babylon.1.14-RC-debug.js 1.0 MB

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  1. var BABYLON;
  2. (function (BABYLON) {
  3. var Color3 = (function () {
  4. function Color3(r, g, b) {
  5. if (typeof r === "undefined") { r = 0; }
  6. if (typeof g === "undefined") { g = 0; }
  7. if (typeof b === "undefined") { b = 0; }
  8. this.r = r;
  9. this.g = g;
  10. this.b = b;
  11. }
  12. Color3.prototype.toString = function () {
  13. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
  14. };
  15. Color3.prototype.toArray = function (array, index) {
  16. if (index === undefined) {
  17. index = 0;
  18. }
  19. array[index] = this.r;
  20. array[index + 1] = this.g;
  21. array[index + 2] = this.b;
  22. };
  23. Color3.prototype.toColor4 = function (alpha) {
  24. if (typeof alpha === "undefined") { alpha = 1; }
  25. return new Color4(this.r, this.g, this.b, alpha);
  26. };
  27. Color3.prototype.asArray = function () {
  28. var result = [];
  29. this.toArray(result, 0);
  30. return result;
  31. };
  32. Color3.prototype.toLuminance = function () {
  33. return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;
  34. };
  35. Color3.prototype.multiply = function (otherColor) {
  36. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  37. };
  38. Color3.prototype.multiplyToRef = function (otherColor, result) {
  39. result.r = this.r * otherColor.r;
  40. result.g = this.g * otherColor.g;
  41. result.b = this.b * otherColor.b;
  42. };
  43. Color3.prototype.equals = function (otherColor) {
  44. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  45. };
  46. Color3.prototype.scale = function (scale) {
  47. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  48. };
  49. Color3.prototype.scaleToRef = function (scale, result) {
  50. result.r = this.r * scale;
  51. result.g = this.g * scale;
  52. result.b = this.b * scale;
  53. };
  54. Color3.prototype.add = function (otherColor) {
  55. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  56. };
  57. Color3.prototype.addToRef = function (otherColor, result) {
  58. result.r = this.r + otherColor.r;
  59. result.g = this.g + otherColor.g;
  60. result.b = this.b + otherColor.b;
  61. };
  62. Color3.prototype.subtract = function (otherColor) {
  63. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  64. };
  65. Color3.prototype.subtractToRef = function (otherColor, result) {
  66. result.r = this.r - otherColor.r;
  67. result.g = this.g - otherColor.g;
  68. result.b = this.b - otherColor.b;
  69. };
  70. Color3.prototype.clone = function () {
  71. return new Color3(this.r, this.g, this.b);
  72. };
  73. Color3.prototype.copyFrom = function (source) {
  74. this.r = source.r;
  75. this.g = source.g;
  76. this.b = source.b;
  77. };
  78. Color3.prototype.copyFromFloats = function (r, g, b) {
  79. this.r = r;
  80. this.g = g;
  81. this.b = b;
  82. };
  83. Color3.FromArray = function (array) {
  84. return new Color3(array[0], array[1], array[2]);
  85. };
  86. Color3.FromInts = function (r, g, b) {
  87. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  88. };
  89. Color3.Lerp = function (start, end, amount) {
  90. var r = start.r + ((end.r - start.r) * amount);
  91. var g = start.g + ((end.g - start.g) * amount);
  92. var b = start.b + ((end.b - start.b) * amount);
  93. return new Color3(r, g, b);
  94. };
  95. Color3.Red = function () {
  96. return new Color3(1, 0, 0);
  97. };
  98. Color3.Green = function () {
  99. return new Color3(0, 1, 0);
  100. };
  101. Color3.Blue = function () {
  102. return new Color3(0, 0, 1);
  103. };
  104. Color3.Black = function () {
  105. return new Color3(0, 0, 0);
  106. };
  107. Color3.White = function () {
  108. return new Color3(1, 1, 1);
  109. };
  110. Color3.Purple = function () {
  111. return new Color3(0.5, 0, 0.5);
  112. };
  113. Color3.Magenta = function () {
  114. return new Color3(1, 0, 1);
  115. };
  116. Color3.Yellow = function () {
  117. return new Color3(1, 1, 0);
  118. };
  119. Color3.Gray = function () {
  120. return new Color3(0.5, 0.5, 0.5);
  121. };
  122. return Color3;
  123. })();
  124. BABYLON.Color3 = Color3;
  125. var Color4 = (function () {
  126. function Color4(r, g, b, a) {
  127. this.r = r;
  128. this.g = g;
  129. this.b = b;
  130. this.a = a;
  131. }
  132. Color4.prototype.addInPlace = function (right) {
  133. this.r += right.r;
  134. this.g += right.g;
  135. this.b += right.b;
  136. this.a += right.a;
  137. };
  138. Color4.prototype.asArray = function () {
  139. var result = [];
  140. this.toArray(result, 0);
  141. return result;
  142. };
  143. Color4.prototype.toArray = function (array, index) {
  144. if (index === undefined) {
  145. index = 0;
  146. }
  147. array[index] = this.r;
  148. array[index + 1] = this.g;
  149. array[index + 2] = this.b;
  150. array[index + 3] = this.a;
  151. };
  152. Color4.prototype.add = function (right) {
  153. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  154. };
  155. Color4.prototype.subtract = function (right) {
  156. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  157. };
  158. Color4.prototype.subtractToRef = function (right, result) {
  159. result.r = this.r - right.r;
  160. result.g = this.g - right.g;
  161. result.b = this.b - right.b;
  162. result.a = this.a - right.a;
  163. };
  164. Color4.prototype.scale = function (scale) {
  165. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  166. };
  167. Color4.prototype.scaleToRef = function (scale, result) {
  168. result.r = this.r * scale;
  169. result.g = this.g * scale;
  170. result.b = this.b * scale;
  171. result.a = this.a * scale;
  172. };
  173. Color4.prototype.toString = function () {
  174. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  175. };
  176. Color4.prototype.clone = function () {
  177. return new Color4(this.r, this.g, this.b, this.a);
  178. };
  179. Color4.Lerp = function (left, right, amount) {
  180. var result = new Color4(0, 0, 0, 0);
  181. BABYLON.Color4.LerpToRef(left, right, amount, result);
  182. return result;
  183. };
  184. Color4.LerpToRef = function (left, right, amount, result) {
  185. result.r = left.r + (right.r - left.r) * amount;
  186. result.g = left.g + (right.g - left.g) * amount;
  187. result.b = left.b + (right.b - left.b) * amount;
  188. result.a = left.a + (right.a - left.a) * amount;
  189. };
  190. Color4.FromArray = function (array, offset) {
  191. if (typeof offset === "undefined") { offset = 0; }
  192. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  193. };
  194. Color4.FromInts = function (r, g, b, a) {
  195. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  196. };
  197. return Color4;
  198. })();
  199. BABYLON.Color4 = Color4;
  200. var Vector2 = (function () {
  201. function Vector2(x, y) {
  202. this.x = x;
  203. this.y = y;
  204. }
  205. Vector2.prototype.toString = function () {
  206. return "{X: " + this.x + " Y:" + this.y + "}";
  207. };
  208. Vector2.prototype.toArray = function (array, index) {
  209. if (index === undefined) {
  210. index = 0;
  211. }
  212. array[index] = this.x;
  213. array[index + 1] = this.y;
  214. };
  215. Vector2.prototype.asArray = function () {
  216. var result = [];
  217. this.toArray(result, 0);
  218. return result;
  219. };
  220. Vector2.prototype.copyFrom = function (source) {
  221. this.x = source.x;
  222. this.y = source.y;
  223. };
  224. Vector2.prototype.copyFromFloats = function (x, y) {
  225. this.x = x;
  226. this.y = y;
  227. };
  228. Vector2.prototype.add = function (otherVector) {
  229. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  230. };
  231. Vector2.prototype.addVector3 = function (otherVector) {
  232. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  233. };
  234. Vector2.prototype.subtract = function (otherVector) {
  235. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  236. };
  237. Vector2.prototype.multiplyInPlace = function (otherVector) {
  238. this.x *= otherVector.x;
  239. this.y *= otherVector.y;
  240. };
  241. Vector2.prototype.multiply = function (otherVector) {
  242. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  243. };
  244. Vector2.prototype.multiplyToRef = function (otherVector, result) {
  245. result.x = this.x * otherVector.x;
  246. result.y = this.y * otherVector.y;
  247. };
  248. Vector2.prototype.multiplyByFloats = function (x, y) {
  249. return new Vector2(this.x * x, this.y * y);
  250. };
  251. Vector2.prototype.divide = function (otherVector) {
  252. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  253. };
  254. Vector2.prototype.divideToRef = function (otherVector, result) {
  255. result.x = this.x / otherVector.x;
  256. result.y = this.y / otherVector.y;
  257. };
  258. Vector2.prototype.negate = function () {
  259. return new Vector2(-this.x, -this.y);
  260. };
  261. Vector2.prototype.scaleInPlace = function (scale) {
  262. this.x *= scale;
  263. this.y *= scale;
  264. };
  265. Vector2.prototype.scale = function (scale) {
  266. return new Vector2(this.x * scale, this.y * scale);
  267. };
  268. Vector2.prototype.equals = function (otherVector) {
  269. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  270. };
  271. Vector2.prototype.length = function () {
  272. return Math.sqrt(this.x * this.x + this.y * this.y);
  273. };
  274. Vector2.prototype.lengthSquared = function () {
  275. return (this.x * this.x + this.y * this.y);
  276. };
  277. Vector2.prototype.normalize = function () {
  278. var len = this.length();
  279. if (len === 0)
  280. return;
  281. var num = 1.0 / len;
  282. this.x *= num;
  283. this.y *= num;
  284. };
  285. Vector2.prototype.clone = function () {
  286. return new Vector2(this.x, this.y);
  287. };
  288. Vector2.Zero = function () {
  289. return new Vector2(0, 0);
  290. };
  291. Vector2.FromArray = function (array, offset) {
  292. if (!offset) {
  293. offset = 0;
  294. }
  295. return new Vector2(array[offset], array[offset + 1]);
  296. };
  297. Vector2.FromArrayToRef = function (array, offset, result) {
  298. result.x = array[offset];
  299. result.y = array[offset + 1];
  300. };
  301. Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
  302. var squared = amount * amount;
  303. var cubed = amount * squared;
  304. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) + (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) + ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  305. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) + (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) + ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  306. return new Vector2(x, y);
  307. };
  308. Vector2.Clamp = function (value, min, max) {
  309. var x = value.x;
  310. x = (x > max.x) ? max.x : x;
  311. x = (x < min.x) ? min.x : x;
  312. var y = value.y;
  313. y = (y > max.y) ? max.y : y;
  314. y = (y < min.y) ? min.y : y;
  315. return new Vector2(x, y);
  316. };
  317. Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  318. var squared = amount * amount;
  319. var cubed = amount * squared;
  320. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  321. var part2 = (-2.0 * cubed) + (3.0 * squared);
  322. var part3 = (cubed - (2.0 * squared)) + amount;
  323. var part4 = cubed - squared;
  324. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  325. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  326. return new Vector2(x, y);
  327. };
  328. Vector2.Lerp = function (start, end, amount) {
  329. var x = start.x + ((end.x - start.x) * amount);
  330. var y = start.y + ((end.y - start.y) * amount);
  331. return new Vector2(x, y);
  332. };
  333. Vector2.Dot = function (left, right) {
  334. return left.x * right.x + left.y * right.y;
  335. };
  336. Vector2.Normalize = function (vector) {
  337. var newVector = vector.clone();
  338. newVector.normalize();
  339. return newVector;
  340. };
  341. Vector2.Minimize = function (left, right) {
  342. var x = (left.x < right.x) ? left.x : right.x;
  343. var y = (left.y < right.y) ? left.y : right.y;
  344. return new Vector2(x, y);
  345. };
  346. Vector2.Maximize = function (left, right) {
  347. var x = (left.x > right.x) ? left.x : right.x;
  348. var y = (left.y > right.y) ? left.y : right.y;
  349. return new Vector2(x, y);
  350. };
  351. Vector2.Transform = function (vector, transformation) {
  352. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]);
  353. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]);
  354. return new Vector2(x, y);
  355. };
  356. Vector2.Distance = function (value1, value2) {
  357. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  358. };
  359. Vector2.DistanceSquared = function (value1, value2) {
  360. var x = value1.x - value2.x;
  361. var y = value1.y - value2.y;
  362. return (x * x) + (y * y);
  363. };
  364. return Vector2;
  365. })();
  366. BABYLON.Vector2 = Vector2;
  367. var Vector3 = (function () {
  368. function Vector3(x, y, z) {
  369. this.x = x;
  370. this.y = y;
  371. this.z = z;
  372. }
  373. Vector3.prototype.toString = function () {
  374. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  375. };
  376. Vector3.prototype.asArray = function () {
  377. var result = [];
  378. this.toArray(result, 0);
  379. return result;
  380. };
  381. Vector3.prototype.toArray = function (array, index) {
  382. if (index === undefined) {
  383. index = 0;
  384. }
  385. array[index] = this.x;
  386. array[index + 1] = this.y;
  387. array[index + 2] = this.z;
  388. };
  389. Vector3.prototype.addInPlace = function (otherVector) {
  390. this.x += otherVector.x;
  391. this.y += otherVector.y;
  392. this.z += otherVector.z;
  393. };
  394. Vector3.prototype.add = function (otherVector) {
  395. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  396. };
  397. Vector3.prototype.addToRef = function (otherVector, result) {
  398. result.x = this.x + otherVector.x;
  399. result.y = this.y + otherVector.y;
  400. result.z = this.z + otherVector.z;
  401. };
  402. Vector3.prototype.subtractInPlace = function (otherVector) {
  403. this.x -= otherVector.x;
  404. this.y -= otherVector.y;
  405. this.z -= otherVector.z;
  406. };
  407. Vector3.prototype.subtract = function (otherVector) {
  408. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  409. };
  410. Vector3.prototype.subtractToRef = function (otherVector, result) {
  411. result.x = this.x - otherVector.x;
  412. result.y = this.y - otherVector.y;
  413. result.z = this.z - otherVector.z;
  414. };
  415. Vector3.prototype.subtractFromFloats = function (x, y, z) {
  416. return new Vector3(this.x - x, this.y - y, this.z - z);
  417. };
  418. Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
  419. result.x = this.x - x;
  420. result.y = this.y - y;
  421. result.z = this.z - z;
  422. };
  423. Vector3.prototype.negate = function () {
  424. return new Vector3(-this.x, -this.y, -this.z);
  425. };
  426. Vector3.prototype.scaleInPlace = function (scale) {
  427. this.x *= scale;
  428. this.y *= scale;
  429. this.z *= scale;
  430. };
  431. Vector3.prototype.scale = function (scale) {
  432. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  433. };
  434. Vector3.prototype.scaleToRef = function (scale, result) {
  435. result.x = this.x * scale;
  436. result.y = this.y * scale;
  437. result.z = this.z * scale;
  438. };
  439. Vector3.prototype.equals = function (otherVector) {
  440. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  441. };
  442. Vector3.prototype.equalsWithEpsilon = function (otherVector) {
  443. return Math.abs(this.x - otherVector.x) < BABYLON.Engine.Epsilon && Math.abs(this.y - otherVector.y) < BABYLON.Engine.Epsilon && Math.abs(this.z - otherVector.z) < BABYLON.Engine.Epsilon;
  444. };
  445. Vector3.prototype.equalsToFloats = function (x, y, z) {
  446. return this.x === x && this.y === y && this.z === z;
  447. };
  448. Vector3.prototype.multiplyInPlace = function (otherVector) {
  449. this.x *= otherVector.x;
  450. this.y *= otherVector.y;
  451. this.z *= otherVector.z;
  452. };
  453. Vector3.prototype.multiply = function (otherVector) {
  454. return new Vector3(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  455. };
  456. Vector3.prototype.multiplyToRef = function (otherVector, result) {
  457. result.x = this.x * otherVector.x;
  458. result.y = this.y * otherVector.y;
  459. result.z = this.z * otherVector.z;
  460. };
  461. Vector3.prototype.multiplyByFloats = function (x, y, z) {
  462. return new Vector3(this.x * x, this.y * y, this.z * z);
  463. };
  464. Vector3.prototype.divide = function (otherVector) {
  465. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  466. };
  467. Vector3.prototype.divideToRef = function (otherVector, result) {
  468. result.x = this.x / otherVector.x;
  469. result.y = this.y / otherVector.y;
  470. result.z = this.z / otherVector.z;
  471. };
  472. Vector3.prototype.MinimizeInPlace = function (other) {
  473. if (other.x < this.x)
  474. this.x = other.x;
  475. if (other.y < this.y)
  476. this.y = other.y;
  477. if (other.z < this.z)
  478. this.z = other.z;
  479. };
  480. Vector3.prototype.MaximizeInPlace = function (other) {
  481. if (other.x > this.x)
  482. this.x = other.x;
  483. if (other.y > this.y)
  484. this.y = other.y;
  485. if (other.z > this.z)
  486. this.z = other.z;
  487. };
  488. Vector3.prototype.length = function () {
  489. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  490. };
  491. Vector3.prototype.lengthSquared = function () {
  492. return (this.x * this.x + this.y * this.y + this.z * this.z);
  493. };
  494. Vector3.prototype.normalize = function () {
  495. var len = this.length();
  496. if (len === 0)
  497. return;
  498. var num = 1.0 / len;
  499. this.x *= num;
  500. this.y *= num;
  501. this.z *= num;
  502. };
  503. Vector3.prototype.clone = function () {
  504. return new Vector3(this.x, this.y, this.z);
  505. };
  506. Vector3.prototype.copyFrom = function (source) {
  507. this.x = source.x;
  508. this.y = source.y;
  509. this.z = source.z;
  510. };
  511. Vector3.prototype.copyFromFloats = function (x, y, z) {
  512. this.x = x;
  513. this.y = y;
  514. this.z = z;
  515. };
  516. Vector3.FromArray = function (array, offset) {
  517. if (!offset) {
  518. offset = 0;
  519. }
  520. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  521. };
  522. Vector3.FromArrayToRef = function (array, offset, result) {
  523. result.x = array[offset];
  524. result.y = array[offset + 1];
  525. result.z = array[offset + 2];
  526. };
  527. Vector3.FromFloatArrayToRef = function (array, offset, result) {
  528. result.x = array[offset];
  529. result.y = array[offset + 1];
  530. result.z = array[offset + 2];
  531. };
  532. Vector3.FromFloatsToRef = function (x, y, z, result) {
  533. result.x = x;
  534. result.y = y;
  535. result.z = z;
  536. };
  537. Vector3.Zero = function () {
  538. return new Vector3(0, 0, 0);
  539. };
  540. Vector3.Up = function () {
  541. return new Vector3(0, 1.0, 0);
  542. };
  543. Vector3.TransformCoordinates = function (vector, transformation) {
  544. var result = Vector3.Zero();
  545. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  546. return result;
  547. };
  548. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  549. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]) + transformation.m[12];
  550. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]) + transformation.m[13];
  551. var z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]) + transformation.m[14];
  552. var w = (vector.x * transformation.m[3]) + (vector.y * transformation.m[7]) + (vector.z * transformation.m[11]) + transformation.m[15];
  553. result.x = x / w;
  554. result.y = y / w;
  555. result.z = z / w;
  556. };
  557. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  558. var rx = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]) + transformation.m[12];
  559. var ry = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]) + transformation.m[13];
  560. var rz = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]) + transformation.m[14];
  561. var rw = (x * transformation.m[3]) + (y * transformation.m[7]) + (z * transformation.m[11]) + transformation.m[15];
  562. result.x = rx / rw;
  563. result.y = ry / rw;
  564. result.z = rz / rw;
  565. };
  566. Vector3.TransformNormal = function (vector, transformation) {
  567. var result = Vector3.Zero();
  568. Vector3.TransformNormalToRef(vector, transformation, result);
  569. return result;
  570. };
  571. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  572. result.x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]);
  573. result.y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]);
  574. result.z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]);
  575. };
  576. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  577. result.x = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]);
  578. result.y = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]);
  579. result.z = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]);
  580. };
  581. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  582. var squared = amount * amount;
  583. var cubed = amount * squared;
  584. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) + (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) + ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  585. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) + (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) + ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  586. var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) + (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) + ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));
  587. return new Vector3(x, y, z);
  588. };
  589. Vector3.Clamp = function (value, min, max) {
  590. var x = value.x;
  591. x = (x > max.x) ? max.x : x;
  592. x = (x < min.x) ? min.x : x;
  593. var y = value.y;
  594. y = (y > max.y) ? max.y : y;
  595. y = (y < min.y) ? min.y : y;
  596. var z = value.z;
  597. z = (z > max.z) ? max.z : z;
  598. z = (z < min.z) ? min.z : z;
  599. return new Vector3(x, y, z);
  600. };
  601. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  602. var squared = amount * amount;
  603. var cubed = amount * squared;
  604. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  605. var part2 = (-2.0 * cubed) + (3.0 * squared);
  606. var part3 = (cubed - (2.0 * squared)) + amount;
  607. var part4 = cubed - squared;
  608. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  609. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  610. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  611. return new Vector3(x, y, z);
  612. };
  613. Vector3.Lerp = function (start, end, amount) {
  614. var x = start.x + ((end.x - start.x) * amount);
  615. var y = start.y + ((end.y - start.y) * amount);
  616. var z = start.z + ((end.z - start.z) * amount);
  617. return new Vector3(x, y, z);
  618. };
  619. Vector3.Dot = function (left, right) {
  620. return (left.x * right.x + left.y * right.y + left.z * right.z);
  621. };
  622. Vector3.Cross = function (left, right) {
  623. var result = Vector3.Zero();
  624. Vector3.CrossToRef(left, right, result);
  625. return result;
  626. };
  627. Vector3.CrossToRef = function (left, right, result) {
  628. result.x = left.y * right.z - left.z * right.y;
  629. result.y = left.z * right.x - left.x * right.z;
  630. result.z = left.x * right.y - left.y * right.x;
  631. };
  632. Vector3.Normalize = function (vector) {
  633. var result = Vector3.Zero();
  634. Vector3.NormalizeToRef(vector, result);
  635. return result;
  636. };
  637. Vector3.NormalizeToRef = function (vector, result) {
  638. result.copyFrom(vector);
  639. result.normalize();
  640. };
  641. Vector3.Project = function (vector, world, transform, viewport) {
  642. var cw = viewport.width;
  643. var ch = viewport.height;
  644. var cx = viewport.x;
  645. var cy = viewport.y;
  646. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2.0, 0, 0, 0, 0, -ch / 2.0, 0, 0, 0, 0, 1, 0, cx + cw / 2.0, ch / 2.0 + cy, 0, 1);
  647. var finalMatrix = world.multiply(transform).multiply(viewportMatrix);
  648. return Vector3.TransformCoordinates(vector, finalMatrix);
  649. };
  650. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  651. var matrix = world.multiply(view).multiply(projection);
  652. matrix.invert();
  653. source.x = source.x / viewportWidth * 2 - 1;
  654. source.y = -(source.y / viewportHeight * 2 - 1);
  655. var vector = BABYLON.Vector3.TransformCoordinates(source, matrix);
  656. var num = source.x * matrix.m[3] + source.y * matrix.m[7] + source.z * matrix.m[11] + matrix.m[15];
  657. if (BABYLON.Tools.WithinEpsilon(num, 1.0)) {
  658. vector = vector.scale(1.0 / num);
  659. }
  660. return vector;
  661. };
  662. Vector3.Minimize = function (left, right) {
  663. var min = left.clone();
  664. min.MinimizeInPlace(right);
  665. return min;
  666. };
  667. Vector3.Maximize = function (left, right) {
  668. var max = left.clone();
  669. max.MaximizeInPlace(right);
  670. return max;
  671. };
  672. Vector3.Distance = function (value1, value2) {
  673. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  674. };
  675. Vector3.DistanceSquared = function (value1, value2) {
  676. var x = value1.x - value2.x;
  677. var y = value1.y - value2.y;
  678. var z = value1.z - value2.z;
  679. return (x * x) + (y * y) + (z * z);
  680. };
  681. Vector3.Center = function (value1, value2) {
  682. var center = value1.add(value2);
  683. center.scaleInPlace(0.5);
  684. return center;
  685. };
  686. return Vector3;
  687. })();
  688. BABYLON.Vector3 = Vector3;
  689. var Quaternion = (function () {
  690. function Quaternion(x, y, z, w) {
  691. if (typeof x === "undefined") { x = 0; }
  692. if (typeof y === "undefined") { y = 0; }
  693. if (typeof z === "undefined") { z = 0; }
  694. if (typeof w === "undefined") { w = 1; }
  695. this.x = x;
  696. this.y = y;
  697. this.z = z;
  698. this.w = w;
  699. }
  700. Quaternion.prototype.toString = function () {
  701. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  702. };
  703. Quaternion.prototype.asArray = function () {
  704. return [this.x, this.y, this.z, this.w];
  705. };
  706. Quaternion.prototype.equals = function (otherQuaternion) {
  707. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  708. };
  709. Quaternion.prototype.clone = function () {
  710. return new Quaternion(this.x, this.y, this.z, this.w);
  711. };
  712. Quaternion.prototype.copyFrom = function (other) {
  713. this.x = other.x;
  714. this.y = other.y;
  715. this.z = other.z;
  716. this.w = other.w;
  717. };
  718. Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
  719. this.x = x;
  720. this.y = y;
  721. this.z = z;
  722. this.w = w;
  723. };
  724. Quaternion.prototype.add = function (other) {
  725. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  726. };
  727. Quaternion.prototype.subtract = function (other) {
  728. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  729. };
  730. Quaternion.prototype.scale = function (value) {
  731. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  732. };
  733. Quaternion.prototype.multiply = function (q1) {
  734. var result = new Quaternion(0, 0, 0, 1.0);
  735. this.multiplyToRef(q1, result);
  736. return result;
  737. };
  738. Quaternion.prototype.multiplyToRef = function (q1, result) {
  739. result.x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  740. result.y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  741. result.z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  742. result.w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  743. };
  744. Quaternion.prototype.length = function () {
  745. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  746. };
  747. Quaternion.prototype.normalize = function () {
  748. var length = 1.0 / this.length();
  749. this.x *= length;
  750. this.y *= length;
  751. this.z *= length;
  752. this.w *= length;
  753. };
  754. Quaternion.prototype.toEulerAngles = function () {
  755. var result = Vector3.Zero();
  756. this.toEulerAnglesToRef(result);
  757. return result;
  758. };
  759. Quaternion.prototype.toEulerAnglesToRef = function (result) {
  760. var qx = this.x;
  761. var qy = this.y;
  762. var qz = this.z;
  763. var qw = this.w;
  764. var sqx = qx * qx;
  765. var sqy = qy * qy;
  766. var sqz = qz * qz;
  767. var yaw = Math.atan2(2.0 * (qy * qw - qx * qz), 1.0 - 2.0 * (sqy + sqz));
  768. var pitch = Math.asin(2.0 * (qx * qy + qz * qw));
  769. var roll = Math.atan2(2.0 * (qx * qw - qy * qz), 1.0 - 2.0 * (sqx + sqz));
  770. var gimbaLockTest = qx * qy + qz * qw;
  771. if (gimbaLockTest > 0.499) {
  772. yaw = 2.0 * Math.atan2(qx, qw);
  773. roll = 0;
  774. } else if (gimbaLockTest < -0.499) {
  775. yaw = -2.0 * Math.atan2(qx, qw);
  776. roll = 0;
  777. }
  778. result.x = pitch;
  779. result.y = yaw;
  780. result.z = roll;
  781. };
  782. Quaternion.prototype.toRotationMatrix = function (result) {
  783. var xx = this.x * this.x;
  784. var yy = this.y * this.y;
  785. var zz = this.z * this.z;
  786. var xy = this.x * this.y;
  787. var zw = this.z * this.w;
  788. var zx = this.z * this.x;
  789. var yw = this.y * this.w;
  790. var yz = this.y * this.z;
  791. var xw = this.x * this.w;
  792. result.m[0] = 1.0 - (2.0 * (yy + zz));
  793. result.m[1] = 2.0 * (xy + zw);
  794. result.m[2] = 2.0 * (zx - yw);
  795. result.m[3] = 0;
  796. result.m[4] = 2.0 * (xy - zw);
  797. result.m[5] = 1.0 - (2.0 * (zz + xx));
  798. result.m[6] = 2.0 * (yz + xw);
  799. result.m[7] = 0;
  800. result.m[8] = 2.0 * (zx + yw);
  801. result.m[9] = 2.0 * (yz - xw);
  802. result.m[10] = 1.0 - (2.0 * (yy + xx));
  803. result.m[11] = 0;
  804. result.m[12] = 0;
  805. result.m[13] = 0;
  806. result.m[14] = 0;
  807. result.m[15] = 1.0;
  808. };
  809. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  810. var data = matrix.m;
  811. var m11 = data[0], m12 = data[4], m13 = data[8];
  812. var m21 = data[1], m22 = data[5], m23 = data[9];
  813. var m31 = data[2], m32 = data[6], m33 = data[10];
  814. var trace = m11 + m22 + m33;
  815. var s;
  816. if (trace > 0) {
  817. s = 0.5 / Math.sqrt(trace + 1.0);
  818. this.w = 0.25 / s;
  819. this.x = (m32 - m23) * s;
  820. this.y = (m13 - m31) * s;
  821. this.z = (m21 - m12) * s;
  822. return;
  823. }
  824. if (m11 > m22 && m11 > m33) {
  825. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  826. this.w = (m32 - m23) / s;
  827. this.x = 0.25 * s;
  828. this.y = (m12 + m21) / s;
  829. this.z = (m13 + m31) / s;
  830. return;
  831. }
  832. if (m22 > m33) {
  833. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  834. this.w = (m13 - m31) / s;
  835. this.x = (m12 + m21) / s;
  836. this.y = 0.25 * s;
  837. this.z = (m23 + m32) / s;
  838. return;
  839. }
  840. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  841. this.w = (m21 - m12) / s;
  842. this.x = (m13 + m31) / s;
  843. this.y = (m23 + m32) / s;
  844. this.z = 0.25 * s;
  845. };
  846. Quaternion.Inverse = function (q) {
  847. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  848. };
  849. Quaternion.RotationAxis = function (axis, angle) {
  850. var result = new Quaternion();
  851. var sin = Math.sin(angle / 2);
  852. result.w = Math.cos(angle / 2);
  853. result.x = axis.x * sin;
  854. result.y = axis.y * sin;
  855. result.z = axis.z * sin;
  856. return result;
  857. };
  858. Quaternion.FromArray = function (array, offset) {
  859. if (!offset) {
  860. offset = 0;
  861. }
  862. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  863. };
  864. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  865. var result = new Quaternion();
  866. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  867. return result;
  868. };
  869. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  870. var halfRoll = roll * 0.5;
  871. var halfPitch = pitch * 0.5;
  872. var halfYaw = yaw * 0.5;
  873. var sinRoll = Math.sin(halfRoll);
  874. var cosRoll = Math.cos(halfRoll);
  875. var sinPitch = Math.sin(halfPitch);
  876. var cosPitch = Math.cos(halfPitch);
  877. var sinYaw = Math.sin(halfYaw);
  878. var cosYaw = Math.cos(halfYaw);
  879. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  880. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  881. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  882. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  883. };
  884. Quaternion.Slerp = function (left, right, amount) {
  885. var num2;
  886. var num3;
  887. var num = amount;
  888. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  889. var flag = false;
  890. if (num4 < 0) {
  891. flag = true;
  892. num4 = -num4;
  893. }
  894. if (num4 > 0.999999) {
  895. num3 = 1 - num;
  896. num2 = flag ? -num : num;
  897. } else {
  898. var num5 = Math.acos(num4);
  899. var num6 = (1.0 / Math.sin(num5));
  900. num3 = (Math.sin((1.0 - num) * num5)) * num6;
  901. num2 = flag ? ((-Math.sin(num * num5)) * num6) : ((Math.sin(num * num5)) * num6);
  902. }
  903. return new Quaternion((num3 * left.x) + (num2 * right.x), (num3 * left.y) + (num2 * right.y), (num3 * left.z) + (num2 * right.z), (num3 * left.w) + (num2 * right.w));
  904. };
  905. return Quaternion;
  906. })();
  907. BABYLON.Quaternion = Quaternion;
  908. var Matrix = (function () {
  909. function Matrix() {
  910. this.m = new Float32Array(16);
  911. }
  912. Matrix.prototype.isIdentity = function () {
  913. if (this.m[0] != 1.0 || this.m[5] != 1.0 || this.m[10] != 1.0 || this.m[15] != 1.0)
  914. return false;
  915. if (this.m[1] != 0.0 || this.m[2] != 0.0 || this.m[3] != 0.0 || this.m[4] != 0.0 || this.m[6] != 0.0 || this.m[7] != 0.0 || this.m[8] != 0.0 || this.m[9] != 0.0 || this.m[11] != 0.0 || this.m[12] != 0.0 || this.m[13] != 0.0 || this.m[14] != 0.0)
  916. return false;
  917. return true;
  918. };
  919. Matrix.prototype.determinant = function () {
  920. var temp1 = (this.m[10] * this.m[15]) - (this.m[11] * this.m[14]);
  921. var temp2 = (this.m[9] * this.m[15]) - (this.m[11] * this.m[13]);
  922. var temp3 = (this.m[9] * this.m[14]) - (this.m[10] * this.m[13]);
  923. var temp4 = (this.m[8] * this.m[15]) - (this.m[11] * this.m[12]);
  924. var temp5 = (this.m[8] * this.m[14]) - (this.m[10] * this.m[12]);
  925. var temp6 = (this.m[8] * this.m[13]) - (this.m[9] * this.m[12]);
  926. return ((((this.m[0] * (((this.m[5] * temp1) - (this.m[6] * temp2)) + (this.m[7] * temp3))) - (this.m[1] * (((this.m[4] * temp1) - (this.m[6] * temp4)) + (this.m[7] * temp5)))) + (this.m[2] * (((this.m[4] * temp2) - (this.m[5] * temp4)) + (this.m[7] * temp6)))) - (this.m[3] * (((this.m[4] * temp3) - (this.m[5] * temp5)) + (this.m[6] * temp6))));
  927. };
  928. Matrix.prototype.toArray = function () {
  929. return this.m;
  930. };
  931. Matrix.prototype.asArray = function () {
  932. return this.toArray();
  933. };
  934. Matrix.prototype.invert = function () {
  935. this.invertToRef(this);
  936. };
  937. Matrix.prototype.invertToRef = function (other) {
  938. var l1 = this.m[0];
  939. var l2 = this.m[1];
  940. var l3 = this.m[2];
  941. var l4 = this.m[3];
  942. var l5 = this.m[4];
  943. var l6 = this.m[5];
  944. var l7 = this.m[6];
  945. var l8 = this.m[7];
  946. var l9 = this.m[8];
  947. var l10 = this.m[9];
  948. var l11 = this.m[10];
  949. var l12 = this.m[11];
  950. var l13 = this.m[12];
  951. var l14 = this.m[13];
  952. var l15 = this.m[14];
  953. var l16 = this.m[15];
  954. var l17 = (l11 * l16) - (l12 * l15);
  955. var l18 = (l10 * l16) - (l12 * l14);
  956. var l19 = (l10 * l15) - (l11 * l14);
  957. var l20 = (l9 * l16) - (l12 * l13);
  958. var l21 = (l9 * l15) - (l11 * l13);
  959. var l22 = (l9 * l14) - (l10 * l13);
  960. var l23 = ((l6 * l17) - (l7 * l18)) + (l8 * l19);
  961. var l24 = -(((l5 * l17) - (l7 * l20)) + (l8 * l21));
  962. var l25 = ((l5 * l18) - (l6 * l20)) + (l8 * l22);
  963. var l26 = -(((l5 * l19) - (l6 * l21)) + (l7 * l22));
  964. var l27 = 1.0 / ((((l1 * l23) + (l2 * l24)) + (l3 * l25)) + (l4 * l26));
  965. var l28 = (l7 * l16) - (l8 * l15);
  966. var l29 = (l6 * l16) - (l8 * l14);
  967. var l30 = (l6 * l15) - (l7 * l14);
  968. var l31 = (l5 * l16) - (l8 * l13);
  969. var l32 = (l5 * l15) - (l7 * l13);
  970. var l33 = (l5 * l14) - (l6 * l13);
  971. var l34 = (l7 * l12) - (l8 * l11);
  972. var l35 = (l6 * l12) - (l8 * l10);
  973. var l36 = (l6 * l11) - (l7 * l10);
  974. var l37 = (l5 * l12) - (l8 * l9);
  975. var l38 = (l5 * l11) - (l7 * l9);
  976. var l39 = (l5 * l10) - (l6 * l9);
  977. other.m[0] = l23 * l27;
  978. other.m[4] = l24 * l27;
  979. other.m[8] = l25 * l27;
  980. other.m[12] = l26 * l27;
  981. other.m[1] = -(((l2 * l17) - (l3 * l18)) + (l4 * l19)) * l27;
  982. other.m[5] = (((l1 * l17) - (l3 * l20)) + (l4 * l21)) * l27;
  983. other.m[9] = -(((l1 * l18) - (l2 * l20)) + (l4 * l22)) * l27;
  984. other.m[13] = (((l1 * l19) - (l2 * l21)) + (l3 * l22)) * l27;
  985. other.m[2] = (((l2 * l28) - (l3 * l29)) + (l4 * l30)) * l27;
  986. other.m[6] = -(((l1 * l28) - (l3 * l31)) + (l4 * l32)) * l27;
  987. other.m[10] = (((l1 * l29) - (l2 * l31)) + (l4 * l33)) * l27;
  988. other.m[14] = -(((l1 * l30) - (l2 * l32)) + (l3 * l33)) * l27;
  989. other.m[3] = -(((l2 * l34) - (l3 * l35)) + (l4 * l36)) * l27;
  990. other.m[7] = (((l1 * l34) - (l3 * l37)) + (l4 * l38)) * l27;
  991. other.m[11] = -(((l1 * l35) - (l2 * l37)) + (l4 * l39)) * l27;
  992. other.m[15] = (((l1 * l36) - (l2 * l38)) + (l3 * l39)) * l27;
  993. };
  994. Matrix.prototype.setTranslation = function (vector3) {
  995. this.m[12] = vector3.x;
  996. this.m[13] = vector3.y;
  997. this.m[14] = vector3.z;
  998. };
  999. Matrix.prototype.multiply = function (other) {
  1000. var result = new Matrix();
  1001. this.multiplyToRef(other, result);
  1002. return result;
  1003. };
  1004. Matrix.prototype.copyFrom = function (other) {
  1005. for (var index = 0; index < 16; index++) {
  1006. this.m[index] = other.m[index];
  1007. }
  1008. };
  1009. Matrix.prototype.copyToArray = function (array, offset) {
  1010. if (typeof offset === "undefined") { offset = 0; }
  1011. for (var index = 0; index < 16; index++) {
  1012. array[offset + index] = this.m[index];
  1013. }
  1014. };
  1015. Matrix.prototype.multiplyToRef = function (other, result) {
  1016. this.multiplyToArray(other, result.m, 0);
  1017. };
  1018. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  1019. var tm0 = this.m[0];
  1020. var tm1 = this.m[1];
  1021. var tm2 = this.m[2];
  1022. var tm3 = this.m[3];
  1023. var tm4 = this.m[4];
  1024. var tm5 = this.m[5];
  1025. var tm6 = this.m[6];
  1026. var tm7 = this.m[7];
  1027. var tm8 = this.m[8];
  1028. var tm9 = this.m[9];
  1029. var tm10 = this.m[10];
  1030. var tm11 = this.m[11];
  1031. var tm12 = this.m[12];
  1032. var tm13 = this.m[13];
  1033. var tm14 = this.m[14];
  1034. var tm15 = this.m[15];
  1035. var om0 = other.m[0];
  1036. var om1 = other.m[1];
  1037. var om2 = other.m[2];
  1038. var om3 = other.m[3];
  1039. var om4 = other.m[4];
  1040. var om5 = other.m[5];
  1041. var om6 = other.m[6];
  1042. var om7 = other.m[7];
  1043. var om8 = other.m[8];
  1044. var om9 = other.m[9];
  1045. var om10 = other.m[10];
  1046. var om11 = other.m[11];
  1047. var om12 = other.m[12];
  1048. var om13 = other.m[13];
  1049. var om14 = other.m[14];
  1050. var om15 = other.m[15];
  1051. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  1052. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  1053. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  1054. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  1055. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  1056. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  1057. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  1058. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  1059. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  1060. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  1061. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  1062. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  1063. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  1064. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  1065. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  1066. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  1067. };
  1068. Matrix.prototype.equals = function (value) {
  1069. return value && (this.m[0] === value.m[0] && this.m[1] === value.m[1] && this.m[2] === value.m[2] && this.m[3] === value.m[3] && this.m[4] === value.m[4] && this.m[5] === value.m[5] && this.m[6] === value.m[6] && this.m[7] === value.m[7] && this.m[8] === value.m[8] && this.m[9] === value.m[9] && this.m[10] === value.m[10] && this.m[11] === value.m[11] && this.m[12] === value.m[12] && this.m[13] === value.m[13] && this.m[14] === value.m[14] && this.m[15] === value.m[15]);
  1070. };
  1071. Matrix.prototype.clone = function () {
  1072. return Matrix.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]);
  1073. };
  1074. Matrix.FromArray = function (array, offset) {
  1075. var result = new Matrix();
  1076. if (!offset) {
  1077. offset = 0;
  1078. }
  1079. Matrix.FromArrayToRef(array, offset, result);
  1080. return result;
  1081. };
  1082. Matrix.FromArrayToRef = function (array, offset, result) {
  1083. for (var index = 0; index < 16; index++) {
  1084. result.m[index] = array[index + offset];
  1085. }
  1086. };
  1087. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  1088. result.m[0] = initialM11;
  1089. result.m[1] = initialM12;
  1090. result.m[2] = initialM13;
  1091. result.m[3] = initialM14;
  1092. result.m[4] = initialM21;
  1093. result.m[5] = initialM22;
  1094. result.m[6] = initialM23;
  1095. result.m[7] = initialM24;
  1096. result.m[8] = initialM31;
  1097. result.m[9] = initialM32;
  1098. result.m[10] = initialM33;
  1099. result.m[11] = initialM34;
  1100. result.m[12] = initialM41;
  1101. result.m[13] = initialM42;
  1102. result.m[14] = initialM43;
  1103. result.m[15] = initialM44;
  1104. };
  1105. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  1106. var result = new Matrix();
  1107. result.m[0] = initialM11;
  1108. result.m[1] = initialM12;
  1109. result.m[2] = initialM13;
  1110. result.m[3] = initialM14;
  1111. result.m[4] = initialM21;
  1112. result.m[5] = initialM22;
  1113. result.m[6] = initialM23;
  1114. result.m[7] = initialM24;
  1115. result.m[8] = initialM31;
  1116. result.m[9] = initialM32;
  1117. result.m[10] = initialM33;
  1118. result.m[11] = initialM34;
  1119. result.m[12] = initialM41;
  1120. result.m[13] = initialM42;
  1121. result.m[14] = initialM43;
  1122. result.m[15] = initialM44;
  1123. return result;
  1124. };
  1125. Matrix.Identity = function () {
  1126. return Matrix.FromValues(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0);
  1127. };
  1128. Matrix.IdentityToRef = function (result) {
  1129. Matrix.FromValuesToRef(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, result);
  1130. };
  1131. Matrix.Zero = function () {
  1132. return Matrix.FromValues(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
  1133. };
  1134. Matrix.RotationX = function (angle) {
  1135. var result = new Matrix();
  1136. Matrix.RotationXToRef(angle, result);
  1137. return result;
  1138. };
  1139. Matrix.RotationXToRef = function (angle, result) {
  1140. var s = Math.sin(angle);
  1141. var c = Math.cos(angle);
  1142. result.m[0] = 1.0;
  1143. result.m[15] = 1.0;
  1144. result.m[5] = c;
  1145. result.m[10] = c;
  1146. result.m[9] = -s;
  1147. result.m[6] = s;
  1148. result.m[1] = 0;
  1149. result.m[2] = 0;
  1150. result.m[3] = 0;
  1151. result.m[4] = 0;
  1152. result.m[7] = 0;
  1153. result.m[8] = 0;
  1154. result.m[11] = 0;
  1155. result.m[12] = 0;
  1156. result.m[13] = 0;
  1157. result.m[14] = 0;
  1158. };
  1159. Matrix.RotationY = function (angle) {
  1160. var result = new Matrix();
  1161. Matrix.RotationYToRef(angle, result);
  1162. return result;
  1163. };
  1164. Matrix.RotationYToRef = function (angle, result) {
  1165. var s = Math.sin(angle);
  1166. var c = Math.cos(angle);
  1167. result.m[5] = 1.0;
  1168. result.m[15] = 1.0;
  1169. result.m[0] = c;
  1170. result.m[2] = -s;
  1171. result.m[8] = s;
  1172. result.m[10] = c;
  1173. result.m[1] = 0;
  1174. result.m[3] = 0;
  1175. result.m[4] = 0;
  1176. result.m[6] = 0;
  1177. result.m[7] = 0;
  1178. result.m[9] = 0;
  1179. result.m[11] = 0;
  1180. result.m[12] = 0;
  1181. result.m[13] = 0;
  1182. result.m[14] = 0;
  1183. };
  1184. Matrix.RotationZ = function (angle) {
  1185. var result = new Matrix();
  1186. Matrix.RotationZToRef(angle, result);
  1187. return result;
  1188. };
  1189. Matrix.RotationZToRef = function (angle, result) {
  1190. var s = Math.sin(angle);
  1191. var c = Math.cos(angle);
  1192. result.m[10] = 1.0;
  1193. result.m[15] = 1.0;
  1194. result.m[0] = c;
  1195. result.m[1] = s;
  1196. result.m[4] = -s;
  1197. result.m[5] = c;
  1198. result.m[2] = 0;
  1199. result.m[3] = 0;
  1200. result.m[6] = 0;
  1201. result.m[7] = 0;
  1202. result.m[8] = 0;
  1203. result.m[9] = 0;
  1204. result.m[11] = 0;
  1205. result.m[12] = 0;
  1206. result.m[13] = 0;
  1207. result.m[14] = 0;
  1208. };
  1209. Matrix.RotationAxis = function (axis, angle) {
  1210. var s = Math.sin(-angle);
  1211. var c = Math.cos(-angle);
  1212. var c1 = 1 - c;
  1213. axis.normalize();
  1214. var result = Matrix.Zero();
  1215. result.m[0] = (axis.x * axis.x) * c1 + c;
  1216. result.m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  1217. result.m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  1218. result.m[3] = 0.0;
  1219. result.m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  1220. result.m[5] = (axis.y * axis.y) * c1 + c;
  1221. result.m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  1222. result.m[7] = 0.0;
  1223. result.m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  1224. result.m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  1225. result.m[10] = (axis.z * axis.z) * c1 + c;
  1226. result.m[11] = 0.0;
  1227. result.m[15] = 1.0;
  1228. return result;
  1229. };
  1230. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  1231. var result = new Matrix();
  1232. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  1233. return result;
  1234. };
  1235. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  1236. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, this._tempQuaternion);
  1237. this._tempQuaternion.toRotationMatrix(result);
  1238. };
  1239. Matrix.Scaling = function (x, y, z) {
  1240. var result = Matrix.Zero();
  1241. Matrix.ScalingToRef(x, y, z, result);
  1242. return result;
  1243. };
  1244. Matrix.ScalingToRef = function (x, y, z, result) {
  1245. result.m[0] = x;
  1246. result.m[1] = 0;
  1247. result.m[2] = 0;
  1248. result.m[3] = 0;
  1249. result.m[4] = 0;
  1250. result.m[5] = y;
  1251. result.m[6] = 0;
  1252. result.m[7] = 0;
  1253. result.m[8] = 0;
  1254. result.m[9] = 0;
  1255. result.m[10] = z;
  1256. result.m[11] = 0;
  1257. result.m[12] = 0;
  1258. result.m[13] = 0;
  1259. result.m[14] = 0;
  1260. result.m[15] = 1.0;
  1261. };
  1262. Matrix.Translation = function (x, y, z) {
  1263. var result = Matrix.Identity();
  1264. Matrix.TranslationToRef(x, y, z, result);
  1265. return result;
  1266. };
  1267. Matrix.TranslationToRef = function (x, y, z, result) {
  1268. Matrix.FromValuesToRef(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, x, y, z, 1.0, result);
  1269. };
  1270. Matrix.LookAtLH = function (eye, target, up) {
  1271. var result = Matrix.Zero();
  1272. Matrix.LookAtLHToRef(eye, target, up, result);
  1273. return result;
  1274. };
  1275. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  1276. target.subtractToRef(eye, this._zAxis);
  1277. this._zAxis.normalize();
  1278. Vector3.CrossToRef(up, this._zAxis, this._xAxis);
  1279. this._xAxis.normalize();
  1280. Vector3.CrossToRef(this._zAxis, this._xAxis, this._yAxis);
  1281. this._yAxis.normalize();
  1282. var ex = -Vector3.Dot(this._xAxis, eye);
  1283. var ey = -Vector3.Dot(this._yAxis, eye);
  1284. var ez = -Vector3.Dot(this._zAxis, eye);
  1285. return Matrix.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, ex, ey, ez, 1, result);
  1286. };
  1287. Matrix.OrthoLH = function (width, height, znear, zfar) {
  1288. var hw = 2.0 / width;
  1289. var hh = 2.0 / height;
  1290. var id = 1.0 / (zfar - znear);
  1291. var nid = znear / (znear - zfar);
  1292. return Matrix.FromValues(hw, 0, 0, 0, 0, hh, 0, 0, 0, 0, id, 0, 0, 0, nid, 1);
  1293. };
  1294. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  1295. var matrix = Matrix.Zero();
  1296. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  1297. return matrix;
  1298. };
  1299. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  1300. result.m[0] = 2.0 / (right - left);
  1301. result.m[1] = result.m[2] = result.m[3] = 0;
  1302. result.m[5] = 2.0 / (top - bottom);
  1303. result.m[4] = result.m[6] = result.m[7] = 0;
  1304. result.m[10] = -1.0 / (znear - zfar);
  1305. result.m[8] = result.m[9] = result.m[11] = 0;
  1306. result.m[12] = (left + right) / (left - right);
  1307. result.m[13] = (top + bottom) / (bottom - top);
  1308. result.m[14] = znear / (znear - zfar);
  1309. result.m[15] = 1.0;
  1310. };
  1311. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  1312. var matrix = Matrix.Zero();
  1313. matrix.m[0] = (2.0 * znear) / width;
  1314. matrix.m[1] = matrix.m[2] = matrix.m[3] = 0.0;
  1315. matrix.m[5] = (2.0 * znear) / height;
  1316. matrix.m[4] = matrix.m[6] = matrix.m[7] = 0.0;
  1317. matrix.m[10] = -zfar / (znear - zfar);
  1318. matrix.m[8] = matrix.m[9] = 0.0;
  1319. matrix.m[11] = 1.0;
  1320. matrix.m[12] = matrix.m[13] = matrix.m[15] = 0.0;
  1321. matrix.m[14] = (znear * zfar) / (znear - zfar);
  1322. return matrix;
  1323. };
  1324. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  1325. var matrix = Matrix.Zero();
  1326. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  1327. return matrix;
  1328. };
  1329. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result) {
  1330. var tan = 1.0 / (Math.tan(fov * 0.5));
  1331. result.m[0] = tan / aspect;
  1332. result.m[1] = result.m[2] = result.m[3] = 0.0;
  1333. result.m[5] = tan;
  1334. result.m[4] = result.m[6] = result.m[7] = 0.0;
  1335. result.m[8] = result.m[9] = 0.0;
  1336. result.m[10] = -zfar / (znear - zfar);
  1337. result.m[11] = 1.0;
  1338. result.m[12] = result.m[13] = result.m[15] = 0.0;
  1339. result.m[14] = (znear * zfar) / (znear - zfar);
  1340. };
  1341. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  1342. var cw = viewport.width;
  1343. var ch = viewport.height;
  1344. var cx = viewport.x;
  1345. var cy = viewport.y;
  1346. var viewportMatrix = Matrix.FromValues(cw / 2.0, 0, 0, 0, 0, -ch / 2.0, 0, 0, 0, 0, zmax - zmin, 0, cx + cw / 2.0, ch / 2.0 + cy, zmin, 1);
  1347. return world.multiply(view).multiply(projection).multiply(viewportMatrix);
  1348. };
  1349. Matrix.Transpose = function (matrix) {
  1350. var result = new Matrix();
  1351. result.m[0] = matrix.m[0];
  1352. result.m[1] = matrix.m[4];
  1353. result.m[2] = matrix.m[8];
  1354. result.m[3] = matrix.m[12];
  1355. result.m[4] = matrix.m[1];
  1356. result.m[5] = matrix.m[5];
  1357. result.m[6] = matrix.m[9];
  1358. result.m[7] = matrix.m[13];
  1359. result.m[8] = matrix.m[2];
  1360. result.m[9] = matrix.m[6];
  1361. result.m[10] = matrix.m[10];
  1362. result.m[11] = matrix.m[14];
  1363. result.m[12] = matrix.m[3];
  1364. result.m[13] = matrix.m[7];
  1365. result.m[14] = matrix.m[11];
  1366. result.m[15] = matrix.m[15];
  1367. return result;
  1368. };
  1369. Matrix.Reflection = function (plane) {
  1370. var matrix = new Matrix();
  1371. Matrix.ReflectionToRef(plane, matrix);
  1372. return matrix;
  1373. };
  1374. Matrix.ReflectionToRef = function (plane, result) {
  1375. plane.normalize();
  1376. var x = plane.normal.x;
  1377. var y = plane.normal.y;
  1378. var z = plane.normal.z;
  1379. var temp = -2 * x;
  1380. var temp2 = -2 * y;
  1381. var temp3 = -2 * z;
  1382. result.m[0] = (temp * x) + 1;
  1383. result.m[1] = temp2 * x;
  1384. result.m[2] = temp3 * x;
  1385. result.m[3] = 0.0;
  1386. result.m[4] = temp * y;
  1387. result.m[5] = (temp2 * y) + 1;
  1388. result.m[6] = temp3 * y;
  1389. result.m[7] = 0.0;
  1390. result.m[8] = temp * z;
  1391. result.m[9] = temp2 * z;
  1392. result.m[10] = (temp3 * z) + 1;
  1393. result.m[11] = 0.0;
  1394. result.m[12] = temp * plane.d;
  1395. result.m[13] = temp2 * plane.d;
  1396. result.m[14] = temp3 * plane.d;
  1397. result.m[15] = 1.0;
  1398. };
  1399. Matrix._tempQuaternion = new Quaternion();
  1400. Matrix._xAxis = Vector3.Zero();
  1401. Matrix._yAxis = Vector3.Zero();
  1402. Matrix._zAxis = Vector3.Zero();
  1403. return Matrix;
  1404. })();
  1405. BABYLON.Matrix = Matrix;
  1406. var Plane = (function () {
  1407. function Plane(a, b, c, d) {
  1408. this.normal = new Vector3(a, b, c);
  1409. this.d = d;
  1410. }
  1411. Plane.prototype.asArray = function () {
  1412. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  1413. };
  1414. Plane.prototype.clone = function () {
  1415. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  1416. };
  1417. Plane.prototype.normalize = function () {
  1418. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  1419. var magnitude = 0;
  1420. if (norm != 0) {
  1421. magnitude = 1.0 / norm;
  1422. }
  1423. this.normal.x *= magnitude;
  1424. this.normal.y *= magnitude;
  1425. this.normal.z *= magnitude;
  1426. this.d *= magnitude;
  1427. };
  1428. Plane.prototype.transform = function (transformation) {
  1429. var transposedMatrix = BABYLON.Matrix.Transpose(transformation);
  1430. var x = this.normal.x;
  1431. var y = this.normal.y;
  1432. var z = this.normal.z;
  1433. var d = this.d;
  1434. var normalX = (((x * transposedMatrix.m[0]) + (y * transposedMatrix.m[1])) + (z * transposedMatrix.m[2])) + (d * transposedMatrix.m[3]);
  1435. var normalY = (((x * transposedMatrix.m[4]) + (y * transposedMatrix.m[5])) + (z * transposedMatrix.m[6])) + (d * transposedMatrix.m[7]);
  1436. var normalZ = (((x * transposedMatrix.m[8]) + (y * transposedMatrix.m[9])) + (z * transposedMatrix.m[10])) + (d * transposedMatrix.m[11]);
  1437. var finalD = (((x * transposedMatrix.m[12]) + (y * transposedMatrix.m[13])) + (z * transposedMatrix.m[14])) + (d * transposedMatrix.m[15]);
  1438. return new BABYLON.Plane(normalX, normalY, normalZ, finalD);
  1439. };
  1440. Plane.prototype.dotCoordinate = function (point) {
  1441. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  1442. };
  1443. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  1444. var x1 = point2.x - point1.x;
  1445. var y1 = point2.y - point1.y;
  1446. var z1 = point2.z - point1.z;
  1447. var x2 = point3.x - point1.x;
  1448. var y2 = point3.y - point1.y;
  1449. var z2 = point3.z - point1.z;
  1450. var yz = (y1 * z2) - (z1 * y2);
  1451. var xz = (z1 * x2) - (x1 * z2);
  1452. var xy = (x1 * y2) - (y1 * x2);
  1453. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  1454. var invPyth;
  1455. if (pyth != 0) {
  1456. invPyth = 1.0 / pyth;
  1457. } else {
  1458. invPyth = 0;
  1459. }
  1460. this.normal.x = yz * invPyth;
  1461. this.normal.y = xz * invPyth;
  1462. this.normal.z = xy * invPyth;
  1463. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  1464. };
  1465. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  1466. var dot = Vector3.Dot(this.normal, direction);
  1467. return (dot <= epsilon);
  1468. };
  1469. Plane.prototype.signedDistanceTo = function (point) {
  1470. return Vector3.Dot(point, this.normal) + this.d;
  1471. };
  1472. Plane.FromArray = function (array) {
  1473. return new BABYLON.Plane(array[0], array[1], array[2], array[3]);
  1474. };
  1475. Plane.FromPoints = function (point1, point2, point3) {
  1476. var result = new BABYLON.Plane(0, 0, 0, 0);
  1477. result.copyFromPoints(point1, point2, point3);
  1478. return result;
  1479. };
  1480. Plane.FromPositionAndNormal = function (origin, normal) {
  1481. var result = new BABYLON.Plane(0, 0, 0, 0);
  1482. normal.normalize();
  1483. result.normal = normal;
  1484. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  1485. return result;
  1486. };
  1487. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  1488. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  1489. return Vector3.Dot(point, normal) + d;
  1490. };
  1491. return Plane;
  1492. })();
  1493. BABYLON.Plane = Plane;
  1494. var Viewport = (function () {
  1495. function Viewport(x, y, width, height) {
  1496. this.x = x;
  1497. this.y = y;
  1498. this.width = width;
  1499. this.height = height;
  1500. }
  1501. Viewport.prototype.toGlobal = function (engine) {
  1502. var width = engine.getRenderWidth();
  1503. var height = engine.getRenderHeight();
  1504. return new Viewport(this.x * width, this.y * height, this.width * width, this.height * height);
  1505. };
  1506. return Viewport;
  1507. })();
  1508. BABYLON.Viewport = Viewport;
  1509. var Frustum = (function () {
  1510. function Frustum() {
  1511. }
  1512. Frustum.GetPlanes = function (transform) {
  1513. var frustumPlanes = [];
  1514. for (var index = 0; index < 6; index++) {
  1515. frustumPlanes.push(new Plane(0, 0, 0, 0));
  1516. }
  1517. Frustum.GetPlanesToRef(transform, frustumPlanes);
  1518. return frustumPlanes;
  1519. };
  1520. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  1521. frustumPlanes[0].normal.x = transform.m[3] + transform.m[2];
  1522. frustumPlanes[0].normal.y = transform.m[7] + transform.m[6];
  1523. frustumPlanes[0].normal.z = transform.m[10] + transform.m[10];
  1524. frustumPlanes[0].d = transform.m[15] + transform.m[14];
  1525. frustumPlanes[0].normalize();
  1526. frustumPlanes[1].normal.x = transform.m[3] - transform.m[2];
  1527. frustumPlanes[1].normal.y = transform.m[7] - transform.m[6];
  1528. frustumPlanes[1].normal.z = transform.m[11] - transform.m[10];
  1529. frustumPlanes[1].d = transform.m[15] - transform.m[14];
  1530. frustumPlanes[1].normalize();
  1531. frustumPlanes[2].normal.x = transform.m[3] + transform.m[0];
  1532. frustumPlanes[2].normal.y = transform.m[7] + transform.m[4];
  1533. frustumPlanes[2].normal.z = transform.m[11] + transform.m[8];
  1534. frustumPlanes[2].d = transform.m[15] + transform.m[12];
  1535. frustumPlanes[2].normalize();
  1536. frustumPlanes[3].normal.x = transform.m[3] - transform.m[0];
  1537. frustumPlanes[3].normal.y = transform.m[7] - transform.m[4];
  1538. frustumPlanes[3].normal.z = transform.m[11] - transform.m[8];
  1539. frustumPlanes[3].d = transform.m[15] - transform.m[12];
  1540. frustumPlanes[3].normalize();
  1541. frustumPlanes[4].normal.x = transform.m[3] - transform.m[1];
  1542. frustumPlanes[4].normal.y = transform.m[7] - transform.m[5];
  1543. frustumPlanes[4].normal.z = transform.m[11] - transform.m[9];
  1544. frustumPlanes[4].d = transform.m[15] - transform.m[13];
  1545. frustumPlanes[4].normalize();
  1546. frustumPlanes[5].normal.x = transform.m[3] + transform.m[1];
  1547. frustumPlanes[5].normal.y = transform.m[7] + transform.m[5];
  1548. frustumPlanes[5].normal.z = transform.m[11] + transform.m[9];
  1549. frustumPlanes[5].d = transform.m[15] + transform.m[13];
  1550. frustumPlanes[5].normalize();
  1551. };
  1552. return Frustum;
  1553. })();
  1554. BABYLON.Frustum = Frustum;
  1555. var Ray = (function () {
  1556. function Ray(origin, direction) {
  1557. this.origin = origin;
  1558. this.direction = direction;
  1559. }
  1560. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum) {
  1561. var d = 0.0;
  1562. var maxValue = Number.MAX_VALUE;
  1563. if (Math.abs(this.direction.x) < 0.0000001) {
  1564. if (this.origin.x < minimum.x || this.origin.x > maximum.x) {
  1565. return false;
  1566. }
  1567. } else {
  1568. var inv = 1.0 / this.direction.x;
  1569. var min = (minimum.x - this.origin.x) * inv;
  1570. var max = (maximum.x - this.origin.x) * inv;
  1571. if (min > max) {
  1572. var temp = min;
  1573. min = max;
  1574. max = temp;
  1575. }
  1576. d = Math.max(min, d);
  1577. maxValue = Math.min(max, maxValue);
  1578. if (d > maxValue) {
  1579. return false;
  1580. }
  1581. }
  1582. if (Math.abs(this.direction.y) < 0.0000001) {
  1583. if (this.origin.y < minimum.y || this.origin.y > maximum.y) {
  1584. return false;
  1585. }
  1586. } else {
  1587. inv = 1.0 / this.direction.y;
  1588. min = (minimum.y - this.origin.y) * inv;
  1589. max = (maximum.y - this.origin.y) * inv;
  1590. if (min > max) {
  1591. temp = min;
  1592. min = max;
  1593. max = temp;
  1594. }
  1595. d = Math.max(min, d);
  1596. maxValue = Math.min(max, maxValue);
  1597. if (d > maxValue) {
  1598. return false;
  1599. }
  1600. }
  1601. if (Math.abs(this.direction.z) < 0.0000001) {
  1602. if (this.origin.z < minimum.z || this.origin.z > maximum.z) {
  1603. return false;
  1604. }
  1605. } else {
  1606. inv = 1.0 / this.direction.z;
  1607. min = (minimum.z - this.origin.z) * inv;
  1608. max = (maximum.z - this.origin.z) * inv;
  1609. if (min > max) {
  1610. temp = min;
  1611. min = max;
  1612. max = temp;
  1613. }
  1614. d = Math.max(min, d);
  1615. maxValue = Math.min(max, maxValue);
  1616. if (d > maxValue) {
  1617. return false;
  1618. }
  1619. }
  1620. return true;
  1621. };
  1622. Ray.prototype.intersectsBox = function (box) {
  1623. return this.intersectsBoxMinMax(box.minimum, box.maximum);
  1624. };
  1625. Ray.prototype.intersectsSphere = function (sphere) {
  1626. var x = sphere.center.x - this.origin.x;
  1627. var y = sphere.center.y - this.origin.y;
  1628. var z = sphere.center.z - this.origin.z;
  1629. var pyth = (x * x) + (y * y) + (z * z);
  1630. var rr = sphere.radius * sphere.radius;
  1631. if (pyth <= rr) {
  1632. return true;
  1633. }
  1634. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  1635. if (dot < 0.0) {
  1636. return false;
  1637. }
  1638. var temp = pyth - (dot * dot);
  1639. return temp <= rr;
  1640. };
  1641. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  1642. if (!this._edge1) {
  1643. this._edge1 = BABYLON.Vector3.Zero();
  1644. this._edge2 = BABYLON.Vector3.Zero();
  1645. this._pvec = BABYLON.Vector3.Zero();
  1646. this._tvec = BABYLON.Vector3.Zero();
  1647. this._qvec = BABYLON.Vector3.Zero();
  1648. }
  1649. vertex1.subtractToRef(vertex0, this._edge1);
  1650. vertex2.subtractToRef(vertex0, this._edge2);
  1651. BABYLON.Vector3.CrossToRef(this.direction, this._edge2, this._pvec);
  1652. var det = Vector3.Dot(this._edge1, this._pvec);
  1653. if (det === 0) {
  1654. return null;
  1655. }
  1656. var invdet = 1 / det;
  1657. this.origin.subtractToRef(vertex0, this._tvec);
  1658. var bu = Vector3.Dot(this._tvec, this._pvec) * invdet;
  1659. if (bu < 0 || bu > 1.0) {
  1660. return null;
  1661. }
  1662. Vector3.CrossToRef(this._tvec, this._edge1, this._qvec);
  1663. var bv = Vector3.Dot(this.direction, this._qvec) * invdet;
  1664. if (bv < 0 || bu + bv > 1.0) {
  1665. return null;
  1666. }
  1667. return new BABYLON.IntersectionInfo(bu, bv, Vector3.Dot(this._edge2, this._qvec) * invdet);
  1668. };
  1669. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  1670. var start = BABYLON.Vector3.Unproject(new BABYLON.Vector3(x, y, 0), viewportWidth, viewportHeight, world, view, projection);
  1671. var end = BABYLON.Vector3.Unproject(new BABYLON.Vector3(x, y, 1), viewportWidth, viewportHeight, world, view, projection);
  1672. var direction = end.subtract(start);
  1673. direction.normalize();
  1674. return new Ray(start, direction);
  1675. };
  1676. Ray.Transform = function (ray, matrix) {
  1677. var newOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, matrix);
  1678. var newDirection = BABYLON.Vector3.TransformNormal(ray.direction, matrix);
  1679. return new Ray(newOrigin, newDirection);
  1680. };
  1681. return Ray;
  1682. })();
  1683. BABYLON.Ray = Ray;
  1684. (function (Space) {
  1685. Space[Space["LOCAL"] = 0] = "LOCAL";
  1686. Space[Space["WORLD"] = 1] = "WORLD";
  1687. })(BABYLON.Space || (BABYLON.Space = {}));
  1688. var Space = BABYLON.Space;
  1689. var Axis = (function () {
  1690. function Axis() {
  1691. }
  1692. Axis.X = new BABYLON.Vector3(1, 0, 0);
  1693. Axis.Y = new BABYLON.Vector3(0, 1, 0);
  1694. Axis.Z = new BABYLON.Vector3(0, 0, 1);
  1695. return Axis;
  1696. })();
  1697. BABYLON.Axis = Axis;
  1698. ;
  1699. })(BABYLON || (BABYLON = {}));
  1700. var BABYLON;
  1701. (function (BABYLON) {
  1702. var screenshotCanvas;
  1703. var fpsRange = 60;
  1704. var previousFramesDuration = [];
  1705. var fps = 60;
  1706. var deltaTime = 0;
  1707. var cloneValue = function (source, destinationObject) {
  1708. if (!source)
  1709. return null;
  1710. if (source instanceof BABYLON.Mesh) {
  1711. return null;
  1712. }
  1713. if (source instanceof BABYLON.SubMesh) {
  1714. return source.clone(destinationObject);
  1715. } else if (source.clone) {
  1716. return source.clone();
  1717. }
  1718. return null;
  1719. };
  1720. var Tools = (function () {
  1721. function Tools() {
  1722. }
  1723. Tools.GetFilename = function (path) {
  1724. var index = path.lastIndexOf("/");
  1725. if (index < 0)
  1726. return path;
  1727. return path.substring(index + 1);
  1728. };
  1729. Tools.GetDOMTextContent = function (element) {
  1730. var result = "";
  1731. var child = element.firstChild;
  1732. while (child) {
  1733. if (child.nodeType == 3) {
  1734. result += child.textContent;
  1735. }
  1736. child = child.nextSibling;
  1737. }
  1738. return result;
  1739. };
  1740. Tools.ToDegrees = function (angle) {
  1741. return angle * 180 / Math.PI;
  1742. };
  1743. Tools.ToRadians = function (angle) {
  1744. return angle * Math.PI / 180;
  1745. };
  1746. Tools.ExtractMinAndMaxIndexed = function (positions, indices, indexStart, indexCount) {
  1747. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1748. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1749. for (var index = indexStart; index < indexStart + indexCount; index++) {
  1750. var current = new BABYLON.Vector3(positions[indices[index] * 3], positions[indices[index] * 3 + 1], positions[indices[index] * 3 + 2]);
  1751. minimum = BABYLON.Vector3.Minimize(current, minimum);
  1752. maximum = BABYLON.Vector3.Maximize(current, maximum);
  1753. }
  1754. return {
  1755. minimum: minimum,
  1756. maximum: maximum
  1757. };
  1758. };
  1759. Tools.ExtractMinAndMax = function (positions, start, count) {
  1760. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1761. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1762. for (var index = start; index < start + count; index++) {
  1763. var current = new BABYLON.Vector3(positions[index * 3], positions[index * 3 + 1], positions[index * 3 + 2]);
  1764. minimum = BABYLON.Vector3.Minimize(current, minimum);
  1765. maximum = BABYLON.Vector3.Maximize(current, maximum);
  1766. }
  1767. return {
  1768. minimum: minimum,
  1769. maximum: maximum
  1770. };
  1771. };
  1772. Tools.MakeArray = function (obj, allowsNullUndefined) {
  1773. if (allowsNullUndefined !== true && (obj === undefined || obj == null))
  1774. return undefined;
  1775. return Array.isArray(obj) ? obj : [obj];
  1776. };
  1777. Tools.GetPointerPrefix = function () {
  1778. var eventPrefix = "pointer";
  1779. if (!navigator.pointerEnabled) {
  1780. eventPrefix = "mouse";
  1781. }
  1782. return eventPrefix;
  1783. };
  1784. Tools.QueueNewFrame = function (func) {
  1785. if (window.requestAnimationFrame)
  1786. window.requestAnimationFrame(func);
  1787. else if (window.msRequestAnimationFrame)
  1788. window.msRequestAnimationFrame(func);
  1789. else if (window.webkitRequestAnimationFrame)
  1790. window.webkitRequestAnimationFrame(func);
  1791. else if (window.mozRequestAnimationFrame)
  1792. window.mozRequestAnimationFrame(func);
  1793. else if (window.oRequestAnimationFrame)
  1794. window.oRequestAnimationFrame(func);
  1795. else {
  1796. window.setTimeout(func, 16);
  1797. }
  1798. };
  1799. Tools.RequestFullscreen = function (element) {
  1800. if (element.requestFullscreen)
  1801. element.requestFullscreen();
  1802. else if (element.msRequestFullscreen)
  1803. element.msRequestFullscreen();
  1804. else if (element.webkitRequestFullscreen)
  1805. element.webkitRequestFullscreen();
  1806. else if (element.mozRequestFullScreen)
  1807. element.mozRequestFullScreen();
  1808. };
  1809. Tools.ExitFullscreen = function () {
  1810. if (document.exitFullscreen) {
  1811. document.exitFullscreen();
  1812. } else if (document.mozCancelFullScreen) {
  1813. document.mozCancelFullScreen();
  1814. } else if (document.webkitCancelFullScreen) {
  1815. document.webkitCancelFullScreen();
  1816. } else if (document.msCancelFullScreen) {
  1817. document.msCancelFullScreen();
  1818. }
  1819. };
  1820. Tools.CleanUrl = function (url) {
  1821. url = url.replace(/#/mg, "%23");
  1822. return url;
  1823. };
  1824. Tools.LoadImage = function (url, onload, onerror, database) {
  1825. url = Tools.CleanUrl(url);
  1826. var img = new Image();
  1827. img.crossOrigin = 'anonymous';
  1828. img.onload = function () {
  1829. onload(img);
  1830. };
  1831. img.onerror = function (err) {
  1832. onerror(img, err);
  1833. };
  1834. var noIndexedDB = function () {
  1835. img.src = url;
  1836. };
  1837. var loadFromIndexedDB = function () {
  1838. database.loadImageFromDB(url, img);
  1839. };
  1840. if (database && database.enableTexturesOffline && BABYLON.Database.isUASupportingBlobStorage) {
  1841. database.openAsync(loadFromIndexedDB, noIndexedDB);
  1842. } else {
  1843. if (url.indexOf("file:") === -1) {
  1844. noIndexedDB();
  1845. } else {
  1846. try {
  1847. var textureName = url.substring(5);
  1848. var blobURL;
  1849. try {
  1850. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesTextures[textureName], { oneTimeOnly: true });
  1851. } catch (ex) {
  1852. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesTextures[textureName]);
  1853. }
  1854. img.src = blobURL;
  1855. } catch (e) {
  1856. Tools.Log("Error while trying to load texture: " + textureName);
  1857. img.src = null;
  1858. }
  1859. }
  1860. }
  1861. return img;
  1862. };
  1863. Tools.LoadFile = function (url, callback, progressCallBack, database, useArrayBuffer, onError) {
  1864. url = Tools.CleanUrl(url);
  1865. var noIndexedDB = function () {
  1866. var request = new XMLHttpRequest();
  1867. var loadUrl = Tools.BaseUrl + url;
  1868. request.open('GET', loadUrl, true);
  1869. if (useArrayBuffer) {
  1870. request.responseType = "arraybuffer";
  1871. }
  1872. request.onprogress = progressCallBack;
  1873. request.onreadystatechange = function () {
  1874. if (request.readyState == 4) {
  1875. if (request.status == 200 || BABYLON.Tools.ValidateXHRData(request, !useArrayBuffer ? 1 : 6)) {
  1876. callback(!useArrayBuffer ? request.responseText : request.response);
  1877. } else {
  1878. if (onError) {
  1879. onError();
  1880. } else {
  1881. throw new Error("Error status: " + request.status + " - Unable to load " + loadUrl);
  1882. }
  1883. }
  1884. }
  1885. };
  1886. request.send(null);
  1887. };
  1888. var loadFromIndexedDB = function () {
  1889. database.loadFileFromDB(url, callback, progressCallBack, noIndexedDB, useArrayBuffer);
  1890. };
  1891. if (url.indexOf("file:") !== -1) {
  1892. var fileName = url.substring(5);
  1893. BABYLON.Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], callback, progressCallBack, true);
  1894. } else {
  1895. if (database && database.enableSceneOffline) {
  1896. database.openAsync(loadFromIndexedDB, noIndexedDB);
  1897. } else {
  1898. noIndexedDB();
  1899. }
  1900. }
  1901. };
  1902. Tools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) {
  1903. var reader = new FileReader();
  1904. reader.onload = function (e) {
  1905. callback(e.target.result);
  1906. };
  1907. reader.onprogress = progressCallBack;
  1908. if (!useArrayBuffer) {
  1909. reader.readAsText(fileToLoad);
  1910. } else {
  1911. reader.readAsArrayBuffer(fileToLoad);
  1912. }
  1913. };
  1914. Tools.CheckExtends = function (v, min, max) {
  1915. if (v.x < min.x)
  1916. min.x = v.x;
  1917. if (v.y < min.y)
  1918. min.y = v.y;
  1919. if (v.z < min.z)
  1920. min.z = v.z;
  1921. if (v.x > max.x)
  1922. max.x = v.x;
  1923. if (v.y > max.y)
  1924. max.y = v.y;
  1925. if (v.z > max.z)
  1926. max.z = v.z;
  1927. };
  1928. Tools.WithinEpsilon = function (a, b) {
  1929. var num = a - b;
  1930. return -1.401298E-45 <= num && num <= 1.401298E-45;
  1931. };
  1932. Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {
  1933. for (var prop in source) {
  1934. if (prop[0] === "_" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {
  1935. continue;
  1936. }
  1937. if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {
  1938. continue;
  1939. }
  1940. var sourceValue = source[prop];
  1941. var typeOfSourceValue = typeof sourceValue;
  1942. if (typeOfSourceValue == "function") {
  1943. continue;
  1944. }
  1945. if (typeOfSourceValue == "object") {
  1946. if (sourceValue instanceof Array) {
  1947. destination[prop] = [];
  1948. if (sourceValue.length > 0) {
  1949. if (typeof sourceValue[0] == "object") {
  1950. for (var index = 0; index < sourceValue.length; index++) {
  1951. var clonedValue = cloneValue(sourceValue[index], destination);
  1952. if (destination[prop].indexOf(clonedValue) === -1) {
  1953. destination[prop].push(clonedValue);
  1954. }
  1955. }
  1956. } else {
  1957. destination[prop] = sourceValue.slice(0);
  1958. }
  1959. }
  1960. } else {
  1961. destination[prop] = cloneValue(sourceValue, destination);
  1962. }
  1963. } else {
  1964. destination[prop] = sourceValue;
  1965. }
  1966. }
  1967. };
  1968. Tools.IsEmpty = function (obj) {
  1969. for (var i in obj) {
  1970. return false;
  1971. }
  1972. return true;
  1973. };
  1974. Tools.RegisterTopRootEvents = function (events) {
  1975. for (var index = 0; index < events.length; index++) {
  1976. var event = events[index];
  1977. window.addEventListener(event.name, event.handler, false);
  1978. try {
  1979. if (window.parent) {
  1980. window.parent.addEventListener(event.name, event.handler, false);
  1981. }
  1982. } catch (e) {
  1983. }
  1984. }
  1985. };
  1986. Tools.UnregisterTopRootEvents = function (events) {
  1987. for (var index = 0; index < events.length; index++) {
  1988. var event = events[index];
  1989. window.removeEventListener(event.name, event.handler);
  1990. try {
  1991. if (window.parent) {
  1992. window.parent.removeEventListener(event.name, event.handler);
  1993. }
  1994. } catch (e) {
  1995. }
  1996. }
  1997. };
  1998. Tools.GetFps = function () {
  1999. return fps;
  2000. };
  2001. Tools.GetDeltaTime = function () {
  2002. return deltaTime;
  2003. };
  2004. Tools._MeasureFps = function () {
  2005. previousFramesDuration.push((new Date).getTime());
  2006. var length = previousFramesDuration.length;
  2007. if (length >= 2) {
  2008. deltaTime = previousFramesDuration[length - 1] - previousFramesDuration[length - 2];
  2009. }
  2010. if (length >= fpsRange) {
  2011. if (length > fpsRange) {
  2012. previousFramesDuration.splice(0, 1);
  2013. length = previousFramesDuration.length;
  2014. }
  2015. var sum = 0;
  2016. for (var id = 0; id < length - 1; id++) {
  2017. sum += previousFramesDuration[id + 1] - previousFramesDuration[id];
  2018. }
  2019. fps = 1000.0 / (sum / (length - 1));
  2020. }
  2021. };
  2022. Tools.CreateScreenshot = function (engine, camera, size) {
  2023. var width;
  2024. var height;
  2025. var scene = camera.getScene();
  2026. var previousCamera = null;
  2027. if (scene.activeCamera !== camera) {
  2028. previousCamera = scene.activeCamera;
  2029. scene.activeCamera = camera;
  2030. }
  2031. if (size.precision) {
  2032. width = Math.round(engine.getRenderWidth() * size.precision);
  2033. height = Math.round(width / engine.getAspectRatio(camera));
  2034. size = { width: width, height: height };
  2035. } else if (size.width && size.height) {
  2036. width = size.width;
  2037. height = size.height;
  2038. } else if (size.width && !size.height) {
  2039. width = size.width;
  2040. height = Math.round(width / engine.getAspectRatio(camera));
  2041. size = { width: width, height: height };
  2042. } else if (size.height && !size.width) {
  2043. height = size.height;
  2044. width = Math.round(height * engine.getAspectRatio(camera));
  2045. size = { width: width, height: height };
  2046. } else if (!isNaN(size)) {
  2047. height = size;
  2048. width = size;
  2049. } else {
  2050. Tools.Error("Invalid 'size' parameter !");
  2051. return;
  2052. }
  2053. var texture = new BABYLON.RenderTargetTexture("screenShot", size, engine.scenes[0], false, false);
  2054. texture.renderList = engine.scenes[0].meshes;
  2055. texture.onAfterRender = function () {
  2056. var numberOfChannelsByLine = width * 4;
  2057. var halfHeight = height / 2;
  2058. var data = engine.readPixels(0, 0, width, height);
  2059. for (var i = 0; i < halfHeight; i++) {
  2060. for (var j = 0; j < numberOfChannelsByLine; j++) {
  2061. var currentCell = j + i * numberOfChannelsByLine;
  2062. var targetLine = height - i - 1;
  2063. var targetCell = j + targetLine * numberOfChannelsByLine;
  2064. var temp = data[currentCell];
  2065. data[currentCell] = data[targetCell];
  2066. data[targetCell] = temp;
  2067. }
  2068. }
  2069. if (!screenshotCanvas) {
  2070. screenshotCanvas = document.createElement('canvas');
  2071. }
  2072. screenshotCanvas.width = width;
  2073. screenshotCanvas.height = height;
  2074. var context = screenshotCanvas.getContext('2d');
  2075. var imageData = context.createImageData(width, height);
  2076. imageData.data.set(data);
  2077. context.putImageData(imageData, 0, 0);
  2078. var base64Image = screenshotCanvas.toDataURL();
  2079. if (("download" in document.createElement("a"))) {
  2080. var a = window.document.createElement("a");
  2081. a.href = base64Image;
  2082. var date = new Date();
  2083. var stringDate = date.getFullYear() + "/" + date.getMonth() + "/" + date.getDate() + "-" + date.getHours() + ":" + date.getMinutes();
  2084. a.setAttribute("download", "screenshot-" + stringDate + ".png");
  2085. window.document.body.appendChild(a);
  2086. a.addEventListener("click", function () {
  2087. a.parentElement.removeChild(a);
  2088. });
  2089. a.click();
  2090. } else {
  2091. var newWindow = window.open("");
  2092. var img = newWindow.document.createElement("img");
  2093. img.src = base64Image;
  2094. newWindow.document.body.appendChild(img);
  2095. }
  2096. };
  2097. texture.render(true);
  2098. texture.dispose();
  2099. if (previousCamera) {
  2100. scene.activeCamera = previousCamera;
  2101. }
  2102. };
  2103. Tools.ValidateXHRData = function (xhr, dataType) {
  2104. if (typeof dataType === "undefined") { dataType = 7; }
  2105. try {
  2106. if (dataType & 1) {
  2107. if (xhr.responseText && xhr.responseText.length > 0) {
  2108. return true;
  2109. } else if (dataType === 1) {
  2110. return false;
  2111. }
  2112. }
  2113. if (dataType & 2) {
  2114. var tgaHeader = BABYLON.Internals.TGATools.GetTGAHeader(xhr.response);
  2115. if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {
  2116. return true;
  2117. } else if (dataType === 2) {
  2118. return false;
  2119. }
  2120. }
  2121. if (dataType & 4) {
  2122. var ddsHeader = new Uint8Array(xhr.response, 0, 3);
  2123. if (ddsHeader[0] == 68 && ddsHeader[1] == 68 && ddsHeader[2] == 83) {
  2124. return true;
  2125. } else {
  2126. return false;
  2127. }
  2128. }
  2129. } catch (e) {
  2130. }
  2131. return false;
  2132. };
  2133. Object.defineProperty(Tools, "NoneLogLevel", {
  2134. get: function () {
  2135. return Tools._NoneLogLevel;
  2136. },
  2137. enumerable: true,
  2138. configurable: true
  2139. });
  2140. Object.defineProperty(Tools, "MessageLogLevel", {
  2141. get: function () {
  2142. return Tools._MessageLogLevel;
  2143. },
  2144. enumerable: true,
  2145. configurable: true
  2146. });
  2147. Object.defineProperty(Tools, "WarningLogLevel", {
  2148. get: function () {
  2149. return Tools._WarningLogLevel;
  2150. },
  2151. enumerable: true,
  2152. configurable: true
  2153. });
  2154. Object.defineProperty(Tools, "ErrorLogLevel", {
  2155. get: function () {
  2156. return Tools._ErrorLogLevel;
  2157. },
  2158. enumerable: true,
  2159. configurable: true
  2160. });
  2161. Object.defineProperty(Tools, "AllLogLevel", {
  2162. get: function () {
  2163. return Tools._MessageLogLevel | Tools._WarningLogLevel | Tools._ErrorLogLevel;
  2164. },
  2165. enumerable: true,
  2166. configurable: true
  2167. });
  2168. Tools._FormatMessage = function (message) {
  2169. var padStr = function (i) {
  2170. return (i < 10) ? "0" + i : "" + i;
  2171. };
  2172. var date = new Date();
  2173. return "BJS - [" + padStr(date.getHours()) + ":" + padStr(date.getMinutes()) + ":" + padStr(date.getSeconds()) + "]: " + message;
  2174. };
  2175. Tools._LogDisabled = function (message) {
  2176. };
  2177. Tools._LogEnabled = function (message) {
  2178. console.log(Tools._FormatMessage(message));
  2179. };
  2180. Tools._WarnDisabled = function (message) {
  2181. };
  2182. Tools._WarnEnabled = function (message) {
  2183. console.warn(Tools._FormatMessage(message));
  2184. };
  2185. Tools._ErrorDisabled = function (message) {
  2186. };
  2187. Tools._ErrorEnabled = function (message) {
  2188. console.error(Tools._FormatMessage(message));
  2189. };
  2190. Object.defineProperty(Tools, "LogLevels", {
  2191. set: function (level) {
  2192. if ((level & Tools.MessageLogLevel) === Tools.MessageLogLevel) {
  2193. Tools.Log = Tools._LogEnabled;
  2194. } else {
  2195. Tools.Log = Tools._LogDisabled;
  2196. }
  2197. if ((level & Tools.WarningLogLevel) === Tools.WarningLogLevel) {
  2198. Tools.Warn = Tools._WarnEnabled;
  2199. } else {
  2200. Tools.Warn = Tools._WarnDisabled;
  2201. }
  2202. if ((level & Tools.ErrorLogLevel) === Tools.ErrorLogLevel) {
