattribute vec3 position;\r\n\r\n// Uniforms\r\nuniform mat4 worldViewProjection;\r\n\r\nvoid main(void) {\r\n gl_Position = worldViewProjection * vec4(position, 1.0);\r\n}",colorCorrectionPixelShader:"precision highp float;\r\n\r\n// samplers\r\nuniform sampler2D textureSampler; // screen render\r\nuniform sampler2D colorTable; // color table with modified colors\r\n\r\n// varyings\r\nvarying vec2 vUV;\r\n\r\n// constants\r\nconst float SLICE_COUNT = 16.0; // how many slices in the color cube; 1 slice = 1 pixel\r\n// it means the image is 256x16 pixels\r\n\r\nvec4 sampleAs3DTexture(sampler2D texture, vec3 uv, float width) {\r\n float sliceSize = 1.0 / width; // space of 1 slice\r\n float slicePixelSize = sliceSize / width; // space of 1 pixel\r\n float sliceInnerSize = slicePixelSize * (width - 1.0); // space of width pixels\r\n float zSlice0 = min(floor(uv.z * width), width - 1.0);\r\n float zSlice1 = min(zSlice0 + 1.0, width - 1.0);\r\n float xOffset = slicePixelSize * 0.5 + uv.x * sliceInnerSize;\r\n float s0 = xOffset + (zSlice0 * sliceSize);\r\n float s1 = xOffset + (zSlice1 * sliceSize);\r\n vec4 slice0Color = texture2D(texture, vec2(s0, uv.y));\r\n vec4 slice1Color = texture2D(texture, vec2(s1, uv.y));\r\n float zOffset = mod(uv.z * width, 1.0);\r\n vec4 result = mix(slice0Color, slice1Color, zOffset);\r\n return result;\r\n}\r\n\r\nvoid main(void)\r\n{\r\n vec4 screen_color = texture2D(textureSampler, vUV);\r\n gl_FragColor = sampleAs3DTexture(colorTable, screen_color.rgb, SLICE_COUNT);\r\n\r\n}",convolutionPixelShader:"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\nuniform vec2 screenSize;\r\nuniform float kernel[9];\r\n\r\nvoid main(void)\r\n{\r\n vec2 onePixel = vec2(1.0, 1.0) / screenSize;\r\n vec4 colorSum =\r\n texture2D(textureSampler, vUV + onePixel * vec2(-1, -1)) * kernel[0] +\r\n texture2D(textureSampler, vUV + onePixel * vec2(0, -1)) * kernel[1] +\r\n texture2D(textureSampler, vUV + onePixel * vec2(1, -1)) * kernel[2] +\r\n texture2D(textureSampler, vUV + onePixel * vec2(-1, 0)) * kernel[3] +\r\n texture2D(textureSampler, vUV + onePixel * vec2(0, 0)) * kernel[4] +\r\n texture2D(textureSampler, vUV + onePixel * vec2(1, 0)) * kernel[5] +\r\n texture2D(textureSampler, vUV + onePixel * vec2(-1, 1)) * kernel[6] +\r\n texture2D(textureSampler, vUV + onePixel * vec2(0, 1)) * kernel[7] +\r\n texture2D(textureSampler, vUV + onePixel * vec2(1, 1)) * kernel[8];\r\n\r\n float kernelWeight =\r\n kernel[0] +\r\n kernel[1] +\r\n kernel[2] +\r\n kernel[3] +\r\n kernel[4] +\r\n kernel[5] +\r\n kernel[6] +\r\n kernel[7] +\r\n kernel[8];\r\n\r\n if (kernelWeight <= 0.0) {\r\n kernelWeight = 1.0;\r\n }\r\n\r\n gl_FragColor = vec4((colorSum / kernelWeight).rgb, 1);\r\n}",defaultPixelShader:"precision highp float;\r\n\r\n// Constants\r\nuniform vec3 vEyePosition;\r\nuniform vec3 vAmbientColor;\r\nuniform vec4 vDiffuseColor;\r\n#ifdef SPECULARTERM\r\nuniform vec4 vSpecularColor;\r\n#endif\r\nuniform vec3 vEmissiveColor;\r\n\r\n// Input\r\nvarying vec3 vPositionW;\r\n\r\n#ifdef NORMAL\r\nvarying vec3 vNormalW;\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n// Lights\r\n#ifdef LIGHT0\r\nuniform vec4 vLightData0;\r\nuniform vec4 vLightDiffuse0;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular0;\r\n#endif\r\n#ifdef SHADOW0\r\nvarying vec4 vPositionFromLight0;\r\nuniform sampler2D shadowSampler0;\r\nuniform vec3 shadowsInfo0;\r\n#endif\r\n#ifdef SPOTLIGHT0\r\nuniform vec4 vLightDirection0;\r\n#endif\r\n#ifdef HEMILIGHT0\r\nuniform vec3 vLightGround0;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT1\r\nuniform vec4 vLightData1;\r\nuniform vec4 vLightDiffuse1;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular1;\r\n#endif\r\n#ifdef SHADOW1\r\nvarying vec4 vPositionFromLight1;\r\nuniform sampler2D shadowSampler1;\r\nuniform vec3 shadowsInfo1;\r\n#endif\r\n#ifdef SPOTLIGHT1\r\nuniform vec4 vLightDirection1;\r\n#endif\r\n#ifdef HEMILIGHT1\r\nuniform vec3 vLightGround1;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT2\r\nuniform vec4 vLightData2;\r\nuniform vec4 vLightDiffuse2;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular2;\r\n#endif\r\n#ifdef SHADOW2\r\nvarying vec4 vPositionFromLight2;\r\nuniform sampler2D shadowSampler2;\r\nuniform vec3 shadowsInfo2;\r\n#endif\r\n#ifdef SPOTLIGHT2\r\nuniform vec4 vLightDirection2;\r\n#endif\r\n#ifdef HEMILIGHT2\r\nuniform vec3 vLightGround2;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT3\r\nuniform vec4 vLightData3;\r\nuniform vec4 vLightDiffuse3;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular3;\r\n#endif\r\n#ifdef SHADOW3\r\nvarying vec4 vPositionFromLight3;\r\nuniform sampler2D shadowSampler3;\r\nuniform vec3 shadowsInfo3;\r\n#endif\r\n#ifdef SPOTLIGHT3\r\nuniform vec4 vLightDirection3;\r\n#endif\r\n#ifdef HEMILIGHT3\r\nuniform vec3 vLightGround3;\r\n#endif\r\n#endif\r\n\r\n// Samplers\r\n#ifdef DIFFUSE\r\nvarying vec2 vDiffuseUV;\r\nuniform sampler2D diffuseSampler;\r\nuniform vec2 vDiffuseInfos;\r\n#endif\r\n\r\n#ifdef AMBIENT\r\nvarying vec2 vAmbientUV;\r\nuniform sampler2D ambientSampler;\r\nuniform vec2 vAmbientInfos;\r\n#endif\r\n\r\n#ifdef OPACITY \r\nvarying vec2 vOpacityUV;\r\nuniform sampler2D opacitySampler;\r\nuniform vec2 vOpacityInfos;\r\n#endif\r\n\r\n#ifdef EMISSIVE\r\nvarying vec2 vEmissiveUV;\r\nuniform vec2 vEmissiveInfos;\r\nuniform sampler2D emissiveSampler;\r\n#endif\r\n\r\n#ifdef LIGHTMAP\r\nvarying vec2 vLightmapUV;\r\nuniform vec3 vLightmapInfos;\r\nuniform sampler2D lightmapSampler;\r\n#endif\r\n\r\n#if defined(SPECULAR) && defined(SPECULARTERM)\r\nvarying vec2 vSpecularUV;\r\nuniform vec2 vSpecularInfos;\r\nuniform sampler2D specularSampler;\r\n#endif\r\n\r\n// Fresnel\r\n#ifdef FRESNEL\r\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\r\n{\r\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\r\n return clamp(fresnelTerm, 0., 1.);\r\n}\r\n#endif\r\n\r\n#ifdef DIFFUSEFRESNEL\r\nuniform vec4 diffuseLeftColor;\r\nuniform vec4 diffuseRightColor;\r\n#endif\r\n\r\n#ifdef OPACITYFRESNEL\r\nuniform vec4 opacityParts;\r\n#endif\r\n\r\n#ifdef REFLECTIONFRESNEL\r\nuniform vec4 reflectionLeftColor;\r\nuniform vec4 reflectionRightColor;\r\n#endif\r\n\r\n#ifdef EMISSIVEFRESNEL\r\nuniform vec4 emissiveLeftColor;\r\nuniform vec4 emissiveRightColor;\r\n#endif\r\n\r\n#ifdef REFLECTION\r\nvarying vec3 vReflectionUVW;\r\n#ifdef REFLECTIONMAP_3D\r\nuniform samplerCube reflectionCubeSampler;\r\n#else\r\nuniform sampler2D reflection2DSampler;\r\n#endif\r\nuniform vec2 vReflectionInfos;\r\n#endif\r\n\r\n// Shadows\r\n#ifdef SHADOWS\r\n\r\nfloat unpack(vec4 color)\r\n{\r\n const vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);\r\n return dot(color, bit_shift);\r\n}\r\n\r\nfloat unpackHalf(vec2 color)\r\n{\r\n return color.x + (color.y / 255.0);\r\n}\r\n\r\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\r\n{\r\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\r\n depth = 0.5 * depth + vec3(0.5);\r\n vec2 uv = depth.xy;\r\n\r\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\r\n {\r\n return 1.0;\r\n }\r\n\r\n float shadow = unpack(texture2D(shadowSampler, uv)) + bias;\r\n\r\n if (depth.z > shadow)\r\n {\r\n return darkness;\r\n }\r\n return 1.;\r\n}\r\n\r\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias, float darkness)\r\n{\r\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\r\n depth = 0.5 * depth + vec3(0.5);\r\n vec2 uv = depth.xy;\r\n\r\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\r\n {\r\n return 1.0;\r\n }\r\n\r\n float visibility = 1.;\r\n\r\n vec2 poissonDisk[4];\r\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\r\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\r\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\r\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\r\n\r\n // Poisson Sampling\r\n float biasedDepth = depth.z - bias;\r\n\r\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) < biasedDepth) visibility -= 0.25;\r\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) < biasedDepth) visibility -= 0.25;\r\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) < biasedDepth) visibility -= 0.25;\r\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) < biasedDepth) visibility -= 0.25;\r\n\r\n return min(1.0, visibility + darkness);\r\n}\r\n\r\n// Thanks to http://devmaster.net/\r\nfloat linstep(float low, float high, float v) {\r\n return clamp((v - low) / (high - low), 0.0, 1.0);\r\n}\r\n\r\nfloat ChebychevInequality(vec2 moments, float compare, float bias)\r\n{\r\n float p = smoothstep(compare - bias, compare, moments.x);\r\n float variance = max(moments.y - moments.x * moments.x, 0.02);\r\n float d = compare - moments.x;\r\n float p_max = linstep(0.2, 1.0, variance / (variance + d * d));\r\n\r\n return clamp(max(p, p_max), 0.0, 1.0);\r\n}\r\n\r\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float bias, float darkness)\r\n{\r\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\r\n depth = 0.5 * depth + vec3(0.5);\r\n vec2 uv = depth.xy;\r\n\r\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z >= 1.0)\r\n {\r\n return 1.0;\r\n }\r\n\r\n vec4 texel = texture2D(shadowSampler, uv);\r\n\r\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\r\n return min(1.0, 1.0 - ChebychevInequality(moments, depth.z, bias) + darkness);\r\n}\r\n#endif\r\n\r\n// Bump\r\n#ifdef BUMP\r\n#extension GL_OES_standard_derivatives : enable\r\nvarying vec2 vBumpUV;\r\nuniform vec2 vBumpInfos;\r\nuniform sampler2D bumpSampler;\r\n\r\n// Thanks to http://www.thetenthplanet.de/archives/1180\r\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\r\n{\r\n // get edge vectors of the pixel triangle\r\n vec3 dp1 = dFdx(p);\r\n vec3 dp2 = dFdy(p);\r\n vec2 duv1 = dFdx(uv);\r\n vec2 duv2 = dFdy(uv);\r\n\r\n // solve the linear system\r\n vec3 dp2perp = cross(dp2, normal);\r\n vec3 dp1perp = cross(normal, dp1);\r\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\r\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\r\n\r\n // construct a scale-invariant frame \r\n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\r\n return mat3(tangent * invmax, binormal * invmax, normal);\r\n}\r\n\r\nvec3 perturbNormal(vec3 viewDir)\r\n{\r\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\r\n map = map * 255. / 127. - 128. / 127.;\r\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\r\n return normalize(TBN * map);\r\n}\r\n#endif\r\n\r\n#ifdef CLIPPLANE\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n// Fog\r\n#ifdef FOG\r\n\r\n#define FOGMODE_NONE 0.\r\n#define FOGMODE_EXP 1.\r\n#define FOGMODE_EXP2 2.\r\n#define FOGMODE_LINEAR 3.\r\n#define E 2.71828\r\n\r\nuniform vec4 vFogInfos;\r\nuniform vec3 vFogColor;\r\nvarying float fFogDistance;\r\n\r\nfloat CalcFogFactor()\r\n{\r\n float fogCoeff = 1.0;\r\n float fogStart = vFogInfos.y;\r\n float fogEnd = vFogInfos.z;\r\n float fogDensity = vFogInfos.w;\r\n\r\n if (FOGMODE_LINEAR == vFogInfos.x)\r\n {\r\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\r\n }\r\n else if (FOGMODE_EXP == vFogInfos.x)\r\n {\r\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\r\n }\r\n else if (FOGMODE_EXP2 == vFogInfos.x)\r\n {\r\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\r\n }\r\n\r\n return clamp(fogCoeff, 0.0, 1.0);\r\n}\r\n#endif\r\n\r\n// Light Computing\r\nstruct lightingInfo\r\n{\r\n vec3 diffuse;\r\n#ifdef SPECULARTERM\r\n vec3 specular;\r\n#endif\r\n};\r\n\r\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range, float glossiness) {\r\n lightingInfo result;\r\n\r\n vec3 lightVectorW;\r\n float attenuation = 1.0;\r\n if (lightData.w == 0.)\r\n {\r\n vec3 direction = lightData.xyz - vPositionW;\r\n\r\n attenuation = max(0., 1.0 - length(direction) / range);\r\n lightVectorW = normalize(direction);\r\n }\r\n else\r\n {\r\n lightVectorW = normalize(-lightData.xyz);\r\n }\r\n\r\n // diffuse\r\n float ndl = max(0., dot(vNormal, lightVectorW));\r\n result.diffuse = ndl * diffuseColor * attenuation;\r\n\r\n#ifdef SPECULARTERM\r\n // Specular\r\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\r\n float specComp = max(0., dot(vNormal, angleW));\r\n specComp = pow(specComp, max(1., glossiness));\r\n\r\n result.specular = specComp * specularColor * attenuation;\r\n#endif\r\n return result;\r\n}\r\n\r\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range, float glossiness) {\r\n lightingInfo result;\r\n\r\n vec3 direction = lightData.xyz - vPositionW;\r\n vec3 lightVectorW = normalize(direction);\r\n float attenuation = max(0., 1.0 - length(direction) / range);\r\n\r\n // diffuse\r\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\r\n float spotAtten = 0.0;\r\n\r\n if (cosAngle >= lightDirection.w)\r\n {\r\n cosAngle = max(0., pow(cosAngle, lightData.w));\r\n spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\r\n\r\n // Diffuse\r\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\r\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\r\n\r\n#ifdef SPECULARTERM\r\n // Specular\r\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\r\n float specComp = max(0., dot(vNormal, angleW));\r\n specComp = pow(specComp, max(1., glossiness));\r\n\r\n result.specular = specComp * specularColor * spotAtten * attenuation;\r\n#endif\r\n\r\n return result;\r\n }\r\n\r\n result.diffuse = vec3(0.);\r\n#ifdef SPECULARTERM\r\n result.specular = vec3(0.);\r\n#endif\r\n\r\n return result;\r\n}\r\n\r\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor, float glossiness) {\r\n lightingInfo result;\r\n\r\n // Diffuse\r\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\r\n result.diffuse = mix(groundColor, diffuseColor, ndl);\r\n\r\n#ifdef SPECULARTERM\r\n // Specular\r\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\r\n float specComp = max(0., dot(vNormal, angleW));\r\n specComp = pow(specComp, max(1., glossiness));\r\n\r\n result.specular = specComp * specularColor;\r\n#endif\r\n\r\n return result;\r\n}\r\n\r\nvoid main(void) {\r\n // Clip plane\r\n#ifdef CLIPPLANE\r\n if (fClipDistance > 0.0)\r\n discard;\r\n#endif\r\n\r\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\r\n\r\n // Base color\r\n vec4 baseColor = vec4(1., 1., 1., 1.);\r\n vec3 diffuseColor = vDiffuseColor.rgb;\r\n\r\n // Alpha\r\n float alpha = vDiffuseColor.a;\r\n\r\n#ifdef DIFFUSE\r\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\r\n\r\n#ifdef ALPHATEST\r\n if (baseColor.a < 0.4)\r\n discard;\r\n#endif\r\n\r\n#ifdef ALPHAFROMDIFFUSE\r\n alpha *= baseColor.a;\r\n#endif\r\n\r\n baseColor.rgb *= vDiffuseInfos.y;\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\n baseColor.rgb *= vColor.rgb;\r\n#endif\r\n\r\n // Bump\r\n#ifdef NORMAL\r\n vec3 normalW = normalize(vNormalW);\r\n#else\r\n vec3 normalW = vec3(1.0, 1.0, 1.0);\r\n#endif\r\n\r\n\r\n#ifdef BUMP\r\n normalW = perturbNormal(viewDirectionW);\r\n#endif\r\n\r\n // Ambient color\r\n vec3 baseAmbientColor = vec3(1., 1., 1.);\r\n\r\n#ifdef AMBIENT\r\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\r\n#endif\r\n\r\n\r\n // Specular map\r\n#ifdef SPECULARTERM\r\n float glossiness = vSpecularColor.a;\r\n vec3 specularColor = vSpecularColor.rgb;\r\n\r\n #ifdef SPECULAR\r\n vec4 specularMapColor = texture2D(specularSampler, vSpecularUV);\r\n specularColor = specularMapColor.rgb;\r\n #ifdef GLOSSINESS\r\n glossiness = glossiness * specularMapColor.a;\r\n #endif\r\n #endif\r\n#else\r\n float glossiness = 0.;\r\n#endif\r\n\r\n // Lighting\r\n vec3 diffuseBase = vec3(0., 0., 0.);\r\n#ifdef SPECULARTERM\r\n vec3 specularBase = vec3(0., 0., 0.);\r\n#endif\r\n float shadow = 1.;\r\n\r\n#ifdef LIGHT0\r\n#ifndef SPECULARTERM\r\n vec3 vLightSpecular0 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT0\r\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, glossiness);\r\n#endif\r\n#ifdef HEMILIGHT0\r\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0, glossiness);\r\n#endif\r\n#ifdef POINTDIRLIGHT0\r\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, glossiness);\r\n#endif\r\n#ifdef SHADOW0\r\n#ifdef SHADOWVSM0\r\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);\r\n#else\r\n #ifdef SHADOWPCF0\r\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);\r\n #else\r\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\r\n #endif\r\n#endif\r\n#else\r\n shadow = 1.;\r\n#endif\r\n diffuseBase += info.diffuse * shadow;\r\n#ifdef SPECULARTERM\r\n specularBase += info.specular * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT1\r\n#ifndef SPECULARTERM\r\n vec3 vLightSpecular1 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT1\r\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, glossiness);\r\n#endif\r\n#ifdef HEMILIGHT1\r\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1, glossiness);\r\n#endif\r\n#ifdef POINTDIRLIGHT1\r\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, glossiness);\r\n#endif\r\n#ifdef SHADOW1\r\n#ifdef SHADOWVSM1\r\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);\r\n#else\r\n #ifdef SHADOWPCF1\r\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);\r\n #else\r\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\r\n #endif\r\n#endif\r\n#else\r\n shadow = 1.;\r\n#endif\r\n diffuseBase += info.diffuse * shadow;\r\n#ifdef SPECULARTERM\r\n specularBase += info.specular * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT2\r\n#ifndef SPECULARTERM\r\n vec3 vLightSpecular2 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT2\r\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, glossiness);\r\n#endif\r\n#ifdef HEMILIGHT2\r\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2, glossiness);\r\n#endif\r\n#ifdef POINTDIRLIGHT2\r\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, glossiness);\r\n#endif\r\n#ifdef SHADOW2\r\n#ifdef SHADOWVSM2\r\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);\r\n#else\r\n #ifdef SHADOWPCF2\r\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);\r\n #else\r\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\r\n #endif \r\n#endif \r\n#else\r\n shadow = 1.;\r\n#endif\r\n diffuseBase += info.diffuse * shadow;\r\n#ifdef SPECULARTERM\r\n specularBase += info.specular * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT3\r\n#ifndef SPECULARTERM\r\n vec3 vLightSpecular3 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT3\r\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, glossiness);\r\n#endif\r\n#ifdef HEMILIGHT3\r\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3, glossiness);\r\n#endif\r\n#ifdef POINTDIRLIGHT3\r\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, glossiness);\r\n#endif\r\n#ifdef SHADOW3\r\n#ifdef SHADOWVSM3\r\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);\r\n#else\r\n #ifdef SHADOWPCF3\r\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);\r\n #else\r\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\r\n #endif \r\n#endif \r\n#else\r\n shadow = 1.;\r\n#endif\r\n diffuseBase += info.diffuse * shadow;\r\n#ifdef SPECULARTERM\r\n specularBase += info.specular * shadow;\r\n#endif\r\n#endif\r\n\r\n // Reflection\r\n vec3 reflectionColor = vec3(0., 0., 0.);\r\n\r\n#ifdef REFLECTION\r\n #ifdef REFLECTIONMAP_3D\r\n float bias = 0.;\r\n\r\n #ifdef ROUGHNESS\r\n bias = vReflectionInfos.y;\r\n #endif\r\n\r\n #ifdef SPECULARTERM\r\n #ifdef SPECULAR\r\n #ifdef GLOSSINESS\r\n bias *= (1.0 - specularMapColor.a);\r\n #endif\r\n #endif\r\n #endif\r\n\r\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW, bias).rgb * vReflectionInfos.x * shadow;\r\n #else\r\n vec2 coords = vReflectionUVW.xy;\r\n\r\n #ifdef REFLECTIONMAP_PROJECTION\r\n coords /= vReflectionUVW.z;\r\n #endif\r\n\r\n coords.y = 1.0 - coords.y;\r\n\r\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.x * shadow;\r\n#endif \r\n\r\n#ifdef REFLECTIONFRESNEL\r\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\r\n\r\n#ifdef REFLECTIONFRESNELFROMSPECULAR\r\n#ifdef SPECULARTERM\r\n reflectionColor *= specularColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\r\n#else\r\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\r\n#endif\r\n#else\r\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\r\n#endif\r\n#endif\r\n#endif\r\n\r\n\r\n#ifdef OPACITY\r\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\r\n\r\n#ifdef OPACITYRGB\r\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\r\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\r\n#else\r\n alpha *= opacityMap.a * vOpacityInfos.y;\r\n#endif\r\n\r\n#endif\r\n\r\n#ifdef VERTEXALPHA\r\n alpha *= vColor.a;\r\n#endif\r\n\r\n#ifdef OPACITYFRESNEL\r\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\r\n\r\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\r\n#endif\r\n\r\n // Emissive\r\n vec3 emissiveColor = vEmissiveColor;\r\n#ifdef EMISSIVE\r\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\r\n#endif\r\n\r\n#ifdef EMISSIVEFRESNEL\r\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\r\n\r\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\r\n#endif\r\n\r\n // Fresnel\r\n#ifdef DIFFUSEFRESNEL\r\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\r\n\r\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\r\n#endif\r\n\r\n // Composition\r\n#ifdef EMISSIVEASILLUMINATION\r\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\r\n#else\r\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\r\n#endif\r\n\r\n#ifdef SPECULARTERM\r\n vec3 finalSpecular = specularBase * specularColor;\r\n#else\r\n vec3 finalSpecular = vec3(0.0);\r\n#endif\r\n\r\n#ifdef SPECULAROVERALPHA\r\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\r\n#endif\r\n\r\n// Composition\r\n#ifdef EMISSIVEASILLUMINATION\r\n vec4 color = vec4(clamp(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor + emissiveColor, 0.0, 1.0), alpha);\r\n#else\r\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\r\n#endif\r\n\r\n#ifdef LIGHTMAP\r\n vec3 lightmapColor = texture2D(lightmapSampler, vLightmapUV).rgb * vLightmapInfos.y;\r\n float lightmapIllum = clamp(dot(lightmapColor, vec3(0.3, 0.59, 0.11)), 0., 1.);\r\n\r\n if (lightmapIllum > vLightmapInfos.z)\r\n {\r\n color.rgb += lightmapColor;\r\n }\r\n else\r\n {\r\n color.rgb *= lightmapColor;\r\n }\r\n#endif\r\n\r\n#ifdef FOG\r\n float fog = CalcFogFactor();\r\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\r\n#endif\r\n\r\n gl_FragColor = color;\r\n}", defaultVertexShader:"precision highp float;\r\n\r\n// Attributes\r\nattribute vec3 position;\r\n#ifdef NORMAL\r\nattribute vec3 normal;\r\n#endif\r\n#ifdef UV1\r\nattribute vec2 uv;\r\n#endif\r\n#ifdef UV2\r\nattribute vec2 uv2;\r\n#endif\r\n#ifdef VERTEXCOLOR\r\nattribute vec4 color;\r\n#endif\r\n#ifdef BONES\r\nattribute vec4 matricesIndices;\r\nattribute vec4 matricesWeights;\r\n#endif\r\n\r\n// Uniforms\r\n\r\n#ifdef INSTANCES\r\nattribute vec4 world0;\r\nattribute vec4 world1;\r\nattribute vec4 world2;\r\nattribute vec4 world3;\r\n#else\r\nuniform mat4 world;\r\n#endif\r\n\r\nuniform mat4 view;\r\nuniform mat4 viewProjection;\r\n\r\n#ifdef DIFFUSE\r\nvarying vec2 vDiffuseUV;\r\nuniform mat4 diffuseMatrix;\r\nuniform vec2 vDiffuseInfos;\r\n#endif\r\n\r\n#ifdef AMBIENT\r\nvarying vec2 vAmbientUV;\r\nuniform mat4 ambientMatrix;\r\nuniform vec2 vAmbientInfos;\r\n#endif\r\n\r\n#ifdef OPACITY\r\nvarying vec2 vOpacityUV;\r\nuniform mat4 opacityMatrix;\r\nuniform vec2 vOpacityInfos;\r\n#endif\r\n\r\n#ifdef EMISSIVE\r\nvarying vec2 vEmissiveUV;\r\nuniform vec2 vEmissiveInfos;\r\nuniform mat4 emissiveMatrix;\r\n#endif\r\n\r\n#ifdef LIGHTMAP\r\nvarying vec2 vLightmapUV;\r\nuniform vec3 vLightmapInfos;\r\nuniform mat4 lightmapMatrix;\r\n#endif\r\n\r\n#if defined(SPECULAR) && defined(SPECULARTERM)\r\nvarying vec2 vSpecularUV;\r\nuniform vec2 vSpecularInfos;\r\nuniform mat4 specularMatrix;\r\n#endif\r\n\r\n#ifdef BUMP\r\nvarying vec2 vBumpUV;\r\nuniform vec2 vBumpInfos;\r\nuniform mat4 bumpMatrix;\r\n#endif\r\n\r\n#ifdef BONES\r\nuniform mat4 mBones[BonesPerMesh];\r\n#endif\r\n\r\n#ifdef POINTSIZE\r\nuniform float pointSize;\r\n#endif\r\n\r\n// Output\r\nvarying vec3 vPositionW;\r\n#ifdef NORMAL\r\nvarying vec3 vNormalW;\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n#ifdef CLIPPLANE\r\nuniform vec4 vClipPlane;\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n#ifdef FOG\r\nvarying float fFogDistance;\r\n#endif\r\n\r\n#ifdef SHADOWS\r\n#ifdef LIGHT0\r\nuniform mat4 lightMatrix0;\r\nvarying vec4 vPositionFromLight0;\r\n#endif\r\n#ifdef LIGHT1\r\nuniform mat4 lightMatrix1;\r\nvarying vec4 vPositionFromLight1;\r\n#endif\r\n#ifdef LIGHT2\r\nuniform mat4 lightMatrix2;\r\nvarying vec4 vPositionFromLight2;\r\n#endif\r\n#ifdef LIGHT3\r\nuniform mat4 lightMatrix3;\r\nvarying vec4 vPositionFromLight3;\r\n#endif\r\n#endif\r\n\r\n#ifdef REFLECTION\r\nuniform vec3 vEyePosition;\r\nvarying vec3 vReflectionUVW;\r\nuniform mat4 reflectionMatrix;\r\n\r\nvec3 computeReflectionCoords(vec4 worldPos, vec3 worldNormal)\r\n{\r\n#ifdef REFLECTIONMAP_SPHERICAL\r\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\r\n\r\n return vec3(reflectionMatrix * vec4(coords, 1.0));\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_PLANAR\r\n vec3 viewDir = worldPos.xyz - vEyePosition;\r\n vec3 coords = normalize(reflect(viewDir, worldNormal));\r\n\r\n return vec3(reflectionMatrix * vec4(coords, 1));\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_CUBIC\r\n vec3 viewDir = worldPos.xyz - vEyePosition;\r\n vec3 coords = reflect(viewDir, worldNormal);\r\n#ifdef INVERTCUBICMAP\r\n coords.y = 1.0 - coords.y;\r\n#endif\r\n return vec3(reflectionMatrix * vec4(coords, 0));\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_PROJECTION\r\n return vec3(reflectionMatrix * (view * worldPos));\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_SKYBOX\r\n return position;\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_EXPLICIT\r\n return vec3(0, 0, 0);\r\n#endif\r\n}\r\n#endif\r\n\r\nvoid main(void) {\r\n mat4 finalWorld;\r\n\r\n#ifdef INSTANCES\r\n finalWorld = mat4(world0, world1, world2, world3);\r\n#else\r\n finalWorld = world;\r\n#endif\r\n\r\n#ifdef BONES\r\n mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\r\n mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\r\n mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\r\n\r\n#ifdef BONES4\r\n mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\r\n finalWorld = finalWorld * (m0 + m1 + m2 + m3);\r\n#else\r\n finalWorld = finalWorld * (m0 + m1 + m2);\r\n#endif \r\n\r\n#endif\r\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\r\n\r\n vec4 worldPos = finalWorld * vec4(position, 1.0);\r\n vPositionW = vec3(worldPos);\r\n\r\n#ifdef NORMAL\r\n vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\r\n#endif\r\n\r\n // Texture coordinates\r\n#ifndef UV1\r\n vec2 uv = vec2(0., 0.);\r\n#endif\r\n#ifndef UV2\r\n vec2 uv2 = vec2(0., 0.);\r\n#endif\r\n\r\n#ifdef DIFFUSE\r\n if (vDiffuseInfos.x == 0.)