  2203. Tools.Error = Tools._ErrorEnabled;
  2204. } else {
  2205. Tools.Error = Tools._ErrorDisabled;
  2206. }
  2207. },
  2208. enumerable: true,
  2209. configurable: true
  2210. });
  2211. Tools.BaseUrl = "";
  2212. Tools.GetExponantOfTwo = function (value, max) {
  2213. var count = 1;
  2214. do {
  2215. count *= 2;
  2216. } while(count < value);
  2217. if (count > max)
  2218. count = max;
  2219. return count;
  2220. };
  2221. Tools._NoneLogLevel = 0;
  2222. Tools._MessageLogLevel = 1;
  2223. Tools._WarningLogLevel = 2;
  2224. Tools._ErrorLogLevel = 4;
  2225. Tools.Log = Tools._LogEnabled;
  2226. Tools.Warn = Tools._WarnEnabled;
  2227. Tools.Error = Tools._ErrorEnabled;
  2228. return Tools;
  2229. })();
  2230. BABYLON.Tools = Tools;
  2231. })(BABYLON || (BABYLON = {}));
  2232. var BABYLON;
  2233. (function (BABYLON) {
  2234. var _DepthCullingState = (function () {
  2235. function _DepthCullingState() {
  2236. this._isDepthTestDirty = false;
  2237. this._isDepthMaskDirty = false;
  2238. this._isDepthFuncDirty = false;
  2239. this._isCullFaceDirty = false;
  2240. this._isCullDirty = false;
  2241. }
  2242. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  2243. get: function () {
  2244. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty;
  2245. },
  2246. enumerable: true,
  2247. configurable: true
  2248. });
  2249. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  2250. get: function () {
  2251. return this._cullFace;
  2252. },
  2253. set: function (value) {
  2254. if (this._cullFace === value) {
  2255. return;
  2256. }
  2257. this._cullFace = value;
  2258. this._isCullFaceDirty = true;
  2259. },
  2260. enumerable: true,
  2261. configurable: true
  2262. });
  2263. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  2264. get: function () {
  2265. return this._cull;
  2266. },
  2267. set: function (value) {
  2268. if (this._cull === value) {
  2269. return;
  2270. }
  2271. this._cull = value;
  2272. this._isCullDirty = true;
  2273. },
  2274. enumerable: true,
  2275. configurable: true
  2276. });
  2277. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  2278. get: function () {
  2279. return this._depthFunc;
  2280. },
  2281. set: function (value) {
  2282. if (this._depthFunc === value) {
  2283. return;
  2284. }
  2285. this._depthFunc = value;
  2286. this._isDepthFuncDirty = true;
  2287. },
  2288. enumerable: true,
  2289. configurable: true
  2290. });
  2291. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  2292. get: function () {
  2293. return this._depthMask;
  2294. },
  2295. set: function (value) {
  2296. if (this._depthMask === value) {
  2297. return;
  2298. }
  2299. this._depthMask = value;
  2300. this._isDepthMaskDirty = true;
  2301. },
  2302. enumerable: true,
  2303. configurable: true
  2304. });
  2305. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  2306. get: function () {
  2307. return this._depthTest;
  2308. },
  2309. set: function (value) {
  2310. if (this._depthTest === value) {
  2311. return;
  2312. }
  2313. this._depthTest = value;
  2314. this._isDepthTestDirty = true;
  2315. },
  2316. enumerable: true,
  2317. configurable: true
  2318. });
  2319. _DepthCullingState.prototype.reset = function () {
  2320. this._depthMask = true;
  2321. this._depthTest = true;
  2322. this._depthFunc = null;
  2323. this._cull = null;
  2324. this._cullFace = null;
  2325. this._isDepthTestDirty = true;
  2326. this._isDepthMaskDirty = true;
  2327. this._isDepthFuncDirty = false;
  2328. this._isCullFaceDirty = false;
  2329. this._isCullDirty = false;
  2330. };
  2331. _DepthCullingState.prototype.apply = function (gl) {
  2332. if (!this.isDirty) {
  2333. return;
  2334. }
  2335. if (this._isCullDirty) {
  2336. if (this.cull === true) {
  2337. gl.enable(gl.CULL_FACE);
  2338. } else if (this.cull === false) {
  2339. gl.disable(gl.CULL_FACE);
  2340. }
  2341. this._isCullDirty = false;
  2342. }
  2343. if (this._isCullFaceDirty) {
  2344. gl.cullFace(this.cullFace);
  2345. this._isCullFaceDirty = false;
  2346. }
  2347. if (this._isDepthMaskDirty) {
  2348. gl.depthMask(this.depthMask);
  2349. this._isDepthMaskDirty = false;
  2350. }
  2351. if (this._isDepthTestDirty) {
  2352. if (this.depthTest === true) {
  2353. gl.enable(gl.DEPTH_TEST);
  2354. } else if (this.depthTest === false) {
  2355. gl.disable(gl.DEPTH_TEST);
  2356. }
  2357. this._isDepthTestDirty = false;
  2358. }
  2359. if (this._isDepthFuncDirty) {
  2360. gl.depthFunc(this.depthFunc);
  2361. this._isDepthFuncDirty = false;
  2362. }
  2363. };
  2364. return _DepthCullingState;
  2365. })();
  2366. BABYLON._DepthCullingState = _DepthCullingState;
  2367. var _AlphaState = (function () {
  2368. function _AlphaState() {
  2369. this._isAlphaBlendDirty = false;
  2370. this._isBlendFunctionParametersDirty = false;
  2371. this._alphaBlend = false;
  2372. this._blendFunctionParameters = new Array(4);
  2373. }
  2374. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  2375. get: function () {
  2376. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  2377. },
  2378. enumerable: true,
  2379. configurable: true
  2380. });
  2381. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  2382. get: function () {
  2383. return this._alphaBlend;
  2384. },
  2385. set: function (value) {
  2386. if (this._alphaBlend === value) {
  2387. return;
  2388. }
  2389. this._alphaBlend = value;
  2390. this._isAlphaBlendDirty = true;
  2391. },
  2392. enumerable: true,
  2393. configurable: true
  2394. });
  2395. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  2396. if (this._blendFunctionParameters[0] === value0 && this._blendFunctionParameters[1] === value1 && this._blendFunctionParameters[2] === value2 && this._blendFunctionParameters[3] === value3) {
  2397. return;
  2398. }
  2399. this._blendFunctionParameters[0] = value0;
  2400. this._blendFunctionParameters[1] = value1;
  2401. this._blendFunctionParameters[2] = value2;
  2402. this._blendFunctionParameters[3] = value3;
  2403. this._isBlendFunctionParametersDirty = true;
  2404. };
  2405. _AlphaState.prototype.reset = function () {
  2406. this._alphaBlend = false;
  2407. this._blendFunctionParameters[0] = null;
  2408. this._blendFunctionParameters[1] = null;
  2409. this._blendFunctionParameters[2] = null;
  2410. this._blendFunctionParameters[3] = null;
  2411. this._isAlphaBlendDirty = true;
  2412. this._isBlendFunctionParametersDirty = false;
  2413. };
  2414. _AlphaState.prototype.apply = function (gl) {
  2415. if (!this.isDirty) {
  2416. return;
  2417. }
  2418. if (this._isAlphaBlendDirty) {
  2419. if (this._alphaBlend === true) {
  2420. gl.enable(gl.BLEND);
  2421. } else if (this._alphaBlend === false) {
  2422. gl.disable(gl.BLEND);
  2423. }
  2424. this._isAlphaBlendDirty = false;
  2425. }
  2426. if (this._isBlendFunctionParametersDirty) {
  2427. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  2428. this._isBlendFunctionParametersDirty = false;
  2429. }
  2430. };
  2431. return _AlphaState;
  2432. })();
  2433. BABYLON._AlphaState = _AlphaState;
  2434. var compileShader = function (gl, source, type, defines) {
  2435. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  2436. gl.shaderSource(shader, (defines ? defines + "\n" : "") + source);
  2437. gl.compileShader(shader);
  2438. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  2439. throw new Error(gl.getShaderInfoLog(shader));
  2440. }
  2441. return shader;
  2442. };
  2443. var getSamplingParameters = function (samplingMode, generateMipMaps, gl) {
  2444. var magFilter = gl.NEAREST;
  2445. var minFilter = gl.NEAREST;
  2446. if (samplingMode === BABYLON.Texture.BILINEAR_SAMPLINGMODE) {
  2447. magFilter = gl.LINEAR;
  2448. if (generateMipMaps) {
  2449. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  2450. } else {
  2451. minFilter = gl.LINEAR;
  2452. }
  2453. } else if (samplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE) {
  2454. magFilter = gl.LINEAR;
  2455. if (generateMipMaps) {
  2456. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  2457. } else {
  2458. minFilter = gl.LINEAR;
  2459. }
  2460. } else if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  2461. magFilter = gl.NEAREST;
  2462. if (generateMipMaps) {
  2463. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  2464. } else {
  2465. minFilter = gl.NEAREST;
  2466. }
  2467. }
  2468. return {
  2469. min: minFilter,
  2470. mag: magFilter
  2471. };
  2472. };
  2473. var prepareWebGLTexture = function (texture, gl, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  2474. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  2475. var engine = scene.getEngine();
  2476. var potWidth = BABYLON.Tools.GetExponantOfTwo(width, engine.getCaps().maxTextureSize);
  2477. var potHeight = BABYLON.Tools.GetExponantOfTwo(height, engine.getCaps().maxTextureSize);
  2478. gl.bindTexture(gl.TEXTURE_2D, texture);
  2479. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0));
  2480. processFunction(potWidth, potHeight);
  2481. var filters = getSamplingParameters(samplingMode, !noMipmap, gl);
  2482. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  2483. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  2484. if (!noMipmap && !isCompressed) {
  2485. gl.generateMipmap(gl.TEXTURE_2D);
  2486. }
  2487. gl.bindTexture(gl.TEXTURE_2D, null);
  2488. engine._activeTexturesCache = [];
  2489. texture._baseWidth = width;
  2490. texture._baseHeight = height;
  2491. texture._width = potWidth;
  2492. texture._height = potHeight;
  2493. texture.isReady = true;
  2494. scene._removePendingData(texture);
  2495. };
  2496. var cascadeLoad = function (rootUrl, index, loadedImages, scene, onfinish, extensions) {
  2497. var img;
  2498. var onload = function () {
  2499. loadedImages.push(img);
  2500. scene._removePendingData(img);
  2501. if (index != extensions.length - 1) {
  2502. cascadeLoad(rootUrl, index + 1, loadedImages, scene, onfinish, extensions);
  2503. } else {
  2504. onfinish(loadedImages);
  2505. }
  2506. };
  2507. var onerror = function () {
  2508. scene._removePendingData(img);
  2509. };
  2510. img = BABYLON.Tools.LoadImage(rootUrl + extensions[index], onload, onerror, scene.database);
  2511. scene._addPendingData(img);
  2512. };
  2513. var EngineCapabilities = (function () {
  2514. function EngineCapabilities() {
  2515. }
  2516. return EngineCapabilities;
  2517. })();
  2518. BABYLON.EngineCapabilities = EngineCapabilities;
  2519. var Engine = (function () {
  2520. function Engine(canvas, antialias, options) {
  2521. var _this = this;
  2522. this.isFullscreen = false;
  2523. this.isPointerLock = false;
  2524. this.forceWireframe = false;
  2525. this.cullBackFaces = true;
  2526. this.renderEvenInBackground = true;
  2527. this.scenes = new Array();
  2528. this._windowIsBackground = false;
  2529. this._runningLoop = false;
  2530. this._loadingDivBackgroundColor = "black";
  2531. this._depthCullingState = new _DepthCullingState();
  2532. this._alphaState = new _AlphaState();
  2533. this._loadedTexturesCache = new Array();
  2534. this._activeTexturesCache = new Array();
  2535. this._compiledEffects = {};
  2536. this._renderingCanvas = canvas;
  2537. this._canvasClientRect = this._renderingCanvas.getBoundingClientRect();
  2538. options = options || {};
  2539. options.antialias = antialias;
  2540. try {
  2541. this._gl = canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options);
  2542. } catch (e) {
  2543. throw new Error("WebGL not supported");
  2544. }
  2545. if (!this._gl) {
  2546. throw new Error("WebGL not supported");
  2547. }
  2548. this._onBlur = function () {
  2549. _this._windowIsBackground = true;
  2550. };
  2551. this._onFocus = function () {
  2552. _this._windowIsBackground = false;
  2553. };
  2554. window.addEventListener("blur", this._onBlur);
  2555. window.addEventListener("focus", this._onFocus);
  2556. this._workingCanvas = document.createElement("canvas");
  2557. this._workingContext = this._workingCanvas.getContext("2d");
  2558. this._hardwareScalingLevel = 1.0 / (window.devicePixelRatio || 1.0);
  2559. this.resize();
  2560. this._caps = new EngineCapabilities();
  2561. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  2562. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  2563. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  2564. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  2565. this._caps.standardDerivatives = (this._gl.getExtension('OES_standard_derivatives') !== null);
  2566. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc');
  2567. this._caps.textureFloat = (this._gl.getExtension('OES_texture_float') !== null);
  2568. 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');
  2569. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  2570. this._caps.instancedArrays = this._gl.getExtension('ANGLE_instanced_arrays');
  2571. this.setDepthBuffer(true);
  2572. this.setDepthFunctionToLessOrEqual();
  2573. this.setDepthWrite(true);
  2574. this._onFullscreenChange = function () {
  2575. if (document.fullscreen !== undefined) {
  2576. _this.isFullscreen = document.fullscreen;
  2577. } else if (document.mozFullScreen !== undefined) {
  2578. _this.isFullscreen = document.mozFullScreen;
  2579. } else if (document.webkitIsFullScreen !== undefined) {
  2580. _this.isFullscreen = document.webkitIsFullScreen;
  2581. } else if (document.msIsFullScreen !== undefined) {
  2582. _this.isFullscreen = document.msIsFullScreen;
  2583. }
  2584. if (_this.isFullscreen && _this._pointerLockRequested) {
  2585. canvas.requestPointerLock = canvas.requestPointerLock || canvas.msRequestPointerLock || canvas.mozRequestPointerLock || canvas.webkitRequestPointerLock;
  2586. if (canvas.requestPointerLock) {
  2587. canvas.requestPointerLock();
  2588. }
  2589. }
  2590. };
  2591. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  2592. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  2593. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  2594. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  2595. this._onPointerLockChange = function () {
  2596. _this.isPointerLock = (document.mozPointerLockElement === canvas || document.webkitPointerLockElement === canvas || document.msPointerLockElement === canvas || document.pointerLockElement === canvas);
  2597. };
  2598. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  2599. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  2600. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  2601. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  2602. }
  2603. Object.defineProperty(Engine, "ALPHA_DISABLE", {
  2604. get: function () {
  2605. return Engine._ALPHA_DISABLE;
  2606. },
  2607. enumerable: true,
  2608. configurable: true
  2609. });
  2610. Object.defineProperty(Engine, "ALPHA_ADD", {
  2611. get: function () {
  2612. return Engine._ALPHA_ADD;
  2613. },
  2614. enumerable: true,
  2615. configurable: true
  2616. });
  2617. Object.defineProperty(Engine, "ALPHA_COMBINE", {
  2618. get: function () {
  2619. return Engine._ALPHA_COMBINE;
  2620. },
  2621. enumerable: true,
  2622. configurable: true
  2623. });
  2624. Object.defineProperty(Engine, "DELAYLOADSTATE_NONE", {
  2625. get: function () {
  2626. return Engine._DELAYLOADSTATE_NONE;
  2627. },
  2628. enumerable: true,
  2629. configurable: true
  2630. });
  2631. Object.defineProperty(Engine, "DELAYLOADSTATE_LOADED", {
  2632. get: function () {
  2633. return Engine._DELAYLOADSTATE_LOADED;
  2634. },
  2635. enumerable: true,
  2636. configurable: true
  2637. });
  2638. Object.defineProperty(Engine, "DELAYLOADSTATE_LOADING", {
  2639. get: function () {
  2640. return Engine._DELAYLOADSTATE_LOADING;
  2641. },
  2642. enumerable: true,
  2643. configurable: true
  2644. });
  2645. Object.defineProperty(Engine, "DELAYLOADSTATE_NOTLOADED", {
  2646. get: function () {
  2647. return Engine._DELAYLOADSTATE_NOTLOADED;
  2648. },
  2649. enumerable: true,
  2650. configurable: true
  2651. });
  2652. Object.defineProperty(Engine, "Version", {
  2653. get: function () {
  2654. return "1.14.0";
  2655. },
  2656. enumerable: true,
  2657. configurable: true
  2658. });
  2659. Engine.prototype.getAspectRatio = function (camera) {
  2660. var viewport = camera.viewport;
  2661. return (this.getRenderWidth() * viewport.width) / (this.getRenderHeight() * viewport.height);
  2662. };
  2663. Engine.prototype.getRenderWidth = function () {
  2664. if (this._currentRenderTarget) {
  2665. return this._currentRenderTarget._width;
  2666. }
  2667. return this._renderingCanvas.width;
  2668. };
  2669. Engine.prototype.getRenderHeight = function () {
  2670. if (this._currentRenderTarget) {
  2671. return this._currentRenderTarget._height;
  2672. }
  2673. return this._renderingCanvas.height;
  2674. };
  2675. Engine.prototype.getRenderingCanvas = function () {
  2676. return this._renderingCanvas;
  2677. };
  2678. Engine.prototype.getRenderingCanvasClientRect = function () {
  2679. return this._renderingCanvas.getBoundingClientRect();
  2680. };
  2681. Engine.prototype.setHardwareScalingLevel = function (level) {
  2682. this._hardwareScalingLevel = level;
  2683. this.resize();
  2684. };
  2685. Engine.prototype.getHardwareScalingLevel = function () {
  2686. return this._hardwareScalingLevel;
  2687. };
  2688. Engine.prototype.getLoadedTexturesCache = function () {
  2689. return this._loadedTexturesCache;
  2690. };
  2691. Engine.prototype.getCaps = function () {
  2692. return this._caps;
  2693. };
  2694. Engine.prototype.setDepthFunctionToGreater = function () {
  2695. this._depthCullingState.depthFunc = this._gl.GREATER;
  2696. };
  2697. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  2698. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  2699. };
  2700. Engine.prototype.setDepthFunctionToLess = function () {
  2701. this._depthCullingState.depthFunc = this._gl.LESS;
  2702. };
  2703. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  2704. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  2705. };
  2706. Engine.prototype.stopRenderLoop = function () {
  2707. this._renderFunction = null;
  2708. this._runningLoop = false;
  2709. };
  2710. Engine.prototype._renderLoop = function () {
  2711. var _this = this;
  2712. var shouldRender = true;
  2713. if (!this.renderEvenInBackground && this._windowIsBackground) {
  2714. shouldRender = false;
  2715. }
  2716. if (shouldRender) {
  2717. this.beginFrame();
  2718. if (this._renderFunction) {
  2719. this._renderFunction();
  2720. }
  2721. this.endFrame();
  2722. }
  2723. if (this._runningLoop) {
  2724. BABYLON.Tools.QueueNewFrame(function () {
  2725. _this._renderLoop();
  2726. });
  2727. }
  2728. };
  2729. Engine.prototype.runRenderLoop = function (renderFunction) {
  2730. var _this = this;
  2731. this._runningLoop = true;
  2732. this._renderFunction = renderFunction;
  2733. BABYLON.Tools.QueueNewFrame(function () {
  2734. _this._renderLoop();
  2735. });
  2736. };
  2737. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  2738. if (this.isFullscreen) {
  2739. BABYLON.Tools.ExitFullscreen();
  2740. } else {
  2741. this._pointerLockRequested = requestPointerLock;
  2742. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  2743. }
  2744. };
  2745. Engine.prototype.clear = function (color, backBuffer, depthStencil) {
  2746. this.applyStates();
  2747. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  2748. if (this._depthCullingState.depthMask) {
  2749. this._gl.clearDepth(1.0);
  2750. }
  2751. var mode = 0;
  2752. if (backBuffer)
  2753. mode |= this._gl.COLOR_BUFFER_BIT;
  2754. if (depthStencil && this._depthCullingState.depthMask)
  2755. mode |= this._gl.DEPTH_BUFFER_BIT;
  2756. this._gl.clear(mode);
  2757. };
  2758. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  2759. var width = requiredWidth || this._renderingCanvas.width;
  2760. var height = requiredHeight || this._renderingCanvas.height;
  2761. var x = viewport.x || 0;
  2762. var y = viewport.y || 0;
  2763. this._cachedViewport = viewport;
  2764. this._gl.viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  2765. };
  2766. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  2767. this._cachedViewport = null;
  2768. this._gl.viewport(x, y, width, height);
  2769. };
  2770. Engine.prototype.beginFrame = function () {
  2771. BABYLON.Tools._MeasureFps();
  2772. };
  2773. Engine.prototype.endFrame = function () {
  2774. this.flushFramebuffer();
  2775. };
  2776. Engine.prototype.resize = function () {
  2777. this._renderingCanvas.width = this._renderingCanvas.clientWidth / this._hardwareScalingLevel;
  2778. this._renderingCanvas.height = this._renderingCanvas.clientHeight / this._hardwareScalingLevel;
  2779. this._canvasClientRect = this._renderingCanvas.getBoundingClientRect();
  2780. };
  2781. Engine.prototype.bindFramebuffer = function (texture) {
  2782. this._currentRenderTarget = texture;
  2783. var gl = this._gl;
  2784. gl.bindFramebuffer(gl.FRAMEBUFFER, texture._framebuffer);
  2785. this._gl.viewport(0, 0, texture._width, texture._height);
  2786. this.wipeCaches();
  2787. };
  2788. Engine.prototype.unBindFramebuffer = function (texture) {
  2789. this._currentRenderTarget = null;
  2790. if (texture.generateMipMaps) {
  2791. var gl = this._gl;
  2792. gl.bindTexture(gl.TEXTURE_2D, texture);
  2793. gl.generateMipmap(gl.TEXTURE_2D);
  2794. gl.bindTexture(gl.TEXTURE_2D, null);
  2795. }
  2796. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, null);
  2797. };
  2798. Engine.prototype.flushFramebuffer = function () {
  2799. this._gl.flush();
  2800. };
  2801. Engine.prototype.restoreDefaultFramebuffer = function () {
  2802. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, null);
  2803. this.setViewport(this._cachedViewport);
  2804. this.wipeCaches();
  2805. };
  2806. Engine.prototype._resetVertexBufferBinding = function () {
  2807. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, null);
  2808. this._cachedVertexBuffers = null;
  2809. };
  2810. Engine.prototype.createVertexBuffer = function (vertices) {
  2811. var vbo = this._gl.createBuffer();
  2812. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vbo);
  2813. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(vertices), this._gl.STATIC_DRAW);
  2814. this._resetVertexBufferBinding();
  2815. vbo.references = 1;
  2816. return vbo;
  2817. };
  2818. Engine.prototype.createDynamicVertexBuffer = function (capacity) {
  2819. var vbo = this._gl.createBuffer();
  2820. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vbo);
  2821. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  2822. this._resetVertexBufferBinding();
  2823. vbo.references = 1;
  2824. return vbo;
  2825. };
  2826. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, length) {
  2827. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer);
  2828. if (vertices instanceof Float32Array) {
  2829. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, vertices);
  2830. } else {
  2831. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(vertices));
  2832. }
  2833. this._resetVertexBufferBinding();
  2834. };
  2835. Engine.prototype._resetIndexBufferBinding = function () {
  2836. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, null);
  2837. this._cachedIndexBuffer = null;
  2838. };
  2839. Engine.prototype.createIndexBuffer = function (indices) {
  2840. var vbo = this._gl.createBuffer();
  2841. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, vbo);
  2842. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), this._gl.STATIC_DRAW);
  2843. this._resetIndexBufferBinding();
  2844. vbo.references = 1;
  2845. return vbo;
  2846. };
  2847. Engine.prototype.bindBuffers = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  2848. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  2849. this._cachedVertexBuffers = vertexBuffer;
  2850. this._cachedEffectForVertexBuffers = effect;
  2851. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer);
  2852. var offset = 0;
  2853. for (var index = 0; index < vertexDeclaration.length; index++) {
  2854. var order = effect.getAttributeLocation(index);
  2855. if (order >= 0) {
  2856. this._gl.vertexAttribPointer(order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  2857. }
  2858. offset += vertexDeclaration[index] * 4;
  2859. }
  2860. }
  2861. if (this._cachedIndexBuffer !== indexBuffer) {
  2862. this._cachedIndexBuffer = indexBuffer;
  2863. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
  2864. }
  2865. };
  2866. Engine.prototype.bindMultiBuffers = function (vertexBuffers, indexBuffer, effect) {
  2867. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  2868. this._cachedVertexBuffers = vertexBuffers;
  2869. this._cachedEffectForVertexBuffers = effect;
  2870. var attributes = effect.getAttributesNames();
  2871. for (var index = 0; index < attributes.length; index++) {
  2872. var order = effect.getAttributeLocation(index);
  2873. if (order >= 0) {
  2874. var vertexBuffer = vertexBuffers[attributes[index]];
  2875. if (!vertexBuffer) {
  2876. continue;
  2877. }
  2878. var stride = vertexBuffer.getStrideSize();
  2879. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer.getBuffer());
  2880. this._gl.vertexAttribPointer(order, stride, this._gl.FLOAT, false, stride * 4, 0);
  2881. }
  2882. }
  2883. }
  2884. if (this._cachedIndexBuffer !== indexBuffer) {
  2885. this._cachedIndexBuffer = indexBuffer;
  2886. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
  2887. }
  2888. };
  2889. Engine.prototype._releaseBuffer = function (buffer) {
  2890. buffer.references--;
  2891. if (buffer.references === 0) {
  2892. this._gl.deleteBuffer(buffer);
  2893. return true;
  2894. }
  2895. return false;
  2896. };
  2897. Engine.prototype.createInstancesBuffer = function (capacity) {
  2898. var buffer = this._gl.createBuffer();
  2899. buffer.capacity = capacity;
  2900. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, buffer);
  2901. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  2902. return buffer;
  2903. };
  2904. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  2905. this._gl.deleteBuffer(buffer);
  2906. };
  2907. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  2908. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, instancesBuffer);
  2909. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  2910. for (var index = 0; index < 4; index++) {
  2911. var offsetLocation = offsetLocations[index];
  2912. this._gl.enableVertexAttribArray(offsetLocation);
  2913. this._gl.vertexAttribPointer(offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  2914. this._caps.instancedArrays.vertexAttribDivisorANGLE(offsetLocation, 1);
  2915. }
  2916. };
  2917. Engine.prototype.unBindInstancesBuffer = function (instancesBuffer, offsetLocations) {
  2918. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, instancesBuffer);
  2919. for (var index = 0; index < 4; index++) {
  2920. var offsetLocation = offsetLocations[index];
  2921. this._gl.disableVertexAttribArray(offsetLocation);
  2922. this._caps.instancedArrays.vertexAttribDivisorANGLE(offsetLocation, 0);
  2923. }
  2924. };
  2925. Engine.prototype.applyStates = function () {
  2926. this._depthCullingState.apply(this._gl);
  2927. this._alphaState.apply(this._gl);
  2928. };
  2929. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  2930. this.applyStates();
  2931. if (instancesCount) {
  2932. this._caps.instancedArrays.drawElementsInstancedANGLE(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, indexCount, this._gl.UNSIGNED_SHORT, indexStart * 2, instancesCount);
  2933. return;
  2934. }
  2935. this._gl.drawElements(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, indexCount, this._gl.UNSIGNED_SHORT, indexStart * 2);
  2936. };
  2937. Engine.prototype._releaseEffect = function (effect) {
  2938. if (this._compiledEffects[effect._key]) {
  2939. delete this._compiledEffects[effect._key];
  2940. if (effect.getProgram()) {
  2941. this._gl.deleteProgram(effect.getProgram());
  2942. }
  2943. }
  2944. };
  2945. Engine.prototype.createEffect = function (baseName, attributesNames, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  2946. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  2947. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  2948. var name = vertex + "+" + fragment + "@" + defines;
  2949. if (this._compiledEffects[name]) {
  2950. return this._compiledEffects[name];
  2951. }
  2952. var effect = new BABYLON.Effect(baseName, attributesNames, uniformsNames, samplers, this, defines, fallbacks, onCompiled, onError);
  2953. effect._key = name;
  2954. this._compiledEffects[name] = effect;
  2955. return effect;
  2956. };
  2957. Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  2958. if (typeof uniformsNames === "undefined") { uniformsNames = []; }
  2959. if (typeof samplers === "undefined") { samplers = []; }
  2960. if (typeof defines === "undefined") { defines = ""; }
  2961. return this.createEffect({
  2962. vertex: "particles",
  2963. fragmentElement: fragmentName
  2964. }, ["position", "color", "options"], ["view", "projection"].concat(uniformsNames), ["diffuseSampler"].concat(samplers), defines, fallbacks, onCompiled, onError);
  2965. };
  2966. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines) {
  2967. var vertexShader = compileShader(this._gl, vertexCode, "vertex", defines);
  2968. var fragmentShader = compileShader(this._gl, fragmentCode, "fragment", defines);
  2969. var shaderProgram = this._gl.createProgram();
  2970. this._gl.attachShader(shaderProgram, vertexShader);
  2971. this._gl.attachShader(shaderProgram, fragmentShader);
  2972. this._gl.linkProgram(shaderProgram);
  2973. var linked = this._gl.getProgramParameter(shaderProgram, this._gl.LINK_STATUS);
  2974. if (!linked) {
  2975. var error = this._gl.getProgramInfoLog(shaderProgram);
  2976. if (error) {
  2977. throw new Error(error);
  2978. }
  2979. }
  2980. this._gl.deleteShader(vertexShader);
  2981. this._gl.deleteShader(fragmentShader);
  2982. return shaderProgram;
  2983. };
  2984. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  2985. var results = [];
  2986. for (var index = 0; index < uniformsNames.length; index++) {
  2987. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  2988. }
  2989. return results;
  2990. };
  2991. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  2992. var results = [];
  2993. for (var index = 0; index < attributesNames.length; index++) {
  2994. try {
  2995. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  2996. } catch (e) {
  2997. results.push(-1);
  2998. }
  2999. }
  3000. return results;
  3001. };
  3002. Engine.prototype.enableEffect = function (effect) {
  3003. if (!effect || !effect.getAttributesCount() || this._currentEffect === effect) {
  3004. return;
  3005. }
  3006. this._vertexAttribArrays = this._vertexAttribArrays || [];
  3007. this._gl.useProgram(effect.getProgram());
  3008. for (var i in this._vertexAttribArrays) {
  3009. if (i > this._gl.VERTEX_ATTRIB_ARRAY_ENABLED || !this._vertexAttribArrays[i]) {
  3010. continue;
  3011. }
  3012. this._vertexAttribArrays[i] = false;
  3013. this._gl.disableVertexAttribArray(i);
  3014. }
  3015. var attributesCount = effect.getAttributesCount();
  3016. for (var index = 0; index < attributesCount; index++) {
  3017. var order = effect.getAttributeLocation(index);
  3018. if (order >= 0) {
  3019. this._vertexAttribArrays[order] = true;
  3020. this._gl.enableVertexAttribArray(order);
  3021. }
  3022. }
  3023. this._currentEffect = effect;
  3024. };
  3025. Engine.prototype.setArray = function (uniform, array) {
  3026. if (!uniform)
  3027. return;
  3028. this._gl.uniform1fv(uniform, array);
  3029. };
  3030. Engine.prototype.setMatrices = function (uniform, matrices) {
  3031. if (!uniform)
  3032. return;
  3033. this._gl.uniformMatrix4fv(uniform, false, matrices);
  3034. };
  3035. Engine.prototype.setMatrix = function (uniform, matrix) {
  3036. if (!uniform)
  3037. return;
  3038. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  3039. };
  3040. Engine.prototype.setFloat = function (uniform, value) {
  3041. if (!uniform)
  3042. return;
  3043. this._gl.uniform1f(uniform, value);
  3044. };
  3045. Engine.prototype.setFloat2 = function (uniform, x, y) {
  3046. if (!uniform)
  3047. return;
  3048. this._gl.uniform2f(uniform, x, y);
  3049. };
  3050. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  3051. if (!uniform)
  3052. return;
  3053. this._gl.uniform3f(uniform, x, y, z);
  3054. };
  3055. Engine.prototype.setBool = function (uniform, bool) {
  3056. if (!uniform)
  3057. return;
  3058. this._gl.uniform1i(uniform, bool);
  3059. };
  3060. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  3061. if (!uniform)
  3062. return;
  3063. this._gl.uniform4f(uniform, x, y, z, w);
  3064. };
  3065. Engine.prototype.setColor3 = function (uniform, color3) {
  3066. if (!uniform)
  3067. return;
  3068. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  3069. };
  3070. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  3071. if (!uniform)
  3072. return;
  3073. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  3074. };
  3075. Engine.prototype.setState = function (culling, force) {
  3076. if (this._depthCullingState.cull !== culling || force) {
  3077. if (culling) {
  3078. this._depthCullingState.cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  3079. this._depthCullingState.cull = true;
  3080. } else {
  3081. this._depthCullingState.cull = false;
  3082. }
  3083. }
  3084. };
  3085. Engine.prototype.setDepthBuffer = function (enable) {
  3086. this._depthCullingState.depthTest = enable;
  3087. };
  3088. Engine.prototype.getDepthWrite = function () {
  3089. return this._depthCullingState.depthMask;
  3090. };
  3091. Engine.prototype.setDepthWrite = function (enable) {
  3092. this._depthCullingState.depthMask = enable;
  3093. };
  3094. Engine.prototype.setColorWrite = function (enable) {
  3095. this._gl.colorMask(enable, enable, enable, enable);
  3096. };
  3097. Engine.prototype.setAlphaMode = function (mode) {
  3098. switch (mode) {
  3099. case BABYLON.Engine.ALPHA_DISABLE:
  3100. this.setDepthWrite(true);
  3101. this._alphaState.alphaBlend = false;
  3102. break;
  3103. case BABYLON.Engine.ALPHA_COMBINE:
  3104. this.setDepthWrite(false);
  3105. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  3106. this._alphaState.alphaBlend = true;
  3107. break;
  3108. case BABYLON.Engine.ALPHA_ADD:
  3109. this.setDepthWrite(false);
  3110. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  3111. this._alphaState.alphaBlend = true;
  3112. break;
  3113. }
  3114. };
  3115. Engine.prototype.setAlphaTesting = function (enable) {
  3116. this._alphaTest = enable;
  3117. };
  3118. Engine.prototype.getAlphaTesting = function () {
  3119. return this._alphaTest;
  3120. };
  3121. Engine.prototype.wipeCaches = function () {
  3122. this._activeTexturesCache = [];
  3123. this._currentEffect = null;
  3124. this._depthCullingState.reset();
  3125. this._alphaState.reset();
  3126. this._cachedVertexBuffers = null;
  3127. this._cachedIndexBuffer = null;
  3128. this._cachedEffectForVertexBuffers = null;
  3129. };
  3130. Engine.prototype.setSamplingMode = function (texture, samplingMode) {
  3131. var gl = this._gl;
  3132. gl.bindTexture(gl.TEXTURE_2D, texture);
  3133. var magFilter = gl.NEAREST;
  3134. var minFilter = gl.NEAREST;
  3135. if (samplingMode === BABYLON.Texture.BILINEAR_SAMPLINGMODE) {
  3136. magFilter = gl.LINEAR;
  3137. minFilter = gl.LINEAR;
  3138. } else if (samplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE) {
  3139. magFilter = gl.LINEAR;
  3140. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  3141. }
  3142. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter);
  3143. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
  3144. gl.bindTexture(gl.TEXTURE_2D, null);
  3145. };
  3146. Engine.prototype.createTexture = function (url, noMipmap, invertY, scene, samplingMode, onLoad, onError) {
  3147. var _this = this;
  3148. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  3149. if (typeof onLoad === "undefined") { onLoad = null; }
  3150. if (typeof onError === "undefined") { onError = null; }
  3151. var texture = this._gl.createTexture();
  3152. var extension = url.substr(url.length - 4, 4).toLowerCase();
  3153. var isDDS = this.getCaps().s3tc && (extension === ".dds");
  3154. var isTGA = (extension === ".tga");
  3155. scene._addPendingData(texture);
  3156. texture.url = url;
  3157. texture.noMipmap = noMipmap;
  3158. texture.references = 1;
  3159. this._loadedTexturesCache.push(texture);
  3160. var onerror = function () {
  3161. scene._removePendingData(texture);
  3162. if (onError) {
  3163. onError();
  3164. }
  3165. };
  3166. if (isTGA) {
  3167. BABYLON.Tools.LoadFile(url, function (arrayBuffer) {
  3168. var data = new Uint8Array(arrayBuffer);
  3169. var header = BABYLON.Internals.TGATools.GetTGAHeader(data);
  3170. prepareWebGLTexture(texture, _this._gl, scene, header.width, header.height, invertY, noMipmap, false, function () {
  3171. BABYLON.Internals.TGATools.UploadContent(_this._gl, data);
  3172. if (onLoad) {
  3173. onLoad();
  3174. }
  3175. }, samplingMode);
  3176. }, onerror, scene.database, true);
  3177. } else if (isDDS) {
  3178. BABYLON.Tools.LoadFile(url, function (data) {
  3179. var info = BABYLON.Internals.DDSTools.GetDDSInfo(data);
  3180. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap && ((info.width >> (info.mipmapCount - 1)) == 1);
  3181. prepareWebGLTexture(texture, _this._gl, scene, info.width, info.height, invertY, !loadMipmap, info.isFourCC, function () {
  3182. BABYLON.Internals.DDSTools.UploadDDSLevels(_this._gl, _this.getCaps().s3tc, data, info, loadMipmap, 1);
  3183. if (onLoad) {
  3184. onLoad();
  3185. }
  3186. }, samplingMode);
  3187. }, onerror, scene.database, true);
  3188. } else {
  3189. var onload = function (img) {
  3190. prepareWebGLTexture(texture, _this._gl, scene, img.width, img.height, invertY, noMipmap, false, function (potWidth, potHeight) {
  3191. var isPot = (img.width == potWidth && img.height == potHeight);
  3192. if (!isPot) {
  3193. _this._workingCanvas.width = potWidth;
  3194. _this._workingCanvas.height = potHeight;
  3195. _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  3196. }
  3197. _this._gl.texImage2D(_this._gl.TEXTURE_2D, 0, _this._gl.RGBA, _this._gl.RGBA, _this._gl.UNSIGNED_BYTE, isPot ? img : _this._workingCanvas);
  3198. if (onLoad) {
  3199. onLoad();
  3200. }
  3201. }, samplingMode);
  3202. };
  3203. BABYLON.Tools.LoadImage(url, onload, onerror, scene.database);
  3204. }
  3205. return texture;
  3206. };
  3207. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
  3208. var texture = this._gl.createTexture();
  3209. width = BABYLON.Tools.GetExponantOfTwo(width, this._caps.maxTextureSize);
  3210. height = BABYLON.Tools.GetExponantOfTwo(height, this._caps.maxTextureSize);
  3211. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  3212. var filters = getSamplingParameters(samplingMode, generateMipMaps, this._gl);
  3213. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  3214. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  3215. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  3216. this._activeTexturesCache = [];
  3217. texture._baseWidth = width;
  3218. texture._baseHeight = height;
  3219. texture._width = width;
  3220. texture._height = height;
  3221. texture.isReady = false;
  3222. texture.generateMipMaps = generateMipMaps;
  3223. texture.references = 1;
  3224. this._loadedTexturesCache.push(texture);
  3225. return texture;
  3226. };
  3227. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY) {
  3228. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  3229. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 1 : 0);
  3230. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, canvas);
  3231. if (texture.generateMipMaps) {
  3232. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  3233. }
  3234. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  3235. this._activeTexturesCache = [];
  3236. texture.isReady = true;
  3237. };
  3238. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  3239. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  3240. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 0 : 1);
  3241. if (video.videoWidth !== texture._width || video.videoHeight !== texture._height) {
  3242. if (!texture._workingCanvas) {
  3243. texture._workingCanvas = document.createElement("canvas");
  3244. texture._workingContext = texture._workingCanvas.getContext("2d");
  3245. texture._workingCanvas.width = texture._width;
  3246. texture._workingCanvas.height = texture._height;
  3247. }
  3248. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture._width, texture._height);
  3249. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  3250. } else {
  3251. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  3252. }
  3253. if (texture.generateMipMaps) {
  3254. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  3255. }
  3256. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  3257. this._activeTexturesCache = [];
  3258. texture.isReady = true;
  3259. };
  3260. Engine.prototype.createRenderTargetTexture = function (size, options) {
  3261. var generateMipMaps = false;
  3262. var generateDepthBuffer = true;
  3263. var samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  3264. if (options !== undefined) {
  3265. generateMipMaps = options.generateMipMaps === undefined ? options : options.generateMipmaps;
  3266. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  3267. if (options.samplingMode !== undefined) {
  3268. samplingMode = options.samplingMode;
  3269. }
  3270. }
  3271. var gl = this._gl;
  3272. var texture = gl.createTexture();
  3273. gl.bindTexture(gl.TEXTURE_2D, texture);
  3274. var width = size.width || size;
  3275. var height = size.height || size;
  3276. var filters = getSamplingParameters(samplingMode, generateMipMaps, gl);
  3277. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  3278. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  3279. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  3280. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  3281. gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
  3282. var depthBuffer;
  3283. if (generateDepthBuffer) {
  3284. depthBuffer = gl.createRenderbuffer();
  3285. gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
  3286. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  3287. }
  3288. var framebuffer = gl.createFramebuffer();
  3289. gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
  3290. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  3291. if (generateDepthBuffer) {
  3292. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer);
  3293. }
  3294. gl.bindTexture(gl.TEXTURE_2D, null);
  3295. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  3296. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  3297. texture._framebuffer = framebuffer;
  3298. if (generateDepthBuffer) {
  3299. texture._depthBuffer = depthBuffer;
  3300. }
  3301. texture._width = width;
  3302. texture._height = height;
  3303. texture.isReady = true;
  3304. texture.generateMipMaps = generateMipMaps;
  3305. texture.references = 1;
  3306. this._activeTexturesCache = [];
  3307. this._loadedTexturesCache.push(texture);
  3308. return texture;
  3309. };
  3310. Engine.prototype.createCubeTexture = function (rootUrl, scene, extensions, noMipmap) {
  3311. var _this = this;
  3312. var gl = this._gl;
  3313. var texture = gl.createTexture();
  3314. texture.isCube = true;
  3315. texture.url = rootUrl;
  3316. texture.references = 1;
  3317. this._loadedTexturesCache.push(texture);
  3318. var extension = rootUrl.substr(rootUrl.length - 4, 4).toLowerCase();
  3319. var isDDS = this.getCaps().s3tc && (extension === ".dds");
  3320. if (isDDS) {
  3321. BABYLON.Tools.LoadFile(rootUrl, function (data) {
  3322. var info = BABYLON.Internals.DDSTools.GetDDSInfo(data);
  3323. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap;
  3324. gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
  3325. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
  3326. BABYLON.Internals.DDSTools.UploadDDSLevels(_this._gl, _this.getCaps().s3tc, data, info, loadMipmap, 6);
  3327. if (!noMipmap && !info.isFourCC && info.mipmapCount == 1) {
  3328. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  3329. }
  3330. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  3331. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  3332. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  3333. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  3334. gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
  3335. _this._activeTexturesCache = [];
  3336. texture._width = info.width;
  3337. texture._height = info.height;
  3338. texture.isReady = true;
  3339. }, null, null, true);
  3340. } else {
  3341. cascadeLoad(rootUrl, 0, [], scene, function (imgs) {
  3342. var width = BABYLON.Tools.GetExponantOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize);
  3343. var height = width;
  3344. _this._workingCanvas.width = width;
  3345. _this._workingCanvas.height = height;
  3346. var faces = [
  3347. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  3348. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  3349. ];
  3350. gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
  3351. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0);
  3352. for (var index = 0; index < faces.length; index++) {
  3353. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  3354. gl.texImage2D(faces[index], 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, _this._workingCanvas);
  3355. }
  3356. if (!noMipmap) {
  3357. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  3358. }
  3359. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  3360. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, noMipmap ? gl.LINEAR : gl.LINEAR_MIPMAP_LINEAR);
  3361. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  3362. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  3363. gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
  3364. _this._activeTexturesCache = [];
  3365. texture._width = width;
  3366. texture._height = height;
  3367. texture.isReady = true;
  3368. }, extensions);
  3369. }
  3370. return texture;
  3371. };
  3372. Engine.prototype._releaseTexture = function (texture) {
  3373. var gl = this._gl;
  3374. if (texture._framebuffer) {
  3375. gl.deleteFramebuffer(texture._framebuffer);
  3376. }
  3377. if (texture._depthBuffer) {
  3378. gl.deleteRenderbuffer(texture._depthBuffer);
  3379. }
  3380. gl.deleteTexture(texture);
  3381. for (var channel = 0; channel < this._caps.maxTexturesImageUnits; channel++) {
  3382. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  3383. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  3384. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, null);
  3385. this._activeTexturesCache[channel] = null;
  3386. }
  3387. var index = this._loadedTexturesCache.indexOf(texture);
  3388. if (index !== -1) {
  3389. this._loadedTexturesCache.splice(index, 1);
  3390. }
  3391. };
  3392. Engine.prototype.bindSamplers = function (effect) {
  3393. this._gl.useProgram(effect.getProgram());
  3394. var samplers = effect.getSamplers();
  3395. for (var index = 0; index < samplers.length; index++) {
  3396. var uniform = effect.getUniform(samplers[index]);
  3397. this._gl.uniform1i(uniform, index);
  3398. }
  3399. this._currentEffect = null;
  3400. };
  3401. Engine.prototype._bindTexture = function (channel, texture) {
  3402. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  3403. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  3404. this._activeTexturesCache[channel] = null;
  3405. };
  3406. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  3407. this._bindTexture(channel, postProcess._textures.data[postProcess._currentRenderTextureInd]);
  3408. };
  3409. Engine.prototype.setTexture = function (channel, texture) {
  3410. if (channel < 0) {
  3411. return;
  3412. }
  3413. if (!texture || !texture.isReady()) {
  3414. if (this._activeTexturesCache[channel] != null) {
  3415. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  3416. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  3417. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, null);
  3418. this._activeTexturesCache[channel] = null;
  3419. }
  3420. return;
  3421. }
  3422. if (texture instanceof BABYLON.VideoTexture) {
  3423. if (texture.update()) {
  3424. this._activeTexturesCache[channel] = null;
  3425. }
  3426. } else if (texture.delayLoadState == BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  3427. texture.delayLoad();
  3428. return;
  3429. }
  3430. if (this._activeTexturesCache[channel] == texture) {
  3431. return;
  3432. }
  3433. this._activeTexturesCache[channel] = texture;
  3434. var internalTexture = texture.getInternalTexture();
  3435. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  3436. if (internalTexture.isCube) {
  3437. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, internalTexture);
  3438. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  3439. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  3440. var textureWrapMode = (texture.coordinatesMode !== BABYLON.Texture.CUBIC_MODE && texture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  3441. this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode);
  3442. this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  3443. }
  3444. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  3445. } else {
  3446. this._gl.bindTexture(this._gl.TEXTURE_2D, internalTexture);
  3447. if (internalTexture._cachedWrapU !== texture.wrapU) {
  3448. internalTexture._cachedWrapU = texture.wrapU;
  3449. switch (texture.wrapU) {
  3450. case BABYLON.Texture.WRAP_ADDRESSMODE:
  3451. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.REPEAT);
  3452. break;
  3453. case BABYLON.Texture.CLAMP_ADDRESSMODE:
  3454. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.CLAMP_TO_EDGE);
  3455. break;
  3456. case BABYLON.Texture.MIRROR_ADDRESSMODE:
  3457. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.MIRRORED_REPEAT);
  3458. break;
  3459. }
  3460. }
  3461. if (internalTexture._cachedWrapV !== texture.wrapV) {
  3462. internalTexture._cachedWrapV = texture.wrapV;
  3463. switch (texture.wrapV) {
  3464. case BABYLON.Texture.WRAP_ADDRESSMODE:
  3465. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.REPEAT);
  3466. break;
  3467. case BABYLON.Texture.CLAMP_ADDRESSMODE:
  3468. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.CLAMP_TO_EDGE);
  3469. break;
  3470. case BABYLON.Texture.MIRROR_ADDRESSMODE:
  3471. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.MIRRORED_REPEAT);
  3472. break;
  3473. }
  3474. }
  3475. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  3476. }
  3477. };
  3478. Engine.prototype._setAnisotropicLevel = function (key, texture) {
  3479. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  3480. if (anisotropicFilterExtension && texture._cachedAnisotropicFilteringLevel !== texture.anisotropicFilteringLevel) {
  3481. this._gl.texParameterf(key, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(texture.anisotropicFilteringLevel, this._caps.maxAnisotropy));
  3482. texture._cachedAnisotropicFilteringLevel = texture.anisotropicFilteringLevel;
  3483. }
  3484. };
  3485. Engine.prototype.readPixels = function (x, y, width, height) {
  3486. var data = new Uint8Array(height * width * 4);
  3487. this._gl.readPixels(0, 0, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  3488. return data;
  3489. };
  3490. Engine.prototype.dispose = function () {
  3491. this.hideLoadingUI();
  3492. this.stopRenderLoop();
  3493. while (this.scenes.length) {
  3494. this.scenes[0].dispose();
  3495. }
  3496. for (var name in this._compiledEffects) {
  3497. this._gl.deleteProgram(this._compiledEffects[name]._program);
  3498. }
  3499. for (var i in this._vertexAttribArrays) {
  3500. if (i > this._gl.VERTEX_ATTRIB_ARRAY_ENABLED || !this._vertexAttribArrays[i]) {
  3501. continue;
  3502. }
  3503. this._gl.disableVertexAttribArray(i);
  3504. }
  3505. window.removeEventListener("blur", this._onBlur);
  3506. window.removeEventListener("focus", this._onFocus);
  3507. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  3508. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  3509. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  3510. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  3511. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  3512. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  3513. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  3514. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  3515. };
  3516. Engine.prototype.displayLoadingUI = function () {
  3517. var _this = this;
  3518. this._loadingDiv = document.createElement("div");
  3519. this._loadingDiv.style.opacity = "0";
  3520. this._loadingDiv.style.transition = "opacity 1.5s ease";
  3521. this._loadingTextDiv = document.createElement("div");
  3522. this._loadingTextDiv.style.position = "absolute";
  3523. this._loadingTextDiv.style.left = "0";
  3524. this._loadingTextDiv.style.top = "50%";
  3525. this._loadingTextDiv.style.marginTop = "80px";
  3526. this._loadingTextDiv.style.width = "100%";
  3527. this._loadingTextDiv.style.height = "20px";
  3528. this._loadingTextDiv.style.fontFamily = "Arial";
  3529. this._loadingTextDiv.style.fontSize = "14px";
  3530. this._loadingTextDiv.style.color = "white";
  3531. this._loadingTextDiv.style.textAlign = "center";
  3532. this._loadingTextDiv.innerHTML = "Loading";
  3533. this._loadingDiv.appendChild(this._loadingTextDiv);
  3534. var imgBack = new Image();
  3535. imgBack.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==";
  3536. imgBack.style.position = "absolute";
  3537. imgBack.style.left = "50%";
  3538. imgBack.style.top = "50%";
  3539. imgBack.style.marginLeft = "-50px";
  3540. imgBack.style.marginTop = "-50px";
  3541. imgBack.style.transition = "transform 1.0s ease";
  3542. imgBack.style.webkitTransition = "-webkit-transform 1.0s ease";
  3543. var deg = 360;
  3544. var onTransitionEnd = function () {
  3545. deg += 360;
  3546. imgBack.style.transform = "rotateZ(" + deg + "deg)";
  3547. imgBack.style.webkitTransform = "rotateZ(" + deg + "deg)";
  3548. };
  3549. imgBack.addEventListener("transitionend", onTransitionEnd);
  3550. imgBack.addEventListener("webkitTransitionEnd", onTransitionEnd);
  3551. this._loadingDiv.appendChild(imgBack);
  3552. var imgFront = new Image();
  3553. imgFront.src = "data:image/png;base64,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";
  3554. imgFront.style.position = "absolute";
  3555. imgFront.style.left = "50%";
  3556. imgFront.style.top = "50%";
  3557. imgFront.style.marginLeft = "-50px";
  3558. imgFront.style.marginTop = "-50px";
  3559. this._loadingDiv.appendChild(imgFront);
  3560. this._resizeLoadingUI = function () {
  3561. var canvasRect = _this.getRenderingCanvasClientRect();
  3562. _this._loadingDiv.style.position = "absolute";
  3563. _this._loadingDiv.style.left = canvasRect.left + "px";
  3564. _this._loadingDiv.style.top = canvasRect.top + "px";
  3565. _this._loadingDiv.style.width = canvasRect.width + "px";
  3566. _this._loadingDiv.style.height = canvasRect.height + "px";
  3567. };
  3568. this._resizeLoadingUI();
  3569. window.addEventListener("resize", this._resizeLoadingUI);
  3570. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  3571. document.body.appendChild(this._loadingDiv);
  3572. setTimeout(function () {
  3573. _this._loadingDiv.style.opacity = "1";
  3574. imgBack.style.transform = "rotateZ(360deg)";
  3575. imgBack.style.webkitTransform = "rotateZ(360deg)";
  3576. }, 0);
  3577. };
  3578. Object.defineProperty(Engine.prototype, "loadingUIText", {
  3579. set: function (text) {
  3580. if (!this._loadingDiv) {
  3581. return;
  3582. }
  3583. this._loadingTextDiv.innerHTML = text;
  3584. },
  3585. enumerable: true,
  3586. configurable: true
  3587. });
  3588. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  3589. get: function () {
  3590. return this._loadingDivBackgroundColor;
  3591. },
  3592. set: function (color) {
  3593. this._loadingDivBackgroundColor = color;
  3594. if (!this._loadingDiv) {
  3595. return;
  3596. }
  3597. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  3598. },
  3599. enumerable: true,
  3600. configurable: true
  3601. });
  3602. Engine.prototype.hideLoadingUI = function () {
  3603. var _this = this;
  3604. if (!this._loadingDiv) {
  3605. return;
  3606. }
  3607. var onTransitionEnd = function () {
  3608. if (!_this._loadingDiv) {
  3609. return;
  3610. }
  3611. document.body.removeChild(_this._loadingDiv);
  3612. window.removeEventListener("resize", _this._resizeLoadingUI);
  3613. _this._loadingDiv = null;
  3614. };
  3615. this._loadingDiv.style.opacity = "0";
  3616. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  3617. };
  3618. Engine.isSupported = function () {
  3619. try {
  3620. var tempcanvas = document.createElement("canvas");
  3621. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  3622. return gl != null && !!window.WebGLRenderingContext;
  3623. } catch (e) {
  3624. return false;
  3625. }
  3626. };
  3627. Engine._ALPHA_DISABLE = 0;
  3628. Engine._ALPHA_ADD = 1;
  3629. Engine._ALPHA_COMBINE = 2;
  3630. Engine._DELAYLOADSTATE_NONE = 0;
  3631. Engine._DELAYLOADSTATE_LOADED = 1;
  3632. Engine._DELAYLOADSTATE_LOADING = 2;
  3633. Engine._DELAYLOADSTATE_NOTLOADED = 4;
  3634. Engine.Epsilon = 0.001;
  3635. Engine.CollisionsEpsilon = 0.001;
  3636. Engine.ShadersRepository = "Babylon/Shaders/";
  3637. return Engine;
  3638. })();
  3639. BABYLON.Engine = Engine;
  3640. })(BABYLON || (BABYLON = {}));
  3641. var BABYLON;
  3642. (function (BABYLON) {
  3643. var Node = (function () {
  3644. function Node(name, scene) {
  3645. this.state = "";
  3646. this.animations = new Array();
  3647. this._childrenFlag = -1;
  3648. this._isEnabled = true;
  3649. this._isReady = true;
  3650. this._currentRenderId = -1;
  3651. this.name = name;
  3652. this.id = name;
  3653. this._scene = scene;
  3654. this._initCache();
  3655. }
  3656. Node.prototype.getScene = function () {
  3657. return this._scene;
  3658. };
  3659. Node.prototype.getEngine = function () {
  3660. return this._scene.getEngine();
  3661. };
  3662. Node.prototype.getWorldMatrix = function () {
  3663. return BABYLON.Matrix.Identity();
  3664. };
  3665. Node.prototype._initCache = function () {
  3666. this._cache = {};
  3667. this._cache.parent = undefined;
  3668. };
  3669. Node.prototype.updateCache = function (force) {
  3670. if (!force && this.isSynchronized())
  3671. return;
  3672. this._cache.parent = this.parent;
  3673. this._updateCache();
  3674. };
  3675. Node.prototype._updateCache = function (ignoreParentClass) {
  3676. };
  3677. Node.prototype._isSynchronized = function () {
  3678. return true;
  3679. };
  3680. Node.prototype.isSynchronizedWithParent = function () {
  3681. return this.parent ? this.parent._currentRenderId <= this._currentRenderId : true;
  3682. };
  3683. Node.prototype.isSynchronized = function (updateCache) {
  3684. var check = this.hasNewParent();
  3685. check = check || !this.isSynchronizedWithParent();
  3686. check = check || !this._isSynchronized();
  3687. if (updateCache)
  3688. this.updateCache(true);
  3689. return !check;
  3690. };
  3691. Node.prototype.hasNewParent = function (update) {
  3692. if (this._cache.parent === this.parent)
  3693. return false;
  3694. if (update)
  3695. this._cache.parent = this.parent;
  3696. return true;
  3697. };
  3698. Node.prototype.isReady = function () {
  3699. return this._isReady;
  3700. };
  3701. Node.prototype.isEnabled = function () {
  3702. if (!this._isEnabled) {
  3703. return false;
  3704. }
  3705. if (this.parent) {
  3706. return this.parent.isEnabled();
  3707. }
  3708. return true;
  3709. };
  3710. Node.prototype.setEnabled = function (value) {
  3711. this._isEnabled = value;
  3712. };
  3713. Node.prototype.isDescendantOf = function (ancestor) {
  3714. if (this.parent) {
  3715. if (this.parent === ancestor) {
  3716. return true;
  3717. }
  3718. return this.parent.isDescendantOf(ancestor);
  3719. }
  3720. return false;
  3721. };
  3722. Node.prototype._getDescendants = function (list, results) {
  3723. for (var index = 0; index < list.length; index++) {
  3724. var item = list[index];
  3725. if (item.isDescendantOf(this)) {
  3726. results.push(item);
  3727. }
  3728. }
  3729. };
  3730. Node.prototype.getDescendants = function () {
  3731. var results = [];
  3732. this._getDescendants(this._scene.meshes, results);
  3733. this._getDescendants(this._scene.lights, results);
  3734. this._getDescendants(this._scene.cameras, results);
  3735. return results;
  3736. };
  3737. Node.prototype._setReady = function (state) {
  3738. if (state == this._isReady) {
  3739. return;
  3740. }
  3741. if (!state) {
  3742. this._isReady = false;
  3743. return;
  3744. }
  3745. this._isReady = true;
  3746. if (this.onReady) {
  3747. this.onReady(this);
  3748. }
  3749. };
  3750. return Node;
  3751. })();
  3752. BABYLON.Node = Node;
  3753. })(BABYLON || (BABYLON = {}));
  3754. var BABYLON;
  3755. (function (BABYLON) {
  3756. var BoundingSphere = (function () {
  3757. function BoundingSphere(minimum, maximum) {
  3758. this.minimum = minimum;
  3759. this.maximum = maximum;
  3760. this._tempRadiusVector = BABYLON.Vector3.Zero();
  3761. var distance = BABYLON.Vector3.Distance(minimum, maximum);
  3762. this.center = BABYLON.Vector3.Lerp(minimum, maximum, 0.5);
  3763. this.radius = distance * 0.5;
  3764. this.centerWorld = BABYLON.Vector3.Zero();
  3765. this._update(BABYLON.Matrix.Identity());
  3766. }
  3767. BoundingSphere.prototype._update = function (world) {
  3768. BABYLON.Vector3.TransformCoordinatesToRef(this.center, world, this.centerWorld);
  3769. BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, world, this._tempRadiusVector);
  3770. this.radiusWorld = Math.max(Math.abs(this._tempRadiusVector.x), Math.abs(this._tempRadiusVector.y), Math.abs(this._tempRadiusVector.z)) * this.radius;
  3771. };
  3772. BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
  3773. for (var i = 0; i < 6; i++) {
  3774. if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld)
  3775. return false;
  3776. }
  3777. return true;
  3778. };
  3779. BoundingSphere.prototype.intersectsPoint = function (point) {
  3780. var x = this.centerWorld.x - point.x;
  3781. var y = this.centerWorld.y - point.y;
  3782. var z = this.centerWorld.z - point.z;
  3783. var distance = Math.sqrt((x * x) + (y * y) + (z * z));
  3784. if (Math.abs(this.radiusWorld - distance) < BABYLON.Engine.Epsilon)
  3785. return false;
  3786. return true;
  3787. };
  3788. BoundingSphere.Intersects = function (sphere0, sphere1) {
  3789. var x = sphere0.centerWorld.x - sphere1.centerWorld.x;
  3790. var y = sphere0.centerWorld.y - sphere1.centerWorld.y;
  3791. var z = sphere0.centerWorld.z - sphere1.centerWorld.z;
  3792. var distance = Math.sqrt((x * x) + (y * y) + (z * z));
  3793. if (sphere0.radiusWorld + sphere1.radiusWorld < distance)
  3794. return false;
  3795. return true;
  3796. };
  3797. return BoundingSphere;
  3798. })();
  3799. BABYLON.BoundingSphere = BoundingSphere;
  3800. })(BABYLON || (BABYLON = {}));
  3801. var BABYLON;
  3802. (function (BABYLON) {
  3803. var BoundingBox = (function () {
  3804. function BoundingBox(minimum, maximum) {
  3805. this.minimum = minimum;
  3806. this.maximum = maximum;
  3807. this.vectors = new Array();
  3808. this.vectorsWorld = new Array();
  3809. this.vectors.push(this.minimum.clone());
  3810. this.vectors.push(this.maximum.clone());
  3811. this.vectors.push(this.minimum.clone());
  3812. this.vectors[2].x = this.maximum.x;
  3813. this.vectors.push(this.minimum.clone());
  3814. this.vectors[3].y = this.maximum.y;
  3815. this.vectors.push(this.minimum.clone());
  3816. this.vectors[4].z = this.maximum.z;
  3817. this.vectors.push(this.maximum.clone());
  3818. this.vectors[5].z = this.minimum.z;
  3819. this.vectors.push(this.maximum.clone());
  3820. this.vectors[6].x = this.minimum.x;
  3821. this.vectors.push(this.maximum.clone());
  3822. this.vectors[7].y = this.minimum.y;
  3823. this.center = this.maximum.add(this.minimum).scale(0.5);
  3824. this.extendSize = this.maximum.subtract(this.minimum).scale(0.5);
  3825. this.directions = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  3826. for (var index = 0; index < this.vectors.length; index++) {
  3827. this.vectorsWorld[index] = BABYLON.Vector3.Zero();
  3828. }
  3829. this.minimumWorld = BABYLON.Vector3.Zero();
  3830. this.maximumWorld = BABYLON.Vector3.Zero();
  3831. this._update(BABYLON.Matrix.Identity());
  3832. }
  3833. BoundingBox.prototype.getWorldMatrix = function () {
  3834. return this._worldMatrix;
  3835. };
  3836. BoundingBox.prototype._update = function (world) {
  3837. BABYLON.Vector3.FromFloatsToRef(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, this.minimumWorld);
  3838. BABYLON.Vector3.FromFloatsToRef(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE, this.maximumWorld);
  3839. for (var index = 0; index < this.vectors.length; index++) {
  3840. var v = this.vectorsWorld[index];
  3841. BABYLON.Vector3.TransformCoordinatesToRef(this.vectors[index], world, v);
  3842. if (v.x < this.minimumWorld.x)
  3843. this.minimumWorld.x = v.x;
  3844. if (v.y < this.minimumWorld.y)
  3845. this.minimumWorld.y = v.y;
  3846. if (v.z < this.minimumWorld.z)
  3847. this.minimumWorld.z = v.z;
  3848. if (v.x > this.maximumWorld.x)
  3849. this.maximumWorld.x = v.x;
  3850. if (v.y > this.maximumWorld.y)
  3851. this.maximumWorld.y = v.y;
  3852. if (v.z > this.maximumWorld.z)
  3853. this.maximumWorld.z = v.z;
  3854. }
  3855. this.maximumWorld.addToRef(this.minimumWorld, this.center);
  3856. this.center.scaleInPlace(0.5);
  3857. BABYLON.Vector3.FromFloatArrayToRef(world.m, 0, this.directions[0]);
  3858. BABYLON.Vector3.FromFloatArrayToRef(world.m, 4, this.directions[1]);
  3859. BABYLON.Vector3.FromFloatArrayToRef(world.m, 8, this.directions[2]);
  3860. this._worldMatrix = world;
  3861. };
  3862. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  3863. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  3864. };
  3865. BoundingBox.prototype.intersectsPoint = function (point) {
  3866. var delta = BABYLON.Engine.Epsilon;
  3867. if (this.maximumWorld.x - point.x < delta || delta > point.x - this.minimumWorld.x)
  3868. return false;
  3869. if (this.maximumWorld.y - point.y < delta || delta > point.y - this.minimumWorld.y)
  3870. return false;
  3871. if (this.maximumWorld.z - point.z < delta || delta > point.z - this.minimumWorld.z)
  3872. return false;
  3873. return true;
  3874. };
  3875. BoundingBox.prototype.intersectsSphere = function (sphere) {
  3876. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  3877. };
  3878. BoundingBox.prototype.intersectsMinMax = function (min, max) {
  3879. if (this.maximumWorld.x < min.x || this.minimumWorld.x > max.x)
  3880. return false;
  3881. if (this.maximumWorld.y < min.y || this.minimumWorld.y > max.y)
  3882. return false;
  3883. if (this.maximumWorld.z < min.z || this.minimumWorld.z > max.z)
  3884. return false;
  3885. return true;
  3886. };
  3887. BoundingBox.Intersects = function (box0, box1) {
  3888. if (box0.maximumWorld.x < box1.minimumWorld.x || box0.minimumWorld.x > box1.maximumWorld.x)
  3889. return false;
  3890. if (box0.maximumWorld.y < box1.minimumWorld.y || box0.minimumWorld.y > box1.maximumWorld.y)
  3891. return false;
  3892. if (box0.maximumWorld.z < box1.minimumWorld.z || box0.minimumWorld.z > box1.maximumWorld.z)
  3893. return false;
  3894. return true;
  3895. };
  3896. BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
  3897. var vector = BABYLON.Vector3.Clamp(sphereCenter, minPoint, maxPoint);
  3898. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  3899. return (num <= (sphereRadius * sphereRadius));
  3900. };
  3901. BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  3902. for (var p = 0; p < 6; p++) {
  3903. var inCount = 8;
  3904. for (var i = 0; i < 8; i++) {
  3905. if (frustumPlanes[p].dotCoordinate(boundingVectors[i]) < 0) {
  3906. --inCount;
  3907. } else {
  3908. break;
  3909. }
  3910. }
  3911. if (inCount == 0)
  3912. return false;
  3913. }
  3914. return true;
  3915. };
  3916. return BoundingBox;
  3917. })();
  3918. BABYLON.BoundingBox = BoundingBox;
  3919. })(BABYLON || (BABYLON = {}));
  3920. var BABYLON;
  3921. (function (BABYLON) {
  3922. var computeBoxExtents = function (axis, box) {
  3923. var p = BABYLON.Vector3.Dot(box.center, axis);
  3924. var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
  3925. var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
  3926. var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
  3927. var r = r0 + r1 + r2;
  3928. return {
  3929. min: p - r,
  3930. max: p + r
  3931. };
  3932. };
  3933. var extentsOverlap = function (min0, max0, min1, max1) {
  3934. return !(min0 > max1 || min1 > max0);
  3935. };
  3936. var axisOverlap = function (axis, box0, box1) {
  3937. var result0 = computeBoxExtents(axis, box0);
  3938. var result1 = computeBoxExtents(axis, box1);
  3939. return extentsOverlap(result0.min, result0.max, result1.min, result1.max);
  3940. };
  3941. var BoundingInfo = (function () {
  3942. function BoundingInfo(minimum, maximum) {
  3943. this.minimum = minimum;
  3944. this.maximum = maximum;
  3945. this.boundingBox = new BABYLON.BoundingBox(minimum, maximum);
  3946. this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum);
  3947. }
  3948. BoundingInfo.prototype._update = function (world) {
  3949. this.boundingBox._update(world);
  3950. this.boundingSphere._update(world);
  3951. };
  3952. BoundingInfo.prototype.isInFrustum = function (frustumPlanes) {
  3953. if (!this.boundingSphere.isInFrustum(frustumPlanes))
  3954. return false;
  3955. return this.boundingBox.isInFrustum(frustumPlanes);
  3956. };
  3957. BoundingInfo.prototype._checkCollision = function (collider) {
  3958. return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
  3959. };
  3960. BoundingInfo.prototype.intersectsPoint = function (point) {
  3961. if (!this.boundingSphere.centerWorld) {
  3962. return false;
  3963. }
  3964. if (!this.boundingSphere.intersectsPoint(point)) {
  3965. return false;
  3966. }
  3967. if (!this.boundingBox.intersectsPoint(point)) {
  3968. return false;
  3969. }
  3970. return true;
  3971. };
  3972. BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
  3973. if (!this.boundingSphere.centerWorld || !boundingInfo.boundingSphere.centerWorld) {
  3974. return false;
  3975. }
  3976. if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
  3977. return false;
  3978. }
  3979. if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
  3980. return false;
  3981. }
  3982. if (!precise) {
  3983. return true;
  3984. }
  3985. var box0 = this.boundingBox;
  3986. var box1 = boundingInfo.boundingBox;
  3987. if (!axisOverlap(box0.directions[0], box0, box1))
  3988. return false;
  3989. if (!axisOverlap(box0.directions[1], box0, box1))
  3990. return false;
  3991. if (!axisOverlap(box0.directions[2], box0, box1))
  3992. return false;
  3993. if (!axisOverlap(box1.directions[0], box0, box1))
  3994. return false;
  3995. if (!axisOverlap(box1.directions[1], box0, box1))
  3996. return false;
  3997. if (!axisOverlap(box1.directions[2], box0, box1))
  3998. return false;
  3999. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1))
  4000. return false;
  4001. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1))
  4002. return false;
  4003. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1))
  4004. return false;
  4005. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1))
  4006. return false;
  4007. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1))
  4008. return false;
  4009. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1))
  4010. return false;
  4011. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1))
  4012. return false;
  4013. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1))
  4014. return false;
  4015. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1))
  4016. return false;
  4017. return true;
  4018. };
  4019. return BoundingInfo;
  4020. })();
  4021. BABYLON.BoundingInfo = BoundingInfo;
  4022. })(BABYLON || (BABYLON = {}));
  4023. var __extends = this.__extends || function (d, b) {
  4024. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  4025. function __() { this.constructor = d; }
  4026. __.prototype = b.prototype;
  4027. d.prototype = new __();
  4028. };
  4029. var BABYLON;
  4030. (function (BABYLON) {
  4031. var Light = (function (_super) {
  4032. __extends(Light, _super);
  4033. function Light(name, scene) {
  4034. _super.call(this, name, scene);
  4035. this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
  4036. this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
  4037. this.intensity = 1.0;
  4038. this.range = Number.MAX_VALUE;
  4039. this.includedOnlyMeshes = new Array();
  4040. this.excludedMeshes = new Array();
  4041. this._excludedMeshesIds = new Array();
  4042. this._includedOnlyMeshesIds = new Array();
  4043. scene.lights.push(this);
  4044. }
  4045. Light.prototype.getShadowGenerator = function () {
  4046. return this._shadowGenerator;
  4047. };
  4048. Light.prototype.transferToEffect = function (effect, uniformName0, uniformName1) {
  4049. };
  4050. Light.prototype._getWorldMatrix = function () {
  4051. return BABYLON.Matrix.Identity();
  4052. };
  4053. Light.prototype.canAffectMesh = function (mesh) {
  4054. if (!mesh) {
  4055. return true;
  4056. }
  4057. if (this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
  4058. return false;
  4059. }
  4060. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  4061. return false;
  4062. }
  4063. return true;
  4064. };
  4065. Light.prototype.getWorldMatrix = function () {
  4066. this._currentRenderId = this.getScene().getRenderId();
  4067. var worldMatrix = this._getWorldMatrix();
  4068. if (this.parent && this.parent.getWorldMatrix) {
  4069. if (!this._parentedWorldMatrix) {
  4070. this._parentedWorldMatrix = BABYLON.Matrix.Identity();
  4071. }
  4072. worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._parentedWorldMatrix);
  4073. return this._parentedWorldMatrix;
  4074. }
  4075. return worldMatrix;
  4076. };
  4077. Light.prototype.dispose = function () {
  4078. if (this._shadowGenerator) {
  4079. this._shadowGenerator.dispose();
  4080. this._shadowGenerator = null;
  4081. }
  4082. var index = this.getScene().lights.indexOf(this);
  4083. this.getScene().lights.splice(index, 1);
  4084. };
  4085. return Light;
  4086. })(BABYLON.Node);
  4087. BABYLON.Light = Light;
  4088. })(BABYLON || (BABYLON = {}));
  4089. var __extends = this.__extends || function (d, b) {
  4090. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  4091. function __() { this.constructor = d; }
  4092. __.prototype = b.prototype;
  4093. d.prototype = new __();
  4094. };
  4095. var BABYLON;
  4096. (function (BABYLON) {
  4097. var PointLight = (function (_super) {
  4098. __extends(PointLight, _super);
  4099. function PointLight(name, position, scene) {
  4100. _super.call(this, name, scene);
  4101. this.position = position;
  4102. }
  4103. PointLight.prototype.transferToEffect = function (effect, positionUniformName) {
  4104. if (this.parent && this.parent.getWorldMatrix) {
  4105. if (!this._transformedPosition) {
  4106. this._transformedPosition = BABYLON.Vector3.Zero();
  4107. }
  4108. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this._transformedPosition);
  4109. effect.setFloat4(positionUniformName, this._transformedPosition.x, this._transformedPosition.y, this._transformedPosition.z, 0);
  4110. return;
  4111. }
  4112. effect.setFloat4(positionUniformName, this.position.x, this.position.y, this.position.z, 0);
  4113. };
  4114. PointLight.prototype.getShadowGenerator = function () {
  4115. return null;
  4116. };
  4117. PointLight.prototype._getWorldMatrix = function () {
  4118. if (!this._worldMatrix) {
  4119. this._worldMatrix = BABYLON.Matrix.Identity();
  4120. }
  4121. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  4122. return this._worldMatrix;
  4123. };
  4124. return PointLight;
  4125. })(BABYLON.Light);
  4126. BABYLON.PointLight = PointLight;
  4127. })(BABYLON || (BABYLON = {}));
  4128. var __extends = this.__extends || function (d, b) {
  4129. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  4130. function __() { this.constructor = d; }
  4131. __.prototype = b.prototype;
  4132. d.prototype = new __();
  4133. };
  4134. var BABYLON;
  4135. (function (BABYLON) {
  4136. var SpotLight = (function (_super) {
  4137. __extends(SpotLight, _super);
  4138. function SpotLight(name, position, direction, angle, exponent, scene) {
  4139. _super.call(this, name, scene);
  4140. this.position = position;
  4141. this.direction = direction;
  4142. this.angle = angle;
  4143. this.exponent = exponent;
  4144. }
  4145. SpotLight.prototype.setDirectionToTarget = function (target) {
  4146. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  4147. return this.direction;
  4148. };
  4149. SpotLight.prototype.transferToEffect = function (effect, positionUniformName, directionUniformName) {
  4150. var normalizeDirection;
  4151. if (this.parent && this.parent.getWorldMatrix) {
  4152. if (!this._transformedDirection) {
  4153. this._transformedDirection = BABYLON.Vector3.Zero();
  4154. }
  4155. if (!this._transformedPosition) {
  4156. this._transformedPosition = BABYLON.Vector3.Zero();
  4157. }
  4158. var parentWorldMatrix = this.parent.getWorldMatrix();
  4159. BABYLON.Vector3.TransformCoordinatesToRef(this.position, parentWorldMatrix, this._transformedPosition);
  4160. BABYLON.Vector3.TransformNormalToRef(this.direction, parentWorldMatrix, this._transformedDirection);
  4161. effect.setFloat4(positionUniformName, this._transformedPosition.x, this._transformedPosition.y, this._transformedPosition.z, this.exponent);
  4162. normalizeDirection = BABYLON.Vector3.Normalize(this._transformedDirection);
  4163. } else {
  4164. effect.setFloat4(positionUniformName, this.position.x, this.position.y, this.position.z, this.exponent);
  4165. normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  4166. }
  4167. effect.setFloat4(directionUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, Math.cos(this.angle * 0.5));
  4168. };
  4169. SpotLight.prototype._getWorldMatrix = function () {
  4170. if (!this._worldMatrix) {
  4171. this._worldMatrix = BABYLON.Matrix.Identity();
  4172. }
  4173. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  4174. return this._worldMatrix;
  4175. };
  4176. return SpotLight;
  4177. })(BABYLON.Light);
  4178. BABYLON.SpotLight = SpotLight;
  4179. })(BABYLON || (BABYLON = {}));
  4180. var __extends = this.__extends || function (d, b) {
  4181. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  4182. function __() { this.constructor = d; }
  4183. __.prototype = b.prototype;
  4184. d.prototype = new __();
  4185. };
  4186. var BABYLON;
  4187. (function (BABYLON) {
  4188. var DirectionalLight = (function (_super) {
  4189. __extends(DirectionalLight, _super);
  4190. function DirectionalLight(name, direction, scene) {
  4191. _super.call(this, name, scene);
  4192. this.direction = direction;
  4193. this.position = direction.scale(-1);
  4194. }
  4195. DirectionalLight.prototype.setDirectionToTarget = function (target) {
  4196. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  4197. return this.direction;
  4198. };
  4199. DirectionalLight.prototype._computeTransformedPosition = function () {
  4200. if (this.parent && this.parent.getWorldMatrix) {
  4201. if (!this._transformedPosition) {
  4202. this._transformedPosition = BABYLON.Vector3.Zero();
  4203. }
  4204. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this._transformedPosition);
  4205. return true;
  4206. }
  4207. return false;
  4208. };
  4209. DirectionalLight.prototype.transferToEffect = function (effect, directionUniformName) {
  4210. if (this.parent && this.parent.getWorldMatrix) {
  4211. if (!this._transformedDirection) {
  4212. this._transformedDirection = BABYLON.Vector3.Zero();
  4213. }
  4214. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this._transformedDirection);
  4215. effect.setFloat4(directionUniformName, this._transformedDirection.x, this._transformedDirection.y, this._transformedDirection.z, 1);
  4216. return;
  4217. }
  4218. effect.setFloat4(directionUniformName, this.direction.x, this.direction.y, this.direction.z, 1);
  4219. };
  4220. DirectionalLight.prototype._getWorldMatrix = function () {
  4221. if (!this._worldMatrix) {
  4222. this._worldMatrix = BABYLON.Matrix.Identity();
  4223. }
  4224. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  4225. return this._worldMatrix;
  4226. };
  4227. return DirectionalLight;
  4228. })(BABYLON.Light);
  4229. BABYLON.DirectionalLight = DirectionalLight;
  4230. })(BABYLON || (BABYLON = {}));
  4231. var BABYLON;
  4232. (function (BABYLON) {
  4233. var ShadowGenerator = (function () {
  4234. function ShadowGenerator(mapSize, light) {
  4235. var _this = this;
  4236. this.filter = ShadowGenerator.FILTER_VARIANCESHADOWMAP;
  4237. this._darkness = 0;
  4238. this._transparencyShadow = false;
  4239. this._viewMatrix = BABYLON.Matrix.Zero();
  4240. this._projectionMatrix = BABYLON.Matrix.Zero();
  4241. this._transformMatrix = BABYLON.Matrix.Zero();
  4242. this._worldViewProjection = BABYLON.Matrix.Zero();
  4243. this._light = light;
  4244. this._scene = light.getScene();
  4245. light._shadowGenerator = this;