\r\n {\r\n vDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\r\n }\r\n else\r\n {\r\n vDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\r\n }\r\n#endif\r\n\r\n#ifdef AMBIENT\r\n if (vAmbientInfos.x == 0.)\r\n {\r\n vAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));\r\n }\r\n else\r\n {\r\n vAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));\r\n }\r\n#endif\r\n\r\n#ifdef OPACITY\r\n if (vOpacityInfos.x == 0.)\r\n {\r\n vOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));\r\n }\r\n else\r\n {\r\n vOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));\r\n }\r\n#endif\r\n\r\n#ifdef REFLECTION\r\n vReflectionUVW = computeReflectionCoords(vec4(vPositionW, 1.0), vNormalW);\r\n#endif\r\n\r\n#ifdef EMISSIVE\r\n if (vEmissiveInfos.x == 0.)\r\n {\r\n vEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));\r\n }\r\n else\r\n {\r\n vEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));\r\n }\r\n#endif\r\n\r\n#ifdef LIGHTMAP\r\n if (vLightmapInfos.x == 0.)\r\n {\r\n vLightmapUV = vec2(lightmapMatrix * vec4(uv, 1.0, 0.0));\r\n }\r\n else\r\n {\r\n vLightmapUV = vec2(lightmapMatrix * vec4(uv2, 1.0, 0.0));\r\n }\r\n#endif\r\n\r\n#if defined(SPECULAR) && defined(SPECULARTERM)\r\n if (vSpecularInfos.x == 0.)\r\n {\r\n vSpecularUV = vec2(specularMatrix * vec4(uv, 1.0, 0.0));\r\n }\r\n else\r\n {\r\n vSpecularUV = vec2(specularMatrix * vec4(uv2, 1.0, 0.0));\r\n }\r\n#endif\r\n\r\n#ifdef BUMP\r\n if (vBumpInfos.x == 0.)\r\n {\r\n vBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));\r\n }\r\n else\r\n {\r\n vBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));\r\n }\r\n#endif\r\n\r\n // Clip plane\r\n#ifdef CLIPPLANE\r\n fClipDistance = dot(worldPos, vClipPlane);\r\n#endif\r\n\r\n // Fog\r\n#ifdef FOG\r\n fFogDistance = (view * worldPos).z;\r\n#endif\r\n\r\n // Shadows\r\n#ifdef SHADOWS\r\n#ifdef LIGHT0\r\n vPositionFromLight0 = lightMatrix0 * worldPos;\r\n#endif\r\n#ifdef LIGHT1\r\n vPositionFromLight1 = lightMatrix1 * worldPos;\r\n#endif\r\n#ifdef LIGHT2\r\n vPositionFromLight2 = lightMatrix2 * worldPos;\r\n#endif\r\n#ifdef LIGHT3\r\n vPositionFromLight3 = lightMatrix3 * worldPos;\r\n#endif\r\n#endif\r\n\r\n // Vertex color\r\n#ifdef VERTEXCOLOR\r\n vColor = color;\r\n#endif\r\n\r\n // Point size\r\n#ifdef POINTSIZE\r\n gl_PointSize = pointSize;\r\n#endif\r\n}",depthPixelShader:"precision highp float;\r\n\r\n#ifdef ALPHATEST\r\nvarying vec2 vUV;\r\nuniform sampler2D diffuseSampler;\r\n#endif\r\n\r\nuniform float far;\r\n\r\nvoid main(void)\r\n{\r\n#ifdef ALPHATEST\r\n if (texture2D(diffuseSampler, vUV).a < 0.4)\r\n discard;\r\n#endif\r\n\r\n float depth = (gl_FragCoord.z / gl_FragCoord.w) / far;\r\n gl_FragColor = vec4(depth, depth * depth, 0.0, 1.0);\r\n}",depthVertexShader:"precision highp float;\r\n\r\n// Attribute\r\nattribute vec3 position;\r\n#ifdef BONES\r\nattribute vec4 matricesIndices;\r\nattribute vec4 matricesWeights;\r\n#endif\r\n\r\n// Uniform\r\n#ifdef INSTANCES\r\nattribute vec4 world0;\r\nattribute vec4 world1;\r\nattribute vec4 world2;\r\nattribute vec4 world3;\r\n#else\r\nuniform mat4 world;\r\n#endif\r\n\r\nuniform mat4 viewProjection;\r\n#ifdef BONES\r\nuniform mat4 mBones[BonesPerMesh];\r\n#endif\r\n\r\n#if defined(ALPHATEST) || defined(NEED_UV)\r\nvarying vec2 vUV;\r\nuniform mat4 diffuseMatrix;\r\n#ifdef UV1\r\nattribute vec2 uv;\r\n#endif\r\n#ifdef UV2\r\nattribute vec2 uv2;\r\n#endif\r\n#endif\r\n\r\nvoid main(void)\r\n{\r\n#ifdef INSTANCES\r\n mat4 finalWorld = mat4(world0, world1, world2, world3);\r\n#else\r\n mat4 finalWorld = world;\r\n#endif\r\n\r\n#ifdef BONES\r\n mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\r\n mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\r\n mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\r\n mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\r\n finalWorld = finalWorld * (m0 + m1 + m2 + m3);\r\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\r\n#else\r\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\r\n#endif\r\n\r\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\r\n#ifdef UV1\r\n vUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\r\n#endif\r\n#ifdef UV2\r\n vUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\r\n#endif\r\n#endif\r\n}",depthBoxBlurPixelShader:"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\n// Parameters\r\nuniform vec2 screenSize;\r\n\r\nvoid main(void)\r\n{\r\n vec4 colorDepth = vec4(0.0);\r\n\r\n for (int x = -OFFSET; x <= OFFSET; x++)\r\n for (int y = -OFFSET; y <= OFFSET; y++)\r\n colorDepth += texture2D(textureSampler, vUV + vec2(x, y) / screenSize);\r\n\r\n gl_FragColor = (colorDepth / float((OFFSET * 2 + 1) * (OFFSET * 2 + 1)));\r\n}",depthOfFieldPixelShader:'// BABYLON.JS Depth-of-field GLSL Shader\r\n// Author: Olivier Guyot\r\n// Does depth-of-field blur, edge blur\r\n// Inspired by Francois Tarlier & Martins Upitis\r\n\r\nprecision highp float;\r\n\r\n\r\n// samplers\r\nuniform sampler2D textureSampler;\r\nuniform sampler2D highlightsSampler;\r\nuniform sampler2D depthSampler;\r\nuniform sampler2D grainSampler;\r\n\r\n// uniforms\r\nuniform float grain_amount;\r\nuniform bool blur_noise;\r\nuniform float screen_width;\r\nuniform float screen_height;\r\nuniform float distortion;\r\nuniform bool dof_enabled;\r\n//uniform float focus_distance; // not needed; already used to compute screen distance\r\nuniform float screen_distance; // precomputed screen distance from lens center; based on focal length & desired focus distance\r\nuniform float aperture;\r\nuniform float darken;\r\nuniform float edge_blur;\r\nuniform bool highlights;\r\n\r\n// preconputed uniforms (not effect parameters)\r\nuniform float near;\r\nuniform float far;\r\n\r\n// varyings\r\nvarying vec2 vUV;\r\n\r\n// constants\r\n#define PI 3.14159265\r\n#define TWOPI 6.28318530\r\n#define inverse_focal_length 0.1 // a property of the lens used\r\n\r\n// common calculations\r\nvec2 centered_screen_pos;\r\nvec2 distorted_coords;\r\nfloat radius2;\r\nfloat radius;\r\n\r\n\r\n// on-the-fly constant noise\r\nvec2 rand(vec2 co)\r\n{\r\n float noise1 = (fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453));\r\n float noise2 = (fract(sin(dot(co, vec2(12.9898, 78.233)*2.0)) * 43758.5453));\r\n return clamp(vec2(noise1, noise2), 0.0, 1.0);\r\n}\r\n\r\n// applies edge distortion on texture coords\r\nvec2 getDistortedCoords(vec2 coords) {\r\n\r\n if (distortion == 0.0) { return coords; }\r\n\r\n vec2 direction = 1.0 * normalize(centered_screen_pos);\r\n vec2 dist_coords = vec2(0.5, 0.5);\r\n dist_coords.x = 0.5 + direction.x * radius2 * 1.0;\r\n dist_coords.y = 0.5 + direction.y * radius2 * 1.0;\r\n float dist_amount = clamp(distortion*0.23, 0.0, 1.0);\r\n\r\n dist_coords = mix(coords, dist_coords, dist_amount);\r\n\r\n return dist_coords;\r\n}\r\n\r\n// sample screen with an offset (randomize offset angle for better smothness), returns partial sample weight\r\nfloat sampleScreen(inout vec4 color, const in vec2 offset, const in float weight) {\r\n\r\n // compute coords with offset (a random angle is added)\r\n vec2 coords = distorted_coords;\r\n float angle = rand(coords * 100.0).x * TWOPI;\r\n coords += vec2(offset.x * cos(angle) - offset.y * sin(angle), offset.x * sin(angle) + offset.y * cos(angle));\r\n\r\n color += texture2D(textureSampler, coords)*weight;\r\n\r\n return weight;\r\n}\r\n\r\n// returns blur level according to blur size required\r\nfloat getBlurLevel(float size) {\r\n return min(3.0, ceil(size / 1.0));\r\n}\r\n\r\n// returns original screen color after blur\r\nvec4 getBlurColor(float size) {\r\n\r\n vec4 col = texture2D(textureSampler, distorted_coords);\r\n if (size == 0.0) { return col; }\r\n\r\n // there are max. 30 samples; the number of samples chosen is dependant on the blur size\r\n // there can be 10, 20 or 30 samples chosen; levels of blur are then 1, 2 or 3\r\n float blur_level = getBlurLevel(size);\r\n\r\n float w = (size / screen_width);\r\n float h = (size / screen_height);\r\n float total_weight = 1.0;\r\n vec2 sample_coords;\r\n\r\n total_weight += sampleScreen(col, vec2(-0.50*w, 0.24*h), 0.93);\r\n total_weight += sampleScreen(col, vec2(0.30*w, -0.75*h), 0.90);\r\n total_weight += sampleScreen(col, vec2(0.36*w, 0.96*h), 0.87);\r\n total_weight += sampleScreen(col, vec2(-1.08*w, -0.55*h), 0.85);\r\n total_weight += sampleScreen(col, vec2(1.33*w, -0.37*h), 0.83);\r\n total_weight += sampleScreen(col, vec2(-0.82*w, 1.31*h), 0.80);\r\n total_weight += sampleScreen(col, vec2(-0.31*w, -1.67*h), 0.78);\r\n total_weight += sampleScreen(col, vec2(1.47*w, 1.11*h), 0.76);\r\n total_weight += sampleScreen(col, vec2(-1.97*w, 0.19*h), 0.74);\r\n total_weight += sampleScreen(col, vec2(1.42*w, -1.57*h), 0.72);\r\n\r\n if (blur_level > 1.0) {\r\n total_weight += sampleScreen(col, vec2(0.01*w, 2.25*h), 0.70);\r\n total_weight += sampleScreen(col, vec2(-1.62*w, -1.74*h), 0.67);\r\n total_weight += sampleScreen(col, vec2(2.49*w, 0.20*h), 0.65);\r\n total_weight += sampleScreen(col, vec2(-2.07*w, 1.61*h), 0.63);\r\n total_weight += sampleScreen(col, vec2(0.46*w, -2.70*h), 0.61);\r\n total_weight += sampleScreen(col, vec2(1.55*w, 2.40*h), 0.59);\r\n total_weight += sampleScreen(col, vec2(-2.88*w, -0.75*h), 0.56);\r\n total_weight += sampleScreen(col, vec2(2.73*w, -1.44*h), 0.54);\r\n total_weight += sampleScreen(col, vec2(-1.08*w, 3.02*h), 0.52);\r\n total_weight += sampleScreen(col, vec2(-1.28*w, -3.05*h), 0.49);\r\n }\r\n\r\n if (blur_level > 2.0) {\r\n total_weight += sampleScreen(col, vec2(3.11*w, 1.43*h), 0.46);\r\n total_weight += sampleScreen(col, vec2(-3.36*w, 1.08*h), 0.44);\r\n total_weight += sampleScreen(col, vec2(1.80*w, -3.16*h), 0.41);\r\n total_weight += sampleScreen(col, vec2(0.83*w, 3.65*h), 0.38);\r\n total_weight += sampleScreen(col, vec2(-3.16*w, -2.19*h), 0.34);\r\n total_weight += sampleScreen(col, vec2(3.92*w, -0.53*h), 0.31);\r\n total_weight += sampleScreen(col, vec2(-2.59*w, 3.12*h), 0.26);\r\n total_weight += sampleScreen(col, vec2(-0.20*w, -4.15*h), 0.22);\r\n total_weight += sampleScreen(col, vec2(3.02*w, 3.00*h), 0.15);\r\n }\r\n\r\n col /= total_weight; // scales color according to weights\r\n\r\n // darken if out of focus\r\n if (darken > 0.0) {\r\n col.rgb *= clamp(0.3, 1.0, 1.05 - size*0.5*darken);\r\n }\r\n\r\n // blur levels debug\r\n // if(blur_level == 1.0) { col.b *= 0.5; }\r\n // if(blur_level == 2.0) { col.r *= 0.5; }\r\n // if(blur_level == 3.0) { col.g *= 0.5; }\r\n\r\n return col;\r\n}\r\n\r\nvoid main(void)\r\n{\r\n\r\n // Common calc: position relative to screen center, screen radius, distorted coords, position in texel space\r\n centered_screen_pos = vec2(vUV.x - 0.5, vUV.y - 0.5);\r\n radius2 = centered_screen_pos.x*centered_screen_pos.x + centered_screen_pos.y*centered_screen_pos.y;\r\n radius = sqrt(radius2);\r\n distorted_coords = getDistortedCoords(vUV); // we distort the screen coordinates (lens "magnifying" effect)\r\n vec2 texels_coords = vec2(vUV.x * screen_width, vUV.y * screen_height); // varies from 0 to SCREEN_WIDTH or _HEIGHT\r\n\r\n float depth = texture2D(depthSampler, distorted_coords).r; // depth value from DepthRenderer: 0 to 1\r\n float distance = near + (far - near)*depth; // actual distance from the lens\r\n vec4 color = texture2D(textureSampler, vUV); // original raster\r\n\r\n\r\n // compute the circle of confusion size (CoC), i.e. blur radius depending on depth\r\n // screen_distance is precomputed in code\r\n float coc = abs(aperture * (screen_distance * (inverse_focal_length - 1.0 / distance) - 1.0));\r\n\r\n // disable blur\r\n if (dof_enabled == false || coc < 0.07) { coc = 0.0; }\r\n\r\n // blur from edge blur effect\r\n float edge_blur_amount = 0.0;\r\n if (edge_blur > 0.0) {\r\n edge_blur_amount = clamp((radius*2.0 - 1.0 + 0.15*edge_blur) * 1.5, 0.0, 1.0) * 1.3;\r\n }\r\n\r\n // total blur amount\r\n float blur_amount = max(edge_blur_amount, coc);\r\n\r\n // apply blur if necessary\r\n if (blur_amount == 0.0) {\r\n gl_FragColor = texture2D(textureSampler, distorted_coords);\r\n }\r\n else {\r\n\r\n // add blurred color\r\n gl_FragColor = getBlurColor(blur_amount * 1.7);\r\n\r\n // if we have computed highlights: enhance highlights\r\n if (highlights) {\r\n gl_FragColor.rgb += clamp(coc, 0.0, 1.0)*texture2D(highlightsSampler, distorted_coords).rgb;\r\n }\r\n\r\n if (blur_noise) {\r\n // we put a slight amount of noise in the blurred color\r\n vec2 noise = rand(distorted_coords) * 0.01 * blur_amount;\r\n vec2 