  4246. this._shadowMap = new BABYLON.RenderTargetTexture(light.name + "_shadowMap", mapSize, this._scene, false);
  4247. this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  4248. this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  4249. this._shadowMap.renderParticles = false;
  4250. var renderSubMesh = function (subMesh) {
  4251. var mesh = subMesh.getRenderingMesh();
  4252. var scene = _this._scene;
  4253. var engine = scene.getEngine();
  4254. engine.setState(subMesh.getMaterial().backFaceCulling);
  4255. var batch = mesh._getInstancesRenderList(subMesh._id);
  4256. if (batch.mustReturn) {
  4257. return;
  4258. }
  4259. var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null);
  4260. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  4261. engine.enableEffect(_this._effect);
  4262. mesh._bind(subMesh, _this._effect, false);
  4263. var material = subMesh.getMaterial();
  4264. _this._effect.setMatrix("viewProjection", _this.getTransformMatrix());
  4265. if (material && material.needAlphaTesting()) {
  4266. var alphaTexture = material.getAlphaTestTexture();
  4267. _this._effect.setTexture("diffuseSampler", alphaTexture);
  4268. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  4269. }
  4270. var useBones = mesh.skeleton && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind);
  4271. if (useBones) {
  4272. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  4273. }
  4274. if (hardwareInstancedRendering) {
  4275. mesh._renderWithInstances(subMesh, false, batch, _this._effect, engine);
  4276. } else {
  4277. if (batch.renderSelf[subMesh._id]) {
  4278. _this._effect.setMatrix("world", mesh.getWorldMatrix());
  4279. mesh._draw(subMesh, true);
  4280. }
  4281. if (batch.visibleInstances[subMesh._id]) {
  4282. for (var instanceIndex = 0; instanceIndex < batch.visibleInstances[subMesh._id].length; instanceIndex++) {
  4283. var instance = batch.visibleInstances[subMesh._id][instanceIndex];
  4284. _this._effect.setMatrix("world", instance.getWorldMatrix());
  4285. mesh._draw(subMesh, true);
  4286. }
  4287. }
  4288. }
  4289. } else {
  4290. _this._shadowMap.resetRefreshCounter();
  4291. }
  4292. };
  4293. this._shadowMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes) {
  4294. var index;
  4295. for (index = 0; index < opaqueSubMeshes.length; index++) {
  4296. renderSubMesh(opaqueSubMeshes.data[index]);
  4297. }
  4298. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  4299. renderSubMesh(alphaTestSubMeshes.data[index]);
  4300. }
  4301. if (_this._transparencyShadow) {
  4302. for (index = 0; index < transparentSubMeshes.length; index++) {
  4303. renderSubMesh(transparentSubMeshes.data[index]);
  4304. }
  4305. }
  4306. };
  4307. }
  4308. Object.defineProperty(ShadowGenerator, "FILTER_NONE", {
  4309. get: function () {
  4310. return ShadowGenerator._FILTER_NONE;
  4311. },
  4312. enumerable: true,
  4313. configurable: true
  4314. });
  4315. Object.defineProperty(ShadowGenerator, "FILTER_VARIANCESHADOWMAP", {
  4316. get: function () {
  4317. return ShadowGenerator._FILTER_VARIANCESHADOWMAP;
  4318. },
  4319. enumerable: true,
  4320. configurable: true
  4321. });
  4322. Object.defineProperty(ShadowGenerator, "FILTER_POISSONSAMPLING", {
  4323. get: function () {
  4324. return ShadowGenerator._FILTER_POISSONSAMPLING;
  4325. },
  4326. enumerable: true,
  4327. configurable: true
  4328. });
  4329. Object.defineProperty(ShadowGenerator.prototype, "useVarianceShadowMap", {
  4330. get: function () {
  4331. return this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP;
  4332. },
  4333. set: function (value) {
  4334. this.filter = (value ? ShadowGenerator.FILTER_VARIANCESHADOWMAP : ShadowGenerator.FILTER_NONE);
  4335. },
  4336. enumerable: true,
  4337. configurable: true
  4338. });
  4339. Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
  4340. get: function () {
  4341. return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;
  4342. },
  4343. set: function (value) {
  4344. this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
  4345. },
  4346. enumerable: true,
  4347. configurable: true
  4348. });
  4349. ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
  4350. var defines = [];
  4351. if (this.useVarianceShadowMap) {
  4352. defines.push("#define VSM");
  4353. }
  4354. var attribs = [BABYLON.VertexBuffer.PositionKind];
  4355. var mesh = subMesh.getMesh();
  4356. var material = subMesh.getMaterial();
  4357. if (material && material.needAlphaTesting()) {
  4358. defines.push("#define ALPHATEST");
  4359. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  4360. attribs.push(BABYLON.VertexBuffer.UVKind);
  4361. defines.push("#define UV1");
  4362. }
  4363. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  4364. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  4365. defines.push("#define UV2");
  4366. }
  4367. }
  4368. if (mesh.skeleton && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  4369. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  4370. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  4371. defines.push("#define BONES");
  4372. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  4373. }
  4374. if (useInstances) {
  4375. defines.push("#define INSTANCES");
  4376. attribs.push("world0");
  4377. attribs.push("world1");
  4378. attribs.push("world2");
  4379. attribs.push("world3");
  4380. }
  4381. var join = defines.join("\n");
  4382. if (this._cachedDefines != join) {
  4383. this._cachedDefines = join;
  4384. this._effect = this._scene.getEngine().createEffect("shadowMap", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
  4385. }
  4386. return this._effect.isReady();
  4387. };
  4388. ShadowGenerator.prototype.getShadowMap = function () {
  4389. return this._shadowMap;
  4390. };
  4391. ShadowGenerator.prototype.getLight = function () {
  4392. return this._light;
  4393. };
  4394. ShadowGenerator.prototype.getTransformMatrix = function () {
  4395. var lightPosition = this._light.position;
  4396. var lightDirection = this._light.direction;
  4397. if (this._light._computeTransformedPosition()) {
  4398. lightPosition = this._light._transformedPosition;
  4399. }
  4400. if (!this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !lightDirection.equals(this._cachedDirection)) {
  4401. this._cachedPosition = lightPosition.clone();
  4402. this._cachedDirection = lightDirection.clone();
  4403. var activeCamera = this._scene.activeCamera;
  4404. BABYLON.Matrix.LookAtLHToRef(lightPosition, this._light.position.add(lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
  4405. BABYLON.Matrix.PerspectiveFovLHToRef(Math.PI / 2.0, 1.0, activeCamera.minZ, activeCamera.maxZ, this._projectionMatrix);
  4406. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  4407. }
  4408. return this._transformMatrix;
  4409. };
  4410. ShadowGenerator.prototype.getDarkness = function () {
  4411. return this._darkness;
  4412. };
  4413. ShadowGenerator.prototype.setDarkness = function (darkness) {
  4414. if (darkness >= 1.0)
  4415. this._darkness = 1.0;
  4416. else if (darkness <= 0.0)
  4417. this._darkness = 0.0;
  4418. else
  4419. this._darkness = darkness;
  4420. };
  4421. ShadowGenerator.prototype.setTransparencyShadow = function (hasShadow) {
  4422. this._transparencyShadow = hasShadow;
  4423. };
  4424. ShadowGenerator.prototype.dispose = function () {
  4425. this._shadowMap.dispose();
  4426. };
  4427. ShadowGenerator._FILTER_NONE = 0;
  4428. ShadowGenerator._FILTER_VARIANCESHADOWMAP = 1;
  4429. ShadowGenerator._FILTER_POISSONSAMPLING = 2;
  4430. return ShadowGenerator;
  4431. })();
  4432. BABYLON.ShadowGenerator = ShadowGenerator;
  4433. })(BABYLON || (BABYLON = {}));
  4434. var __extends = this.__extends || function (d, b) {
  4435. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  4436. function __() { this.constructor = d; }
  4437. __.prototype = b.prototype;
  4438. d.prototype = new __();
  4439. };
  4440. var BABYLON;
  4441. (function (BABYLON) {
  4442. var HemisphericLight = (function (_super) {
  4443. __extends(HemisphericLight, _super);
  4444. function HemisphericLight(name, direction, scene) {
  4445. _super.call(this, name, scene);
  4446. this.direction = direction;
  4447. this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
  4448. }
  4449. HemisphericLight.prototype.setDirectionToTarget = function (target) {
  4450. this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
  4451. return this.direction;
  4452. };
  4453. HemisphericLight.prototype.getShadowGenerator = function () {
  4454. return null;
  4455. };
  4456. HemisphericLight.prototype.transferToEffect = function (effect, directionUniformName, groundColorUniformName) {
  4457. var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  4458. effect.setFloat4(directionUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0);
  4459. effect.setColor3(groundColorUniformName, this.groundColor.scale(this.intensity));
  4460. };
  4461. HemisphericLight.prototype._getWorldMatrix = function () {
  4462. if (!this._worldMatrix) {
  4463. this._worldMatrix = BABYLON.Matrix.Identity();
  4464. }
  4465. return this._worldMatrix;
  4466. };
  4467. return HemisphericLight;
  4468. })(BABYLON.Light);
  4469. BABYLON.HemisphericLight = HemisphericLight;
  4470. })(BABYLON || (BABYLON = {}));
  4471. var BABYLON;
  4472. (function (BABYLON) {
  4473. var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
  4474. if (boxMin.x > sphereCenter.x + sphereRadius)
  4475. return false;
  4476. if (sphereCenter.x - sphereRadius > boxMax.x)
  4477. return false;
  4478. if (boxMin.y > sphereCenter.y + sphereRadius)
  4479. return false;
  4480. if (sphereCenter.y - sphereRadius > boxMax.y)
  4481. return false;
  4482. if (boxMin.z > sphereCenter.z + sphereRadius)
  4483. return false;
  4484. if (sphereCenter.z - sphereRadius > boxMax.z)
  4485. return false;
  4486. return true;
  4487. };
  4488. var getLowestRoot = function (a, b, c, maxR) {
  4489. var determinant = b * b - 4.0 * a * c;
  4490. var result = { root: 0, found: false };
  4491. if (determinant < 0)
  4492. return result;
  4493. var sqrtD = Math.sqrt(determinant);
  4494. var r1 = (-b - sqrtD) / (2.0 * a);
  4495. var r2 = (-b + sqrtD) / (2.0 * a);
  4496. if (r1 > r2) {
  4497. var temp = r2;
  4498. r2 = r1;
  4499. r1 = temp;
  4500. }
  4501. if (r1 > 0 && r1 < maxR) {
  4502. result.root = r1;
  4503. result.found = true;
  4504. return result;
  4505. }
  4506. if (r2 > 0 && r2 < maxR) {
  4507. result.root = r2;
  4508. result.found = true;
  4509. return result;
  4510. }
  4511. return result;
  4512. };
  4513. var Collider = (function () {
  4514. function Collider() {
  4515. this.radius = new BABYLON.Vector3(1, 1, 1);
  4516. this.retry = 0;
  4517. this.basePointWorld = BABYLON.Vector3.Zero();
  4518. this.velocityWorld = BABYLON.Vector3.Zero();
  4519. this.normalizedVelocity = BABYLON.Vector3.Zero();
  4520. this._collisionPoint = BABYLON.Vector3.Zero();
  4521. this._planeIntersectionPoint = BABYLON.Vector3.Zero();
  4522. this._tempVector = BABYLON.Vector3.Zero();
  4523. this._tempVector2 = BABYLON.Vector3.Zero();
  4524. this._tempVector3 = BABYLON.Vector3.Zero();
  4525. this._tempVector4 = BABYLON.Vector3.Zero();
  4526. this._edge = BABYLON.Vector3.Zero();
  4527. this._baseToVertex = BABYLON.Vector3.Zero();
  4528. this._destinationPoint = BABYLON.Vector3.Zero();
  4529. this._slidePlaneNormal = BABYLON.Vector3.Zero();
  4530. this._displacementVector = BABYLON.Vector3.Zero();
  4531. }
  4532. Collider.prototype._initialize = function (source, dir, e) {
  4533. this.velocity = dir;
  4534. BABYLON.Vector3.NormalizeToRef(dir, this.normalizedVelocity);
  4535. this.basePoint = source;
  4536. source.multiplyToRef(this.radius, this.basePointWorld);
  4537. dir.multiplyToRef(this.radius, this.velocityWorld);
  4538. this.velocityWorldLength = this.velocityWorld.length();
  4539. this.epsilon = e;
  4540. this.collisionFound = false;
  4541. };
  4542. Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
  4543. pa.subtractToRef(point, this._tempVector);
  4544. pb.subtractToRef(point, this._tempVector2);
  4545. BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
  4546. var d = BABYLON.Vector3.Dot(this._tempVector4, n);
  4547. if (d < 0)
  4548. return false;
  4549. pc.subtractToRef(point, this._tempVector3);
  4550. BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
  4551. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  4552. if (d < 0)
  4553. return false;
  4554. BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
  4555. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  4556. return d >= 0;
  4557. };
  4558. Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
  4559. var distance = BABYLON.Vector3.Distance(this.basePointWorld, sphereCenter);
  4560. var max = Math.max(this.radius.x, this.radius.y, this.radius.z);
  4561. if (distance > this.velocityWorldLength + max + sphereRadius) {
  4562. return false;
  4563. }
  4564. if (!intersectBoxAASphere(vecMin, vecMax, this.basePointWorld, this.velocityWorldLength + max))
  4565. return false;
  4566. return true;
  4567. };
  4568. Collider.prototype._testTriangle = function (faceIndex, subMesh, p1, p2, p3) {
  4569. var t0;
  4570. var embeddedInPlane = false;
  4571. if (!subMesh._trianglePlanes) {
  4572. subMesh._trianglePlanes = [];
  4573. }
  4574. if (!subMesh._trianglePlanes[faceIndex]) {
  4575. subMesh._trianglePlanes[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
  4576. subMesh._trianglePlanes[faceIndex].copyFromPoints(p1, p2, p3);
  4577. }
  4578. var trianglePlane = subMesh._trianglePlanes[faceIndex];
  4579. if ((!subMesh.getMaterial()) && !trianglePlane.isFrontFacingTo(this.normalizedVelocity, 0))
  4580. return;
  4581. var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this.basePoint);
  4582. var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this.velocity);
  4583. if (normalDotVelocity == 0) {
  4584. if (Math.abs(signedDistToTrianglePlane) >= 1.0)
  4585. return;
  4586. embeddedInPlane = true;
  4587. t0 = 0;
  4588. } else {
  4589. t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  4590. var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  4591. if (t0 > t1) {
  4592. var temp = t1;
  4593. t1 = t0;
  4594. t0 = temp;
  4595. }
  4596. if (t0 > 1.0 || t1 < 0.0)
  4597. return;
  4598. if (t0 < 0)
  4599. t0 = 0;
  4600. if (t0 > 1.0)
  4601. t0 = 1.0;
  4602. }
  4603. this._collisionPoint.copyFromFloats(0, 0, 0);
  4604. var found = false;
  4605. var t = 1.0;
  4606. if (!embeddedInPlane) {
  4607. this.basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
  4608. this.velocity.scaleToRef(t0, this._tempVector);
  4609. this._planeIntersectionPoint.addInPlace(this._tempVector);
  4610. if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
  4611. found = true;
  4612. t = t0;
  4613. this._collisionPoint.copyFrom(this._planeIntersectionPoint);
  4614. }
  4615. }
  4616. if (!found) {
  4617. var velocitySquaredLength = this.velocity.lengthSquared();
  4618. var a = velocitySquaredLength;
  4619. this.basePoint.subtractToRef(p1, this._tempVector);
  4620. var b = 2.0 * (BABYLON.Vector3.Dot(this.velocity, this._tempVector));
  4621. var c = this._tempVector.lengthSquared() - 1.0;
  4622. var lowestRoot = getLowestRoot(a, b, c, t);
  4623. if (lowestRoot.found) {
  4624. t = lowestRoot.root;
  4625. found = true;
  4626. this._collisionPoint.copyFrom(p1);
  4627. }
  4628. this.basePoint.subtractToRef(p2, this._tempVector);
  4629. b = 2.0 * (BABYLON.Vector3.Dot(this.velocity, this._tempVector));
  4630. c = this._tempVector.lengthSquared() - 1.0;
  4631. lowestRoot = getLowestRoot(a, b, c, t);
  4632. if (lowestRoot.found) {
  4633. t = lowestRoot.root;
  4634. found = true;
  4635. this._collisionPoint.copyFrom(p2);
  4636. }
  4637. this.basePoint.subtractToRef(p3, this._tempVector);
  4638. b = 2.0 * (BABYLON.Vector3.Dot(this.velocity, this._tempVector));
  4639. c = this._tempVector.lengthSquared() - 1.0;
  4640. lowestRoot = getLowestRoot(a, b, c, t);
  4641. if (lowestRoot.found) {
  4642. t = lowestRoot.root;
  4643. found = true;
  4644. this._collisionPoint.copyFrom(p3);
  4645. }
  4646. p2.subtractToRef(p1, this._edge);
  4647. p1.subtractToRef(this.basePoint, this._baseToVertex);
  4648. var edgeSquaredLength = this._edge.lengthSquared();
  4649. var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this.velocity);
  4650. var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  4651. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  4652. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this.velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  4653. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  4654. lowestRoot = getLowestRoot(a, b, c, t);
  4655. if (lowestRoot.found) {
  4656. var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  4657. if (f >= 0.0 && f <= 1.0) {
  4658. t = lowestRoot.root;
  4659. found = true;
  4660. this._edge.scaleInPlace(f);
  4661. p1.addToRef(this._edge, this._collisionPoint);
  4662. }
  4663. }
  4664. p3.subtractToRef(p2, this._edge);
  4665. p2.subtractToRef(this.basePoint, this._baseToVertex);
  4666. edgeSquaredLength = this._edge.lengthSquared();
  4667. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this.velocity);
  4668. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  4669. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  4670. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this.velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  4671. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  4672. lowestRoot = getLowestRoot(a, b, c, t);
  4673. if (lowestRoot.found) {
  4674. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  4675. if (f >= 0.0 && f <= 1.0) {
  4676. t = lowestRoot.root;
  4677. found = true;
  4678. this._edge.scaleInPlace(f);
  4679. p2.addToRef(this._edge, this._collisionPoint);
  4680. }
  4681. }
  4682. p1.subtractToRef(p3, this._edge);
  4683. p3.subtractToRef(this.basePoint, this._baseToVertex);
  4684. edgeSquaredLength = this._edge.lengthSquared();
  4685. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this.velocity);
  4686. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  4687. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  4688. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this.velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  4689. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  4690. lowestRoot = getLowestRoot(a, b, c, t);
  4691. if (lowestRoot.found) {
  4692. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  4693. if (f >= 0.0 && f <= 1.0) {
  4694. t = lowestRoot.root;
  4695. found = true;
  4696. this._edge.scaleInPlace(f);
  4697. p3.addToRef(this._edge, this._collisionPoint);
  4698. }
  4699. }
  4700. }
  4701. if (found) {
  4702. var distToCollision = t * this.velocity.length();
  4703. if (!this.collisionFound || distToCollision < this.nearestDistance) {
  4704. if (!this.intersectionPoint) {
  4705. this.intersectionPoint = this._collisionPoint.clone();
  4706. } else {
  4707. this.intersectionPoint.copyFrom(this._collisionPoint);
  4708. }
  4709. this.nearestDistance = distToCollision;
  4710. this.collisionFound = true;
  4711. this.collidedMesh = subMesh.getMesh();
  4712. }
  4713. }
  4714. };
  4715. Collider.prototype._collide = function (subMesh, pts, indices, indexStart, indexEnd, decal) {
  4716. for (var i = indexStart; i < indexEnd; i += 3) {
  4717. var p1 = pts[indices[i] - decal];
  4718. var p2 = pts[indices[i + 1] - decal];
  4719. var p3 = pts[indices[i + 2] - decal];
  4720. this._testTriangle(i, subMesh, p3, p2, p1);
  4721. }
  4722. };
  4723. Collider.prototype._getResponse = function (pos, vel) {
  4724. pos.addToRef(vel, this._destinationPoint);
  4725. vel.scaleInPlace((this.nearestDistance / vel.length()));
  4726. this.basePoint.addToRef(vel, pos);
  4727. pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
  4728. this._slidePlaneNormal.normalize();
  4729. this._slidePlaneNormal.scaleToRef(this.epsilon, this._displacementVector);
  4730. pos.addInPlace(this._displacementVector);
  4731. this.intersectionPoint.addInPlace(this._displacementVector);
  4732. this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
  4733. this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
  4734. this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
  4735. };
  4736. return Collider;
  4737. })();
  4738. BABYLON.Collider = Collider;
  4739. })(BABYLON || (BABYLON = {}));
  4740. var __extends = this.__extends || function (d, b) {
  4741. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  4742. function __() { this.constructor = d; }
  4743. __.prototype = b.prototype;
  4744. d.prototype = new __();
  4745. };
  4746. var BABYLON;
  4747. (function (BABYLON) {
  4748. var Camera = (function (_super) {
  4749. __extends(Camera, _super);
  4750. function Camera(name, position, scene) {
  4751. _super.call(this, name, scene);
  4752. this.position = position;
  4753. this.upVector = BABYLON.Vector3.Up();
  4754. this.orthoLeft = null;
  4755. this.orthoRight = null;
  4756. this.orthoBottom = null;
  4757. this.orthoTop = null;
  4758. this.fov = 0.8;
  4759. this.minZ = 1.0;
  4760. this.maxZ = 10000.0;
  4761. this.inertia = 0.9;
  4762. this.mode = Camera.PERSPECTIVE_CAMERA;
  4763. this.isIntermediate = false;
  4764. this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
  4765. this.subCameras = [];
  4766. this.layerMask = 0xFFFFFFFF;
  4767. this._computedViewMatrix = BABYLON.Matrix.Identity();
  4768. this._projectionMatrix = new BABYLON.Matrix();
  4769. this._postProcesses = new Array();
  4770. this._postProcessesTakenIndices = [];
  4771. scene.cameras.push(this);
  4772. if (!scene.activeCamera) {
  4773. scene.activeCamera = this;
  4774. }
  4775. }
  4776. Camera.prototype._initCache = function () {
  4777. _super.prototype._initCache.call(this);
  4778. this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  4779. this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  4780. this._cache.mode = undefined;
  4781. this._cache.minZ = undefined;
  4782. this._cache.maxZ = undefined;
  4783. this._cache.fov = undefined;
  4784. this._cache.aspectRatio = undefined;
  4785. this._cache.orthoLeft = undefined;
  4786. this._cache.orthoRight = undefined;
  4787. this._cache.orthoBottom = undefined;
  4788. this._cache.orthoTop = undefined;
  4789. this._cache.renderWidth = undefined;
  4790. this._cache.renderHeight = undefined;
  4791. };
  4792. Camera.prototype._updateCache = function (ignoreParentClass) {
  4793. if (!ignoreParentClass) {
  4794. _super.prototype._updateCache.call(this);
  4795. }
  4796. var engine = this.getEngine();
  4797. this._cache.position.copyFrom(this.position);
  4798. this._cache.upVector.copyFrom(this.upVector);
  4799. this._cache.mode = this.mode;
  4800. this._cache.minZ = this.minZ;
  4801. this._cache.maxZ = this.maxZ;
  4802. this._cache.fov = this.fov;
  4803. this._cache.aspectRatio = engine.getAspectRatio(this);
  4804. this._cache.orthoLeft = this.orthoLeft;
  4805. this._cache.orthoRight = this.orthoRight;
  4806. this._cache.orthoBottom = this.orthoBottom;
  4807. this._cache.orthoTop = this.orthoTop;
  4808. this._cache.renderWidth = engine.getRenderWidth();
  4809. this._cache.renderHeight = engine.getRenderHeight();
  4810. };
  4811. Camera.prototype._updateFromScene = function () {
  4812. this.updateCache();
  4813. this._update();
  4814. };
  4815. Camera.prototype._isSynchronized = function () {
  4816. return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
  4817. };
  4818. Camera.prototype._isSynchronizedViewMatrix = function () {
  4819. if (!_super.prototype._isSynchronized.call(this))
  4820. return false;
  4821. return this._cache.position.equals(this.position) && this._cache.upVector.equals(this.upVector) && this.isSynchronizedWithParent();
  4822. };
  4823. Camera.prototype._isSynchronizedProjectionMatrix = function () {
  4824. var check = this._cache.mode === this.mode && this._cache.minZ === this.minZ && this._cache.maxZ === this.maxZ;
  4825. if (!check) {
  4826. return false;
  4827. }
  4828. var engine = this.getEngine();
  4829. if (this.mode === BABYLON.Camera.PERSPECTIVE_CAMERA) {
  4830. check = this._cache.fov === this.fov && this._cache.aspectRatio === engine.getAspectRatio(this);
  4831. } else {
  4832. check = this._cache.orthoLeft === this.orthoLeft && this._cache.orthoRight === this.orthoRight && this._cache.orthoBottom === this.orthoBottom && this._cache.orthoTop === this.orthoTop && this._cache.renderWidth === engine.getRenderWidth() && this._cache.renderHeight === engine.getRenderHeight();
  4833. }
  4834. return check;
  4835. };
  4836. Camera.prototype.attachControl = function (element) {
  4837. };
  4838. Camera.prototype.detachControl = function (element) {
  4839. };
  4840. Camera.prototype._update = function () {
  4841. };
  4842. Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
  4843. if (typeof insertAt === "undefined") { insertAt = null; }
  4844. if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
  4845. BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
  4846. return 0;
  4847. }
  4848. if (insertAt == null || insertAt < 0) {
  4849. this._postProcesses.push(postProcess);
  4850. this._postProcessesTakenIndices.push(this._postProcesses.length - 1);
  4851. return this._postProcesses.length - 1;
  4852. }
  4853. var add = 0;
  4854. if (this._postProcesses[insertAt]) {
  4855. var start = this._postProcesses.length - 1;
  4856. for (var i = start; i >= insertAt + 1; --i) {
  4857. this._postProcesses[i + 1] = this._postProcesses[i];
  4858. }
  4859. add = 1;
  4860. }
  4861. for (i = 0; i < this._postProcessesTakenIndices.length; ++i) {
  4862. if (this._postProcessesTakenIndices[i] < insertAt) {
  4863. continue;
  4864. }
  4865. start = this._postProcessesTakenIndices.length - 1;
  4866. for (var j = start; j >= i; --j) {
  4867. this._postProcessesTakenIndices[j + 1] = this._postProcessesTakenIndices[j] + add;
  4868. }
  4869. this._postProcessesTakenIndices[i] = insertAt;
  4870. break;
  4871. }
  4872. if (!add && this._postProcessesTakenIndices.indexOf(insertAt) == -1) {
  4873. this._postProcessesTakenIndices.push(insertAt);
  4874. }
  4875. var result = insertAt + add;
  4876. this._postProcesses[result] = postProcess;
  4877. return result;
  4878. };
  4879. Camera.prototype.detachPostProcess = function (postProcess, atIndices) {
  4880. if (typeof atIndices === "undefined") { atIndices = null; }
  4881. var result = [];
  4882. if (!atIndices) {
  4883. var length = this._postProcesses.length;
  4884. for (var i = 0; i < length; i++) {
  4885. if (this._postProcesses[i] !== postProcess) {
  4886. continue;
  4887. }
  4888. delete this._postProcesses[i];
  4889. var index = this._postProcessesTakenIndices.indexOf(i);
  4890. this._postProcessesTakenIndices.splice(index, 1);
  4891. }
  4892. } else {
  4893. atIndices = (atIndices instanceof Array) ? atIndices : [atIndices];
  4894. for (i = 0; i < atIndices.length; i++) {
  4895. var foundPostProcess = this._postProcesses[atIndices[i]];
  4896. if (foundPostProcess !== postProcess) {
  4897. result.push(i);
  4898. continue;
  4899. }
  4900. delete this._postProcesses[atIndices[i]];
  4901. index = this._postProcessesTakenIndices.indexOf(atIndices[i]);
  4902. this._postProcessesTakenIndices.splice(index, 1);
  4903. }
  4904. }
  4905. return result;
  4906. };
  4907. Camera.prototype.getWorldMatrix = function () {
  4908. if (!this._worldMatrix) {
  4909. this._worldMatrix = BABYLON.Matrix.Identity();
  4910. }
  4911. var viewMatrix = this.getViewMatrix();
  4912. viewMatrix.invertToRef(this._worldMatrix);
  4913. return this._worldMatrix;
  4914. };
  4915. Camera.prototype._getViewMatrix = function () {
  4916. return BABYLON.Matrix.Identity();
  4917. };
  4918. Camera.prototype.getViewMatrix = function () {
  4919. this._computedViewMatrix = this._computeViewMatrix();
  4920. if (!this.parent || !this.parent.getWorldMatrix || this.isSynchronized()) {
  4921. return this._computedViewMatrix;
  4922. }
  4923. if (!this._worldMatrix) {
  4924. this._worldMatrix = BABYLON.Matrix.Identity();
  4925. }
  4926. this._computedViewMatrix.invertToRef(this._worldMatrix);
  4927. this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._computedViewMatrix);
  4928. this._computedViewMatrix.invert();
  4929. this._currentRenderId = this.getScene().getRenderId();
  4930. return this._computedViewMatrix;
  4931. };
  4932. Camera.prototype._computeViewMatrix = function (force) {
  4933. if (!force && this._isSynchronizedViewMatrix()) {
  4934. return this._computedViewMatrix;
  4935. }
  4936. this._computedViewMatrix = this._getViewMatrix();
  4937. if (!this.parent || !this.parent.getWorldMatrix) {
  4938. this._currentRenderId = this.getScene().getRenderId();
  4939. }
  4940. return this._computedViewMatrix;
  4941. };
  4942. Camera.prototype.getProjectionMatrix = function (force) {
  4943. if (!force && this._isSynchronizedProjectionMatrix()) {
  4944. return this._projectionMatrix;
  4945. }
  4946. var engine = this.getEngine();
  4947. if (this.mode === BABYLON.Camera.PERSPECTIVE_CAMERA) {
  4948. if (this.minZ <= 0) {
  4949. this.minZ = 0.1;
  4950. }
  4951. BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix);
  4952. return this._projectionMatrix;
  4953. }
  4954. var halfWidth = engine.getRenderWidth() / 2.0;
  4955. var halfHeight = engine.getRenderHeight() / 2.0;
  4956. BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  4957. return this._projectionMatrix;
  4958. };
  4959. Camera.prototype.dispose = function () {
  4960. var index = this.getScene().cameras.indexOf(this);
  4961. this.getScene().cameras.splice(index, 1);
  4962. for (var i = 0; i < this._postProcessesTakenIndices.length; ++i) {
  4963. this._postProcesses[this._postProcessesTakenIndices[i]].dispose(this);
  4964. }
  4965. };
  4966. Camera.PERSPECTIVE_CAMERA = 0;
  4967. Camera.ORTHOGRAPHIC_CAMERA = 1;
  4968. return Camera;
  4969. })(BABYLON.Node);
  4970. BABYLON.Camera = Camera;
  4971. })(BABYLON || (BABYLON = {}));
  4972. var __extends = this.__extends || function (d, b) {
  4973. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  4974. function __() { this.constructor = d; }
  4975. __.prototype = b.prototype;
  4976. d.prototype = new __();
  4977. };
  4978. var BABYLON;
  4979. (function (BABYLON) {
  4980. var TargetCamera = (function (_super) {
  4981. __extends(TargetCamera, _super);
  4982. function TargetCamera(name, position, scene) {
  4983. _super.call(this, name, position, scene);
  4984. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  4985. this.cameraRotation = new BABYLON.Vector2(0, 0);
  4986. this.rotation = new BABYLON.Vector3(0, 0, 0);
  4987. this.speed = 2.0;
  4988. this.noRotationConstraint = false;
  4989. this.lockedTarget = null;
  4990. this._currentTarget = BABYLON.Vector3.Zero();
  4991. this._viewMatrix = BABYLON.Matrix.Zero();
  4992. this._camMatrix = BABYLON.Matrix.Zero();
  4993. this._cameraTransformMatrix = BABYLON.Matrix.Zero();
  4994. this._cameraRotationMatrix = BABYLON.Matrix.Zero();
  4995. this._referencePoint = new BABYLON.Vector3(0, 0, 1);
  4996. this._transformedReferencePoint = BABYLON.Vector3.Zero();
  4997. this._lookAtTemp = BABYLON.Matrix.Zero();
  4998. this._tempMatrix = BABYLON.Matrix.Zero();
  4999. }
  5000. TargetCamera.prototype._getLockedTargetPosition = function () {
  5001. if (!this.lockedTarget) {
  5002. return null;
  5003. }
  5004. return this.lockedTarget.position || this.lockedTarget;
  5005. };
  5006. TargetCamera.prototype._initCache = function () {
  5007. _super.prototype._initCache.call(this);
  5008. this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  5009. this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  5010. };
  5011. TargetCamera.prototype._updateCache = function (ignoreParentClass) {
  5012. if (!ignoreParentClass) {
  5013. _super.prototype._updateCache.call(this);
  5014. }
  5015. var lockedTargetPosition = this._getLockedTargetPosition();
  5016. if (!lockedTargetPosition) {
  5017. this._cache.lockedTarget = null;
  5018. } else {
  5019. if (!this._cache.lockedTarget) {
  5020. this._cache.lockedTarget = lockedTargetPosition.clone();
  5021. } else {
  5022. this._cache.lockedTarget.copyFrom(lockedTargetPosition);
  5023. }
  5024. }
  5025. this._cache.rotation.copyFrom(this.rotation);
  5026. };
  5027. TargetCamera.prototype._isSynchronizedViewMatrix = function () {
  5028. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  5029. return false;
  5030. }
  5031. var lockedTargetPosition = this._getLockedTargetPosition();
  5032. return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition) && this._cache.rotation.equals(this.rotation);
  5033. };
  5034. TargetCamera.prototype._computeLocalCameraSpeed = function () {
  5035. return this.speed * ((BABYLON.Tools.GetDeltaTime() / (BABYLON.Tools.GetFps() * 10.0)));
  5036. };
  5037. TargetCamera.prototype.setTarget = function (target) {
  5038. this.upVector.normalize();
  5039. BABYLON.Matrix.LookAtLHToRef(this.position, target, this.upVector, this._camMatrix);
  5040. this._camMatrix.invert();
  5041. this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
  5042. var vDir = target.subtract(this.position);
  5043. if (vDir.x >= 0.0) {
  5044. this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
  5045. } else {
  5046. this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
  5047. }
  5048. this.rotation.z = -Math.acos(BABYLON.Vector3.Dot(new BABYLON.Vector3(0, 1.0, 0), this.upVector));
  5049. if (isNaN(this.rotation.x)) {
  5050. this.rotation.x = 0;
  5051. }
  5052. if (isNaN(this.rotation.y)) {
  5053. this.rotation.y = 0;
  5054. }
  5055. if (isNaN(this.rotation.z)) {
  5056. this.rotation.z = 0;
  5057. }
  5058. };
  5059. TargetCamera.prototype.getTarget = function () {
  5060. return this._currentTarget;
  5061. };
  5062. TargetCamera.prototype._decideIfNeedsToMove = function () {
  5063. return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  5064. };
  5065. TargetCamera.prototype._updatePosition = function () {
  5066. this.position.addInPlace(this.cameraDirection);
  5067. };
  5068. TargetCamera.prototype._update = function () {
  5069. var needToMove = this._decideIfNeedsToMove();
  5070. var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
  5071. if (needToMove) {
  5072. this._updatePosition();
  5073. }
  5074. if (needToRotate) {
  5075. this.rotation.x += this.cameraRotation.x;
  5076. this.rotation.y += this.cameraRotation.y;
  5077. if (!this.noRotationConstraint) {
  5078. var limit = (Math.PI / 2) * 0.95;
  5079. if (this.rotation.x > limit)
  5080. this.rotation.x = limit;
  5081. if (this.rotation.x < -limit)
  5082. this.rotation.x = -limit;
  5083. }
  5084. }
  5085. if (needToMove) {
  5086. if (Math.abs(this.cameraDirection.x) < BABYLON.Engine.Epsilon) {
  5087. this.cameraDirection.x = 0;
  5088. }
  5089. if (Math.abs(this.cameraDirection.y) < BABYLON.Engine.Epsilon) {
  5090. this.cameraDirection.y = 0;
  5091. }
  5092. if (Math.abs(this.cameraDirection.z) < BABYLON.Engine.Epsilon) {
  5093. this.cameraDirection.z = 0;
  5094. }
  5095. this.cameraDirection.scaleInPlace(this.inertia);
  5096. }
  5097. if (needToRotate) {
  5098. if (Math.abs(this.cameraRotation.x) < BABYLON.Engine.Epsilon) {
  5099. this.cameraRotation.x = 0;
  5100. }
  5101. if (Math.abs(this.cameraRotation.y) < BABYLON.Engine.Epsilon) {
  5102. this.cameraRotation.y = 0;
  5103. }
  5104. this.cameraRotation.scaleInPlace(this.inertia);
  5105. }
  5106. };
  5107. TargetCamera.prototype._getViewMatrix = function () {
  5108. if (!this.lockedTarget) {
  5109. if (this.upVector.x != 0 || this.upVector.y != 1.0 || this.upVector.z != 0) {
  5110. BABYLON.Matrix.LookAtLHToRef(BABYLON.Vector3.Zero(), this._referencePoint, this.upVector, this._lookAtTemp);
  5111. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  5112. this._lookAtTemp.multiplyToRef(this._cameraRotationMatrix, this._tempMatrix);
  5113. this._lookAtTemp.invert();
  5114. this._tempMatrix.multiplyToRef(this._lookAtTemp, this._cameraRotationMatrix);
  5115. } else {
  5116. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  5117. }
  5118. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  5119. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  5120. } else {
  5121. this._currentTarget.copyFrom(this._getLockedTargetPosition());
  5122. }
  5123. BABYLON.Matrix.LookAtLHToRef(this.position, this._currentTarget, this.upVector, this._viewMatrix);
  5124. return this._viewMatrix;
  5125. };
  5126. return TargetCamera;
  5127. })(BABYLON.Camera);
  5128. BABYLON.TargetCamera = TargetCamera;
  5129. })(BABYLON || (BABYLON = {}));
  5130. var __extends = this.__extends || function (d, b) {
  5131. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  5132. function __() { this.constructor = d; }
  5133. __.prototype = b.prototype;
  5134. d.prototype = new __();
  5135. };
  5136. var BABYLON;
  5137. (function (BABYLON) {
  5138. var FollowCamera = (function (_super) {
  5139. __extends(FollowCamera, _super);
  5140. function FollowCamera(name, position, scene) {
  5141. _super.call(this, name, position, scene);
  5142. this.radius = 12;
  5143. this.rotationOffset = 0;
  5144. this.heightOffset = 4;
  5145. this.cameraAcceleration = 0.05;
  5146. this.maxCameraSpeed = 20;
  5147. }
  5148. FollowCamera.prototype.getRadians = function (degrees) {
  5149. return degrees * Math.PI / 180;
  5150. };
  5151. FollowCamera.prototype.follow = function (cameraTarget) {
  5152. if (!cameraTarget)
  5153. return;
  5154. var radians = this.getRadians(this.rotationOffset) + cameraTarget.rotation.y;
  5155. var targetX = cameraTarget.position.x + Math.sin(radians) * this.radius;
  5156. var targetZ = cameraTarget.position.z + Math.cos(radians) * this.radius;
  5157. var dx = targetX - this.position.x;
  5158. var dy = (cameraTarget.position.y + this.heightOffset) - this.position.y;
  5159. var dz = (targetZ) - this.position.z;
  5160. var vx = dx * this.cameraAcceleration * 2;
  5161. var vy = dy * this.cameraAcceleration;
  5162. var vz = dz * this.cameraAcceleration * 2;
  5163. if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
  5164. vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  5165. }
  5166. if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
  5167. vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  5168. }
  5169. if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
  5170. vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  5171. }
  5172. this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
  5173. this.setTarget(cameraTarget.position);
  5174. };
  5175. FollowCamera.prototype._update = function () {
  5176. _super.prototype._update.call(this);
  5177. this.follow(this.target);
  5178. };
  5179. return FollowCamera;
  5180. })(BABYLON.TargetCamera);
  5181. BABYLON.FollowCamera = FollowCamera;
  5182. })(BABYLON || (BABYLON = {}));
  5183. var __extends = this.__extends || function (d, b) {
  5184. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  5185. function __() { this.constructor = d; }
  5186. __.prototype = b.prototype;
  5187. d.prototype = new __();
  5188. };
  5189. var BABYLON;
  5190. (function (BABYLON) {
  5191. var FreeCamera = (function (_super) {
  5192. __extends(FreeCamera, _super);
  5193. function FreeCamera(name, position, scene) {
  5194. _super.call(this, name, position, scene);
  5195. this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  5196. this.keysUp = [38];
  5197. this.keysDown = [40];
  5198. this.keysLeft = [37];
  5199. this.keysRight = [39];
  5200. this.checkCollisions = false;
  5201. this.applyGravity = false;
  5202. this.angularSensibility = 2000.0;
  5203. this._keys = [];
  5204. this._collider = new BABYLON.Collider();
  5205. this._needMoveForGravity = true;
  5206. this._oldPosition = BABYLON.Vector3.Zero();
  5207. this._diffPosition = BABYLON.Vector3.Zero();
  5208. this._newPosition = BABYLON.Vector3.Zero();
  5209. }
  5210. FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  5211. var _this = this;
  5212. var previousPosition;
  5213. var engine = this.getEngine();
  5214. if (this._attachedElement) {
  5215. return;
  5216. }
  5217. this._attachedElement = element;
  5218. if (this._onMouseDown === undefined) {
  5219. this._onMouseDown = function (evt) {
  5220. previousPosition = {
  5221. x: evt.clientX,
  5222. y: evt.clientY
  5223. };
  5224. if (!noPreventDefault) {
  5225. evt.preventDefault();
  5226. }
  5227. };
  5228. this._onMouseUp = function (evt) {
  5229. previousPosition = null;
  5230. if (!noPreventDefault) {
  5231. evt.preventDefault();
  5232. }
  5233. };
  5234. this._onMouseOut = function (evt) {
  5235. previousPosition = null;
  5236. _this._keys = [];
  5237. if (!noPreventDefault) {
  5238. evt.preventDefault();
  5239. }
  5240. };
  5241. this._onMouseMove = function (evt) {
  5242. if (!previousPosition && !engine.isPointerLock) {
  5243. return;
  5244. }
  5245. var offsetX;
  5246. var offsetY;
  5247. if (!engine.isPointerLock) {
  5248. offsetX = evt.clientX - previousPosition.x;
  5249. offsetY = evt.clientY - previousPosition.y;
  5250. } else {
  5251. offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  5252. offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  5253. }
  5254. _this.cameraRotation.y += offsetX / _this.angularSensibility;
  5255. _this.cameraRotation.x += offsetY / _this.angularSensibility;
  5256. previousPosition = {
  5257. x: evt.clientX,
  5258. y: evt.clientY
  5259. };
  5260. if (!noPreventDefault) {
  5261. evt.preventDefault();
  5262. }
  5263. };
  5264. this._onKeyDown = function (evt) {
  5265. if (_this.keysUp.indexOf(evt.keyCode) !== -1 || _this.keysDown.indexOf(evt.keyCode) !== -1 || _this.keysLeft.indexOf(evt.keyCode) !== -1 || _this.keysRight.indexOf(evt.keyCode) !== -1) {
  5266. var index = _this._keys.indexOf(evt.keyCode);
  5267. if (index === -1) {
  5268. _this._keys.push(evt.keyCode);
  5269. }
  5270. if (!noPreventDefault) {
  5271. evt.preventDefault();
  5272. }
  5273. }
  5274. };
  5275. this._onKeyUp = function (evt) {
  5276. if (_this.keysUp.indexOf(evt.keyCode) !== -1 || _this.keysDown.indexOf(evt.keyCode) !== -1 || _this.keysLeft.indexOf(evt.keyCode) !== -1 || _this.keysRight.indexOf(evt.keyCode) !== -1) {
  5277. var index = _this._keys.indexOf(evt.keyCode);
  5278. if (index >= 0) {
  5279. _this._keys.splice(index, 1);
  5280. }
  5281. if (!noPreventDefault) {
  5282. evt.preventDefault();
  5283. }
  5284. }
  5285. };
  5286. this._onLostFocus = function () {
  5287. _this._keys = [];
  5288. };
  5289. this._reset = function () {
  5290. _this._keys = [];
  5291. previousPosition = null;
  5292. _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  5293. _this.cameraRotation = new BABYLON.Vector2(0, 0);
  5294. };
  5295. }
  5296. element.addEventListener("mousedown", this._onMouseDown, false);
  5297. element.addEventListener("mouseup", this._onMouseUp, false);
  5298. element.addEventListener("mouseout", this._onMouseOut, false);
  5299. element.addEventListener("mousemove", this._onMouseMove, false);
  5300. BABYLON.Tools.RegisterTopRootEvents([
  5301. { name: "keydown", handler: this._onKeyDown },
  5302. { name: "keyup", handler: this._onKeyUp },
  5303. { name: "blur", handler: this._onLostFocus }
  5304. ]);
  5305. };
  5306. FreeCamera.prototype.detachControl = function (element) {
  5307. if (this._attachedElement != element) {
  5308. return;
  5309. }
  5310. element.removeEventListener("mousedown", this._onMouseDown);
  5311. element.removeEventListener("mouseup", this._onMouseUp);
  5312. element.removeEventListener("mouseout", this._onMouseOut);
  5313. element.removeEventListener("mousemove", this._onMouseMove);
  5314. BABYLON.Tools.UnregisterTopRootEvents([
  5315. { name: "keydown", handler: this._onKeyDown },
  5316. { name: "keyup", handler: this._onKeyUp },
  5317. { name: "blur", handler: this._onLostFocus }
  5318. ]);
  5319. this._attachedElement = null;
  5320. if (this._reset) {
  5321. this._reset();
  5322. }
  5323. };
  5324. FreeCamera.prototype._collideWithWorld = function (velocity) {
  5325. var globalPosition;
  5326. if (this.parent) {
  5327. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  5328. } else {
  5329. globalPosition = this.position;
  5330. }
  5331. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  5332. this._collider.radius = this.ellipsoid;
  5333. this.getScene()._getNewPosition(this._oldPosition, velocity, this._collider, 3, this._newPosition);
  5334. this._newPosition.subtractToRef(this._oldPosition, this._diffPosition);
  5335. if (this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  5336. this.position.addInPlace(this._diffPosition);
  5337. if (this.onCollide) {
  5338. this.onCollide(this._collider.collidedMesh);
  5339. }
  5340. }
  5341. };
  5342. FreeCamera.prototype._checkInputs = function () {
  5343. if (!this._localDirection) {
  5344. this._localDirection = BABYLON.Vector3.Zero();
  5345. this._transformedDirection = BABYLON.Vector3.Zero();
  5346. }
  5347. for (var index = 0; index < this._keys.length; index++) {
  5348. var keyCode = this._keys[index];
  5349. var speed = this._computeLocalCameraSpeed();
  5350. if (this.keysLeft.indexOf(keyCode) !== -1) {
  5351. this._localDirection.copyFromFloats(-speed, 0, 0);
  5352. } else if (this.keysUp.indexOf(keyCode) !== -1) {
  5353. this._localDirection.copyFromFloats(0, 0, speed);
  5354. } else if (this.keysRight.indexOf(keyCode) !== -1) {
  5355. this._localDirection.copyFromFloats(speed, 0, 0);
  5356. } else if (this.keysDown.indexOf(keyCode) !== -1) {
  5357. this._localDirection.copyFromFloats(0, 0, -speed);
  5358. }
  5359. this.getViewMatrix().invertToRef(this._cameraTransformMatrix);
  5360. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  5361. this.cameraDirection.addInPlace(this._transformedDirection);
  5362. }
  5363. };
  5364. FreeCamera.prototype._decideIfNeedsToMove = function () {
  5365. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  5366. };
  5367. FreeCamera.prototype._updatePosition = function () {
  5368. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  5369. this._collideWithWorld(this.cameraDirection);
  5370. if (this.applyGravity) {
  5371. var oldPosition = this.position;
  5372. this._collideWithWorld(this.getScene().gravity);
  5373. this._needMoveForGravity = (BABYLON.Vector3.DistanceSquared(oldPosition, this.position) != 0);
  5374. }
  5375. } else {
  5376. this.position.addInPlace(this.cameraDirection);
  5377. }
  5378. };
  5379. FreeCamera.prototype._update = function () {
  5380. this._checkInputs();
  5381. _super.prototype._update.call(this);
  5382. };
  5383. return FreeCamera;
  5384. })(BABYLON.TargetCamera);
  5385. BABYLON.FreeCamera = FreeCamera;
  5386. })(BABYLON || (BABYLON = {}));
  5387. var __extends = this.__extends || function (d, b) {
  5388. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  5389. function __() { this.constructor = d; }
  5390. __.prototype = b.prototype;
  5391. d.prototype = new __();
  5392. };
  5393. var BABYLON;
  5394. (function (BABYLON) {
  5395. var TouchCamera = (function (_super) {
  5396. __extends(TouchCamera, _super);
  5397. function TouchCamera(name, position, scene) {
  5398. _super.call(this, name, position, scene);
  5399. this._offsetX = null;
  5400. this._offsetY = null;
  5401. this._pointerCount = 0;
  5402. this._pointerPressed = [];
  5403. this.angularSensibility = 200000.0;
  5404. this.moveSensibility = 500.0;
  5405. }
  5406. TouchCamera.prototype.attachControl = function (canvas, noPreventDefault) {
  5407. var _this = this;
  5408. var previousPosition;
  5409. if (this._attachedCanvas) {
  5410. return;
  5411. }
  5412. this._attachedCanvas = canvas;
  5413. if (this._onPointerDown === undefined) {
  5414. this._onPointerDown = function (evt) {
  5415. if (!noPreventDefault) {
  5416. evt.preventDefault();
  5417. }
  5418. _this._pointerPressed.push(evt.pointerId);
  5419. if (_this._pointerPressed.length !== 1) {
  5420. return;
  5421. }
  5422. previousPosition = {
  5423. x: evt.clientX,
  5424. y: evt.clientY
  5425. };
  5426. };
  5427. this._onPointerUp = function (evt) {
  5428. if (!noPreventDefault) {
  5429. evt.preventDefault();
  5430. }
  5431. var index = _this._pointerPressed.indexOf(evt.pointerId);
  5432. if (index === -1) {
  5433. return;
  5434. }
  5435. _this._pointerPressed.splice(index, 1);
  5436. if (index != 0) {
  5437. return;
  5438. }
  5439. previousPosition = null;
  5440. _this._offsetX = null;
  5441. _this._offsetY = null;
  5442. };
  5443. this._onPointerMove = function (evt) {
  5444. if (!noPreventDefault) {
  5445. evt.preventDefault();
  5446. }
  5447. if (!previousPosition) {
  5448. return;
  5449. }
  5450. var index = _this._pointerPressed.indexOf(evt.pointerId);
  5451. if (index != 0) {
  5452. return;
  5453. }
  5454. _this._offsetX = evt.clientX - previousPosition.x;
  5455. _this._offsetY = -(evt.clientY - previousPosition.y);
  5456. };
  5457. this._onLostFocus = function () {
  5458. _this._offsetX = null;
  5459. _this._offsetY = null;
  5460. };
  5461. }
  5462. canvas.addEventListener("pointerdown", this._onPointerDown);
  5463. canvas.addEventListener("pointerup", this._onPointerUp);
  5464. canvas.addEventListener("pointerout", this._onPointerUp);
  5465. canvas.addEventListener("pointermove", this._onPointerMove);
  5466. BABYLON.Tools.RegisterTopRootEvents([
  5467. { name: "blur", handler: this._onLostFocus }
  5468. ]);
  5469. };
  5470. TouchCamera.prototype.detachControl = function (canvas) {
  5471. if (this._attachedCanvas != canvas) {
  5472. return;
  5473. }
  5474. canvas.removeEventListener("pointerdown", this._onPointerDown);
  5475. canvas.removeEventListener("pointerup", this._onPointerUp);
  5476. canvas.removeEventListener("pointerout", this._onPointerUp);
  5477. canvas.removeEventListener("pointermove", this._onPointerMove);
  5478. BABYLON.Tools.UnregisterTopRootEvents([
  5479. { name: "blur", handler: this._onLostFocus }
  5480. ]);
  5481. this._attachedCanvas = null;
  5482. };
  5483. TouchCamera.prototype._checkInputs = function () {
  5484. if (!this._offsetX) {
  5485. return;
  5486. }
  5487. this.cameraRotation.y += this._offsetX / this.angularSensibility;
  5488. if (this._pointerPressed.length > 1) {
  5489. this.cameraRotation.x += -this._offsetY / this.angularSensibility;
  5490. } else {
  5491. var speed = this._computeLocalCameraSpeed();
  5492. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.moveSensibility);
  5493. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, 0, this._cameraRotationMatrix);
  5494. this.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, this._cameraRotationMatrix));
  5495. }
  5496. };
  5497. return TouchCamera;
  5498. })(BABYLON.FreeCamera);
  5499. BABYLON.TouchCamera = TouchCamera;
  5500. })(BABYLON || (BABYLON = {}));
  5501. var __extends = this.__extends || function (d, b) {
  5502. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  5503. function __() { this.constructor = d; }
  5504. __.prototype = b.prototype;
  5505. d.prototype = new __();
  5506. };
  5507. var BABYLON;
  5508. (function (BABYLON) {
  5509. var DeviceOrientationCamera = (function (_super) {
  5510. __extends(DeviceOrientationCamera, _super);
  5511. function DeviceOrientationCamera(name, position, scene) {
  5512. var _this = this;
  5513. _super.call(this, name, position, scene);
  5514. this._offsetX = null;
  5515. this._offsetY = null;
  5516. this._orientationGamma = 0;
  5517. this._orientationBeta = 0;
  5518. this._initialOrientationGamma = 0;
  5519. this._initialOrientationBeta = 0;
  5520. this.angularSensibility = 10000.0;
  5521. this.moveSensibility = 50.0;
  5522. window.addEventListener("resize", function () {
  5523. _this._initialOrientationGamma = null;
  5524. }, false);
  5525. }
  5526. DeviceOrientationCamera.prototype.attachControl = function (canvas, noPreventDefault) {
  5527. var _this = this;
  5528. if (this._attachedCanvas) {
  5529. return;
  5530. }
  5531. this._attachedCanvas = canvas;
  5532. if (!this._orientationChanged) {
  5533. this._orientationChanged = function (evt) {
  5534. if (!_this._initialOrientationGamma) {
  5535. _this._initialOrientationGamma = evt.gamma;
  5536. _this._initialOrientationBeta = evt.beta;
  5537. }
  5538. _this._orientationGamma = evt.gamma;
  5539. _this._orientationBeta = evt.beta;
  5540. _this._offsetY = (_this._initialOrientationBeta - _this._orientationBeta);
  5541. _this._offsetX = (_this._initialOrientationGamma - _this._orientationGamma);
  5542. };
  5543. }
  5544. window.addEventListener("deviceorientation", this._orientationChanged);
  5545. };
  5546. DeviceOrientationCamera.prototype.detachControl = function (canvas) {
  5547. if (this._attachedCanvas != canvas) {
  5548. return;
  5549. }
  5550. window.removeEventListener("deviceorientation", this._orientationChanged);
  5551. this._attachedCanvas = null;
  5552. this._orientationGamma = 0;
  5553. this._orientationBeta = 0;
  5554. this._initialOrientationGamma = 0;
  5555. this._initialOrientationBeta = 0;
  5556. };
  5557. DeviceOrientationCamera.prototype._checkInputs = function () {
  5558. if (!this._offsetX) {
  5559. return;
  5560. }
  5561. this.cameraRotation.y -= this._offsetX / this.angularSensibility;
  5562. var speed = this._computeLocalCameraSpeed();
  5563. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.moveSensibility);
  5564. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, 0, this._cameraRotationMatrix);
  5565. this.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, this._cameraRotationMatrix));
  5566. };
  5567. return DeviceOrientationCamera;
  5568. })(BABYLON.FreeCamera);
  5569. BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
  5570. })(BABYLON || (BABYLON = {}));
  5571. var __extends = this.__extends || function (d, b) {
  5572. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  5573. function __() { this.constructor = d; }
  5574. __.prototype = b.prototype;
  5575. d.prototype = new __();
  5576. };
  5577. var BABYLON;
  5578. (function (BABYLON) {
  5579. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  5580. var ArcRotateCamera = (function (_super) {
  5581. __extends(ArcRotateCamera, _super);
  5582. function ArcRotateCamera(name, alpha, beta, radius, target, scene) {
  5583. _super.call(this, name, BABYLON.Vector3.Zero(), scene);
  5584. this.alpha = alpha;
  5585. this.beta = beta;
  5586. this.radius = radius;
  5587. this.target = target;
  5588. this.inertialAlphaOffset = 0;
  5589. this.inertialBetaOffset = 0;
  5590. this.inertialRadiusOffset = 0;
  5591. this.lowerAlphaLimit = null;
  5592. this.upperAlphaLimit = null;
  5593. this.lowerBetaLimit = 0.01;
  5594. this.upperBetaLimit = Math.PI;
  5595. this.lowerRadiusLimit = null;
  5596. this.upperRadiusLimit = null;
  5597. this.angularSensibility = 1000.0;
  5598. this.wheelPrecision = 3.0;
  5599. this.keysUp = [38];
  5600. this.keysDown = [40];
  5601. this.keysLeft = [37];
  5602. this.keysRight = [39];
  5603. this.zoomOnFactor = 1;
  5604. this._keys = [];
  5605. this._viewMatrix = new BABYLON.Matrix();
  5606. this.checkCollisions = false;
  5607. this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
  5608. this._collider = new BABYLON.Collider();
  5609. this._previousPosition = BABYLON.Vector3.Zero();
  5610. this._collisionVelocity = BABYLON.Vector3.Zero();
  5611. this._newPosition = BABYLON.Vector3.Zero();
  5612. this.pinchPrecision = 20;
  5613. this.getViewMatrix();
  5614. }
  5615. ArcRotateCamera.prototype._getTargetPosition = function () {
  5616. return this.target.position || this.target;
  5617. };
  5618. ArcRotateCamera.prototype._initCache = function () {
  5619. _super.prototype._initCache.call(this);
  5620. this._cache.target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  5621. this._cache.alpha = undefined;
  5622. this._cache.beta = undefined;
  5623. this._cache.radius = undefined;
  5624. };
  5625. ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
  5626. if (!ignoreParentClass) {
  5627. _super.prototype._updateCache.call(this);
  5628. }
  5629. this._cache.target.copyFrom(this._getTargetPosition());
  5630. this._cache.alpha = this.alpha;
  5631. this._cache.beta = this.beta;
  5632. this._cache.radius = this.radius;
  5633. };
  5634. ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
  5635. if (!_super.prototype._isSynchronizedViewMatrix.call(this))
  5636. return false;
  5637. return this._cache.target.equals(this._getTargetPosition()) && this._cache.alpha === this.alpha && this._cache.beta === this.beta && this._cache.radius === this.radius;
  5638. };
  5639. ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault) {
  5640. var _this = this;
  5641. var previousPosition;
  5642. var pointerId;
  5643. var pinchStarted = false;
  5644. var pinchPointX1, pinchPointX2;
  5645. if (this._attachedElement) {
  5646. return;
  5647. }
  5648. this._attachedElement = element;
  5649. var engine = this.getEngine();
  5650. if (this._onPointerDown === undefined) {
  5651. this._onPointerDown = function (evt) {
  5652. if (pointerId) {
  5653. return;
  5654. }
  5655. pointerId = evt.pointerId;
  5656. previousPosition = {
  5657. x: evt.clientX,
  5658. y: evt.clientY
  5659. };
  5660. if (!noPreventDefault) {
  5661. evt.preventDefault();
  5662. }
  5663. };
  5664. this._onPointerUp = function (evt) {
  5665. previousPosition = null;
  5666. pointerId = null;
  5667. if (!noPreventDefault) {
  5668. evt.preventDefault();
  5669. }
  5670. };
  5671. this._onPointerMove = function (evt) {
  5672. if (!previousPosition) {
  5673. return;
  5674. }
  5675. if (pointerId !== evt.pointerId) {
  5676. return;
  5677. }
  5678. if (pinchStarted) {
  5679. return;
  5680. }
  5681. var offsetX = evt.clientX - previousPosition.x;
  5682. var offsetY = evt.clientY - previousPosition.y;
  5683. _this.inertialAlphaOffset -= offsetX / _this.angularSensibility;
  5684. _this.inertialBetaOffset -= offsetY / _this.angularSensibility;
  5685. previousPosition = {
  5686. x: evt.clientX,
  5687. y: evt.clientY
  5688. };
  5689. if (!noPreventDefault) {
  5690. evt.preventDefault();
  5691. }
  5692. };
  5693. this._onMouseMove = function (evt) {
  5694. if (!engine.isPointerLock) {
  5695. return;
  5696. }
  5697. if (pinchStarted) {
  5698. return;
  5699. }
  5700. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  5701. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  5702. _this.inertialAlphaOffset -= offsetX / _this.angularSensibility;
  5703. _this.inertialBetaOffset -= offsetY / _this.angularSensibility;
  5704. if (!noPreventDefault) {
  5705. evt.preventDefault();
  5706. }
  5707. };
  5708. this._wheel = function (event) {
  5709. var delta = 0;
  5710. if (event.wheelDelta) {
  5711. delta = event.wheelDelta / (_this.wheelPrecision * 40);
  5712. } else if (event.detail) {
  5713. delta = -event.detail / _this.wheelPrecision;
  5714. }
  5715. if (delta)
  5716. _this.inertialRadiusOffset += delta;
  5717. if (event.preventDefault) {
  5718. if (!noPreventDefault) {
  5719. event.preventDefault();
  5720. }
  5721. }
  5722. };
  5723. this._onKeyDown = function (evt) {
  5724. if (_this.keysUp.indexOf(evt.keyCode) !== -1 || _this.keysDown.indexOf(evt.keyCode) !== -1 || _this.keysLeft.indexOf(evt.keyCode) !== -1 || _this.keysRight.indexOf(evt.keyCode) !== -1) {
  5725. var index = _this._keys.indexOf(evt.keyCode);
  5726. if (index === -1) {
  5727. _this._keys.push(evt.keyCode);
  5728. }
  5729. if (evt.preventDefault) {
  5730. if (!noPreventDefault) {
  5731. evt.preventDefault();
  5732. }
  5733. }
  5734. }
  5735. };
  5736. this._onKeyUp = function (evt) {
  5737. if (_this.keysUp.indexOf(evt.keyCode) !== -1 || _this.keysDown.indexOf(evt.keyCode) !== -1 || _this.keysLeft.indexOf(evt.keyCode) !== -1 || _this.keysRight.indexOf(evt.keyCode) !== -1) {
  5738. var index = _this._keys.indexOf(evt.keyCode);
  5739. if (index >= 0) {
  5740. _this._keys.splice(index, 1);
  5741. }
  5742. if (evt.preventDefault) {
  5743. if (!noPreventDefault) {
  5744. evt.preventDefault();
  5745. }
  5746. }
  5747. }
  5748. };
  5749. this._onLostFocus = function () {
  5750. _this._keys = [];
  5751. pointerId = null;
  5752. };
  5753. this._onGestureStart = function (e) {
  5754. if (window.MSGesture === undefined) {
  5755. return;
  5756. }
  5757. if (!_this._MSGestureHandler) {
  5758. _this._MSGestureHandler = new MSGesture();
  5759. _this._MSGestureHandler.target = element;
  5760. }
  5761. _this._MSGestureHandler.addPointer(e.pointerId);
  5762. };
  5763. this._onGesture = function (e) {
  5764. _this.radius *= e.scale;
  5765. if (e.preventDefault) {
  5766. if (!noPreventDefault) {
  5767. e.stopPropagation();
  5768. e.preventDefault();
  5769. }
  5770. }
  5771. };
  5772. this._reset = function () {
  5773. _this._keys = [];
  5774. _this.inertialAlphaOffset = 0;
  5775. _this.inertialBetaOffset = 0;
  5776. _this.inertialRadiusOffset = 0;
  5777. previousPosition = null;
  5778. pointerId = null;
  5779. };
  5780. this._touchStart = function (event) {
  5781. if (event.touches.length == 2) {
  5782. pinchStarted = true;
  5783. _this._pinchStart(event);
  5784. }
  5785. };
  5786. this._touchMove = function (event) {
  5787. if (pinchStarted) {
  5788. _this._pinchMove(event);
  5789. }
  5790. };
  5791. this._touchEnd = function (event) {
  5792. if (pinchStarted) {
  5793. _this._pinchEnd(event);
  5794. }
  5795. };
  5796. this._pinchStart = function (event) {
  5797. pinchPointX1 = event.touches[0].clientX;
  5798. pinchPointX2 = event.touches[1].clientX;
  5799. pinchStarted = true;
  5800. };
  5801. this._pinchMove = function (event) {
  5802. var delta = 0;
  5803. var direction = 1;
  5804. var distanceXOrigine, distanceXNow;
  5805. if (event.touches.length != 2)
  5806. return;
  5807. distanceXOrigine = Math.abs(pinchPointX1 - pinchPointX2);
  5808. distanceXNow = Math.abs(event.touches[0].clientX - event.touches[1].clientX);
  5809. if (distanceXNow < distanceXOrigine) {
  5810. direction = -1;
  5811. }
  5812. delta = (_this.pinchPrecision / (_this.wheelPrecision * 40)) * direction;
  5813. _this.inertialRadiusOffset += delta;
  5814. pinchPointX1 = event.touches[0].clientX;
  5815. pinchPointX2 = event.touches[1].clientX;
  5816. };
  5817. this._pinchEnd = function (event) {
  5818. pinchStarted = false;
  5819. };
  5820. }
  5821. element.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  5822. element.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  5823. element.addEventListener(eventPrefix + "out", this._onPointerUp, false);
  5824. element.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  5825. element.addEventListener("mousemove", this._onMouseMove, false);
  5826. element.addEventListener("MSPointerDown", this._onGestureStart, false);
  5827. element.addEventListener("MSGestureChange", this._onGesture, false);
  5828. element.addEventListener('mousewheel', this._wheel, false);
  5829. element.addEventListener('DOMMouseScroll', this._wheel, false);
  5830. element.addEventListener('touchstart', this._touchStart, false);
  5831. element.addEventListener('touchmove', this._touchMove, false);
  5832. element.addEventListener('touchend', this._touchEnd, false);
  5833. BABYLON.Tools.RegisterTopRootEvents([
  5834. { name: "keydown", handler: this._onKeyDown },
  5835. { name: "keyup", handler: this._onKeyUp },
  5836. { name: "blur", handler: this._onLostFocus }
  5837. ]);
  5838. };
  5839. ArcRotateCamera.prototype.detachControl = function (element) {
  5840. if (this._attachedElement != element) {
  5841. return;
  5842. }
  5843. element.removeEventListener(eventPrefix + "down", this._onPointerDown);
  5844. element.removeEventListener(eventPrefix + "up", this._onPointerUp);
  5845. element.removeEventListener(eventPrefix + "out", this._onPointerUp);
  5846. element.removeEventListener(eventPrefix + "move", this._onPointerMove);
  5847. element.removeEventListener("mousemove", this._onMouseMove);
  5848. element.removeEventListener("MSPointerDown", this._onGestureStart);
  5849. element.removeEventListener("MSGestureChange", this._onGesture);
  5850. element.removeEventListener('mousewheel', this._wheel);
  5851. element.removeEventListener('DOMMouseScroll', this._wheel);
  5852. element.removeEventListener('touchstart', this._touchStart);
  5853. element.removeEventListener('touchmove', this._touchMove);
  5854. element.removeEventListener('touchend', this._touchEnd);
  5855. BABYLON.Tools.UnregisterTopRootEvents([
  5856. { name: "keydown", handler: this._onKeyDown },
  5857. { name: "keyup", handler: this._onKeyUp },
  5858. { name: "blur", handler: this._onLostFocus }
  5859. ]);
  5860. this._MSGestureHandler = null;
  5861. this._attachedElement = null;
  5862. if (this._reset) {
  5863. this._reset();
  5864. }
  5865. };
  5866. ArcRotateCamera.prototype._update = function () {
  5867. for (var index = 0; index < this._keys.length; index++) {
  5868. var keyCode = this._keys[index];
  5869. if (this.keysLeft.indexOf(keyCode) !== -1) {
  5870. this.inertialAlphaOffset -= 0.01;
  5871. } else if (this.keysUp.indexOf(keyCode) !== -1) {
  5872. this.inertialBetaOffset -= 0.01;
  5873. } else if (this.keysRight.indexOf(keyCode) !== -1) {
  5874. this.inertialAlphaOffset += 0.01;
  5875. } else if (this.keysDown.indexOf(keyCode) !== -1) {
  5876. this.inertialBetaOffset += 0.01;
  5877. }
  5878. }
  5879. if (this.inertialAlphaOffset != 0 || this.inertialBetaOffset != 0 || this.inertialRadiusOffset != 0) {
  5880. this.alpha += this.inertialAlphaOffset;
  5881. this.beta += this.inertialBetaOffset;
  5882. this.radius -= this.inertialRadiusOffset;
  5883. this.inertialAlphaOffset *= this.inertia;
  5884. this.inertialBetaOffset *= this.inertia;
  5885. this.inertialRadiusOffset *= this.inertia;
  5886. if (Math.abs(this.inertialAlphaOffset) < BABYLON.Engine.Epsilon)
  5887. this.inertialAlphaOffset = 0;
  5888. if (Math.abs(this.inertialBetaOffset) < BABYLON.Engine.Epsilon)
  5889. this.inertialBetaOffset = 0;
  5890. if (Math.abs(this.inertialRadiusOffset) < BABYLON.Engine.Epsilon)
  5891. this.inertialRadiusOffset = 0;
  5892. }
  5893. if (this.lowerAlphaLimit && this.alpha < this.lowerAlphaLimit) {
  5894. this.alpha = this.lowerAlphaLimit;
  5895. }
  5896. if (this.upperAlphaLimit && this.alpha > this.upperAlphaLimit) {
  5897. this.alpha = this.upperAlphaLimit;
  5898. }
  5899. if (this.lowerBetaLimit && this.beta < this.lowerBetaLimit) {
  5900. this.beta = this.lowerBetaLimit;
  5901. }
  5902. if (this.upperBetaLimit && this.beta > this.upperBetaLimit) {
  5903. this.beta = this.upperBetaLimit;
  5904. }
  5905. if (this.lowerRadiusLimit && this.radius < this.lowerRadiusLimit) {
  5906. this.radius = this.lowerRadiusLimit;
  5907. }
  5908. if (this.upperRadiusLimit && this.radius > this.upperRadiusLimit) {
  5909. this.radius = this.upperRadiusLimit;
  5910. }
  5911. };
  5912. ArcRotateCamera.prototype.setPosition = function (position) {
  5913. var radiusv3 = position.subtract(this._getTargetPosition());
  5914. this.radius = radiusv3.length();
  5915. this.alpha = Math.acos(radiusv3.x / Math.sqrt(Math.pow(radiusv3.x, 2) + Math.pow(radiusv3.z, 2)));
  5916. if (radiusv3.z < 0) {
  5917. this.alpha = 2 * Math.PI - this.alpha;
  5918. }
  5919. this.beta = Math.acos(radiusv3.y / this.radius);
  5920. };
  5921. ArcRotateCamera.prototype._getViewMatrix = function () {
  5922. var cosa = Math.cos(this.alpha);
  5923. var sina = Math.sin(this.alpha);
  5924. var cosb = Math.cos(this.beta);
  5925. var sinb = Math.sin(this.beta);
  5926. var target = this._getTargetPosition();
  5927. target.addToRef(new BABYLON.Vector3(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb), this.position);
  5928. if (this.checkCollisions) {
  5929. this._collider.radius = this.collisionRadius;
  5930. this.position.subtractToRef(this._previousPosition, this._collisionVelocity);
  5931. this.getScene()._getNewPosition(this._previousPosition, this._collisionVelocity, this._collider, 3, this._newPosition);
  5932. if (!this._newPosition.equalsWithEpsilon(this.position)) {
  5933. this.position.copyFrom(this._previousPosition);
  5934. this.alpha = this._previousAlpha;
  5935. this.beta = this._previousBeta;
  5936. this.radius = this._previousRadius;
  5937. if (this.onCollide) {
  5938. this.onCollide(this._collider.collidedMesh);
  5939. }
  5940. }
  5941. }
  5942. BABYLON.Matrix.LookAtLHToRef(this.position, target, this.upVector, this._viewMatrix);
  5943. this._previousAlpha = this.alpha;
  5944. this._previousBeta = this.beta;
  5945. this._previousRadius = this.radius;
  5946. this._previousPosition.copyFrom(this.position);
  5947. return this._viewMatrix;
  5948. };
  5949. ArcRotateCamera.prototype.zoomOn = function (meshes) {
  5950. meshes = meshes || this.getScene().meshes;
  5951. var minMaxVector = BABYLON.Mesh.MinMax(meshes);
  5952. var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
  5953. this.radius = distance * this.zoomOnFactor;
  5954. this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance });
  5955. };
  5956. ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance) {
  5957. var meshesOrMinMaxVector;
  5958. var distance;
  5959. if (meshesOrMinMaxVectorAndDistance.min === undefined) {
  5960. meshesOrMinMaxVector = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
  5961. meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshesOrMinMaxVector);
  5962. distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
  5963. } else {
  5964. meshesOrMinMaxVector = meshesOrMinMaxVectorAndDistance;
  5965. distance = meshesOrMinMaxVectorAndDistance.distance;
  5966. }
  5967. this.target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
  5968. this.maxZ = distance * 2;
  5969. };
  5970. return ArcRotateCamera;
  5971. })(BABYLON.Camera);
  5972. BABYLON.ArcRotateCamera = ArcRotateCamera;
  5973. })(BABYLON || (BABYLON = {}));
  5974. var BABYLON;
  5975. (function (BABYLON) {
  5976. var Scene = (function () {
  5977. function Scene(engine) {
  5978. this.autoClear = true;
  5979. this.clearColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  5980. this.ambientColor = new BABYLON.Color3(0, 0, 0);
  5981. this.forceWireframe = false;
  5982. this.cameraToUseForPointers = null;
  5983. this.fogMode = BABYLON.Scene.FOGMODE_NONE;
  5984. this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  5985. this.fogDensity = 0.1;
  5986. this.fogStart = 0;
  5987. this.fogEnd = 1000.0;
  5988. this.lightsEnabled = true;
  5989. this.lights = new Array();
  5990. this.cameras = new Array();
  5991. this.activeCameras = new Array();
  5992. this.meshes = new Array();
  5993. this._geometries = new Array();
  5994. this.materials = new Array();
  5995. this.multiMaterials = new Array();
  5996. this.defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  5997. this.texturesEnabled = true;
  5998. this.textures = new Array();
  5999. this.particlesEnabled = true;
  6000. this.particleSystems = new Array();
  6001. this.spriteManagers = new Array();
  6002. this.layers = new Array();
  6003. this.skeletons = new Array();
  6004. this.lensFlareSystems = new Array();
  6005. this.collisionsEnabled = true;
  6006. this.gravity = new BABYLON.Vector3(0, -9.0, 0);
  6007. this.postProcessesEnabled = true;
  6008. this.renderTargetsEnabled = true;
  6009. this.customRenderTargets = new Array();
  6010. this.importedMeshesFiles = new Array();
  6011. this._actionManagers = new Array();
  6012. this._meshesForIntersections = new BABYLON.SmartArray(256);
  6013. this._totalVertices = 0;
  6014. this._activeVertices = 0;
  6015. this._activeParticles = 0;
  6016. this._lastFrameDuration = 0;
  6017. this._evaluateActiveMeshesDuration = 0;
  6018. this._renderTargetsDuration = 0;
  6019. this._particlesDuration = 0;
  6020. this._renderDuration = 0;
  6021. this._spritesDuration = 0;
  6022. this._animationRatio = 0;
  6023. this._renderId = 0;
  6024. this._executeWhenReadyTimeoutId = -1;
  6025. this._toBeDisposed = new BABYLON.SmartArray(256);
  6026. this._onReadyCallbacks = new Array();
  6027. this._pendingData = [];
  6028. this._onBeforeRenderCallbacks = new Array();
  6029. this._activeMeshes = new BABYLON.SmartArray(256);
  6030. this._processedMaterials = new BABYLON.SmartArray(256);
  6031. this._renderTargets = new BABYLON.SmartArray(256);
  6032. this._activeParticleSystems = new BABYLON.SmartArray(256);
  6033. this._activeSkeletons = new BABYLON.SmartArray(32);
  6034. this._activeAnimatables = new Array();
  6035. this._transformMatrix = BABYLON.Matrix.Zero();
  6036. this._scaledPosition = BABYLON.Vector3.Zero();
  6037. this._scaledVelocity = BABYLON.Vector3.Zero();
  6038. this._engine = engine;
  6039. engine.scenes.push(this);
  6040. this._renderingManager = new BABYLON.RenderingManager(this);
  6041. this.postProcessManager = new BABYLON.PostProcessManager(this);
  6042. this.postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
  6043. this._boundingBoxRenderer = new BABYLON.BoundingBoxRenderer(this);
  6044. this._outlineRenderer = new BABYLON.OutlineRenderer(this);
  6045. this.attachControl();
  6046. }
  6047. Object.defineProperty(Scene.prototype, "meshUnderPointer", {
  6048. get: function () {
  6049. return this._meshUnderPointer;
  6050. },
  6051. enumerable: true,
  6052. configurable: true
  6053. });
  6054. Object.defineProperty(Scene.prototype, "pointerX", {
  6055. get: function () {
  6056. return this._pointerX;
  6057. },
  6058. enumerable: true,
  6059. configurable: true
  6060. });
  6061. Object.defineProperty(Scene.prototype, "pointerY", {
  6062. get: function () {
  6063. return this._pointerY;
  6064. },
  6065. enumerable: true,
  6066. configurable: true
  6067. });
  6068. Scene.prototype.getBoundingBoxRenderer = function () {
  6069. return this._boundingBoxRenderer;
  6070. };
  6071. Scene.prototype.getOutlineRenderer = function () {
  6072. return this._outlineRenderer;
  6073. };
  6074. Scene.prototype.getEngine = function () {
  6075. return this._engine;
  6076. };
  6077. Scene.prototype.getTotalVertices = function () {
  6078. return this._totalVertices;
  6079. };
  6080. Scene.prototype.getActiveVertices = function () {
  6081. return this._activeVertices;
  6082. };
  6083. Scene.prototype.getActiveParticles = function () {
  6084. return this._activeParticles;
  6085. };
  6086. Scene.prototype.getLastFrameDuration = function () {
  6087. return this._lastFrameDuration;
  6088. };
  6089. Scene.prototype.getEvaluateActiveMeshesDuration = function () {
  6090. return this._evaluateActiveMeshesDuration;
  6091. };
  6092. Scene.prototype.getActiveMeshes = function () {
  6093. return this._activeMeshes;
  6094. };
  6095. Scene.prototype.getRenderTargetsDuration = function () {
  6096. return this._renderTargetsDuration;
  6097. };
  6098. Scene.prototype.getRenderDuration = function () {
  6099. return this._renderDuration;
  6100. };
  6101. Scene.prototype.getParticlesDuration = function () {
  6102. return this._particlesDuration;
  6103. };
  6104. Scene.prototype.getSpritesDuration = function () {
  6105. return this._spritesDuration;
  6106. };
  6107. Scene.prototype.getAnimationRatio = function () {
  6108. return this._animationRatio;
  6109. };
  6110. Scene.prototype.getRenderId = function () {
  6111. return this._renderId;
  6112. };
  6113. Scene.prototype._updatePointerPosition = function (evt) {
  6114. var canvasRect = this._engine.getRenderingCanvasClientRect();
  6115. this._pointerX = evt.clientX - canvasRect.left;
  6116. this._pointerY = evt.clientY - canvasRect.top;
  6117. if (this.cameraToUseForPointers) {
  6118. this._pointerX = this._pointerX - this.cameraToUseForPointers.viewport.x * this._engine.getRenderWidth();
  6119. this._pointerY = this._pointerY - this.cameraToUseForPointers.viewport.y * this._engine.getRenderHeight();
  6120. }
  6121. };
  6122. Scene.prototype.attachControl = function () {
  6123. var _this = this;
  6124. this._onPointerMove = function (evt) {
  6125. var canvas = _this._engine.getRenderingCanvas();
  6126. _this._updatePointerPosition(evt);
  6127. var pickResult = _this.pick(_this._pointerX, _this._pointerY, function (mesh) {
  6128. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasPointerTriggers;
  6129. }, false, _this.cameraToUseForPointers);
  6130. if (pickResult.hit) {
  6131. _this._meshUnderPointer = pickResult.pickedMesh;
  6132. _this.setPointerOverMesh(pickResult.pickedMesh);
  6133. canvas.style.cursor = "pointer";
  6134. } else {
  6135. _this.setPointerOverMesh(null);
  6136. canvas.style.cursor = "";
  6137. _this._meshUnderPointer = null;
  6138. }
  6139. };
  6140. this._onPointerDown = function (evt) {
  6141. var predicate = null;
  6142. if (!_this.onPointerDown) {
  6143. predicate = function (mesh) {
  6144. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasPickTriggers;
  6145. };
  6146. }
  6147. _this._updatePointerPosition(evt);
  6148. var pickResult = _this.pick(_this._pointerX, _this._pointerY, predicate, false, _this.cameraToUseForPointers);
  6149. if (pickResult.hit) {
  6150. if (pickResult.pickedMesh.actionManager) {
  6151. switch (evt.button) {
  6152. case 0:
  6153. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh));
  6154. break;
  6155. case 1:
  6156. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh));
  6157. break;
  6158. case 2:
  6159. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh));
  6160. break;
  6161. }
  6162. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh));
  6163. }
  6164. }
  6165. if (_this.onPointerDown) {
  6166. _this.onPointerDown(evt, pickResult);
  6167. }
  6168. };
  6169. this._onKeyDown = function (evt) {
  6170. if (_this.actionManager) {
  6171. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  6172. }
  6173. };
  6174. this._onKeyUp = function (evt) {
  6175. if (_this.actionManager) {
  6176. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  6177. }
  6178. };
  6179. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  6180. this._engine.getRenderingCanvas().addEventListener(eventPrefix + "move", this._onPointerMove, false);
  6181. this._engine.getRenderingCanvas().addEventListener(eventPrefix + "down", this._onPointerDown, false);
  6182. window.addEventListener("keydown", this._onKeyDown, false);
  6183. window.addEventListener("keyup", this._onKeyUp, false);
  6184. };
  6185. Scene.prototype.detachControl = function () {
  6186. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  6187. this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "move", this._onPointerMove);
  6188. this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "down", this._onPointerDown);
  6189. window.removeEventListener("keydown", this._onKeyDown);
  6190. window.removeEventListener("keyup", this._onKeyUp);
  6191. };
  6192. Scene.prototype.isReady = function () {
  6193. if (this._pendingData.length > 0) {
  6194. return false;
  6195. }
  6196. for (var index = 0; index < this._geometries.length; index++) {
  6197. var geometry = this._geometries[index];
  6198. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  6199. return false;
  6200. }
  6201. }
  6202. for (index = 0; index < this.meshes.length; index++) {
  6203. var mesh = this.meshes[index];
  6204. if (!mesh.isReady()) {
  6205. return false;
  6206. }
  6207. var mat = mesh.material;
  6208. if (mat) {
  6209. if (!mat.isReady(mesh)) {
  6210. return false;
  6211. }
  6212. }
  6213. }
  6214. return true;
  6215. };
  6216. Scene.prototype.registerBeforeRender = function (func) {
  6217. this._onBeforeRenderCallbacks.push(func);
  6218. };
  6219. Scene.prototype.unregisterBeforeRender = function (func) {
  6220. var index = this._onBeforeRenderCallbacks.indexOf(func);
  6221. if (index > -1) {
  6222. this._onBeforeRenderCallbacks.splice(index, 1);
  6223. }
  6224. };
  6225. Scene.prototype._addPendingData = function (data) {
  6226. this._pendingData.push(data);
  6227. };
  6228. Scene.prototype._removePendingData = function (data) {
  6229. var index = this._pendingData.indexOf(data);
  6230. if (index !== -1) {
  6231. this._pendingData.splice(index, 1);
  6232. }
  6233. };
  6234. Scene.prototype.getWaitingItemsCount = function () {
  6235. return this._pendingData.length;
  6236. };
  6237. Scene.prototype.executeWhenReady = function (func) {
  6238. var _this = this;
  6239. this._onReadyCallbacks.push(func);
  6240. if (this._executeWhenReadyTimeoutId !== -1) {
  6241. return;
  6242. }
  6243. this._executeWhenReadyTimeoutId = setTimeout(function () {
  6244. _this._checkIsReady();
  6245. }, 150);
  6246. };
  6247. Scene.prototype._checkIsReady = function () {
  6248. var _this = this;
  6249. if (this.isReady()) {
  6250. this._onReadyCallbacks.forEach(function (func) {
  6251. func();
  6252. });
  6253. this._onReadyCallbacks = [];
  6254. this._executeWhenReadyTimeoutId = -1;
  6255. return;
  6256. }
  6257. this._executeWhenReadyTimeoutId = setTimeout(function () {
  6258. _this._checkIsReady();
  6259. }, 150);
  6260. };
  6261. Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable) {
  6262. if (speedRatio === undefined) {
  6263. speedRatio = 1.0;
  6264. }
  6265. this.stopAnimation(target);
  6266. if (!animatable) {
  6267. animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  6268. }
  6269. if (target.animations) {
  6270. animatable.appendAnimations(target, target.animations);
  6271. }
  6272. if (target.getAnimatables) {
  6273. var animatables = target.getAnimatables();
  6274. for (var index = 0; index < animatables.length; index++) {
  6275. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable);
  6276. }
  6277. }
  6278. return animatable;
  6279. };
  6280. Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) {
  6281. if (speedRatio === undefined) {
  6282. speedRatio = 1.0;
  6283. }
  6284. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  6285. return animatable;
  6286. };
  6287. Scene.prototype.getAnimatableByTarget = function (target) {