blurred_coord = vec2(distorted_coords.x + noise.x, distorted_coords.y + noise.y);\r\n gl_FragColor = 0.04 * texture2D(textureSampler, blurred_coord) + 0.96 * gl_FragColor;\r\n }\r\n }\r\n\r\n\r\n // apply grain\r\n if (grain_amount > 0.0) {\r\n vec4 grain_color = texture2D(grainSampler, texels_coords*0.003);\r\n gl_FragColor.rgb += (-0.5 + grain_color.rgb) * 0.30 * grain_amount;\r\n }\r\n\r\n}\r\n',displayPassPixelShader:"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\nuniform sampler2D passSampler;\r\n\r\nvoid main(void)\r\n{\r\n gl_FragColor = texture2D(passSampler, vUV);\r\n}",filterPixelShader:"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\nuniform mat4 kernelMatrix;\r\n\r\nvoid main(void)\r\n{\r\n vec3 baseColor = texture2D(textureSampler, vUV).rgb;\r\n vec3 updatedColor = (kernelMatrix * vec4(baseColor, 1.0)).rgb;\r\n\r\n gl_FragColor = vec4(updatedColor, 1.0);\r\n}",firePixelShader:"precision highp float;\r\n\r\nuniform float time;\r\nuniform vec3 c1;\r\nuniform vec3 c2;\r\nuniform vec3 c3;\r\nuniform vec3 c4;\r\nuniform vec3 c5;\r\nuniform vec3 c6;\r\nuniform vec2 speed;\r\nuniform float shift;\r\nuniform float alphaThreshold;\r\n\r\nvarying vec2 vUV;\r\n\r\nfloat rand(vec2 n) {\r\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\r\n}\r\n\r\nfloat noise(vec2 n) {\r\n const vec2 d = vec2(0.0, 1.0);\r\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\r\n return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\r\n}\r\n\r\nfloat fbm(vec2 n) {\r\n float total = 0.0, amplitude = 1.0;\r\n for (int i = 0; i < 4; i++) {\r\n total += noise(n) * amplitude;\r\n n += n;\r\n amplitude *= 0.5;\r\n }\r\n return total;\r\n}\r\n\r\nvoid main() {\r\n vec2 p = vUV * 8.0;\r\n float q = fbm(p - time * 0.1);\r\n vec2 r = vec2(fbm(p + q + time * speed.x - p.x - p.y), fbm(p + q - time * speed.y));\r\n vec3 c = mix(c1, c2, fbm(p + r)) + mix(c3, c4, r.x) - mix(c5, c6, r.y);\r\n vec3 color = c * cos(shift * vUV.y);\r\n float luminance = dot(color.rgb, vec3(0.3, 0.59, 0.11));\r\n\r\n gl_FragColor = vec4(color, luminance * alphaThreshold + (1.0 - alphaThreshold));\r\n}",fxaaPixelShader:"precision highp float;\r\n\r\n#define FXAA_REDUCE_MIN (1.0/128.0)\r\n#define FXAA_REDUCE_MUL (1.0/8.0)\r\n#define FXAA_SPAN_MAX 8.0\r\n\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\nuniform vec2 texelSize;\r\n\r\nvoid main(){\r\n vec2 localTexelSize = texelSize;\r\n vec4 rgbNW = texture2D(textureSampler, (vUV + vec2(-1.0, -1.0) * localTexelSize));\r\n vec4 rgbNE = texture2D(textureSampler, (vUV + vec2(1.0, -1.0) * localTexelSize));\r\n vec4 rgbSW = texture2D(textureSampler, (vUV + vec2(-1.0, 1.0) * localTexelSize));\r\n vec4 rgbSE = texture2D(textureSampler, (vUV + vec2(1.0, 1.0) * localTexelSize));\r\n vec4 rgbM = texture2D(textureSampler, vUV);\r\n vec4 luma = vec4(0.299, 0.587, 0.114, 1.0);\r\n float lumaNW = dot(rgbNW, luma);\r\n float lumaNE = dot(rgbNE, luma);\r\n float lumaSW = dot(rgbSW, luma);\r\n float lumaSE = dot(rgbSE, luma);\r\n float lumaM = dot(rgbM, luma);\r\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\r\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\r\n\r\n vec2 dir = vec2(-((lumaNW + lumaNE) - (lumaSW + lumaSE)), ((lumaNW + lumaSW) - (lumaNE + lumaSE)));\r\n\r\n float dirReduce = max(\r\n (lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),\r\n FXAA_REDUCE_MIN);\r\n\r\n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\r\n dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\r\n max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\r\n dir * rcpDirMin)) * localTexelSize;\r\n\r\n vec4 rgbA = 0.5 * (\r\n texture2D(textureSampler, vUV + dir * (1.0 / 3.0 - 0.5)) +\r\n texture2D(textureSampler, vUV + dir * (2.0 / 3.0 - 0.5)));\r\n\r\n vec4 rgbB = rgbA * 0.5 + 0.25 * (\r\n texture2D(textureSampler, vUV + dir * -0.5) +\r\n texture2D(textureSampler, vUV + dir * 0.5));\r\n float lumaB = dot(rgbB, luma);\r\n if ((lumaB < lumaMin) || (lumaB > lumaMax)) {\r\n gl_FragColor = rgbA;\r\n }\r\n else {\r\n gl_FragColor = rgbB;\r\n }\r\n}",grassPixelShader:"precision highp float;\r\n\r\nvarying vec2 vPosition;\r\nvarying vec2 vUV;\r\n\r\nuniform vec3 herb1Color;\r\nuniform vec3 herb2Color;\r\nuniform vec3 herb3Color;\r\nuniform vec3 groundColor;\r\n\r\nfloat rand(vec2 n) {\r\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\r\n}\r\n\r\nfloat noise(vec2 n) {\r\n const vec2 d = vec2(0.0, 1.0);\r\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\r\n return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\r\n}\r\n\r\nfloat fbm(vec2 n) {\r\n float total = 0.0, amplitude = 1.0;\r\n for (int i = 0; i < 4; i++) {\r\n total += noise(n) * amplitude;\r\n n += n;\r\n amplitude *= 0.5;\r\n }\r\n return total;\r\n}\r\n\r\nvoid main(void) {\r\n vec3 color = mix(groundColor, herb1Color, rand(gl_FragCoord.xy * 4.0));\r\n color = mix(color, herb2Color, rand(gl_FragCoord.xy * 8.0));\r\n color = mix(color, herb3Color, rand(gl_FragCoord.xy));\r\n color = mix(color, herb1Color, fbm(gl_FragCoord.xy * 16.0));\r\n gl_FragColor = vec4(color, 1.0);\r\n}",hdrPixelShader:"precision highp float;\r\n\r\nuniform sampler2D textureSampler;\r\nvarying vec2 vUV;\r\n\r\n#if defined(GAUSSIAN_BLUR_H) || defined(GAUSSIAN_BLUR_V)\r\nuniform float blurOffsets[9];\r\nuniform float blurWeights[9];\r\n\r\nvoid main(void) {\r\n vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\r\n\r\n for (int i = 0; i < 9; i++) {\r\n #ifdef GAUSSIAN_BLUR_H\r\n color += (texture2D(textureSampler, vUV + vec2(blurOffsets[i], 0.0)) * blurWeights[i]);\r\n #else\r\n color += (texture2D(textureSampler, vUV + vec2(0.0, blurOffsets[i])) * blurWeights[i]);\r\n #endif\r\n }\r\n\r\n color.a = 1.0;\r\n gl_FragColor = color;\r\n}\r\n#endif\r\n\r\n#if defined(TEXTURE_ADDER)\r\nuniform sampler2D otherSampler;\r\n\r\nvoid main() {\r\n vec4 sum = texture2D(textureSampler, vUV) + texture2D(otherSampler, vUV);\r\n sum.a = clamp(sum.a, 0.0, 1.0);\r\n\r\n gl_FragColor = sum;\r\n}\r\n#endif\r\n\r\n#if defined(LUMINANCE_GENERATOR)\r\nuniform vec2 lumOffsets[4];\r\n\r\nvoid main() {\r\n float average = 0.0;\r\n vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\r\n float maximum = -1e20;\r\n\r\n for (int i = 0; i < 4; i++) {\r\n color = texture2D(textureSampler, vUV + lumOffsets[i]);\r\n\r\n float GreyValue = length(color.rgb);\r\n\r\n maximum = max(maximum, GreyValue);\r\n average += (0.25 * log(1e-5 + GreyValue));\r\n }\r\n\r\n average = exp(average);\r\n\r\n gl_FragColor = vec4(average, maximum, 0.0, 1.0);\r\n\r\n}\r\n#endif\r\n\r\n#if defined(DOWN_SAMPLE)\r\nuniform vec2 dsOffsets[9];\r\nuniform float halfDestPixelSize;\r\n\r\n#ifdef FINAL_DOWN_SAMPLE\r\nvec4 pack(float value) {\r\n const vec4 bit_shift = vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0);\r\n const vec4 bit_mask = vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);\r\n\r\n vec4 res = fract(value * bit_shift);\r\n res -= res.xxyz * bit_mask;\r\n\r\n return res;\r\n}\r\n#endif\r\n\r\nvoid main() {\r\n vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\r\n float average = 0.0;\r\n\r\n for (int i = 0; i < 9; i++) {\r\n color = texture2D(textureSampler, vUV + vec2(halfDestPixelSize, halfDestPixelSize) + dsOffsets[i]);\r\n average += color.r;\r\n }\r\n\r\n average /= 9.0;\r\n\r\n #ifndef FINAL_DOWN_SAMPLE\r\n gl_FragColor = vec4(average, average, 0.0, 1.0);\r\n #else\r\n gl_FragColor = pack(average);\r\n #endif\r\n}\r\n#endif\r\n\r\n#if defined(BRIGHT_PASS)\r\nuniform vec2 dsOffsets[4];\r\nuniform float brightThreshold;\r\n\r\nvoid main() {\r\n vec4 average = vec4(0.0, 0.0, 0.0, 0.0);\r\n\r\n average = texture2D(textureSampler, vUV + vec2(dsOffsets[0].x, dsOffsets[0].y));\r\n average += texture2D(textureSampler, vUV + vec2(dsOffsets[1].x, dsOffsets[1].y));\r\n average += texture2D(textureSampler, vUV + vec2(dsOffsets[2].x, dsOffsets[2].y));\r\n average += texture2D(textureSampler, vUV + vec2(dsOffsets[3].x, dsOffsets[3].y));\r\n\r\n average *= 0.25;\r\n\r\n float luminance = length(average.rgb);\r\n\r\n if (luminance < brightThreshold) {\r\n average = vec4(0.0, 0.0, 0.0, 1.0);\r\n }\r\n\r\n gl_FragColor = average;\r\n}\r\n#endif\r\n\r\n#if defined(DOWN_SAMPLE_X4)\r\nuniform vec2 dsOffsets[16];\r\n\r\nvoid main() {\r\n vec4 average = vec4(0.0, 0.0, 0.0, 0.0);\r\n\r\n average = texture2D(textureSampler, vUV + dsOffsets[0]);\r\n average += texture2D(textureSampler, vUV + dsOffsets[1]);\r\n average += texture2D(textureSampler, vUV + dsOffsets[2]);\r\n average += texture2D(textureSampler, vUV + dsOffsets[3]);\r\n average += texture2D(textureSampler, vUV + dsOffsets[4]);\r\n average += texture2D(textureSampler, vUV + dsOffsets[5]);\r\n average += texture2D(textureSampler, vUV + dsOffsets[6]);\r\n average += texture2D(textureSampler, vUV + dsOffsets[7]);\r\n average += texture2D(textureSampler, vUV + dsOffsets[8]);\r\n average += texture2D(textureSampler, vUV + dsOffsets[9]);\r\n average += texture2D(textureSampler, vUV + dsOffsets[10]);\r\n average += texture2D(textureSampler, vUV + dsOffsets[11]);\r\n average += texture2D(textureSampler, vUV + dsOffsets[12]);\r\n average += texture2D(textureSampler, vUV + dsOffsets[13]);\r\n average += texture2D(textureSampler, vUV + dsOffsets[14]);\r\n average += texture2D(textureSampler, vUV + dsOffsets[15]);\r\n\r\n average /= 16.0;\r\n\r\n gl_FragColor = average;\r\n}\r\n#endif\r\n\r\n#if defined(HDR)\r\nuniform sampler2D otherSampler;\r\n\r\nuniform float exposure;\r\nuniform float avgLuminance;\r\n\r\nvoid main() {\r\n vec4 color = texture2D(textureSampler, vUV) + texture2D(otherSampler, vUV);\r\n vec4 adjustedColor = color / avgLuminance * exposure;\r\n\r\n color = adjustedColor;\r\n color.a = 1.0;\r\n\r\n gl_FragColor = color;\r\n}\r\n#endif\r\n",layerPixelShader:"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\n// Color\r\nuniform vec4 color;\r\n\r\nvoid main(void) {\r\n vec4 baseColor = texture2D(textureSampler, vUV);\r\n\r\n gl_FragColor = baseColor * color;\r\n}",layerVertexShader:"precision highp float;\r\n\r\n// Attributes\r\nattribute vec2 position;\r\n\r\n// Uniforms\r\nuniform mat4 textureMatrix;\r\n\r\n// Output\r\nvarying vec2 vUV;\r\n\r\nconst vec2 madd = vec2(0.5, 0.5);\r\n\r\nvoid main(void) { \r\n\r\n vUV = vec2(textureMatrix * vec4(position * madd + madd, 1.0, 0.0));\r\n gl_Position = vec4(position, 0.0, 1.0);\r\n}",legacydefaultPixelShader:"precision highp float;\r\n\r\n#define MAP_PROJECTION 4.\r\n\r\n// Constants\r\nuniform vec3 vEyePosition;\r\nuniform vec3 vAmbientColor;\r\nuniform vec4 vDiffuseColor;\r\n#ifdef SPECULARTERM\r\nuniform vec4 vSpecularColor;\r\n#endif\r\nuniform vec3 vEmissiveColor;\r\n\r\n// Input\r\nvarying vec3 vPositionW;\r\nvarying vec3 vNormalW;\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n// Lights\r\n#ifdef LIGHT0\r\nuniform vec4 vLightData0;\r\nuniform vec4 vLightDiffuse0;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular0;\r\n#endif\r\n#ifdef SHADOW0\r\nvarying vec4 vPositionFromLight0;\r\nuniform sampler2D shadowSampler0;\r\n#endif\r\n#ifdef SPOTLIGHT0\r\nuniform vec4 vLightDirection0;\r\n#endif\r\n#ifdef HEMILIGHT0\r\nuniform vec3 vLightGround0;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT1\r\nuniform vec4 vLightData1;\r\nuniform vec4 vLightDiffuse1;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular1;\r\n#endif\r\n#ifdef SHADOW1\r\nvarying vec4 vPositionFromLight1;\r\nuniform sampler2D shadowSampler1;\r\n#endif\r\n#ifdef SPOTLIGHT1\r\nuniform vec4 vLightDirection1;\r\n#endif\r\n#ifdef HEMILIGHT1\r\nuniform vec3 vLightGround1;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT2\r\nuniform vec4 vLightData2;\r\nuniform vec4 vLightDiffuse2;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular2;\r\n#endif\r\n#ifdef SHADOW2\r\nvarying vec4 vPositionFromLight2;\r\nuniform sampler2D shadowSampler2;\r\n#endif\r\n#ifdef SPOTLIGHT2\r\nuniform vec4 vLightDirection2;\r\n#endif\r\n#ifdef HEMILIGHT2\r\nuniform vec3 vLightGround2;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT3\r\nuniform vec4 vLightData3;\r\nuniform vec4 vLightDiffuse3;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular3;\r\n#endif\r\n#ifdef SHADOW3\r\nvarying vec4 vPositionFromLight3;\r\nuniform sampler2D shadowSampler3;\r\n#endif\r\n#ifdef SPOTLIGHT3\r\nuniform vec4 vLightDirection3;\r\n#endif\r\n#ifdef HEMILIGHT3\r\nuniform vec3 vLightGround3;\r\n#endif\r\n#endif\r\n\r\n// Samplers\r\n#ifdef DIFFUSE\r\nvarying vec2 vDiffuseUV;\r\nuniform sampler2D diffuseSampler;\r\nuniform vec2 vDiffuseInfos;\r\n#endif\r\n\r\n#ifdef AMBIENT\r\nvarying vec2 vAmbientUV;\r\nuniform sampler2D ambientSampler;\r\nuniform vec2 vAmbientInfos;\r\n#endif\r\n\r\n#ifdef OPACITY \r\nvarying vec2 vOpacityUV;\r\nuniform sampler2D opacitySampler;\r\nuniform vec2 vOpacityInfos;\r\n#endif\r\n\r\n#ifdef REFLECTION\r\nvarying vec3 vReflectionUVW;\r\n#ifdef REFLECTIONMAP_3D\r\nuniform samplerCube reflectionCubeSampler;\r\n#else\r\nuniform sampler2D reflection2DSampler;\r\n#endif\r\nuniform vec2 vReflectionInfos;\r\n#endif\r\n\r\n#ifdef EMISSIVE\r\nvarying vec2 vEmissiveUV;\r\nuniform vec2 vEmissiveInfos;\r\nuniform sampler2D