  6288. for (var index = 0; index < this._activeAnimatables.length; index++) {
  6289. if (this._activeAnimatables[index].target === target) {
  6290. return this._activeAnimatables[index];
  6291. }
  6292. }
  6293. return null;
  6294. };
  6295. Scene.prototype.stopAnimation = function (target) {
  6296. var animatable = this.getAnimatableByTarget(target);
  6297. if (animatable) {
  6298. animatable.stop();
  6299. }
  6300. };
  6301. Scene.prototype._animate = function () {
  6302. if (!this._animationStartDate) {
  6303. this._animationStartDate = new Date().getTime();
  6304. }
  6305. var now = new Date().getTime();
  6306. var delay = now - this._animationStartDate;
  6307. for (var index = 0; index < this._activeAnimatables.length; index++) {
  6308. if (!this._activeAnimatables[index]._animate(delay)) {
  6309. this._activeAnimatables.splice(index, 1);
  6310. index--;
  6311. }
  6312. }
  6313. };
  6314. Scene.prototype.getViewMatrix = function () {
  6315. return this._viewMatrix;
  6316. };
  6317. Scene.prototype.getProjectionMatrix = function () {
  6318. return this._projectionMatrix;
  6319. };
  6320. Scene.prototype.getTransformMatrix = function () {
  6321. return this._transformMatrix;
  6322. };
  6323. Scene.prototype.setTransformMatrix = function (view, projection) {
  6324. this._viewMatrix = view;
  6325. this._projectionMatrix = projection;
  6326. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  6327. };
  6328. Scene.prototype.setActiveCameraByID = function (id) {
  6329. var camera = this.getCameraByID(id);
  6330. if (camera) {
  6331. this.activeCamera = camera;
  6332. return camera;
  6333. }
  6334. return null;
  6335. };
  6336. Scene.prototype.setActiveCameraByName = function (name) {
  6337. var camera = this.getCameraByName(name);
  6338. if (camera) {
  6339. this.activeCamera = camera;
  6340. return camera;
  6341. }
  6342. return null;
  6343. };
  6344. Scene.prototype.getMaterialByID = function (id) {
  6345. for (var index = 0; index < this.materials.length; index++) {
  6346. if (this.materials[index].id === id) {
  6347. return this.materials[index];
  6348. }
  6349. }
  6350. return null;
  6351. };
  6352. Scene.prototype.getMaterialByName = function (name) {
  6353. for (var index = 0; index < this.materials.length; index++) {
  6354. if (this.materials[index].name === name) {
  6355. return this.materials[index];
  6356. }
  6357. }
  6358. return null;
  6359. };
  6360. Scene.prototype.getCameraByID = function (id) {
  6361. for (var index = 0; index < this.cameras.length; index++) {
  6362. if (this.cameras[index].id === id) {
  6363. return this.cameras[index];
  6364. }
  6365. }
  6366. return null;
  6367. };
  6368. Scene.prototype.getCameraByName = function (name) {
  6369. for (var index = 0; index < this.cameras.length; index++) {
  6370. if (this.cameras[index].name === name) {
  6371. return this.cameras[index];
  6372. }
  6373. }
  6374. return null;
  6375. };
  6376. Scene.prototype.getLightByName = function (name) {
  6377. for (var index = 0; index < this.lights.length; index++) {
  6378. if (this.lights[index].name === name) {
  6379. return this.lights[index];
  6380. }
  6381. }
  6382. return null;
  6383. };
  6384. Scene.prototype.getLightByID = function (id) {
  6385. for (var index = 0; index < this.lights.length; index++) {
  6386. if (this.lights[index].id === id) {
  6387. return this.lights[index];
  6388. }
  6389. }
  6390. return null;
  6391. };
  6392. Scene.prototype.getGeometryByID = function (id) {
  6393. for (var index = 0; index < this._geometries.length; index++) {
  6394. if (this._geometries[index].id === id) {
  6395. return this._geometries[index];
  6396. }
  6397. }
  6398. return null;
  6399. };
  6400. Scene.prototype.pushGeometry = function (geometry, force) {
  6401. if (!force && this.getGeometryByID(geometry.id)) {
  6402. return false;
  6403. }
  6404. this._geometries.push(geometry);
  6405. return true;
  6406. };
  6407. Scene.prototype.getGeometries = function () {
  6408. return this._geometries;
  6409. };
  6410. Scene.prototype.getMeshByID = function (id) {
  6411. for (var index = 0; index < this.meshes.length; index++) {
  6412. if (this.meshes[index].id === id) {
  6413. return this.meshes[index];
  6414. }
  6415. }
  6416. return null;
  6417. };
  6418. Scene.prototype.getLastMeshByID = function (id) {
  6419. for (var index = this.meshes.length - 1; index >= 0; index--) {
  6420. if (this.meshes[index].id === id) {
  6421. return this.meshes[index];
  6422. }
  6423. }
  6424. return null;
  6425. };
  6426. Scene.prototype.getLastEntryByID = function (id) {
  6427. for (var index = this.meshes.length - 1; index >= 0; index--) {
  6428. if (this.meshes[index].id === id) {
  6429. return this.meshes[index];
  6430. }
  6431. }
  6432. for (index = this.cameras.length - 1; index >= 0; index--) {
  6433. if (this.cameras[index].id === id) {
  6434. return this.cameras[index];
  6435. }
  6436. }
  6437. for (index = this.lights.length - 1; index >= 0; index--) {
  6438. if (this.lights[index].id === id) {
  6439. return this.lights[index];
  6440. }
  6441. }
  6442. return null;
  6443. };
  6444. Scene.prototype.getMeshByName = function (name) {
  6445. for (var index = 0; index < this.meshes.length; index++) {
  6446. if (this.meshes[index].name === name) {
  6447. return this.meshes[index];
  6448. }
  6449. }
  6450. return null;
  6451. };
  6452. Scene.prototype.getLastSkeletonByID = function (id) {
  6453. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  6454. if (this.skeletons[index].id === id) {
  6455. return this.skeletons[index];
  6456. }
  6457. }
  6458. return null;
  6459. };
  6460. Scene.prototype.getSkeletonById = function (id) {
  6461. for (var index = 0; index < this.skeletons.length; index++) {
  6462. if (this.skeletons[index].id === id) {
  6463. return this.skeletons[index];
  6464. }
  6465. }
  6466. return null;
  6467. };
  6468. Scene.prototype.getSkeletonByName = function (name) {
  6469. for (var index = 0; index < this.skeletons.length; index++) {
  6470. if (this.skeletons[index].name === name) {
  6471. return this.skeletons[index];
  6472. }
  6473. }
  6474. return null;
  6475. };
  6476. Scene.prototype.isActiveMesh = function (mesh) {
  6477. return (this._activeMeshes.indexOf(mesh) !== -1);
  6478. };
  6479. Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
  6480. if (mesh.subMeshes.length == 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  6481. var material = subMesh.getMaterial();
  6482. if (mesh.showSubMeshesBoundingBox) {
  6483. this._boundingBoxRenderer.renderList.push(subMesh.getBoundingInfo().boundingBox);
  6484. }
  6485. if (material) {
  6486. if (material.getRenderTargetTextures) {
  6487. if (this._processedMaterials.indexOf(material) === -1) {
  6488. this._processedMaterials.push(material);
  6489. this._renderTargets.concat(material.getRenderTargetTextures());
  6490. }
  6491. }
  6492. this._activeVertices += subMesh.verticesCount;
  6493. this._renderingManager.dispatch(subMesh);
  6494. }
  6495. }
  6496. };
  6497. Scene.prototype._evaluateActiveMeshes = function () {
  6498. this._activeMeshes.reset();
  6499. this._renderingManager.reset();
  6500. this._processedMaterials.reset();
  6501. this._activeParticleSystems.reset();
  6502. this._activeSkeletons.reset();
  6503. this._boundingBoxRenderer.reset();
  6504. if (!this._frustumPlanes) {
  6505. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  6506. } else {
  6507. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  6508. }
  6509. var meshes;
  6510. var len;
  6511. if (this._selectionOctree) {
  6512. var selection = this._selectionOctree.select(this._frustumPlanes);
  6513. meshes = selection.data;
  6514. len = selection.length;
  6515. } else {
  6516. len = this.meshes.length;
  6517. meshes = this.meshes;
  6518. }
  6519. for (var meshIndex = 0; meshIndex < len; meshIndex++) {
  6520. var mesh = meshes[meshIndex];
  6521. this._totalVertices += mesh.getTotalVertices();
  6522. if (!mesh.isReady()) {
  6523. continue;
  6524. }
  6525. mesh.computeWorldMatrix();
  6526. mesh._preActivate();
  6527. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers([BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger])) {
  6528. this._meshesForIntersections.pushNoDuplicate(mesh);
  6529. }
  6530. if (mesh.isEnabled() && mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) != 0) && mesh.isInFrustum(this._frustumPlanes)) {
  6531. this._activeMeshes.push(mesh);
  6532. mesh._activate(this._renderId);
  6533. this._activeMesh(mesh);
  6534. }
  6535. }
  6536. var beforeParticlesDate = new Date().getTime();
  6537. if (this.particlesEnabled) {
  6538. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  6539. var particleSystem = this.particleSystems[particleIndex];
  6540. if (!particleSystem.isStarted()) {
  6541. continue;
  6542. }
  6543. if (!particleSystem.emitter.position || (particleSystem.emitter && particleSystem.emitter.isEnabled())) {
  6544. this._activeParticleSystems.push(particleSystem);
  6545. particleSystem.animate();
  6546. }
  6547. }
  6548. }
  6549. this._particlesDuration += new Date().getTime() - beforeParticlesDate;
  6550. };
  6551. Scene.prototype._activeMesh = function (mesh) {
  6552. if (mesh.skeleton) {
  6553. this._activeSkeletons.pushNoDuplicate(mesh.skeleton);
  6554. }
  6555. if (mesh.showBoundingBox) {
  6556. this._boundingBoxRenderer.renderList.push(mesh.getBoundingInfo().boundingBox);
  6557. }
  6558. if (mesh.subMeshes) {
  6559. var len;
  6560. var subMeshes;
  6561. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  6562. var intersections = mesh._submeshesOctree.select(this._frustumPlanes);
  6563. len = intersections.length;
  6564. subMeshes = intersections.data;
  6565. } else {
  6566. subMeshes = mesh.subMeshes;
  6567. len = subMeshes.length;
  6568. }
  6569. for (var subIndex = 0; subIndex < len; subIndex++) {
  6570. var subMesh = subMeshes[subIndex];
  6571. this._evaluateSubMesh(subMesh, mesh);
  6572. }
  6573. }
  6574. };
  6575. Scene.prototype.updateTransformMatrix = function (force) {
  6576. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  6577. };
  6578. Scene.prototype._renderForCamera = function (camera) {
  6579. var engine = this._engine;
  6580. this.activeCamera = camera;
  6581. if (!this.activeCamera)
  6582. throw new Error("Active camera not set");
  6583. engine.setViewport(this.activeCamera.viewport);
  6584. this._renderId++;
  6585. this.updateTransformMatrix();
  6586. if (this.beforeCameraRender) {
  6587. this.beforeCameraRender(this.activeCamera);
  6588. }
  6589. var beforeEvaluateActiveMeshesDate = new Date().getTime();
  6590. this._evaluateActiveMeshes();
  6591. this._evaluateActiveMeshesDuration += new Date().getTime() - beforeEvaluateActiveMeshesDate;
  6592. for (var skeletonIndex = 0; skeletonIndex < this._activeSkeletons.length; skeletonIndex++) {
  6593. var skeleton = this._activeSkeletons.data[skeletonIndex];
  6594. skeleton.prepare();
  6595. }
  6596. var beforeRenderTargetDate = new Date().getTime();
  6597. if (this.renderTargetsEnabled) {
  6598. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  6599. var renderTarget = this._renderTargets.data[renderIndex];
  6600. if (renderTarget._shouldRender()) {
  6601. this._renderId++;
  6602. renderTarget.render();
  6603. }
  6604. }
  6605. this._renderId++;
  6606. }
  6607. if (this._renderTargets.length > 0) {
  6608. engine.restoreDefaultFramebuffer();
  6609. }
  6610. this._renderTargetsDuration += new Date().getTime() - beforeRenderTargetDate;
  6611. this.postProcessManager._prepareFrame();
  6612. var beforeRenderDate = new Date().getTime();
  6613. if (this.layers.length) {
  6614. engine.setDepthBuffer(false);
  6615. var layerIndex;
  6616. var layer;
  6617. for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) {
  6618. layer = this.layers[layerIndex];
  6619. if (layer.isBackground) {
  6620. layer.render();
  6621. }
  6622. }
  6623. engine.setDepthBuffer(true);
  6624. }
  6625. this._renderingManager.render(null, null, true, true);
  6626. this._boundingBoxRenderer.render();
  6627. for (var lensFlareSystemIndex = 0; lensFlareSystemIndex < this.lensFlareSystems.length; lensFlareSystemIndex++) {
  6628. this.lensFlareSystems[lensFlareSystemIndex].render();
  6629. }
  6630. if (this.layers.length) {
  6631. engine.setDepthBuffer(false);
  6632. for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) {
  6633. layer = this.layers[layerIndex];
  6634. if (!layer.isBackground) {
  6635. layer.render();
  6636. }
  6637. }
  6638. engine.setDepthBuffer(true);
  6639. }
  6640. this._renderDuration += new Date().getTime() - beforeRenderDate;
  6641. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  6642. this.activeCamera._updateFromScene();
  6643. this._renderTargets.reset();
  6644. if (this.afterCameraRender) {
  6645. this.afterCameraRender(this.activeCamera);
  6646. }
  6647. };
  6648. Scene.prototype._processSubCameras = function (camera) {
  6649. if (camera.subCameras.length == 0) {
  6650. this._renderForCamera(camera);
  6651. return;
  6652. }
  6653. for (var index = 0; index < camera.subCameras.length; index++) {
  6654. this._renderForCamera(camera.subCameras[index]);
  6655. }
  6656. this.activeCamera = camera;
  6657. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  6658. this.activeCamera._updateFromScene();
  6659. };
  6660. Scene.prototype._checkIntersections = function () {
  6661. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  6662. var sourceMesh = this._meshesForIntersections.data[index];
  6663. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  6664. var action = sourceMesh.actionManager.actions[actionIndex];
  6665. if (action.trigger == BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger == BABYLON.ActionManager.OnIntersectionExitTrigger) {
  6666. var otherMesh = action.getTriggerParameter();
  6667. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, false);
  6668. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  6669. if (areIntersecting && currentIntersectionInProgress === -1 && action.trigger == BABYLON.ActionManager.OnIntersectionEnterTrigger) {
  6670. sourceMesh.actionManager.processTrigger(BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionEvent.CreateNew(sourceMesh));
  6671. sourceMesh._intersectionsInProgress.push(otherMesh);
  6672. } else if (!areIntersecting && currentIntersectionInProgress > -1 && action.trigger == BABYLON.ActionManager.OnIntersectionExitTrigger) {
  6673. sourceMesh.actionManager.processTrigger(BABYLON.ActionManager.OnIntersectionExitTrigger, BABYLON.ActionEvent.CreateNew(sourceMesh));
  6674. var indexOfOther = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  6675. if (indexOfOther > -1) {
  6676. sourceMesh._intersectionsInProgress.splice(indexOfOther, 1);
  6677. }
  6678. }
  6679. }
  6680. }
  6681. }
  6682. };
  6683. Scene.prototype.render = function () {
  6684. var startDate = new Date().getTime();
  6685. this._particlesDuration = 0;
  6686. this._spritesDuration = 0;
  6687. this._activeParticles = 0;
  6688. this._renderDuration = 0;
  6689. this._evaluateActiveMeshesDuration = 0;
  6690. this._totalVertices = 0;
  6691. this._activeVertices = 0;
  6692. this._meshesForIntersections.reset();
  6693. if (this.actionManager) {
  6694. this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger, null);
  6695. }
  6696. if (this.beforeRender) {
  6697. this.beforeRender();
  6698. }
  6699. for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
  6700. this._onBeforeRenderCallbacks[callbackIndex]();
  6701. }
  6702. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(BABYLON.Tools.GetDeltaTime(), Scene.MaxDeltaTime));
  6703. this._animationRatio = deltaTime * (60.0 / 1000.0);
  6704. this._animate();
  6705. if (this._physicsEngine) {
  6706. this._physicsEngine._runOneStep(deltaTime / 1000.0);
  6707. }
  6708. var beforeRenderTargetDate = new Date().getTime();
  6709. var engine = this.getEngine();
  6710. if (this.renderTargetsEnabled) {
  6711. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  6712. var renderTarget = this.customRenderTargets[customIndex];
  6713. if (renderTarget._shouldRender()) {
  6714. this._renderId++;
  6715. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  6716. if (!this.activeCamera)
  6717. throw new Error("Active camera not set");
  6718. engine.setViewport(this.activeCamera.viewport);
  6719. this.updateTransformMatrix();
  6720. renderTarget.render();
  6721. }
  6722. }
  6723. this._renderId++;
  6724. }
  6725. if (this.customRenderTargets.length > 0) {
  6726. engine.restoreDefaultFramebuffer();
  6727. }
  6728. this._renderTargetsDuration += new Date().getTime() - beforeRenderTargetDate;
  6729. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe, true);
  6730. for (var lightIndex = 0; lightIndex < this.lights.length; lightIndex++) {
  6731. var light = this.lights[lightIndex];
  6732. var shadowGenerator = light.getShadowGenerator();
  6733. if (light.isEnabled() && shadowGenerator && shadowGenerator.getShadowMap().getScene().textures.indexOf(shadowGenerator.getShadowMap()) !== -1) {
  6734. this._renderTargets.push(shadowGenerator.getShadowMap());
  6735. }
  6736. }
  6737. this.postProcessRenderPipelineManager.update();
  6738. if (this.activeCameras.length > 0) {
  6739. var currentRenderId = this._renderId;
  6740. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  6741. this._renderId = currentRenderId;
  6742. this._processSubCameras(this.activeCameras[cameraIndex]);
  6743. }
  6744. } else {
  6745. if (!this.activeCamera) {
  6746. throw new Error("No camera defined");
  6747. }
  6748. this._processSubCameras(this.activeCamera);
  6749. }
  6750. this._checkIntersections();
  6751. if (this.afterRender) {
  6752. this.afterRender();
  6753. }
  6754. for (var index = 0; index < this._toBeDisposed.length; index++) {
  6755. this._toBeDisposed.data[index].dispose();
  6756. this._toBeDisposed[index] = null;
  6757. }
  6758. this._toBeDisposed.reset();
  6759. this._lastFrameDuration = new Date().getTime() - startDate;
  6760. };
  6761. Scene.prototype.dispose = function () {
  6762. this.beforeRender = null;
  6763. this.afterRender = null;
  6764. this.skeletons = [];
  6765. this._boundingBoxRenderer.dispose();
  6766. if (this.onDispose) {
  6767. this.onDispose();
  6768. }
  6769. this.detachControl();
  6770. var canvas = this._engine.getRenderingCanvas();
  6771. var index;
  6772. for (index = 0; index < this.cameras.length; index++) {
  6773. this.cameras[index].detachControl(canvas);
  6774. }
  6775. while (this.lights.length) {
  6776. this.lights[0].dispose();
  6777. }
  6778. while (this.meshes.length) {
  6779. this.meshes[0].dispose(true);
  6780. }
  6781. while (this.cameras.length) {
  6782. this.cameras[0].dispose();
  6783. }
  6784. while (this.materials.length) {
  6785. this.materials[0].dispose();
  6786. }
  6787. while (this.particleSystems.length) {
  6788. this.particleSystems[0].dispose();
  6789. }
  6790. while (this.spriteManagers.length) {
  6791. this.spriteManagers[0].dispose();
  6792. }
  6793. while (this.layers.length) {
  6794. this.layers[0].dispose();
  6795. }
  6796. while (this.textures.length) {
  6797. this.textures[0].dispose();
  6798. }
  6799. this.postProcessManager.dispose();
  6800. if (this._physicsEngine) {
  6801. this.disablePhysicsEngine();
  6802. }
  6803. index = this._engine.scenes.indexOf(this);
  6804. if (index > -1) {
  6805. this._engine.scenes.splice(index, 1);
  6806. }
  6807. this._engine.wipeCaches();
  6808. };
  6809. Scene.prototype._getNewPosition = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  6810. if (typeof excludedMesh === "undefined") { excludedMesh = null; }
  6811. position.divideToRef(collider.radius, this._scaledPosition);
  6812. velocity.divideToRef(collider.radius, this._scaledVelocity);
  6813. collider.retry = 0;
  6814. collider.initialVelocity = this._scaledVelocity;
  6815. collider.initialPosition = this._scaledPosition;
  6816. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, finalPosition, excludedMesh);
  6817. finalPosition.multiplyInPlace(collider.radius);
  6818. };
  6819. Scene.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  6820. if (typeof excludedMesh === "undefined") { excludedMesh = null; }
  6821. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  6822. if (collider.retry >= maximumRetry) {
  6823. finalPosition.copyFrom(position);
  6824. return;
  6825. }
  6826. collider._initialize(position, velocity, closeDistance);
  6827. for (var index = 0; index < this.meshes.length; index++) {
  6828. var mesh = this.meshes[index];
  6829. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh) {
  6830. mesh._checkCollision(collider);
  6831. }
  6832. }
  6833. if (!collider.collisionFound) {
  6834. position.addToRef(velocity, finalPosition);
  6835. return;
  6836. }
  6837. if (velocity.x != 0 || velocity.y != 0 || velocity.z != 0) {
  6838. collider._getResponse(position, velocity);
  6839. }
  6840. if (velocity.length() <= closeDistance) {
  6841. finalPosition.copyFrom(position);
  6842. return;
  6843. }
  6844. collider.retry++;
  6845. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  6846. };
  6847. Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
  6848. if (typeof maxCapacity === "undefined") { maxCapacity = 64; }
  6849. if (typeof maxDepth === "undefined") { maxDepth = 2; }
  6850. if (!this._selectionOctree) {
  6851. this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  6852. }
  6853. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  6854. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  6855. for (var index = 0; index < this.meshes.length; index++) {
  6856. var mesh = this.meshes[index];
  6857. mesh.computeWorldMatrix(true);
  6858. var minBox = mesh.getBoundingInfo().boundingBox.minimumWorld;
  6859. var maxBox = mesh.getBoundingInfo().boundingBox.maximumWorld;
  6860. BABYLON.Tools.CheckExtends(minBox, min, max);
  6861. BABYLON.Tools.CheckExtends(maxBox, min, max);
  6862. }
  6863. this._selectionOctree.update(min, max, this.meshes);
  6864. return this._selectionOctree;
  6865. };
  6866. Scene.prototype.createPickingRay = function (x, y, world, camera) {
  6867. var engine = this._engine;
  6868. if (!camera) {
  6869. if (!this.activeCamera)
  6870. throw new Error("Active camera not set");
  6871. camera = this.activeCamera;
  6872. }
  6873. var cameraViewport = camera.viewport;
  6874. var viewport = cameraViewport.toGlobal(engine);
  6875. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  6876. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  6877. return BABYLON.Ray.CreateNew(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), camera.getViewMatrix(), camera.getProjectionMatrix());
  6878. };
  6879. Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
  6880. var pickingInfo = null;
  6881. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  6882. var mesh = this.meshes[meshIndex];
  6883. if (predicate) {
  6884. if (!predicate(mesh)) {
  6885. continue;
  6886. }
  6887. } else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  6888. continue;
  6889. }
  6890. var world = mesh.getWorldMatrix();
  6891. var ray = rayFunction(world);
  6892. var result = mesh.intersects(ray, fastCheck);
  6893. if (!result || !result.hit)
  6894. continue;
  6895. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance)
  6896. continue;
  6897. pickingInfo = result;
  6898. if (fastCheck) {
  6899. break;
  6900. }
  6901. }
  6902. return pickingInfo || new BABYLON.PickingInfo();
  6903. };
  6904. Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
  6905. var _this = this;
  6906. return this._internalPick(function (world) {
  6907. return _this.createPickingRay(x, y, world, camera);
  6908. }, predicate, fastCheck);
  6909. };
  6910. Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
  6911. var _this = this;
  6912. return this._internalPick(function (world) {
  6913. if (!_this._pickWithRayInverseMatrix) {
  6914. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  6915. }
  6916. world.invertToRef(_this._pickWithRayInverseMatrix);
  6917. return BABYLON.Ray.Transform(ray, _this._pickWithRayInverseMatrix);
  6918. }, predicate, fastCheck);
  6919. };
  6920. Scene.prototype.setPointerOverMesh = function (mesh) {
  6921. if (this._pointerOverMesh === mesh) {
  6922. return;
  6923. }
  6924. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  6925. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  6926. }
  6927. this._pointerOverMesh = mesh;
  6928. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  6929. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  6930. }
  6931. };
  6932. Scene.prototype.getPointerOverMesh = function () {
  6933. return this._pointerOverMesh;
  6934. };
  6935. Scene.prototype.getPhysicsEngine = function () {
  6936. return this._physicsEngine;
  6937. };
  6938. Scene.prototype.enablePhysics = function (gravity, plugin) {
  6939. if (this._physicsEngine) {
  6940. return true;
  6941. }
  6942. this._physicsEngine = new BABYLON.PhysicsEngine(plugin);
  6943. if (!this._physicsEngine.isSupported()) {
  6944. this._physicsEngine = null;
  6945. return false;
  6946. }
  6947. this._physicsEngine._initialize(gravity);
  6948. return true;
  6949. };
  6950. Scene.prototype.disablePhysicsEngine = function () {
  6951. if (!this._physicsEngine) {
  6952. return;
  6953. }
  6954. this._physicsEngine.dispose();
  6955. this._physicsEngine = undefined;
  6956. };
  6957. Scene.prototype.isPhysicsEnabled = function () {
  6958. return this._physicsEngine !== undefined;
  6959. };
  6960. Scene.prototype.setGravity = function (gravity) {
  6961. if (!this._physicsEngine) {
  6962. return;
  6963. }
  6964. this._physicsEngine._setGravity(gravity);
  6965. };
  6966. Scene.prototype.createCompoundImpostor = function (parts, options) {
  6967. if (parts.parts) {
  6968. options = parts;
  6969. parts = parts.parts;
  6970. }
  6971. if (!this._physicsEngine) {
  6972. return null;
  6973. }
  6974. for (var index = 0; index < parts.length; index++) {
  6975. var mesh = parts[index].mesh;
  6976. mesh._physicImpostor = parts[index].impostor;
  6977. mesh._physicsMass = options.mass / parts.length;
  6978. mesh._physicsFriction = options.friction;
  6979. mesh._physicRestitution = options.restitution;
  6980. }
  6981. return this._physicsEngine._registerMeshesAsCompound(parts, options);
  6982. };
  6983. Scene.prototype.deleteCompoundImpostor = function (compound) {
  6984. for (var index = 0; index < compound.parts.length; index++) {
  6985. var mesh = compound.parts[index].mesh;
  6986. mesh._physicImpostor = BABYLON.PhysicsEngine.NoImpostor;
  6987. this._physicsEngine._unregisterMesh(mesh);
  6988. }
  6989. };
  6990. Scene.prototype._getByTags = function (list, tagsQuery) {
  6991. if (tagsQuery === undefined) {
  6992. return list;
  6993. }
  6994. var listByTags = [];
  6995. for (var i in list) {
  6996. var item = list[i];
  6997. if (BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  6998. listByTags.push(item);
  6999. }
  7000. }
  7001. return listByTags;
  7002. };
  7003. Scene.prototype.getMeshesByTags = function (tagsQuery) {
  7004. return this._getByTags(this.meshes, tagsQuery);
  7005. };
  7006. Scene.prototype.getCamerasByTags = function (tagsQuery) {
  7007. return this._getByTags(this.cameras, tagsQuery);
  7008. };
  7009. Scene.prototype.getLightsByTags = function (tagsQuery) {
  7010. return this._getByTags(this.lights, tagsQuery);
  7011. };
  7012. Scene.prototype.getMaterialByTags = function (tagsQuery) {
  7013. return this._getByTags(this.materials, tagsQuery).concat(this._getByTags(this.multiMaterials, tagsQuery));
  7014. };
  7015. Scene.FOGMODE_NONE = 0;
  7016. Scene.FOGMODE_EXP = 1;
  7017. Scene.FOGMODE_EXP2 = 2;
  7018. Scene.FOGMODE_LINEAR = 3;
  7019. Scene.MinDeltaTime = 1.0;
  7020. Scene.MaxDeltaTime = 1000.0;
  7021. return Scene;
  7022. })();
  7023. BABYLON.Scene = Scene;
  7024. })(BABYLON || (BABYLON = {}));
  7025. var BABYLON;
  7026. (function (BABYLON) {
  7027. var VertexBuffer = (function () {
  7028. function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation) {
  7029. if (engine instanceof BABYLON.Mesh) {
  7030. this._engine = engine.getScene().getEngine();
  7031. } else {
  7032. this._engine = engine;
  7033. }
  7034. this._updatable = updatable;
  7035. this._data = data;
  7036. if (!postponeInternalCreation) {
  7037. this.create();
  7038. }
  7039. this._kind = kind;
  7040. switch (kind) {
  7041. case VertexBuffer.PositionKind:
  7042. this._strideSize = 3;
  7043. break;
  7044. case VertexBuffer.NormalKind:
  7045. this._strideSize = 3;
  7046. break;
  7047. case VertexBuffer.UVKind:
  7048. this._strideSize = 2;
  7049. break;
  7050. case VertexBuffer.UV2Kind:
  7051. this._strideSize = 2;
  7052. break;
  7053. case VertexBuffer.ColorKind:
  7054. this._strideSize = 3;
  7055. break;
  7056. case VertexBuffer.MatricesIndicesKind:
  7057. this._strideSize = 4;
  7058. break;
  7059. case VertexBuffer.MatricesWeightsKind:
  7060. this._strideSize = 4;
  7061. break;
  7062. }
  7063. }
  7064. VertexBuffer.prototype.isUpdatable = function () {
  7065. return this._updatable;
  7066. };
  7067. VertexBuffer.prototype.getData = function () {
  7068. return this._data;
  7069. };
  7070. VertexBuffer.prototype.getBuffer = function () {
  7071. return this._buffer;
  7072. };
  7073. VertexBuffer.prototype.getStrideSize = function () {
  7074. return this._strideSize;
  7075. };
  7076. VertexBuffer.prototype.create = function (data) {
  7077. if (!data && this._buffer) {
  7078. return;
  7079. }
  7080. data = data || this._data;
  7081. if (!this._buffer) {
  7082. if (this._updatable) {
  7083. this._buffer = this._engine.createDynamicVertexBuffer(data.length * 4);
  7084. } else {
  7085. this._buffer = this._engine.createVertexBuffer(data);
  7086. }
  7087. }
  7088. if (this._updatable) {
  7089. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  7090. this._data = data;
  7091. }
  7092. };
  7093. VertexBuffer.prototype.update = function (data) {
  7094. this.create(data);
  7095. };
  7096. VertexBuffer.prototype.updateDirectly = function (data) {
  7097. if (!this._buffer) {
  7098. return;
  7099. }
  7100. if (this._updatable) {
  7101. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  7102. this._data = null;
  7103. }
  7104. };
  7105. VertexBuffer.prototype.dispose = function () {
  7106. if (!this._buffer) {
  7107. return;
  7108. }
  7109. if (this._engine._releaseBuffer(this._buffer)) {
  7110. this._buffer = null;
  7111. }
  7112. };
  7113. Object.defineProperty(VertexBuffer, "PositionKind", {
  7114. get: function () {
  7115. return VertexBuffer._PositionKind;
  7116. },
  7117. enumerable: true,
  7118. configurable: true
  7119. });
  7120. Object.defineProperty(VertexBuffer, "NormalKind", {
  7121. get: function () {
  7122. return VertexBuffer._NormalKind;
  7123. },
  7124. enumerable: true,
  7125. configurable: true
  7126. });
  7127. Object.defineProperty(VertexBuffer, "UVKind", {
  7128. get: function () {
  7129. return VertexBuffer._UVKind;
  7130. },
  7131. enumerable: true,
  7132. configurable: true
  7133. });
  7134. Object.defineProperty(VertexBuffer, "UV2Kind", {
  7135. get: function () {
  7136. return VertexBuffer._UV2Kind;
  7137. },
  7138. enumerable: true,
  7139. configurable: true
  7140. });
  7141. Object.defineProperty(VertexBuffer, "ColorKind", {
  7142. get: function () {
  7143. return VertexBuffer._ColorKind;
  7144. },
  7145. enumerable: true,
  7146. configurable: true
  7147. });
  7148. Object.defineProperty(VertexBuffer, "MatricesIndicesKind", {
  7149. get: function () {
  7150. return VertexBuffer._MatricesIndicesKind;
  7151. },
  7152. enumerable: true,
  7153. configurable: true
  7154. });
  7155. Object.defineProperty(VertexBuffer, "MatricesWeightsKind", {
  7156. get: function () {
  7157. return VertexBuffer._MatricesWeightsKind;
  7158. },
  7159. enumerable: true,
  7160. configurable: true
  7161. });
  7162. VertexBuffer._PositionKind = "position";
  7163. VertexBuffer._NormalKind = "normal";
  7164. VertexBuffer._UVKind = "uv";
  7165. VertexBuffer._UV2Kind = "uv2";
  7166. VertexBuffer._ColorKind = "color";
  7167. VertexBuffer._MatricesIndicesKind = "matricesIndices";
  7168. VertexBuffer._MatricesWeightsKind = "matricesWeights";
  7169. return VertexBuffer;
  7170. })();
  7171. BABYLON.VertexBuffer = VertexBuffer;
  7172. })(BABYLON || (BABYLON = {}));
  7173. var __extends = this.__extends || function (d, b) {
  7174. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  7175. function __() { this.constructor = d; }
  7176. __.prototype = b.prototype;
  7177. d.prototype = new __();
  7178. };
  7179. var BABYLON;
  7180. (function (BABYLON) {
  7181. var AbstractMesh = (function (_super) {
  7182. __extends(AbstractMesh, _super);
  7183. function AbstractMesh(name, scene) {
  7184. _super.call(this, name, scene);
  7185. this.position = new BABYLON.Vector3(0, 0, 0);
  7186. this.rotation = new BABYLON.Vector3(0, 0, 0);
  7187. this.scaling = new BABYLON.Vector3(1, 1, 1);
  7188. this.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_NONE;
  7189. this.visibility = 1.0;
  7190. this.infiniteDistance = false;
  7191. this.isVisible = true;
  7192. this.isPickable = true;
  7193. this.showBoundingBox = false;
  7194. this.showSubMeshesBoundingBox = false;
  7195. this.onDispose = null;
  7196. this.checkCollisions = false;
  7197. this.isBlocker = false;
  7198. this.renderingGroupId = 0;
  7199. this.receiveShadows = false;
  7200. this.renderOutline = false;
  7201. this.outlineColor = BABYLON.Color3.Red();
  7202. this.outlineWidth = 0.02;
  7203. this.useOctreeForRenderingSelection = true;
  7204. this.useOctreeForPicking = true;
  7205. this.useOctreeForCollisions = true;
  7206. this.layerMask = 0xFFFFFFFF;
  7207. this._physicImpostor = BABYLON.PhysicsEngine.NoImpostor;
  7208. this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  7209. this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  7210. this._collider = new BABYLON.Collider();
  7211. this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  7212. this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  7213. this._newPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  7214. this._localScaling = BABYLON.Matrix.Zero();
  7215. this._localRotation = BABYLON.Matrix.Zero();
  7216. this._localTranslation = BABYLON.Matrix.Zero();
  7217. this._localBillboard = BABYLON.Matrix.Zero();
  7218. this._localPivotScaling = BABYLON.Matrix.Zero();
  7219. this._localPivotScalingRotation = BABYLON.Matrix.Zero();
  7220. this._localWorld = BABYLON.Matrix.Zero();
  7221. this._worldMatrix = BABYLON.Matrix.Zero();
  7222. this._rotateYByPI = BABYLON.Matrix.RotationY(Math.PI);
  7223. this._absolutePosition = BABYLON.Vector3.Zero();
  7224. this._collisionsTransformMatrix = BABYLON.Matrix.Zero();
  7225. this._collisionsScalingMatrix = BABYLON.Matrix.Zero();
  7226. this._isDirty = false;
  7227. this._pivotMatrix = BABYLON.Matrix.Identity();
  7228. this._isDisposed = false;
  7229. this._renderId = 0;
  7230. this._intersectionsInProgress = new Array();
  7231. scene.meshes.push(this);
  7232. }
  7233. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
  7234. get: function () {
  7235. return AbstractMesh._BILLBOARDMODE_NONE;
  7236. },
  7237. enumerable: true,
  7238. configurable: true
  7239. });
  7240. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
  7241. get: function () {
  7242. return AbstractMesh._BILLBOARDMODE_X;
  7243. },
  7244. enumerable: true,
  7245. configurable: true
  7246. });
  7247. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
  7248. get: function () {
  7249. return AbstractMesh._BILLBOARDMODE_Y;
  7250. },
  7251. enumerable: true,
  7252. configurable: true
  7253. });
  7254. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
  7255. get: function () {
  7256. return AbstractMesh._BILLBOARDMODE_Z;
  7257. },
  7258. enumerable: true,
  7259. configurable: true
  7260. });
  7261. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
  7262. get: function () {
  7263. return AbstractMesh._BILLBOARDMODE_ALL;
  7264. },
  7265. enumerable: true,
  7266. configurable: true
  7267. });
  7268. AbstractMesh.prototype.getTotalVertices = function () {
  7269. return 0;
  7270. };
  7271. AbstractMesh.prototype.getIndices = function () {
  7272. return null;
  7273. };
  7274. AbstractMesh.prototype.getVerticesData = function (kind) {
  7275. return null;
  7276. };
  7277. AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
  7278. return false;
  7279. };
  7280. AbstractMesh.prototype.getBoundingInfo = function () {
  7281. if (!this._boundingInfo) {
  7282. this._updateBoundingInfo();
  7283. }
  7284. return this._boundingInfo;
  7285. };
  7286. AbstractMesh.prototype._preActivate = function () {
  7287. };
  7288. AbstractMesh.prototype._activate = function (renderId) {
  7289. this._renderId = renderId;
  7290. };
  7291. AbstractMesh.prototype.getWorldMatrix = function () {
  7292. if (this._currentRenderId !== this.getScene().getRenderId()) {
  7293. this.computeWorldMatrix();
  7294. }
  7295. return this._worldMatrix;
  7296. };
  7297. Object.defineProperty(AbstractMesh.prototype, "worldMatrixFromCache", {
  7298. get: function () {
  7299. return this._worldMatrix;
  7300. },
  7301. enumerable: true,
  7302. configurable: true
  7303. });
  7304. Object.defineProperty(AbstractMesh.prototype, "absolutePosition", {
  7305. get: function () {
  7306. return this._absolutePosition;
  7307. },
  7308. enumerable: true,
  7309. configurable: true
  7310. });
  7311. AbstractMesh.prototype.rotate = function (axis, amount, space) {
  7312. if (!this.rotationQuaternion) {
  7313. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  7314. this.rotation = BABYLON.Vector3.Zero();
  7315. }
  7316. if (!space || space == 0 /* LOCAL */) {
  7317. var rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, amount);
  7318. this.rotationQuaternion = this.rotationQuaternion.multiply(rotationQuaternion);
  7319. } else {
  7320. if (this.parent) {
  7321. var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
  7322. invertParentWorldMatrix.invert();
  7323. axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
  7324. }
  7325. rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, amount);
  7326. this.rotationQuaternion = rotationQuaternion.multiply(this.rotationQuaternion);
  7327. }
  7328. };
  7329. AbstractMesh.prototype.translate = function (axis, distance, space) {
  7330. var displacementVector = axis.scale(distance);
  7331. if (!space || space == 0 /* LOCAL */) {
  7332. var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
  7333. this.setPositionWithLocalVector(tempV3);
  7334. } else {
  7335. this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
  7336. }
  7337. };
  7338. AbstractMesh.prototype.getAbsolutePosition = function () {
  7339. this.computeWorldMatrix();
  7340. return this._absolutePosition;
  7341. };
  7342. AbstractMesh.prototype.setAbsolutePosition = function (absolutePosition) {
  7343. if (!absolutePosition) {
  7344. return;
  7345. }
  7346. var absolutePositionX;
  7347. var absolutePositionY;
  7348. var absolutePositionZ;
  7349. if (absolutePosition.x === undefined) {
  7350. if (arguments.length < 3) {
  7351. return;
  7352. }
  7353. absolutePositionX = arguments[0];
  7354. absolutePositionY = arguments[1];
  7355. absolutePositionZ = arguments[2];
  7356. } else {
  7357. absolutePositionX = absolutePosition.x;
  7358. absolutePositionY = absolutePosition.y;
  7359. absolutePositionZ = absolutePosition.z;
  7360. }
  7361. if (this.parent) {
  7362. var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
  7363. invertParentWorldMatrix.invert();
  7364. var worldPosition = new BABYLON.Vector3(absolutePositionX, absolutePositionY, absolutePositionZ);
  7365. this.position = BABYLON.Vector3.TransformCoordinates(worldPosition, invertParentWorldMatrix);
  7366. } else {
  7367. this.position.x = absolutePositionX;
  7368. this.position.y = absolutePositionY;
  7369. this.position.z = absolutePositionZ;
  7370. }
  7371. };
  7372. AbstractMesh.prototype.setPivotMatrix = function (matrix) {
  7373. this._pivotMatrix = matrix;
  7374. this._cache.pivotMatrixUpdated = true;
  7375. };
  7376. AbstractMesh.prototype.getPivotMatrix = function () {
  7377. return this._pivotMatrix;
  7378. };
  7379. AbstractMesh.prototype._isSynchronized = function () {
  7380. if (this._isDirty) {
  7381. return false;
  7382. }
  7383. if (this.billboardMode !== AbstractMesh.BILLBOARDMODE_NONE)
  7384. return false;
  7385. if (this._cache.pivotMatrixUpdated) {
  7386. return false;
  7387. }
  7388. if (this.infiniteDistance) {
  7389. return false;
  7390. }
  7391. if (!this._cache.position.equals(this.position))
  7392. return false;
  7393. if (this.rotationQuaternion) {
  7394. if (!this._cache.rotationQuaternion.equals(this.rotationQuaternion))
  7395. return false;
  7396. } else {
  7397. if (!this._cache.rotation.equals(this.rotation))
  7398. return false;
  7399. }
  7400. if (!this._cache.scaling.equals(this.scaling))
  7401. return false;
  7402. return true;
  7403. };
  7404. AbstractMesh.prototype._initCache = function () {
  7405. _super.prototype._initCache.call(this);
  7406. this._cache.localMatrixUpdated = false;
  7407. this._cache.position = BABYLON.Vector3.Zero();
  7408. this._cache.scaling = BABYLON.Vector3.Zero();
  7409. this._cache.rotation = BABYLON.Vector3.Zero();
  7410. this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
  7411. };
  7412. AbstractMesh.prototype.markAsDirty = function (property) {
  7413. if (property === "rotation") {
  7414. this.rotationQuaternion = null;
  7415. }
  7416. this._currentRenderId = Number.MAX_VALUE;
  7417. this._isDirty = true;
  7418. };
  7419. AbstractMesh.prototype._updateBoundingInfo = function () {
  7420. this._boundingInfo = this._boundingInfo || new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition);
  7421. this._boundingInfo._update(this.worldMatrixFromCache);
  7422. if (!this.subMeshes) {
  7423. return;
  7424. }
  7425. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  7426. var subMesh = this.subMeshes[subIndex];
  7427. subMesh.updateBoundingInfo(this.worldMatrixFromCache);
  7428. }
  7429. };
  7430. AbstractMesh.prototype.computeWorldMatrix = function (force) {
  7431. if (!force && (this._currentRenderId == this.getScene().getRenderId() || this.isSynchronized(true))) {
  7432. return this._worldMatrix;
  7433. }
  7434. this._cache.position.copyFrom(this.position);
  7435. this._cache.scaling.copyFrom(this.scaling);
  7436. this._cache.pivotMatrixUpdated = false;
  7437. this._currentRenderId = this.getScene().getRenderId();
  7438. this._isDirty = false;
  7439. BABYLON.Matrix.ScalingToRef(this.scaling.x, this.scaling.y, this.scaling.z, this._localScaling);
  7440. if (this.rotationQuaternion) {
  7441. this.rotationQuaternion.toRotationMatrix(this._localRotation);
  7442. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  7443. } else {
  7444. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._localRotation);
  7445. this._cache.rotation.copyFrom(this.rotation);
  7446. }
  7447. if (this.infiniteDistance && !this.parent) {
  7448. var camera = this.getScene().activeCamera;
  7449. var cameraWorldMatrix = camera.getWorldMatrix();
  7450. var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
  7451. BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, this._localTranslation);
  7452. } else {
  7453. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._localTranslation);
  7454. }
  7455. this._pivotMatrix.multiplyToRef(this._localScaling, this._localPivotScaling);
  7456. this._localPivotScaling.multiplyToRef(this._localRotation, this._localPivotScalingRotation);
  7457. if (this.billboardMode !== AbstractMesh.BILLBOARDMODE_NONE && this.getScene().activeCamera) {
  7458. var localPosition = this.position.clone();
  7459. var zero = this.getScene().activeCamera.position.clone();
  7460. if (this.parent && this.parent.position) {
  7461. localPosition.addInPlace(this.parent.position);
  7462. BABYLON.Matrix.TranslationToRef(localPosition.x, localPosition.y, localPosition.z, this._localTranslation);
  7463. }
  7464. if ((this.billboardMode & AbstractMesh.BILLBOARDMODE_ALL) === AbstractMesh.BILLBOARDMODE_ALL) {
  7465. zero = this.getScene().activeCamera.position;
  7466. } else {
  7467. if (this.billboardMode & BABYLON.AbstractMesh.BILLBOARDMODE_X)
  7468. zero.x = localPosition.x + BABYLON.Engine.Epsilon;
  7469. if (this.billboardMode & BABYLON.AbstractMesh.BILLBOARDMODE_Y)
  7470. zero.y = localPosition.y + 0.001;
  7471. if (this.billboardMode & BABYLON.AbstractMesh.BILLBOARDMODE_Z)
  7472. zero.z = localPosition.z + 0.001;
  7473. }
  7474. BABYLON.Matrix.LookAtLHToRef(localPosition, zero, BABYLON.Vector3.Up(), this._localBillboard);
  7475. this._localBillboard.m[12] = this._localBillboard.m[13] = this._localBillboard.m[14] = 0;
  7476. this._localBillboard.invert();
  7477. this._localPivotScalingRotation.multiplyToRef(this._localBillboard, this._localWorld);
  7478. this._rotateYByPI.multiplyToRef(this._localWorld, this._localPivotScalingRotation);
  7479. }
  7480. this._localPivotScalingRotation.multiplyToRef(this._localTranslation, this._localWorld);
  7481. if (this.parent && this.parent.getWorldMatrix && this.billboardMode === BABYLON.AbstractMesh.BILLBOARDMODE_NONE) {
  7482. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  7483. } else {
  7484. this._worldMatrix.copyFrom(this._localWorld);
  7485. }
  7486. this._updateBoundingInfo();
  7487. this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
  7488. return this._worldMatrix;
  7489. };
  7490. AbstractMesh.prototype.setPositionWithLocalVector = function (vector3) {
  7491. this.computeWorldMatrix();
  7492. this.position = BABYLON.Vector3.TransformNormal(vector3, this._localWorld);
  7493. };
  7494. AbstractMesh.prototype.getPositionExpressedInLocalSpace = function () {
  7495. this.computeWorldMatrix();
  7496. var invLocalWorldMatrix = this._localWorld.clone();
  7497. invLocalWorldMatrix.invert();
  7498. return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
  7499. };
  7500. AbstractMesh.prototype.locallyTranslate = function (vector3) {
  7501. this.computeWorldMatrix();
  7502. this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld);
  7503. };
  7504. AbstractMesh.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor) {
  7505. yawCor = yawCor || 0;
  7506. pitchCor = pitchCor || 0;
  7507. rollCor = rollCor || 0;
  7508. var dv = targetPoint.subtract(this.position);
  7509. var yaw = -Math.atan2(dv.z, dv.x) - Math.PI / 2;
  7510. var len = Math.sqrt(dv.x * dv.x + dv.z * dv.z);
  7511. var pitch = Math.atan2(dv.y, len);
  7512. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(yaw + yawCor, pitch + pitchCor, rollCor);
  7513. };
  7514. AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
  7515. if (!this._boundingInfo.isInFrustum(frustumPlanes)) {
  7516. return false;
  7517. }
  7518. return true;
  7519. };
  7520. AbstractMesh.prototype.intersectsMesh = function (mesh, precise) {
  7521. if (!this._boundingInfo || !mesh._boundingInfo) {
  7522. return false;
  7523. }
  7524. return this._boundingInfo.intersects(mesh._boundingInfo, precise);
  7525. };
  7526. AbstractMesh.prototype.intersectsPoint = function (point) {
  7527. if (!this._boundingInfo) {
  7528. return false;
  7529. }
  7530. return this._boundingInfo.intersectsPoint(point);
  7531. };
  7532. AbstractMesh.prototype.setPhysicsState = function (impostor, options) {
  7533. var physicsEngine = this.getScene().getPhysicsEngine();
  7534. if (!physicsEngine) {
  7535. return;
  7536. }
  7537. if (impostor.impostor) {
  7538. options = impostor;
  7539. impostor = impostor.impostor;
  7540. }
  7541. impostor = impostor || BABYLON.PhysicsEngine.NoImpostor;
  7542. if (impostor === BABYLON.PhysicsEngine.NoImpostor) {
  7543. physicsEngine._unregisterMesh(this);
  7544. return;
  7545. }
  7546. options.mass = options.mass || 0;
  7547. options.friction = options.friction || 0.2;
  7548. options.restitution = options.restitution || 0.9;
  7549. this._physicImpostor = impostor;
  7550. this._physicsMass = options.mass;
  7551. this._physicsFriction = options.friction;
  7552. this._physicRestitution = options.restitution;
  7553. physicsEngine._registerMesh(this, impostor, options);
  7554. };
  7555. AbstractMesh.prototype.getPhysicsImpostor = function () {
  7556. if (!this._physicImpostor) {
  7557. return BABYLON.PhysicsEngine.NoImpostor;
  7558. }
  7559. return this._physicImpostor;
  7560. };
  7561. AbstractMesh.prototype.getPhysicsMass = function () {
  7562. if (!this._physicsMass) {
  7563. return 0;
  7564. }
  7565. return this._physicsMass;
  7566. };
  7567. AbstractMesh.prototype.getPhysicsFriction = function () {
  7568. if (!this._physicsFriction) {
  7569. return 0;
  7570. }
  7571. return this._physicsFriction;
  7572. };
  7573. AbstractMesh.prototype.getPhysicsRestitution = function () {
  7574. if (!this._physicRestitution) {
  7575. return 0;
  7576. }
  7577. return this._physicRestitution;
  7578. };
  7579. AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
  7580. if (!this._physicImpostor) {
  7581. return;
  7582. }
  7583. this.getScene().getPhysicsEngine()._applyImpulse(this, force, contactPoint);
  7584. };
  7585. AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
  7586. if (!this._physicImpostor) {
  7587. return;
  7588. }
  7589. this.getScene().getPhysicsEngine()._createLink(this, otherMesh, pivot1, pivot2, options);
  7590. };
  7591. AbstractMesh.prototype.updatePhysicsBodyPosition = function () {
  7592. if (!this._physicImpostor) {
  7593. return;
  7594. }
  7595. this.getScene().getPhysicsEngine()._updateBodyPosition(this);
  7596. };
  7597. AbstractMesh.prototype.moveWithCollisions = function (velocity) {
  7598. var globalPosition = this.getAbsolutePosition();
  7599. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPositionForCollisions);
  7600. this._oldPositionForCollisions.addInPlace(this.ellipsoidOffset);
  7601. this._collider.radius = this.ellipsoid;
  7602. this.getScene()._getNewPosition(this._oldPositionForCollisions, velocity, this._collider, 3, this._newPositionForCollisions, this);
  7603. this._newPositionForCollisions.subtractToRef(this._oldPositionForCollisions, this._diffPositionForCollisions);
  7604. if (this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
  7605. this.position.addInPlace(this._diffPositionForCollisions);
  7606. }
  7607. };
  7608. /**
  7609. * This function will create an octree to help select the right submeshes for rendering, picking and collisions
  7610. * Please note that you must have a decent number of submeshes to get performance improvements when using octree
  7611. */
  7612. AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
  7613. if (typeof maxCapacity === "undefined") { maxCapacity = 64; }
  7614. if (typeof maxDepth === "undefined") { maxDepth = 2; }
  7615. if (!this._submeshesOctree) {
  7616. this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
  7617. }
  7618. this.computeWorldMatrix(true);
  7619. var bbox = this.getBoundingInfo().boundingBox;
  7620. this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
  7621. return this._submeshesOctree;
  7622. };
  7623. AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
  7624. this._generatePointsArray();
  7625. if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
  7626. subMesh._lastColliderTransformMatrix = transformMatrix.clone();
  7627. subMesh._lastColliderWorldVertices = [];
  7628. subMesh._trianglePlanes = [];
  7629. var start = subMesh.verticesStart;
  7630. var end = (subMesh.verticesStart + subMesh.verticesCount);
  7631. for (var i = start; i < end; i++) {
  7632. subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
  7633. }
  7634. }
  7635. collider._collide(subMesh, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart);
  7636. };
  7637. AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
  7638. var subMeshes;
  7639. var len;
  7640. if (this._submeshesOctree && this.useOctreeForCollisions) {
  7641. var radius = collider.velocityWorldLength + Math.max(collider.radius.x, collider.radius.y, collider.radius.z);
  7642. var intersections = this._submeshesOctree.intersects(collider.basePointWorld, radius);
  7643. len = intersections.length;
  7644. subMeshes = intersections.data;
  7645. } else {
  7646. subMeshes = this.subMeshes;
  7647. len = subMeshes.length;
  7648. }
  7649. for (var index = 0; index < len; index++) {
  7650. var subMesh = subMeshes[index];
  7651. if (len > 1 && !subMesh._checkCollision(collider))
  7652. continue;
  7653. this._collideForSubMesh(subMesh, transformMatrix, collider);
  7654. }
  7655. };
  7656. AbstractMesh.prototype._checkCollision = function (collider) {
  7657. if (!this._boundingInfo._checkCollision(collider))
  7658. return;
  7659. BABYLON.Matrix.ScalingToRef(1.0 / collider.radius.x, 1.0 / collider.radius.y, 1.0 / collider.radius.z, this._collisionsScalingMatrix);
  7660. this.worldMatrixFromCache.multiplyToRef(this._collisionsScalingMatrix, this._collisionsTransformMatrix);
  7661. this._processCollisionsForSubMeshes(collider, this._collisionsTransformMatrix);
  7662. };
  7663. AbstractMesh.prototype._generatePointsArray = function () {
  7664. return false;
  7665. };
  7666. AbstractMesh.prototype.intersects = function (ray, fastCheck) {
  7667. var pickingInfo = new BABYLON.PickingInfo();
  7668. if (!this.subMeshes || !this._boundingInfo || !ray.intersectsSphere(this._boundingInfo.boundingSphere) || !ray.intersectsBox(this._boundingInfo.boundingBox)) {
  7669. return pickingInfo;
  7670. }
  7671. if (!this._generatePointsArray()) {
  7672. return pickingInfo;
  7673. }
  7674. var intersectInfo = null;
  7675. var subMeshes;
  7676. var len;
  7677. if (this._submeshesOctree && this.useOctreeForPicking) {
  7678. var worldRay = BABYLON.Ray.Transform(ray, this.getWorldMatrix());
  7679. var intersections = this._submeshesOctree.intersectsRay(worldRay);
  7680. len = intersections.length;
  7681. subMeshes = intersections.data;
  7682. } else {
  7683. subMeshes = this.subMeshes;
  7684. len = subMeshes.length;
  7685. }
  7686. for (var index = 0; index < len; index++) {
  7687. var subMesh = subMeshes[index];
  7688. if (len > 1 && !subMesh.canIntersects(ray))
  7689. continue;
  7690. var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
  7691. if (currentIntersectInfo) {
  7692. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  7693. intersectInfo = currentIntersectInfo;
  7694. if (fastCheck) {
  7695. break;
  7696. }
  7697. }
  7698. }
  7699. }
  7700. if (intersectInfo) {
  7701. var world = this.getWorldMatrix();
  7702. var worldOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, world);
  7703. var direction = ray.direction.clone();
  7704. direction.normalize();
  7705. direction = direction.scale(intersectInfo.distance);
  7706. var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
  7707. var pickedPoint = worldOrigin.add(worldDirection);
  7708. pickingInfo.hit = true;
  7709. pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
  7710. pickingInfo.pickedPoint = pickedPoint;
  7711. pickingInfo.pickedMesh = this;
  7712. pickingInfo.bu = intersectInfo.bu;
  7713. pickingInfo.bv = intersectInfo.bv;
  7714. pickingInfo.faceId = intersectInfo.faceId;
  7715. return pickingInfo;
  7716. }
  7717. return pickingInfo;
  7718. };
  7719. AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  7720. return null;
  7721. };
  7722. AbstractMesh.prototype.releaseSubMeshes = function () {
  7723. if (this.subMeshes) {
  7724. while (this.subMeshes.length) {
  7725. this.subMeshes[0].dispose();
  7726. }
  7727. } else {
  7728. this.subMeshes = new Array();
  7729. }
  7730. };
  7731. AbstractMesh.prototype.dispose = function (doNotRecurse) {
  7732. if (this.getPhysicsImpostor() != BABYLON.PhysicsEngine.NoImpostor) {
  7733. this.setPhysicsState(BABYLON.PhysicsEngine.NoImpostor);
  7734. }
  7735. for (index = 0; index < this._intersectionsInProgress.length; index++) {
  7736. var other = this._intersectionsInProgress[index];
  7737. var pos = other._intersectionsInProgress.indexOf(this);
  7738. other._intersectionsInProgress.splice(pos, 1);
  7739. }
  7740. this._intersectionsInProgress = [];
  7741. this.releaseSubMeshes();
  7742. var index = this.getScene().meshes.indexOf(this);
  7743. if (index != -1) {
  7744. this.getScene().meshes.splice(index, 1);
  7745. }
  7746. if (!doNotRecurse) {
  7747. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  7748. if (this.getScene().particleSystems[index].emitter == this) {
  7749. this.getScene().particleSystems[index].dispose();
  7750. index--;
  7751. }
  7752. }
  7753. var objects = this.getScene().meshes.slice(0);
  7754. for (index = 0; index < objects.length; index++) {
  7755. if (objects[index].parent == this) {
  7756. objects[index].dispose();
  7757. }
  7758. }
  7759. } else {
  7760. for (index = 0; index < this.getScene().meshes.length; index++) {
  7761. var obj = this.getScene().meshes[index];
  7762. if (obj.parent === this) {
  7763. obj.parent = null;
  7764. obj.computeWorldMatrix(true);
  7765. }
  7766. }
  7767. }
  7768. this._isDisposed = true;
  7769. if (this.onDispose) {
  7770. this.onDispose();
  7771. }
  7772. };
  7773. AbstractMesh._BILLBOARDMODE_NONE = 0;
  7774. AbstractMesh._BILLBOARDMODE_X = 1;
  7775. AbstractMesh._BILLBOARDMODE_Y = 2;
  7776. AbstractMesh._BILLBOARDMODE_Z = 4;
  7777. AbstractMesh._BILLBOARDMODE_ALL = 7;
  7778. return AbstractMesh;
  7779. })(BABYLON.Node);
  7780. BABYLON.AbstractMesh = AbstractMesh;
  7781. })(BABYLON || (BABYLON = {}));
  7782. var __extends = this.__extends || function (d, b) {
  7783. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  7784. function __() { this.constructor = d; }
  7785. __.prototype = b.prototype;
  7786. d.prototype = new __();
  7787. };
  7788. var BABYLON;
  7789. (function (BABYLON) {
  7790. var _InstancesBatch = (function () {
  7791. function _InstancesBatch() {
  7792. this.mustReturn = false;
  7793. this.visibleInstances = new Array();
  7794. this.renderSelf = new Array();
  7795. }
  7796. return _InstancesBatch;
  7797. })();
  7798. BABYLON._InstancesBatch = _InstancesBatch;
  7799. var Mesh = (function (_super) {
  7800. __extends(Mesh, _super);
  7801. function Mesh(name, scene) {
  7802. _super.call(this, name, scene);
  7803. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  7804. this.instances = new Array();
  7805. this._onBeforeRenderCallbacks = new Array();
  7806. this._onAfterRenderCallbacks = new Array();
  7807. this._visibleInstances = {};
  7808. this._renderIdForInstances = new Array();
  7809. this._batchCache = new _InstancesBatch();
  7810. this._instancesBufferSize = 32 * 16 * 4;
  7811. }
  7812. Mesh.prototype.getTotalVertices = function () {
  7813. if (!this._geometry) {
  7814. return 0;
  7815. }
  7816. return this._geometry.getTotalVertices();
  7817. };
  7818. Mesh.prototype.getVerticesData = function (kind) {
  7819. if (!this._geometry) {
  7820. return null;
  7821. }
  7822. return this._geometry.getVerticesData(kind);
  7823. };
  7824. Mesh.prototype.getVertexBuffer = function (kind) {
  7825. if (!this._geometry) {
  7826. return undefined;
  7827. }
  7828. return this._geometry.getVertexBuffer(kind);
  7829. };
  7830. Mesh.prototype.isVerticesDataPresent = function (kind) {
  7831. if (!this._geometry) {
  7832. if (this._delayInfo) {
  7833. return this._delayInfo.indexOf(kind) !== -1;
  7834. }
  7835. return false;
  7836. }
  7837. return this._geometry.isVerticesDataPresent(kind);
  7838. };
  7839. Mesh.prototype.getVerticesDataKinds = function () {
  7840. if (!this._geometry) {
  7841. var result = [];
  7842. if (this._delayInfo) {
  7843. for (var kind in this._delayInfo) {
  7844. result.push(kind);
  7845. }
  7846. }
  7847. return result;
  7848. }
  7849. return this._geometry.getVerticesDataKinds();
  7850. };
  7851. Mesh.prototype.getTotalIndices = function () {
  7852. if (!this._geometry) {
  7853. return 0;
  7854. }
  7855. return this._geometry.getTotalIndices();
  7856. };
  7857. Mesh.prototype.getIndices = function () {
  7858. if (!this._geometry) {
  7859. return [];
  7860. }
  7861. return this._geometry.getIndices();
  7862. };
  7863. Mesh.prototype.isReady = function () {
  7864. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  7865. return false;
  7866. }
  7867. return _super.prototype.isReady.call(this);
  7868. };
  7869. Mesh.prototype.isDisposed = function () {
  7870. return this._isDisposed;
  7871. };
  7872. Mesh.prototype._preActivate = function () {
  7873. var sceneRenderId = this.getScene().getRenderId();
  7874. if (this._preActivateId == sceneRenderId) {
  7875. return;
  7876. }
  7877. this._preActivateId = sceneRenderId;
  7878. this._visibleInstances = null;
  7879. };
  7880. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  7881. if (!this._visibleInstances) {
  7882. this._visibleInstances = {};
  7883. this._visibleInstances.defaultRenderId = renderId;
  7884. this._visibleInstances.selfDefaultRenderId = this._renderId;
  7885. }
  7886. if (!this._visibleInstances[renderId]) {
  7887. this._visibleInstances[renderId] = new Array();
  7888. }
  7889. this._visibleInstances[renderId].push(instance);
  7890. };
  7891. Mesh.prototype.refreshBoundingInfo = function () {
  7892. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  7893. if (data) {
  7894. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices());
  7895. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  7896. }
  7897. if (this.subMeshes) {
  7898. for (var index = 0; index < this.subMeshes.length; index++) {
  7899. this.subMeshes[index].refreshBoundingInfo();
  7900. }
  7901. }
  7902. this._updateBoundingInfo();
  7903. };
  7904. Mesh.prototype._createGlobalSubMesh = function () {
  7905. var totalVertices = this.getTotalVertices();
  7906. if (!totalVertices || !this.getIndices()) {
  7907. return null;
  7908. }
  7909. this.releaseSubMeshes();
  7910. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  7911. };
  7912. Mesh.prototype.subdivide = function (count) {
  7913. if (count < 1) {
  7914. return;
  7915. }
  7916. var totalIndices = this.getTotalIndices();
  7917. var subdivisionSize = (totalIndices / count) | 0;
  7918. var offset = 0;
  7919. while (subdivisionSize % 3 != 0) {
  7920. subdivisionSize++;
  7921. }
  7922. this.releaseSubMeshes();
  7923. for (var index = 0; index < count; index++) {
  7924. if (offset >= totalIndices) {
  7925. break;
  7926. }
  7927. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  7928. offset += subdivisionSize;
  7929. }
  7930. this.synchronizeInstances();
  7931. };
  7932. Mesh.prototype.setVerticesData = function (kind, data, updatable) {
  7933. if (kind instanceof Array) {
  7934. var temp = data;
  7935. data = kind;
  7936. kind = temp;
  7937. BABYLON.Tools.Warn("Deprecated usage of setVerticesData detected (since v1.12). Current signature is setVerticesData(kind, data, updatable).");
  7938. }
  7939. if (!this._geometry) {
  7940. var vertexData = new BABYLON.VertexData();
  7941. vertexData.set(data, kind);
  7942. var scene = this.getScene();
  7943. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  7944. } else {
  7945. this._geometry.setVerticesData(kind, data, updatable);
  7946. }
  7947. };
  7948. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  7949. if (!this._geometry) {
  7950. return;
  7951. }
  7952. if (!makeItUnique) {
  7953. this._geometry.updateVerticesData(kind, data, updateExtends);
  7954. } else {
  7955. this.makeGeometryUnique();
  7956. this.updateVerticesData(kind, data, updateExtends, false);
  7957. }
  7958. };
  7959. Mesh.prototype.updateVerticesDataDirectly = function (kind, data, makeItUnique) {
  7960. if (!this._geometry) {
  7961. return;
  7962. }
  7963. if (!makeItUnique) {
  7964. this._geometry.updateVerticesDataDirectly(kind, data);
  7965. } else {
  7966. this.makeGeometryUnique();
  7967. this.updateVerticesDataDirectly(kind, data, false);
  7968. }
  7969. };
  7970. Mesh.prototype.makeGeometryUnique = function () {
  7971. if (!this._geometry) {
  7972. return;
  7973. }
  7974. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  7975. geometry.applyToMesh(this);
  7976. };
  7977. Mesh.prototype.setIndices = function (indices) {
  7978. if (!this._geometry) {
  7979. var vertexData = new BABYLON.VertexData();
  7980. vertexData.indices = indices;
  7981. var scene = this.getScene();
  7982. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, false, this);
  7983. } else {
  7984. this._geometry.setIndices(indices);
  7985. }
  7986. };
  7987. Mesh.prototype._bind = function (subMesh, effect, wireframe) {
  7988. var engine = this.getScene().getEngine();
  7989. var indexToBind = this._geometry.getIndexBuffer();
  7990. if (wireframe) {
  7991. indexToBind = subMesh.getLinesIndexBuffer(this.getIndices(), engine);
  7992. }
  7993. engine.bindMultiBuffers(this._geometry.getVertexBuffers(), indexToBind, effect);
  7994. };
  7995. Mesh.prototype._draw = function (subMesh, useTriangles, instancesCount) {
  7996. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  7997. return;
  7998. }
  7999. var engine = this.getScene().getEngine();
  8000. engine.draw(useTriangles, useTriangles ? subMesh.indexStart : 0, useTriangles ? subMesh.indexCount : subMesh.linesIndexCount, instancesCount);
  8001. };
  8002. Mesh.prototype._fullDraw = function (subMesh, useTriangles, instancesCount) {
  8003. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  8004. return;
  8005. }
  8006. var engine = this.getScene().getEngine();
  8007. engine.draw(useTriangles, useTriangles ? subMesh.indexStart : 0, useTriangles ? subMesh.indexCount : subMesh.linesIndexCount, instancesCount);
  8008. };
  8009. Mesh.prototype.registerBeforeRender = function (func) {
  8010. this._onBeforeRenderCallbacks.push(func);
  8011. };
  8012. Mesh.prototype.unregisterBeforeRender = function (func) {
  8013. var index = this._onBeforeRenderCallbacks.indexOf(func);
  8014. if (index > -1) {
  8015. this._onBeforeRenderCallbacks.splice(index, 1);
  8016. }
  8017. };
  8018. Mesh.prototype.registerAfterRender = function (func) {
  8019. this._onAfterRenderCallbacks.push(func);
  8020. };
  8021. Mesh.prototype.unregisterAfterRender = function (func) {
  8022. var index = this._onAfterRenderCallbacks.indexOf(func);
  8023. if (index > -1) {
  8024. this._onAfterRenderCallbacks.splice(index, 1);
  8025. }
  8026. };
  8027. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  8028. var scene = this.getScene();
  8029. this._batchCache.mustReturn = false;
  8030. this._batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  8031. this._batchCache.visibleInstances[subMeshId] = null;
  8032. if (this._visibleInstances) {
  8033. var currentRenderId = scene.getRenderId();
  8034. this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[currentRenderId];
  8035. var selfRenderId = this._renderId;
  8036. if (!this._batchCache.visibleInstances[subMeshId] && this._visibleInstances.defaultRenderId) {
  8037. this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[this._visibleInstances.defaultRenderId];
  8038. currentRenderId = this._visibleInstances.defaultRenderId;
  8039. selfRenderId = this._visibleInstances.selfDefaultRenderId;
  8040. }
  8041. if (this._batchCache.visibleInstances[subMeshId] && this._batchCache.visibleInstances[subMeshId].length) {
  8042. if (this._renderIdForInstances[subMeshId] === currentRenderId) {
  8043. this._batchCache.mustReturn = true;
  8044. return this._batchCache;
  8045. }
  8046. if (currentRenderId !== selfRenderId) {
  8047. this._batchCache.renderSelf[subMeshId] = false;
  8048. }
  8049. }
  8050. this._renderIdForInstances[subMeshId] = currentRenderId;
  8051. }
  8052. return this._batchCache;
  8053. };
  8054. Mesh.prototype._renderWithInstances = function (subMesh, wireFrame, batch, effect, engine) {
  8055. var matricesCount = this.instances.length + 1;
  8056. var bufferSize = matricesCount * 16 * 4;
  8057. while (this._instancesBufferSize < bufferSize) {
  8058. this._instancesBufferSize *= 2;
  8059. }
  8060. if (!this._worldMatricesInstancesBuffer || this._worldMatricesInstancesBuffer.capacity < this._instancesBufferSize) {
  8061. if (this._worldMatricesInstancesBuffer) {
  8062. engine.deleteInstancesBuffer(this._worldMatricesInstancesBuffer);
  8063. }
  8064. this._worldMatricesInstancesBuffer = engine.createInstancesBuffer(this._instancesBufferSize);
  8065. this._worldMatricesInstancesArray = new Float32Array(this._instancesBufferSize / 4);
  8066. }
  8067. var offset = 0;
  8068. var instancesCount = 0;
  8069. var world = this.getWorldMatrix();
  8070. if (batch.renderSelf[subMesh._id]) {
  8071. world.copyToArray(this._worldMatricesInstancesArray, offset);
  8072. offset += 16;
  8073. instancesCount++;
  8074. }
  8075. var visibleInstances = batch.visibleInstances[subMesh._id];
  8076. if (visibleInstances) {
  8077. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  8078. var instance = visibleInstances[instanceIndex];
  8079. instance.getWorldMatrix().copyToArray(this._worldMatricesInstancesArray, offset);
  8080. offset += 16;
  8081. instancesCount++;
  8082. }
  8083. }
  8084. var offsetLocation0 = effect.getAttributeLocationByName("world0");
  8085. var offsetLocation1 = effect.getAttributeLocationByName("world1");
  8086. var offsetLocation2 = effect.getAttributeLocationByName("world2");
  8087. var offsetLocation3 = effect.getAttributeLocationByName("world3");
  8088. var offsetLocations = [offsetLocation0, offsetLocation1, offsetLocation2, offsetLocation3];
  8089. engine.updateAndBindInstancesBuffer(this._worldMatricesInstancesBuffer, this._worldMatricesInstancesArray, offsetLocations);
  8090. this._draw(subMesh, !wireFrame, instancesCount);
  8091. engine.unBindInstancesBuffer(this._worldMatricesInstancesBuffer, offsetLocations);
  8092. };
  8093. Mesh.prototype.render = function (subMesh) {
  8094. var scene = this.getScene();
  8095. var batch = this._getInstancesRenderList(subMesh._id);
  8096. if (batch.mustReturn) {
  8097. return;
  8098. }
  8099. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  8100. return;
  8101. }
  8102. for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
  8103. this._onBeforeRenderCallbacks[callbackIndex]();
  8104. }
  8105. var engine = scene.getEngine();
  8106. var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null);
  8107. var effectiveMaterial = subMesh.getMaterial();
  8108. if (!effectiveMaterial || !effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  8109. return;
  8110. }
  8111. var savedDepthWrite = engine.getDepthWrite();
  8112. if (this.renderOutline) {
  8113. engine.setDepthWrite(false);
  8114. scene.getOutlineRenderer().render(subMesh, batch);
  8115. }
  8116. effectiveMaterial._preBind();
  8117. var effect = effectiveMaterial.getEffect();
  8118. var wireFrame = engine.forceWireframe || effectiveMaterial.wireframe;
  8119. this._bind(subMesh, effect, wireFrame);
  8120. var world = this.getWorldMatrix();
  8121. effectiveMaterial.bind(world, this);
  8122. if (hardwareInstancedRendering) {
  8123. this._renderWithInstances(subMesh, wireFrame, batch, effect, engine);
  8124. } else {
  8125. if (batch.renderSelf[subMesh._id]) {
  8126. this._draw(subMesh, !wireFrame);
  8127. }
  8128. if (batch.visibleInstances[subMesh._id]) {
  8129. for (var instanceIndex = 0; instanceIndex < batch.visibleInstances[subMesh._id].length; instanceIndex++) {
  8130. var instance = batch.visibleInstances[subMesh._id][instanceIndex];
  8131. world = instance.getWorldMatrix();
  8132. effectiveMaterial.bindOnlyWorldMatrix(world);
  8133. this._draw(subMesh, !wireFrame);
  8134. }
  8135. }
  8136. }
  8137. effectiveMaterial.unbind();
  8138. if (this.renderOutline && savedDepthWrite) {
  8139. engine.setDepthWrite(true);
  8140. engine.setColorWrite(false);
  8141. scene.getOutlineRenderer().render(subMesh, batch);
  8142. engine.setColorWrite(true);
  8143. }
  8144. for (callbackIndex = 0; callbackIndex < this._onAfterRenderCallbacks.length; callbackIndex++) {
  8145. this._onAfterRenderCallbacks[callbackIndex]();
  8146. }
  8147. };
  8148. Mesh.prototype.getEmittedParticleSystems = function () {
  8149. var results = new Array();
  8150. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  8151. var particleSystem = this.getScene().particleSystems[index];
  8152. if (particleSystem.emitter === this) {
  8153. results.push(particleSystem);
  8154. }
  8155. }
  8156. return results;
  8157. };
  8158. Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  8159. var results = new Array();
  8160. var descendants = this.getDescendants();
  8161. descendants.push(this);
  8162. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  8163. var particleSystem = this.getScene().particleSystems[index];
  8164. if (descendants.indexOf(particleSystem.emitter) !== -1) {
  8165. results.push(particleSystem);
  8166. }
  8167. }
  8168. return results;
  8169. };
  8170. Mesh.prototype.getChildren = function () {
  8171. var results = [];
  8172. for (var index = 0; index < this.getScene().meshes.length; index++) {
  8173. var mesh = this.getScene().meshes[index];
  8174. if (mesh.parent == this) {
  8175. results.push(mesh);
  8176. }
  8177. }
  8178. return results;
  8179. };
  8180. Mesh.prototype._checkDelayState = function () {
  8181. var _this = this;
  8182. var that = this;
  8183. var scene = this.getScene();
  8184. if (this._geometry) {
  8185. this._geometry.load(scene);
  8186. } else if (that.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  8187. that.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  8188. scene._addPendingData(that);
  8189. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1) ? true : false;
  8190. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  8191. if (data instanceof ArrayBuffer) {
  8192. _this._delayLoadingFunction(data, _this);
  8193. } else {
  8194. _this._delayLoadingFunction(JSON.parse(data), _this);
  8195. }
  8196. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  8197. scene._removePendingData(_this);
  8198. }, function () {
  8199. }, scene.database, getBinaryData);
  8200. }
  8201. };
  8202. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  8203. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  8204. return false;
  8205. }
  8206. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  8207. return false;
  8208. }
  8209. this._checkDelayState();
  8210. return true;
  8211. };
  8212. Mesh.prototype.setMaterialByID = function (id) {
  8213. var materials = this.getScene().materials;
  8214. for (var index = 0; index < materials.length; index++) {
  8215. if (materials[index].id == id) {
  8216. this.material = materials[index];
  8217. return;
  8218. }
  8219. }
  8220. var multiMaterials = this.getScene().multiMaterials;
  8221. for (index = 0; index < multiMaterials.length; index++) {
  8222. if (multiMaterials[index].id == id) {
  8223. this.material = multiMaterials[index];
  8224. return;
  8225. }
  8226. }
  8227. };
  8228. Mesh.prototype.getAnimatables = function () {
  8229. var results = [];
  8230. if (this.material) {
  8231. results.push(this.material);
  8232. }
  8233. if (this.skeleton) {
  8234. results.push(this.skeleton);
  8235. }
  8236. return results;
  8237. };
  8238. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  8239. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  8240. return;
  8241. }
  8242. this._resetPointsArrayCache();
  8243. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  8244. var temp = [];
  8245. for (var index = 0; index < data.length; index += 3) {
  8246. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  8247. }
  8248. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  8249. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  8250. return;
  8251. }
  8252. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  8253. for (index = 0; index < data.length; index += 3) {
  8254. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  8255. }
  8256. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  8257. };
  8258. Mesh.prototype._resetPointsArrayCache = function () {
  8259. this._positions = null;
  8260. };
  8261. Mesh.prototype._generatePointsArray = function () {
  8262. if (this._positions)
  8263. return true;
  8264. this._positions = [];
  8265. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  8266. if (!data) {
  8267. return false;
  8268. }
  8269. for (var index = 0; index < data.length; index += 3) {
  8270. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  8271. }
  8272. return true;
  8273. };
  8274. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  8275. var result = new BABYLON.Mesh(name, this.getScene());
  8276. this._geometry.applyToMesh(result);
  8277. BABYLON.Tools.DeepCopy(this, result, ["name", "material", "skeleton"], []);
  8278. result.material = this.material;
  8279. if (newParent) {
  8280. result.parent = newParent;
  8281. }
  8282. if (!doNotCloneChildren) {
  8283. for (var index = 0; index < this.getScene().meshes.length; index++) {
  8284. var mesh = this.getScene().meshes[index];
  8285. if (mesh.parent == this) {
  8286. mesh.clone(mesh.name, result);
  8287. }
  8288. }
  8289. }
  8290. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  8291. var system = this.getScene().particleSystems[index];
  8292. if (system.emitter == this) {
  8293. system.clone(system.name, result);
  8294. }
  8295. }
  8296. result.computeWorldMatrix(true);
  8297. return result;
  8298. };
  8299. Mesh.prototype.dispose = function (doNotRecurse) {
  8300. if (this._geometry) {
  8301. this._geometry.releaseForMesh(this, true);
  8302. }
  8303. if (this._worldMatricesInstancesBuffer) {
  8304. this.getEngine().deleteInstancesBuffer(this._worldMatricesInstancesBuffer);
  8305. this._worldMatricesInstancesBuffer = null;
  8306. }
  8307. while (this.instances.length) {
  8308. this.instances[0].dispose();
  8309. }
  8310. _super.prototype.dispose.call(this, doNotRecurse);
  8311. };
  8312. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight) {
  8313. var _this = this;
  8314. var scene = this.getScene();
  8315. var onload = function (img) {
  8316. var canvas = document.createElement("canvas");
  8317. var context = canvas.getContext("2d");
  8318. var heightMapWidth = img.width;
  8319. var heightMapHeight = img.height;
  8320. canvas.width = heightMapWidth;
  8321. canvas.height = heightMapHeight;
  8322. context.drawImage(img, 0, 0);
  8323. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  8324. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight);
  8325. };
  8326. BABYLON.Tools.LoadImage(url, onload, function () {
  8327. }, scene.database);
  8328. };
  8329. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight) {
  8330. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind) || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  8331. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  8332. return;
  8333. }
  8334. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  8335. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  8336. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  8337. var position = BABYLON.Vector3.Zero();
  8338. var normal = BABYLON.Vector3.Zero();
  8339. var uv = BABYLON.Vector2.Zero();
  8340. for (var index = 0; index < positions.length; index += 3) {
  8341. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  8342. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  8343. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  8344. var u = ((Math.abs(uv.x) * heightMapWidth) % heightMapWidth) | 0;
  8345. var v = ((Math.abs(uv.y) * heightMapHeight) % heightMapHeight) | 0;
  8346. var pos = (u + v * heightMapWidth) * 4;
  8347. var r = buffer[pos] / 255.0;
  8348. var g = buffer[pos + 1] / 255.0;
  8349. var b = buffer[pos + 2] / 255.0;
  8350. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  8351. normal.normalize();
  8352. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  8353. position = position.add(normal);
  8354. position.toArray(positions, index);
  8355. }
  8356. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  8357. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  8358. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  8359. };
  8360. Mesh.prototype.convertToFlatShadedMesh = function () {
  8361. var kinds = this.getVerticesDataKinds();
  8362. var vbs = [];
  8363. var data = [];
  8364. var newdata = [];
  8365. var updatableNormals = false;
  8366. for (var kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  8367. var kind = kinds[kindIndex];
  8368. var vertexBuffer = this.getVertexBuffer(kind);
  8369. if (kind === BABYLON.VertexBuffer.NormalKind) {
  8370. updatableNormals = vertexBuffer.isUpdatable();
  8371. kinds.splice(kindIndex, 1);
  8372. kindIndex--;
  8373. continue;
  8374. }
  8375. vbs[kind] = vertexBuffer;
  8376. data[kind] = vbs[kind].getData();
  8377. newdata[kind] = [];
  8378. }
  8379. var previousSubmeshes = this.subMeshes.slice(0);
  8380. var indices = this.getIndices();
  8381. var totalIndices = this.getTotalIndices();
  8382. for (index = 0; index < totalIndices; index++) {
  8383. var vertexIndex = indices[index];
  8384. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  8385. kind = kinds[kindIndex];
  8386. var stride = vbs[kind].getStrideSize();
  8387. for (var offset = 0; offset < stride; offset++) {
  8388. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  8389. }
  8390. }
  8391. }
  8392. var normals = [];
  8393. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  8394. for (var index = 0; index < totalIndices; index += 3) {
  8395. indices[index] = index;
  8396. indices[index + 1] = index + 1;
  8397. indices[index + 2] = index + 2;
  8398. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  8399. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  8400. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  8401. var p1p2 = p1.subtract(p2);
  8402. var p3p2 = p3.subtract(p2);
  8403. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  8404. for (var localIndex = 0; localIndex < 3; localIndex++) {
  8405. normals.push(normal.x);
  8406. normals.push(normal.y);
  8407. normals.push(normal.z);
  8408. }
  8409. }
  8410. this.setIndices(indices);
  8411. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  8412. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  8413. kind = kinds[kindIndex];
  8414. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  8415. }
  8416. this.releaseSubMeshes();
  8417. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  8418. var previousOne = previousSubmeshes[submeshIndex];
  8419. var subMesh = new BABYLON.SubMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  8420. }
  8421. this.synchronizeInstances();
  8422. };
  8423. Mesh.prototype.createInstance = function (name) {
  8424. return new BABYLON.InstancedMesh(name, this);
  8425. };
  8426. Mesh.prototype.synchronizeInstances = function () {
  8427. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  8428. var instance = this.instances[instanceIndex];
  8429. instance._syncSubMeshes();
  8430. }
  8431. };
  8432. Mesh.CreateBox = function (name, size, scene, updatable) {
  8433. var box = new BABYLON.Mesh(name, scene);
  8434. var vertexData = BABYLON.VertexData.CreateBox(size);
  8435. vertexData.applyToMesh(box, updatable);
  8436. return box;
  8437. };
  8438. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable) {
  8439. var sphere = new BABYLON.Mesh(name, scene);
  8440. var vertexData = BABYLON.VertexData.CreateSphere(segments, diameter);
  8441. vertexData.applyToMesh(sphere, updatable);
  8442. return sphere;
  8443. };
  8444. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable) {
  8445. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  8446. if (scene !== undefined) {
  8447. updatable = scene;
  8448. }
  8449. scene = subdivisions;
  8450. subdivisions = 1;
  8451. }
  8452. var cylinder = new BABYLON.Mesh(name, scene);
  8453. var vertexData = BABYLON.VertexData.CreateCylinder(height, diameterTop, diameterBottom, tessellation, subdivisions);
  8454. vertexData.applyToMesh(cylinder, updatable);
  8455. return cylinder;
  8456. };
  8457. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable) {
  8458. var torus = new BABYLON.Mesh(name, scene);
  8459. var vertexData = BABYLON.VertexData.CreateTorus(diameter, thickness, tessellation);
  8460. vertexData.applyToMesh(torus, updatable);
  8461. return torus;
  8462. };
  8463. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable) {
  8464. var torusKnot = new BABYLON.Mesh(name, scene);
  8465. var vertexData = BABYLON.VertexData.CreateTorusKnot(radius, tube, radialSegments, tubularSegments, p, q);
  8466. vertexData.applyToMesh(torusKnot, updatable);
  8467. return torusKnot;
  8468. };
  8469. Mesh.CreateLines = function (name, points, scene, updatable) {
  8470. var lines = new BABYLON.LinesMesh(name, scene, updatable);
  8471. var vertexData = BABYLON.VertexData.CreateLines(points);
  8472. vertexData.applyToMesh(lines, updatable);
  8473. return lines;
  8474. };
  8475. Mesh.CreatePlane = function (name, size, scene, updatable) {
  8476. var plane = new BABYLON.Mesh(name, scene);
  8477. var vertexData = BABYLON.VertexData.CreatePlane(size);
  8478. vertexData.applyToMesh(plane, updatable);
  8479. return plane;
  8480. };
  8481. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  8482. var ground = new BABYLON.GroundMesh(name, scene);
  8483. ground._setReady(false);
  8484. ground._subdivisions = subdivisions;
  8485. var vertexData = BABYLON.VertexData.CreateGround(width, height, subdivisions);
  8486. vertexData.applyToMesh(ground, updatable);
  8487. ground._setReady(true);
  8488. return ground;
  8489. };
  8490. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  8491. var tiledGround = new BABYLON.Mesh(name, scene);
  8492. var vertexData = BABYLON.VertexData.CreateTiledGround(xmin, zmin, xmax, zmax, subdivisions, precision);
  8493. vertexData.applyToMesh(tiledGround, updatable);
  8494. return tiledGround;
  8495. };
  8496. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable) {
  8497. var ground = new BABYLON.GroundMesh(name, scene);
  8498. ground._subdivisions = subdivisions;
  8499. ground._setReady(false);
  8500. var onload = function (img) {
  8501. var canvas = document.createElement("canvas");
  8502. var context = canvas.getContext("2d");
  8503. var heightMapWidth = img.width;
  8504. var heightMapHeight = img.height;
  8505. canvas.width = heightMapWidth;
  8506. canvas.height = heightMapHeight;
  8507. context.drawImage(img, 0, 0);
  8508. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  8509. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap(width, height, subdivisions, minHeight, maxHeight, buffer, heightMapWidth, heightMapHeight);
  8510. vertexData.applyToMesh(ground, updatable);
  8511. ground._setReady(true);
  8512. };
  8513. BABYLON.Tools.LoadImage(url, onload, function () {
  8514. }, scene.database);
  8515. return ground;
  8516. };
  8517. Mesh.MinMax = function (meshes) {
  8518. var minVector = null;
  8519. var maxVector = null;
  8520. for (var i in meshes) {
  8521. var mesh = meshes[i];
  8522. var boundingBox = mesh.getBoundingInfo().boundingBox;
  8523. if (!minVector) {
  8524. minVector = boundingBox.minimumWorld;
  8525. maxVector = boundingBox.maximumWorld;
  8526. continue;
  8527. }
  8528. minVector.MinimizeInPlace(boundingBox.minimumWorld);
  8529. maxVector.MaximizeInPlace(boundingBox.maximumWorld);
  8530. }
  8531. return {
  8532. min: minVector,
  8533. max: maxVector
  8534. };
  8535. };
  8536. Mesh.Center = function (meshesOrMinMaxVector) {
  8537. var minMaxVector = meshesOrMinMaxVector.min !== undefined ? meshesOrMinMaxVector : BABYLON.Mesh.MinMax(meshesOrMinMaxVector);
  8538. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  8539. };
  8540. return Mesh;
  8541. })(BABYLON.AbstractMesh);
  8542. BABYLON.Mesh = Mesh;
  8543. })(BABYLON || (BABYLON = {}));
  8544. var __extends = this.__extends || function (d, b) {
  8545. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  8546. function __() { this.constructor = d; }
  8547. __.prototype = b.prototype;
  8548. d.prototype = new __();
  8549. };
  8550. var BABYLON;
  8551. (function (BABYLON) {
  8552. var GroundMesh = (function (_super) {
  8553. __extends(GroundMesh, _super);
  8554. function GroundMesh(name, scene) {
  8555. _super.call(this, name, scene);
  8556. this.generateOctree = false;
  8557. this._worldInverse = new BABYLON.Matrix();
  8558. }
  8559. Object.defineProperty(GroundMesh.prototype, "subdivisions", {
  8560. get: function () {
  8561. return this._subdivisions;
  8562. },
  8563. enumerable: true,
  8564. configurable: true
  8565. });
  8566. GroundMesh.prototype.optimize = function (chunksCount) {
  8567. this.subdivide(this._subdivisions);
  8568. this.createOrUpdateSubmeshesOctree(32);
  8569. };
  8570. GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
  8571. var ray = new BABYLON.Ray(new BABYLON.Vector3(x, this.getBoundingInfo().boundingBox.maximumWorld.y + 1, z), new BABYLON.Vector3(0, -1, 0));
  8572. this.getWorldMatrix().invertToRef(this._worldInverse);
  8573. ray = BABYLON.Ray.Transform(ray, this._worldInverse);
  8574. var pickInfo = this.intersects(ray);
  8575. if (pickInfo.hit) {
  8576. return pickInfo.pickedPoint.y;
  8577. }
  8578. return 0;
  8579. };
  8580. return GroundMesh;
  8581. })(BABYLON.Mesh);
  8582. BABYLON.GroundMesh = GroundMesh;
  8583. })(BABYLON || (BABYLON = {}));
  8584. var __extends = this.__extends || function (d, b) {
  8585. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  8586. function __() { this.constructor = d; }
  8587. __.prototype = b.prototype;
  8588. d.prototype = new __();
  8589. };
  8590. var BABYLON;
  8591. (function (BABYLON) {
  8592. var InstancedMesh = (function (_super) {
  8593. __extends(InstancedMesh, _super);
  8594. function InstancedMesh(name, source) {
  8595. _super.call(this, name, source.getScene());
  8596. source.instances.push(this);
  8597. this._sourceMesh = source;
  8598. this.position.copyFrom(source.position);
  8599. this.rotation.copyFrom(source.rotation);
  8600. this.scaling.copyFrom(source.scaling);
  8601. if (source.rotationQuaternion) {
  8602. this.rotationQuaternion = source.rotationQuaternion.clone();
  8603. }
  8604. this.infiniteDistance = source.infiniteDistance;
  8605. this.setPivotMatrix(source.getPivotMatrix());
  8606. this.refreshBoundingInfo();
  8607. this._syncSubMeshes();
  8608. }
  8609. Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
  8610. get: function () {
  8611. return this._sourceMesh.receiveShadows;
  8612. },
  8613. enumerable: true,
  8614. configurable: true
  8615. });
  8616. Object.defineProperty(InstancedMesh.prototype, "material", {
  8617. get: function () {
  8618. return this._sourceMesh.material;
  8619. },
  8620. enumerable: true,
  8621. configurable: true
  8622. });
  8623. Object.defineProperty(InstancedMesh.prototype, "visibility", {
  8624. get: function () {
  8625. return this._sourceMesh.visibility;
  8626. },
  8627. enumerable: true,
  8628. configurable: true
  8629. });
  8630. Object.defineProperty(InstancedMesh.prototype, "skeleton", {
  8631. get: function () {
  8632. return this._sourceMesh.skeleton;
  8633. },
  8634. enumerable: true,
  8635. configurable: true
  8636. });
  8637. InstancedMesh.prototype.getTotalVertices = function () {
  8638. return this._sourceMesh.getTotalVertices();
  8639. };
  8640. Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
  8641. get: function () {
  8642. return this._sourceMesh;
  8643. },
  8644. enumerable: true,
  8645. configurable: true
  8646. });
  8647. InstancedMesh.prototype.getVerticesData = function (kind) {
  8648. return this._sourceMesh.getVerticesData(kind);
  8649. };
  8650. InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
  8651. return this._sourceMesh.isVerticesDataPresent(kind);
  8652. };
  8653. InstancedMesh.prototype.getIndices = function () {
  8654. return this._sourceMesh.getIndices();
  8655. };
  8656. Object.defineProperty(InstancedMesh.prototype, "_positions", {
  8657. get: function () {
  8658. return this._sourceMesh._positions;
  8659. },
  8660. enumerable: true,
  8661. configurable: true
  8662. });
  8663. InstancedMesh.prototype.refreshBoundingInfo = function () {
  8664. var data = this._sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  8665. if (data) {
  8666. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._sourceMesh.getTotalVertices());
  8667. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  8668. }
  8669. this._updateBoundingInfo();
  8670. };
  8671. InstancedMesh.prototype._preActivate = function () {
  8672. this.sourceMesh._preActivate();
  8673. };
  8674. InstancedMesh.prototype._activate = function (renderId) {
  8675. this.sourceMesh._registerInstanceForRenderId(this, renderId);
  8676. };
  8677. InstancedMesh.prototype._syncSubMeshes = function () {
  8678. this.releaseSubMeshes();
  8679. for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
  8680. this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
  8681. }
  8682. };
  8683. InstancedMesh.prototype._generatePointsArray = function () {
  8684. return this._sourceMesh._generatePointsArray();
  8685. };
  8686. InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  8687. var result = this._sourceMesh.createInstance(name);
  8688. BABYLON.Tools.DeepCopy(this, result, ["name"], []);
  8689. this.refreshBoundingInfo();
  8690. if (newParent) {
  8691. result.parent = newParent;
  8692. }
  8693. if (!doNotCloneChildren) {
  8694. for (var index = 0; index < this.getScene().meshes.length; index++) {
  8695. var mesh = this.getScene().meshes[index];
  8696. if (mesh.parent == this) {
  8697. mesh.clone(mesh.name, result);
  8698. }
  8699. }
  8700. }
  8701. result.computeWorldMatrix(true);
  8702. return result;
  8703. };
  8704. InstancedMesh.prototype.dispose = function (doNotRecurse) {
  8705. var index = this._sourceMesh.instances.indexOf(this);
  8706. this._sourceMesh.instances.splice(index, 1);
  8707. _super.prototype.dispose.call(this, doNotRecurse);
  8708. };
  8709. return InstancedMesh;
  8710. })(BABYLON.AbstractMesh);
  8711. BABYLON.InstancedMesh = InstancedMesh;
  8712. })(BABYLON || (BABYLON = {}));
  8713. var BABYLON;
  8714. (function (BABYLON) {
  8715. var SubMesh = (function () {
  8716. function SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  8717. if (typeof createBoundingBox === "undefined") { createBoundingBox = true; }
  8718. this.materialIndex = materialIndex;
  8719. this.verticesStart = verticesStart;
  8720. this.verticesCount = verticesCount;
  8721. this.indexStart = indexStart;
  8722. this.indexCount = indexCount;
  8723. this._renderId = 0;
  8724. this._mesh = mesh;
  8725. this._renderingMesh = renderingMesh || mesh;
  8726. mesh.subMeshes.push(this);
  8727. this._id = mesh.subMeshes.length - 1;
  8728. if (createBoundingBox) {
  8729. this.refreshBoundingInfo();
  8730. }
  8731. }
  8732. SubMesh.prototype.getBoundingInfo = function () {
  8733. return this._boundingInfo;
  8734. };
  8735. SubMesh.prototype.getMesh = function () {
  8736. return this._mesh;
  8737. };
  8738. SubMesh.prototype.getRenderingMesh = function () {
  8739. return this._renderingMesh;
  8740. };
  8741. SubMesh.prototype.getMaterial = function () {
  8742. var rootMaterial = this._renderingMesh.material;
  8743. if (rootMaterial && rootMaterial instanceof BABYLON.MultiMaterial) {
  8744. var multiMaterial = rootMaterial;
  8745. return multiMaterial.getSubMaterial(this.materialIndex);
  8746. }
  8747. if (!rootMaterial) {
  8748. return this._mesh.getScene().defaultMaterial;
  8749. }
  8750. return rootMaterial;
  8751. };
  8752. SubMesh.prototype.refreshBoundingInfo = function () {
  8753. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  8754. if (!data) {
  8755. this._boundingInfo = this._mesh._boundingInfo;
  8756. return;
  8757. }
  8758. var indices = this._renderingMesh.getIndices();
  8759. var extend;
  8760. if (this.indexStart === 0 && this.indexCount === indices.length) {
  8761. extend = BABYLON.Tools.ExtractMinAndMax(data, this.verticesStart, this.verticesCount);
  8762. } else {
  8763. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount);
  8764. }
  8765. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  8766. };
  8767. SubMesh.prototype._checkCollision = function (collider) {
  8768. return this._boundingInfo._checkCollision(collider);
  8769. };
  8770. SubMesh.prototype.updateBoundingInfo = function (world) {
  8771. if (!this._boundingInfo) {
  8772. this.refreshBoundingInfo();
  8773. }
  8774. this._boundingInfo._update(world);
  8775. };
  8776. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  8777. return this._boundingInfo.isInFrustum(frustumPlanes);
  8778. };
  8779. SubMesh.prototype.render = function () {
  8780. this._renderingMesh.render(this);
  8781. };
  8782. SubMesh.prototype.getLinesIndexBuffer = function (indices, engine) {
  8783. if (!this._linesIndexBuffer) {
  8784. var linesIndices = [];
  8785. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  8786. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  8787. }
  8788. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  8789. this.linesIndexCount = linesIndices.length;
  8790. }
  8791. return this._linesIndexBuffer;
  8792. };
  8793. SubMesh.prototype.canIntersects = function (ray) {
  8794. return ray.intersectsBox(this._boundingInfo.boundingBox);
  8795. };
  8796. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  8797. var intersectInfo = null;
  8798. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  8799. var p0 = positions[indices[index]];
  8800. var p1 = positions[indices[index + 1]];
  8801. var p2 = positions[indices[index + 2]];
  8802. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  8803. if (currentIntersectInfo) {
  8804. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  8805. intersectInfo = currentIntersectInfo;
  8806. intersectInfo.faceId = index / 3;
  8807. if (fastCheck) {
  8808. break;
  8809. }
  8810. }
  8811. }
  8812. }
  8813. return intersectInfo;
  8814. };
  8815. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  8816. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  8817. result._boundingInfo = new BABYLON.BoundingInfo(this._boundingInfo.minimum, this._boundingInfo.maximum);
  8818. return result;
  8819. };
  8820. SubMesh.prototype.dispose = function () {
  8821. if (this._linesIndexBuffer) {
  8822. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  8823. this._linesIndexBuffer = null;
  8824. }
  8825. var index = this._mesh.subMeshes.indexOf(this);
  8826. this._mesh.subMeshes.splice(index, 1);
  8827. };
  8828. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  8829. var minVertexIndex = Number.MAX_VALUE;
  8830. var maxVertexIndex = -Number.MAX_VALUE;
  8831. renderingMesh = renderingMesh || mesh;
  8832. var indices = renderingMesh.getIndices();
  8833. for (var index = startIndex; index < startIndex + indexCount; index++) {
  8834. var vertexIndex = indices[index];
  8835. if (vertexIndex < minVertexIndex)
  8836. minVertexIndex = vertexIndex;
  8837. if (vertexIndex > maxVertexIndex)
  8838. maxVertexIndex = vertexIndex;
  8839. }
  8840. return new BABYLON.SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  8841. };
  8842. return SubMesh;
  8843. })();
  8844. BABYLON.SubMesh = SubMesh;
  8845. })(BABYLON || (BABYLON = {}));
  8846. var BABYLON;
  8847. (function (BABYLON) {
  8848. var BaseTexture = (function () {
  8849. function BaseTexture(scene) {
  8850. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  8851. this.hasAlpha = false;
  8852. this.getAlphaFromRGB = false;
  8853. this.level = 1;
  8854. this.isCube = false;
  8855. this.isRenderTarget = false;
  8856. this.animations = new Array();
  8857. this.coordinatesIndex = 0;
  8858. this.coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
  8859. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  8860. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  8861. this.anisotropicFilteringLevel = 4;
  8862. this._scene = scene;
  8863. this._scene.textures.push(this);
  8864. }
  8865. BaseTexture.prototype.getScene = function () {
  8866. return this._scene;
  8867. };
  8868. BaseTexture.prototype.getTextureMatrix = function () {
  8869. return null;
  8870. };
  8871. BaseTexture.prototype.getReflectionTextureMatrix = function () {
  8872. return null;
  8873. };
  8874. BaseTexture.prototype.getInternalTexture = function () {
  8875. return this._texture;
  8876. };
  8877. BaseTexture.prototype.isReady = function () {
  8878. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  8879. return true;
  8880. }
  8881. if (this._texture) {
  8882. return this._texture.isReady;
  8883. }
  8884. return false;
  8885. };
  8886. BaseTexture.prototype.getSize = function () {
  8887. if (this._texture._width) {
  8888. return { width: this._texture._width, height: this._texture._height };
  8889. }
  8890. if (this._texture._size) {
  8891. return { width: this._texture._size, height: this._texture._size };
  8892. }
  8893. return { width: 0, height: 0 };
  8894. };
  8895. BaseTexture.prototype.getBaseSize = function () {
  8896. if (!this.isReady())
  8897. return { width: 0, height: 0 };
  8898. if (this._texture._size) {
  8899. return { width: this._texture._size, height: this._texture._size };
  8900. }
  8901. return { width: this._texture._baseWidth, height: this._texture._baseHeight };
  8902. };
  8903. BaseTexture.prototype._getFromCache = function (url, noMipmap) {
  8904. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  8905. for (var index = 0; index < texturesCache.length; index++) {
  8906. var texturesCacheEntry = texturesCache[index];
  8907. if (texturesCacheEntry.url === url && texturesCacheEntry.noMipmap === noMipmap) {
  8908. texturesCacheEntry.references++;
  8909. return texturesCacheEntry;
  8910. }
  8911. }
  8912. return null;
  8913. };
  8914. BaseTexture.prototype.delayLoad = function () {
  8915. };
  8916. BaseTexture.prototype.releaseInternalTexture = function () {
  8917. if (!this._texture) {
  8918. return;
  8919. }
  8920. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  8921. this._texture.references--;
  8922. if (this._texture.references == 0) {
  8923. var index = texturesCache.indexOf(this._texture);
  8924. texturesCache.splice(index, 1);
  8925. this._scene.getEngine()._releaseTexture(this._texture);
  8926. delete this._texture;
  8927. }
  8928. };
  8929. BaseTexture.prototype.clone = function () {
  8930. return null;
  8931. };
  8932. BaseTexture.prototype.dispose = function () {
  8933. var index = this._scene.textures.indexOf(this);
  8934. if (index >= 0) {
  8935. this._scene.textures.splice(index, 1);
  8936. }
  8937. if (this._texture === undefined) {
  8938. return;
  8939. }
  8940. this.releaseInternalTexture();
  8941. if (this.onDispose) {
  8942. this.onDispose();
  8943. }
  8944. };
  8945. return BaseTexture;
  8946. })();
  8947. BABYLON.BaseTexture = BaseTexture;
  8948. })(BABYLON || (BABYLON = {}));
  8949. var BABYLON;
  8950. (function (BABYLON) {
  8951. var RenderingGroup = (function () {
  8952. function RenderingGroup(index, scene) {
  8953. this.index = index;
  8954. this._opaqueSubMeshes = new BABYLON.SmartArray(256);
  8955. this._transparentSubMeshes = new BABYLON.SmartArray(256);
  8956. this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
  8957. this._scene = scene;
  8958. }
  8959. RenderingGroup.prototype.render = function (customRenderFunction, beforeTransparents) {
  8960. if (customRenderFunction) {
  8961. customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, beforeTransparents);
  8962. return true;
  8963. }
  8964. if (this._opaqueSubMeshes.length === 0 && this._alphaTestSubMeshes.length === 0 && this._transparentSubMeshes.length === 0) {
  8965. return false;
  8966. }
  8967. var engine = this._scene.getEngine();
  8968. var subIndex;
  8969. var submesh;
  8970. for (subIndex = 0; subIndex < this._opaqueSubMeshes.length; subIndex++) {
  8971. submesh = this._opaqueSubMeshes.data[subIndex];
  8972. this._activeVertices += submesh.verticesCount;
  8973. submesh.render();
  8974. }
  8975. engine.setAlphaTesting(true);
  8976. for (subIndex = 0; subIndex < this._alphaTestSubMeshes.length; subIndex++) {
  8977. submesh = this._alphaTestSubMeshes.data[subIndex];
  8978. this._activeVertices += submesh.verticesCount;
  8979. submesh.render();
  8980. }
  8981. engine.setAlphaTesting(false);
  8982. if (beforeTransparents) {
  8983. beforeTransparents();
  8984. }
  8985. if (this._transparentSubMeshes.length) {
  8986. for (subIndex = 0; subIndex < this._transparentSubMeshes.length; subIndex++) {
  8987. submesh = this._transparentSubMeshes.data[subIndex];
  8988. submesh._distanceToCamera = submesh.getBoundingInfo().boundingSphere.centerWorld.subtract(this._scene.activeCamera.position).length();
  8989. }
  8990. var sortedArray = this._transparentSubMeshes.data.slice(0, this._transparentSubMeshes.length);
  8991. sortedArray.sort(function (a, b) {
  8992. if (a._distanceToCamera < b._distanceToCamera) {
  8993. return 1;
  8994. }
  8995. if (a._distanceToCamera > b._distanceToCamera) {
  8996. return -1;
  8997. }
  8998. return 0;
  8999. });
  9000. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  9001. for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
  9002. submesh = sortedArray[subIndex];
  9003. this._activeVertices += submesh.verticesCount;
  9004. submesh.render();
  9005. }
  9006. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  9007. }
  9008. return true;
  9009. };
  9010. RenderingGroup.prototype.prepare = function () {
  9011. this._opaqueSubMeshes.reset();
  9012. this._transparentSubMeshes.reset();
  9013. this._alphaTestSubMeshes.reset();
  9014. };
  9015. RenderingGroup.prototype.dispatch = function (subMesh) {
  9016. var material = subMesh.getMaterial();
  9017. var mesh = subMesh.getMesh();
  9018. if (material.needAlphaBlending() || mesh.visibility < 1.0) {
  9019. if (material.alpha > 0 || mesh.visibility < 1.0) {
  9020. this._transparentSubMeshes.push(subMesh);
  9021. }
  9022. } else if (material.needAlphaTesting()) {
  9023. this._alphaTestSubMeshes.push(subMesh);
  9024. } else {
  9025. this._opaqueSubMeshes.push(subMesh);
  9026. }
  9027. };
  9028. return RenderingGroup;
  9029. })();
  9030. BABYLON.RenderingGroup = RenderingGroup;
  9031. })(BABYLON || (BABYLON = {}));
  9032. var BABYLON;
  9033. (function (BABYLON) {
  9034. var RenderingManager = (function () {
  9035. function RenderingManager(scene) {
  9036. this._renderingGroups = new Array();
  9037. this._scene = scene;
  9038. }
  9039. RenderingManager.prototype._renderParticles = function (index, activeMeshes) {
  9040. if (this._scene._activeParticleSystems.length === 0) {
  9041. return;
  9042. }
  9043. var beforeParticlesDate = new Date().getTime();
  9044. for (var particleIndex = 0; particleIndex < this._scene._activeParticleSystems.length; particleIndex++) {
  9045. var particleSystem = this._scene._activeParticleSystems.data[particleIndex];
  9046. if (particleSystem.renderingGroupId !== index) {
  9047. continue;
  9048. }
  9049. this._clearDepthBuffer();
  9050. if (!particleSystem.emitter.position || !activeMeshes || activeMeshes.indexOf(particleSystem.emitter) !== -1) {
  9051. this._scene._activeParticles += particleSystem.render();
  9052. }
  9053. }
  9054. this._scene._particlesDuration += new Date().getTime() - beforeParticlesDate;
  9055. };
  9056. RenderingManager.prototype._renderSprites = function (index) {
  9057. if (this._scene.spriteManagers.length === 0) {
  9058. return;
  9059. }
  9060. var beforeSpritessDate = new Date().getTime();
  9061. for (var id = 0; id < this._scene.spriteManagers.length; id++) {
  9062. var spriteManager = this._scene.spriteManagers[id];
  9063. if (spriteManager.renderingGroupId === index) {
  9064. this._clearDepthBuffer();
  9065. spriteManager.render();
  9066. }
  9067. }
  9068. this._scene._spritesDuration += new Date().getTime() - beforeSpritessDate;
  9069. };
  9070. RenderingManager.prototype._clearDepthBuffer = function () {
  9071. if (this._depthBufferAlreadyCleaned) {
  9072. return;
  9073. }
  9074. this._scene.getEngine().clear(0, false, true);
  9075. this._depthBufferAlreadyCleaned = true;
  9076. };
  9077. RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
  9078. var _this = this;
  9079. for (var index = 0; index < BABYLON.RenderingManager.MAX_RENDERINGGROUPS; index++) {
  9080. this._depthBufferAlreadyCleaned = false;
  9081. var renderingGroup = this._renderingGroups[index];
  9082. if (renderingGroup) {
  9083. this._clearDepthBuffer();
  9084. if (!renderingGroup.render(customRenderFunction, function () {
  9085. if (renderSprites) {
  9086. _this._renderSprites(index);
  9087. }
  9088. })) {
  9089. this._renderingGroups.splice(index, 1);
  9090. }
  9091. } else if (renderSprites) {
  9092. this._renderSprites(index);
  9093. }
  9094. if (renderParticles) {
  9095. this._renderParticles(index, activeMeshes);
  9096. }
  9097. }
  9098. };
  9099. RenderingManager.prototype.reset = function () {
  9100. for (var index in this._renderingGroups) {
  9101. var renderingGroup = this._renderingGroups[index];
  9102. renderingGroup.prepare();
  9103. }
  9104. };
  9105. RenderingManager.prototype.dispatch = function (subMesh) {
  9106. var mesh = subMesh.getMesh();
  9107. var renderingGroupId = mesh.renderingGroupId || 0;
  9108. if (!this._renderingGroups[renderingGroupId]) {
  9109. this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene);
  9110. }
  9111. this._renderingGroups[renderingGroupId].dispatch(subMesh);
  9112. };
  9113. RenderingManager.MAX_RENDERINGGROUPS = 4;
  9114. return RenderingManager;
  9115. })();
  9116. BABYLON.RenderingManager = RenderingManager;
  9117. })(BABYLON || (BABYLON = {}));
  9118. var __extends = this.__extends || function (d, b) {
  9119. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  9120. function __() { this.constructor = d; }
  9121. __.prototype = b.prototype;
  9122. d.prototype = new __();
  9123. };
  9124. var BABYLON;
  9125. (function (BABYLON) {
  9126. var Texture = (function (_super) {
  9127. __extends(Texture, _super);
  9128. function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError) {
  9129. if (typeof samplingMode === "undefined") { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  9130. if (typeof onLoad === "undefined") { onLoad = null; }
  9131. if (typeof onError === "undefined") { onError = null; }
  9132. _super.call(this, scene);
  9133. this.uOffset = 0;
  9134. this.vOffset = 0;
  9135. this.uScale = 1.0;
  9136. this.vScale = 1.0;
  9137. this.uAng = 0;
  9138. this.vAng = 0;
  9139. this.wAng = 0;
  9140. this.name = url;
  9141. this.url = url;
  9142. this._noMipmap = noMipmap;
  9143. this._invertY = invertY;
  9144. this._samplingMode = samplingMode;
  9145. if (!url) {
  9146. return;
  9147. }
  9148. this._texture = this._getFromCache(url, noMipmap);
  9149. if (!this._texture) {
  9150. if (!scene.useDelayedTextureLoading) {
  9151. this._texture = scene.getEngine().createTexture(url, noMipmap, invertY, scene, this._samplingMode, onLoad, onError);
  9152. } else {
  9153. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  9154. }
  9155. }
  9156. }
  9157. Texture.prototype.delayLoad = function () {
  9158. if (this.delayLoadState != BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  9159. return;
  9160. }
  9161. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  9162. this._texture = this._getFromCache(this.url, this._noMipmap);
  9163. if (!this._texture) {
  9164. this._texture = this.getScene().getEngine().createTexture(this.url, this._noMipmap, this._invertY, this.getScene(), this._samplingMode);
  9165. }
  9166. };
  9167. Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
  9168. x -= this.uOffset + 0.5;
  9169. y -= this.vOffset + 0.5;
  9170. z -= 0.5;
  9171. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
  9172. t.x *= this.uScale;
  9173. t.y *= this.vScale;
  9174. t.x += 0.5;
  9175. t.y += 0.5;
  9176. t.z += 0.5;
  9177. };
  9178. Texture.prototype.getTextureMatrix = function () {
  9179. if (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) {
  9180. return this._cachedTextureMatrix;
  9181. }
  9182. this._cachedUOffset = this.uOffset;
  9183. this._cachedVOffset = this.vOffset;
  9184. this._cachedUScale = this.uScale;
  9185. this._cachedVScale = this.vScale;
  9186. this._cachedUAng = this.uAng;
  9187. this._cachedVAng = this.vAng;
  9188. this._cachedWAng = this.wAng;
  9189. if (!this._cachedTextureMatrix) {
  9190. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  9191. this._rowGenerationMatrix = new BABYLON.Matrix();
  9192. this._t0 = BABYLON.Vector3.Zero();
  9193. this._t1 = BABYLON.Vector3.Zero();
  9194. this._t2 = BABYLON.Vector3.Zero();
  9195. }
  9196. BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
  9197. this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
  9198. this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
  9199. this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
  9200. this._t1.subtractInPlace(this._t0);
  9201. this._t2.subtractInPlace(this._t0);
  9202. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  9203. this._cachedTextureMatrix.m[0] = this._t1.x;
  9204. this._cachedTextureMatrix.m[1] = this._t1.y;
  9205. this._cachedTextureMatrix.m[2] = this._t1.z;
  9206. this._cachedTextureMatrix.m[4] = this._t2.x;
  9207. this._cachedTextureMatrix.m[5] = this._t2.y;
  9208. this._cachedTextureMatrix.m[6] = this._t2.z;
  9209. this._cachedTextureMatrix.m[8] = this._t0.x;
  9210. this._cachedTextureMatrix.m[9] = this._t0.y;
  9211. this._cachedTextureMatrix.m[10] = this._t0.z;
  9212. return this._cachedTextureMatrix;
  9213. };
  9214. Texture.prototype.getReflectionTextureMatrix = function () {
  9215. if (this.uOffset === this._cachedUOffset && this.vOffset === this._cachedVOffset && this.uScale === this._cachedUScale && this.vScale === this._cachedVScale && this.coordinatesMode === this._cachedCoordinatesMode) {
  9216. return this._cachedTextureMatrix;
  9217. }
  9218. if (!this._cachedTextureMatrix) {
  9219. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  9220. this._projectionModeMatrix = BABYLON.Matrix.Zero();
  9221. }
  9222. switch (this.coordinatesMode) {
  9223. case BABYLON.Texture.SPHERICAL_MODE:
  9224. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  9225. this._cachedTextureMatrix[0] = -0.5 * this.uScale;
  9226. this._cachedTextureMatrix[5] = -0.5 * this.vScale;
  9227. this._cachedTextureMatrix[12] = 0.5 + this.uOffset;
  9228. this._cachedTextureMatrix[13] = 0.5 + this.vOffset;
  9229. break;
  9230. case BABYLON.Texture.PLANAR_MODE:
  9231. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  9232. this._cachedTextureMatrix[0] = this.uScale;
  9233. this._cachedTextureMatrix[5] = this.vScale;
  9234. this._cachedTextureMatrix[12] = this.uOffset;
  9235. this._cachedTextureMatrix[13] = this.vOffset;
  9236. break;
  9237. case BABYLON.Texture.PROJECTION_MODE:
  9238. BABYLON.Matrix.IdentityToRef(this._projectionModeMatrix);
  9239. this._projectionModeMatrix.m[0] = 0.5;
  9240. this._projectionModeMatrix.m[5] = -0.5;
  9241. this._projectionModeMatrix.m[10] = 0.0;
  9242. this._projectionModeMatrix.m[12] = 0.5;
  9243. this._projectionModeMatrix.m[13] = 0.5;
  9244. this._projectionModeMatrix.m[14] = 1.0;
  9245. this._projectionModeMatrix.m[15] = 1.0;
  9246. this.getScene().getProjectionMatrix().multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
  9247. break;
  9248. default:
  9249. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  9250. break;
  9251. }
  9252. return this._cachedTextureMatrix;
  9253. };
  9254. Texture.prototype.clone = function () {
  9255. var newTexture = new BABYLON.Texture(this._texture.url, this.getScene(), this._noMipmap, this._invertY);
  9256. newTexture.hasAlpha = this.hasAlpha;
  9257. newTexture.level = this.level;
  9258. newTexture.wrapU = this.wrapU;
  9259. newTexture.wrapV = this.wrapV;
  9260. newTexture.coordinatesIndex = this.coordinatesIndex;
  9261. newTexture.coordinatesMode = this.coordinatesMode;
  9262. newTexture.uOffset = this.uOffset;
  9263. newTexture.vOffset = this.vOffset;
  9264. newTexture.uScale = this.uScale;
  9265. newTexture.vScale = this.vScale;
  9266. newTexture.uAng = this.uAng;
  9267. newTexture.vAng = this.vAng;
  9268. newTexture.wAng = this.wAng;
  9269. return newTexture;
  9270. };
  9271. Texture.NEAREST_SAMPLINGMODE = 1;
  9272. Texture.BILINEAR_SAMPLINGMODE = 2;
  9273. Texture.TRILINEAR_SAMPLINGMODE = 3;
  9274. Texture.EXPLICIT_MODE = 0;
  9275. Texture.SPHERICAL_MODE = 1;
  9276. Texture.PLANAR_MODE = 2;
  9277. Texture.CUBIC_MODE = 3;
  9278. Texture.PROJECTION_MODE = 4;
  9279. Texture.SKYBOX_MODE = 5;
  9280. Texture.CLAMP_ADDRESSMODE = 0;
  9281. Texture.WRAP_ADDRESSMODE = 1;
  9282. Texture.MIRROR_ADDRESSMODE = 2;
  9283. return Texture;
  9284. })(BABYLON.BaseTexture);
  9285. BABYLON.Texture = Texture;
  9286. })(BABYLON || (BABYLON = {}));
  9287. var __extends = this.__extends || function (d, b) {
  9288. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  9289. function __() { this.constructor = d; }
  9290. __.prototype = b.prototype;
  9291. d.prototype = new __();
  9292. };
  9293. var BABYLON;
  9294. (function (BABYLON) {
  9295. var CubeTexture = (function (_super) {
  9296. __extends(CubeTexture, _super);
  9297. function CubeTexture(rootUrl, scene, extensions, noMipmap) {
  9298. _super.call(this, scene);
  9299. this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  9300. this.name = rootUrl;
  9301. this.url = rootUrl;
  9302. this._noMipmap = noMipmap;
  9303. this.hasAlpha = false;
  9304. this._texture = this._getFromCache(rootUrl, noMipmap);
  9305. if (!extensions) {
  9306. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  9307. }
  9308. this._extensions = extensions;
  9309. if (!this._texture) {
  9310. if (!scene.useDelayedTextureLoading) {
  9311. this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, extensions, noMipmap);
  9312. } else {
  9313. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  9314. }
  9315. }
  9316. this.isCube = true;
  9317. this._textureMatrix = BABYLON.Matrix.Identity();
  9318. }
  9319. CubeTexture.prototype.clone = function () {
  9320. var newTexture = new BABYLON.CubeTexture(this.url, this.getScene(), this._extensions, this._noMipmap);
  9321. newTexture.level = this.level;
  9322. newTexture.wrapU = this.wrapU;
  9323. newTexture.wrapV = this.wrapV;
  9324. newTexture.coordinatesIndex = this.coordinatesIndex;
  9325. newTexture.coordinatesMode = this.coordinatesMode;
  9326. return newTexture;
  9327. };
  9328. CubeTexture.prototype.delayLoad = function () {
  9329. if (this.delayLoadState != BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  9330. return;
  9331. }
  9332. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  9333. this._texture = this._getFromCache(this.url, this._noMipmap);
  9334. if (!this._texture) {
  9335. this._texture = this.getScene().getEngine().createCubeTexture(this.url, this.getScene(), this._extensions);
  9336. }
  9337. };
  9338. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  9339. return this._textureMatrix;
  9340. };
  9341. return CubeTexture;
  9342. })(BABYLON.BaseTexture);
  9343. BABYLON.CubeTexture = CubeTexture;
  9344. })(BABYLON || (BABYLON = {}));
  9345. var __extends = this.__extends || function (d, b) {
  9346. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  9347. function __() { this.constructor = d; }
  9348. __.prototype = b.prototype;
  9349. d.prototype = new __();
  9350. };
  9351. var BABYLON;
  9352. (function (BABYLON) {
  9353. var RenderTargetTexture = (function (_super) {
  9354. __extends(RenderTargetTexture, _super);
  9355. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio) {
  9356. if (typeof doNotChangeAspectRatio === "undefined") { doNotChangeAspectRatio = true; }
  9357. _super.call(this, null, scene, !generateMipMaps);
  9358. this.renderList = new Array();
  9359. this.renderParticles = true;
  9360. this.renderSprites = false;
  9361. this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  9362. this._currentRefreshId = -1;
  9363. this._refreshRate = 1;
  9364. this.name = name;
  9365. this.isRenderTarget = true;
  9366. this._size = size;
  9367. this._generateMipMaps = generateMipMaps;
  9368. this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  9369. this._texture = scene.getEngine().createRenderTargetTexture(size, generateMipMaps);
  9370. this._renderingManager = new BABYLON.RenderingManager(scene);
  9371. }
  9372. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  9373. this._currentRefreshId = -1;
  9374. };
  9375. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  9376. get: function () {
  9377. return this._refreshRate;
  9378. },
  9379. set: function (value) {
  9380. this._refreshRate = value;
  9381. this.resetRefreshCounter();
  9382. },
  9383. enumerable: true,
  9384. configurable: true
  9385. });
  9386. RenderTargetTexture.prototype._shouldRender = function () {
  9387. if (this._currentRefreshId === -1) {
  9388. this._currentRefreshId = 1;
  9389. return true;
  9390. }
  9391. if (this.refreshRate == this._currentRefreshId) {
  9392. this._currentRefreshId = 1;
  9393. return true;
  9394. }
  9395. this._currentRefreshId++;
  9396. return false;
  9397. };
  9398. RenderTargetTexture.prototype.getRenderSize = function () {
  9399. return this._size;
  9400. };
  9401. RenderTargetTexture.prototype.resize = function (size, generateMipMaps) {
  9402. this.releaseInternalTexture();
  9403. this._texture = this.getScene().getEngine().createRenderTargetTexture(size, generateMipMaps);
  9404. };
  9405. RenderTargetTexture.prototype.render = function (useCameraPostProcess) {
  9406. var scene = this.getScene();
  9407. var engine = scene.getEngine();
  9408. if (this._waitingRenderList) {
  9409. this.renderList = [];
  9410. for (var index = 0; index < this._waitingRenderList.length; index++) {
  9411. var id = this._waitingRenderList[index];
  9412. this.renderList.push(scene.getMeshByID(id));
  9413. }
  9414. delete this._waitingRenderList;
  9415. }
  9416. if (!this.renderList) {
  9417. return;
  9418. }
  9419. if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  9420. engine.bindFramebuffer(this._texture);
  9421. }
  9422. engine.clear(scene.clearColor, true, true);
  9423. this._renderingManager.reset();
  9424. for (var meshIndex = 0; meshIndex < this.renderList.length; meshIndex++) {
  9425. var mesh = this.renderList[meshIndex];
  9426. if (mesh) {
  9427. if (!mesh.isReady() || (mesh.material && !mesh.material.isReady())) {
  9428. this.resetRefreshCounter();
  9429. continue;
  9430. }
  9431. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && ((mesh.layerMask & scene.activeCamera.layerMask) != 0)) {
  9432. mesh._activate(scene.getRenderId());
  9433. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  9434. var subMesh = mesh.subMeshes[subIndex];
  9435. scene._activeVertices += subMesh.verticesCount;
  9436. this._renderingManager.dispatch(subMesh);
  9437. }
  9438. }
  9439. }
  9440. }
  9441. if (!this._doNotChangeAspectRatio) {
  9442. scene.updateTransformMatrix(true);
  9443. }
  9444. if (this.onBeforeRender) {
  9445. this.onBeforeRender();
  9446. }
  9447. this._renderingManager.render(this.customRenderFunction, this.renderList, this.renderParticles, this.renderSprites);
  9448. if (useCameraPostProcess) {
  9449. scene.postProcessManager._finalizeFrame(false, this._texture);
  9450. }
  9451. if (this.onAfterRender) {
  9452. this.onAfterRender();
  9453. }
  9454. engine.unBindFramebuffer(this._texture);
  9455. if (!this._doNotChangeAspectRatio) {
  9456. scene.updateTransformMatrix(true);
  9457. }
  9458. };
  9459. RenderTargetTexture.prototype.clone = function () {
  9460. var textureSize = this.getSize();
  9461. var newTexture = new BABYLON.RenderTargetTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
  9462. newTexture.hasAlpha = this.hasAlpha;
  9463. newTexture.level = this.level;
  9464. newTexture.coordinatesMode = this.coordinatesMode;
  9465. newTexture.renderList = this.renderList.slice(0);
  9466. return newTexture;
  9467. };
  9468. return RenderTargetTexture;
  9469. })(BABYLON.Texture);
  9470. BABYLON.RenderTargetTexture = RenderTargetTexture;
  9471. })(BABYLON || (BABYLON = {}));
  9472. var __extends = this.__extends || function (d, b) {
  9473. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  9474. function __() { this.constructor = d; }
  9475. __.prototype = b.prototype;
  9476. d.prototype = new __();
  9477. };
  9478. var BABYLON;
  9479. (function (BABYLON) {
  9480. var MirrorTexture = (function (_super) {
  9481. __extends(MirrorTexture, _super);
  9482. function MirrorTexture(name, size, scene, generateMipMaps) {
  9483. var _this = this;
  9484. _super.call(this, name, size, scene, generateMipMaps, true);
  9485. this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  9486. this._transformMatrix = BABYLON.Matrix.Zero();
  9487. this._mirrorMatrix = BABYLON.Matrix.Zero();
  9488. this.onBeforeRender = function () {
  9489. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  9490. _this._savedViewMatrix = scene.getViewMatrix();
  9491. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  9492. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  9493. scene.clipPlane = _this.mirrorPlane;
  9494. scene.getEngine().cullBackFaces = false;
  9495. };
  9496. this.onAfterRender = function () {
  9497. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  9498. scene.getEngine().cullBackFaces = true;
  9499. delete scene.clipPlane;
  9500. };
  9501. }
  9502. MirrorTexture.prototype.clone = function () {
  9503. var textureSize = this.getSize();
  9504. var newTexture = new BABYLON.MirrorTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
  9505. newTexture.hasAlpha = this.hasAlpha;
  9506. newTexture.level = this.level;
  9507. newTexture.mirrorPlane = this.mirrorPlane.clone();
  9508. newTexture.renderList = this.renderList.slice(0);
  9509. return newTexture;
  9510. };
  9511. return MirrorTexture;
  9512. })(BABYLON.RenderTargetTexture);
  9513. BABYLON.MirrorTexture = MirrorTexture;
  9514. })(BABYLON || (BABYLON = {}));
  9515. var __extends = this.__extends || function (d, b) {
  9516. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  9517. function __() { this.constructor = d; }
  9518. __.prototype = b.prototype;
  9519. d.prototype = new __();
  9520. };
  9521. var BABYLON;
  9522. (function (BABYLON) {
  9523. var DynamicTexture = (function (_super) {
  9524. __extends(DynamicTexture, _super);
  9525. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode) {
  9526. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  9527. _super.call(this, null, scene, !generateMipMaps);
  9528. this.name = name;
  9529. this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  9530. this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  9531. this._generateMipMaps = generateMipMaps;
  9532. if (options.getContext) {
  9533. this._canvas = options;
  9534. this._texture = scene.getEngine().createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  9535. } else {
  9536. this._canvas = document.createElement("canvas");
  9537. if (options.width) {
  9538. this._texture = scene.getEngine().createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  9539. } else {
  9540. this._texture = scene.getEngine().createDynamicTexture(options, options, generateMipMaps, samplingMode);
  9541. }
  9542. }
  9543. var textureSize = this.getSize();
  9544. this._canvas.width = textureSize.width;
  9545. this._canvas.height = textureSize.height;
  9546. this._context = this._canvas.getContext("2d");
  9547. }
  9548. DynamicTexture.prototype.getContext = function () {
  9549. return this._context;
  9550. };
  9551. DynamicTexture.prototype.update = function (invertY) {
  9552. this.getScene().getEngine().updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY);
  9553. };
  9554. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY) {
  9555. var size = this.getSize();
  9556. if (clearColor) {
  9557. this._context.fillStyle = clearColor;
  9558. this._context.fillRect(0, 0, size.width, size.height);
  9559. }
  9560. this._context.font = font;
  9561. if (x === null) {
  9562. var textSize = this._context.measureText(text);
  9563. x = (size.width - textSize.width) / 2;
  9564. }
  9565. this._context.fillStyle = color;
  9566. this._context.fillText(text, x, y);
  9567. this.update(invertY);
  9568. };
  9569. DynamicTexture.prototype.clone = function () {
  9570. var textureSize = this.getSize();
  9571. var newTexture = new BABYLON.DynamicTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
  9572. newTexture.hasAlpha = this.hasAlpha;
  9573. newTexture.level = this.level;
  9574. newTexture.wrapU = this.wrapU;
  9575. newTexture.wrapV = this.wrapV;
  9576. return newTexture;
  9577. };
  9578. return DynamicTexture;
  9579. })(BABYLON.Texture);
  9580. BABYLON.DynamicTexture = DynamicTexture;
  9581. })(BABYLON || (BABYLON = {}));
  9582. var __extends = this.__extends || function (d, b) {
  9583. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  9584. function __() { this.constructor = d; }
  9585. __.prototype = b.prototype;
  9586. d.prototype = new __();
  9587. };
  9588. var BABYLON;
  9589. (function (BABYLON) {
  9590. var VideoTexture = (function (_super) {
  9591. __extends(VideoTexture, _super);
  9592. function VideoTexture(name, urls, size, scene, generateMipMaps, invertY, samplingMode) {
  9593. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  9594. var _this = this;
  9595. _super.call(this, null, scene, !generateMipMaps, invertY);
  9596. this._autoLaunch = true;
  9597. this.name = name;
  9598. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  9599. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  9600. var requiredWidth = size.width || size;
  9601. var requiredHeight = size.height || size;
  9602. this._texture = scene.getEngine().createDynamicTexture(requiredWidth, requiredHeight, generateMipMaps, samplingMode);
  9603. var textureSize = this.getSize();
  9604. this.video = document.createElement("video");
  9605. this.video.width = textureSize.width;
  9606. this.video.height = textureSize.height;
  9607. this.video.autoplay = false;
  9608. this.video.loop = true;
  9609. this.video.addEventListener("canplaythrough", function () {
  9610. if (_this._texture) {
  9611. _this._texture.isReady = true;
  9612. }
  9613. });
  9614. urls.forEach(function (url) {
  9615. var source = document.createElement("source");
  9616. source.src = url;
  9617. _this.video.appendChild(source);
  9618. });
  9619. this._lastUpdate = new Date().getTime();
  9620. }
  9621. VideoTexture.prototype.update = function () {
  9622. if (this._autoLaunch) {
  9623. this._autoLaunch = false;
  9624. this.video.play();
  9625. }
  9626. var now = new Date().getTime();
  9627. if (now - this._lastUpdate < 15) {
  9628. return false;
  9629. }
  9630. this._lastUpdate = now;
  9631. this.getScene().getEngine().updateVideoTexture(this._texture, this.video, this._invertY);
  9632. return true;
  9633. };
  9634. return VideoTexture;
  9635. })(BABYLON.Texture);
  9636. BABYLON.VideoTexture = VideoTexture;
  9637. })(BABYLON || (BABYLON = {}));
  9638. var BABYLON;
  9639. (function (BABYLON) {
  9640. var EffectFallbacks = (function () {
  9641. function EffectFallbacks() {
  9642. this._defines = {};
  9643. this._currentRank = 32;
  9644. this._maxRank = -1;
  9645. }
  9646. EffectFallbacks.prototype.addFallback = function (rank, define) {
  9647. if (!this._defines[rank]) {
  9648. if (rank < this._currentRank) {
  9649. this._currentRank = rank;
  9650. }
  9651. if (rank > this._maxRank) {
  9652. this._maxRank = rank;
  9653. }
  9654. this._defines[rank] = new Array();
  9655. }
  9656. this._defines[rank].push(define);
  9657. };
  9658. Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", {
  9659. get: function () {
  9660. return this._currentRank <= this._maxRank;
  9661. },
  9662. enumerable: true,
  9663. configurable: true
  9664. });
  9665. EffectFallbacks.prototype.reduce = function (currentDefines) {
  9666. var currentFallbacks = this._defines[this._currentRank];
  9667. for (var index = 0; index < currentFallbacks.length; index++) {
  9668. currentDefines = currentDefines.replace("#define " + currentFallbacks[index], "");
  9669. }
  9670. this._currentRank++;
  9671. return currentDefines;
  9672. };
  9673. return EffectFallbacks;
  9674. })();
  9675. BABYLON.EffectFallbacks = EffectFallbacks;
  9676. var Effect = (function () {
  9677. function Effect(baseName, attributesNames, uniformsNames, samplers, engine, defines, fallbacks, onCompiled, onError) {
  9678. var _this = this;
  9679. this._isReady = false;
  9680. this._compilationError = "";
  9681. this._valueCache = [];
  9682. this._engine = engine;
  9683. this.name = baseName;
  9684. this.defines = defines;
  9685. this._uniformsNames = uniformsNames.concat(samplers);
  9686. this._samplers = samplers;
  9687. this._attributesNames = attributesNames;
  9688. this.onError = onError;
  9689. this.onCompiled = onCompiled;
  9690. var vertexSource;
  9691. var fragmentSource;
  9692. if (baseName.vertexElement) {
  9693. vertexSource = document.getElementById(baseName.vertexElement);
  9694. if (!vertexSource) {
  9695. vertexSource = baseName.vertexElement;
  9696. }
  9697. } else {
  9698. vertexSource = baseName.vertex || baseName;
  9699. }
  9700. if (baseName.fragmentElement) {
  9701. fragmentSource = document.getElementById(baseName.fragmentElement);
  9702. if (!fragmentSource) {
  9703. fragmentSource = baseName.fragmentElement;
  9704. }
  9705. } else {
  9706. fragmentSource = baseName.fragment || baseName;
  9707. }
  9708. this._loadVertexShader(vertexSource, function (vertexCode) {
  9709. _this._loadFragmentShader(fragmentSource, function (fragmentCode) {
  9710. _this._prepareEffect(vertexCode, fragmentCode, attributesNames, defines, fallbacks);
  9711. });
  9712. });
  9713. }
  9714. Effect.prototype.isReady = function () {
  9715. return this._isReady;
  9716. };
  9717. Effect.prototype.getProgram = function () {
  9718. return this._program;
  9719. };
  9720. Effect.prototype.getAttributesNames = function () {
  9721. return this._attributesNames;
  9722. };
  9723. Effect.prototype.getAttributeLocation = function (index) {
  9724. return this._attributes[index];
  9725. };
  9726. Effect.prototype.getAttributeLocationByName = function (name) {
  9727. var index = this._attributesNames.indexOf(name);
  9728. return this._attributes[index];
  9729. };
  9730. Effect.prototype.getAttributesCount = function () {
  9731. return this._attributes.length;
  9732. };
  9733. Effect.prototype.getUniformIndex = function (uniformName) {
  9734. return this._uniformsNames.indexOf(uniformName);
  9735. };
  9736. Effect.prototype.getUniform = function (uniformName) {
  9737. return this._uniforms[this._uniformsNames.indexOf(uniformName)];
  9738. };
  9739. Effect.prototype.getSamplers = function () {
  9740. return this._samplers;
  9741. };
  9742. Effect.prototype.getCompilationError = function () {
  9743. return this._compilationError;
  9744. };
  9745. Effect.prototype._loadVertexShader = function (vertex, callback) {
  9746. if (vertex instanceof HTMLElement) {
  9747. var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex);
  9748. callback(vertexCode);
  9749. return;
  9750. }
  9751. if (BABYLON.Effect.ShadersStore[vertex + "VertexShader"]) {
  9752. callback(BABYLON.Effect.ShadersStore[vertex + "VertexShader"]);
  9753. return;
  9754. }
  9755. var vertexShaderUrl;
  9756. if (vertex[0] === ".") {
  9757. vertexShaderUrl = vertex;
  9758. } else {
  9759. vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex;
  9760. }
  9761. BABYLON.Tools.LoadFile(vertexShaderUrl + ".vertex.fx", callback);
  9762. };
  9763. Effect.prototype._loadFragmentShader = function (fragment, callback) {
  9764. if (fragment instanceof HTMLElement) {
  9765. var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment);
  9766. callback(fragmentCode);
  9767. return;
  9768. }
  9769. if (BABYLON.Effect.ShadersStore[fragment + "PixelShader"]) {
  9770. callback(BABYLON.Effect.ShadersStore[fragment + "PixelShader"]);
  9771. return;
  9772. }
  9773. if (BABYLON.Effect.ShadersStore[fragment + "FragmentShader"]) {
  9774. callback(BABYLON.Effect.ShadersStore[fragment + "FragmentShader"]);
  9775. return;
  9776. }
  9777. var fragmentShaderUrl;
  9778. if (fragment[0] === ".") {
  9779. fragmentShaderUrl = fragment;
  9780. } else {
  9781. fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment;
  9782. }
  9783. BABYLON.Tools.LoadFile(fragmentShaderUrl + ".fragment.fx", callback);
  9784. };
  9785. Effect.prototype._prepareEffect = function (vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks) {
  9786. try {
  9787. var engine = this._engine;
  9788. this._program = engine.createShaderProgram(vertexSourceCode, fragmentSourceCode, defines);
  9789. this._uniforms = engine.getUniforms(this._program, this._uniformsNames);
  9790. this._attributes = engine.getAttributes(this._program, attributesNames);
  9791. for (var index = 0; index < this._samplers.length; index++) {
  9792. var sampler = this.getUniform(this._samplers[index]);
  9793. if (sampler == null) {
  9794. this._samplers.splice(index, 1);
  9795. index--;
  9796. }
  9797. }
  9798. engine.bindSamplers(this);
  9799. this._isReady = true;
  9800. if (this.onCompiled) {
  9801. this.onCompiled(this);
  9802. }
  9803. } catch (e) {
  9804. if (fallbacks && fallbacks.isMoreFallbacks) {
  9805. defines = fallbacks.reduce(defines);
  9806. this._prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks);
  9807. } else {
  9808. BABYLON.Tools.Error("Unable to compile effect: " + this.name);
  9809. BABYLON.Tools.Error("Defines: " + defines);
  9810. BABYLON.Tools.Error("Error: " + e.message);
  9811. this._compilationError = e.message;
  9812. if (this.onError) {
  9813. this.onError(this, this._compilationError);
  9814. }
  9815. }
  9816. }
  9817. };
  9818. Effect.prototype._bindTexture = function (channel, texture) {
  9819. this._engine._bindTexture(this._samplers.indexOf(channel), texture);
  9820. };
  9821. Effect.prototype.setTexture = function (channel, texture) {
  9822. this._engine.setTexture(this._samplers.indexOf(channel), texture);
  9823. };
  9824. Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  9825. this._engine.setTextureFromPostProcess(this._samplers.indexOf(channel), postProcess);
  9826. };
  9827. Effect.prototype._cacheFloat2 = function (uniformName, x, y) {
  9828. if (!this._valueCache[uniformName]) {
  9829. this._valueCache[uniformName] = [x, y];
  9830. return;
  9831. }
  9832. this._valueCache[uniformName][0] = x;
  9833. this._valueCache[uniformName][1] = y;
  9834. };
  9835. Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {
  9836. if (!this._valueCache[uniformName]) {
  9837. this._valueCache[uniformName] = [x, y, z];
  9838. return;
  9839. }
  9840. this._valueCache[uniformName][0] = x;
  9841. this._valueCache[uniformName][1] = y;
  9842. this._valueCache[uniformName][2] = z;
  9843. };
  9844. Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {
  9845. if (!this._valueCache[uniformName]) {
  9846. this._valueCache[uniformName] = [x, y, z, w];
  9847. return;
  9848. }
  9849. this._valueCache[uniformName][0] = x;
  9850. this._valueCache[uniformName][1] = y;
  9851. this._valueCache[uniformName][2] = z;
  9852. this._valueCache[uniformName][3] = w;
  9853. };
  9854. Effect.prototype.setArray = function (uniformName, array) {
  9855. this._engine.setArray(this.getUniform(uniformName), array);
  9856. return this;
  9857. };
  9858. Effect.prototype.setMatrices = function (uniformName, matrices) {
  9859. this._engine.setMatrices(this.getUniform(uniformName), matrices);
  9860. return this;
  9861. };
  9862. Effect.prototype.setMatrix = function (uniformName, matrix) {
  9863. this._engine.setMatrix(this.getUniform(uniformName), matrix);
  9864. return this;
  9865. };
  9866. Effect.prototype.setFloat = function (uniformName, value) {
  9867. if (this._valueCache[uniformName] && this._valueCache[uniformName] === value)
  9868. return this;
  9869. this._valueCache[uniformName] = value;
  9870. this._engine.setFloat(this.getUniform(uniformName), value);
  9871. return this;
  9872. };
  9873. Effect.prototype.setBool = function (uniformName, bool) {
  9874. if (this._valueCache[uniformName] && this._valueCache[uniformName] === bool)
  9875. return this;
  9876. this._valueCache[uniformName] = bool;
  9877. this._engine.setBool(this.getUniform(uniformName), bool ? 1 : 0);
  9878. return this;
  9879. };
  9880. Effect.prototype.setVector2 = function (uniformName, vector2) {
  9881. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] == vector2.x && this._valueCache[uniformName][1] == vector2.y)
  9882. return this;
  9883. this._cacheFloat2(uniformName, vector2.x, vector2.y);
  9884. this._engine.setFloat2(this.getUniform(uniformName), vector2.x, vector2.y);
  9885. return this;
  9886. };
  9887. Effect.prototype.setFloat2 = function (uniformName, x, y) {
  9888. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] == x && this._valueCache[uniformName][1] == y)
  9889. return this;
  9890. this._cacheFloat2(uniformName, x, y);
  9891. this._engine.setFloat2(this.getUniform(uniformName), x, y);
  9892. return this;
  9893. };
  9894. Effect.prototype.setVector3 = function (uniformName, vector3) {
  9895. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] == vector3.x && this._valueCache[uniformName][1] == vector3.y && this._valueCache[uniformName][2] == vector3.z)
  9896. return this;
  9897. this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z);
  9898. this._engine.setFloat3(this.getUniform(uniformName), vector3.x, vector3.y, vector3.z);
  9899. return this;
  9900. };
  9901. Effect.prototype.setFloat3 = function (uniformName, x, y, z) {
  9902. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] == x && this._valueCache[uniformName][1] == y && this._valueCache[uniformName][2] == z)
  9903. return this;
  9904. this._cacheFloat3(uniformName, x, y, z);
  9905. this._engine.setFloat3(this.getUniform(uniformName), x, y, z);
  9906. return this;
  9907. };
  9908. Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {
  9909. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] == x && this._valueCache[uniformName][1] == y && this._valueCache[uniformName][2] == z && this._valueCache[uniformName][3] == w)
  9910. return this;
  9911. this._cacheFloat4(uniformName, x, y, z, w);
  9912. this._engine.setFloat4(this.getUniform(uniformName), x, y, z, w);
  9913. return this;
  9914. };
  9915. Effect.prototype.setColor3 = function (uniformName, color3) {
  9916. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] == color3.r && this._valueCache[uniformName][1] == color3.g && this._valueCache[uniformName][2] == color3.b)
  9917. return this;
  9918. this._cacheFloat3(uniformName, color3.r, color3.g, color3.b);
  9919. this._engine.setColor3(this.getUniform(uniformName), color3);
  9920. return this;
  9921. };
  9922. Effect.prototype.setColor4 = function (uniformName, color3, alpha) {
  9923. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] == color3.r && this._valueCache[uniformName][1] == color3.g && this._valueCache[uniformName][2] == color3.b && this._valueCache[uniformName][3] == alpha)
  9924. return this;
  9925. this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha);
  9926. this._engine.setColor4(this.getUniform(uniformName), color3, alpha);
  9927. return this;
  9928. };
  9929. Effect.ShadersStore={anaglyphPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D leftSampler;\n\nvoid main(void)\n{\n vec4 leftFrag = texture2D(leftSampler, vUV);\n leftFrag = vec4(1.0, leftFrag.g, leftFrag.b, 1.0);\n\n vec4 rightFrag = texture2D(textureSampler, vUV);\n rightFrag = vec4(rightFrag.r, 1.0, 1.0, 1.0);\n\n gl_FragColor = vec4(rightFrag.rgb * leftFrag.rgb, 1.0);\n}",
  9930. blackAndWhitePixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nvoid main(void) \n{\n float luminance = dot(texture2D(textureSampler, vUV).rgb, vec3(0.3, 0.59, 0.11));\n gl_FragColor = vec4(luminance, luminance, luminance, 1.0);\n}",
  9931. blurPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\n// Parameters\nuniform vec2 screenSize;\nuniform vec2 direction;\nuniform float blurWidth;\n\nvoid main(void)\n{\n float weights[7];\n weights[0] = 0.05;\n weights[1] = 0.1;\n weights[2] = 0.2;\n weights[3] = 0.3;\n weights[4] = 0.2;\n weights[5] = 0.1;\n weights[6] = 0.05;\n\n vec2 texelSize = vec2(1.0 / screenSize.x, 1.0 / screenSize.y);\n vec2 texelStep = texelSize * direction * blurWidth;\n vec2 start = vUV - 3.0 * texelStep;\n\n vec4 baseColor = vec4(0., 0., 0., 0.);\n vec2 texelOffset = vec2(0., 0.);\n\n for (int i = 0; i < 7; i++)\n {\n baseColor += texture2D(textureSampler, start + texelOffset) * weights[i];\n texelOffset += texelStep;\n }\n\n gl_FragColor = baseColor;\n}",
  9932. colorPixelShader:"precision highp float;\n\nuniform vec4 color;\n\nvoid main(void) {\n gl_FragColor = color;\n}",
  9933. colorVertexShader:"precision highp float;\n\n// Attributes\nattribute vec3 position;\n\n// Uniforms\nuniform mat4 worldViewProjection;\n\nvoid main(void) {\n gl_Position = worldViewProjection * vec4(position, 1.0);\n}",
  9934. convolutionPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nuniform float kernel[9];\n\nvoid main(void)\n{\n vec2 onePixel = vec2(1.0, 1.0) / screenSize;\n vec4 colorSum =\n texture2D(textureSampler, vUV + onePixel * vec2(-1, -1)) * kernel[0] +\n texture2D(textureSampler, vUV + onePixel * vec2(0, -1)) * kernel[1] +\n texture2D(textureSampler, vUV + onePixel * vec2(1, -1)) * kernel[2] +\n texture2D(textureSampler, vUV + onePixel * vec2(-1, 0)) * kernel[3] +\n texture2D(textureSampler, vUV + onePixel * vec2(0, 0)) * kernel[4] +\n texture2D(textureSampler, vUV + onePixel * vec2(1, 0)) * kernel[5] +\n texture2D(textureSampler, vUV + onePixel * vec2(-1, 1)) * kernel[6] +\n texture2D(textureSampler, vUV + onePixel * vec2(0, 1)) * kernel[7] +\n texture2D(textureSampler, vUV + onePixel * vec2(1, 1)) * kernel[8];\n\n float kernelWeight =\n kernel[0] +\n kernel[1] +\n kernel[2] +\n kernel[3] +\n kernel[4] +\n kernel[5] +\n kernel[6] +\n kernel[7] +\n kernel[8];\n\n if (kernelWeight <= 0.0) {\n kernelWeight = 1.0;\n }\n\n gl_FragColor = vec4((colorSum / kernelWeight).rgb, 1);\n}",
  9935. defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\nvarying vec3 vNormalW;\n\n#ifdef VERTEXCOLOR\nvarying vec3 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform float darkness0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\nuniform float darkness1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\nuniform float darkness2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\nuniform float darkness3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform mat4 view;\n\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return vPositionUVW;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);\n return dot(color, bitShift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv));\n\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n // Poisson Sampling\n for (int i = 0; i<4; i++){\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[i] / 1500.0)) < depth.z){\n visibility -= 0.2;\n }\n }\n return visibility;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.);\n\n float d = t - moments.x;\n return variance / (variance + d * d);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return clamp(1.3 - ChebychevInequality(moments, depth.z), 0., 1.0);\n}\n#endif\n\n// Bump\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\n // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz * vBumpInfos.y;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n vec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., vSpecularColor.a));\n\n result.diffuse = ndl * diffuseColor * attenuation;\n result.specular = specComp * specularColor * attenuation;\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = max(0., (cosAngle - lightDirection.w) / (1. - cosAngle));\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n result.specular = specComp * specularColor * spotAtten * attenuation;\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n result.specular = vec3(0.);\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\n lightingInfo result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n result.specular = specComp * specularColor;\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\n diffuseColor *= vColor;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n vec3 normalW = normalize(vNormalW);\n\n#ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n#endif\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);\n#else\n #ifdef SHADOWPCF0\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0);\n #else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, darkness0);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);\n#else\n #ifdef SHADOWPCF1\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1);\n #else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, darkness1);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);\n#else\n #ifdef SHADOWPCF2\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2);\n #else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, darkness2);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);\n#else\n #ifdef SHADOWPCF3\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3);\n #else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, darkness3);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}",
  9936. defaultVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec3 position;\nattribute vec3 normal;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec3 color;\n#endif\n#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\n\n// Uniforms\n\n#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif\n\nuniform mat4 view;\nuniform mat4 viewProjection;\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform mat4 ambientMatrix;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY\nvarying vec2 vOpacityUV;\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform mat4 specularMatrix;\n#endif\n\n#ifdef BUMP\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n\n#ifdef BONES\nuniform mat4 mBones[BonesPerMesh];\n#endif\n\n// Output\nvarying vec3 vPositionW;\nvarying vec3 vNormalW;\n\n#ifdef VERTEXCOLOR\nvarying vec3 vColor;\n#endif\n\n#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif\n\n#ifdef FOG\nvarying float fFogDistance;\n#endif\n\n#ifdef SHADOWS\n#ifdef LIGHT0\nuniform mat4 lightMatrix0;\nvarying vec4 vPositionFromLight0;\n#endif\n#ifdef LIGHT1\nuniform mat4 lightMatrix1;\nvarying vec4 vPositionFromLight1;\n#endif\n#ifdef LIGHT2\nuniform mat4 lightMatrix2;\nvarying vec4 vPositionFromLight2;\n#endif\n#ifdef LIGHT3\nuniform mat4 lightMatrix3;\nvarying vec4 vPositionFromLight3;\n#endif\n#endif\n\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\n#endif\n\nvoid main(void) {\n mat4 finalWorld;\n\n#ifdef REFLECTION\n vPositionUVW = position;\n#endif \n\n#ifdef BONES\n mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\n mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\n mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\n\n#ifdef BONES4\n mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\n finalWorld = world * (m0 + m1 + m2 + m3);\n#else\n finalWorld = world * (m0 + m1 + m2);\n#endif \n\n#else\n#ifdef INSTANCES\n finalWorld = mat4(world0, world1, world2, world3);\n#else\n finalWorld = world;\n#endif\n#endif\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n\n vec4 worldPos = finalWorld * vec4(position, 1.0);\n vPositionW = vec3(worldPos);\n vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\n\n // Texture coordinates\n#ifndef UV1\n vec2 uv = vec2(0., 0.);\n#endif\n#ifndef UV2\n vec2 uv2 = vec2(0., 0.);\n#endif\n\n#ifdef DIFFUSE\n if (vDiffuseInfos.x == 0.)\n {\n vDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef AMBIENT\n if (vAmbientInfos.x == 0.)\n {\n vAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef OPACITY\n if (vOpacityInfos.x == 0.)\n {\n vOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef EMISSIVE\n if (vEmissiveInfos.x == 0.)\n {\n vEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef SPECULAR\n if (vSpecularInfos.x == 0.)\n {\n vSpecularUV = vec2(specularMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vSpecularUV = vec2(specularMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef BUMP\n if (vBumpInfos.x == 0.)\n {\n vBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n // Clip plane\n#ifdef CLIPPLANE\n fClipDistance = dot(worldPos, vClipPlane);\n#endif\n\n // Fog\n#ifdef FOG\n fFogDistance = (view * worldPos).z;\n#endif\n\n // Shadows\n#ifdef SHADOWS\n#ifdef LIGHT0\n vPositionFromLight0 = lightMatrix0 * worldPos;\n#endif\n#ifdef LIGHT1\n vPositionFromLight1 = lightMatrix1 * worldPos;\n#endif\n#ifdef LIGHT2\n vPositionFromLight2 = lightMatrix2 * worldPos;\n#endif\n#ifdef LIGHT3\n vPositionFromLight3 = lightMatrix3 * worldPos;\n#endif\n#endif\n\n // Vertex color\n#ifdef VERTEXCOLOR\n vColor = color;\n#endif\n}",
  9937. displayPassPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D passSampler;\n\nvoid main(void)\n{\n gl_FragColor = texture2D(passSampler, vUV);\n}",
  9938. filterPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform mat4 kernelMatrix;\n\nvoid main(void)\n{\n vec3 baseColor = texture2D(textureSampler, vUV).rgb;\n vec3 updatedColor = (kernelMatrix * vec4(baseColor, 1.0)).rgb;\n\n gl_FragColor = vec4(updatedColor, 1.0);\n}",
  9939. fxaaPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define FXAA_REDUCE_MIN (1.0/128.0)\n#define FXAA_REDUCE_MUL (1.0/8.0)\n#define FXAA_SPAN_MAX 8.0\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 texelSize;\n\nvoid main(){\n vec2 localTexelSize = texelSize;\n vec4 rgbNW = texture2D(textureSampler, (vUV + vec2(-1.0, -1.0) * localTexelSize));\n vec4 rgbNE = texture2D(textureSampler, (vUV + vec2(1.0, -1.0) * localTexelSize));\n vec4 rgbSW = texture2D(textureSampler, (vUV + vec2(-1.0, 1.0) * localTexelSize));\n vec4 rgbSE = texture2D(textureSampler, (vUV + vec2(1.0, 1.0) * localTexelSize));\n vec4 rgbM = texture2D(textureSampler, vUV);\n vec4 luma = vec4(0.299, 0.587, 0.114, 1.0);\n float lumaNW = dot(rgbNW, luma);\n float lumaNE = dot(rgbNE, luma);\n float lumaSW = dot(rgbSW, luma);\n float lumaSE = dot(rgbSE, luma);\n float lumaM = dot(rgbM, luma);\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n\n vec2 dir = vec2(-((lumaNW + lumaNE) - (lumaSW + lumaSE)), ((lumaNW + lumaSW) - (lumaNE + lumaSE)));\n\n float dirReduce = max(\n (lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),\n FXAA_REDUCE_MIN);\n\n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\n dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\n max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\n dir * rcpDirMin)) * localTexelSize;\n\n vec4 rgbA = 0.5 * (\n texture2D(textureSampler, vUV + dir * (1.0 / 3.0 - 0.5)) +\n texture2D(textureSampler, vUV + dir * (2.0 / 3.0 - 0.5)));\n\n vec4 rgbB = rgbA * 0.5 + 0.25 * (\n texture2D(textureSampler, vUV + dir * -0.5) +\n texture2D(textureSampler, vUV + dir * 0.5));\n float lumaB = dot(rgbB, luma);\n if ((lumaB < lumaMin) || (lumaB > lumaMax)) {\n gl_FragColor = rgbA;\n }\n else {\n gl_FragColor = rgbB;\n }\n}",
  9940. layerPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\n// Color\nuniform vec4 color;\n\nvoid main(void) {\n vec4 baseColor = texture2D(textureSampler, vUV);\n\n gl_FragColor = baseColor * color;\n}",
  9941. layerVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec2 position;\n\n// Uniforms\nuniform mat4 textureMatrix;\n\n// Output\nvarying vec2 vUV;\n\nconst vec2 madd = vec2(0.5, 0.5);\n\nvoid main(void) { \n\n vUV = vec2(textureMatrix * vec4(position * madd + madd, 1.0, 0.0));\n gl_Position = vec4(position, 0.0, 1.0);\n}",
  9942. legacydefaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_PROJECTION 4.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\nvarying vec3 vNormalW;\n\n#ifdef VERTEXCOLOR\nvarying vec3 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef REFLECTION\nvarying vec3 vReflectionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);\n return dot(color, bitShift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv));\n\n if (depth.z > shadow)\n {\n return 0.;\n }\n return 1.;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.);\n\n float d = t - moments.x;\n return variance / (variance + d * d);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return clamp(1.3 - ChebychevInequality(moments, depth.z), 0., 1.0);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nmat3 computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 diffuseColor, vec3 specularColor) {\n mat3 result;\n\n vec3 lightVectorW;\n if (lightData.w == 0.)\n {\n lightVectorW = normalize(lightData.xyz - vPositionW);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = max(0., pow(specComp, max(1.0, vSpecularColor.a)));\n\n result[0] = ndl * diffuseColor.rgb;\n result[1] = specComp * specularColor;\n result[2] = vec3(0.);\n\n return result;\n}\n\nmat3 computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec4 diffuseColor, vec3 specularColor) {\n mat3 result;\n\n vec3 lightVectorW = normalize(lightData.xyz - vPositionW);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = max(0., (cosAngle - lightDirection.w) / (1. - cosAngle));\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result[0] = ndl * spotAtten * diffuseColor.rgb;\n result[1] = specComp * specularColor * spotAtten;\n result[2] = vec3(0.);\n\n return result;\n }\n\n result[0] = vec3(0.);\n result[1] = vec3(0.);\n result[2] = vec3(0.);\n\n return result;\n}\n\nmat3 computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 diffuseColor, vec3 specularColor, vec3 groundColor) {\n mat3 result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result[0] = mix(groundColor, diffuseColor.rgb, ndl);\n result[1] = specComp * specularColor;\n result[2] = vec3(0.);\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n#ifdef VERTEXCOLOR\n diffuseColor *= vColor;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n vec3 normalW = normalize(vNormalW);\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n mat3 info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0, vLightSpecular0);\n#endif\n#ifdef HEMILIGHT0\n mat3 info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n mat3 info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0, vLightSpecular0);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);\n#else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0);\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info[0] * shadow;\n specularBase += info[1] * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1, vLightSpecular1);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1, vLightSpecular1);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);\n#else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1);\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info[0] * shadow;\n specularBase += info[1] * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2, vLightSpecular2);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2, vLightSpecular2);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);\n#else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2);\n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info[0] * shadow;\n specularBase += info[1] * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3, vLightSpecular3);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3, vLightSpecular3);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);\n#else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3);\n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info[0] * shadow;\n specularBase += info[1] * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}",
  9943. legacydefaultVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Attributes\nattribute vec3 position;\nattribute vec3 normal;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec3 color;\n#endif\n#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\n\n// Uniforms\nuniform mat4 world;\nuniform mat4 view;\nuniform mat4 viewProjection;\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform mat4 ambientMatrix;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY\nvarying vec2 vOpacityUV;\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef REFLECTION\nuniform vec3 vEyePosition;\nvarying vec3 vReflectionUVW;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform mat4 specularMatrix;\n#endif\n\n#ifdef BUMP\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n\n#ifdef BONES\nuniform mat4 mBones[BonesPerMesh];\n#endif\n\n// Output\nvarying vec3 vPositionW;\nvarying vec3 vNormalW;\n\n#ifdef VERTEXCOLOR\nvarying vec3 vColor;\n#endif\n\n#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif\n\n#ifdef FOG\nvarying float fFogDistance;\n#endif\n\n#ifdef SHADOWS\n#ifdef LIGHT0\nuniform mat4 lightMatrix0;\nvarying vec4 vPositionFromLight0;\n#endif\n#ifdef LIGHT1\nuniform mat4 lightMatrix1;\nvarying vec4 vPositionFromLight1;\n#endif\n#ifdef LIGHT2\nuniform mat4 lightMatrix2;\nvarying vec4 vPositionFromLight2;\n#endif\n#ifdef LIGHT3\nuniform mat4 lightMatrix3;\nvarying vec4 vPositionFromLight3;\n#endif\n#endif\n\n#ifdef REFLECTION\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return position;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\nvoid main(void) {\n mat4 finalWorld;\n\n#ifdef BONES\n mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\n mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\n mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\n\n#ifdef BONES4\n mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\n finalWorld = world * (m0 + m1 + m2 + m3);\n#else\n finalWorld = world * (m0 + m1 + m2);\n#endif \n\n#else\n finalWorld = world;\n#endif\n\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n\n vec4 worldPos = finalWorld * vec4(position, 1.0);\n vPositionW = vec3(worldPos);\n vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\n\n // Texture coordinates\n#ifndef UV1\n vec2 uv = vec2(0., 0.);\n#endif\n#ifndef UV2\n vec2 uv2 = vec2(0., 0.);\n#endif\n\n#ifdef DIFFUSE\n if (vDiffuseInfos.x == 0.)\n {\n vDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef AMBIENT\n if (vAmbientInfos.x == 0.)\n {\n vAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef OPACITY\n if (vOpacityInfos.x == 0.)\n {\n vOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef REFLECTION\n vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), vNormalW);\n#endif\n\n#ifdef EMISSIVE\n if (vEmissiveInfos.x == 0.)\n {\n vEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef SPECULAR\n if (vSpecularInfos.x == 0.)\n {\n vSpecularUV = vec2(specularMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vSpecularUV = vec2(specularMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef BUMP\n if (vBumpInfos.x == 0.)\n {\n vBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n // Clip plane\n#ifdef CLIPPLANE\n fClipDistance = dot(worldPos, vClipPlane);\n#endif\n\n // Fog\n#ifdef FOG\n fFogDistance = (view * worldPos).z;\n#endif\n\n // Shadows\n#ifdef SHADOWS\n#ifdef LIGHT0\n vPositionFromLight0 = lightMatrix0 * worldPos;\n#endif\n#ifdef LIGHT1\n vPositionFromLight1 = lightMatrix1 * worldPos;\n#endif\n#ifdef LIGHT2\n vPositionFromLight2 = lightMatrix2 * worldPos;\n#endif\n#ifdef LIGHT3\n vPositionFromLight3 = lightMatrix3 * worldPos;\n#endif\n#endif\n\n // Vertex color\n#ifdef VERTEXCOLOR\n vColor = color;\n#endif\n}",