emissiveSampler;\r\n#endif\r\n\r\n#if defined(SPECULAR) && defined(SPECULARTERM)\r\nvarying vec2 vSpecularUV;\r\nuniform vec2 vSpecularInfos;\r\nuniform sampler2D specularSampler;\r\n#endif\r\n\r\n// Fresnel\r\n#ifdef FRESNEL\r\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\r\n{\r\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\r\n return clamp(fresnelTerm, 0., 1.);\r\n}\r\n#endif\r\n\r\n#ifdef DIFFUSEFRESNEL\r\nuniform vec4 diffuseLeftColor;\r\nuniform vec4 diffuseRightColor;\r\n#endif\r\n\r\n#ifdef OPACITYFRESNEL\r\nuniform vec4 opacityParts;\r\n#endif\r\n\r\n#ifdef REFLECTIONFRESNEL\r\nuniform vec4 reflectionLeftColor;\r\nuniform vec4 reflectionRightColor;\r\n#endif\r\n\r\n#ifdef EMISSIVEFRESNEL\r\nuniform vec4 emissiveLeftColor;\r\nuniform vec4 emissiveRightColor;\r\n#endif\r\n\r\n// Shadows\r\n#ifdef SHADOWS\r\n\r\nfloat unpack(vec4 color)\r\n{\r\n const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);\r\n return dot(color, bitShift);\r\n}\r\n\r\nfloat unpackHalf(vec2 color)\r\n{\r\n return color.x + (color.y / 255.0);\r\n}\r\n\r\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler)\r\n{\r\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\r\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\r\n\r\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\r\n {\r\n return 1.0;\r\n }\r\n\r\n float shadow = unpack(texture2D(shadowSampler, uv));\r\n\r\n if (depth.z > shadow)\r\n {\r\n return 0.;\r\n }\r\n return 1.;\r\n}\r\n\r\n// Thanks to http://devmaster.net/\r\nfloat ChebychevInequality(vec2 moments, float t)\r\n{\r\n if (t <= moments.x)\r\n {\r\n return 1.0;\r\n }\r\n\r\n float variance = moments.y - (moments.x * moments.x);\r\n variance = max(variance, 0.);\r\n\r\n float d = t - moments.x;\r\n return variance / (variance + d * d);\r\n}\r\n\r\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)\r\n{\r\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\r\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\r\n\r\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\r\n {\r\n return 1.0;\r\n }\r\n\r\n vec4 texel = texture2D(shadowSampler, uv);\r\n\r\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\r\n return clamp(1.3 - ChebychevInequality(moments, depth.z), 0., 1.0);\r\n}\r\n#endif\r\n\r\n#ifdef CLIPPLANE\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n// Fog\r\n#ifdef FOG\r\n\r\n#define FOGMODE_NONE 0.\r\n#define FOGMODE_EXP 1.\r\n#define FOGMODE_EXP2 2.\r\n#define FOGMODE_LINEAR 3.\r\n#define E 2.71828\r\n\r\nuniform vec4 vFogInfos;\r\nuniform vec3 vFogColor;\r\nvarying float fFogDistance;\r\n\r\nfloat CalcFogFactor()\r\n{\r\n float fogCoeff = 1.0;\r\n float fogStart = vFogInfos.y;\r\n float fogEnd = vFogInfos.z;\r\n float fogDensity = vFogInfos.w;\r\n\r\n if (FOGMODE_LINEAR == vFogInfos.x)\r\n {\r\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\r\n }\r\n else if (FOGMODE_EXP == vFogInfos.x)\r\n {\r\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\r\n }\r\n else if (FOGMODE_EXP2 == vFogInfos.x)\r\n {\r\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\r\n }\r\n\r\n return clamp(fogCoeff, 0.0, 1.0);\r\n}\r\n#endif\r\n\r\n// Light Computing\r\nmat3 computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 diffuseColor, vec3 specularColor) {\r\n mat3 result;\r\n\r\n vec3 lightVectorW;\r\n if (lightData.w == 0.)\r\n {\r\n lightVectorW = normalize(lightData.xyz - vPositionW);\r\n }\r\n else\r\n {\r\n lightVectorW = normalize(-lightData.xyz);\r\n }\r\n\r\n // diffuse\r\n float ndl = max(0., dot(vNormal, lightVectorW));\r\n\r\n result[0] = ndl * diffuseColor.rgb;\r\n\r\n#ifdef SPECULARTERM\r\n // Specular\r\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\r\n float specComp = max(0., dot(vNormal, angleW));\r\n specComp = max(0., pow(specComp, max(1.0, vSpecularColor.a)));\r\n result[1] = specComp * specularColor;\r\n#else\r\n result[1] = vec3(0.);\r\n#endif\r\n\r\n result[2] = vec3(0.);\r\n\r\n return result;\r\n}\r\n\r\nmat3 computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec4 diffuseColor, vec3 specularColor) {\r\n mat3 result;\r\n\r\n vec3 lightVectorW = normalize(lightData.xyz - vPositionW);\r\n\r\n // diffuse\r\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\r\n float spotAtten = 0.0;\r\n\r\n if (cosAngle >= lightDirection.w)\r\n {\r\n cosAngle = max(0., pow(cosAngle, lightData.w));\r\n spotAtten = max(0., (cosAngle - lightDirection.w) / (1. - cosAngle));\r\n\r\n // Diffuse\r\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\r\n result[0] = ndl * spotAtten * diffuseColor.rgb;\r\n\r\n#ifdef SPECULARTERM\r\n // Specular\r\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\r\n float specComp = max(0., dot(vNormal, angleW));\r\n specComp = pow(specComp, vSpecularColor.a);\r\n result[1] = specComp * specularColor * spotAtten;\r\n#else\r\n result[1] = vec3(0.);\r\n#endif\r\n result[2] = vec3(0.);\r\n\r\n return result;\r\n }\r\n\r\n result[0] = vec3(0.);\r\n result[1] = vec3(0.);\r\n result[2] = vec3(0.);\r\n\r\n return result;\r\n}\r\n\r\nmat3 computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 diffuseColor, vec3 specularColor, vec3 groundColor) {\r\n mat3 result;\r\n\r\n // Diffuse\r\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\r\n result[0] = mix(groundColor, diffuseColor.rgb, ndl);\r\n\r\n#ifdef SPECULARTERM\r\n // Specular\r\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\r\n float specComp = max(0., dot(vNormal, angleW));\r\n specComp = pow(specComp, vSpecularColor.a);\r\n result[1] = specComp * specularColor;\r\n#else\r\n result[1] = vec3(0.);\r\n#endif\r\n\r\n result[2] = vec3(0.);\r\n\r\n return result;\r\n}\r\n\r\nvoid main(void) {\r\n // Clip plane\r\n#ifdef CLIPPLANE\r\n if (fClipDistance > 0.0)\r\n discard;\r\n#endif\r\n\r\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\r\n\r\n // Base color\r\n vec4 baseColor = vec4(1., 1., 1., 1.);\r\n vec3 diffuseColor = vDiffuseColor.rgb;\r\n\r\n#ifdef DIFFUSE\r\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\r\n\r\n#ifdef ALPHATEST\r\n if (baseColor.a < 0.4)\r\n discard;\r\n#endif\r\n\r\n baseColor.rgb *= vDiffuseInfos.y;\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\n baseColor.rgb *= vColor.rgb;\r\n#endif\r\n\r\n // Bump\r\n vec3 normalW = normalize(vNormalW);\r\n\r\n // Ambient color\r\n vec3 baseAmbientColor = vec3(1., 1., 1.);\r\n\r\n#ifdef AMBIENT\r\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\r\n#endif\r\n\r\n // Lighting\r\n vec3 diffuseBase = vec3(0., 0., 0.);\r\n#ifdef SPECULARTERM\r\n vec3 specularBase = vec3(0., 0., 0.);\r\n#endif\r\n float shadow = 1.;\r\n\r\n#ifdef LIGHT0\r\n#ifndef SPECULARTERM\r\n vec3 vLightSpecular0 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT0\r\n mat3 info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0, vLightSpecular0);\r\n#endif\r\n#ifdef HEMILIGHT0\r\n mat3 info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0, vLightSpecular0, vLightGround0);\r\n#endif\r\n#ifdef POINTDIRLIGHT0\r\n mat3 info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0, vLightSpecular0);\r\n#endif\r\n#ifdef SHADOW0\r\n#ifdef SHADOWVSM0\r\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);\r\n#else\r\n shadow = computeShadow(vPositionFromLight0, shadowSampler0);\r\n#endif\r\n#else\r\n shadow = 1.;\r\n#endif\r\n diffuseBase += info[0] * shadow;\r\n#ifdef SPECULARTERM\r\n specularBase += info[1] * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT1\r\n#ifndef SPECULARTERM\r\n vec3 vLightSpecular1 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT1\r\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1, vLightSpecular1);\r\n#endif\r\n#ifdef HEMILIGHT1\r\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1, vLightSpecular1, vLightGround1);\r\n#endif\r\n#ifdef POINTDIRLIGHT1\r\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1, vLightSpecular1);\r\n#endif\r\n#ifdef SHADOW1\r\n#ifdef SHADOWVSM1\r\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);\r\n#else\r\n shadow = computeShadow(vPositionFromLight1, shadowSampler1);\r\n#endif\r\n#else\r\n shadow = 1.;\r\n#endif\r\n diffuseBase += info[0] * shadow;\r\n#ifdef SPECULARTERM\r\n specularBase += info[1] * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT2\r\n#ifndef SPECULARTERM\r\n vec3 vLightSpecular2 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT2\r\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2, vLightSpecular2);\r\n#endif\r\n#ifdef HEMILIGHT2\r\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2, vLightSpecular2, vLightGround2);\r\n#endif\r\n#ifdef POINTDIRLIGHT2\r\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2, vLightSpecular2);\r\n#endif\r\n#ifdef SHADOW2\r\n#ifdef SHADOWVSM2\r\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);\r\n#else\r\n shadow = computeShadow(vPositionFromLight2, shadowSampler2);\r\n#endif \r\n#else\r\n shadow = 1.;\r\n#endif\r\n diffuseBase += info[0] * shadow;\r\n#ifdef SPECULARTERM\r\n specularBase += info[1] * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT3\r\n#ifndef SPECULARTERM\r\n vec3 vLightSpecular3 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT3\r\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3, vLightSpecular3);\r\n#endif\r\n#ifdef HEMILIGHT3\r\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3, vLightSpecular3, vLightGround3);\r\n#endif\r\n#ifdef POINTDIRLIGHT3\r\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3, vLightSpecular3);\r\n#endif\r\n#ifdef SHADOW3\r\n#ifdef SHADOWVSM3\r\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);\r\n#else\r\n shadow = computeShadow(vPositionFromLight3, shadowSampler3);\r\n#endif \r\n#else\r\n shadow = 1.;\r\n#endif\r\n diffuseBase += info[0] * shadow;\r\n#ifdef SPECULARTERM\r\n specularBase += info[1] * shadow;\r\n#endif\r\n#endif\r\n\r\n // Reflection\r\n vec3 reflectionColor = vec3(0., 0., 0.);\r\n\r\n#ifdef REFLECTION\r\n#ifdef REFLECTIONMAP_3D\r\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.x;\r\n#else\r\n vec2 coords = vReflectionUVW.xy;\r\n\r\n#ifdef REFLECTIONMAP_PROJECTION\r\n coords /= vReflectionUVW.z;\r\n#endif\r\n\r\n coords.y = 1.0 - coords.y;\r\n\r\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.x;\r\n#endif\r\n\r\n#ifdef REFLECTIONFRESNEL\r\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\r\n\r\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\r\n#endif\r\n#endif\r\n\r\n // Alpha\r\n float alpha = vDiffuseColor.a;\r\n\r\n#ifdef OPACITY\r\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\r\n#ifdef OPACITYRGB\r\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\r\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\r\n#else\r\n alpha *= opacityMap.a * vOpacityInfos.y;\r\n#endif\r\n#endif\r\n\r\n#ifdef VERTEXALPHA\r\n alpha *= vColor.a;\r\n#endif\r\n\r\n#ifdef OPACITYFRESNEL\r\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\r\n\r\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\r\n#endif\r\n\r\n // Emissive\r\n vec3 emissiveColor = vEmissiveColor;\r\n#ifdef EMISSIVE\r\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\r\n#endif\r\n\r\n#ifdef EMISSIVEFRESNEL\r\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\r\n\r\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\r\n#endif\r\n\r\n // Specular map\r\n#ifdef SPECULARTERM\r\n vec3 specularColor = vSpecularColor.rgb;\r\n#ifdef SPECULAR\r\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\r\n#endif\r\n#endif\r\n\r\n // Fresnel\r\n#ifdef DIFFUSEFRESNEL\r\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\r\n\r\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\r\n#endif\r\n\r\n // Composition\r\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\r\n#ifdef SPECULARTERM\r\n vec3 finalSpecular = specularBase * specularColor;\r\n#else\r\n vec3 finalSpecular = vec3(0.0);\r\n#endif\r\n\r\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\r\n\r\n#ifdef FOG\r\n float fog = CalcFogFactor();\r\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\r\n#endif\r\n\r\n gl_FragColor = color;\r\n}", legacydefaultVertexShader:"precision highp float;\r\n\r\n// Attributes\r\nattribute vec3 position;\r\nattribute vec3 normal;\r\n#ifdef UV1\r\nattribute vec2 uv;\r\n#endif\r\n#ifdef UV2\r\nattribute vec2 uv2;\r\n#endif\r\n#ifdef VERTEXCOLOR\r\nattribute vec4 color;\r\n#endif\r\n#ifdef BONES\r\nattribute vec4 matricesIndices;\r\nattribute vec4 matricesWeights;\r\n#endif\r\n\r\n// Uniforms\r\nuniform mat4 world;\r\nuniform mat4 view;\r\nuniform mat4 viewProjection;\r\n\r\n#ifdef DIFFUSE\r\nvarying vec2 vDiffuseUV;\r\nuniform mat4 diffuseMatrix;\r\nuniform vec2 vDiffuseInfos;\r\n#endif\r\n\r\n#ifdef AMBIENT\r\nvarying vec2 vAmbientUV;\r\nuniform mat4 ambientMatrix;\r\nuniform vec2 vAmbientInfos;\r\n#endif\r\n\r\n#ifdef OPACITY\r\nvarying vec2 vOpacityUV;\r\nuniform mat4 opacityMatrix;\r\nuniform vec2 vOpacityInfos;\r\n#endif\r\n\r\n#ifdef EMISSIVE\r\nvarying vec2 vEmissiveUV;\r\nuniform vec2 vEmissiveInfos;\r\nuniform mat4 emissiveMatrix;\r\n#endif\r\n\r\n#if defined(SPECULAR) && defined(SPECULARTERM)\r\nvarying vec2 vSpecularUV;\r\nuniform vec2 vSpecularInfos;\r\nuniform mat4 