  9944. lensFlarePixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\n// Color\nuniform vec4 color;\n\nvoid main(void) {\n vec4 baseColor = texture2D(textureSampler, vUV);\n\n gl_FragColor = baseColor * color;\n}",
  9945. lensFlareVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec2 position;\n\n// Uniforms\nuniform mat4 viewportMatrix;\n\n// Output\nvarying vec2 vUV;\n\nconst vec2 madd = vec2(0.5, 0.5);\n\nvoid main(void) { \n\n vUV = position * madd + madd;\n gl_Position = viewportMatrix * vec4(position, 0.0, 1.0);\n}",
  9946. oculusDistortionCorrectionPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 LensCenter;\nuniform vec2 Scale;\nuniform vec2 ScaleIn;\nuniform vec4 HmdWarpParam;\n\nvec2 HmdWarp(vec2 in01) {\n\n vec2 theta = (in01 - LensCenter) * ScaleIn; // Scales to [-1, 1]\n float rSq = theta.x * theta.x + theta.y * theta.y;\n vec2 rvector = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);\n return LensCenter + Scale * rvector;\n}\n\nvoid main(void)\n{\n vec2 tc = HmdWarp(vUV);\n if (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0)\n gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n else{\n gl_FragColor = vec4(texture2D(textureSampler, tc).rgb, 1.0);\n }\n}",
  9947. outlinePixelShader:"precision highp float;\n\nuniform vec3 color;\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n\nvoid main(void) {\n#ifdef ALPHATEST\n if (texture2D(diffuseSampler, vUV).a < 0.4)\n discard;\n#endif\n\n gl_FragColor = vec4(color, 1.);\n}",
  9948. outlineVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attribute\nattribute vec3 position;\nattribute vec3 normal;\n\n#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\n\n// Uniform\nuniform float offset;\n\n#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif\n\nuniform mat4 viewProjection;\n#ifdef BONES\nuniform mat4 mBones[BonesPerMesh];\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n\nvoid main(void)\n{\n#ifdef INSTANCES\n mat4 finalWorld = mat4(world0, world1, world2, world3);\n#else\n mat4 finalWorld = world;\n#endif\n\n vec3 offsetPosition = position + normal * offset;\n\n#ifdef BONES\n mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\n mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\n mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\n mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\n finalWorld = finalWorld * (m0 + m1 + m2 + m3);\n gl_Position = viewProjection * finalWorld * vec4(offsetPosition, 1.0);\n#else\n gl_Position = viewProjection * finalWorld * vec4(offsetPosition, 1.0);\n#endif\n\n#ifdef ALPHATEST\n#ifdef UV1\n vUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n#endif\n#ifdef UV2\n vUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n#endif\n#endif\n}",
  9949. particlesPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nvarying vec4 vColor;\nuniform vec4 textureMask;\nuniform sampler2D diffuseSampler;\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\nvoid main(void) {\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n vec4 baseColor = texture2D(diffuseSampler, vUV);\n\n gl_FragColor = (baseColor * textureMask + (vec4(1., 1., 1., 1.) - textureMask)) * vColor;\n}",
  9950. particlesVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec3 position;\nattribute vec4 color;\nattribute vec4 options;\n\n// Uniforms\nuniform mat4 view;\nuniform mat4 projection;\n\n// Output\nvarying vec2 vUV;\nvarying vec4 vColor;\n\n#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nuniform mat4 invView;\nvarying float fClipDistance;\n#endif\n\nvoid main(void) { \n vec3 viewPos = (view * vec4(position, 1.0)).xyz; \n vec3 cornerPos;\n float size = options.y;\n float angle = options.x;\n vec2 offset = options.zw;\n\n cornerPos = vec3(offset.x - 0.5, offset.y - 0.5, 0.) * size;\n\n // Rotate\n vec3 rotatedCorner;\n rotatedCorner.x = cornerPos.x * cos(angle) - cornerPos.y * sin(angle);\n rotatedCorner.y = cornerPos.x * sin(angle) + cornerPos.y * cos(angle);\n rotatedCorner.z = 0.;\n\n // Position\n viewPos += rotatedCorner;\n gl_Position = projection * vec4(viewPos, 1.0); \n \n vColor = color;\n vUV = offset;\n\n // Clip plane\n#ifdef CLIPPLANE\n vec4 worldPos = invView * vec4(viewPos, 1.0);\n fClipDistance = dot(worldPos, vClipPlane);\n#endif\n}",
  9951. passPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nvoid main(void) \n{\n gl_FragColor = texture2D(textureSampler, vUV);\n}",
  9952. postprocessVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec2 position;\n\n// Output\nvarying vec2 vUV;\n\nconst vec2 madd = vec2(0.5, 0.5);\n\nvoid main(void) { \n\n vUV = position * madd + madd;\n gl_Position = vec4(position, 0.0, 1.0);\n}",
  9953. refractionPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D refractionSampler;\n\n// Parameters\nuniform vec3 baseColor;\nuniform float depth;\nuniform float colorLevel;\n\nvoid main() {\n float ref = 1.0 - texture2D(refractionSampler, vUV).r;\n\n vec2 uv = vUV - vec2(0.5);\n vec2 offset = uv * depth * ref;\n vec3 sourceColor = texture2D(textureSampler, vUV - offset).rgb;\n\n gl_FragColor = vec4(sourceColor + sourceColor * ref * colorLevel, 1.0);\n}",
  9954. shadowMapPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bitOffset = vec4(255. * 255. * 255., 255. * 255., 255., 1.);\n const vec4 bitMask = vec4(0., 1. / 255., 1. / 255., 1. / 255.);\n \n vec4 comp = mod(depth * bitOffset * vec4(254.), vec4(255.)) / vec4(254.);\n comp -= comp.xxyz * bitMask;\n \n return comp;\n}\n\n// Thanks to http://devmaster.net/\nvec2 packHalf(float depth) \n{ \n const vec2 bitOffset = vec2(1.0 / 255., 0.);\n vec2 color = vec2(depth, fract(depth * 255.));\n\n return color - (color.yy * bitOffset);\n}\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n\nvoid main(void)\n{\n#ifdef ALPHATEST\n if (texture2D(diffuseSampler, vUV).a < 0.4)\n discard;\n#endif\n\n#ifdef VSM\n float moment1 = gl_FragCoord.z / gl_FragCoord.w;\n float moment2 = moment1 * moment1;\n gl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\n gl_FragColor = pack(vPosition.z / vPosition.w);\n#endif\n}",
  9955. shadowMapVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attribute\nattribute vec3 position;\n#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\n\n// Uniform\n#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif\n\nuniform mat4 viewProjection;\n#ifdef BONES\nuniform mat4 mBones[BonesPerMesh];\n#endif\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n\nvoid main(void)\n{\n#ifdef INSTANCES\n mat4 finalWorld = mat4(world0, world1, world2, world3);\n#else\n mat4 finalWorld = world;\n#endif\n\n#ifdef BONES\n mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\n mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\n mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\n mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\n finalWorld = finalWorld * (m0 + m1 + m2 + m3);\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n#else\n#ifndef VSM\n vPosition = viewProjection * finalWorld * vec4(position, 1.0);\n#endif\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n#endif\n\n#ifdef ALPHATEST\n#ifdef UV1\n vUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n#endif\n#ifdef UV2\n vUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n#endif\n#endif\n}",
  9956. spritesPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nuniform bool alphaTest;\n\nvarying vec4 vColor;\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return min(1., max(0., fogCoeff));\n}\n#endif\n\n\nvoid main(void) {\n vec4 baseColor = texture2D(diffuseSampler, vUV);\n\n if (alphaTest) \n {\n if (baseColor.a < 0.95)\n discard;\n }\n\n baseColor *= vColor;\n\n#ifdef FOG\n float fog = CalcFogFactor();\n baseColor.rgb = fog * baseColor.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = baseColor;\n}",
  9957. spritesVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec3 position;\nattribute vec4 options;\nattribute vec4 cellInfo;\nattribute vec4 color;\n\n// Uniforms\nuniform vec2 textureInfos;\nuniform mat4 view;\nuniform mat4 projection;\n\n// Output\nvarying vec2 vUV;\nvarying vec4 vColor;\n\n#ifdef FOG\nvarying float fFogDistance;\n#endif\n\nvoid main(void) { \n vec3 viewPos = (view * vec4(position, 1.0)).xyz; \n vec3 cornerPos;\n \n float angle = options.x;\n float size = options.y;\n vec2 offset = options.zw;\n vec2 uvScale = textureInfos.xy;\n\n cornerPos = vec3(offset.x - 0.5, offset.y - 0.5, 0.) * size;\n\n // Rotate\n vec3 rotatedCorner;\n rotatedCorner.x = cornerPos.x * cos(angle) - cornerPos.y * sin(angle);\n rotatedCorner.y = cornerPos.x * sin(angle) + cornerPos.y * cos(angle);\n rotatedCorner.z = 0.;\n\n // Position\n viewPos += rotatedCorner;\n gl_Position = projection * vec4(viewPos, 1.0); \n\n // Color\n vColor = color;\n \n // Texture\n vec2 uvOffset = vec2(abs(offset.x - cellInfo.x), 1.0 - abs(offset.y - cellInfo.y));\n\n vUV = (uvOffset + cellInfo.zw) * uvScale;\n\n // Fog\n#ifdef FOG\n fFogDistance = viewPos.z;\n#endif\n}",
  9958. };
  9959. return Effect;
  9960. })();
  9961. BABYLON.Effect = Effect;
  9962. })(BABYLON || (BABYLON = {}));
  9963. var BABYLON;
  9964. (function (BABYLON) {
  9965. var Material = (function () {
  9966. function Material(name, scene, doNotAdd) {
  9967. this.name = name;
  9968. this.checkReadyOnEveryCall = true;
  9969. this.checkReadyOnlyOnce = false;
  9970. this.state = "";
  9971. this.alpha = 1.0;
  9972. this.wireframe = false;
  9973. this.backFaceCulling = true;
  9974. this._wasPreviouslyReady = false;
  9975. this.id = name;
  9976. this._scene = scene;
  9977. if (!doNotAdd) {
  9978. scene.materials.push(this);
  9979. }
  9980. }
  9981. Material.prototype.isReady = function (mesh, useInstances) {
  9982. return true;
  9983. };
  9984. Material.prototype.getEffect = function () {
  9985. return this._effect;
  9986. };
  9987. Material.prototype.getScene = function () {
  9988. return this._scene;
  9989. };
  9990. Material.prototype.needAlphaBlending = function () {
  9991. return (this.alpha < 1.0);
  9992. };
  9993. Material.prototype.needAlphaTesting = function () {
  9994. return false;
  9995. };
  9996. Material.prototype.getAlphaTestTexture = function () {
  9997. return null;
  9998. };
  9999. Material.prototype.trackCreation = function (onCompiled, onError) {
  10000. };
  10001. Material.prototype._preBind = function () {
  10002. var engine = this._scene.getEngine();
  10003. engine.enableEffect(this._effect);
  10004. engine.setState(this.backFaceCulling);
  10005. };
  10006. Material.prototype.bind = function (world, mesh) {
  10007. };
  10008. Material.prototype.bindOnlyWorldMatrix = function (world) {
  10009. };
  10010. Material.prototype.unbind = function () {
  10011. };
  10012. Material.prototype.dispose = function (forceDisposeEffect) {
  10013. var index = this._scene.materials.indexOf(this);
  10014. this._scene.materials.splice(index, 1);
  10015. if (forceDisposeEffect && this._effect) {
  10016. this._scene.getEngine()._releaseEffect(this._effect);
  10017. this._effect = null;
  10018. }
  10019. if (this.onDispose) {
  10020. this.onDispose();
  10021. }
  10022. };
  10023. return Material;
  10024. })();
  10025. BABYLON.Material = Material;
  10026. })(BABYLON || (BABYLON = {}));
  10027. var __extends = this.__extends || function (d, b) {
  10028. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  10029. function __() { this.constructor = d; }
  10030. __.prototype = b.prototype;
  10031. d.prototype = new __();
  10032. };
  10033. var BABYLON;
  10034. (function (BABYLON) {
  10035. var maxSimultaneousLights = 4;
  10036. var FresnelParameters = (function () {
  10037. function FresnelParameters() {
  10038. this.isEnabled = true;
  10039. this.leftColor = BABYLON.Color3.White();
  10040. this.rightColor = BABYLON.Color3.Black();
  10041. this.bias = 0;
  10042. this.power = 1;
  10043. }
  10044. return FresnelParameters;
  10045. })();
  10046. BABYLON.FresnelParameters = FresnelParameters;
  10047. var StandardMaterial = (function (_super) {
  10048. __extends(StandardMaterial, _super);
  10049. function StandardMaterial(name, scene) {
  10050. var _this = this;
  10051. _super.call(this, name, scene);
  10052. this.ambientColor = new BABYLON.Color3(0, 0, 0);
  10053. this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  10054. this.specularColor = new BABYLON.Color3(1, 1, 1);
  10055. this.specularPower = 64;
  10056. this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  10057. this.useAlphaFromDiffuseTexture = false;
  10058. this.useSpecularOverAlpha = true;
  10059. this._cachedDefines = null;
  10060. this._renderTargets = new BABYLON.SmartArray(16);
  10061. this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  10062. this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  10063. this._scaledDiffuse = new BABYLON.Color3();
  10064. this._scaledSpecular = new BABYLON.Color3();
  10065. this.getRenderTargetTextures = function () {
  10066. _this._renderTargets.reset();
  10067. if (_this.reflectionTexture && _this.reflectionTexture.isRenderTarget) {
  10068. _this._renderTargets.push(_this.reflectionTexture);
  10069. }
  10070. return _this._renderTargets;
  10071. };
  10072. }
  10073. StandardMaterial.prototype.needAlphaBlending = function () {
  10074. return (this.alpha < 1.0) || (this.opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled;
  10075. };
  10076. StandardMaterial.prototype.needAlphaTesting = function () {
  10077. return this.diffuseTexture != null && this.diffuseTexture.hasAlpha && !this.diffuseTexture.getAlphaFromRGB;
  10078. };
  10079. StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
  10080. return this.diffuseTexture != null && this.diffuseTexture.hasAlpha && this.useAlphaFromDiffuseTexture;
  10081. };
  10082. StandardMaterial.prototype.getAlphaTestTexture = function () {
  10083. return this.diffuseTexture;
  10084. };
  10085. StandardMaterial.prototype.isReady = function (mesh, useInstances) {
  10086. if (this.checkReadyOnlyOnce) {
  10087. if (this._wasPreviouslyReady) {
  10088. return true;
  10089. }
  10090. }
  10091. var scene = this.getScene();
  10092. if (!this.checkReadyOnEveryCall) {
  10093. if (this._renderId === scene.getRenderId()) {
  10094. return true;
  10095. }
  10096. }
  10097. var engine = scene.getEngine();
  10098. var defines = [];
  10099. var fallbacks = new BABYLON.EffectFallbacks();
  10100. if (scene.texturesEnabled) {
  10101. if (this.diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  10102. if (!this.diffuseTexture.isReady()) {
  10103. return false;
  10104. } else {
  10105. defines.push("#define DIFFUSE");
  10106. }
  10107. }
  10108. if (this.ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  10109. if (!this.ambientTexture.isReady()) {
  10110. return false;
  10111. } else {
  10112. defines.push("#define AMBIENT");
  10113. }
  10114. }
  10115. if (this.opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  10116. if (!this.opacityTexture.isReady()) {
  10117. return false;
  10118. } else {
  10119. defines.push("#define OPACITY");
  10120. if (this.opacityTexture.getAlphaFromRGB) {
  10121. defines.push("#define OPACITYRGB");
  10122. }
  10123. }
  10124. }
  10125. if (this.reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  10126. if (!this.reflectionTexture.isReady()) {
  10127. return false;
  10128. } else {
  10129. defines.push("#define REFLECTION");
  10130. fallbacks.addFallback(0, "REFLECTION");
  10131. }
  10132. }
  10133. if (this.emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  10134. if (!this.emissiveTexture.isReady()) {
  10135. return false;
  10136. } else {
  10137. defines.push("#define EMISSIVE");
  10138. }
  10139. }
  10140. if (this.specularTexture && BABYLON.StandardMaterial.SpecularTextureEnabled) {
  10141. if (!this.specularTexture.isReady()) {
  10142. return false;
  10143. } else {
  10144. defines.push("#define SPECULAR");
  10145. fallbacks.addFallback(0, "SPECULAR");
  10146. }
  10147. }
  10148. }
  10149. if (scene.getEngine().getCaps().standardDerivatives && this.bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled) {
  10150. if (!this.bumpTexture.isReady()) {
  10151. return false;
  10152. } else {
  10153. defines.push("#define BUMP");
  10154. fallbacks.addFallback(0, "BUMP");
  10155. }
  10156. }
  10157. if (this.useSpecularOverAlpha) {
  10158. defines.push("#define SPECULAROVERALPHA");
  10159. fallbacks.addFallback(0, "SPECULAROVERALPHA");
  10160. }
  10161. if (scene.clipPlane) {
  10162. defines.push("#define CLIPPLANE");
  10163. }
  10164. if (engine.getAlphaTesting()) {
  10165. defines.push("#define ALPHATEST");
  10166. }
  10167. if (this._shouldUseAlphaFromDiffuseTexture()) {
  10168. defines.push("#define ALPHAFROMDIFFUSE");
  10169. }
  10170. if (scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  10171. defines.push("#define FOG");
  10172. fallbacks.addFallback(1, "FOG");
  10173. }
  10174. var shadowsActivated = false;
  10175. var lightIndex = 0;
  10176. if (scene.lightsEnabled) {
  10177. for (var index = 0; index < scene.lights.length; index++) {
  10178. var light = scene.lights[index];
  10179. if (!light.isEnabled()) {
  10180. continue;
  10181. }
  10182. if (light._excludedMeshesIds.length > 0) {
  10183. for (var excludedIndex = 0; excludedIndex < light._excludedMeshesIds.length; excludedIndex++) {
  10184. var excludedMesh = scene.getMeshByID(light._excludedMeshesIds[excludedIndex]);
  10185. if (excludedMesh) {
  10186. light.excludedMeshes.push(excludedMesh);
  10187. }
  10188. }
  10189. light._excludedMeshesIds = [];
  10190. }
  10191. if (light._includedOnlyMeshesIds.length > 0) {
  10192. for (var includedOnlyIndex = 0; includedOnlyIndex < light._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  10193. var includedOnlyMesh = scene.getMeshByID(light._includedOnlyMeshesIds[includedOnlyIndex]);
  10194. if (includedOnlyMesh) {
  10195. light.includedOnlyMeshes.push(includedOnlyMesh);
  10196. }
  10197. }
  10198. light._includedOnlyMeshesIds = [];
  10199. }
  10200. if (!light.canAffectMesh(mesh)) {
  10201. continue;
  10202. }
  10203. defines.push("#define LIGHT" + lightIndex);
  10204. if (lightIndex > 0) {
  10205. fallbacks.addFallback(lightIndex, "LIGHT" + lightIndex);
  10206. }
  10207. var type;
  10208. if (light instanceof BABYLON.SpotLight) {
  10209. type = "#define SPOTLIGHT" + lightIndex;
  10210. } else if (light instanceof BABYLON.HemisphericLight) {
  10211. type = "#define HEMILIGHT" + lightIndex;
  10212. } else {
  10213. type = "#define POINTDIRLIGHT" + lightIndex;
  10214. }
  10215. defines.push(type);
  10216. if (lightIndex > 0) {
  10217. fallbacks.addFallback(lightIndex, type.replace("#define ", ""));
  10218. }
  10219. var shadowGenerator = light.getShadowGenerator();
  10220. if (mesh && mesh.receiveShadows && shadowGenerator) {
  10221. defines.push("#define SHADOW" + lightIndex);
  10222. fallbacks.addFallback(0, "SHADOW" + lightIndex);
  10223. if (!shadowsActivated) {
  10224. defines.push("#define SHADOWS");
  10225. shadowsActivated = true;
  10226. }
  10227. if (shadowGenerator.useVarianceShadowMap) {
  10228. defines.push("#define SHADOWVSM" + lightIndex);
  10229. if (lightIndex > 0) {
  10230. fallbacks.addFallback(0, "SHADOWVSM" + lightIndex);
  10231. }
  10232. }
  10233. if (shadowGenerator.usePoissonSampling) {
  10234. defines.push("#define SHADOWPCF" + lightIndex);
  10235. if (lightIndex > 0) {
  10236. fallbacks.addFallback(0, "SHADOWPCF" + lightIndex);
  10237. }
  10238. }
  10239. }
  10240. lightIndex++;
  10241. if (lightIndex == maxSimultaneousLights)
  10242. break;
  10243. }
  10244. }
  10245. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled || this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled || this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled || this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  10246. var fresnelRank = 1;
  10247. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  10248. defines.push("#define DIFFUSEFRESNEL");
  10249. fallbacks.addFallback(fresnelRank, "DIFFUSEFRESNEL");
  10250. fresnelRank++;
  10251. }
  10252. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  10253. defines.push("#define OPACITYFRESNEL");
  10254. fallbacks.addFallback(fresnelRank, "OPACITYFRESNEL");
  10255. fresnelRank++;
  10256. }
  10257. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  10258. defines.push("#define REFLECTIONFRESNEL");
  10259. fallbacks.addFallback(fresnelRank, "REFLECTIONFRESNEL");
  10260. fresnelRank++;
  10261. }
  10262. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  10263. defines.push("#define EMISSIVEFRESNEL");
  10264. fallbacks.addFallback(fresnelRank, "EMISSIVEFRESNEL");
  10265. fresnelRank++;
  10266. }
  10267. defines.push("#define FRESNEL");
  10268. fallbacks.addFallback(fresnelRank - 1, "FRESNEL");
  10269. }
  10270. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  10271. if (mesh) {
  10272. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  10273. attribs.push(BABYLON.VertexBuffer.UVKind);
  10274. defines.push("#define UV1");
  10275. }
  10276. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  10277. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  10278. defines.push("#define UV2");
  10279. }
  10280. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  10281. attribs.push(BABYLON.VertexBuffer.ColorKind);
  10282. defines.push("#define VERTEXCOLOR");
  10283. }
  10284. if (mesh.skeleton && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  10285. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  10286. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  10287. defines.push("#define BONES");
  10288. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  10289. defines.push("#define BONES4");
  10290. fallbacks.addFallback(0, "BONES4");
  10291. }
  10292. if (useInstances) {
  10293. defines.push("#define INSTANCES");
  10294. attribs.push("world0");
  10295. attribs.push("world1");
  10296. attribs.push("world2");
  10297. attribs.push("world3");
  10298. }
  10299. }
  10300. var join = defines.join("\n");
  10301. if (this._cachedDefines != join) {
  10302. this._cachedDefines = join;
  10303. var shaderName = "default";
  10304. if (!scene.getEngine().getCaps().standardDerivatives) {
  10305. shaderName = "legacydefault";
  10306. }
  10307. this._effect = scene.getEngine().createEffect(shaderName, attribs, [
  10308. "world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor",
  10309. "vLightData0", "vLightDiffuse0", "vLightSpecular0", "vLightDirection0", "vLightGround0", "lightMatrix0",
  10310. "vLightData1", "vLightDiffuse1", "vLightSpecular1", "vLightDirection1", "vLightGround1", "lightMatrix1",
  10311. "vLightData2", "vLightDiffuse2", "vLightSpecular2", "vLightDirection2", "vLightGround2", "lightMatrix2",
  10312. "vLightData3", "vLightDiffuse3", "vLightSpecular3", "vLightDirection3", "vLightGround3", "lightMatrix3",
  10313. "vFogInfos", "vFogColor",
  10314. "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos",
  10315. "mBones",
  10316. "vClipPlane", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix",
  10317. "darkness0", "darkness1", "darkness2", "darkness3",
  10318. "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor"
  10319. ], [
  10320. "diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler", "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler",
  10321. "shadowSampler0", "shadowSampler1", "shadowSampler2", "shadowSampler3"
  10322. ], join, fallbacks, this.onCompiled, this.onError);
  10323. }
  10324. if (!this._effect.isReady()) {
  10325. return false;
  10326. }
  10327. this._renderId = scene.getRenderId();
  10328. this._wasPreviouslyReady = true;
  10329. return true;
  10330. };
  10331. StandardMaterial.prototype.unbind = function () {
  10332. if (this.reflectionTexture && this.reflectionTexture.isRenderTarget) {
  10333. this._effect.setTexture("reflection2DSampler", null);
  10334. }
  10335. };
  10336. StandardMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  10337. this._effect.setMatrix("world", world);
  10338. };
  10339. StandardMaterial.prototype.bind = function (world, mesh) {
  10340. var scene = this.getScene();
  10341. this.bindOnlyWorldMatrix(world);
  10342. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  10343. if (mesh.skeleton && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  10344. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  10345. }
  10346. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  10347. this._effect.setColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
  10348. this._effect.setColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
  10349. }
  10350. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  10351. this._effect.setColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
  10352. }
  10353. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  10354. this._effect.setColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
  10355. this._effect.setColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
  10356. }
  10357. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  10358. this._effect.setColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
  10359. this._effect.setColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
  10360. }
  10361. if (this.diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  10362. this._effect.setTexture("diffuseSampler", this.diffuseTexture);
  10363. this._effect.setFloat2("vDiffuseInfos", this.diffuseTexture.coordinatesIndex, this.diffuseTexture.level);
  10364. this._effect.setMatrix("diffuseMatrix", this.diffuseTexture.getTextureMatrix());
  10365. }
  10366. if (this.ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  10367. this._effect.setTexture("ambientSampler", this.ambientTexture);
  10368. this._effect.setFloat2("vAmbientInfos", this.ambientTexture.coordinatesIndex, this.ambientTexture.level);
  10369. this._effect.setMatrix("ambientMatrix", this.ambientTexture.getTextureMatrix());
  10370. }
  10371. if (this.opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  10372. this._effect.setTexture("opacitySampler", this.opacityTexture);
  10373. this._effect.setFloat2("vOpacityInfos", this.opacityTexture.coordinatesIndex, this.opacityTexture.level);
  10374. this._effect.setMatrix("opacityMatrix", this.opacityTexture.getTextureMatrix());
  10375. }
  10376. if (this.reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  10377. if (this.reflectionTexture.isCube) {
  10378. this._effect.setTexture("reflectionCubeSampler", this.reflectionTexture);
  10379. } else {
  10380. this._effect.setTexture("reflection2DSampler", this.reflectionTexture);
  10381. }
  10382. this._effect.setMatrix("reflectionMatrix", this.reflectionTexture.getReflectionTextureMatrix());
  10383. this._effect.setFloat3("vReflectionInfos", this.reflectionTexture.coordinatesMode, this.reflectionTexture.level, this.reflectionTexture.isCube ? 1 : 0);
  10384. }
  10385. if (this.emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  10386. this._effect.setTexture("emissiveSampler", this.emissiveTexture);
  10387. this._effect.setFloat2("vEmissiveInfos", this.emissiveTexture.coordinatesIndex, this.emissiveTexture.level);
  10388. this._effect.setMatrix("emissiveMatrix", this.emissiveTexture.getTextureMatrix());
  10389. }
  10390. if (this.specularTexture && BABYLON.StandardMaterial.SpecularTextureEnabled) {
  10391. this._effect.setTexture("specularSampler", this.specularTexture);
  10392. this._effect.setFloat2("vSpecularInfos", this.specularTexture.coordinatesIndex, this.specularTexture.level);
  10393. this._effect.setMatrix("specularMatrix", this.specularTexture.getTextureMatrix());
  10394. }
  10395. if (this.bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled) {
  10396. this._effect.setTexture("bumpSampler", this.bumpTexture);
  10397. this._effect.setFloat2("vBumpInfos", this.bumpTexture.coordinatesIndex, this.bumpTexture.level);
  10398. this._effect.setMatrix("bumpMatrix", this.bumpTexture.getTextureMatrix());
  10399. }
  10400. scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
  10401. this._effect.setVector3("vEyePosition", scene.activeCamera.position);
  10402. this._effect.setColor3("vAmbientColor", this._globalAmbientColor);
  10403. this._effect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  10404. this._effect.setColor4("vSpecularColor", this.specularColor, this.specularPower);
  10405. this._effect.setColor3("vEmissiveColor", this.emissiveColor);
  10406. if (scene.lightsEnabled) {
  10407. var lightIndex = 0;
  10408. for (var index = 0; index < scene.lights.length; index++) {
  10409. var light = scene.lights[index];
  10410. if (!light.isEnabled()) {
  10411. continue;
  10412. }
  10413. if (!light.canAffectMesh(mesh)) {
  10414. continue;
  10415. }
  10416. if (light instanceof BABYLON.PointLight) {
  10417. light.transferToEffect(this._effect, "vLightData" + lightIndex);
  10418. } else if (light instanceof BABYLON.DirectionalLight) {
  10419. light.transferToEffect(this._effect, "vLightData" + lightIndex);
  10420. } else if (light instanceof BABYLON.SpotLight) {
  10421. light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightDirection" + lightIndex);
  10422. } else if (light instanceof BABYLON.HemisphericLight) {
  10423. light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightGround" + lightIndex);
  10424. }
  10425. light.diffuse.scaleToRef(light.intensity, this._scaledDiffuse);
  10426. light.specular.scaleToRef(light.intensity, this._scaledSpecular);
  10427. this._effect.setColor4("vLightDiffuse" + lightIndex, this._scaledDiffuse, light.range);
  10428. this._effect.setColor3("vLightSpecular" + lightIndex, this._scaledSpecular);
  10429. var shadowGenerator = light.getShadowGenerator();
  10430. if (mesh.receiveShadows && shadowGenerator) {
  10431. this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.getTransformMatrix());
  10432. this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMap());
  10433. this._effect.setFloat("darkness" + lightIndex, shadowGenerator.getDarkness());
  10434. }
  10435. lightIndex++;
  10436. if (lightIndex == maxSimultaneousLights)
  10437. break;
  10438. }
  10439. }
  10440. if (scene.clipPlane) {
  10441. var clipPlane = scene.clipPlane;
  10442. this._effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  10443. }
  10444. if (scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this.reflectionTexture) {
  10445. this._effect.setMatrix("view", scene.getViewMatrix());
  10446. }
  10447. if (scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  10448. this._effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  10449. this._effect.setColor3("vFogColor", scene.fogColor);
  10450. }
  10451. };
  10452. StandardMaterial.prototype.getAnimatables = function () {
  10453. var results = [];
  10454. if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) {
  10455. results.push(this.diffuseTexture);
  10456. }
  10457. if (this.ambientTexture && this.ambientTexture.animations && this.ambientTexture.animations.length > 0) {
  10458. results.push(this.ambientTexture);
  10459. }
  10460. if (this.opacityTexture && this.opacityTexture.animations && this.opacityTexture.animations.length > 0) {
  10461. results.push(this.opacityTexture);
  10462. }
  10463. if (this.reflectionTexture && this.reflectionTexture.animations && this.reflectionTexture.animations.length > 0) {
  10464. results.push(this.reflectionTexture);
  10465. }
  10466. if (this.emissiveTexture && this.emissiveTexture.animations && this.emissiveTexture.animations.length > 0) {
  10467. results.push(this.emissiveTexture);
  10468. }
  10469. if (this.specularTexture && this.specularTexture.animations && this.specularTexture.animations.length > 0) {
  10470. results.push(this.specularTexture);
  10471. }
  10472. if (this.bumpTexture && this.bumpTexture.animations && this.bumpTexture.animations.length > 0) {
  10473. results.push(this.bumpTexture);
  10474. }
  10475. return results;
  10476. };
  10477. StandardMaterial.prototype.dispose = function (forceDisposeEffect) {
  10478. if (this.diffuseTexture) {
  10479. this.diffuseTexture.dispose();
  10480. }
  10481. if (this.ambientTexture) {
  10482. this.ambientTexture.dispose();
  10483. }
  10484. if (this.opacityTexture) {
  10485. this.opacityTexture.dispose();
  10486. }
  10487. if (this.reflectionTexture) {
  10488. this.reflectionTexture.dispose();
  10489. }
  10490. if (this.emissiveTexture) {
  10491. this.emissiveTexture.dispose();
  10492. }
  10493. if (this.specularTexture) {
  10494. this.specularTexture.dispose();
  10495. }
  10496. if (this.bumpTexture) {
  10497. this.bumpTexture.dispose();
  10498. }
  10499. _super.prototype.dispose.call(this, forceDisposeEffect);
  10500. };
  10501. StandardMaterial.prototype.clone = function (name) {
  10502. var newStandardMaterial = new BABYLON.StandardMaterial(name, this.getScene());
  10503. newStandardMaterial.checkReadyOnEveryCall = this.checkReadyOnEveryCall;
  10504. newStandardMaterial.alpha = this.alpha;
  10505. newStandardMaterial.wireframe = this.wireframe;
  10506. newStandardMaterial.backFaceCulling = this.backFaceCulling;
  10507. if (this.diffuseTexture && this.diffuseTexture.clone) {
  10508. newStandardMaterial.diffuseTexture = this.diffuseTexture.clone();
  10509. }
  10510. if (this.ambientTexture && this.ambientTexture.clone) {
  10511. newStandardMaterial.ambientTexture = this.ambientTexture.clone();
  10512. }
  10513. if (this.opacityTexture && this.opacityTexture.clone) {
  10514. newStandardMaterial.opacityTexture = this.opacityTexture.clone();
  10515. }
  10516. if (this.reflectionTexture && this.reflectionTexture.clone) {
  10517. newStandardMaterial.reflectionTexture = this.reflectionTexture.clone();
  10518. }
  10519. if (this.emissiveTexture && this.emissiveTexture.clone) {
  10520. newStandardMaterial.emissiveTexture = this.emissiveTexture.clone();
  10521. }
  10522. if (this.specularTexture && this.specularTexture.clone) {
  10523. newStandardMaterial.specularTexture = this.specularTexture.clone();
  10524. }
  10525. if (this.bumpTexture && this.bumpTexture.clone) {
  10526. newStandardMaterial.bumpTexture = this.bumpTexture.clone();
  10527. }
  10528. newStandardMaterial.ambientColor = this.ambientColor.clone();
  10529. newStandardMaterial.diffuseColor = this.diffuseColor.clone();
  10530. newStandardMaterial.specularColor = this.specularColor.clone();
  10531. newStandardMaterial.specularPower = this.specularPower;
  10532. newStandardMaterial.emissiveColor = this.emissiveColor.clone();
  10533. return newStandardMaterial;
  10534. };
  10535. StandardMaterial.DiffuseTextureEnabled = true;
  10536. StandardMaterial.AmbientTextureEnabled = true;
  10537. StandardMaterial.OpacityTextureEnabled = true;
  10538. StandardMaterial.ReflectionTextureEnabled = true;
  10539. StandardMaterial.EmissiveTextureEnabled = true;
  10540. StandardMaterial.SpecularTextureEnabled = true;
  10541. StandardMaterial.BumpTextureEnabled = true;
  10542. return StandardMaterial;
  10543. })(BABYLON.Material);
  10544. BABYLON.StandardMaterial = StandardMaterial;
  10545. })(BABYLON || (BABYLON = {}));
  10546. var __extends = this.__extends || function (d, b) {
  10547. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  10548. function __() { this.constructor = d; }
  10549. __.prototype = b.prototype;
  10550. d.prototype = new __();
  10551. };
  10552. var BABYLON;
  10553. (function (BABYLON) {
  10554. var MultiMaterial = (function (_super) {
  10555. __extends(MultiMaterial, _super);
  10556. function MultiMaterial(name, scene) {
  10557. _super.call(this, name, scene, true);
  10558. this.subMaterials = new Array();
  10559. scene.multiMaterials.push(this);
  10560. }
  10561. MultiMaterial.prototype.getSubMaterial = function (index) {
  10562. if (index < 0 || index >= this.subMaterials.length) {
  10563. return this.getScene().defaultMaterial;
  10564. }
  10565. return this.subMaterials[index];
  10566. };
  10567. MultiMaterial.prototype.isReady = function (mesh) {
  10568. for (var index = 0; index < this.subMaterials.length; index++) {
  10569. var subMaterial = this.subMaterials[index];
  10570. if (subMaterial) {
  10571. if (!this.subMaterials[index].isReady(mesh)) {
  10572. return false;
  10573. }
  10574. }
  10575. }
  10576. return true;
  10577. };
  10578. return MultiMaterial;
  10579. })(BABYLON.Material);
  10580. BABYLON.MultiMaterial = MultiMaterial;
  10581. })(BABYLON || (BABYLON = {}));
  10582. var BABYLON;
  10583. (function (BABYLON) {
  10584. var Database = (function () {
  10585. function Database(urlToScene, callbackManifestChecked) {
  10586. this.idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
  10587. this.callbackManifestChecked = callbackManifestChecked;
  10588. this.currentSceneUrl = BABYLON.Database.ReturnFullUrlLocation(urlToScene);
  10589. this.db = null;
  10590. this.enableSceneOffline = false;
  10591. this.enableTexturesOffline = false;
  10592. this.manifestVersionFound = 0;
  10593. this.mustUpdateRessources = false;
  10594. this.hasReachedQuota = false;
  10595. this.checkManifestFile();
  10596. }
  10597. Database.prototype.checkManifestFile = function () {
  10598. var _this = this;
  10599. function noManifestFile() {
  10600. BABYLON.Tools.Log("Valid manifest file not found. Scene & textures will be loaded directly from the web server.");
  10601. that.enableSceneOffline = false;
  10602. that.enableTexturesOffline = false;
  10603. that.callbackManifestChecked(false);
  10604. }
  10605. var that = this;
  10606. var manifestURL = this.currentSceneUrl + ".manifest";
  10607. var xhr = new XMLHttpRequest();
  10608. var manifestURLTimeStamped = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + (new Date()).getTime();
  10609. xhr.open("GET", manifestURLTimeStamped, true);
  10610. xhr.addEventListener("load", function () {
  10611. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  10612. try {
  10613. var manifestFile = JSON.parse(xhr.response);
  10614. _this.enableSceneOffline = manifestFile.enableSceneOffline;
  10615. _this.enableTexturesOffline = manifestFile.enableTexturesOffline;
  10616. if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
  10617. _this.manifestVersionFound = manifestFile.version;
  10618. }
  10619. if (_this.callbackManifestChecked) {
  10620. _this.callbackManifestChecked(true);
  10621. }
  10622. } catch (ex) {
  10623. noManifestFile();
  10624. }
  10625. } else {
  10626. noManifestFile();
  10627. }
  10628. }, false);
  10629. xhr.addEventListener("error", function (event) {
  10630. noManifestFile();
  10631. }, false);
  10632. try {
  10633. xhr.send();
  10634. } catch (ex) {
  10635. BABYLON.Tools.Error("Error on XHR send request.");
  10636. that.callbackManifestChecked(false);
  10637. }
  10638. };
  10639. Database.prototype.openAsync = function (successCallback, errorCallback) {
  10640. var _this = this;
  10641. function handleError() {
  10642. that.isSupported = false;
  10643. if (errorCallback)
  10644. errorCallback();
  10645. }
  10646. var that = this;
  10647. if (!this.idbFactory || !(this.enableSceneOffline || this.enableTexturesOffline)) {
  10648. this.isSupported = false;
  10649. if (errorCallback)
  10650. errorCallback();
  10651. } else {
  10652. if (!this.db) {
  10653. this.hasReachedQuota = false;
  10654. this.isSupported = true;
  10655. var request = this.idbFactory.open("babylonjs", 1);
  10656. request.onerror = function (event) {
  10657. handleError();
  10658. };
  10659. request.onblocked = function (event) {
  10660. BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
  10661. handleError();
  10662. };
  10663. request.onsuccess = function (event) {
  10664. _this.db = request.result;
  10665. successCallback();
  10666. };
  10667. request.onupgradeneeded = function (event) {
  10668. _this.db = (event.target).result;
  10669. try {
  10670. var scenesStore = _this.db.createObjectStore("scenes", { keyPath: "sceneUrl" });
  10671. var versionsStore = _this.db.createObjectStore("versions", { keyPath: "sceneUrl" });
  10672. var texturesStore = _this.db.createObjectStore("textures", { keyPath: "textureUrl" });
  10673. } catch (ex) {
  10674. BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
  10675. handleError();
  10676. }
  10677. };
  10678. } else {
  10679. if (successCallback)
  10680. successCallback();
  10681. }
  10682. }
  10683. };
  10684. Database.prototype.loadImageFromDB = function (url, image) {
  10685. var _this = this;
  10686. var completeURL = BABYLON.Database.ReturnFullUrlLocation(url);
  10687. var saveAndLoadImage = function () {
  10688. if (!_this.hasReachedQuota && _this.db !== null) {
  10689. _this._saveImageIntoDBAsync(completeURL, image);
  10690. } else {
  10691. image.src = url;
  10692. }
  10693. };
  10694. if (!this.mustUpdateRessources) {
  10695. this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
  10696. } else {
  10697. saveAndLoadImage();
  10698. }
  10699. };
  10700. Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
  10701. if (this.isSupported && this.db !== null) {
  10702. var texture;
  10703. var transaction = this.db.transaction(["textures"]);
  10704. transaction.onabort = function (event) {
  10705. image.src = url;
  10706. };
  10707. transaction.oncomplete = function (event) {
  10708. var blobTextureURL;
  10709. if (texture) {
  10710. var URL = window.URL || window.webkitURL;
  10711. blobTextureURL = URL.createObjectURL(texture.data, { oneTimeOnly: true });
  10712. image.onerror = function () {
  10713. BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
  10714. image.src = url;
  10715. };
  10716. image.src = blobTextureURL;
  10717. } else {
  10718. notInDBCallback();
  10719. }
  10720. };
  10721. var getRequest = transaction.objectStore("textures").get(url);
  10722. getRequest.onsuccess = function (event) {
  10723. texture = (event.target).result;
  10724. };
  10725. getRequest.onerror = function (event) {
  10726. BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
  10727. image.src = url;
  10728. };
  10729. } else {
  10730. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  10731. image.src = url;
  10732. }
  10733. };
  10734. Database.prototype._saveImageIntoDBAsync = function (url, image) {
  10735. var _this = this;
  10736. if (this.isSupported) {
  10737. var generateBlobUrl = function () {
  10738. var blobTextureURL;
  10739. if (blob) {
  10740. var URL = window.URL || window.webkitURL;
  10741. try {
  10742. blobTextureURL = URL.createObjectURL(blob, { oneTimeOnly: true });
  10743. } catch (ex) {
  10744. blobTextureURL = URL.createObjectURL(blob);
  10745. }
  10746. }
  10747. image.src = blobTextureURL;
  10748. };
  10749. if (BABYLON.Database.isUASupportingBlobStorage) {
  10750. var xhr = new XMLHttpRequest(), blob;
  10751. xhr.open("GET", url, true);
  10752. xhr.responseType = "blob";
  10753. xhr.addEventListener("load", function () {
  10754. if (xhr.status === 200) {
  10755. blob = xhr.response;
  10756. var transaction = _this.db.transaction(["textures"], "readwrite");
  10757. transaction.onabort = function (event) {
  10758. try {
  10759. if (event.srcElement.error.name === "QuotaExceededError") {
  10760. this.hasReachedQuota = true;
  10761. }
  10762. } catch (ex) {
  10763. }
  10764. generateBlobUrl();
  10765. };
  10766. transaction.oncomplete = function (event) {
  10767. generateBlobUrl();
  10768. };
  10769. var newTexture = { textureUrl: url, data: blob };
  10770. try {
  10771. var addRequest = transaction.objectStore("textures").put(newTexture);
  10772. addRequest.onsuccess = function (event) {
  10773. };
  10774. addRequest.onerror = function (event) {
  10775. generateBlobUrl();
  10776. };
  10777. } catch (ex) {
  10778. if (ex.code === 25) {
  10779. BABYLON.Database.isUASupportingBlobStorage = false;
  10780. }
  10781. image.src = url;
  10782. }
  10783. } else {
  10784. image.src = url;
  10785. }
  10786. }, false);
  10787. xhr.addEventListener("error", function (event) {
  10788. BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
  10789. image.src = url;
  10790. }, false);
  10791. xhr.send();
  10792. } else {
  10793. image.src = url;
  10794. }
  10795. } else {
  10796. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  10797. image.src = url;
  10798. }
  10799. };
  10800. Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
  10801. var _this = this;
  10802. var updateVersion = function (event) {
  10803. _this._saveVersionIntoDBAsync(url, versionLoaded);
  10804. };
  10805. this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
  10806. };
  10807. Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
  10808. var _this = this;
  10809. if (this.isSupported) {
  10810. var version;
  10811. try {
  10812. var transaction = this.db.transaction(["versions"]);
  10813. transaction.oncomplete = function (event) {
  10814. if (version) {
  10815. if (_this.manifestVersionFound > version.data) {
  10816. _this.mustUpdateRessources = true;
  10817. updateInDBCallback();
  10818. } else {
  10819. callback(version.data);
  10820. }
  10821. } else {
  10822. _this.mustUpdateRessources = true;
  10823. updateInDBCallback();
  10824. }
  10825. };
  10826. transaction.onabort = function (event) {
  10827. callback(-1);
  10828. };
  10829. var getRequest = transaction.objectStore("versions").get(url);
  10830. getRequest.onsuccess = function (event) {
  10831. version = (event.target).result;
  10832. };
  10833. getRequest.onerror = function (event) {
  10834. BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
  10835. callback(-1);
  10836. };
  10837. } catch (ex) {
  10838. BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
  10839. callback(-1);
  10840. }
  10841. } else {
  10842. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  10843. callback(-1);
  10844. }
  10845. };
  10846. Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
  10847. var _this = this;
  10848. if (this.isSupported && !this.hasReachedQuota) {
  10849. try {
  10850. var transaction = this.db.transaction(["versions"], "readwrite");
  10851. transaction.onabort = function (event) {
  10852. try {
  10853. if (event.srcElement.error.name === "QuotaExceededError") {
  10854. _this.hasReachedQuota = true;
  10855. }
  10856. } catch (ex) {
  10857. }
  10858. callback(-1);
  10859. };
  10860. transaction.oncomplete = function (event) {
  10861. callback(_this.manifestVersionFound);
  10862. };
  10863. var newVersion = { sceneUrl: url, data: this.manifestVersionFound };
  10864. var addRequest = transaction.objectStore("versions").put(newVersion);
  10865. addRequest.onsuccess = function (event) {
  10866. };
  10867. addRequest.onerror = function (event) {
  10868. BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
  10869. };
  10870. } catch (ex) {
  10871. BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
  10872. callback(-1);
  10873. }
  10874. } else {
  10875. callback(-1);
  10876. }
  10877. };
  10878. Database.prototype.loadFileFromDB = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
  10879. var _this = this;
  10880. var completeUrl = BABYLON.Database.ReturnFullUrlLocation(url);
  10881. var saveAndLoadFile = function (event) {
  10882. _this._saveFileIntoDBAsync(completeUrl, sceneLoaded, progressCallBack);
  10883. };
  10884. this._checkVersionFromDB(completeUrl, function (version) {
  10885. if (version !== -1) {
  10886. if (!_this.mustUpdateRessources) {
  10887. _this._loadFileFromDBAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
  10888. } else {
  10889. _this._saveFileIntoDBAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer);
  10890. }
  10891. } else {
  10892. errorCallback();
  10893. }
  10894. });
  10895. };
  10896. Database.prototype._loadFileFromDBAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
  10897. if (this.isSupported) {
  10898. var targetStore;
  10899. if (url.indexOf(".babylon") !== -1) {
  10900. targetStore = "scenes";
  10901. } else {
  10902. targetStore = "textures";
  10903. }
  10904. var file;
  10905. var transaction = this.db.transaction([targetStore]);
  10906. transaction.oncomplete = function (event) {
  10907. if (file) {
  10908. callback(file.data);
  10909. } else {
  10910. notInDBCallback();
  10911. }
  10912. };
  10913. transaction.onabort = function (event) {
  10914. notInDBCallback();
  10915. };
  10916. var getRequest = transaction.objectStore(targetStore).get(url);
  10917. getRequest.onsuccess = function (event) {
  10918. file = (event.target).result;
  10919. };
  10920. getRequest.onerror = function (event) {
  10921. BABYLON.Tools.Error("Error loading file " + url + " from DB.");
  10922. notInDBCallback();
  10923. };
  10924. } else {
  10925. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  10926. callback();
  10927. }
  10928. };
  10929. Database.prototype._saveFileIntoDBAsync = function (url, callback, progressCallback, useArrayBuffer) {
  10930. var _this = this;
  10931. if (this.isSupported) {
  10932. var targetStore;
  10933. if (url.indexOf(".babylon") !== -1) {
  10934. targetStore = "scenes";
  10935. } else {
  10936. targetStore = "textures";
  10937. }
  10938. var xhr = new XMLHttpRequest(), fileData;
  10939. xhr.open("GET", url, true);
  10940. if (useArrayBuffer) {
  10941. xhr.responseType = "arraybuffer";
  10942. }
  10943. xhr.onprogress = progressCallback;
  10944. xhr.addEventListener("load", function () {
  10945. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6)) {
  10946. fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
  10947. if (!_this.hasReachedQuota) {
  10948. var transaction = _this.db.transaction([targetStore], "readwrite");
  10949. transaction.onabort = function (event) {
  10950. try {
  10951. if (event.srcElement.error.name === "QuotaExceededError") {
  10952. this.hasReachedQuota = true;
  10953. }
  10954. } catch (ex) {
  10955. }
  10956. callback(fileData);
  10957. };
  10958. transaction.oncomplete = function (event) {
  10959. callback(fileData);
  10960. };
  10961. var newFile;
  10962. if (targetStore === "scenes") {
  10963. newFile = { sceneUrl: url, data: fileData, version: _this.manifestVersionFound };
  10964. } else {
  10965. newFile = { textureUrl: url, data: fileData };
  10966. }
  10967. try {
  10968. var addRequest = transaction.objectStore(targetStore).put(newFile);
  10969. addRequest.onsuccess = function (event) {
  10970. };
  10971. addRequest.onerror = function (event) {
  10972. BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
  10973. };
  10974. } catch (ex) {
  10975. callback(fileData);
  10976. }
  10977. } else {
  10978. callback(fileData);
  10979. }
  10980. } else {
  10981. callback();
  10982. }
  10983. }, false);
  10984. xhr.addEventListener("error", function (event) {
  10985. BABYLON.Tools.Error("error on XHR request.");
  10986. callback();
  10987. }, false);
  10988. xhr.send();
  10989. } else {
  10990. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  10991. callback();
  10992. }
  10993. };
  10994. Database.isUASupportingBlobStorage = true;
  10995. Database.parseURL = function (url) {
  10996. var a = document.createElement('a');
  10997. a.href = url;
  10998. var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
  10999. var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
  11000. var absLocation = url.substring(0, url.indexOf(fileName, 0));
  11001. return absLocation;
  11002. };
  11003. Database.ReturnFullUrlLocation = function (url) {
  11004. if (url.indexOf("http:/") === -1) {
  11005. return (BABYLON.Database.parseURL(window.location.href) + url);
  11006. } else {
  11007. return url;
  11008. }
  11009. };
  11010. return Database;
  11011. })();
  11012. BABYLON.Database = Database;
  11013. })(BABYLON || (BABYLON = {}));
  11014. var BABYLON;
  11015. (function (BABYLON) {
  11016. var SpriteManager = (function () {
  11017. function SpriteManager(name, imgUrl, capacity, cellSize, scene, epsilon) {
  11018. this.name = name;
  11019. this.cellSize = cellSize;
  11020. this.sprites = new Array();
  11021. this.renderingGroupId = 0;
  11022. this._vertexDeclaration = [3, 4, 4, 4];
  11023. this._vertexStrideSize = 15 * 4;
  11024. this._capacity = capacity;
  11025. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false);
  11026. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  11027. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  11028. this._epsilon = epsilon === undefined ? 0.01 : epsilon;
  11029. this._scene = scene;
  11030. this._scene.spriteManagers.push(this);
  11031. this._vertexDeclaration = [3, 4, 4, 4];
  11032. this._vertexStrideSize = 15 * 4;
  11033. this._vertexBuffer = scene.getEngine().createDynamicVertexBuffer(capacity * this._vertexStrideSize * 4);
  11034. var indices = [];
  11035. var index = 0;
  11036. for (var count = 0; count < capacity; count++) {
  11037. indices.push(index);
  11038. indices.push(index + 1);
  11039. indices.push(index + 2);
  11040. indices.push(index);
  11041. indices.push(index + 2);
  11042. indices.push(index + 3);
  11043. index += 4;
  11044. }
  11045. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  11046. this._vertices = new Float32Array(capacity * this._vertexStrideSize);
  11047. this._effectBase = this._scene.getEngine().createEffect("sprites", ["position", "options", "cellInfo", "color"], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  11048. this._effectFog = this._scene.getEngine().createEffect("sprites", ["position", "options", "cellInfo", "color"], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  11049. }
  11050. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  11051. var arrayOffset = index * 15;
  11052. if (offsetX == 0)
  11053. offsetX = this._epsilon;
  11054. else if (offsetX == 1)
  11055. offsetX = 1 - this._epsilon;
  11056. if (offsetY == 0)
  11057. offsetY = this._epsilon;
  11058. else if (offsetY == 1)
  11059. offsetY = 1 - this._epsilon;
  11060. this._vertices[arrayOffset] = sprite.position.x;
  11061. this._vertices[arrayOffset + 1] = sprite.position.y;
  11062. this._vertices[arrayOffset + 2] = sprite.position.z;
  11063. this._vertices[arrayOffset + 3] = sprite.angle;
  11064. this._vertices[arrayOffset + 4] = sprite.size;
  11065. this._vertices[arrayOffset + 5] = offsetX;
  11066. this._vertices[arrayOffset + 6] = offsetY;
  11067. this._vertices[arrayOffset + 7] = sprite.invertU ? 1 : 0;
  11068. this._vertices[arrayOffset + 8] = sprite.invertV ? 1 : 0;
  11069. var offset = (sprite.cellIndex / rowSize) >> 0;
  11070. this._vertices[arrayOffset + 9] = sprite.cellIndex - offset * rowSize;
  11071. this._vertices[arrayOffset + 10] = offset;
  11072. this._vertices[arrayOffset + 11] = sprite.color.r;
  11073. this._vertices[arrayOffset + 12] = sprite.color.g;
  11074. this._vertices[arrayOffset + 13] = sprite.color.b;
  11075. this._vertices[arrayOffset + 14] = sprite.color.a;
  11076. };
  11077. SpriteManager.prototype.render = function () {
  11078. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady())
  11079. return;
  11080. var engine = this._scene.getEngine();
  11081. var baseSize = this._spriteTexture.getBaseSize();
  11082. var deltaTime = BABYLON.Tools.GetDeltaTime();
  11083. var max = Math.min(this._capacity, this.sprites.length);
  11084. var rowSize = baseSize.width / this.cellSize;
  11085. var offset = 0;
  11086. for (var index = 0; index < max; index++) {
  11087. var sprite = this.sprites[index];
  11088. if (!sprite) {
  11089. continue;
  11090. }
  11091. sprite._animate(deltaTime);
  11092. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  11093. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  11094. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  11095. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  11096. }
  11097. engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices, max * this._vertexStrideSize);
  11098. var effect = this._effectBase;
  11099. if (this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  11100. effect = this._effectFog;
  11101. }
  11102. engine.enableEffect(effect);
  11103. var viewMatrix = this._scene.getViewMatrix();
  11104. effect.setTexture("diffuseSampler", this._spriteTexture);
  11105. effect.setMatrix("view", viewMatrix);
  11106. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  11107. effect.setFloat2("textureInfos", this.cellSize / baseSize.width, this.cellSize / baseSize.height);
  11108. if (this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  11109. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  11110. effect.setColor3("vFogColor", this._scene.fogColor);
  11111. }
  11112. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  11113. effect.setBool("alphaTest", true);
  11114. engine.setColorWrite(false);
  11115. engine.draw(true, 0, max * 6);
  11116. engine.setColorWrite(true);
  11117. effect.setBool("alphaTest", false);
  11118. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  11119. engine.draw(true, 0, max * 6);
  11120. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  11121. };
  11122. SpriteManager.prototype.dispose = function () {
  11123. if (this._vertexBuffer) {
  11124. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  11125. this._vertexBuffer = null;
  11126. }
  11127. if (this._indexBuffer) {
  11128. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  11129. this._indexBuffer = null;
  11130. }
  11131. if (this._spriteTexture) {
  11132. this._spriteTexture.dispose();
  11133. this._spriteTexture = null;
  11134. }
  11135. var index = this._scene.spriteManagers.indexOf(this);
  11136. this._scene.spriteManagers.splice(index, 1);
  11137. if (this.onDispose) {
  11138. this.onDispose();
  11139. }
  11140. };
  11141. return SpriteManager;
  11142. })();
  11143. BABYLON.SpriteManager = SpriteManager;
  11144. })(BABYLON || (BABYLON = {}));
  11145. var BABYLON;
  11146. (function (BABYLON) {
  11147. var Sprite = (function () {
  11148. function Sprite(name, manager) {
  11149. this.name = name;
  11150. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  11151. this.size = 1.0;
  11152. this.angle = 0;
  11153. this.cellIndex = 0;
  11154. this.invertU = 0;
  11155. this.invertV = 0;
  11156. this.animations = new Array();
  11157. this._animationStarted = false;
  11158. this._loopAnimation = false;
  11159. this._fromIndex = 0;
  11160. this._toIndex = 0;
  11161. this._delay = 0;
  11162. this._direction = 1;
  11163. this._frameCount = 0;
  11164. this._time = 0;
  11165. this._manager = manager;
  11166. this._manager.sprites.push(this);
  11167. this.position = BABYLON.Vector3.Zero();
  11168. }
  11169. Sprite.prototype.playAnimation = function (from, to, loop, delay) {
  11170. this._fromIndex = from;
  11171. this._toIndex = to;
  11172. this._loopAnimation = loop;
  11173. this._delay = delay;
  11174. this._animationStarted = true;
  11175. this._direction = from < to ? 1 : -1;
  11176. this.cellIndex = from;
  11177. this._time = 0;
  11178. };
  11179. Sprite.prototype.stopAnimation = function () {
  11180. this._animationStarted = false;
  11181. };
  11182. Sprite.prototype._animate = function (deltaTime) {
  11183. if (!this._animationStarted)
  11184. return;
  11185. this._time += deltaTime;
  11186. if (this._time > this._delay) {
  11187. this._time = this._time % this._delay;
  11188. this.cellIndex += this._direction;
  11189. if (this.cellIndex == this._toIndex) {
  11190. if (this._loopAnimation) {
  11191. this.cellIndex = this._fromIndex;
  11192. } else {
  11193. this._animationStarted = false;
  11194. if (this.disposeWhenFinishedAnimating) {
  11195. this.dispose();
  11196. }
  11197. }
  11198. }
  11199. }
  11200. };
  11201. Sprite.prototype.dispose = function () {
  11202. for (var i = 0; i < this._manager.sprites.length; i++) {
  11203. if (this._manager.sprites[i] == this) {
  11204. this._manager.sprites.splice(i, 1);
  11205. }
  11206. }
  11207. };
  11208. return Sprite;
  11209. })();
  11210. BABYLON.Sprite = Sprite;
  11211. })(BABYLON || (BABYLON = {}));
  11212. var BABYLON;
  11213. (function (BABYLON) {
  11214. var Layer = (function () {
  11215. function Layer(name, imgUrl, scene, isBackground, color) {
  11216. this.name = name;
  11217. this._vertexDeclaration = [2];
  11218. this._vertexStrideSize = 2 * 4;
  11219. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
  11220. this.isBackground = isBackground === undefined ? true : isBackground;
  11221. this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
  11222. this._scene = scene;
  11223. this._scene.layers.push(this);
  11224. var vertices = [];
  11225. vertices.push(1, 1);
  11226. vertices.push(-1, 1);
  11227. vertices.push(-1, -1);
  11228. vertices.push(1, -1);
  11229. this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
  11230. var indices = [];
  11231. indices.push(0);
  11232. indices.push(1);
  11233. indices.push(2);
  11234. indices.push(0);
  11235. indices.push(2);
  11236. indices.push(3);
  11237. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  11238. this._effect = this._scene.getEngine().createEffect("layer", ["position"], ["textureMatrix", "color"], ["textureSampler"], "");
  11239. }
  11240. Layer.prototype.render = function () {
  11241. if (!this._effect.isReady() || !this.texture || !this.texture.isReady())
  11242. return;
  11243. var engine = this._scene.getEngine();
  11244. engine.enableEffect(this._effect);
  11245. engine.setState(false);
  11246. this._effect.setTexture("textureSampler", this.texture);
  11247. this._effect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
  11248. this._effect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
  11249. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, this._effect);
  11250. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  11251. engine.draw(true, 0, 6);
  11252. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  11253. };
  11254. Layer.prototype.dispose = function () {
  11255. if (this._vertexBuffer) {
  11256. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  11257. this._vertexBuffer = null;
  11258. }
  11259. if (this._indexBuffer) {
  11260. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  11261. this._indexBuffer = null;
  11262. }
  11263. if (this.texture) {
  11264. this.texture.dispose();
  11265. this.texture = null;
  11266. }
  11267. var index = this._scene.layers.indexOf(this);
  11268. this._scene.layers.splice(index, 1);
  11269. if (this.onDispose) {
  11270. this.onDispose();
  11271. }
  11272. };
  11273. return Layer;
  11274. })();
  11275. BABYLON.Layer = Layer;
  11276. })(BABYLON || (BABYLON = {}));
  11277. var BABYLON;
  11278. (function (BABYLON) {
  11279. var Particle = (function () {
  11280. function Particle() {
  11281. this.position = BABYLON.Vector3.Zero();
  11282. this.direction = BABYLON.Vector3.Zero();
  11283. this.color = new BABYLON.Color4(0, 0, 0, 0);
  11284. this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
  11285. this.lifeTime = 1.0;
  11286. this.age = 0;
  11287. this.size = 0;
  11288. this.angle = 0;
  11289. this.angularSpeed = 0;
  11290. }
  11291. return Particle;
  11292. })();
  11293. BABYLON.Particle = Particle;
  11294. })(BABYLON || (BABYLON = {}));
  11295. var BABYLON;
  11296. (function (BABYLON) {
  11297. var randomNumber = function (min, max) {
  11298. if (min == max) {
  11299. return (min);
  11300. }
  11301. var random = Math.random();
  11302. return ((random * (max - min)) + min);
  11303. };
  11304. var ParticleSystem = (function () {
  11305. function ParticleSystem(name, capacity, scene, customEffect) {
  11306. var _this = this;
  11307. this.name = name;
  11308. this.renderingGroupId = 0;
  11309. this.emitter = null;
  11310. this.emitRate = 10;
  11311. this.manualEmitCount = -1;
  11312. this.updateSpeed = 0.01;
  11313. this.targetStopDuration = 0;
  11314. this.disposeOnStop = false;
  11315. this.minEmitPower = 1;
  11316. this.maxEmitPower = 1;
  11317. this.minLifeTime = 1;
  11318. this.maxLifeTime = 1;
  11319. this.minSize = 1;
  11320. this.maxSize = 1;
  11321. this.minAngularSpeed = 0;
  11322. this.maxAngularSpeed = 0;
  11323. this.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
  11324. this.forceDepthWrite = false;
  11325. this.gravity = BABYLON.Vector3.Zero();
  11326. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  11327. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  11328. this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
  11329. this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
  11330. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  11331. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  11332. this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
  11333. this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  11334. this.particles = new Array();
  11335. this._vertexDeclaration = [3, 4, 4];
  11336. this._vertexStrideSize = 11 * 4;
  11337. this._stockParticles = new Array();
  11338. this._newPartsExcess = 0;
  11339. this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
  11340. this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
  11341. this._scaledDirection = BABYLON.Vector3.Zero();
  11342. this._scaledGravity = BABYLON.Vector3.Zero();
  11343. this._currentRenderId = -1;
  11344. this._started = false;
  11345. this._stopped = false;
  11346. this._actualFrame = 0;
  11347. this.id = name;
  11348. this._capacity = capacity;
  11349. this._scene = scene;
  11350. this._customEffect = customEffect;
  11351. scene.particleSystems.push(this);
  11352. this._vertexBuffer = scene.getEngine().createDynamicVertexBuffer(capacity * this._vertexStrideSize * 4);
  11353. var indices = [];
  11354. var index = 0;
  11355. for (var count = 0; count < capacity; count++) {
  11356. indices.push(index);
  11357. indices.push(index + 1);
  11358. indices.push(index + 2);
  11359. indices.push(index);
  11360. indices.push(index + 2);
  11361. indices.push(index + 3);
  11362. index += 4;
  11363. }
  11364. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  11365. this._vertices = new Float32Array(capacity * this._vertexStrideSize);
  11366. this.startDirectionFunction = function (emitPower, worldMatrix, directionToUpdate) {
  11367. var randX = randomNumber(_this.direction1.x, _this.direction2.x);
  11368. var randY = randomNumber(_this.direction1.y, _this.direction2.y);
  11369. var randZ = randomNumber(_this.direction1.z, _this.direction2.z);
  11370. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX * emitPower, randY * emitPower, randZ * emitPower, worldMatrix, directionToUpdate);
  11371. };
  11372. this.startPositionFunction = function (worldMatrix, positionToUpdate) {
  11373. var randX = randomNumber(_this.minEmitBox.x, _this.maxEmitBox.x);
  11374. var randY = randomNumber(_this.minEmitBox.y, _this.maxEmitBox.y);
  11375. var randZ = randomNumber(_this.minEmitBox.z, _this.maxEmitBox.z);
  11376. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  11377. };
  11378. }
  11379. ParticleSystem.prototype.getCapacity = function () {
  11380. return this._capacity;
  11381. };
  11382. ParticleSystem.prototype.isAlive = function () {
  11383. return this._alive;
  11384. };
  11385. ParticleSystem.prototype.isStarted = function () {
  11386. return this._started;
  11387. };
  11388. ParticleSystem.prototype.start = function () {
  11389. this._started = true;
  11390. this._stopped = false;
  11391. this._actualFrame = 0;
  11392. };
  11393. ParticleSystem.prototype.stop = function () {
  11394. this._stopped = true;
  11395. };
  11396. ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
  11397. var offset = index * 11;
  11398. this._vertices[offset] = particle.position.x;
  11399. this._vertices[offset + 1] = particle.position.y;
  11400. this._vertices[offset + 2] = particle.position.z;
  11401. this._vertices[offset + 3] = particle.color.r;
  11402. this._vertices[offset + 4] = particle.color.g;
  11403. this._vertices[offset + 5] = particle.color.b;
  11404. this._vertices[offset + 6] = particle.color.a;
  11405. this._vertices[offset + 7] = particle.angle;
  11406. this._vertices[offset + 8] = particle.size;
  11407. this._vertices[offset + 9] = offsetX;
  11408. this._vertices[offset + 10] = offsetY;
  11409. };
  11410. ParticleSystem.prototype._update = function (newParticles) {
  11411. this._alive = this.particles.length > 0;
  11412. for (var index = 0; index < this.particles.length; index++) {
  11413. var particle = this.particles[index];
  11414. particle.age += this._scaledUpdateSpeed;
  11415. if (particle.age >= particle.lifeTime) {
  11416. this._stockParticles.push(this.particles.splice(index, 1)[0]);
  11417. index--;
  11418. continue;
  11419. } else {
  11420. particle.colorStep.scaleToRef(this._scaledUpdateSpeed, this._scaledColorStep);
  11421. particle.color.addInPlace(this._scaledColorStep);
  11422. if (particle.color.a < 0)
  11423. particle.color.a = 0;
  11424. particle.angle += particle.angularSpeed * this._scaledUpdateSpeed;
  11425. particle.direction.scaleToRef(this._scaledUpdateSpeed, this._scaledDirection);
  11426. particle.position.addInPlace(this._scaledDirection);
  11427. this.gravity.scaleToRef(this._scaledUpdateSpeed, this._scaledGravity);
  11428. particle.direction.addInPlace(this._scaledGravity);
  11429. }
  11430. }
  11431. var worldMatrix;
  11432. if (this.emitter.position) {
  11433. worldMatrix = this.emitter.getWorldMatrix();
  11434. } else {
  11435. worldMatrix = BABYLON.Matrix.Translation(this.emitter.x, this.emitter.y, this.emitter.z);
  11436. }
  11437. for (index = 0; index < newParticles; index++) {
  11438. if (this.particles.length == this._capacity) {
  11439. break;
  11440. }
  11441. if (this._stockParticles.length !== 0) {
  11442. particle = this._stockParticles.pop();
  11443. particle.age = 0;
  11444. } else {
  11445. particle = new BABYLON.Particle();
  11446. }
  11447. this.particles.push(particle);
  11448. var emitPower = randomNumber(this.minEmitPower, this.maxEmitPower);
  11449. this.startDirectionFunction(emitPower, worldMatrix, particle.direction);
  11450. particle.lifeTime = randomNumber(this.minLifeTime, this.maxLifeTime);
  11451. particle.size = randomNumber(this.minSize, this.maxSize);
  11452. particle.angularSpeed = randomNumber(this.minAngularSpeed, this.maxAngularSpeed);
  11453. this.startPositionFunction(worldMatrix, particle.position);
  11454. var step = randomNumber(0, 1.0);
  11455. BABYLON.Color4.LerpToRef(this.color1, this.color2, step, particle.color);
  11456. this.colorDead.subtractToRef(particle.color, this._colorDiff);
  11457. this._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  11458. }
  11459. };
  11460. ParticleSystem.prototype._getEffect = function () {
  11461. if (this._customEffect) {
  11462. return this._customEffect;
  11463. }
  11464. ;
  11465. var defines = [];
  11466. if (this._scene.clipPlane) {
  11467. defines.push("#define CLIPPLANE");
  11468. }
  11469. var join = defines.join("\n");
  11470. if (this._cachedDefines != join) {
  11471. this._cachedDefines = join;
  11472. this._effect = this._scene.getEngine().createEffect("particles", ["position", "color", "options"], ["invView", "view", "projection", "vClipPlane", "textureMask"], ["diffuseSampler"], join);
  11473. }
  11474. return this._effect;
  11475. };
  11476. ParticleSystem.prototype.animate = function () {
  11477. if (!this._started)
  11478. return;
  11479. var effect = this._getEffect();
  11480. if (!this.emitter || !effect.isReady() || !this.particleTexture || !this.particleTexture.isReady())
  11481. return;
  11482. if (this._currentRenderId === this._scene.getRenderId()) {
  11483. return;
  11484. }
  11485. this._currentRenderId = this._scene.getRenderId();
  11486. this._scaledUpdateSpeed = this.updateSpeed * this._scene.getAnimationRatio();
  11487. var emitCout;
  11488. if (this.manualEmitCount > -1) {
  11489. emitCout = this.manualEmitCount;
  11490. this.manualEmitCount = 0;
  11491. } else {
  11492. emitCout = this.emitRate;
  11493. }
  11494. var newParticles = ((emitCout * this._scaledUpdateSpeed) >> 0);
  11495. this._newPartsExcess += emitCout * this._scaledUpdateSpeed - newParticles;
  11496. if (this._newPartsExcess > 1.0) {
  11497. newParticles += this._newPartsExcess >> 0;
  11498. this._newPartsExcess -= this._newPartsExcess >> 0;
  11499. }
  11500. this._alive = false;
  11501. if (!this._stopped) {
  11502. this._actualFrame += this._scaledUpdateSpeed;
  11503. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration)
  11504. this.stop();
  11505. } else {
  11506. newParticles = 0;
  11507. }
  11508. this._update(newParticles);
  11509. if (this._stopped) {
  11510. if (!this._alive) {
  11511. this._started = false;
  11512. if (this.disposeOnStop) {
  11513. this._scene._toBeDisposed.push(this);
  11514. }
  11515. }
  11516. }
  11517. var offset = 0;
  11518. for (var index = 0; index < this.particles.length; index++) {
  11519. var particle = this.particles[index];
  11520. this._appendParticleVertex(offset++, particle, 0, 0);
  11521. this._appendParticleVertex(offset++, particle, 1, 0);
  11522. this._appendParticleVertex(offset++, particle, 1, 1);
  11523. this._appendParticleVertex(offset++, particle, 0, 1);
  11524. }
  11525. var engine = this._scene.getEngine();
  11526. engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices, this.particles.length * this._vertexStrideSize);
  11527. };
  11528. ParticleSystem.prototype.render = function () {
  11529. var effect = this._getEffect();
  11530. if (!this.emitter || !effect.isReady() || !this.particleTexture || !this.particleTexture.isReady() || !this.particles.length)
  11531. return 0;
  11532. var engine = this._scene.getEngine();
  11533. engine.enableEffect(effect);
  11534. var viewMatrix = this._scene.getViewMatrix();
  11535. effect.setTexture("diffuseSampler", this.particleTexture);
  11536. effect.setMatrix("view", viewMatrix);
  11537. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  11538. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  11539. if (this._scene.clipPlane) {
  11540. var clipPlane = this._scene.clipPlane;
  11541. var invView = viewMatrix.clone();
  11542. invView.invert();
  11543. effect.setMatrix("invView", invView);
  11544. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  11545. }
  11546. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  11547. if (this.blendMode === BABYLON.ParticleSystem.BLENDMODE_ONEONE) {
  11548. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  11549. } else {
  11550. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  11551. }
  11552. if (this.forceDepthWrite) {
  11553. engine.setDepthWrite(true);
  11554. }
  11555. engine.draw(true, 0, this.particles.length * 6);
  11556. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  11557. return this.particles.length;
  11558. };
  11559. ParticleSystem.prototype.dispose = function () {
  11560. if (this._vertexBuffer) {
  11561. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  11562. this._vertexBuffer = null;
  11563. }
  11564. if (this._indexBuffer) {
  11565. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  11566. this._indexBuffer = null;
  11567. }
  11568. if (this.particleTexture) {
  11569. this.particleTexture.dispose();
  11570. this.particleTexture = null;
  11571. }
  11572. var index = this._scene.particleSystems.indexOf(this);
  11573. this._scene.particleSystems.splice(index, 1);
  11574. if (this.onDispose) {
  11575. this.onDispose();
  11576. }
  11577. };
  11578. ParticleSystem.prototype.clone = function (name, newEmitter) {
  11579. var result = new BABYLON.ParticleSystem(name, this._capacity, this._scene);
  11580. BABYLON.Tools.DeepCopy(this, result, ["particles"], ["_vertexDeclaration", "_vertexStrideSize"]);
  11581. if (newEmitter === undefined) {
  11582. newEmitter = this.emitter;
  11583. }
  11584. result.emitter = newEmitter;
  11585. if (this.particleTexture) {
  11586. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  11587. }
  11588. result.start();
  11589. return result;
  11590. };
  11591. ParticleSystem.BLENDMODE_ONEONE = 0;
  11592. ParticleSystem.BLENDMODE_STANDARD = 1;
  11593. return ParticleSystem;
  11594. })();
  11595. BABYLON.ParticleSystem = ParticleSystem;
  11596. })(BABYLON || (BABYLON = {}));
  11597. var BABYLON;
  11598. (function (BABYLON) {
  11599. var Animation = (function () {
  11600. function Animation(name, targetProperty, framePerSecond, dataType, loopMode) {
  11601. this.name = name;
  11602. this.targetProperty = targetProperty;
  11603. this.framePerSecond = framePerSecond;
  11604. this.dataType = dataType;
  11605. this.loopMode = loopMode;
  11606. this._offsetsCache = {};
  11607. this._highLimitsCache = {};
  11608. this._stopped = false;
  11609. this.targetPropertyPath = targetProperty.split(".");
  11610. this.dataType = dataType;
  11611. this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
  11612. }
  11613. Animation.prototype.isStopped = function () {
  11614. return this._stopped;
  11615. };
  11616. Animation.prototype.getKeys = function () {
  11617. return this._keys;
  11618. };
  11619. Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
  11620. return startValue + (endValue - startValue) * gradient;
  11621. };
  11622. Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
  11623. return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
  11624. };
  11625. Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
  11626. return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
  11627. };
  11628. Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
  11629. return BABYLON.Color3.Lerp(startValue, endValue, gradient);
  11630. };
  11631. Animation.prototype.clone = function () {
  11632. var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
  11633. clone.setKeys(this._keys);
  11634. return clone;
  11635. };
  11636. Animation.prototype.setKeys = function (values) {
  11637. this._keys = values.slice(0);
  11638. this._offsetsCache = {};
  11639. this._highLimitsCache = {};
  11640. };
  11641. Animation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
  11642. if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
  11643. return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
  11644. }
  11645. this.currentFrame = currentFrame;
  11646. for (var key = 0; key < this._keys.length; key++) {
  11647. if (this._keys[key + 1].frame >= currentFrame) {
  11648. var startValue = this._keys[key].value;
  11649. var endValue = this._keys[key + 1].value;
  11650. var gradient = (currentFrame - this._keys[key].frame) / (this._keys[key + 1].frame - this._keys[key].frame);
  11651. switch (this.dataType) {
  11652. case Animation.ANIMATIONTYPE_FLOAT:
  11653. switch (loopMode) {
  11654. case Animation.ANIMATIONLOOPMODE_CYCLE:
  11655. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  11656. return this.floatInterpolateFunction(startValue, endValue, gradient);
  11657. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  11658. return offsetValue * repeatCount + this.floatInterpolateFunction(startValue, endValue, gradient);
  11659. }
  11660. break;
  11661. case Animation.ANIMATIONTYPE_QUATERNION:
  11662. var quaternion = null;
  11663. switch (loopMode) {
  11664. case Animation.ANIMATIONLOOPMODE_CYCLE:
  11665. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  11666. quaternion = this.quaternionInterpolateFunction(startValue, endValue, gradient);
  11667. break;
  11668. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  11669. quaternion = this.quaternionInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  11670. break;
  11671. }
  11672. return quaternion;
  11673. case Animation.ANIMATIONTYPE_VECTOR3:
  11674. switch (loopMode) {
  11675. case Animation.ANIMATIONLOOPMODE_CYCLE:
  11676. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  11677. return this.vector3InterpolateFunction(startValue, endValue, gradient);
  11678. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  11679. return this.vector3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  11680. }
  11681. case Animation.ANIMATIONTYPE_COLOR3:
  11682. switch (loopMode) {
  11683. case Animation.ANIMATIONLOOPMODE_CYCLE:
  11684. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  11685. return this.color3InterpolateFunction(startValue, endValue, gradient);
  11686. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  11687. return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  11688. }
  11689. case Animation.ANIMATIONTYPE_MATRIX:
  11690. switch (loopMode) {
  11691. case Animation.ANIMATIONLOOPMODE_CYCLE:
  11692. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  11693. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  11694. return startValue;
  11695. }
  11696. default:
  11697. break;
  11698. }
  11699. break;
  11700. }
  11701. }
  11702. return this._keys[this._keys.length - 1].value;
  11703. };
  11704. Animation.prototype.animate = function (delay, from, to, loop, speedRatio) {
  11705. if (!this.targetPropertyPath || this.targetPropertyPath.length < 1) {
  11706. this._stopped = true;
  11707. return false;
  11708. }
  11709. var returnValue = true;
  11710. if (this._keys[0].frame != 0) {
  11711. var newKey = {
  11712. frame: 0,
  11713. value: this._keys[0].value
  11714. };
  11715. this._keys.splice(0, 0, newKey);
  11716. }
  11717. if (from < this._keys[0].frame || from > this._keys[this._keys.length - 1].frame) {
  11718. from = this._keys[0].frame;
  11719. }
  11720. if (to < this._keys[0].frame || to > this._keys[this._keys.length - 1].frame) {
  11721. to = this._keys[this._keys.length - 1].frame;
  11722. }
  11723. var range = to - from;
  11724. var offsetValue;
  11725. var ratio = delay * (this.framePerSecond * speedRatio) / 1000.0;
  11726. if (ratio > range && !loop) {
  11727. returnValue = false;
  11728. highLimitValue = this._keys[this._keys.length - 1].value;
  11729. } else {
  11730. var highLimitValue = 0;
  11731. if (this.loopMode != Animation.ANIMATIONLOOPMODE_CYCLE) {
  11732. var keyOffset = to.toString() + from.toString();
  11733. if (!this._offsetsCache[keyOffset]) {
  11734. var fromValue = this._interpolate(from, 0, Animation.ANIMATIONLOOPMODE_CYCLE);
  11735. var toValue = this._interpolate(to, 0, Animation.ANIMATIONLOOPMODE_CYCLE);
  11736. switch (this.dataType) {
  11737. case Animation.ANIMATIONTYPE_FLOAT:
  11738. this._offsetsCache[keyOffset] = toValue - fromValue;
  11739. break;
  11740. case Animation.ANIMATIONTYPE_QUATERNION:
  11741. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  11742. break;
  11743. case Animation.ANIMATIONTYPE_VECTOR3:
  11744. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  11745. case Animation.ANIMATIONTYPE_COLOR3:
  11746. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  11747. default:
  11748. break;
  11749. }
  11750. this._highLimitsCache[keyOffset] = toValue;
  11751. }
  11752. highLimitValue = this._highLimitsCache[keyOffset];
  11753. offsetValue = this._offsetsCache[keyOffset];
  11754. }
  11755. }
  11756. if (offsetValue === undefined) {
  11757. switch (this.dataType) {
  11758. case Animation.ANIMATIONTYPE_FLOAT:
  11759. offsetValue = 0;
  11760. break;
  11761. case Animation.ANIMATIONTYPE_QUATERNION:
  11762. offsetValue = new BABYLON.Quaternion(0, 0, 0, 0);
  11763. break;
  11764. case Animation.ANIMATIONTYPE_VECTOR3:
  11765. offsetValue = BABYLON.Vector3.Zero();
  11766. break;
  11767. case Animation.ANIMATIONTYPE_COLOR3:
  11768. offsetValue = BABYLON.Color3.Black();
  11769. }
  11770. }
  11771. var repeatCount = (ratio / range) >> 0;
  11772. var currentFrame = returnValue ? from + ratio % range : to;
  11773. var currentValue = this._interpolate(currentFrame, repeatCount, this.loopMode, offsetValue, highLimitValue);
  11774. if (this.targetPropertyPath.length > 1) {
  11775. var property = this._target[this.targetPropertyPath[0]];
  11776. for (var index = 1; index < this.targetPropertyPath.length - 1; index++) {
  11777. property = property[this.targetPropertyPath[index]];
  11778. }
  11779. property[this.targetPropertyPath[this.targetPropertyPath.length - 1]] = currentValue;
  11780. } else {
  11781. this._target[this.targetPropertyPath[0]] = currentValue;
  11782. }
  11783. if (this._target.markAsDirty) {
  11784. this._target.markAsDirty(this.targetProperty);
  11785. }
  11786. if (!returnValue) {
  11787. this._stopped = true;
  11788. }
  11789. return returnValue;
  11790. };
  11791. Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
  11792. get: function () {
  11793. return Animation._ANIMATIONTYPE_FLOAT;
  11794. },
  11795. enumerable: true,
  11796. configurable: true
  11797. });
  11798. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
  11799. get: function () {
  11800. return Animation._ANIMATIONTYPE_VECTOR3;
  11801. },
  11802. enumerable: true,
  11803. configurable: true
  11804. });
  11805. Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
  11806. get: function () {
  11807. return Animation._ANIMATIONTYPE_QUATERNION;
  11808. },
  11809. enumerable: true,
  11810. configurable: true
  11811. });
  11812. Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
  11813. get: function () {
  11814. return Animation._ANIMATIONTYPE_MATRIX;
  11815. },
  11816. enumerable: true,
  11817. configurable: true
  11818. });
  11819. Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
  11820. get: function () {
  11821. return Animation._ANIMATIONTYPE_COLOR3;
  11822. },
  11823. enumerable: true,
  11824. configurable: true
  11825. });
  11826. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
  11827. get: function () {
  11828. return Animation._ANIMATIONLOOPMODE_RELATIVE;
  11829. },
  11830. enumerable: true,
  11831. configurable: true
  11832. });
  11833. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
  11834. get: function () {
  11835. return Animation._ANIMATIONLOOPMODE_CYCLE;
  11836. },
  11837. enumerable: true,
  11838. configurable: true
  11839. });
  11840. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
  11841. get: function () {
  11842. return Animation._ANIMATIONLOOPMODE_CONSTANT;
  11843. },
  11844. enumerable: true,
  11845. configurable: true
  11846. });
  11847. Animation._ANIMATIONTYPE_FLOAT = 0;
  11848. Animation._ANIMATIONTYPE_VECTOR3 = 1;
  11849. Animation._ANIMATIONTYPE_QUATERNION = 2;
  11850. Animation._ANIMATIONTYPE_MATRIX = 3;
  11851. Animation._ANIMATIONTYPE_COLOR3 = 4;
  11852. Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
  11853. Animation._ANIMATIONLOOPMODE_CYCLE = 1;
  11854. Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
  11855. return Animation;
  11856. })();
  11857. BABYLON.Animation = Animation;
  11858. })(BABYLON || (BABYLON = {}));
  11859. var BABYLON;
  11860. (function (BABYLON) {
  11861. var Animatable = (function () {
  11862. function Animatable(scene, target, fromFrame, toFrame, loopAnimation, speedRatio, onAnimationEnd, animations) {
  11863. if (typeof fromFrame === "undefined") { fromFrame = 0; }
  11864. if (typeof toFrame === "undefined") { toFrame = 100; }
  11865. if (typeof loopAnimation === "undefined") { loopAnimation = false; }
  11866. if (typeof speedRatio === "undefined") { speedRatio = 1.0; }
  11867. this.target = target;
  11868. this.fromFrame = fromFrame;
  11869. this.toFrame = toFrame;
  11870. this.loopAnimation = loopAnimation;
  11871. this.speedRatio = speedRatio;
  11872. this.onAnimationEnd = onAnimationEnd;
  11873. this._animations = new Array();
  11874. this._paused = false;
  11875. this.animationStarted = false;
  11876. if (animations) {
  11877. this.appendAnimations(target, animations);
  11878. }
  11879. this._scene = scene;
  11880. scene._activeAnimatables.push(this);
  11881. }
  11882. Animatable.prototype.appendAnimations = function (target, animations) {
  11883. for (var index = 0; index < animations.length; index++) {
  11884. var animation = animations[index];
  11885. animation._target = target;
  11886. this._animations.push(animation);
  11887. }
  11888. };
  11889. Animatable.prototype.getAnimationByTargetProperty = function (property) {
  11890. var animations = this._animations;
  11891. for (var index = 0; index < animations.length; index++) {
  11892. if (animations[index].targetProperty === property) {
  11893. return animations[index];
  11894. }
  11895. }
  11896. return null;
  11897. };
  11898. Animatable.prototype.pause = function () {
  11899. this._paused = true;
  11900. };
  11901. Animatable.prototype.restart = function () {
  11902. this._paused = false;
  11903. };
  11904. Animatable.prototype.stop = function () {
  11905. var index = this._scene._activeAnimatables.indexOf(this);
  11906. if (index > -1) {
  11907. this._scene._activeAnimatables.splice(index, 1);
  11908. }
  11909. if (this.onAnimationEnd) {
  11910. this.onAnimationEnd();
  11911. }
  11912. };
  11913. Animatable.prototype._animate = function (delay) {
  11914. if (this._paused) {
  11915. return true;
  11916. }
  11917. if (!this._localDelayOffset) {
  11918. this._localDelayOffset = delay;
  11919. }
  11920. var running = false;
  11921. var animations = this._animations;
  11922. for (var index = 0; index < animations.length; index++) {
  11923. var animation = animations[index];
  11924. var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this.speedRatio);
  11925. running = running || isRunning;
  11926. }
  11927. if (!running && this.onAnimationEnd) {
  11928. this.onAnimationEnd();
  11929. }
  11930. return running;
  11931. };
  11932. return Animatable;
  11933. })();
  11934. BABYLON.Animatable = Animatable;
  11935. })(BABYLON || (BABYLON = {}));
  11936. var BABYLON;
  11937. (function (BABYLON) {
  11938. var Octree = (function () {
  11939. function Octree(creationFunc, maxBlockCapacity, maxDepth) {
  11940. if (typeof maxDepth === "undefined") { maxDepth = 2; }
  11941. this.maxDepth = maxDepth;
  11942. this.dynamicContent = new Array();
  11943. this._maxBlockCapacity = maxBlockCapacity || 64;
  11944. this._selectionContent = new BABYLON.SmartArray(1024);
  11945. this._creationFunc = creationFunc;
  11946. }
  11947. Octree.prototype.update = function (worldMin, worldMax, entries) {
  11948. Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
  11949. };
  11950. Octree.prototype.addMesh = function (entry) {
  11951. for (var index = 0; index < this.blocks.length; index++) {
  11952. var block = this.blocks[index];
  11953. block.addEntry(entry);
  11954. }
  11955. };
  11956. Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
  11957. this._selectionContent.reset();
  11958. for (var index = 0; index < this.blocks.length; index++) {
  11959. var block = this.blocks[index];
  11960. block.select(frustumPlanes, this._selectionContent, allowDuplicate);
  11961. }
  11962. if (allowDuplicate) {
  11963. this._selectionContent.concat(this.dynamicContent);
  11964. } else {
  11965. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  11966. }
  11967. return this._selectionContent;
  11968. };
  11969. Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
  11970. this._selectionContent.reset();
  11971. for (var index = 0; index < this.blocks.length; index++) {
  11972. var block = this.blocks[index];
  11973. block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
  11974. }
  11975. if (allowDuplicate) {
  11976. this._selectionContent.concat(this.dynamicContent);
  11977. } else {
  11978. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  11979. }
  11980. return this._selectionContent;
  11981. };
  11982. Octree.prototype.intersectsRay = function (ray) {
  11983. this._selectionContent.reset();
  11984. for (var index = 0; index < this.blocks.length; index++) {
  11985. var block = this.blocks[index];
  11986. block.intersectsRay(ray, this._selectionContent);
  11987. }
  11988. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  11989. return this._selectionContent;
  11990. };
  11991. Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
  11992. target.blocks = new Array();
  11993. var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  11994. for (var x = 0; x < 2; x++) {
  11995. for (var y = 0; y < 2; y++) {
  11996. for (var z = 0; z < 2; z++) {
  11997. var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
  11998. var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
  11999. var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
  12000. block.addEntries(entries);
  12001. target.blocks.push(block);
  12002. }
  12003. }
  12004. }
  12005. };
  12006. Octree.CreationFuncForMeshes = function (entry, block) {
  12007. if (entry.getBoundingInfo().boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  12008. block.entries.push(entry);
  12009. }
  12010. };
  12011. Octree.CreationFuncForSubMeshes = function (entry, block) {
  12012. if (entry.getBoundingInfo().boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  12013. block.entries.push(entry);
  12014. }
  12015. };
  12016. return Octree;
  12017. })();
  12018. BABYLON.Octree = Octree;
  12019. })(BABYLON || (BABYLON = {}));
  12020. var BABYLON;
  12021. (function (BABYLON) {
  12022. var OctreeBlock = (function () {
  12023. function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
  12024. this.entries = new Array();
  12025. this._boundingVectors = new Array();
  12026. this._capacity = capacity;
  12027. this._depth = depth;
  12028. this._maxDepth = maxDepth;
  12029. this._creationFunc = creationFunc;
  12030. this._minPoint = minPoint;
  12031. this._maxPoint = maxPoint;
  12032. this._boundingVectors.push(minPoint.clone());
  12033. this._boundingVectors.push(maxPoint.clone());
  12034. this._boundingVectors.push(minPoint.clone());
  12035. this._boundingVectors[2].x = maxPoint.x;
  12036. this._boundingVectors.push(minPoint.clone());
  12037. this._boundingVectors[3].y = maxPoint.y;
  12038. this._boundingVectors.push(minPoint.clone());
  12039. this._boundingVectors[4].z = maxPoint.z;
  12040. this._boundingVectors.push(maxPoint.clone());
  12041. this._boundingVectors[5].z = minPoint.z;
  12042. this._boundingVectors.push(maxPoint.clone());
  12043. this._boundingVectors[6].x = minPoint.x;
  12044. this._boundingVectors.push(maxPoint.clone());
  12045. this._boundingVectors[7].y = minPoint.y;
  12046. }
  12047. Object.defineProperty(OctreeBlock.prototype, "capacity", {
  12048. get: function () {
  12049. return this._capacity;
  12050. },
  12051. enumerable: true,
  12052. configurable: true
  12053. });
  12054. Object.defineProperty(OctreeBlock.prototype, "minPoint", {
  12055. get: function () {
  12056. return this._minPoint;
  12057. },
  12058. enumerable: true,
  12059. configurable: true
  12060. });
  12061. Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
  12062. get: function () {
  12063. return this._maxPoint;
  12064. },
  12065. enumerable: true,
  12066. configurable: true
  12067. });
  12068. OctreeBlock.prototype.addEntry = function (entry) {
  12069. if (this.blocks) {
  12070. for (var index = 0; index < this.blocks.length; index++) {
  12071. var block = this.blocks[index];
  12072. block.addEntry(entry);
  12073. }
  12074. return;
  12075. }
  12076. this._creationFunc(entry, this);
  12077. if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
  12078. this.createInnerBlocks();
  12079. }
  12080. };
  12081. OctreeBlock.prototype.addEntries = function (entries) {
  12082. for (var index = 0; index < entries.length; index++) {
  12083. var mesh = entries[index];
  12084. this.addEntry(mesh);
  12085. }
  12086. };
  12087. OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
  12088. if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
  12089. if (this.blocks) {
  12090. for (var index = 0; index < this.blocks.length; index++) {
  12091. var block = this.blocks[index];
  12092. block.select(frustumPlanes, selection, allowDuplicate);
  12093. }
  12094. return;
  12095. }
  12096. if (allowDuplicate) {
  12097. selection.concat(this.entries);
  12098. } else {
  12099. selection.concatWithNoDuplicate(this.entries);
  12100. }
  12101. }
  12102. };
  12103. OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
  12104. if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
  12105. if (this.blocks) {
  12106. for (var index = 0; index < this.blocks.length; index++) {
  12107. var block = this.blocks[index];
  12108. block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
  12109. }
  12110. return;
  12111. }
  12112. if (allowDuplicate) {
  12113. selection.concat(this.entries);
  12114. } else {
  12115. selection.concatWithNoDuplicate(this.entries);
  12116. }
  12117. }
  12118. };
  12119. OctreeBlock.prototype.intersectsRay = function (ray, selection) {
  12120. if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
  12121. if (this.blocks) {
  12122. for (var index = 0; index < this.blocks.length; index++) {
  12123. var block = this.blocks[index];
  12124. block.intersectsRay(ray, selection);
  12125. }
  12126. return;
  12127. }
  12128. selection.concatWithNoDuplicate(this.entries);
  12129. }
  12130. };
  12131. OctreeBlock.prototype.createInnerBlocks = function () {
  12132. BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
  12133. };
  12134. return OctreeBlock;
  12135. })();
  12136. BABYLON.OctreeBlock = OctreeBlock;
  12137. })(BABYLON || (BABYLON = {}));
  12138. var BABYLON;
  12139. (function (BABYLON) {
  12140. var Bone = (function () {
  12141. function Bone(name, skeleton, parentBone, matrix) {
  12142. this.name = name;
  12143. this.children = new Array();
  12144. this.animations = new Array();
  12145. this._worldTransform = new BABYLON.Matrix();
  12146. this._absoluteTransform = new BABYLON.Matrix();
  12147. this._invertedAbsoluteTransform = new BABYLON.Matrix();
  12148. this._skeleton = skeleton;
  12149. this._matrix = matrix;
  12150. this._baseMatrix = matrix;
  12151. skeleton.bones.push(this);
  12152. if (parentBone) {
  12153. this._parent = parentBone;
  12154. parentBone.children.push(this);
  12155. } else {
  12156. this._parent = null;
  12157. }
  12158. this._updateDifferenceMatrix();
  12159. }
  12160. Bone.prototype.getParent = function () {
  12161. return this._parent;
  12162. };
  12163. Bone.prototype.getLocalMatrix = function () {
  12164. return this._matrix;
  12165. };
  12166. Bone.prototype.getBaseMatrix = function () {
  12167. return this._baseMatrix;
  12168. };
  12169. Bone.prototype.getWorldMatrix = function () {
  12170. return this._worldTransform;
  12171. };
  12172. Bone.prototype.getInvertedAbsoluteTransform = function () {
  12173. return this._invertedAbsoluteTransform;
  12174. };
  12175. Bone.prototype.getAbsoluteMatrix = function () {
  12176. var matrix = this._matrix.clone();
  12177. var parent = this._parent;
  12178. while (parent) {
  12179. matrix = matrix.multiply(parent.getLocalMatrix());
  12180. parent = parent.getParent();
  12181. }
  12182. return matrix;
  12183. };
  12184. Bone.prototype.updateMatrix = function (matrix) {
  12185. this._matrix = matrix;
  12186. this._skeleton._markAsDirty();
  12187. this._updateDifferenceMatrix();
  12188. };
  12189. Bone.prototype._updateDifferenceMatrix = function () {
  12190. if (this._parent) {
  12191. this._matrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  12192. } else {
  12193. this._absoluteTransform.copyFrom(this._matrix);
  12194. }
  12195. this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
  12196. for (var index = 0; index < this.children.length; index++) {
  12197. this.children[index]._updateDifferenceMatrix();
  12198. }
  12199. };
  12200. Bone.prototype.markAsDirty = function () {
  12201. this._skeleton._markAsDirty();
  12202. };
  12203. return Bone;
  12204. })();
  12205. BABYLON.Bone = Bone;
  12206. })(BABYLON || (BABYLON = {}));
  12207. var BABYLON;
  12208. (function (BABYLON) {
  12209. var Skeleton = (function () {
  12210. function Skeleton(name, id, scene) {
  12211. this.name = name;
  12212. this.id = id;
  12213. this.bones = new Array();
  12214. this._isDirty = true;
  12215. this._identity = BABYLON.Matrix.Identity();
  12216. this.bones = [];
  12217. this._scene = scene;
  12218. scene.skeletons.push(this);
  12219. }
  12220. Skeleton.prototype.getTransformMatrices = function () {
  12221. return this._transformMatrices;
  12222. };
  12223. Skeleton.prototype._markAsDirty = function () {
  12224. this._isDirty = true;
  12225. };
  12226. Skeleton.prototype.prepare = function () {
  12227. if (!this._isDirty) {
  12228. return;
  12229. }
  12230. if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
  12231. this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
  12232. }
  12233. for (var index = 0; index < this.bones.length; index++) {
  12234. var bone = this.bones[index];
  12235. var parentBone = bone.getParent();
  12236. if (parentBone) {
  12237. bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
  12238. } else {
  12239. bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
  12240. }
  12241. bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), this._transformMatrices, index * 16);
  12242. }
  12243. this._identity.copyToArray(this._transformMatrices, this.bones.length * 16);
  12244. this._isDirty = false;
  12245. };
  12246. Skeleton.prototype.getAnimatables = function () {
  12247. if (!this._animatables || this._animatables.length != this.bones.length) {
  12248. this._animatables = [];
  12249. for (var index = 0; index < this.bones.length; index++) {
  12250. this._animatables.push(this.bones[index]);
  12251. }
  12252. }
  12253. return this._animatables;
  12254. };
  12255. Skeleton.prototype.clone = function (name, id) {
  12256. var result = new BABYLON.Skeleton(name, id || name, this._scene);
  12257. for (var index = 0; index < this.bones.length; index++) {
  12258. var source = this.bones[index];
  12259. var parentBone = null;
  12260. if (source.getParent()) {
  12261. var parentIndex = this.bones.indexOf(source.getParent());
  12262. parentBone = result.bones[parentIndex];
  12263. }
  12264. var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix());
  12265. BABYLON.Tools.DeepCopy(source.animations, bone.animations);
  12266. }
  12267. return result;
  12268. };
  12269. return Skeleton;
  12270. })();
  12271. BABYLON.Skeleton = Skeleton;
  12272. })(BABYLON || (BABYLON = {}));
  12273. var BABYLON;
  12274. (function (BABYLON) {
  12275. var PostProcess = (function () {
  12276. function PostProcess(name, fragmentUrl, parameters, samplers, ratio, camera, samplingMode, engine, reusable) {
  12277. this.name = name;
  12278. this.width = -1;
  12279. this.height = -1;
  12280. this._reusable = false;
  12281. this._textures = new BABYLON.SmartArray(2);
  12282. this._currentRenderTextureInd = 0;
  12283. if (camera != null) {
  12284. this._camera = camera;
  12285. this._scene = camera.getScene();
  12286. camera.attachPostProcess(this);
  12287. this._engine = this._scene.getEngine();
  12288. } else {
  12289. this._engine = engine;
  12290. }
  12291. this._renderRatio = ratio;
  12292. this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  12293. this._reusable = reusable || false;
  12294. samplers = samplers || [];
  12295. samplers.push("textureSampler");
  12296. this._effect = this._engine.createEffect({ vertex: "postprocess", fragment: fragmentUrl }, ["position"], parameters || [], samplers, "");
  12297. }
  12298. PostProcess.prototype.isReusable = function () {
  12299. return this._reusable;
  12300. };
  12301. PostProcess.prototype.activate = function (camera, sourceTexture) {
  12302. camera = camera || this._camera;
  12303. var scene = camera.getScene();
  12304. var maxSize = camera.getEngine().getCaps().maxTextureSize;
  12305. var desiredWidth = ((sourceTexture ? sourceTexture._width : this._engine.getRenderingCanvas().width) * this._renderRatio) | 0;
  12306. var desiredHeight = ((sourceTexture ? sourceTexture._height : this._engine.getRenderingCanvas().height) * this._renderRatio) | 0;
  12307. desiredWidth = BABYLON.Tools.GetExponantOfTwo(desiredWidth, maxSize);
  12308. desiredHeight = BABYLON.Tools.GetExponantOfTwo(desiredHeight, maxSize);
  12309. if (this.width !== desiredWidth || this.height !== desiredHeight) {
  12310. if (this._textures.length > 0) {
  12311. for (var i = 0; i < this._textures.length; i++) {
  12312. this._engine._releaseTexture(this._textures.data[i]);
  12313. }
  12314. this._textures.reset();
  12315. }
  12316. this.width = desiredWidth;
  12317. this.height = desiredHeight;
  12318. this._textures.push(this._engine.createRenderTargetTexture({ width: this.width, height: this.height }, { generateMipMaps: false, generateDepthBuffer: camera._postProcesses.indexOf(this) === camera._postProcessesTakenIndices[0], samplingMode: this.renderTargetSamplingMode }));
  12319. if (this._reusable) {
  12320. this._textures.push(this._engine.createRenderTargetTexture({ width: this.width, height: this.height }, { generateMipMaps: false, generateDepthBuffer: camera._postProcesses.indexOf(this) === camera._postProcessesTakenIndices[0], samplingMode: this.renderTargetSamplingMode }));
  12321. }
  12322. if (this.onSizeChanged) {
  12323. this.onSizeChanged();
  12324. }
  12325. }
  12326. this._engine.bindFramebuffer(this._textures.data[this._currentRenderTextureInd]);
  12327. if (this.onActivate) {
  12328. this.onActivate(camera);
  12329. }
  12330. this._engine.clear(scene.clearColor, scene.autoClear || scene.forceWireframe, true);
  12331. if (this._reusable) {
  12332. this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
  12333. }
  12334. };
  12335. PostProcess.prototype.apply = function () {
  12336. if (!this._effect.isReady())
  12337. return null;
  12338. this._engine.enableEffect(this._effect);
  12339. this._engine.setState(false);
  12340. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  12341. this._engine.setDepthBuffer(false);
  12342. this._engine.setDepthWrite(false);
  12343. this._effect._bindTexture("textureSampler", this._textures.data[this._currentRenderTextureInd]);
  12344. if (this.onApply) {
  12345. this.onApply(this._effect);
  12346. }
  12347. return this._effect;
  12348. };
  12349. PostProcess.prototype.dispose = function (camera) {
  12350. camera = camera || this._camera;
  12351. if (this._textures.length > 0) {
  12352. for (var i = 0; i < this._textures.length; i++) {
  12353. this._engine._releaseTexture(this._textures.data[i]);
  12354. }
  12355. this._textures.reset();
  12356. }
  12357. camera.detachPostProcess(this);
  12358. var index = camera._postProcesses.indexOf(this);
  12359. if (index === camera._postProcessesTakenIndices[0] && camera._postProcessesTakenIndices.length > 0) {
  12360. this._camera._postProcesses[camera._postProcessesTakenIndices[0]].width = -1;
  12361. }
  12362. };
  12363. return PostProcess;
  12364. })();
  12365. BABYLON.PostProcess = PostProcess;
  12366. })(BABYLON || (BABYLON = {}));
  12367. var BABYLON;
  12368. (function (BABYLON) {
  12369. var PostProcessManager = (function () {
  12370. function PostProcessManager(scene) {
  12371. this._vertexDeclaration = [2];
  12372. this._vertexStrideSize = 2 * 4;
  12373. this._scene = scene;
  12374. var vertices = [];
  12375. vertices.push(1, 1);
  12376. vertices.push(-1, 1);
  12377. vertices.push(-1, -1);
  12378. vertices.push(1, -1);
  12379. this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
  12380. var indices = [];
  12381. indices.push(0);
  12382. indices.push(1);
  12383. indices.push(2);
  12384. indices.push(0);
  12385. indices.push(2);
  12386. indices.push(3);
  12387. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  12388. }
  12389. PostProcessManager.prototype._prepareFrame = function (sourceTexture) {
  12390. var postProcesses = this._scene.activeCamera._postProcesses;
  12391. var postProcessesTakenIndices = this._scene.activeCamera._postProcessesTakenIndices;
  12392. if (postProcessesTakenIndices.length === 0 || !this._scene.postProcessesEnabled) {
  12393. return false;
  12394. }
  12395. postProcesses[this._scene.activeCamera._postProcessesTakenIndices[0]].activate(this._scene.activeCamera, sourceTexture);
  12396. return true;
  12397. };
  12398. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture) {
  12399. var postProcesses = this._scene.activeCamera._postProcesses;
  12400. var postProcessesTakenIndices = this._scene.activeCamera._postProcessesTakenIndices;
  12401. if (postProcessesTakenIndices.length === 0 || !this._scene.postProcessesEnabled) {
  12402. return;
  12403. }
  12404. var engine = this._scene.getEngine();
  12405. for (var index = 0; index < postProcessesTakenIndices.length; index++) {
  12406. if (index < postProcessesTakenIndices.length - 1) {
  12407. postProcesses[postProcessesTakenIndices[index + 1]].activate(this._scene.activeCamera);
  12408. } else {
  12409. if (targetTexture) {
  12410. engine.bindFramebuffer(targetTexture);
  12411. } else {
  12412. engine.restoreDefaultFramebuffer();
  12413. }
  12414. }
  12415. if (doNotPresent) {
  12416. break;
  12417. }
  12418. var pp = postProcesses[postProcessesTakenIndices[index]];
  12419. var effect = pp.apply();
  12420. if (effect) {
  12421. if (pp.onBeforeRender) {
  12422. pp.onBeforeRender(effect);
  12423. }
  12424. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  12425. engine.draw(true, 0, 6);
  12426. }
  12427. }
  12428. engine.setDepthBuffer(true);
  12429. engine.setDepthWrite(true);
  12430. };
  12431. PostProcessManager.prototype.dispose = function () {
  12432. if (this._vertexBuffer) {
  12433. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  12434. this._vertexBuffer = null;
  12435. }
  12436. if (this._indexBuffer) {
  12437. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  12438. this._indexBuffer = null;
  12439. }
  12440. };
  12441. return PostProcessManager;
  12442. })();
  12443. BABYLON.PostProcessManager = PostProcessManager;
  12444. })(BABYLON || (BABYLON = {}));
  12445. var __extends = this.__extends || function (d, b) {
  12446. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  12447. function __() { this.constructor = d; }
  12448. __.prototype = b.prototype;
  12449. d.prototype = new __();
  12450. };
  12451. var BABYLON;
  12452. (function (BABYLON) {
  12453. var PassPostProcess = (function (_super) {
  12454. __extends(PassPostProcess, _super);
  12455. function PassPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  12456. _super.call(this, name, "pass", null, null, ratio, camera, samplingMode, engine, reusable);
  12457. }
  12458. return PassPostProcess;
  12459. })(BABYLON.PostProcess);
  12460. BABYLON.PassPostProcess = PassPostProcess;
  12461. })(BABYLON || (BABYLON = {}));
  12462. var __extends = this.__extends || function (d, b) {
  12463. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  12464. function __() { this.constructor = d; }
  12465. __.prototype = b.prototype;
  12466. d.prototype = new __();
  12467. };
  12468. var BABYLON;
  12469. (function (BABYLON) {
  12470. var BlurPostProcess = (function (_super) {
  12471. __extends(BlurPostProcess, _super);
  12472. function BlurPostProcess(name, direction, blurWidth, ratio, camera, samplingMode, engine, reusable) {
  12473. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  12474. var _this = this;
  12475. _super.call(this, name, "blur", ["screenSize", "direction", "blurWidth"], null, ratio, camera, samplingMode, engine, reusable);
  12476. this.direction = direction;
  12477. this.blurWidth = blurWidth;
  12478. this.onApply = function (effect) {
  12479. effect.setFloat2("screenSize", _this.width, _this.height);
  12480. effect.setVector2("direction", _this.direction);
  12481. effect.setFloat("blurWidth", _this.blurWidth);
  12482. };
  12483. }
  12484. return BlurPostProcess;
  12485. })(BABYLON.PostProcess);
  12486. BABYLON.BlurPostProcess = BlurPostProcess;
  12487. })(BABYLON || (BABYLON = {}));
  12488. var __extends = this.__extends || function (d, b) {
  12489. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  12490. function __() { this.constructor = d; }
  12491. __.prototype = b.prototype;
  12492. d.prototype = new __();
  12493. };
  12494. var BABYLON;
  12495. (function (BABYLON) {
  12496. var FilterPostProcess = (function (_super) {
  12497. __extends(FilterPostProcess, _super);
  12498. function FilterPostProcess(name, kernelMatrix, ratio, camera, samplingMode, engine, reusable) {
  12499. var _this = this;
  12500. _super.call(this, name, "filter", ["kernelMatrix"], null, ratio, camera, samplingMode, engine, reusable);
  12501. this.kernelMatrix = kernelMatrix;
  12502. this.onApply = function (effect) {
  12503. effect.setMatrix("kernelMatrix", _this.kernelMatrix);
  12504. };
  12505. }
  12506. return FilterPostProcess;
  12507. })(BABYLON.PostProcess);
  12508. BABYLON.FilterPostProcess = FilterPostProcess;
  12509. })(BABYLON || (BABYLON = {}));
  12510. var __extends = this.__extends || function (d, b) {
  12511. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  12512. function __() { this.constructor = d; }
  12513. __.prototype = b.prototype;
  12514. d.prototype = new __();
  12515. };
  12516. var BABYLON;
  12517. (function (BABYLON) {
  12518. var RefractionPostProcess = (function (_super) {
  12519. __extends(RefractionPostProcess, _super);
  12520. function RefractionPostProcess(name, refractionTextureUrl, color, depth, colorLevel, ratio, camera, samplingMode, engine, reusable) {
  12521. var _this = this;
  12522. _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], ratio, camera, samplingMode, engine, reusable);
  12523. this.color = color;
  12524. this.depth = depth;
  12525. this.colorLevel = colorLevel;
  12526. this.onActivate = function (cam) {
  12527. _this._refRexture = _this._refRexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
  12528. };
  12529. this.onApply = function (effect) {
  12530. effect.setColor3("baseColor", _this.color);
  12531. effect.setFloat("depth", _this.depth);
  12532. effect.setFloat("colorLevel", _this.colorLevel);
  12533. effect.setTexture("refractionSampler", _this._refRexture);
  12534. };
  12535. }
  12536. RefractionPostProcess.prototype.dispose = function (camera) {
  12537. if (this._refRexture) {
  12538. this._refRexture.dispose();
  12539. }
  12540. _super.prototype.dispose.call(this, camera);
  12541. };
  12542. return RefractionPostProcess;
  12543. })(BABYLON.PostProcess);
  12544. BABYLON.RefractionPostProcess = RefractionPostProcess;
  12545. })(BABYLON || (BABYLON = {}));
  12546. var __extends = this.__extends || function (d, b) {
  12547. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  12548. function __() { this.constructor = d; }
  12549. __.prototype = b.prototype;
  12550. d.prototype = new __();
  12551. };
  12552. var BABYLON;
  12553. (function (BABYLON) {
  12554. var BlackAndWhitePostProcess = (function (_super) {
  12555. __extends(BlackAndWhitePostProcess, _super);
  12556. function BlackAndWhitePostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  12557. _super.call(this, name, "blackAndWhite", null, null, ratio, camera, samplingMode, engine, reusable);
  12558. }
  12559. return BlackAndWhitePostProcess;
  12560. })(BABYLON.PostProcess);
  12561. BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
  12562. })(BABYLON || (BABYLON = {}));
  12563. var __extends = this.__extends || function (d, b) {
  12564. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  12565. function __() { this.constructor = d; }
  12566. __.prototype = b.prototype;
  12567. d.prototype = new __();
  12568. };
  12569. var BABYLON;
  12570. (function (BABYLON) {
  12571. var ConvolutionPostProcess = (function (_super) {
  12572. __extends(ConvolutionPostProcess, _super);
  12573. function ConvolutionPostProcess(name, kernel, ratio, camera, samplingMode, engine, reusable) {
  12574. var _this = this;
  12575. _super.call(this, name, "convolution", ["kernel", "screenSize"], null, ratio, camera, samplingMode, engine, reusable);
  12576. this.kernel = kernel;
  12577. this.onApply = function (effect) {
  12578. effect.setFloat2("screenSize", _this.width, _this.height);
  12579. effect.setArray("kernel", _this.kernel);
  12580. };
  12581. }
  12582. ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
  12583. ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
  12584. ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
  12585. ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
  12586. ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
  12587. ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
  12588. return ConvolutionPostProcess;
  12589. })(BABYLON.PostProcess);
  12590. BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
  12591. })(BABYLON || (BABYLON = {}));
  12592. var __extends = this.__extends || function (d, b) {
  12593. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  12594. function __() { this.constructor = d; }
  12595. __.prototype = b.prototype;
  12596. d.prototype = new __();
  12597. };
  12598. var BABYLON;
  12599. (function (BABYLON) {
  12600. var FxaaPostProcess = (function (_super) {
  12601. __extends(FxaaPostProcess, _super);
  12602. function FxaaPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  12603. var _this = this;
  12604. _super.call(this, name, "fxaa", ["texelSize"], null, ratio, camera, samplingMode, engine, reusable);
  12605. this.onSizeChanged = function () {
  12606. _this.texelWidth = 1.0 / _this.width;
  12607. _this.texelHeight = 1.0 / _this.height;
  12608. };
  12609. this.onApply = function (effect) {
  12610. effect.setFloat2("texelSize", _this.texelWidth, _this.texelHeight);
  12611. };
  12612. }
  12613. return FxaaPostProcess;
  12614. })(BABYLON.PostProcess);
  12615. BABYLON.FxaaPostProcess = FxaaPostProcess;
  12616. })(BABYLON || (BABYLON = {}));
  12617. var BABYLON;
  12618. (function (BABYLON) {
  12619. var LensFlare = (function () {
  12620. function LensFlare(size, position, color, imgUrl, system) {
  12621. this.size = size;
  12622. this.position = position;
  12623. this.dispose = function () {
  12624. if (this.texture) {
  12625. this.texture.dispose();
  12626. }
  12627. var index = this._system.lensFlares.indexOf(this);
  12628. this._system.lensFlares.splice(index, 1);
  12629. };
  12630. this.color = color || new BABYLON.Color3(1, 1, 1);
  12631. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
  12632. this._system = system;
  12633. system.lensFlares.push(this);
  12634. }
  12635. return LensFlare;
  12636. })();
  12637. BABYLON.LensFlare = LensFlare;
  12638. })(BABYLON || (BABYLON = {}));
  12639. var BABYLON;
  12640. (function (BABYLON) {
  12641. var LensFlareSystem = (function () {
  12642. function LensFlareSystem(name, emitter, scene) {
  12643. this.name = name;
  12644. this.lensFlares = new Array();
  12645. this.borderLimit = 300;
  12646. this._vertexDeclaration = [2];
  12647. this._vertexStrideSize = 2 * 4;
  12648. this._isEnabled = true;
  12649. this._scene = scene;
  12650. this._emitter = emitter;
  12651. scene.lensFlareSystems.push(this);
  12652. this.meshesSelectionPredicate = function (m) {
  12653. return m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0);
  12654. };
  12655. var vertices = [];
  12656. vertices.push(1, 1);
  12657. vertices.push(-1, 1);
  12658. vertices.push(-1, -1);
  12659. vertices.push(1, -1);
  12660. this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
  12661. var indices = [];
  12662. indices.push(0);
  12663. indices.push(1);
  12664. indices.push(2);
  12665. indices.push(0);
  12666. indices.push(2);
  12667. indices.push(3);
  12668. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  12669. this._effect = this._scene.getEngine().createEffect("lensFlare", ["position"], ["color", "viewportMatrix"], ["textureSampler"], "");
  12670. }
  12671. Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
  12672. get: function () {
  12673. return this._isEnabled;
  12674. },
  12675. set: function (value) {
  12676. this._isEnabled = value;
  12677. },
  12678. enumerable: true,
  12679. configurable: true
  12680. });
  12681. LensFlareSystem.prototype.getScene = function () {
  12682. return this._scene;
  12683. };
  12684. LensFlareSystem.prototype.getEmitter = function () {
  12685. return this._emitter;
  12686. };
  12687. LensFlareSystem.prototype.getEmitterPosition = function () {
  12688. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  12689. };
  12690. LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
  12691. var position = this.getEmitterPosition();
  12692. position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  12693. this._positionX = position.x;
  12694. this._positionY = position.y;
  12695. position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  12696. if (position.z > 0) {
  12697. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  12698. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height))
  12699. return true;
  12700. }
  12701. }
  12702. return false;
  12703. };
  12704. LensFlareSystem.prototype._isVisible = function () {
  12705. if (!this._isEnabled) {
  12706. return false;
  12707. }
  12708. var emitterPosition = this.getEmitterPosition();
  12709. var direction = emitterPosition.subtract(this._scene.activeCamera.position);
  12710. var distance = direction.length();
  12711. direction.normalize();
  12712. var ray = new BABYLON.Ray(this._scene.activeCamera.position, direction);
  12713. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  12714. return !pickInfo.hit || pickInfo.distance > distance;
  12715. };
  12716. LensFlareSystem.prototype.render = function () {
  12717. if (!this._effect.isReady())
  12718. return false;
  12719. var engine = this._scene.getEngine();
  12720. var viewport = this._scene.activeCamera.viewport;
  12721. var globalViewport = viewport.toGlobal(engine);
  12722. if (!this.computeEffectivePosition(globalViewport)) {
  12723. return false;
  12724. }
  12725. if (!this._isVisible()) {
  12726. return false;
  12727. }
  12728. var awayX;
  12729. var awayY;
  12730. if (this._positionX < this.borderLimit + globalViewport.x) {
  12731. awayX = this.borderLimit + globalViewport.x - this._positionX;
  12732. } else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  12733. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  12734. } else {
  12735. awayX = 0;
  12736. }
  12737. if (this._positionY < this.borderLimit + globalViewport.y) {
  12738. awayY = this.borderLimit + globalViewport.y - this._positionY;
  12739. } else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  12740. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  12741. } else {
  12742. awayY = 0;
  12743. }
  12744. var away = (awayX > awayY) ? awayX : awayY;
  12745. if (away > this.borderLimit) {
  12746. away = this.borderLimit;
  12747. }
  12748. var intensity = 1.0 - (away / this.borderLimit);
  12749. if (intensity < 0) {
  12750. return false;
  12751. }
  12752. if (intensity > 1.0) {
  12753. intensity = 1.0;
  12754. }
  12755. var centerX = globalViewport.x + globalViewport.width / 2;
  12756. var centerY = globalViewport.y + globalViewport.height / 2;
  12757. var distX = centerX - this._positionX;
  12758. var distY = centerY - this._positionY;
  12759. engine.enableEffect(this._effect);
  12760. engine.setState(false);
  12761. engine.setDepthBuffer(false);
  12762. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  12763. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, this._effect);
  12764. for (var index = 0; index < this.lensFlares.length; index++) {
  12765. var flare = this.lensFlares[index];
  12766. var x = centerX - (distX * flare.position);
  12767. var y = centerY - (distY * flare.position);
  12768. var cw = flare.size;
  12769. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera);
  12770. var cx = 2 * (x / globalViewport.width) - 1.0;
  12771. var cy = 1.0 - 2 * (y / globalViewport.height);
  12772. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
  12773. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  12774. this._effect.setTexture("textureSampler", flare.texture);
  12775. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  12776. engine.draw(true, 0, 6);
  12777. }
  12778. engine.setDepthBuffer(true);
  12779. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  12780. return true;
  12781. };
  12782. LensFlareSystem.prototype.dispose = function () {
  12783. if (this._vertexBuffer) {
  12784. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  12785. this._vertexBuffer = null;
  12786. }
  12787. if (this._indexBuffer) {
  12788. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  12789. this._indexBuffer = null;
  12790. }
  12791. while (this.lensFlares.length) {
  12792. this.lensFlares[0].dispose();
  12793. }
  12794. var index = this._scene.lensFlareSystems.indexOf(this);
  12795. this._scene.lensFlareSystems.splice(index, 1);
  12796. };
  12797. return LensFlareSystem;
  12798. })();
  12799. BABYLON.LensFlareSystem = LensFlareSystem;
  12800. })(BABYLON || (BABYLON = {}));
  12801. var BABYLON;
  12802. (function (BABYLON) {
  12803. var IntersectionInfo = (function () {
  12804. function IntersectionInfo(bu, bv, distance) {
  12805. this.bu = bu;
  12806. this.bv = bv;
  12807. this.distance = distance;
  12808. this.faceId = 0;
  12809. }
  12810. return IntersectionInfo;
  12811. })();
  12812. BABYLON.IntersectionInfo = IntersectionInfo;
  12813. var PickingInfo = (function () {
  12814. function PickingInfo() {
  12815. this.hit = false;
  12816. this.distance = 0;
  12817. this.pickedPoint = null;
  12818. this.pickedMesh = null;
  12819. this.bu = 0;
  12820. this.bv = 0;
  12821. this.faceId = -1;
  12822. }
  12823. PickingInfo.prototype.getNormal = function () {
  12824. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  12825. return null;
  12826. }
  12827. var indices = this.pickedMesh.getIndices();
  12828. var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  12829. var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
  12830. var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
  12831. var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
  12832. normal0 = normal0.scale(this.bu);
  12833. normal1 = normal1.scale(this.bv);
  12834. normal2 = normal2.scale(1.0 - this.bu - this.bv);
  12835. return new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
  12836. };
  12837. PickingInfo.prototype.getTextureCoordinates = function () {
  12838. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  12839. return null;
  12840. }
  12841. var indices = this.pickedMesh.getIndices();
  12842. var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  12843. var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
  12844. var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
  12845. var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
  12846. uv0 = uv0.scale(this.bu);
  12847. uv1 = uv1.scale(this.bv);
  12848. uv2 = uv2.scale(1.0 - this.bu - this.bv);
  12849. return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
  12850. };
  12851. return PickingInfo;
  12852. })();
  12853. BABYLON.PickingInfo = PickingInfo;
  12854. })(BABYLON || (BABYLON = {}));
  12855. var BABYLON;
  12856. (function (BABYLON) {
  12857. var FilesInput = (function () {
  12858. function FilesInput(p_engine, p_scene, p_canvas, p_sceneLoadedCallback, p_progressCallback, p_additionnalRenderLoopLogicCallback, p_textureLoadingCallback, p_startingProcessingFilesCallback) {
  12859. this.engine = p_engine;
  12860. this.canvas = p_canvas;
  12861. this.currentScene = p_scene;
  12862. this.sceneLoadedCallback = p_sceneLoadedCallback;
  12863. this.progressCallback = p_progressCallback;
  12864. this.additionnalRenderLoopLogicCallback = p_additionnalRenderLoopLogicCallback;
  12865. this.textureLoadingCallback = p_textureLoadingCallback;
  12866. this.startingProcessingFilesCallback = p_startingProcessingFilesCallback;
  12867. }
  12868. FilesInput.prototype.monitorElementForDragNDrop = function (p_elementToMonitor) {
  12869. var _this = this;
  12870. if (p_elementToMonitor) {
  12871. this.elementToMonitor = p_elementToMonitor;
  12872. this.elementToMonitor.addEventListener("dragenter", function (e) {
  12873. _this.drag(e);
  12874. }, false);
  12875. this.elementToMonitor.addEventListener("dragover", function (e) {
  12876. _this.drag(e);
  12877. }, false);
  12878. this.elementToMonitor.addEventListener("drop", function (e) {
  12879. _this.drop(e);
  12880. }, false);
  12881. }
  12882. };
  12883. FilesInput.prototype.renderFunction = function () {
  12884. if (this.additionnalRenderLoopLogicCallback) {
  12885. this.additionnalRenderLoopLogicCallback();
  12886. }
  12887. if (this.currentScene) {
  12888. if (this.textureLoadingCallback) {
  12889. var remaining = this.currentScene.getWaitingItemsCount();
  12890. if (remaining > 0) {
  12891. this.textureLoadingCallback(remaining);
  12892. }
  12893. }
  12894. this.currentScene.render();
  12895. }
  12896. };
  12897. FilesInput.prototype.drag = function (e) {
  12898. e.stopPropagation();
  12899. e.preventDefault();
  12900. };
  12901. FilesInput.prototype.drop = function (eventDrop) {
  12902. eventDrop.stopPropagation();
  12903. eventDrop.preventDefault();
  12904. this.loadFiles(eventDrop);
  12905. };
  12906. FilesInput.prototype.loadFiles = function (event) {
  12907. var _this = this;
  12908. var that = this;
  12909. if (this.startingProcessingFilesCallback)
  12910. this.startingProcessingFilesCallback();
  12911. var sceneFileToLoad;
  12912. var filesToLoad;
  12913. if (event && event.dataTransfer && event.dataTransfer.files) {
  12914. filesToLoad = event.dataTransfer.files;
  12915. }
  12916. if (event && event.target && event.target.files) {
  12917. filesToLoad = event.target.files;
  12918. }
  12919. if (filesToLoad && filesToLoad.length > 0) {
  12920. for (var i = 0; i < filesToLoad.length; i++) {
  12921. switch (filesToLoad[i].type) {
  12922. case "image/jpeg":
  12923. case "image/png":
  12924. BABYLON.FilesInput.FilesTextures[filesToLoad[i].name] = filesToLoad[i];
  12925. break;
  12926. case "image/targa":
  12927. case "image/vnd.ms-dds":
  12928. BABYLON.FilesInput.FilesToLoad[filesToLoad[i].name] = filesToLoad[i];
  12929. break;
  12930. default:
  12931. if (filesToLoad[i].name.indexOf(".babylon") !== -1 && filesToLoad[i].name.indexOf(".manifest") === -1 && filesToLoad[i].name.indexOf(".incremental") === -1 && filesToLoad[i].name.indexOf(".babylonmeshdata") === -1 && filesToLoad[i].name.indexOf(".babylongeometrydata") === -1) {
  12932. sceneFileToLoad = filesToLoad[i];
  12933. }
  12934. break;
  12935. }
  12936. }
  12937. if (sceneFileToLoad) {
  12938. if (this.currentScene) {
  12939. this.engine.stopRenderLoop();
  12940. this.currentScene.dispose();
  12941. }
  12942. BABYLON.SceneLoader.Load("file:", sceneFileToLoad, this.engine, function (newScene) {
  12943. that.currentScene = newScene;
  12944. that.currentScene.executeWhenReady(function () {
  12945. if (that.currentScene.activeCamera) {
  12946. that.currentScene.activeCamera.attachControl(that.canvas);
  12947. }
  12948. if (that.sceneLoadedCallback) {
  12949. that.sceneLoadedCallback(sceneFileToLoad, that.currentScene);
  12950. }
  12951. that.engine.runRenderLoop(function () {
  12952. that.renderFunction();
  12953. });
  12954. });
  12955. }, function (progress) {
  12956. if (_this.progressCallback) {
  12957. _this.progressCallback(progress);
  12958. }
  12959. });
  12960. } else {
  12961. BABYLON.Tools.Error("Please provide a valid .babylon file.");
  12962. }
  12963. }
  12964. };
  12965. FilesInput.FilesTextures = new Array();
  12966. FilesInput.FilesToLoad = new Array();
  12967. return FilesInput;
  12968. })();
  12969. BABYLON.FilesInput = FilesInput;
  12970. })(BABYLON || (BABYLON = {}));
  12971. var BABYLON;
  12972. (function (BABYLON) {
  12973. var OimoJSPlugin = (function () {
  12974. function OimoJSPlugin() {
  12975. this._registeredMeshes = [];
  12976. /**
  12977. * Update the body position according to the mesh position
  12978. * @param mesh
  12979. */
  12980. this.updateBodyPosition = function (mesh) {
  12981. for (var index = 0; index < this._registeredMeshes.length; index++) {
  12982. var registeredMesh = this._registeredMeshes[index];
  12983. if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
  12984. var body = registeredMesh.body.body;
  12985. var center = mesh.getBoundingInfo().boundingBox.center;
  12986. body.setPosition(center.x, center.y, center.z);
  12987. body.setOrientation(mesh.rotation.x, mesh.rotation.y, mesh.rotation.z);
  12988. return;
  12989. }
  12990. if (registeredMesh.mesh.parent === mesh) {
  12991. mesh.computeWorldMatrix(true);
  12992. registeredMesh.mesh.computeWorldMatrix(true);
  12993. var absolutePosition = registeredMesh.mesh.getAbsolutePosition();
  12994. var absoluteRotation = mesh.rotation;
  12995. body = registeredMesh.body.body;
  12996. body.setPosition(absolutePosition.x, absolutePosition.y, absolutePosition.z);
  12997. body.setOrientation(absoluteRotation.x, absoluteRotation.y, absoluteRotation.z);
  12998. return;
  12999. }
  13000. }
  13001. };
  13002. }
  13003. OimoJSPlugin.prototype._checkWithEpsilon = function (value) {
  13004. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  13005. };
  13006. OimoJSPlugin.prototype.initialize = function (iterations) {
  13007. this._world = new OIMO.World();
  13008. this._world.clear();
  13009. };
  13010. OimoJSPlugin.prototype.setGravity = function (gravity) {
  13011. this._world.gravity = gravity;
  13012. };
  13013. OimoJSPlugin.prototype.registerMesh = function (mesh, impostor, options) {
  13014. var body = null;
  13015. this.unregisterMesh(mesh);
  13016. mesh.computeWorldMatrix(true);
  13017. switch (impostor) {
  13018. case BABYLON.PhysicsEngine.SphereImpostor:
  13019. var bbox = mesh.getBoundingInfo().boundingBox;
  13020. var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x;
  13021. var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y;
  13022. var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z;
  13023. var size = Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2;
  13024. var deltaPosition = mesh.position.subtract(bbox.center);
  13025. body = new OIMO.Body({
  13026. type: 'sphere',
  13027. size: [size],
  13028. pos: [bbox.center.x, bbox.center.y, bbox.center.z],
  13029. rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD],
  13030. move: options.mass != 0,
  13031. config: [options.mass, options.friction, options.restitution],
  13032. world: this._world
  13033. });
  13034. this._registeredMeshes.push({
  13035. mesh: mesh,
  13036. body: body,
  13037. delta: deltaPosition
  13038. });
  13039. break;
  13040. case BABYLON.PhysicsEngine.PlaneImpostor:
  13041. case BABYLON.PhysicsEngine.BoxImpostor:
  13042. bbox = mesh.getBoundingInfo().boundingBox;
  13043. var min = bbox.minimumWorld;
  13044. var max = bbox.maximumWorld;
  13045. var box = max.subtract(min);
  13046. var sizeX = this._checkWithEpsilon(box.x);
  13047. var sizeY = this._checkWithEpsilon(box.y);
  13048. var sizeZ = this._checkWithEpsilon(box.z);
  13049. var deltaPosition = mesh.position.subtract(bbox.center);
  13050. body = new OIMO.Body({
  13051. type: 'box',
  13052. size: [sizeX, sizeY, sizeZ],
  13053. pos: [bbox.center.x, bbox.center.y, bbox.center.z],
  13054. rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD],
  13055. move: options.mass != 0,
  13056. config: [options.mass, options.friction, options.restitution],
  13057. world: this._world
  13058. });
  13059. this._registeredMeshes.push({
  13060. mesh: mesh,
  13061. body: body,
  13062. delta: deltaPosition
  13063. });
  13064. break;
  13065. }
  13066. return body;
  13067. };
  13068. OimoJSPlugin.prototype.registerMeshesAsCompound = function (parts, options) {
  13069. var types = [], sizes = [], positions = [], rotations = [];
  13070. var initialMesh = parts[0].mesh;
  13071. for (var index = 0; index < parts.length; index++) {
  13072. var part = parts[index];
  13073. var bodyParameters = this._createBodyAsCompound(part, options, initialMesh);
  13074. types.push(bodyParameters.type);
  13075. sizes.push.apply(sizes, bodyParameters.size);
  13076. positions.push.apply(positions, bodyParameters.pos);
  13077. rotations.push.apply(rotations, bodyParameters.rot);
  13078. }
  13079. var body = new OIMO.Body({
  13080. type: types,
  13081. size: sizes,
  13082. pos: positions,
  13083. rot: rotations,
  13084. move: options.mass != 0,
  13085. config: [options.mass, options.friction, options.restitution],
  13086. world: this._world
  13087. });
  13088. this._registeredMeshes.push({
  13089. mesh: initialMesh,
  13090. body: body
  13091. });
  13092. return body;
  13093. };
  13094. OimoJSPlugin.prototype._createBodyAsCompound = function (part, options, initialMesh) {
  13095. var bodyParameters = null;
  13096. var mesh = part.mesh;
  13097. switch (part.impostor) {
  13098. case BABYLON.PhysicsEngine.SphereImpostor:
  13099. var bbox = mesh.getBoundingInfo().boundingBox;
  13100. var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x;
  13101. var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y;
  13102. var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z;
  13103. var size = Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2;
  13104. bodyParameters = {
  13105. type: 'sphere',
  13106. /* bug with oimo : sphere needs 3 sizes in this case */
  13107. size: [size, -1, -1],
  13108. pos: [mesh.position.x, mesh.position.y, mesh.position.z],
  13109. rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD]
  13110. };
  13111. break;
  13112. case BABYLON.PhysicsEngine.PlaneImpostor:
  13113. case BABYLON.PhysicsEngine.BoxImpostor:
  13114. bbox = mesh.getBoundingInfo().boundingBox;
  13115. var min = bbox.minimumWorld;
  13116. var max = bbox.maximumWorld;
  13117. var box = max.subtract(min);
  13118. var sizeX = this._checkWithEpsilon(box.x);
  13119. var sizeY = this._checkWithEpsilon(box.y);
  13120. var sizeZ = this._checkWithEpsilon(box.z);
  13121. var relativePosition = mesh.position;
  13122. bodyParameters = {
  13123. type: 'box',
  13124. size: [sizeX, sizeY, sizeZ],
  13125. pos: [relativePosition.x, relativePosition.y, relativePosition.z],
  13126. rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD]
  13127. };
  13128. break;
  13129. }
  13130. return bodyParameters;
  13131. };
  13132. OimoJSPlugin.prototype.unregisterMesh = function (mesh) {
  13133. for (var index = 0; index < this._registeredMeshes.length; index++) {
  13134. var registeredMesh = this._registeredMeshes[index];
  13135. if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
  13136. if (registeredMesh.body) {
  13137. this._world.removeRigidBody(registeredMesh.body.body);
  13138. this._unbindBody(registeredMesh.body);
  13139. }
  13140. this._registeredMeshes.splice(index, 1);
  13141. return;
  13142. }
  13143. }
  13144. };
  13145. OimoJSPlugin.prototype._unbindBody = function (body) {
  13146. for (var index = 0; index < this._registeredMeshes.length; index++) {
  13147. var registeredMesh = this._registeredMeshes[index];
  13148. if (registeredMesh.body === body) {
  13149. registeredMesh.body = null;
  13150. }
  13151. }
  13152. };
  13153. OimoJSPlugin.prototype.applyImpulse = function (mesh, force, contactPoint) {
  13154. for (var index = 0; index < this._registeredMeshes.length; index++) {
  13155. var registeredMesh = this._registeredMeshes[index];
  13156. if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
  13157. var mass = registeredMesh.body.body.massInfo.mass;
  13158. registeredMesh.body.body.applyImpulse(contactPoint.scale(OIMO.INV_SCALE), force.scale(OIMO.INV_SCALE * mass));
  13159. return;
  13160. }
  13161. }
  13162. };
  13163. OimoJSPlugin.prototype.createLink = function (mesh1, mesh2, pivot1, pivot2, options) {
  13164. var body1 = null, body2 = null;
  13165. for (var index = 0; index < this._registeredMeshes.length; index++) {
  13166. var registeredMesh = this._registeredMeshes[index];
  13167. if (registeredMesh.mesh === mesh1) {
  13168. body1 = registeredMesh.body.body;
  13169. } else if (registeredMesh.mesh === mesh2) {
  13170. body2 = registeredMesh.body.body;
  13171. }
  13172. }
  13173. if (!body1 || !body2) {
  13174. return false;
  13175. }
  13176. if (!options) {
  13177. options = {};
  13178. }
  13179. new OIMO.Link({
  13180. type: options.type,
  13181. body1: body1,
  13182. body2: body2,
  13183. min: options.min,
  13184. max: options.max,
  13185. axe1: options.axe1,
  13186. axe2: options.axe2,
  13187. pos1: [pivot1.x, pivot1.y, pivot1.z],
  13188. pos2: [pivot2.x, pivot2.y, pivot2.z],
  13189. collision: options.collision,
  13190. spring: options.spring,
  13191. world: this._world
  13192. });
  13193. return true;
  13194. };
  13195. OimoJSPlugin.prototype.dispose = function () {
  13196. this._world.clear();
  13197. while (this._registeredMeshes.length) {
  13198. this.unregisterMesh(this._registeredMeshes[0].mesh);
  13199. }
  13200. };
  13201. OimoJSPlugin.prototype.isSupported = function () {
  13202. return OIMO !== undefined;
  13203. };
  13204. OimoJSPlugin.prototype._getLastShape = function (body) {
  13205. var lastShape = body.shapes;
  13206. while (lastShape.next) {
  13207. lastShape = lastShape.next;
  13208. }
  13209. return lastShape;
  13210. };
  13211. OimoJSPlugin.prototype.runOneStep = function (time) {
  13212. this._world.step();
  13213. var i = this._registeredMeshes.length;
  13214. var m;
  13215. while (i--) {
  13216. var body = this._registeredMeshes[i].body.body;
  13217. var mesh = this._registeredMeshes[i].mesh;
  13218. var delta = this._registeredMeshes[i].delta;
  13219. if (!body.sleeping) {
  13220. if (body.shapes.next) {
  13221. var parentShape = this._getLastShape(body);
  13222. mesh.position.x = parentShape.position.x * OIMO.WORLD_SCALE;
  13223. mesh.position.y = parentShape.position.y * OIMO.WORLD_SCALE;
  13224. mesh.position.z = parentShape.position.z * OIMO.WORLD_SCALE;
  13225. var mtx = BABYLON.Matrix.FromArray(body.getMatrix());
  13226. if (!mesh.rotationQuaternion) {
  13227. mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  13228. }
  13229. mesh.rotationQuaternion.fromRotationMatrix(mtx);
  13230. } else {
  13231. m = body.getMatrix();
  13232. mtx = BABYLON.Matrix.FromArray(m);
  13233. var bodyX = mtx.m[12], bodyY = mtx.m[13], bodyZ = mtx.m[14];
  13234. if (!delta) {
  13235. mesh.position.x = bodyX;
  13236. mesh.position.y = bodyY;
  13237. mesh.position.z = bodyZ;
  13238. } else {
  13239. mesh.position.x = bodyX + delta.x;
  13240. mesh.position.y = bodyY + delta.y;
  13241. mesh.position.z = bodyZ + delta.z;
  13242. }
  13243. if (!mesh.rotationQuaternion) {
  13244. mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  13245. }
  13246. mesh.rotationQuaternion.fromRotationMatrix(mtx);
  13247. }
  13248. }
  13249. }
  13250. };
  13251. return OimoJSPlugin;
  13252. })();
  13253. BABYLON.OimoJSPlugin = OimoJSPlugin;
  13254. })(BABYLON || (BABYLON = {}));
  13255. var BABYLON;
  13256. (function (BABYLON) {
  13257. var PhysicsEngine = (function () {
  13258. function PhysicsEngine(plugin) {
  13259. this._currentPlugin = plugin || new BABYLON.OimoJSPlugin();
  13260. }
  13261. PhysicsEngine.prototype._initialize = function (gravity) {
  13262. this._currentPlugin.initialize();
  13263. this._setGravity(gravity);
  13264. };
  13265. PhysicsEngine.prototype._runOneStep = function (delta) {
  13266. if (delta > 0.1) {
  13267. delta = 0.1;
  13268. } else if (delta <= 0) {
  13269. delta = 1.0 / 60.0;
  13270. }
  13271. this._currentPlugin.runOneStep(delta);
  13272. };
  13273. PhysicsEngine.prototype._setGravity = function (gravity) {
  13274. this.gravity = gravity || new BABYLON.Vector3(0, -9.82, 0);
  13275. this._currentPlugin.setGravity(this.gravity);
  13276. };
  13277. PhysicsEngine.prototype._registerMesh = function (mesh, impostor, options) {
  13278. return this._currentPlugin.registerMesh(mesh, impostor, options);
  13279. };
  13280. PhysicsEngine.prototype._registerMeshesAsCompound = function (parts, options) {
  13281. return this._currentPlugin.registerMeshesAsCompound(parts, options);
  13282. };
  13283. PhysicsEngine.prototype._unregisterMesh = function (mesh) {
  13284. this._currentPlugin.unregisterMesh(mesh);
  13285. };
  13286. PhysicsEngine.prototype._applyImpulse = function (mesh, force, contactPoint) {
  13287. this._currentPlugin.applyImpulse(mesh, force, contactPoint);
  13288. };
  13289. PhysicsEngine.prototype._createLink = function (mesh1, mesh2, pivot1, pivot2, options) {
  13290. return this._currentPlugin.createLink(mesh1, mesh2, pivot1, pivot2, options);
  13291. };
  13292. PhysicsEngine.prototype._updateBodyPosition = function (mesh) {
  13293. this._currentPlugin.updateBodyPosition(mesh);
  13294. };
  13295. PhysicsEngine.prototype.dispose = function () {
  13296. this._currentPlugin.dispose();
  13297. };
  13298. PhysicsEngine.prototype.isSupported = function () {
  13299. return this._currentPlugin.isSupported();
  13300. };
  13301. PhysicsEngine.NoImpostor = 0;
  13302. PhysicsEngine.SphereImpostor = 1;
  13303. PhysicsEngine.BoxImpostor = 2;
  13304. PhysicsEngine.PlaneImpostor = 3;
  13305. PhysicsEngine.CompoundImpostor = 4;
  13306. PhysicsEngine.MeshImpostor = 4;
  13307. PhysicsEngine.CapsuleImpostor = 5;
  13308. PhysicsEngine.ConeImpostor = 6;
  13309. PhysicsEngine.CylinderImpostor = 7;
  13310. PhysicsEngine.ConvexHullImpostor = 8;
  13311. PhysicsEngine.Epsilon = 0.001;
  13312. return PhysicsEngine;
  13313. })();
  13314. BABYLON.PhysicsEngine = PhysicsEngine;
  13315. })(BABYLON || (BABYLON = {}));
  13316. var BABYLON;
  13317. (function (BABYLON) {
  13318. var serializeLight = function (light) {
  13319. var serializationObject = {};
  13320. serializationObject.name = light.name;
  13321. serializationObject.id = light.id;
  13322. serializationObject.tags = BABYLON.Tags.GetTags(light);
  13323. if (light instanceof BABYLON.PointLight) {
  13324. serializationObject.type = 0;
  13325. serializationObject.position = light.position.asArray();
  13326. } else if (light instanceof BABYLON.DirectionalLight) {
  13327. serializationObject.type = 1;
  13328. var directionalLight = light;
  13329. serializationObject.position = directionalLight.position.asArray();
  13330. serializationObject.direction = directionalLight.direction.asArray();
  13331. } else if (light instanceof BABYLON.SpotLight) {
  13332. serializationObject.type = 2;
  13333. var spotLight = light;
  13334. serializationObject.position = spotLight.position.asArray();
  13335. serializationObject.direction = spotLight.position.asArray();
  13336. serializationObject.angle = spotLight.angle;
  13337. serializationObject.exponent = spotLight.exponent;
  13338. } else if (light instanceof BABYLON.HemisphericLight) {
  13339. serializationObject.type = 3;
  13340. var hemisphericLight = light;
  13341. serializationObject.direction = hemisphericLight.direction.asArray();
  13342. serializationObject.groundColor = hemisphericLight.groundColor.asArray();
  13343. }
  13344. if (light.intensity) {
  13345. serializationObject.intensity = light.intensity;
  13346. }
  13347. serializationObject.range = light.range;
  13348. serializationObject.diffuse = light.diffuse.asArray();
  13349. serializationObject.specular = light.specular.asArray();
  13350. return serializationObject;
  13351. };
  13352. var serializeFresnelParameter = function (fresnelParameter) {
  13353. var serializationObject = {};
  13354. serializationObject.isEnabled = fresnelParameter.isEnabled;
  13355. serializationObject.leftColor = fresnelParameter.leftColor;
  13356. serializationObject.rightColor = fresnelParameter.rightColor;
  13357. serializationObject.bias = fresnelParameter.bias;
  13358. serializationObject.power = fresnelParameter.power;
  13359. return serializationObject;
  13360. };
  13361. var serializeCamera = function (camera) {
  13362. var serializationObject = {};
  13363. serializationObject.name = camera.name;
  13364. serializationObject.tags = BABYLON.Tags.GetTags(camera);
  13365. serializationObject.id = camera.id;
  13366. serializationObject.position = camera.position.asArray();
  13367. if (camera.parent) {
  13368. serializationObject.parentId = camera.parent.id;
  13369. }
  13370. serializationObject.rotation = camera.rotation.asArray();
  13371. if (camera.lockedTarget && camera.lockedTarget.id) {
  13372. serializationObject.lockedTargetId = camera.lockedTarget.id;
  13373. }
  13374. serializationObject.fov = camera.fov;
  13375. serializationObject.minZ = camera.minZ;
  13376. serializationObject.maxZ = camera.maxZ;
  13377. serializationObject.speed = camera.speed;
  13378. serializationObject.inertia = camera.inertia;
  13379. serializationObject.checkCollisions = camera.checkCollisions;
  13380. serializationObject.applyGravity = camera.applyGravity;
  13381. if (camera.ellipsoid) {
  13382. serializationObject.ellipsoid = camera.ellipsoid.asArray();
  13383. }
  13384. appendAnimations(camera, serializationObject);
  13385. serializationObject.layerMask = camera.layerMask;
  13386. return serializationObject;
  13387. };
  13388. var appendAnimations = function (source, destination) {
  13389. if (source.animations) {
  13390. destination.animations = [];
  13391. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  13392. var animation = source.animations[animationIndex];
  13393. destination.animations.push(serializeAnimation(animation));
  13394. }
  13395. }
  13396. };
  13397. var serializeAnimation = function (animation) {
  13398. var serializationObject = {};
  13399. serializationObject.name = animation.name;
  13400. serializationObject.property = animation.targetProperty;
  13401. serializationObject.framePerSecond = animation.framePerSecond;
  13402. serializationObject.dataType = animation.dataType;
  13403. serializationObject.loopBehavior = animation.loopMode;
  13404. var dataType = animation.dataType;
  13405. serializationObject.keys = [];
  13406. var keys = animation.getKeys();
  13407. for (var index = 0; index < keys.length; index++) {
  13408. var animationKey = keys[index];
  13409. var key = {};
  13410. key.frame = animationKey.frame;
  13411. switch (dataType) {
  13412. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  13413. key.values = [animationKey.value];
  13414. break;
  13415. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  13416. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  13417. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  13418. key.values = animationKey.value.asArray();
  13419. break;
  13420. }
  13421. serializationObject.keys.push(key);
  13422. }
  13423. return serializationObject;
  13424. };
  13425. var serializeMultiMaterial = function (material) {
  13426. var serializationObject = {};
  13427. serializationObject.name = material.name;
  13428. serializationObject.id = material.id;
  13429. serializationObject.tags = BABYLON.Tags.GetTags(material);
  13430. serializationObject.materials = [];
  13431. for (var matIndex = 0; matIndex < material.subMaterials.length; matIndex++) {
  13432. var subMat = material.subMaterials[matIndex];
  13433. if (subMat) {
  13434. serializationObject.materials.push(subMat.id);
  13435. } else {
  13436. serializationObject.materials.push(null);
  13437. }
  13438. }
  13439. return serializationObject;
  13440. };
  13441. var serializeMaterial = function (material) {
  13442. var serializationObject = {};
  13443. serializationObject.name = material.name;
  13444. serializationObject.ambient = material.ambientColor.asArray();
  13445. serializationObject.diffuse = material.diffuseColor.asArray();
  13446. serializationObject.specular = material.specularColor.asArray();
  13447. serializationObject.specularPower = material.specularPower;
  13448. serializationObject.emissive = material.emissiveColor.asArray();
  13449. serializationObject.alpha = material.alpha;
  13450. serializationObject.id = material.id;
  13451. serializationObject.tags = BABYLON.Tags.GetTags(material);
  13452. serializationObject.backFaceCulling = material.backFaceCulling;
  13453. if (material.diffuseTexture) {
  13454. serializationObject.diffuseTexture = serializeTexture(material.diffuseTexture);
  13455. }
  13456. if (material.diffuseFresnelParameters) {
  13457. serializationObject.diffuseFresnelParameters = serializeFresnelParameter(material.diffuseFresnelParameters);
  13458. }
  13459. if (material.ambientTexture) {
  13460. serializationObject.ambientTexture = serializeTexture(material.ambientTexture);
  13461. }
  13462. if (material.opacityTexture) {
  13463. serializationObject.opacityTexture = serializeTexture(material.opacityTexture);
  13464. }
  13465. if (material.opacityFresnelParameters) {
  13466. serializationObject.opacityFresnelParameters = serializeFresnelParameter(material.opacityFresnelParameters);
  13467. }
  13468. if (material.reflectionTexture) {
  13469. serializationObject.reflectionTexture = serializeTexture(material.reflectionTexture);
  13470. }
  13471. if (material.reflectionFresnelParameters) {
  13472. serializationObject.reflectionFresnelParameters = serializeFresnelParameter(material.reflectionFresnelParameters);
  13473. }
  13474. if (material.emissiveTexture) {
  13475. serializationObject.emissiveTexture = serializeTexture(material.emissiveTexture);
  13476. }
  13477. if (material.emissiveFresnelParameters) {
  13478. serializationObject.emissiveFresnelParameters = serializeFresnelParameter(material.emissiveFresnelParameters);
  13479. }
  13480. if (material.specularTexture) {
  13481. serializationObject.specularTexture = serializeTexture(material.specularTexture);
  13482. }
  13483. if (material.bumpTexture) {
  13484. serializationObject.bumpTexture = serializeTexture(material.bumpTexture);
  13485. }
  13486. return serializationObject;
  13487. };
  13488. var serializeTexture = function (texture) {
  13489. var serializationObject = {};
  13490. if (!texture.name) {
  13491. return null;
  13492. }
  13493. if (texture instanceof BABYLON.CubeTexture) {
  13494. serializationObject.name = texture.name;
  13495. serializationObject.hasAlpha = texture.hasAlpha;
  13496. serializationObject.level = texture.level;
  13497. serializationObject.coordinatesMode = texture.coordinatesMode;
  13498. return serializationObject;
  13499. }
  13500. if (texture instanceof BABYLON.MirrorTexture) {
  13501. var mirrorTexture = texture;
  13502. serializationObject.renderTargetSize = mirrorTexture.getRenderSize();
  13503. serializationObject.renderList = [];
  13504. for (var index = 0; index < mirrorTexture.renderList.length; index++) {
  13505. serializationObject.renderList.push(mirrorTexture.renderList[index].id);
  13506. }
  13507. serializationObject.mirrorPlane = mirrorTexture.mirrorPlane.asArray();
  13508. } else if (texture instanceof BABYLON.RenderTargetTexture) {
  13509. var renderTargetTexture = texture;
  13510. serializationObject.renderTargetSize = renderTargetTexture.getRenderSize();
  13511. serializationObject.renderList = [];
  13512. for (index = 0; index < renderTargetTexture.renderList.length; index++) {
  13513. serializationObject.renderList.push(renderTargetTexture.renderList[index].id);
  13514. }
  13515. }
  13516. var regularTexture = texture;
  13517. serializationObject.name = texture.name;
  13518. serializationObject.hasAlpha = texture.hasAlpha;
  13519. serializationObject.level = texture.level;
  13520. serializationObject.coordinatesIndex = texture.coordinatesIndex;
  13521. serializationObject.coordinatesMode = texture.coordinatesMode;
  13522. serializationObject.uOffset = regularTexture.uOffset;
  13523. serializationObject.vOffset = regularTexture.vOffset;
  13524. serializationObject.uScale = regularTexture.uScale;
  13525. serializationObject.vScale = regularTexture.vScale;
  13526. serializationObject.uAng = regularTexture.uAng;
  13527. serializationObject.vAng = regularTexture.vAng;
  13528. serializationObject.wAng = regularTexture.wAng;
  13529. serializationObject.wrapU = texture.wrapU;
  13530. serializationObject.wrapV = texture.wrapV;
  13531. appendAnimations(texture, serializationObject);
  13532. return serializationObject;
  13533. };
  13534. var serializeSkeleton = function (skeleton) {
  13535. var serializationObject = {};
  13536. serializationObject.name = skeleton.name;
  13537. serializationObject.id = skeleton.id;
  13538. serializationObject.bones = [];
  13539. for (var index = 0; index < skeleton.bones.length; index++) {
  13540. var bone = skeleton.bones[index];
  13541. var serializedBone = {
  13542. parentBoneIndex: bone.getParent() ? skeleton.bones.indexOf(bone.getParent()) : -1,
  13543. name: bone.name,
  13544. matrix: bone.getLocalMatrix().toArray()
  13545. };
  13546. serializationObject.bones.push(serializedBone);
  13547. if (bone.animations && bone.animations.length > 0) {
  13548. serializedBone.animation = serializeAnimation(bone.animations[0]);
  13549. }
  13550. }
  13551. return serializationObject;
  13552. };
  13553. var serializeParticleSystem = function (particleSystem) {
  13554. var serializationObject = {};
  13555. serializationObject.emitterId = particleSystem.emitter.id;
  13556. serializationObject.capacity = particleSystem.getCapacity();
  13557. if (particleSystem.particleTexture) {
  13558. serializationObject.textureName = particleSystem.particleTexture.name;
  13559. }
  13560. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  13561. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  13562. serializationObject.minSize = particleSystem.minSize;
  13563. serializationObject.maxSize = particleSystem.maxSize;
  13564. serializationObject.minLifeTime = particleSystem.minLifeTime;
  13565. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  13566. serializationObject.emitRate = particleSystem.emitRate;
  13567. serializationObject.minEmitBox = particleSystem.minEmitBox.asArray();
  13568. serializationObject.maxEmitBox = particleSystem.maxEmitBox.asArray();
  13569. serializationObject.gravity = particleSystem.gravity.asArray();
  13570. serializationObject.direction1 = particleSystem.direction1.asArray();
  13571. serializationObject.direction2 = particleSystem.direction2.asArray();
  13572. serializationObject.color1 = particleSystem.color1.asArray();
  13573. serializationObject.color2 = particleSystem.color2.asArray();
  13574. serializationObject.colorDead = particleSystem.colorDead.asArray();
  13575. serializationObject.updateSpeed = particleSystem.updateSpeed;
  13576. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  13577. serializationObject.textureMask = particleSystem.textureMask.asArray();
  13578. serializationObject.blendMode = particleSystem.blendMode;
  13579. return serializationObject;
  13580. };
  13581. var serializeLensFlareSystem = function (lensFlareSystem) {
  13582. var serializationObject = {};
  13583. serializationObject.emitterId = lensFlareSystem.getEmitter().id;
  13584. serializationObject.borderLimit = lensFlareSystem.borderLimit;
  13585. serializationObject.flares = [];
  13586. for (var index = 0; index < lensFlareSystem.lensFlares.length; index++) {
  13587. var flare = lensFlareSystem.lensFlares[index];
  13588. serializationObject.flares.push({
  13589. size: flare.size,
  13590. position: flare.position,
  13591. color: flare.color.asArray(),
  13592. textureName: BABYLON.Tools.GetFilename(flare.texture.name)
  13593. });
  13594. }
  13595. return serializationObject;
  13596. };
  13597. var serializeShadowGenerator = function (light) {
  13598. var serializationObject = {};
  13599. var shadowGenerator = light.getShadowGenerator();
  13600. serializationObject.lightId = light.id;
  13601. serializationObject.mapSize = shadowGenerator.getShadowMap().getRenderSize();
  13602. serializationObject.useVarianceShadowMap = shadowGenerator.useVarianceShadowMap;
  13603. serializationObject.usePoissonSampling = shadowGenerator.usePoissonSampling;
  13604. serializationObject.renderList = [];
  13605. for (var meshIndex = 0; meshIndex < shadowGenerator.getShadowMap().renderList.length; meshIndex++) {
  13606. var mesh = shadowGenerator.getShadowMap().renderList[meshIndex];
  13607. serializationObject.renderList.push(mesh.id);
  13608. }
  13609. return serializationObject;
  13610. };
  13611. var serializedGeometries = [];
  13612. var serializeGeometry = function (geometry, serializationGeometries) {
  13613. if (serializedGeometries[geometry.id]) {
  13614. return;
  13615. }
  13616. if (geometry instanceof BABYLON.Geometry.Primitives.Box) {
  13617. serializationGeometries.boxes.push(serializeBox(geometry));
  13618. } else if (geometry instanceof BABYLON.Geometry.Primitives.Sphere) {
  13619. serializationGeometries.spheres.push(serializeSphere(geometry));
  13620. } else if (geometry instanceof BABYLON.Geometry.Primitives.Cylinder) {
  13621. serializationGeometries.cylinders.push(serializeCylinder(geometry));
  13622. } else if (geometry instanceof BABYLON.Geometry.Primitives.Torus) {
  13623. serializationGeometries.toruses.push(serializeTorus(geometry));
  13624. } else if (geometry instanceof BABYLON.Geometry.Primitives.Ground) {
  13625. serializationGeometries.grounds.push(serializeGround(geometry));
  13626. } else if (geometry instanceof BABYLON.Geometry.Primitives.Plane) {
  13627. serializationGeometries.planes.push(serializePlane(geometry));
  13628. } else if (geometry instanceof BABYLON.Geometry.Primitives.TorusKnot) {
  13629. serializationGeometries.torusKnots.push(serializeTorusKnot(geometry));
  13630. } else if (geometry instanceof BABYLON.Geometry.Primitives._Primitive) {
  13631. throw new Error("Unknow primitive type");
  13632. } else {
  13633. serializationGeometries.vertexData.push(serializeVertexData(geometry));
  13634. }
  13635. serializedGeometries[geometry.id] = true;
  13636. };
  13637. var serializeGeometryBase = function (geometry) {
  13638. var serializationObject = {};
  13639. serializationObject.id = geometry.id;
  13640. if (BABYLON.Tags.HasTags(geometry)) {
  13641. serializationObject.tags = BABYLON.Tags.GetTags(geometry);
  13642. }
  13643. return serializationObject;
  13644. };
  13645. var serializeVertexData = function (vertexData) {
  13646. var serializationObject = serializeGeometryBase(vertexData);
  13647. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  13648. serializationObject.positions = vertexData.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  13649. }
  13650. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  13651. serializationObject.normals = vertexData.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  13652. }
  13653. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  13654. serializationObject.uvs = vertexData.getVerticesData(BABYLON.VertexBuffer.UVKind);
  13655. }
  13656. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  13657. serializationObject.uvs2 = vertexData.getVerticesData(BABYLON.VertexBuffer.UV2Kind);
  13658. }
  13659. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  13660. serializationObject.colors = vertexData.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  13661. }
  13662. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  13663. serializationObject.matricesIndices = vertexData.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  13664. serializationObject.matricesIndices._isExpanded = true;
  13665. }
  13666. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  13667. serializationObject.matricesWeights = vertexData.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  13668. }
  13669. serializationObject.indices = vertexData.getIndices();
  13670. return serializationObject;
  13671. };
  13672. var serializePrimitive = function (primitive) {
  13673. var serializationObject = serializeGeometryBase(primitive);
  13674. serializationObject.canBeRegenerated = primitive.canBeRegenerated();
  13675. return serializationObject;
  13676. };
  13677. var serializeBox = function (box) {
  13678. var serializationObject = serializePrimitive(box);
  13679. serializationObject.size = box.size;
  13680. return serializationObject;
  13681. };
  13682. var serializeSphere = function (sphere) {
  13683. var serializationObject = serializePrimitive(sphere);
  13684. serializationObject.segments = sphere.segments;
  13685. serializationObject.diameter = sphere.diameter;
  13686. return serializationObject;
  13687. };
  13688. var serializeCylinder = function (cylinder) {
  13689. var serializationObject = serializePrimitive(cylinder);
  13690. serializationObject.height = cylinder.height;