specularMatrix;\r\n#endif\r\n\r\n#ifdef BUMP\r\nvarying vec2 vBumpUV;\r\nuniform vec2 vBumpInfos;\r\nuniform mat4 bumpMatrix;\r\n#endif\r\n\r\n#ifdef BONES\r\nuniform mat4 mBones[BonesPerMesh];\r\n#endif\r\n\r\n// Output\r\nvarying vec3 vPositionW;\r\nvarying vec3 vNormalW;\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n#ifdef CLIPPLANE\r\nuniform vec4 vClipPlane;\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n#ifdef FOG\r\nvarying float fFogDistance;\r\n#endif\r\n\r\n#ifdef SHADOWS\r\n#ifdef LIGHT0\r\nuniform mat4 lightMatrix0;\r\nvarying vec4 vPositionFromLight0;\r\n#endif\r\n#ifdef LIGHT1\r\nuniform mat4 lightMatrix1;\r\nvarying vec4 vPositionFromLight1;\r\n#endif\r\n#ifdef LIGHT2\r\nuniform mat4 lightMatrix2;\r\nvarying vec4 vPositionFromLight2;\r\n#endif\r\n#ifdef LIGHT3\r\nuniform mat4 lightMatrix3;\r\nvarying vec4 vPositionFromLight3;\r\n#endif\r\n#endif\r\n\r\n#ifdef REFLECTION\r\nuniform vec3 vEyePosition;\r\nvarying vec3 vReflectionUVW;\r\nuniform mat4 reflectionMatrix;\r\n\r\nvec3 computeReflectionCoords(vec4 worldPos, vec3 worldNormal)\r\n{\r\n#ifdef REFLECTIONMAP_SPHERICAL\r\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\r\n\r\n return vec3(reflectionMatrix * vec4(coords, 1.0));\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_PLANAR\r\n vec3 viewDir = worldPos.xyz - vEyePosition;\r\n vec3 coords = normalize(reflect(viewDir, worldNormal));\r\n\r\n return vec3(reflectionMatrix * vec4(coords, 1));\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_CUBIC\r\n vec3 viewDir = worldPos.xyz - vEyePosition;\r\n vec3 coords = reflect(viewDir, worldNormal);\r\n#ifdef INVERTCUBICMAP\r\n coords.y = 1.0 - coords.y;\r\n#endif\r\n return vec3(reflectionMatrix * vec4(coords, 0));\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_PROJECTION\r\n return vec3(reflectionMatrix * (view * worldPos));\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_SKYBOX\r\n return position;\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_EXPLICIT\r\n return vec3(0, 0, 0);\r\n#endif\r\n}\r\n#endif\r\n\r\nvoid main(void) {\r\n mat4 finalWorld;\r\n\r\n#ifdef BONES\r\n mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\r\n mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\r\n mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\r\n\r\n#ifdef BONES4\r\n mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\r\n finalWorld = world * (m0 + m1 + m2 + m3);\r\n#else\r\n finalWorld = world * (m0 + m1 + m2);\r\n#endif \r\n\r\n#else\r\n finalWorld = world;\r\n#endif\r\n\r\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\r\n\r\n vec4 worldPos = finalWorld * vec4(position, 1.0);\r\n vPositionW = vec3(worldPos);\r\n vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\r\n\r\n // Texture coordinates\r\n#ifndef UV1\r\n vec2 uv = vec2(0., 0.);\r\n#endif\r\n#ifndef UV2\r\n vec2 uv2 = vec2(0., 0.);\r\n#endif\r\n\r\n#ifdef DIFFUSE\r\n if (vDiffuseInfos.x == 0.)\r\n {\r\n vDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\r\n }\r\n else\r\n {\r\n vDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\r\n }\r\n#endif\r\n\r\n#ifdef AMBIENT\r\n if (vAmbientInfos.x == 0.)\r\n {\r\n vAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));\r\n }\r\n else\r\n {\r\n vAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));\r\n }\r\n#endif\r\n\r\n#ifdef OPACITY\r\n if (vOpacityInfos.x == 0.)\r\n {\r\n vOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));\r\n }\r\n else\r\n {\r\n vOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));\r\n }\r\n#endif\r\n \r\n#ifdef REFLECTION\r\n vReflectionUVW = computeReflectionCoords(vec4(vPositionW, 1.0), vNormalW);\r\n#endif\r\n\r\n#ifdef EMISSIVE\r\n if (vEmissiveInfos.x == 0.)\r\n {\r\n vEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));\r\n }\r\n else\r\n {\r\n vEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));\r\n }\r\n#endif\r\n\r\n#if defined(SPECULAR) && defined(SPECULARTERM)\r\n if (vSpecularInfos.x == 0.)\r\n {\r\n vSpecularUV = vec2(specularMatrix * vec4(uv, 1.0, 0.0));\r\n }\r\n else\r\n {\r\n vSpecularUV = vec2(specularMatrix * vec4(uv2, 1.0, 0.0));\r\n }\r\n#endif\r\n\r\n#ifdef BUMP\r\n if (vBumpInfos.x == 0.)\r\n {\r\n vBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));\r\n }\r\n else\r\n {\r\n vBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));\r\n }\r\n#endif\r\n\r\n // Clip plane\r\n#ifdef CLIPPLANE\r\n fClipDistance = dot(worldPos, vClipPlane);\r\n#endif\r\n\r\n // Fog\r\n#ifdef FOG\r\n fFogDistance = (view * worldPos).z;\r\n#endif\r\n\r\n // Shadows\r\n#ifdef SHADOWS\r\n#ifdef LIGHT0\r\n vPositionFromLight0 = lightMatrix0 * worldPos;\r\n#endif\r\n#ifdef LIGHT1\r\n vPositionFromLight1 = lightMatrix1 * worldPos;\r\n#endif\r\n#ifdef LIGHT2\r\n vPositionFromLight2 = lightMatrix2 * worldPos;\r\n#endif\r\n#ifdef LIGHT3\r\n vPositionFromLight3 = lightMatrix3 * worldPos;\r\n#endif\r\n#endif\r\n\r\n // Vertex color\r\n#ifdef VERTEXCOLOR\r\n vColor = color;\r\n#endif\r\n}",lensFlarePixelShader:"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\n// Color\r\nuniform vec4 color;\r\n\r\nvoid main(void) {\r\n vec4 baseColor = texture2D(textureSampler, vUV);\r\n\r\n gl_FragColor = baseColor * color;\r\n}",lensFlareVertexShader:"precision highp float;\r\n\r\n// Attributes\r\nattribute vec2 position;\r\n\r\n// Uniforms\r\nuniform mat4 viewportMatrix;\r\n\r\n// Output\r\nvarying vec2 vUV;\r\n\r\nconst vec2 madd = vec2(0.5, 0.5);\r\n\r\nvoid main(void) { \r\n\r\n vUV = position * madd + madd;\r\n gl_Position = viewportMatrix * vec4(position, 0.0, 1.0);\r\n}",lensHighlightsPixelShader:"precision highp float;\r\n\r\n// samplers\r\nuniform sampler2D textureSampler; // original color\r\n\r\n// uniforms\r\nuniform float gain;\r\nuniform float threshold;\r\nuniform bool pentagon;\r\nuniform float screen_width;\r\nuniform float screen_height;\r\n\r\n// varyings\r\nvarying vec2 vUV;\r\n\r\n// apply luminance filter\r\nvec4 highlightColor(vec4 color) {\r\n vec4 highlight = color;\r\n float luminance = dot(highlight.rgb, vec3(0.2125, 0.7154, 0.0721));\r\n float lum_threshold;\r\n if (threshold > 1.0) { lum_threshold = 0.94 + 0.01 * threshold; }\r\n else { lum_threshold = 0.5 + 0.44 * threshold; }\r\n\r\n luminance = clamp((luminance - lum_threshold) * (1.0 / (1.0 - lum_threshold)), 0.0, 1.0);\r\n\r\n highlight *= luminance * gain;\r\n highlight.a = 1.0;\r\n\r\n return highlight;\r\n}\r\n\r\nvoid main(void)\r\n{\r\n vec4 original = texture2D(textureSampler, vUV);\r\n\r\n // quick exit if no highlight computing\r\n if (gain == -1.0) {\r\n gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\r\n return;\r\n }\r\n\r\n float w = 2.0 / screen_width;\r\n float h = 2.0 / screen_height;\r\n\r\n float weight = 1.0;\r\n\r\n // compute blurred color\r\n vec4 blurred = vec4(0.0, 0.0, 0.0, 0.0);\r\n\r\n if (pentagon) {\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.84*w, 0.43*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.48*w, -1.29*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.61*w, 1.51*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.55*w, -0.74*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.71*w, -0.52*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.94*w, 1.59*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.40*w, -1.87*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.62*w, 1.16*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.09*w, 0.25*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.46*w, -1.71*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.08*w, 2.42*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.85*w, -1.89*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.89*w, 0.16*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.29*w, 1.88*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.40*w, -2.81*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.54*w, 2.26*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.60*w, -0.61*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.31*w, -1.30*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.83*w, 2.53*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.12*w, -2.48*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.60*w, 1.11*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.82*w, 0.99*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.50*w, -2.81*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.85*w, 3.33*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.94*w, -1.92*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(3.27*w, -0.53*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.95*w, 2.48*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.23*w, -3.04*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.17*w, 2.05*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.97*w, -0.04*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.25*w, -2.00*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.31*w, 3.08*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.94*w, -2.59*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(3.37*w, 0.64*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-3.13*w, 1.93*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.03*w, -3.65*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.60*w, 3.17*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-3.14*w, -1.19*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(3.00*w, -1.19*h)));\r\n }\r\n else {\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.85*w, 0.36*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.52*w, -1.14*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.46*w, 1.42*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.46*w, -0.83*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.79*w, -0.42*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.11*w, 1.62*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.29*w, -2.07*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.69*w, 1.39*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.28*w, 0.12*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.65*w, -1.69*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.08*w, 2.44*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.63*w, -1.90*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.55*w, 0.31*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.13*w, 1.52*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.56*w, -2.61*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.38*w, 2.34*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.64*w, -0.81*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.53*w, -1.21*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.06*w, 2.63*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.00*w, -2.69*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.59*w, 1.32*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.82*w, 0.78*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.57*w, -2.50*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.54*w, 2.93*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.39*w, -1.81*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(3.01*w, -0.28*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.04*w, 2.25*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.02*w, -3.05*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.09*w, 2.25*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-3.07*w, -0.25*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.44*w, -1.90*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.52*w, 3.05*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.68*w, -2.61*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(3.01*w, 0.79*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.76*w, 1.46*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.05*w, -2.94*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.21*w, 2.88*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.84*w, -1.30*h)));\r\n blurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.98*w, -0.96*h)));\r\n }\r\n\r\n blurred /= 39.0;\r\n\r\n gl_FragColor = blurred;\r\n\r\n //if(vUV.x > 0.5) { gl_FragColor.rgb *= 0.0; }\r\n}",linePixelShader:"precision highp float;\r\n\r\nuniform vec4 color;\r\n\r\nvoid main(void) {\r\n gl_FragColor = color;\r\n}",lineVertexShader:"precision highp float;\r\n\r\n// Attributes\r\nattribute vec3 position;\r\nattribute vec4 normal;\r\n\r\n// Uniforms\r\nuniform mat4 worldViewProjection;\r\n\r\nuniform float width;\r\nuniform float aspectRatio;\r\n\r\nvoid main(void) {\r\n vec4 viewPosition = worldViewProjection * vec4(position, 1.0);\r\n vec4 viewPositionNext = worldViewProjection * vec4(normal.xyz, 1.0);\r\n\r\n vec2 currentScreen = viewPosition.xy / viewPosition.w;\r\n vec2 nextScreen = viewPositionNext.xy / viewPositionNext.w;\r\n\r\n currentScreen.x *= aspectRatio;\r\n nextScreen.x *= aspectRatio;\r\n\r\n vec2 dir = normalize(nextScreen - currentScreen);\r\n vec2 normalDir = vec2(-dir.y, dir.x);\r\n\r\n normalDir *= width / 2.0;\r\n normalDir.x /= aspectRatio;\r\n\r\n vec4 offset = vec4(normalDir * normal.w, 0.0, 0.0);\r\n gl_Position = viewPosition + offset;\r\n}",marblePixelShader:"precision highp float;\r\n\r\nvarying vec2 vPosition;\r\nvarying vec2 vUV;\r\n\r\nuniform float numberOfTilesHeight;\r\nuniform float numberOfTilesWidth;\r\nuniform float amplitude;\r\nuniform vec3 brickColor;\r\nuniform vec3 jointColor;\r\n\r\nconst vec3 tileSize = vec3(1.1, 1.0, 1.1);\r\nconst vec3 tilePct = vec3(0.98, 1.0, 0.98);\r\n\r\nfloat rand(vec2 n) {\r\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\r\n}\r\n\r\nfloat noise(vec2 n) {\r\n const vec2 d = vec2(0.0, 1.0);\r\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\r\n return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\r\n}\r\n\r\nfloat turbulence(vec2 P)\r\n{\r\n float val = 0.0;\r\n float freq = 1.0;\r\n for (int i = 0; i < 4; i++)\r\n {\r\n val += abs(noise(P*freq) / freq);\r\n freq *= 2.07;\r\n }\r\n return val;\r\n}\r\n\r\nfloat round(float number){\r\n return sign(number)*floor(abs(number) + 0.5);\r\n}\r\n\r\nvec3 marble_color(float x)\r\n{\r\n vec3 col;\r\n x = 0.5*(x + 1.);\r\n x = sqrt(x); \r\n x = sqrt(x);\r\n x = sqrt(x);\r\n col = vec3(.2 + .75*x); \r\n col.b *= 0.95; \r\n return col;\r\n}\r\n\r\nvoid main()\r\n{\r\n float brickW = 1.0 / numberOfTilesWidth;\r\n float brickH = 1.0 / numberOfTilesHeight;\r\n float jointWPercentage = 0.01;\r\n float jointHPercentage = 0.01;\r\n vec3 color = brickColor;\r\n float yi = vUV.y / brickH;\r\n float nyi = round(yi);\r\n float xi = vUV.x / brickW;\r\n\r\n if (mod(floor(yi), 2.0) == 0.0){\r\n xi = xi - 0.5;\r\n }\r\n\r\n float nxi = round(xi);\r\n vec2 brickvUV = vec2((xi - floor(xi)) / brickH, (yi - floor(yi)) / brickW);\r\n\r\n if (yi < nyi + jointHPercentage && yi > nyi - jointHPercentage){\r\n color = mix(jointColor, vec3(0.37, 0.25, 0.25), (yi - nyi) / jointHPercentage + 0.2);\r\n }\r\n else if (xi < nxi + jointWPercentage && xi > nxi - jointWPercentage){\r\n color = mix(jointColor, vec3(0.44, 0.44, 0.44), (xi - nxi) / jointWPercentage + 0.2);\r\n }\r\n else {\r\n float t = 6.28 * brickvUV.x / (tileSize.x + noise(vec2(vUV)*6.0));\r\n t += amplitude * turbulence(brickvUV.xy);\r\n t = sin(t);\r\n color = marble_color(t);\r\n }\r\n\r\n gl_FragColor = vec4(color, 0.0);\r\n}",outlinePixelShader:"precision highp float;\r\n\r\nuniform vec4 color;\r\n\r\n#ifdef ALPHATEST\r\nvarying vec2 vUV;\r\nuniform sampler2D diffuseSampler;\r\n#endif\r\n\r\nvoid main(void) {\r\n#ifdef ALPHATEST\r\n if (texture2D(diffuseSampler, vUV).a < 0.4)\r\n discard;\r\n#endif\r\n\r\n gl_FragColor = color;\r\n}",outlineVertexShader:"precision highp float;\r\n\r\n// Attribute\r\nattribute vec3 position;\r\nattribute vec3 normal;\r\n\r\n#ifdef BONES\r\nattribute vec4 matricesIndices;\r\nattribute vec4 matricesWeights;\r\n#endif\r\n\r\n// Uniform\r\nuniform float offset;\r\n\r\n#ifdef INSTANCES\r\nattribute vec4 world0;\r\nattribute vec4 world1;\r\nattribute vec4 world2;\r\nattribute vec4 world3;\r\n#else\r\nuniform mat4 world;\r\n#endif\r\n\r\nuniform mat4 viewProjection;\r\n#ifdef BONES\r\nuniform mat4 mBones[BonesPerMesh];\r\n#endif\r\n\r\n#ifdef ALPHATEST\r\nvarying vec2 vUV;\r\nuniform mat4 diffuseMatrix;\r\n#ifdef UV1\r\nattribute vec2 uv;\r\n#endif\r\n#ifdef UV2\r\nattribute vec2 uv2;\r\n#endif\r\n#endif\r\n\r\nvoid main(void)\r\n{\r\n#ifdef INSTANCES\r\n mat4 finalWorld = mat4(world0, world1, world2, world3);\r\n#else\r\n mat4 finalWorld = world;\r\n#endif\r\n\r\n vec3 offsetPosition = position + normal * offset;\r\n\r\n#ifdef BONES\r\n mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\r\n mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\r\n mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\r\n mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\r\n finalWorld = finalWorld * (m0 + m1 + m2 + m3);\r\n gl_Position = viewProjection * finalWorld * vec4(offsetPosition, 1.0);\r\n#else\r\n gl_Position = viewProjection * finalWorld * vec4(offsetPosition, 1.0);\r\n#endif\r\n\r\n#ifdef ALPHATEST\r\n#ifdef UV1\r\n vUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\r\n#endif\r\n#ifdef UV2\r\n vUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\r\n#endif\r\n#endif\r\n}",particlesPixelShader:"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nvarying vec4 vColor;\r\nuniform vec4 textureMask;\r\nuniform sampler2D diffuseSampler;\r\n\r\n#ifdef CLIPPLANE\r\nvarying float fClipDistance;\r\n#endif\r\n\r\nvoid main(void) {\r\n#ifdef CLIPPLANE\r\n if (fClipDistance > 0.0)\r\n discard;\r\n#endif\r\n vec4 baseColor = texture2D(diffuseSampler, vUV);\r\n\r\n gl_FragColor = (baseColor * textureMask + (vec4(1., 1., 1., 1.) - textureMask)) * vColor;\r\n}",particlesVertexShader:"precision highp float;\r\n\r\n// Attributes\r\nattribute vec3 position;\r\nattribute vec4 color;\r\nattribute vec4 options;\r\n\r\n// Uniforms\r\nuniform mat4 view;\r\nuniform mat4 projection;\r\n\r\n// Output\r\nvarying vec2 vUV;\r\nvarying vec4 vColor;\r\n\r\n#ifdef CLIPPLANE\r\nuniform vec4 vClipPlane;\r\nuniform mat4 invView;\r\nvarying float fClipDistance;\r\n#endif\r\n\r\nvoid main(void) { \r\n vec3 viewPos = (view * vec4(position, 1.0)).xyz; \r\n vec3 cornerPos;\r\n float size = options.y;\r\n float angle = options.x;\r\n vec2 offset = options.zw;\r\n\r\n cornerPos = vec3(offset.x - 0.5, offset.y - 0.5, 0.) * size;\r\n\r\n // Rotate\r\n vec3 rotatedCorner;\r\n rotatedCorner.x = cornerPos.x * cos(angle) - cornerPos.y * sin(angle);\r\n rotatedCorner.y = cornerPos.x * sin(angle) + cornerPos.y * cos(angle);\r\n rotatedCorner.z = 0.;\r\n\r\n // Position\r\n viewPos += rotatedCorner;\r\n gl_Position = projection * vec4(viewPos, 1.0); \r\n \r\n vColor = color;\r\n vUV = offset;\r\n\r\n // Clip plane\r\n#ifdef CLIPPLANE\r\n vec4 worldPos = invView * vec4(viewPos, 1.0);\r\n fClipDistance = dot(worldPos, vClipPlane);\r\n#endif\r\n}",passPixelShader:"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\nvoid main(void) \r\n{\r\n gl_FragColor = texture2D(textureSampler, vUV);\r\n}",pbrPixelShader:"precision highp float;\r\n\r\n// Constants\r\nuniform vec3 vEyePosition;\r\nuniform vec4 vAlbedoColor;\r\n\r\n// Input\r\nvarying vec3 vPositionW;\r\n\r\n#ifdef NORMAL\r\nvarying vec3 vNormalW;\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n#ifdef CLIPPLANE\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n// Fog\r\n#ifdef FOG\r\n\r\n#define FOGMODE_NONE 0.\r\n#define FOGMODE_EXP 1.\r\n#define FOGMODE_EXP2 2.\r\n#define FOGMODE_LINEAR 3.\r\n#define E 2.71828\r\n\r\nuniform vec4 vFogInfos;\r\nuniform vec3 vFogColor;\r\nvarying float fFogDistance;\r\n\r\nfloat CalcFogFactor()\r\n{\r\n float fogCoeff = 1.0;\r\n float fogStart = vFogInfos.y;\r\n float fogEnd = vFogInfos.z;\r\n float fogDensity = vFogInfos.w;\r\n\r\n if (FOGMODE_LINEAR == vFogInfos.x)\r\n {\r\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\r\n }\r\n else if (FOGMODE_EXP == vFogInfos.x)\r\n {\r\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\r\n }\r\n else if (FOGMODE_EXP2 == vFogInfos.x)\r\n {\r\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\r\n }\r\n\r\n return clamp(fogCoeff, 0.0, 1.0);\r\n}\r\n#endif\r\n\r\nvoid main(void) {\r\n // Clip plane\r\n#ifdef CLIPPLANE\r\n if (fClipDistance > 0.0)\r\n discard;\r\n#endif\r\n\r\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\r\n\r\n // Base color\r\n vec3 baseColor = vAlbedoColor.rgb;\r\n\r\n // Alpha\r\n float alpha = vAlbedoColor.a;\r\n\r\n#ifdef VERTEXCOLOR\r\n baseColor *= vColor.rgb;\r\n#endif\r\n\r\n#ifdef VERTEXALPHA\r\n alpha *= vColor.a;\r\n#endif\r\n\r\n // Composition\r\n vec4 color = vec4(clamp(baseColor, 0.0, 1.0), alpha);\r\n\r\n#ifdef FOG\r\n float fog = CalcFogFactor();\r\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\r\n#endif\r\n\r\n gl_FragColor = color;\r\n}",pbrVertexShader:"precision highp float;\r\n\r\n// Attributes\r\nattribute vec3 position;\r\n#ifdef NORMAL\r\nattribute vec3 normal;\r\n#endif\r\n#ifdef UV1\r\nattribute vec2 uv;\r\n#endif\r\n#ifdef UV2\r\nattribute vec2 uv2;\r\n#endif\r\n#ifdef VERTEXCOLOR\r\nattribute vec4 color;\r\n#endif\r\n#ifdef BONES\r\nattribute vec4 matricesIndices;\r\nattribute vec4 matricesWeights;\r\n#endif\r\n\r\n// Uniforms\r\n#ifdef INSTANCES\r\nattribute vec4 world0;\r\nattribute vec4 world1;\r\nattribute vec4 world2;\r\nattribute vec4 world3;\r\n#else\r\nuniform mat4 world;\r\n#endif\r\n\r\nuniform mat4 view;\r\nuniform mat4 viewProjection;\r\n\r\n#ifdef BONES\r\nuniform mat4 mBones[BonesPerMesh];\r\n#endif\r\n\r\n#ifdef POINTSIZE\r\nuniform float pointSize;\r\n#endif\r\n\r\n// Output\r\nvarying vec3 vPositionW;\r\n#ifdef NORMAL\r\nvarying vec3 vNormalW;\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n#ifdef CLIPPLANE\r\nuniform vec4 vClipPlane;\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n#ifdef FOG\r\nvarying float fFogDistance;\r\n#endif\r\n\r\nvoid main(void) {\r\n mat4 finalWorld;\r\n\r\n#ifdef INSTANCES\r\n finalWorld = mat4(world0, world1, world2, world3);\r\n#else\r\n finalWorld = world;\r\n#endif\r\n\r\n#ifdef BONES\r\n mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\r\n mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\r\n mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\r\n\r\n#ifdef BONES4\r\n mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\r\n finalWorld = finalWorld * (m0 + m1 + m2 + m3);\r\n#else\r\n finalWorld = finalWorld * (m0 + m1 + m2);\r\n#endif \r\n\r\n#endif\r\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\r\n\r\n vec4 worldPos = finalWorld * vec4(position, 1.0);\r\n vPositionW = vec3(worldPos);\r\n\r\n#ifdef NORMAL\r\n vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\r\n#endif\r\n\r\n // Texture coordinates\r\n#ifndef UV1\r\n vec2 uv = vec2(0., 0.);\r\n#endif\r\n#ifndef UV2\r\n vec2 uv2 = vec2(0., 0.);\r\n#endif\r\n\r\n // Clip plane\r\n#ifdef CLIPPLANE\r\n fClipDistance = dot(worldPos, vClipPlane);\r\n#endif\r\n\r\n // Fog\r\n#ifdef FOG\r\n fFogDistance = (view * worldPos).z;\r\n#endif\r\n\r\n // Vertex color\r\n#ifdef VERTEXCOLOR\r\n vColor = color;\r\n#endif\r\n\r\n // Point size\r\n#ifdef POINTSIZE\r\n gl_PointSize = pointSize;\r\n#endif\r\n}",postprocessVertexShader:"precision highp float;\r\n\r\n// Attributes\r\nattribute vec2 position;\r\n\r\n// Output\r\nvarying vec2 vUV;\r\n\r\nconst vec2 madd = vec2(0.5, 0.5);\r\n\r\nvoid main(void) { \r\n\r\n vUV = position * madd + madd;\r\n gl_Position = vec4(position, 0.0, 1.0);\r\n}",proceduralVertexShader:"precision highp float;\r\n\r\n// Attributes\r\nattribute vec2 position;\r\n\r\n// Output\r\nvarying vec2 vPosition;\r\nvarying vec2 vUV;\r\n\r\nconst vec2 madd = vec2(0.5, 0.5);\r\n\r\nvoid main(void) { \r\n vPosition = position;\r\n vUV = position * madd + madd;\r\n gl_Position = vec4(position, 0.0, 1.0);\r\n}",refractionPixelShader:"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\nuniform sampler2D refractionSampler;\r\n\r\n// Parameters\r\nuniform vec3 baseColor;\r\nuniform float depth;\r\nuniform float colorLevel;\r\n\r\nvoid main() {\r\n float ref = 1.0 - texture2D(refractionSampler, vUV).r;\r\n\r\n vec2 uv = vUV - vec2(0.5);\r\n vec2 offset = uv * depth * ref;\r\n vec3 sourceColor = texture2D(textureSampler, vUV - offset).rgb;\r\n\r\n gl_FragColor = vec4(sourceColor + sourceColor * ref * colorLevel, 1.0);\r\n}",roadPixelShader:"precision highp float;\r\n\r\nvarying vec2 vUV; \r\nuniform vec3 roadColor;\r\n\r\nfloat rand(vec2 n) {\r\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\r\n}\r\n\r\nfloat noise(vec2 n) {\r\n const vec2 d = vec2(0.0, 1.0);\r\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\r\n return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\r\n}\r\n\r\nfloat fbm(vec2 n) {\r\n float total = 0.0, amplitude = 1.0;\r\n for (int i = 0; i < 4; i++) {\r\n total += noise(n) * amplitude;\r\n n += n;\r\n amplitude *= 0.5;\r\n }\r\n return total;\r\n}\r\n\r\nvoid main(void) {\r\n float ratioy = mod(gl_FragCoord.y * 100.0 , fbm(vUV * 2.0));\r\n vec3 color = roadColor * ratioy;\r\n gl_FragColor = vec4(color, 1.0);\r\n}",shadowMapPixelShader:"precision highp float;\r\n\r\nvec4 pack(float depth)\r\n{\r\n const vec4 bit_shift = vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0);\r\n const vec4 bit_mask = vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);\r\n\r\n vec4 res = fract(depth * bit_shift);\r\n res -= res.xxyz * bit_mask;\r\n\r\n return res;\r\n}\r\n\r\n// Thanks to http://devmaster.net/\r\nvec2 packHalf(float depth) \r\n{ \r\n const vec2 bitOffset = vec2(1.0 / 255., 0.);\r\n vec2 color = vec2(depth, fract(depth * 255.));\r\n\r\n return color - (color.yy * bitOffset);\r\n}\r\n\r\nvarying vec4 vPosition;\r\n\r\n#ifdef ALPHATEST\r\nvarying vec2 vUV;\r\nuniform sampler2D diffuseSampler;\r\n#endif\r\n\r\nvoid main(void)\r\n{\r\n#ifdef ALPHATEST\r\n if (texture2D(diffuseSampler, vUV).a < 0.4)\r\n discard;\r\n#endif\r\n float depth = vPosition.z / vPosition.w;\r\n depth = depth * 0.5 + 0.5;\r\n\r\n#ifdef VSM\r\n float moment1 = depth;\r\n float moment2 = moment1 * moment1;\r\n\r\n gl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\r\n#else\r\n gl_FragColor = pack(depth);\r\n#endif\r\n}",shadowMapVertexShader:"precision highp float;\r\n\r\n// Attribute\r\nattribute vec3 position;\r\n#ifdef BONES\r\nattribute vec4 matricesIndices;\r\nattribute vec4 matricesWeights;\r\n#endif\r\n\r\n// Uniform\r\n#ifdef INSTANCES\r\nattribute vec4 world0;\r\nattribute vec4 world1;\r\nattribute vec4 world2;\r\nattribute vec4 world3;\r\n#else\r\nuniform mat4 world;\r\n#endif\r\n\r\nuniform mat4 viewProjection;\r\n#ifdef BONES\r\nuniform mat4 mBones[BonesPerMesh];\r\n#endif\r\n\r\nvarying vec4 vPosition;\r\n\r\n#ifdef ALPHATEST\r\nvarying vec2 vUV;\r\nuniform mat4 diffuseMatrix;\r\n#ifdef UV1\r\nattribute vec2 uv;\r\n#endif\r\n#ifdef UV2\r\nattribute vec2 uv2;\r\n#endif\r\n#endif\r\n\r\nvoid main(void)\r\n{\r\n#ifdef INSTANCES\r\n mat4 finalWorld = mat4(world0, world1, world2, world3);\r\n#else\r\n mat4 finalWorld = world;\r\n#endif\r\n\r\n#ifdef BONES\r\n mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\r\n mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\r\n mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\r\n mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\r\n finalWorld = finalWorld * (m0 + m1 + m2 + m3);\r\n#endif\r\n\r\n vPosition = viewProjection * finalWorld * vec4(position, 1.0);\r\n gl_Position = vPosition;\r\n\r\n#ifdef ALPHATEST\r\n#ifdef UV1\r\n vUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\r\n#endif\r\n#ifdef UV2\r\n vUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\r\n#endif\r\n#endif\r\n}",spritesPixelShader:"precision highp float;\r\n\r\nuniform bool alphaTest;\r\n\r\nvarying vec4 vColor;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D diffuseSampler;\r\n\r\n// Fog\r\n#ifdef FOG\r\n\r\n#define FOGMODE_NONE 0.\r\n#define FOGMODE_EXP 1.\r\n#define FOGMODE_EXP2 2.\r\n#define FOGMODE_LINEAR 3.\r\n#define E 2.71828\r\n\r\nuniform vec4 vFogInfos;\r\nuniform vec3 vFogColor;\r\nvarying float fFogDistance;\r\n\r\nfloat CalcFogFactor()\r\n{\r\n float fogCoeff = 1.0;\r\n float fogStart = vFogInfos.y;\r\n float fogEnd = vFogInfos.z;\r\n float fogDensity = vFogInfos.w;\r\n\r\n if (FOGMODE_LINEAR == vFogInfos.x)\r\n {\r\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\r\n }\r\n else if (FOGMODE_EXP == vFogInfos.x)\r\n {\r\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\r\n }\r\n else if (FOGMODE_EXP2 == vFogInfos.x)\r\n {\r\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\r\n }\r\n\r\n return min(1., max(0., fogCoeff));\r\n}\r\n#endif\r\n\r\n\r\nvoid main(void) {\r\n vec4 baseColor = texture2D(diffuseSampler, vUV);\r\n\r\n if (alphaTest) \r\n {\r\n if (baseColor.a < 0.95)\r\n discard;\r\n }\r\n\r\n baseColor *= vColor;\r\n\r\n#ifdef FOG\r\n float fog = CalcFogFactor();\r\n baseColor.rgb = fog * baseColor.rgb + (1.0 - fog) * vFogColor;\r\n#endif\r\n\r\n gl_FragColor = baseColor;\r\n}", spritesVertexShader:"precision highp float;\r\n\r\n// Attributes\r\nattribute vec4 position;\r\nattribute vec4 options;\r\nattribute vec4 cellInfo;\r\nattribute vec4 color;\r\n\r\n// Uniforms\r\nuniform vec2 textureInfos;\r\nuniform mat4 view;\r\nuniform mat4 projection;\r\n\r\n// Output\r\nvarying vec2 vUV;\r\nvarying vec4 vColor;\r\n\r\n#ifdef FOG\r\nvarying float fFogDistance;\r\n#endif\r\n\r\nvoid main(void) { \r\n vec3 viewPos = (view * vec4(position.xyz, 1.0)).xyz; \r\n vec2 cornerPos;\r\n \r\n float angle = position.w;\r\n vec2 size = vec2(options.x, options.y);\r\n vec2 offset = options.zw;\r\n vec2 uvScale = textureInfos.xy;\r\n\r\n cornerPos = vec2(offset.x - 0.5, offset.y - 0.5) * size;\r\n\r\n // Rotate\r\n vec3 rotatedCorner;\r\n rotatedCorner.x = cornerPos.x * cos(angle) - cornerPos.y * sin(angle);\r\n rotatedCorner.y = cornerPos.x * sin(angle) + cornerPos.y * cos(angle);\r\n rotatedCorner.z = 0.;\r\n\r\n // Position\r\n viewPos += rotatedCorner;\r\n gl_Position = projection * vec4(viewPos, 1.0); \r\n\r\n // Color\r\n vColor = color;\r\n \r\n // Texture\r\n vec2 uvOffset = vec2(abs(offset.x - cellInfo.x), 1.0 - abs(offset.y - cellInfo.y));\r\n\r\n vUV = (uvOffset + cellInfo.zw) * uvScale;\r\n\r\n // Fog\r\n#ifdef FOG\r\n fFogDistance = viewPos.z;\r\n#endif\r\n}",ssaoPixelShader:"precision highp float;\r\n\r\n#define SAMPLES 16\r\n\r\nuniform sampler2D textureSampler;\r\nuniform sampler2D randomSampler;\r\n\r\nuniform float randTextureTiles;\r\nuniform float samplesFactor;\r\nuniform vec3 sampleSphere[16];\r\n\r\nuniform float totalStrength;\r\nuniform float radius;\r\nuniform float area;\r\nuniform float fallOff;\r\n\r\nvarying vec2 vUV;\r\n\r\nconst vec2 offset1 = vec2(0.0, 0.001);\r\nconst vec2 offset2 = vec2(0.001, 0.0);\r\n\r\nvec3 normalFromDepth(const float depth, const vec2 coords) {\r\n float depth1 = texture2D(textureSampler, coords + offset1).r;\r\n float depth2 = texture2D(textureSampler, coords + offset2).r;\r\n\r\n vec3 p1 = vec3(offset1, depth1 - depth);\r\n vec3 p2 = vec3(offset2, depth2 - depth);\r\n\r\n vec3 normal = cross(p1, p2);\r\n normal.z = -normal.z;\r\n\r\n return normalize(normal);\r\n}\r\n\r\nvoid main(void)\r\n{\r\n const float base = 0.2;\r\n\r\n vec3 random = texture2D(randomSampler, vUV * randTextureTiles).rgb;\r\n float depth = texture2D(textureSampler, vUV).r;\r\n vec3 position = vec3(vUV, depth);\r\n vec3 normal = normalFromDepth(depth, vUV);\r\n float radiusDepth = radius / depth;\r\n float occlusion = 0.0;\r\n\r\n vec3 ray;\r\n vec3 hemiRay;\r\n float occlusionDepth;\r\n float difference;\r\n\r\n for (int i = 0; i < SAMPLES; i++)\r\n {\r\n ray = radiusDepth * reflect(sampleSphere[i], random);\r\n hemiRay = position + sign(dot(ray, normal)) * ray;\r\n\r\n occlusionDepth = texture2D(textureSampler, clamp(hemiRay.xy, 0.0, 1.0)).r;\r\n difference = depth - occlusionDepth;\r\n\r\n occlusion += step(fallOff, difference) * (1.0 - smoothstep(fallOff, area, difference));\r\n }\r\n\r\n float ao = 1.0 - totalStrength * occlusion * samplesFactor;\r\n\r\n float result = clamp(ao + base, 0.0, 1.0);\r\n gl_FragColor.r = result;\r\n gl_FragColor.g = result;\r\n gl_FragColor.b = result;\r\n gl_FragColor.a = 1.0;\r\n}\r\n",ssaoCombinePixelShader:"precision highp float;\r\n\r\nuniform sampler2D textureSampler;\r\nuniform sampler2D originalColor;\r\n\r\nvarying vec2 vUV;\r\n\r\nvoid main(void) {\r\n gl_FragColor = texture2D(originalColor, vUV) * texture2D(textureSampler, vUV);\r\n}\r\n",stereoscopicInterlacePixelShader:"precision highp float;\r\n\r\nconst vec3 TWO = vec3(2.0, 2.0, 2.0);\r\n\r\nvarying vec2 vUV;\r\nuniform sampler2D camASampler;\r\nuniform sampler2D textureSampler;\r\nuniform vec2 stepSize;\r\n\r\nvoid main(void)\r\n{\r\n bool useCamB;\r\n vec2 texCoord1;\r\n vec2 texCoord2;\r\n \r\n vec3 frag1;\r\n vec3 frag2;\r\n \r\n#ifdef IS_STEREOSCOPIC_HORIZ\r\n useCamB = vUV.x > 0.5;\r\n texCoord1 = vec2(useCamB ? (vUV.x - 0.5) * 2.0 : vUV.x * 2.0, vUV.y);\r\n texCoord2 = vec2(texCoord1.x + stepSize.x, vUV.y);\r\n#else\r\n useCamB = vUV.y > 0.5;\r\n texCoord1 = vec2(vUV.x, useCamB ? (vUV.y - 0.5) * 2.0 : vUV.y * 2.0);\r\n texCoord2 = vec2(vUV.x, texCoord1.y + stepSize.y);\r\n#endif\r\n \r\n // cannot assign a sampler to a variable, so must duplicate texture accesses\r\n if (useCamB){\r\n frag1 = texture2D(textureSampler, texCoord1).rgb;\r\n frag2 = texture2D(textureSampler, texCoord2).rgb;\r\n }else{\r\n frag1 = texture2D(camASampler , texCoord1).rgb;\r\n frag2 = texture2D(camASampler , texCoord2).rgb;\r\n }\r\n \r\n gl_FragColor = vec4((frag1 + frag2) / TWO, 1.0);\r\n}",tonemapPixelShader:"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\n// Constants\r\nuniform float _ExposureAdjustment;\r\n\r\n#if defined(HABLE_TONEMAPPING)\r\n const float A = 0.15;\r\n const float B = 0.50;\r\n const float C = 0.10;\r\n const float D = 0.20;\r\n const float E = 0.02;\r\n const float F = 0.30;\r\n const float W = 11.2;\r\n#endif\r\n\r\nfloat Luminance(vec3 c)\r\n{\r\n return dot(c, vec3(0.22, 0.707, 0.071));\r\n}\r\n\r\nvoid main(void) \r\n{\r\n vec3 colour = texture2D(textureSampler, vUV).rgb;\r\n\r\n#if defined(REINHARD_TONEMAPPING)\r\n\r\n float lum = Luminance(colour.rgb); \r\n float lumTm = lum * _ExposureAdjustment;\r\n float scale = lumTm / (1.0 + lumTm); \r\n\r\n colour *= scale / lum;\r\n\r\n#elif defined(HABLE_TONEMAPPING)\r\n\r\n colour *= _ExposureAdjustment;\r\n\r\n const float ExposureBias = 2.0;\r\n vec3 x = ExposureBias * colour;\r\n\r\n vec3 curr = ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F;\r\n \r\n x = vec3(W, W, W);\r\n vec3 whiteScale = 1.0 / (((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F);\r\n colour = curr * whiteScale;\r\n\r\n#elif defined(OPTIMIZED_HEJIDAWSON_TONEMAPPING)\r\n\r\n colour *= _ExposureAdjustment;\r\n \r\n vec3 X = max(vec3(0.0, 0.0, 0.0), colour - 0.004);\r\n vec3 retColor = (X * (6.2 * X + 0.5)) / (X * (6.2 * X + 1.7) + 0.06);\r\n\r\n colour = retColor * retColor;\r\n\r\n#elif defined(PHOTOGRAPHIC_TONEMAPPING)\r\n\r\n colour = vec3(1.0, 1.0, 1.0) - exp2(-_ExposureAdjustment * colour);\r\n\r\n#endif\r\n\r\n gl_FragColor = vec4(colour.rgb, 1.0);\r\n}",volumetricLightScatteringPixelShader:"precision highp float;\r\n\r\nuniform sampler2D textureSampler;\r\nuniform sampler2D lightScatteringSampler;\r\n\r\nuniform float decay;\r\nuniform float exposure;\r\nuniform float weight;\r\nuniform float density;\r\nuniform vec2 meshPositionOnScreen;\r\n\r\nvarying vec2 vUV;\r\n\r\nvoid main(void) {\r\n vec2 tc = vUV;\r\n vec2 deltaTexCoord = (tc - meshPositionOnScreen.xy);\r\n deltaTexCoord *= 1.0 / float(NUM_SAMPLES) * density;\r\n\r\n float illuminationDecay = 1.0;\r\n\r\n vec4 color = texture2D(lightScatteringSampler, tc) * 0.4;\r\n\r\n for(int i=0; i < NUM_SAMPLES; i++) {\r\n tc -= deltaTexCoord;\r\n vec4 sample = texture2D(lightScatteringSampler, tc) * 0.4;\r\n sample *= illuminationDecay * weight;\r\n color += sample;\r\n illuminationDecay *= decay;\r\n }\r\n\r\n vec4 realColor = texture2D(textureSampler, vUV);\r\n gl_FragColor = ((vec4((vec3(color.r, color.g, color.b) * exposure), 1)) + (realColor * (1.5 - 0.4)));\r\n}\r\n",volumetricLightScatteringPassPixelShader:"precision highp float;\r\n\r\n#if defined(ALPHATEST) || defined(NEED_UV)\r\nvarying vec2 vUV;\r\n#endif\r\n\r\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\r\nuniform sampler2D diffuseSampler;\r\n#endif\r\n\r\n#if defined(DIFFUSE_COLOR_RENDER)\r\nuniform vec3 color;\r\n#endif\r\n\r\n#if defined(OPACITY)\r\nuniform sampler2D opacitySampler;\r\nuniform float opacityLevel;\r\n#endif\r\n\r\nvoid main(void)\r\n{\r\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\r\n vec4 diffuseColor = texture2D(diffuseSampler, vUV);\r\n#endif\r\n\r\n#ifdef ALPHATEST\r\n if (diffuseColor.a < 0.4)\r\n discard;\r\n#endif\r\n\r\n#ifdef OPACITY\r\n vec4 opacityColor = texture2D(opacitySampler, vUV);\r\n float alpha = 1.0;\r\n\r\n #ifdef OPACITYRGB\r\n opacityColor.rgb = opacityColor.rgb * vec3(0.3, 0.59, 0.11);\r\n alpha *= (opacityColor.x + opacityColor.y + opacityColor.z) * opacityLevel;\r\n #else\r\n alpha *= opacityColor.a * opacityLevel;\r\n #endif\r\n\r\n #if defined(BASIC_RENDER)\r\n gl_FragColor = vec4(diffuseColor.rgb, alpha);\r\n #elif defined(DIFFUSE_COLOR_RENDER)\r\n gl_FragColor = vec4(color.rgb, alpha);\r\n #else\r\n gl_FragColor = vec4(0.0, 0.0, 0.0, alpha);\r\n #endif\r\n\r\n gl_FragColor.a = alpha;\r\n#else\r\n\r\n #if defined(BASIC_RENDER)\r\n gl_FragColor = diffuseColor;\r\n #elif defined(DIFFUSE_COLOR_RENDER)\r\n gl_FragColor = vec4(color.rgb, 1.0);\r\n #else\r\n gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\r\n #endif\r\n#endif\r\n\r\n}\r\n",vrDistortionCorrectionPixelShader:"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\nuniform vec2 LensCenter;\r\nuniform vec2 Scale;\r\nuniform vec2 ScaleIn;\r\nuniform vec4 HmdWarpParam;\r\n\r\nvec2 HmdWarp(vec2 in01) {\r\n\r\n vec2 theta = (in01 - LensCenter) * ScaleIn; // Scales to [-1, 1]\r\n float rSq = theta.x * theta.x + theta.y * theta.y;\r\n vec2 rvector = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);\r\n return LensCenter + Scale * rvector;\r\n}\r\n\r\nvoid main(void)\r\n{\r\n vec2 tc = HmdWarp(vUV);\r\n if (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0)\r\n gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\r\n else{\r\n gl_FragColor = vec4(texture2D(textureSampler, tc).rgb, 1.0);\r\n }\r\n}",woodPixelShader:"precision highp float;\r\n\r\nvarying vec2 vPosition;\r\nvarying vec2 vUV;\r\n\r\nuniform float ampScale;\r\nuniform vec3 woodColor;\r\n\r\nfloat rand(vec2 n) {\r\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\r\n}\r\n\r\nfloat noise(vec2 n) {\r\n const vec2 d = vec2(0.0, 1.0);\r\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\r\n return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\r\n}\r\n\r\nfloat fbm(vec2 n) {\r\n float total = 0.0, amplitude = 1.0;\r\n for (int i = 0; i < 4; i++) {\r\n total += noise(n) * amplitude;\r\n n += n;\r\n amplitude *= 0.5;\r\n }\r\n return total;\r\n}\r\n\r\nvoid main(void) {\r\n float ratioy = mod(vUV.x * ampScale, 2.0 + fbm(vUV * 0.8));\r\n vec3 wood = woodColor * ratioy;\r\n gl_FragColor = vec4(wood, 1.0);\r\n}"},("undefined"!=typeof window&&window.module||"undefined"!=typeof module)&&"undefined"!=typeof module.exports&&(module.exports=BABYLON);