  13691. serializationObject.diameterTop = cylinder.diameterTop;
  13692. serializationObject.diameterBottom = cylinder.diameterBottom;
  13693. serializationObject.tessellation = cylinder.tessellation;
  13694. return serializationObject;
  13695. };
  13696. var serializeTorus = function (torus) {
  13697. var serializationObject = serializePrimitive(torus);
  13698. serializationObject.diameter = torus.diameter;
  13699. serializationObject.thickness = torus.thickness;
  13700. serializationObject.tessellation = torus.tessellation;
  13701. return serializationObject;
  13702. };
  13703. var serializeGround = function (ground) {
  13704. var serializationObject = serializePrimitive(ground);
  13705. serializationObject.width = ground.width;
  13706. serializationObject.height = ground.height;
  13707. serializationObject.subdivisions = ground.subdivisions;
  13708. return serializationObject;
  13709. };
  13710. var serializePlane = function (plane) {
  13711. var serializationObject = serializePrimitive(plane);
  13712. serializationObject.size = plane.size;
  13713. return serializationObject;
  13714. };
  13715. var serializeTorusKnot = function (torusKnot) {
  13716. var serializationObject = serializePrimitive(torusKnot);
  13717. serializationObject.radius = torusKnot.radius;
  13718. serializationObject.tube = torusKnot.tube;
  13719. serializationObject.radialSegments = torusKnot.radialSegments;
  13720. serializationObject.tubularSegments = torusKnot.tubularSegments;
  13721. serializationObject.p = torusKnot.p;
  13722. serializationObject.q = torusKnot.q;
  13723. return serializationObject;
  13724. };
  13725. var serializeMesh = function (mesh, serializationScene) {
  13726. var serializationObject = {};
  13727. serializationObject.name = mesh.name;
  13728. serializationObject.id = mesh.id;
  13729. if (BABYLON.Tags.HasTags(mesh)) {
  13730. serializationObject.tags = BABYLON.Tags.GetTags(mesh);
  13731. }
  13732. serializationObject.position = mesh.position.asArray();
  13733. if (mesh.rotationQuaternion) {
  13734. serializationObject.rotationQuaternion = mesh.rotationQuaternion.asArray();
  13735. } else if (mesh.rotation) {
  13736. serializationObject.rotation = mesh.rotation.asArray();
  13737. }
  13738. serializationObject.scaling = mesh.scaling.asArray();
  13739. serializationObject.localMatrix = mesh.getPivotMatrix().asArray();
  13740. serializationObject.isEnabled = mesh.isEnabled();
  13741. serializationObject.isVisible = mesh.isVisible;
  13742. serializationObject.infiniteDistance = mesh.infiniteDistance;
  13743. serializationObject.pickable = mesh.isPickable;
  13744. serializationObject.receiveShadows = mesh.receiveShadows;
  13745. serializationObject.billboardMode = mesh.billboardMode;
  13746. serializationObject.visibility = mesh.visibility;
  13747. serializationObject.checkCollisions = mesh.checkCollisions;
  13748. if (mesh.parent) {
  13749. serializationObject.parentId = mesh.parent.id;
  13750. }
  13751. var geometry = mesh._geometry;
  13752. if (geometry) {
  13753. var geometryId = geometry.id;
  13754. serializationObject.geometryId = geometryId;
  13755. if (!mesh.getScene().getGeometryByID(geometryId)) {
  13756. serializeGeometry(geometry, serializationScene.geometries);
  13757. }
  13758. serializationObject.subMeshes = [];
  13759. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  13760. var subMesh = mesh.subMeshes[subIndex];
  13761. serializationObject.subMeshes.push({
  13762. materialIndex: subMesh.materialIndex,
  13763. verticesStart: subMesh.verticesStart,
  13764. verticesCount: subMesh.verticesCount,
  13765. indexStart: subMesh.indexStart,
  13766. indexCount: subMesh.indexCount
  13767. });
  13768. }
  13769. }
  13770. if (mesh.material) {
  13771. serializationObject.materialId = mesh.material.id;
  13772. } else {
  13773. mesh.material = null;
  13774. }
  13775. if (mesh.skeleton) {
  13776. serializationObject.skeletonId = mesh.skeleton.id;
  13777. }
  13778. if (mesh.getPhysicsImpostor() !== BABYLON.PhysicsEngine.NoImpostor) {
  13779. serializationObject.physicsMass = mesh.getPhysicsMass();
  13780. serializationObject.physicsFriction = mesh.getPhysicsFriction();
  13781. serializationObject.physicsRestitution = mesh.getPhysicsRestitution();
  13782. switch (mesh.getPhysicsImpostor()) {
  13783. case BABYLON.PhysicsEngine.BoxImpostor:
  13784. serializationObject.physicsImpostor = 1;
  13785. break;
  13786. case BABYLON.PhysicsEngine.SphereImpostor:
  13787. serializationObject.physicsImpostor = 2;
  13788. break;
  13789. }
  13790. }
  13791. serializationObject.instances = [];
  13792. for (var index = 0; index < mesh.instances.length; index++) {
  13793. var instance = mesh.instances[index];
  13794. var serializationInstance = {
  13795. name: instance.name,
  13796. position: instance.position,
  13797. rotation: instance.rotation,
  13798. rotationQuaternion: instance.rotationQuaternion,
  13799. scaling: instance.scaling
  13800. };
  13801. serializationObject.instances.push(serializationInstance);
  13802. appendAnimations(instance, serializationInstance);
  13803. }
  13804. appendAnimations(mesh, serializationObject);
  13805. serializationObject.layerMask = mesh.layerMask;
  13806. return serializationObject;
  13807. };
  13808. var SceneSerializer = (function () {
  13809. function SceneSerializer() {
  13810. }
  13811. SceneSerializer.Serialize = function (scene) {
  13812. var serializationObject = {};
  13813. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  13814. serializationObject.autoClear = scene.autoClear;
  13815. serializationObject.clearColor = scene.clearColor.asArray();
  13816. serializationObject.ambientColor = scene.ambientColor.asArray();
  13817. serializationObject.gravity = scene.gravity.asArray();
  13818. if (scene.fogMode && scene.fogMode !== 0) {
  13819. serializationObject.fogMode = scene.fogMode;
  13820. serializationObject.fogColor = scene.fogColor.asArray();
  13821. serializationObject.fogStart = scene.fogStart;
  13822. serializationObject.fogEnd = scene.fogEnd;
  13823. serializationObject.fogDensity = scene.fogDensity;
  13824. }
  13825. serializationObject.lights = [];
  13826. for (var index = 0; index < scene.lights.length; index++) {
  13827. var light = scene.lights[index];
  13828. serializationObject.lights.push(serializeLight(light));
  13829. }
  13830. serializationObject.cameras = [];
  13831. for (index = 0; index < scene.cameras.length; index++) {
  13832. var camera = scene.cameras[index];
  13833. if (camera instanceof BABYLON.FreeCamera) {
  13834. serializationObject.cameras.push(serializeCamera(camera));
  13835. }
  13836. }
  13837. if (scene.activeCamera) {
  13838. serializationObject.activeCameraID = scene.activeCamera.id;
  13839. }
  13840. serializationObject.materials = [];
  13841. serializationObject.multiMaterials = [];
  13842. for (index = 0; index < scene.materials.length; index++) {
  13843. var material = scene.materials[index];
  13844. if (material instanceof BABYLON.StandardMaterial) {
  13845. serializationObject.materials.push(serializeMaterial(material));
  13846. } else if (material instanceof BABYLON.MultiMaterial) {
  13847. serializationObject.multiMaterials.push(serializeMultiMaterial(material));
  13848. }
  13849. }
  13850. serializationObject.skeletons = [];
  13851. for (index = 0; index < scene.skeletons.length; index++) {
  13852. serializationObject.skeletons.push(serializeSkeleton(scene.skeletons[index]));
  13853. }
  13854. serializationObject.geometries = {};
  13855. serializationObject.geometries.boxes = [];
  13856. serializationObject.geometries.spheres = [];
  13857. serializationObject.geometries.cylinders = [];
  13858. serializationObject.geometries.toruses = [];
  13859. serializationObject.geometries.grounds = [];
  13860. serializationObject.geometries.planes = [];
  13861. serializationObject.geometries.torusKnots = [];
  13862. serializationObject.geometries.vertexData = [];
  13863. serializedGeometries = [];
  13864. var geometries = scene.getGeometries();
  13865. for (var index = 0; index < geometries.length; index++) {
  13866. var geometry = geometries[index];
  13867. if (geometry.isReady()) {
  13868. serializeGeometry(geometry, serializationObject.geometries);
  13869. }
  13870. }
  13871. serializationObject.meshes = [];
  13872. for (index = 0; index < scene.meshes.length; index++) {
  13873. var abstractMesh = scene.meshes[index];
  13874. if (abstractMesh instanceof BABYLON.Mesh) {
  13875. var mesh = abstractMesh;
  13876. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  13877. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  13878. }
  13879. }
  13880. }
  13881. serializationObject.particleSystems = [];
  13882. for (index = 0; index < scene.particleSystems.length; index++) {
  13883. serializationObject.particleSystems.push(serializeParticleSystem(scene.particleSystems[index]));
  13884. }
  13885. serializationObject.lensFlareSystems = [];
  13886. for (index = 0; index < scene.lensFlareSystems.length; index++) {
  13887. serializationObject.lensFlareSystems.push(serializeLensFlareSystem(scene.lensFlareSystems[index]));
  13888. }
  13889. serializationObject.shadowGenerators = [];
  13890. for (index = 0; index < scene.lights.length; index++) {
  13891. light = scene.lights[index];
  13892. if (light.getShadowGenerator()) {
  13893. serializationObject.shadowGenerators.push(serializeShadowGenerator(light));
  13894. }
  13895. }
  13896. return serializationObject;
  13897. };
  13898. return SceneSerializer;
  13899. })();
  13900. BABYLON.SceneSerializer = SceneSerializer;
  13901. })(BABYLON || (BABYLON = {}));
  13902. var BABYLON;
  13903. (function (BABYLON) {
  13904. var SceneLoader = (function () {
  13905. function SceneLoader() {
  13906. }
  13907. Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
  13908. get: function () {
  13909. return SceneLoader._ForceFullSceneLoadingForIncremental;
  13910. },
  13911. set: function (value) {
  13912. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  13913. },
  13914. enumerable: true,
  13915. configurable: true
  13916. });
  13917. Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
  13918. get: function () {
  13919. return SceneLoader._ShowLoadingScreen;
  13920. },
  13921. set: function (value) {
  13922. SceneLoader._ShowLoadingScreen = value;
  13923. },
  13924. enumerable: true,
  13925. configurable: true
  13926. });
  13927. SceneLoader._getPluginForFilename = function (sceneFilename) {
  13928. var dotPosition = sceneFilename.lastIndexOf(".");
  13929. var extension = sceneFilename.substring(dotPosition).toLowerCase();
  13930. for (var index = 0; index < this._registeredPlugins.length; index++) {
  13931. var plugin = this._registeredPlugins[index];
  13932. if (plugin.extensions.indexOf(extension) !== -1) {
  13933. return plugin;
  13934. }
  13935. }
  13936. return this._registeredPlugins[this._registeredPlugins.length - 1];
  13937. };
  13938. SceneLoader.RegisterPlugin = function (plugin) {
  13939. plugin.extensions = plugin.extensions.toLowerCase();
  13940. SceneLoader._registeredPlugins.push(plugin);
  13941. };
  13942. SceneLoader.ImportMesh = function (meshesNames, rootUrl, sceneFilename, scene, onsuccess, progressCallBack, onerror) {
  13943. var _this = this;
  13944. var manifestChecked = function (success) {
  13945. scene.database = database;
  13946. var plugin = _this._getPluginForFilename(sceneFilename);
  13947. var importMeshFromData = function (data) {
  13948. var meshes = [];
  13949. var particleSystems = [];
  13950. var skeletons = [];
  13951. try {
  13952. if (!plugin.importMesh(meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons)) {
  13953. if (onerror) {
  13954. onerror(scene);
  13955. }
  13956. return;
  13957. }
  13958. } catch (e) {
  13959. if (onerror) {
  13960. onerror(scene);
  13961. }
  13962. return;
  13963. }
  13964. if (onsuccess) {
  13965. scene.importedMeshesFiles.push(rootUrl + sceneFilename);
  13966. onsuccess(meshes, particleSystems, skeletons);
  13967. }
  13968. };
  13969. if (sceneFilename.substr && sceneFilename.substr(0, 5) === "data:") {
  13970. importMeshFromData(sceneFilename.substr(5));
  13971. return;
  13972. }
  13973. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, function (data) {
  13974. importMeshFromData(data);
  13975. }, progressCallBack, database);
  13976. };
  13977. var database = new BABYLON.Database(rootUrl + sceneFilename, manifestChecked);
  13978. };
  13979. /**
  13980. * Load a scene
  13981. * @param rootUrl a string that defines the root url for scene and resources
  13982. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  13983. * @param engine is the instance of BABYLON.Engine to use to create the scene
  13984. */
  13985. SceneLoader.Load = function (rootUrl, sceneFilename, engine, onsuccess, progressCallBack, onerror) {
  13986. SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onsuccess, progressCallBack, onerror);
  13987. };
  13988. /**
  13989. * Append a scene
  13990. * @param rootUrl a string that defines the root url for scene and resources
  13991. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  13992. * @param scene is the instance of BABYLON.Scene to append to
  13993. */
  13994. SceneLoader.Append = function (rootUrl, sceneFilename, scene, onsuccess, progressCallBack, onerror) {
  13995. var plugin = this._getPluginForFilename(sceneFilename.name || sceneFilename);
  13996. var database;
  13997. if (SceneLoader.ShowLoadingScreen) {
  13998. scene.getEngine().displayLoadingUI();
  13999. }
  14000. var loadSceneFromData = function (data) {
  14001. scene.database = database;
  14002. if (!plugin.load(scene, data, rootUrl)) {
  14003. if (onerror) {
  14004. onerror(scene);
  14005. }
  14006. scene.getEngine().hideLoadingUI();
  14007. return;
  14008. }
  14009. if (onsuccess) {
  14010. onsuccess(scene);
  14011. }
  14012. if (SceneLoader.ShowLoadingScreen) {
  14013. scene.executeWhenReady(function () {
  14014. scene.getEngine().hideLoadingUI();
  14015. });
  14016. }
  14017. };
  14018. var manifestChecked = function (success) {
  14019. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, loadSceneFromData, progressCallBack, database);
  14020. };
  14021. if (sceneFilename.substr && sceneFilename.substr(0, 5) === "data:") {
  14022. loadSceneFromData(sceneFilename.substr(5));
  14023. return;
  14024. }
  14025. if (rootUrl.indexOf("file:") === -1) {
  14026. database = new BABYLON.Database(rootUrl + sceneFilename, manifestChecked);
  14027. } else {
  14028. BABYLON.Tools.ReadFile(sceneFilename, loadSceneFromData, progressCallBack);
  14029. }
  14030. };
  14031. SceneLoader._ForceFullSceneLoadingForIncremental = false;
  14032. SceneLoader._ShowLoadingScreen = true;
  14033. SceneLoader._registeredPlugins = new Array();
  14034. return SceneLoader;
  14035. })();
  14036. BABYLON.SceneLoader = SceneLoader;
  14037. ;
  14038. })(BABYLON || (BABYLON = {}));
  14039. var BABYLON;
  14040. (function (BABYLON) {
  14041. (function (Internals) {
  14042. var loadCubeTexture = function (rootUrl, parsedTexture, scene) {
  14043. var texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene);
  14044. texture.name = parsedTexture.name;
  14045. texture.hasAlpha = parsedTexture.hasAlpha;
  14046. texture.level = parsedTexture.level;
  14047. texture.coordinatesMode = parsedTexture.coordinatesMode;
  14048. return texture;
  14049. };
  14050. var loadTexture = function (rootUrl, parsedTexture, scene) {
  14051. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  14052. return null;
  14053. }
  14054. if (parsedTexture.isCube) {
  14055. return loadCubeTexture(rootUrl, parsedTexture, scene);
  14056. }
  14057. var texture;
  14058. if (parsedTexture.mirrorPlane) {
  14059. texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  14060. texture._waitingRenderList = parsedTexture.renderList;
  14061. texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  14062. } else if (parsedTexture.isRenderTarget) {
  14063. texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  14064. texture._waitingRenderList = parsedTexture.renderList;
  14065. } else {
  14066. texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
  14067. }
  14068. texture.name = parsedTexture.name;
  14069. texture.hasAlpha = parsedTexture.hasAlpha;
  14070. texture.getAlphaFromRGB = parsedTexture.getAlphaFromRGB;
  14071. texture.level = parsedTexture.level;
  14072. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  14073. texture.coordinatesMode = parsedTexture.coordinatesMode;
  14074. texture.uOffset = parsedTexture.uOffset;
  14075. texture.vOffset = parsedTexture.vOffset;
  14076. texture.uScale = parsedTexture.uScale;
  14077. texture.vScale = parsedTexture.vScale;
  14078. texture.uAng = parsedTexture.uAng;
  14079. texture.vAng = parsedTexture.vAng;
  14080. texture.wAng = parsedTexture.wAng;
  14081. texture.wrapU = parsedTexture.wrapU;
  14082. texture.wrapV = parsedTexture.wrapV;
  14083. if (parsedTexture.animations) {
  14084. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  14085. var parsedAnimation = parsedTexture.animations[animationIndex];
  14086. texture.animations.push(parseAnimation(parsedAnimation));
  14087. }
  14088. }
  14089. return texture;
  14090. };
  14091. var parseSkeleton = function (parsedSkeleton, scene) {
  14092. var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  14093. for (var index = 0; index < parsedSkeleton.bones.length; index++) {
  14094. var parsedBone = parsedSkeleton.bones[index];
  14095. var parentBone = null;
  14096. if (parsedBone.parentBoneIndex > -1) {
  14097. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  14098. }
  14099. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
  14100. if (parsedBone.animation) {
  14101. bone.animations.push(parseAnimation(parsedBone.animation));
  14102. }
  14103. }
  14104. return skeleton;
  14105. };
  14106. var parseFresnelParameters = function (parsedFresnelParameters) {
  14107. var fresnelParameters = new BABYLON.FresnelParameters();
  14108. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  14109. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  14110. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  14111. fresnelParameters.bias = parsedFresnelParameters.bias;
  14112. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  14113. return fresnelParameters;
  14114. };
  14115. var parseMaterial = function (parsedMaterial, scene, rootUrl) {
  14116. var material;
  14117. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  14118. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  14119. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  14120. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  14121. material.specularPower = parsedMaterial.specularPower;
  14122. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  14123. material.alpha = parsedMaterial.alpha;
  14124. material.id = parsedMaterial.id;
  14125. BABYLON.Tags.AddTagsTo(material, parsedMaterial.tags);
  14126. material.backFaceCulling = parsedMaterial.backFaceCulling;
  14127. material.wireframe = parsedMaterial.wireframe;
  14128. if (parsedMaterial.diffuseTexture) {
  14129. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  14130. }
  14131. if (parsedMaterial.diffuseFresnelParameters) {
  14132. material.diffuseFresnelParameters = parseFresnelParameters(parsedMaterial.diffuseFresnelParameters);
  14133. }
  14134. if (parsedMaterial.ambientTexture) {
  14135. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  14136. }
  14137. if (parsedMaterial.opacityTexture) {
  14138. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  14139. }
  14140. if (parsedMaterial.opacityFresnelParameters) {
  14141. material.opacityFresnelParameters = parseFresnelParameters(parsedMaterial.opacityFresnelParameters);
  14142. }
  14143. if (parsedMaterial.reflectionTexture) {
  14144. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  14145. }
  14146. if (parsedMaterial.reflectionFresnelParameters) {
  14147. material.reflectionFresnelParameters = parseFresnelParameters(parsedMaterial.reflectionFresnelParameters);
  14148. }
  14149. if (parsedMaterial.emissiveTexture) {
  14150. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  14151. }
  14152. if (parsedMaterial.emissiveFresnelParameters) {
  14153. material.emissiveFresnelParameters = parseFresnelParameters(parsedMaterial.emissiveFresnelParameters);
  14154. }
  14155. if (parsedMaterial.specularTexture) {
  14156. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  14157. }
  14158. if (parsedMaterial.bumpTexture) {
  14159. material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
  14160. }
  14161. return material;
  14162. };
  14163. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  14164. for (var index = 0; index < parsedData.materials.length; index++) {
  14165. var parsedMaterial = parsedData.materials[index];
  14166. if (parsedMaterial.id === id) {
  14167. return parseMaterial(parsedMaterial, scene, rootUrl);
  14168. }
  14169. }
  14170. return null;
  14171. };
  14172. var parseMultiMaterial = function (parsedMultiMaterial, scene) {
  14173. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  14174. multiMaterial.id = parsedMultiMaterial.id;
  14175. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  14176. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  14177. var subMatId = parsedMultiMaterial.materials[matIndex];
  14178. if (subMatId) {
  14179. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  14180. } else {
  14181. multiMaterial.subMaterials.push(null);
  14182. }
  14183. }
  14184. return multiMaterial;
  14185. };
  14186. var parseLensFlareSystem = function (parsedLensFlareSystem, scene, rootUrl) {
  14187. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  14188. var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene);
  14189. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  14190. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  14191. var parsedFlare = parsedLensFlareSystem.flares[index];
  14192. var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
  14193. }
  14194. return lensFlareSystem;
  14195. };
  14196. var parseParticleSystem = function (parsedParticleSystem, scene, rootUrl) {
  14197. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  14198. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  14199. if (parsedParticleSystem.textureName) {
  14200. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  14201. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  14202. }
  14203. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  14204. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  14205. particleSystem.minSize = parsedParticleSystem.minSize;
  14206. particleSystem.maxSize = parsedParticleSystem.maxSize;
  14207. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  14208. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  14209. particleSystem.emitter = emitter;
  14210. particleSystem.emitRate = parsedParticleSystem.emitRate;
  14211. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  14212. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  14213. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  14214. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  14215. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  14216. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  14217. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  14218. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  14219. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  14220. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  14221. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  14222. particleSystem.blendMode = parsedParticleSystem.blendMode;
  14223. particleSystem.start();
  14224. return particleSystem;
  14225. };
  14226. var parseShadowGenerator = function (parsedShadowGenerator, scene) {
  14227. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  14228. var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
  14229. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  14230. var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
  14231. shadowGenerator.getShadowMap().renderList.push(mesh);
  14232. }
  14233. if (parsedShadowGenerator.usePoissonSampling) {
  14234. shadowGenerator.usePoissonSampling = true;
  14235. } else {
  14236. shadowGenerator.useVarianceShadowMap = parsedShadowGenerator.useVarianceShadowMap;
  14237. }
  14238. return shadowGenerator;
  14239. };
  14240. var parseAnimation = function (parsedAnimation) {
  14241. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  14242. var dataType = parsedAnimation.dataType;
  14243. var keys = [];
  14244. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  14245. var key = parsedAnimation.keys[index];
  14246. var data;
  14247. switch (dataType) {
  14248. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  14249. data = key.values[0];
  14250. break;
  14251. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  14252. data = BABYLON.Quaternion.FromArray(key.values);
  14253. break;
  14254. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  14255. data = BABYLON.Matrix.FromArray(key.values);
  14256. break;
  14257. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  14258. default:
  14259. data = BABYLON.Vector3.FromArray(key.values);
  14260. break;
  14261. }
  14262. keys.push({
  14263. frame: key.frame,
  14264. value: data
  14265. });
  14266. }
  14267. animation.setKeys(keys);
  14268. return animation;
  14269. };
  14270. var parseLight = function (parsedLight, scene) {
  14271. var light;
  14272. switch (parsedLight.type) {
  14273. case 0:
  14274. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  14275. break;
  14276. case 1:
  14277. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  14278. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  14279. break;
  14280. case 2:
  14281. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  14282. break;
  14283. case 3:
  14284. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  14285. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  14286. break;
  14287. }
  14288. light.id = parsedLight.id;
  14289. BABYLON.Tags.AddTagsTo(light, parsedLight.tags);
  14290. if (parsedLight.intensity !== undefined) {
  14291. light.intensity = parsedLight.intensity;
  14292. }
  14293. if (parsedLight.range) {
  14294. light.range = parsedLight.range;
  14295. }
  14296. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  14297. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  14298. if (parsedLight.excludedMeshesIds) {
  14299. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  14300. }
  14301. if (parsedLight.includedOnlyMeshesIds) {
  14302. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  14303. }
  14304. if (parsedLight.animations) {
  14305. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  14306. var parsedAnimation = parsedLight.animations[animationIndex];
  14307. light.animations.push(parseAnimation(parsedAnimation));
  14308. }
  14309. }
  14310. if (parsedLight.autoAnimate) {
  14311. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, 1.0);
  14312. }
  14313. };
  14314. var parseCamera = function (parsedCamera, scene) {
  14315. var camera;
  14316. var position = BABYLON.Vector3.FromArray(parsedCamera.position);
  14317. var lockedTargetMesh = (parsedCamera.lockedTargetId) ? scene.getLastMeshByID(parsedCamera.lockedTargetId) : null;
  14318. if (parsedCamera.type === "AnaglyphArcRotateCamera" || parsedCamera.type === "ArcRotateCamera") {
  14319. var alpha = parsedCamera.alpha;
  14320. var beta = parsedCamera.beta;
  14321. var radius = parsedCamera.radius;
  14322. if (parsedCamera.type === "AnaglyphArcRotateCamera") {
  14323. var eye_space = parsedCamera.eye_space;
  14324. camera = new BABYLON.AnaglyphArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, eye_space, scene);
  14325. } else {
  14326. camera = new BABYLON.ArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, scene);
  14327. }
  14328. } else if (parsedCamera.type === "AnaglyphFreeCamera") {
  14329. var eye_space = parsedCamera.eye_space;
  14330. camera = new BABYLON.AnaglyphFreeCamera(parsedCamera.name, position, eye_space, scene);
  14331. } else if (parsedCamera.type === "DeviceOrientationCamera") {
  14332. camera = new BABYLON.DeviceOrientationCamera(parsedCamera.name, position, scene);
  14333. } else if (parsedCamera.type === "FollowCamera") {
  14334. camera = new BABYLON.FollowCamera(parsedCamera.name, position, scene);
  14335. camera.heightOffset = parsedCamera.heightOffset;
  14336. camera.radius = parsedCamera.radius;
  14337. camera.rotationOffset = parsedCamera.rotationOffset;
  14338. if (lockedTargetMesh)
  14339. camera.target = lockedTargetMesh;
  14340. } else if (parsedCamera.type === "GamepadCamera") {
  14341. camera = new BABYLON.GamepadCamera(parsedCamera.name, position, scene);
  14342. } else if (parsedCamera.type === "OculusCamera") {
  14343. camera = new BABYLON.OculusCamera(parsedCamera.name, position, scene);
  14344. } else if (parsedCamera.type === "TouchCamera") {
  14345. camera = new BABYLON.TouchCamera(parsedCamera.name, position, scene);
  14346. } else if (parsedCamera.type === "VirtualJoysticksCamera") {
  14347. camera = new BABYLON.VirtualJoysticksCamera(parsedCamera.name, position, scene);
  14348. } else if (parsedCamera.type === "WebVRCamera") {
  14349. camera = new BABYLON.WebVRCamera(parsedCamera.name, position, scene);
  14350. } else if (parsedCamera.type === "VRDeviceOrientationCamera") {
  14351. camera = new BABYLON.VRDeviceOrientationCamera(parsedCamera.name, position, scene);
  14352. } else {
  14353. camera = new BABYLON.FreeCamera(parsedCamera.name, position, scene);
  14354. }
  14355. if (lockedTargetMesh && camera instanceof BABYLON.FreeCamera) {
  14356. camera.lockedTarget = lockedTargetMesh;
  14357. }
  14358. camera.id = parsedCamera.id;
  14359. BABYLON.Tags.AddTagsTo(camera, parsedCamera.tags);
  14360. if (parsedCamera.parentId) {
  14361. camera._waitingParentId = parsedCamera.parentId;
  14362. }
  14363. if (parsedCamera.target) {
  14364. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  14365. } else {
  14366. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  14367. }
  14368. camera.fov = parsedCamera.fov;
  14369. camera.minZ = parsedCamera.minZ;
  14370. camera.maxZ = parsedCamera.maxZ;
  14371. camera.speed = parsedCamera.speed;
  14372. camera.inertia = parsedCamera.inertia;
  14373. camera.checkCollisions = parsedCamera.checkCollisions;
  14374. camera.applyGravity = parsedCamera.applyGravity;
  14375. if (parsedCamera.ellipsoid) {
  14376. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  14377. }
  14378. if (parsedCamera.animations) {
  14379. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  14380. var parsedAnimation = parsedCamera.animations[animationIndex];
  14381. camera.animations.push(parseAnimation(parsedAnimation));
  14382. }
  14383. }
  14384. if (parsedCamera.autoAnimate) {
  14385. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
  14386. }
  14387. if (parsedCamera.layerMask && (!isNaN(parsedCamera.layerMask))) {
  14388. camera.layerMask = Math.abs(parseInt(parsedCamera.layerMask));
  14389. } else {
  14390. camera.layerMask = 0xFFFFFFFF;
  14391. }
  14392. return camera;
  14393. };
  14394. var parseGeometry = function (parsedGeometry, scene) {
  14395. var id = parsedGeometry.id;
  14396. return scene.getGeometryByID(id);
  14397. };
  14398. var parseBox = function (parsedBox, scene) {
  14399. if (parseGeometry(parsedBox, scene)) {
  14400. return null;
  14401. }
  14402. var box = new BABYLON.Geometry.Primitives.Box(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  14403. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  14404. scene.pushGeometry(box, true);
  14405. return box;
  14406. };
  14407. var parseSphere = function (parsedSphere, scene) {
  14408. if (parseGeometry(parsedSphere, scene)) {
  14409. return null;
  14410. }
  14411. var sphere = new BABYLON.Geometry.Primitives.Sphere(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  14412. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  14413. scene.pushGeometry(sphere, true);
  14414. return sphere;
  14415. };
  14416. var parseCylinder = function (parsedCylinder, scene) {
  14417. if (parseGeometry(parsedCylinder, scene)) {
  14418. return null;
  14419. }
  14420. var cylinder = new BABYLON.Geometry.Primitives.Cylinder(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  14421. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  14422. scene.pushGeometry(cylinder, true);
  14423. return cylinder;
  14424. };
  14425. var parseTorus = function (parsedTorus, scene) {
  14426. if (parseGeometry(parsedTorus, scene)) {
  14427. return null;
  14428. }
  14429. var torus = new BABYLON.Geometry.Primitives.Torus(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  14430. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  14431. scene.pushGeometry(torus, true);
  14432. return torus;
  14433. };
  14434. var parseGround = function (parsedGround, scene) {
  14435. if (parseGeometry(parsedGround, scene)) {
  14436. return null;
  14437. }
  14438. var ground = new BABYLON.Geometry.Primitives.Ground(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  14439. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  14440. scene.pushGeometry(ground, true);
  14441. return ground;
  14442. };
  14443. var parsePlane = function (parsedPlane, scene) {
  14444. if (parseGeometry(parsedPlane, scene)) {
  14445. return null;
  14446. }
  14447. var plane = new BABYLON.Geometry.Primitives.Plane(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  14448. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  14449. scene.pushGeometry(plane, true);
  14450. return plane;
  14451. };
  14452. var parseTorusKnot = function (parsedTorusKnot, scene) {
  14453. if (parseGeometry(parsedTorusKnot, scene)) {
  14454. return null;
  14455. }
  14456. var torusKnot = new BABYLON.Geometry.Primitives.TorusKnot(parsedTorusKnot.id, scene, parsedTorusKnot.radius, parsedTorusKnot.tube, parsedTorusKnot.radialSegments, parsedTorusKnot.tubularSegments, parsedTorusKnot.p, parsedTorusKnot.q, parsedTorusKnot.canBeRegenerated, null);
  14457. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  14458. scene.pushGeometry(torusKnot, true);
  14459. return torusKnot;
  14460. };
  14461. var parseVertexData = function (parsedVertexData, scene, rootUrl) {
  14462. if (parseGeometry(parsedVertexData, scene)) {
  14463. return null;
  14464. }
  14465. var geometry = new BABYLON.Geometry(parsedVertexData.id, scene);
  14466. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  14467. if (parsedVertexData.delayLoadingFile) {
  14468. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  14469. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  14470. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  14471. geometry._delayInfo = [];
  14472. if (parsedVertexData.hasUVs) {
  14473. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  14474. }
  14475. if (parsedVertexData.hasUVs2) {
  14476. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  14477. }
  14478. if (parsedVertexData.hasColors) {
  14479. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  14480. }
  14481. if (parsedVertexData.hasMatricesIndices) {
  14482. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  14483. }
  14484. if (parsedVertexData.hasMatricesWeights) {
  14485. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  14486. }
  14487. geometry._delayLoadingFunction = importVertexData;
  14488. } else {
  14489. importVertexData(parsedVertexData, geometry);
  14490. }
  14491. scene.pushGeometry(geometry, true);
  14492. return geometry;
  14493. };
  14494. var parseMesh = function (parsedMesh, scene, rootUrl) {
  14495. var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  14496. mesh.id = parsedMesh.id;
  14497. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  14498. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  14499. if (parsedMesh.rotationQuaternion) {
  14500. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  14501. } else if (parsedMesh.rotation) {
  14502. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  14503. }
  14504. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  14505. if (parsedMesh.localMatrix) {
  14506. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  14507. } else if (parsedMesh.pivotMatrix) {
  14508. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  14509. }
  14510. mesh.setEnabled(parsedMesh.isEnabled);
  14511. mesh.isVisible = parsedMesh.isVisible;
  14512. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  14513. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  14514. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  14515. if (parsedMesh.pickable !== undefined) {
  14516. mesh.isPickable = parsedMesh.pickable;
  14517. }
  14518. mesh.receiveShadows = parsedMesh.receiveShadows;
  14519. mesh.billboardMode = parsedMesh.billboardMode;
  14520. if (parsedMesh.visibility !== undefined) {
  14521. mesh.visibility = parsedMesh.visibility;
  14522. }
  14523. mesh.checkCollisions = parsedMesh.checkCollisions;
  14524. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  14525. if (parsedMesh.parentId) {
  14526. mesh._waitingParentId = parsedMesh.parentId;
  14527. }
  14528. if (parsedMesh.delayLoadingFile) {
  14529. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  14530. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  14531. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  14532. if (parsedMesh._binaryInfo) {
  14533. mesh._binaryInfo = parsedMesh._binaryInfo;
  14534. }
  14535. mesh._delayInfo = [];
  14536. if (parsedMesh.hasUVs) {
  14537. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  14538. }
  14539. if (parsedMesh.hasUVs2) {
  14540. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  14541. }
  14542. if (parsedMesh.hasColors) {
  14543. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  14544. }
  14545. if (parsedMesh.hasMatricesIndices) {
  14546. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  14547. }
  14548. if (parsedMesh.hasMatricesWeights) {
  14549. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  14550. }
  14551. mesh._delayLoadingFunction = importGeometry;
  14552. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  14553. mesh._checkDelayState();
  14554. }
  14555. } else {
  14556. importGeometry(parsedMesh, mesh);
  14557. }
  14558. if (parsedMesh.materialId) {
  14559. mesh.setMaterialByID(parsedMesh.materialId);
  14560. } else {
  14561. mesh.material = null;
  14562. }
  14563. if (parsedMesh.skeletonId > -1) {
  14564. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  14565. }
  14566. if (parsedMesh.physicsImpostor) {
  14567. if (!scene.isPhysicsEnabled()) {
  14568. scene.enablePhysics();
  14569. }
  14570. mesh.setPhysicsState({ impostor: parsedMesh.physicsImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  14571. }
  14572. if (parsedMesh.animations) {
  14573. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  14574. var parsedAnimation = parsedMesh.animations[animationIndex];
  14575. mesh.animations.push(parseAnimation(parsedAnimation));
  14576. }
  14577. }
  14578. if (parsedMesh.autoAnimate) {
  14579. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  14580. }
  14581. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  14582. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  14583. } else {
  14584. mesh.layerMask = 0xFFFFFFFF;
  14585. }
  14586. if (parsedMesh.instances) {
  14587. for (var index = 0; index < parsedMesh.instances.length; index++) {
  14588. var parsedInstance = parsedMesh.instances[index];
  14589. var instance = mesh.createInstance(parsedInstance.name);
  14590. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  14591. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  14592. if (parsedInstance.rotationQuaternion) {
  14593. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  14594. } else if (parsedInstance.rotation) {
  14595. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  14596. }
  14597. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  14598. instance.checkCollisions = mesh.checkCollisions;
  14599. if (parsedMesh.animations) {
  14600. for (animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  14601. parsedAnimation = parsedMesh.animations[animationIndex];
  14602. instance.animations.push(parseAnimation(parsedAnimation));
  14603. }
  14604. }
  14605. }
  14606. }
  14607. return mesh;
  14608. };
  14609. var isDescendantOf = function (mesh, names, hierarchyIds) {
  14610. names = (names instanceof Array) ? names : [names];
  14611. for (var i in names) {
  14612. if (mesh.name === names[i]) {
  14613. hierarchyIds.push(mesh.id);
  14614. return true;
  14615. }
  14616. }
  14617. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  14618. hierarchyIds.push(mesh.id);
  14619. return true;
  14620. }
  14621. return false;
  14622. };
  14623. var importVertexData = function (parsedVertexData, geometry) {
  14624. var vertexData = new BABYLON.VertexData();
  14625. var positions = parsedVertexData.positions;
  14626. if (positions) {
  14627. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  14628. }
  14629. var normals = parsedVertexData.normals;
  14630. if (normals) {
  14631. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  14632. }
  14633. var uvs = parsedVertexData.uvs;
  14634. if (uvs) {
  14635. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  14636. }
  14637. var uv2s = parsedVertexData.uv2s;
  14638. if (uv2s) {
  14639. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  14640. }
  14641. var colors = parsedVertexData.colors;
  14642. if (colors) {
  14643. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  14644. }
  14645. var matricesIndices = parsedVertexData.matricesIndices;
  14646. if (matricesIndices) {
  14647. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  14648. }
  14649. var matricesWeights = parsedVertexData.matricesWeights;
  14650. if (matricesWeights) {
  14651. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  14652. }
  14653. var indices = parsedVertexData.indices;
  14654. if (indices) {
  14655. vertexData.indices = indices;
  14656. }
  14657. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  14658. };
  14659. var importGeometry = function (parsedGeometry, mesh) {
  14660. var scene = mesh.getScene();
  14661. var geometryId = parsedGeometry.geometryId;
  14662. if (geometryId) {
  14663. var geometry = scene.getGeometryByID(geometryId);
  14664. if (geometry) {
  14665. geometry.applyToMesh(mesh);
  14666. }
  14667. } else if (parsedGeometry instanceof ArrayBuffer) {
  14668. var binaryInfo = mesh._binaryInfo;
  14669. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  14670. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  14671. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  14672. }
  14673. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  14674. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  14675. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  14676. }
  14677. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  14678. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  14679. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  14680. }
  14681. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  14682. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  14683. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  14684. }
  14685. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  14686. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  14687. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false);
  14688. }
  14689. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  14690. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  14691. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndicesData, false);
  14692. }
  14693. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  14694. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  14695. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  14696. }
  14697. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  14698. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  14699. mesh.setIndices(indicesData);
  14700. }
  14701. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  14702. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  14703. mesh.subMeshes = [];
  14704. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  14705. var materialIndex = subMeshesData[(i * 5) + 0];
  14706. var verticesStart = subMeshesData[(i * 5) + 1];
  14707. var verticesCount = subMeshesData[(i * 5) + 2];
  14708. var indexStart = subMeshesData[(i * 5) + 3];
  14709. var indexCount = subMeshesData[(i * 5) + 4];
  14710. var subMesh = new BABYLON.SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  14711. }
  14712. }
  14713. return;
  14714. } else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  14715. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, false);
  14716. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, false);
  14717. if (parsedGeometry.uvs) {
  14718. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, false);
  14719. }
  14720. if (parsedGeometry.uvs2) {
  14721. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, false);
  14722. }
  14723. if (parsedGeometry.colors) {
  14724. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, parsedGeometry.colors, false);
  14725. }
  14726. if (parsedGeometry.matricesIndices) {
  14727. if (!parsedGeometry.matricesIndices._isExpanded) {
  14728. var floatIndices = [];
  14729. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  14730. var matricesIndex = parsedGeometry.matricesIndices[i];
  14731. floatIndices.push(matricesIndex & 0x000000FF);
  14732. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  14733. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  14734. floatIndices.push(matricesIndex >> 24);
  14735. }
  14736. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  14737. } else {
  14738. delete parsedGeometry.matricesIndices._isExpanded;
  14739. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, false);
  14740. }
  14741. }
  14742. if (parsedGeometry.matricesWeights) {
  14743. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, false);
  14744. }
  14745. mesh.setIndices(parsedGeometry.indices);
  14746. }
  14747. if (parsedGeometry.subMeshes) {
  14748. mesh.subMeshes = [];
  14749. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  14750. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  14751. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  14752. }
  14753. }
  14754. if (mesh._shouldGenerateFlatShading) {
  14755. mesh.convertToFlatShadedMesh();
  14756. delete mesh._shouldGenerateFlatShading;
  14757. }
  14758. mesh.computeWorldMatrix(true);
  14759. if (scene._selectionOctree) {
  14760. scene._selectionOctree.addMesh(mesh);
  14761. }
  14762. };
  14763. BABYLON.SceneLoader.RegisterPlugin({
  14764. extensions: ".babylon",
  14765. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
  14766. var parsedData = JSON.parse(data);
  14767. var loadedSkeletonsIds = [];
  14768. var loadedMaterialsIds = [];
  14769. var hierarchyIds = [];
  14770. for (var index = 0; index < parsedData.meshes.length; index++) {
  14771. var parsedMesh = parsedData.meshes[index];
  14772. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  14773. if (meshesNames instanceof Array) {
  14774. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  14775. }
  14776. if (parsedMesh.materialId) {
  14777. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  14778. if (!materialFound) {
  14779. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  14780. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  14781. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  14782. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  14783. var subMatId = parsedMultiMaterial.materials[matIndex];
  14784. loadedMaterialsIds.push(subMatId);
  14785. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  14786. }
  14787. loadedMaterialsIds.push(parsedMultiMaterial.id);
  14788. parseMultiMaterial(parsedMultiMaterial, scene);
  14789. materialFound = true;
  14790. break;
  14791. }
  14792. }
  14793. }
  14794. if (!materialFound) {
  14795. loadedMaterialsIds.push(parsedMesh.materialId);
  14796. parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  14797. }
  14798. }
  14799. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  14800. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  14801. if (!skeletonAlreadyLoaded) {
  14802. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  14803. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  14804. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  14805. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  14806. loadedSkeletonsIds.push(parsedSkeleton.id);
  14807. }
  14808. }
  14809. }
  14810. }
  14811. var mesh = parseMesh(parsedMesh, scene, rootUrl);
  14812. meshes.push(mesh);
  14813. }
  14814. }
  14815. for (index = 0; index < scene.meshes.length; index++) {
  14816. var currentMesh = scene.meshes[index];
  14817. if (currentMesh._waitingParentId) {
  14818. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  14819. currentMesh._waitingParentId = undefined;
  14820. }
  14821. }
  14822. if (parsedData.particleSystems) {
  14823. for (index = 0; index < parsedData.particleSystems.length; index++) {
  14824. var parsedParticleSystem = parsedData.particleSystems[index];
  14825. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  14826. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  14827. }
  14828. }
  14829. }
  14830. return true;
  14831. },
  14832. load: function (scene, data, rootUrl) {
  14833. var parsedData = JSON.parse(data);
  14834. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  14835. scene.autoClear = parsedData.autoClear;
  14836. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  14837. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  14838. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  14839. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  14840. scene.fogMode = parsedData.fogMode;
  14841. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  14842. scene.fogStart = parsedData.fogStart;
  14843. scene.fogEnd = parsedData.fogEnd;
  14844. scene.fogDensity = parsedData.fogDensity;
  14845. }
  14846. for (var index = 0; index < parsedData.lights.length; index++) {
  14847. var parsedLight = parsedData.lights[index];
  14848. parseLight(parsedLight, scene);
  14849. }
  14850. if (parsedData.materials) {
  14851. for (index = 0; index < parsedData.materials.length; index++) {
  14852. var parsedMaterial = parsedData.materials[index];
  14853. parseMaterial(parsedMaterial, scene, rootUrl);
  14854. }
  14855. }
  14856. if (parsedData.multiMaterials) {
  14857. for (index = 0; index < parsedData.multiMaterials.length; index++) {
  14858. var parsedMultiMaterial = parsedData.multiMaterials[index];
  14859. parseMultiMaterial(parsedMultiMaterial, scene);
  14860. }
  14861. }
  14862. if (parsedData.skeletons) {
  14863. for (index = 0; index < parsedData.skeletons.length; index++) {
  14864. var parsedSkeleton = parsedData.skeletons[index];
  14865. parseSkeleton(parsedSkeleton, scene);
  14866. }
  14867. }
  14868. var geometries = parsedData.geometries;
  14869. if (geometries) {
  14870. var boxes = geometries.boxes;
  14871. if (boxes) {
  14872. for (index = 0; index < boxes.length; index++) {
  14873. var parsedBox = boxes[index];
  14874. parseBox(parsedBox, scene);
  14875. }
  14876. }
  14877. var spheres = geometries.spheres;
  14878. if (spheres) {
  14879. for (index = 0; index < spheres.length; index++) {
  14880. var parsedSphere = spheres[index];
  14881. parseSphere(parsedSphere, scene);
  14882. }
  14883. }
  14884. var cylinders = geometries.cylinders;
  14885. if (cylinders) {
  14886. for (index = 0; index < cylinders.length; index++) {
  14887. var parsedCylinder = cylinders[index];
  14888. parseCylinder(parsedCylinder, scene);
  14889. }
  14890. }
  14891. var toruses = geometries.toruses;
  14892. if (toruses) {
  14893. for (index = 0; index < toruses.length; index++) {
  14894. var parsedTorus = toruses[index];
  14895. parseTorus(parsedTorus, scene);
  14896. }
  14897. }
  14898. var grounds = geometries.grounds;
  14899. if (grounds) {
  14900. for (index = 0; index < grounds.length; index++) {
  14901. var parsedGround = grounds[index];
  14902. parseGround(parsedGround, scene);
  14903. }
  14904. }
  14905. var planes = geometries.planes;
  14906. if (planes) {
  14907. for (index = 0; index < planes.length; index++) {
  14908. var parsedPlane = planes[index];
  14909. parsePlane(parsedPlane, scene);
  14910. }
  14911. }
  14912. var torusKnots = geometries.torusKnots;
  14913. if (torusKnots) {
  14914. for (index = 0; index < torusKnots.length; index++) {
  14915. var parsedTorusKnot = torusKnots[index];
  14916. parseTorusKnot(parsedTorusKnot, scene);
  14917. }
  14918. }
  14919. var vertexData = geometries.vertexData;
  14920. if (vertexData) {
  14921. for (index = 0; index < vertexData.length; index++) {
  14922. var parsedVertexData = vertexData[index];
  14923. parseVertexData(parsedVertexData, scene, rootUrl);
  14924. }
  14925. }
  14926. }
  14927. for (index = 0; index < parsedData.meshes.length; index++) {
  14928. var parsedMesh = parsedData.meshes[index];
  14929. parseMesh(parsedMesh, scene, rootUrl);
  14930. }
  14931. for (index = 0; index < parsedData.cameras.length; index++) {
  14932. var parsedCamera = parsedData.cameras[index];
  14933. parseCamera(parsedCamera, scene);
  14934. }
  14935. if (parsedData.activeCameraID) {
  14936. scene.setActiveCameraByID(parsedData.activeCameraID);
  14937. }
  14938. for (index = 0; index < scene.cameras.length; index++) {
  14939. var camera = scene.cameras[index];
  14940. if (camera._waitingParentId) {
  14941. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  14942. camera._waitingParentId = undefined;
  14943. }
  14944. }
  14945. for (index = 0; index < scene.meshes.length; index++) {
  14946. var mesh = scene.meshes[index];
  14947. if (mesh._waitingParentId) {
  14948. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  14949. mesh._waitingParentId = undefined;
  14950. }
  14951. }
  14952. if (parsedData.particleSystems) {
  14953. for (index = 0; index < parsedData.particleSystems.length; index++) {
  14954. var parsedParticleSystem = parsedData.particleSystems[index];
  14955. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  14956. }
  14957. }
  14958. if (parsedData.lensFlareSystems) {
  14959. for (index = 0; index < parsedData.lensFlareSystems.length; index++) {
  14960. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  14961. parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
  14962. }
  14963. }
  14964. if (parsedData.shadowGenerators) {
  14965. for (index = 0; index < parsedData.shadowGenerators.length; index++) {
  14966. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  14967. parseShadowGenerator(parsedShadowGenerator, scene);
  14968. }
  14969. }
  14970. return true;
  14971. }
  14972. });
  14973. })(BABYLON.Internals || (BABYLON.Internals = {}));
  14974. var Internals = BABYLON.Internals;
  14975. })(BABYLON || (BABYLON = {}));
  14976. var BABYLON;
  14977. (function (BABYLON) {
  14978. var currentCSGMeshId = 0;
  14979. var Vertex = (function () {
  14980. function Vertex(pos, normal, uv) {
  14981. this.pos = pos;
  14982. this.normal = normal;
  14983. this.uv = uv;
  14984. }
  14985. Vertex.prototype.clone = function () {
  14986. return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
  14987. };
  14988. Vertex.prototype.flip = function () {
  14989. this.normal = this.normal.scale(-1);
  14990. };
  14991. Vertex.prototype.interpolate = function (other, t) {
  14992. return new Vertex(BABYLON.Vector3.Lerp(this.pos, other.pos, t), BABYLON.Vector3.Lerp(this.normal, other.normal, t), BABYLON.Vector2.Lerp(this.uv, other.uv, t));
  14993. };
  14994. return Vertex;
  14995. })();
  14996. var Plane = (function () {
  14997. function Plane(normal, w) {
  14998. this.normal = normal;
  14999. this.w = w;
  15000. }
  15001. Plane.FromPoints = function (a, b, c) {
  15002. var v0 = c.subtract(a);
  15003. var v1 = b.subtract(a);
  15004. if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
  15005. return null;
  15006. }
  15007. var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
  15008. return new Plane(n, BABYLON.Vector3.Dot(n, a));
  15009. };
  15010. Plane.prototype.clone = function () {
  15011. return new Plane(this.normal.clone(), this.w);
  15012. };
  15013. Plane.prototype.flip = function () {
  15014. this.normal.scaleInPlace(-1);
  15015. this.w = -this.w;
  15016. };
  15017. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
  15018. var COPLANAR = 0;
  15019. var FRONT = 1;
  15020. var BACK = 2;
  15021. var SPANNING = 3;
  15022. var polygonType = 0;
  15023. var types = [];
  15024. for (var i = 0; i < polygon.vertices.length; i++) {
  15025. var t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
  15026. var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
  15027. polygonType |= type;
  15028. types.push(type);
  15029. }
  15030. switch (polygonType) {
  15031. case COPLANAR:
  15032. (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
  15033. break;
  15034. case FRONT:
  15035. front.push(polygon);
  15036. break;
  15037. case BACK:
  15038. back.push(polygon);
  15039. break;
  15040. case SPANNING:
  15041. var f = [], b = [];
  15042. for (i = 0; i < polygon.vertices.length; i++) {
  15043. var j = (i + 1) % polygon.vertices.length;
  15044. var ti = types[i], tj = types[j];
  15045. var vi = polygon.vertices[i], vj = polygon.vertices[j];
  15046. if (ti != BACK)
  15047. f.push(vi);
  15048. if (ti != FRONT)
  15049. b.push(ti != BACK ? vi.clone() : vi);
  15050. if ((ti | tj) == SPANNING) {
  15051. t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
  15052. var v = vi.interpolate(vj, t);
  15053. f.push(v);
  15054. b.push(v.clone());
  15055. }
  15056. }
  15057. if (f.length >= 3) {
  15058. var poly = new Polygon(f, polygon.shared);
  15059. if (poly.plane)
  15060. front.push(poly);
  15061. }
  15062. if (b.length >= 3) {
  15063. poly = new Polygon(b, polygon.shared);
  15064. if (poly.plane)
  15065. back.push(poly);
  15066. }
  15067. break;
  15068. }
  15069. };
  15070. Plane.EPSILON = 1e-5;
  15071. return Plane;
  15072. })();
  15073. var Polygon = (function () {
  15074. function Polygon(vertices, shared) {
  15075. this.vertices = vertices;
  15076. this.shared = shared;
  15077. this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
  15078. }
  15079. Polygon.prototype.clone = function () {
  15080. var vertices = this.vertices.map(function (v) {
  15081. return v.clone();
  15082. });
  15083. return new Polygon(vertices, this.shared);
  15084. };
  15085. Polygon.prototype.flip = function () {
  15086. this.vertices.reverse().map(function (v) {
  15087. v.flip();
  15088. });
  15089. this.plane.flip();
  15090. };
  15091. return Polygon;
  15092. })();
  15093. var Node = (function () {
  15094. function Node(polygons) {
  15095. this.plane = null;
  15096. this.front = null;
  15097. this.back = null;
  15098. this.polygons = [];
  15099. if (polygons) {
  15100. this.build(polygons);
  15101. }
  15102. }
  15103. Node.prototype.clone = function () {
  15104. var node = new Node();
  15105. node.plane = this.plane && this.plane.clone();
  15106. node.front = this.front && this.front.clone();
  15107. node.back = this.back && this.back.clone();
  15108. node.polygons = this.polygons.map(function (p) {
  15109. return p.clone();
  15110. });
  15111. return node;
  15112. };
  15113. Node.prototype.invert = function () {
  15114. for (var i = 0; i < this.polygons.length; i++) {
  15115. this.polygons[i].flip();
  15116. }
  15117. if (this.plane) {
  15118. this.plane.flip();
  15119. }
  15120. if (this.front) {
  15121. this.front.invert();
  15122. }
  15123. if (this.back) {
  15124. this.back.invert();
  15125. }
  15126. var temp = this.front;
  15127. this.front = this.back;
  15128. this.back = temp;
  15129. };
  15130. Node.prototype.clipPolygons = function (polygons) {
  15131. if (!this.plane)
  15132. return polygons.slice();
  15133. var front = [], back = [];
  15134. for (var i = 0; i < polygons.length; i++) {
  15135. this.plane.splitPolygon(polygons[i], front, back, front, back);
  15136. }
  15137. if (this.front) {
  15138. front = this.front.clipPolygons(front);
  15139. }
  15140. if (this.back) {
  15141. back = this.back.clipPolygons(back);
  15142. } else {
  15143. back = [];
  15144. }
  15145. return front.concat(back);
  15146. };
  15147. Node.prototype.clipTo = function (bsp) {
  15148. this.polygons = bsp.clipPolygons(this.polygons);
  15149. if (this.front)
  15150. this.front.clipTo(bsp);
  15151. if (this.back)
  15152. this.back.clipTo(bsp);
  15153. };
  15154. Node.prototype.allPolygons = function () {
  15155. var polygons = this.polygons.slice();
  15156. if (this.front)
  15157. polygons = polygons.concat(this.front.allPolygons());
  15158. if (this.back)
  15159. polygons = polygons.concat(this.back.allPolygons());
  15160. return polygons;
  15161. };
  15162. Node.prototype.build = function (polygons) {
  15163. if (!polygons.length)
  15164. return;
  15165. if (!this.plane)
  15166. this.plane = polygons[0].plane.clone();
  15167. var front = [], back = [];
  15168. for (var i = 0; i < polygons.length; i++) {
  15169. this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
  15170. }
  15171. if (front.length) {
  15172. if (!this.front)
  15173. this.front = new Node();
  15174. this.front.build(front);
  15175. }
  15176. if (back.length) {
  15177. if (!this.back)
  15178. this.back = new Node();
  15179. this.back.build(back);
  15180. }
  15181. };
  15182. return Node;
  15183. })();
  15184. var CSG = (function () {
  15185. function CSG() {
  15186. this.polygons = new Array();
  15187. }
  15188. CSG.FromMesh = function (mesh) {
  15189. var vertex, normal, uv, position, polygon, polygons = [], vertices;
  15190. if (mesh instanceof BABYLON.Mesh) {
  15191. mesh.computeWorldMatrix(true);
  15192. var matrix = mesh.getWorldMatrix();
  15193. var meshPosition = mesh.position.clone();
  15194. var meshRotation = mesh.rotation.clone();
  15195. var meshScaling = mesh.scaling.clone();
  15196. } else {
  15197. throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
  15198. }
  15199. var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  15200. var subMeshes = mesh.subMeshes;
  15201. for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
  15202. for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
  15203. vertices = [];
  15204. for (var j = 0; j < 3; j++) {
  15205. normal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
  15206. uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
  15207. position = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
  15208. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, position);
  15209. BABYLON.Vector3.TransformNormalToRef(normal, matrix, normal);
  15210. vertex = new Vertex(position, normal, uv);
  15211. vertices.push(vertex);
  15212. }
  15213. polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
  15214. if (polygon.plane)
  15215. polygons.push(polygon);
  15216. }
  15217. }
  15218. var csg = CSG.FromPolygons(polygons);
  15219. csg.matrix = matrix;
  15220. csg.position = meshPosition;
  15221. csg.rotation = meshRotation;
  15222. csg.scaling = meshScaling;
  15223. currentCSGMeshId++;
  15224. return csg;
  15225. };
  15226. CSG.FromPolygons = function (polygons) {
  15227. var csg = new BABYLON.CSG();
  15228. csg.polygons = polygons;
  15229. return csg;
  15230. };
  15231. CSG.prototype.clone = function () {
  15232. var csg = new BABYLON.CSG();
  15233. csg.polygons = this.polygons.map(function (p) {
  15234. return p.clone();
  15235. });
  15236. csg.copyTransformAttributes(this);
  15237. return csg;
  15238. };
  15239. CSG.prototype.toPolygons = function () {
  15240. return this.polygons;
  15241. };
  15242. CSG.prototype.union = function (csg) {
  15243. var a = new Node(this.clone().polygons);
  15244. var b = new Node(csg.clone().polygons);
  15245. a.clipTo(b);
  15246. b.clipTo(a);
  15247. b.invert();
  15248. b.clipTo(a);
  15249. b.invert();
  15250. a.build(b.allPolygons());
  15251. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  15252. };
  15253. CSG.prototype.unionInPlace = function (csg) {
  15254. var a = new Node(this.polygons);
  15255. var b = new Node(csg.polygons);
  15256. a.clipTo(b);
  15257. b.clipTo(a);
  15258. b.invert();
  15259. b.clipTo(a);
  15260. b.invert();
  15261. a.build(b.allPolygons());
  15262. this.polygons = a.allPolygons();
  15263. };
  15264. CSG.prototype.subtract = function (csg) {
  15265. var a = new Node(this.clone().polygons);
  15266. var b = new Node(csg.clone().polygons);
  15267. a.invert();
  15268. a.clipTo(b);
  15269. b.clipTo(a);
  15270. b.invert();
  15271. b.clipTo(a);
  15272. b.invert();
  15273. a.build(b.allPolygons());
  15274. a.invert();
  15275. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  15276. };
  15277. CSG.prototype.subtractInPlace = function (csg) {
  15278. var a = new Node(this.polygons);
  15279. var b = new Node(csg.polygons);
  15280. a.invert();
  15281. a.clipTo(b);
  15282. b.clipTo(a);
  15283. b.invert();
  15284. b.clipTo(a);
  15285. b.invert();
  15286. a.build(b.allPolygons());
  15287. a.invert();
  15288. this.polygons = a.allPolygons();
  15289. };
  15290. CSG.prototype.intersect = function (csg) {
  15291. var a = new Node(this.clone().polygons);
  15292. var b = new Node(csg.clone().polygons);
  15293. a.invert();
  15294. b.clipTo(a);
  15295. b.invert();
  15296. a.clipTo(b);
  15297. b.clipTo(a);
  15298. a.build(b.allPolygons());
  15299. a.invert();
  15300. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  15301. };
  15302. CSG.prototype.intersectInPlace = function (csg) {
  15303. var a = new Node(this.polygons);
  15304. var b = new Node(csg.polygons);
  15305. a.invert();
  15306. b.clipTo(a);
  15307. b.invert();
  15308. a.clipTo(b);
  15309. b.clipTo(a);
  15310. a.build(b.allPolygons());
  15311. a.invert();
  15312. this.polygons = a.allPolygons();
  15313. };
  15314. CSG.prototype.inverse = function () {
  15315. var csg = this.clone();
  15316. csg.inverseInPlace();
  15317. return csg;
  15318. };
  15319. CSG.prototype.inverseInPlace = function () {
  15320. this.polygons.map(function (p) {
  15321. p.flip();
  15322. });
  15323. };
  15324. CSG.prototype.copyTransformAttributes = function (csg) {
  15325. this.matrix = csg.matrix;
  15326. this.position = csg.position;
  15327. this.rotation = csg.rotation;
  15328. this.scaling = csg.scaling;
  15329. return this;
  15330. };
  15331. CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
  15332. var matrix = this.matrix.clone();
  15333. matrix.invert();
  15334. var mesh = new BABYLON.Mesh(name, scene), vertices = [], indices = [], normals = [], uvs = [], vertex = BABYLON.Vector3.Zero(), normal = BABYLON.Vector3.Zero(), uv = BABYLON.Vector2.Zero(), polygons = this.polygons, polygonIndices = [0, 0, 0], polygon, vertice_dict = {}, vertex_idx, currentIndex = 0, subMesh_dict = {}, subMesh_obj;
  15335. if (keepSubMeshes) {
  15336. polygons.sort(function (a, b) {
  15337. if (a.shared.meshId === b.shared.meshId) {
  15338. return a.shared.subMeshId - b.shared.subMeshId;
  15339. } else {
  15340. return a.shared.meshId - b.shared.meshId;
  15341. }
  15342. });
  15343. }
  15344. for (var i = 0, il = polygons.length; i < il; i++) {
  15345. polygon = polygons[i];
  15346. if (!subMesh_dict[polygon.shared.meshId]) {
  15347. subMesh_dict[polygon.shared.meshId] = {};
  15348. }
  15349. if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
  15350. subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
  15351. indexStart: +Infinity,
  15352. indexEnd: -Infinity,
  15353. materialIndex: polygon.shared.materialIndex
  15354. };
  15355. }
  15356. subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
  15357. for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
  15358. polygonIndices[0] = 0;
  15359. polygonIndices[1] = j - 1;
  15360. polygonIndices[2] = j;
  15361. for (var k = 0; k < 3; k++) {
  15362. vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
  15363. normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
  15364. uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
  15365. BABYLON.Vector3.TransformCoordinatesToRef(vertex, matrix, vertex);
  15366. BABYLON.Vector3.TransformNormalToRef(normal, matrix, normal);
  15367. vertex_idx = vertice_dict[vertex.x + ',' + vertex.y + ',' + vertex.z];
  15368. if (!(typeof vertex_idx !== 'undefined' && normals[vertex_idx * 3] === normal.x && normals[vertex_idx * 3 + 1] === normal.y && normals[vertex_idx * 3 + 2] === normal.z && uvs[vertex_idx * 2] === uv.x && uvs[vertex_idx * 2 + 1] === uv.y)) {
  15369. vertices.push(vertex.x, vertex.y, vertex.z);
  15370. uvs.push(uv.x, uv.y);
  15371. normals.push(normal.x, normal.y, normal.z);
  15372. vertex_idx = vertice_dict[vertex.x + ',' + vertex.y + ',' + vertex.z] = (vertices.length / 3) - 1;
  15373. }
  15374. indices.push(vertex_idx);
  15375. subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
  15376. subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
  15377. currentIndex++;
  15378. }
  15379. }
  15380. }
  15381. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
  15382. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  15383. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
  15384. mesh.setIndices(indices);
  15385. if (keepSubMeshes) {
  15386. var materialIndexOffset = 0, materialMaxIndex;
  15387. mesh.subMeshes.length = 0;
  15388. for (var m in subMesh_dict) {
  15389. materialMaxIndex = -1;
  15390. for (var sm in subMesh_dict[m]) {
  15391. subMesh_obj = subMesh_dict[m][sm];
  15392. BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
  15393. materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
  15394. }
  15395. materialIndexOffset += ++materialMaxIndex;
  15396. }
  15397. }
  15398. return mesh;
  15399. };
  15400. CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
  15401. var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
  15402. mesh.material = material;
  15403. mesh.position.copyFrom(this.position);
  15404. mesh.rotation.copyFrom(this.rotation);
  15405. mesh.scaling.copyFrom(this.scaling);
  15406. mesh.computeWorldMatrix(true);
  15407. return mesh;
  15408. };
  15409. return CSG;
  15410. })();
  15411. BABYLON.CSG = CSG;
  15412. })(BABYLON || (BABYLON = {}));
  15413. var __extends = this.__extends || function (d, b) {
  15414. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  15415. function __() { this.constructor = d; }
  15416. __.prototype = b.prototype;
  15417. d.prototype = new __();
  15418. };
  15419. var BABYLON;
  15420. (function (BABYLON) {
  15421. var OculusDistortionCorrectionPostProcess = (function (_super) {
  15422. __extends(OculusDistortionCorrectionPostProcess, _super);
  15423. function OculusDistortionCorrectionPostProcess(name, camera, isRightEye, cameraSettings) {
  15424. var _this = this;
  15425. _super.call(this, name, "oculusDistortionCorrection", [
  15426. 'LensCenter',
  15427. 'Scale',
  15428. 'ScaleIn',
  15429. 'HmdWarpParam'
  15430. ], null, cameraSettings.PostProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE, null, null);
  15431. this._isRightEye = isRightEye;
  15432. this._distortionFactors = cameraSettings.DistortionK;
  15433. this._postProcessScaleFactor = cameraSettings.PostProcessScaleFactor;
  15434. this._lensCenterOffset = cameraSettings.LensCenterOffset;
  15435. this.onSizeChanged = function () {
  15436. _this.aspectRatio = _this.width * .5 / _this.height;
  15437. _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
  15438. _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
  15439. _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
  15440. };
  15441. this.onApply = function (effect) {
  15442. effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
  15443. effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
  15444. effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
  15445. effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
  15446. };
  15447. }
  15448. return OculusDistortionCorrectionPostProcess;
  15449. })(BABYLON.PostProcess);
  15450. BABYLON.OculusDistortionCorrectionPostProcess = OculusDistortionCorrectionPostProcess;
  15451. })(BABYLON || (BABYLON = {}));
  15452. var BABYLON;
  15453. (function (BABYLON) {
  15454. (function (JoystickAxis) {
  15455. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  15456. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  15457. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  15458. })(BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  15459. var JoystickAxis = BABYLON.JoystickAxis;
  15460. var VirtualJoystick = (function () {
  15461. function VirtualJoystick(leftJoystick) {
  15462. var _this = this;
  15463. if (leftJoystick) {
  15464. this._leftJoystick = true;
  15465. } else {
  15466. this._leftJoystick = false;
  15467. }
  15468. this._joystickIndex = VirtualJoystick._globalJoystickIndex;
  15469. VirtualJoystick._globalJoystickIndex++;
  15470. this._axisTargetedByLeftAndRight = 0 /* X */;
  15471. this._axisTargetedByUpAndDown = 1 /* Y */;
  15472. this.reverseLeftRight = false;
  15473. this.reverseUpDown = false;
  15474. this._touches = new BABYLON.VirtualJoystick.Collection();
  15475. this.deltaPosition = BABYLON.Vector3.Zero();
  15476. this._joystickSensibility = 25;
  15477. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  15478. this._rotationSpeed = 25;
  15479. this._inverseRotationSpeed = 1 / (this._rotationSpeed / 1000);
  15480. this._rotateOnAxisRelativeToMesh = false;
  15481. if (!VirtualJoystick.vjCanvas) {
  15482. window.addEventListener("resize", function () {
  15483. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  15484. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  15485. VirtualJoystick.vjCanvas.width = VirtualJoystick.vjCanvasWidth;
  15486. VirtualJoystick.vjCanvas.height = VirtualJoystick.vjCanvasHeight;
  15487. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  15488. VirtualJoystick.halfHeight = VirtualJoystick.vjCanvasHeight / 2;
  15489. }, false);
  15490. VirtualJoystick.vjCanvas = document.createElement("canvas");
  15491. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  15492. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  15493. VirtualJoystick.vjCanvas.width = window.innerWidth;
  15494. VirtualJoystick.vjCanvas.height = window.innerHeight;
  15495. VirtualJoystick.vjCanvas.style.width = "100%";
  15496. VirtualJoystick.vjCanvas.style.height = "100%";
  15497. VirtualJoystick.vjCanvas.style.position = "absolute";
  15498. VirtualJoystick.vjCanvas.style.backgroundColor = "transparent";
  15499. VirtualJoystick.vjCanvas.style.top = "0px";
  15500. VirtualJoystick.vjCanvas.style.left = "0px";
  15501. VirtualJoystick.vjCanvas.style.zIndex = "5";
  15502. VirtualJoystick.vjCanvas.style.msTouchAction = "none";
  15503. VirtualJoystick.vjCanvasContext = VirtualJoystick.vjCanvas.getContext('2d');
  15504. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  15505. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  15506. document.body.appendChild(VirtualJoystick.vjCanvas);
  15507. }
  15508. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvas.width / 2;
  15509. VirtualJoystick.halfHeight = VirtualJoystick.vjCanvas.height / 2;
  15510. this.pressed = false;
  15511. this._joystickColor = "cyan";
  15512. this._joystickPointerID = -1;
  15513. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  15514. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  15515. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  15516. VirtualJoystick.vjCanvas.addEventListener('pointerdown', function (evt) {
  15517. _this._onPointerDown(evt);
  15518. }, false);
  15519. VirtualJoystick.vjCanvas.addEventListener('pointermove', function (evt) {
  15520. _this._onPointerMove(evt);
  15521. }, false);
  15522. VirtualJoystick.vjCanvas.addEventListener('pointerup', function (evt) {
  15523. _this._onPointerUp(evt);
  15524. }, false);
  15525. VirtualJoystick.vjCanvas.addEventListener('pointerout', function (evt) {
  15526. _this._onPointerUp(evt);
  15527. }, false);
  15528. VirtualJoystick.vjCanvas.addEventListener("contextmenu", function (evt) {
  15529. evt.preventDefault();
  15530. }, false);
  15531. requestAnimationFrame(function () {
  15532. _this._drawVirtualJoystick();
  15533. });
  15534. }
  15535. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  15536. this._joystickSensibility = newJoystickSensibility;
  15537. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  15538. };
  15539. VirtualJoystick.prototype._onPointerDown = function (e) {
  15540. var positionOnScreenCondition;
  15541. e.preventDefault();
  15542. if (this._leftJoystick === true) {
  15543. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  15544. } else {
  15545. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  15546. }
  15547. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  15548. this._joystickPointerID = e.pointerId;
  15549. this._joystickPointerStartPos.x = e.clientX;
  15550. this._joystickPointerStartPos.y = e.clientY;
  15551. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  15552. this._deltaJoystickVector.x = 0;
  15553. this._deltaJoystickVector.y = 0;
  15554. this.pressed = true;
  15555. this._touches.add(e.pointerId.toString(), e);
  15556. } else {
  15557. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  15558. this._action();
  15559. this._touches.add(e.pointerId.toString(), e);
  15560. }
  15561. }
  15562. };
  15563. VirtualJoystick.prototype._onPointerMove = function (e) {
  15564. if (this._joystickPointerID == e.pointerId) {
  15565. this._joystickPointerPos.x = e.clientX;
  15566. this._joystickPointerPos.y = e.clientY;
  15567. this._deltaJoystickVector = this._joystickPointerPos.clone();
  15568. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  15569. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  15570. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  15571. switch (this._axisTargetedByLeftAndRight) {
  15572. case 0 /* X */:
  15573. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  15574. break;
  15575. case 1 /* Y */:
  15576. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  15577. break;
  15578. case 2 /* Z */:
  15579. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  15580. break;
  15581. }
  15582. var directionUpDown = this.reverseUpDown ? 1 : -1;
  15583. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  15584. switch (this._axisTargetedByUpAndDown) {
  15585. case 0 /* X */:
  15586. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  15587. break;
  15588. case 1 /* Y */:
  15589. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  15590. break;
  15591. case 2 /* Z */:
  15592. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  15593. break;
  15594. }
  15595. } else {
  15596. if (this._touches.item(e.pointerId.toString())) {
  15597. this._touches.item(e.pointerId.toString()).x = e.clientX;
  15598. this._touches.item(e.pointerId.toString()).y = e.clientY;
  15599. }
  15600. }
  15601. };
  15602. VirtualJoystick.prototype._onPointerUp = function (e) {
  15603. this._clearCanvas();
  15604. if (this._joystickPointerID == e.pointerId) {
  15605. this._joystickPointerID = -1;
  15606. this.pressed = false;
  15607. }
  15608. this._deltaJoystickVector.x = 0;
  15609. this._deltaJoystickVector.y = 0;
  15610. this._touches.remove(e.pointerId.toString());
  15611. };
  15612. /**
  15613. * Change the color of the virtual joystick
  15614. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  15615. */
  15616. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  15617. this._joystickColor = newColor;
  15618. };
  15619. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  15620. this._action = action;
  15621. };
  15622. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  15623. switch (axis) {
  15624. case 0 /* X */:
  15625. case 1 /* Y */:
  15626. case 2 /* Z */:
  15627. this._axisTargetedByLeftAndRight = axis;
  15628. break;
  15629. default:
  15630. this._axisTargetedByLeftAndRight = 0 /* X */;
  15631. break;
  15632. }
  15633. };
  15634. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  15635. switch (axis) {
  15636. case 0 /* X */:
  15637. case 1 /* Y */:
  15638. case 2 /* Z */:
  15639. this._axisTargetedByUpAndDown = axis;
  15640. break;
  15641. default:
  15642. this._axisTargetedByUpAndDown = 1 /* Y */;
  15643. break;
  15644. }
  15645. };
  15646. VirtualJoystick.prototype._clearCanvas = function () {
  15647. if (this._leftJoystick) {
  15648. VirtualJoystick.vjCanvasContext.clearRect(0, 0, VirtualJoystick.vjCanvasWidth / 2, VirtualJoystick.vjCanvasHeight);
  15649. } else {
  15650. VirtualJoystick.vjCanvasContext.clearRect(VirtualJoystick.vjCanvasWidth / 2, 0, VirtualJoystick.vjCanvasWidth, VirtualJoystick.vjCanvasHeight);
  15651. }
  15652. };
  15653. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  15654. var _this = this;
  15655. if (this.pressed) {
  15656. this._clearCanvas();
  15657. this._touches.forEach(function (touch) {
  15658. if (touch.pointerId === _this._joystickPointerID) {
  15659. VirtualJoystick.vjCanvasContext.beginPath();
  15660. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  15661. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  15662. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  15663. VirtualJoystick.vjCanvasContext.stroke();
  15664. VirtualJoystick.vjCanvasContext.beginPath();
  15665. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  15666. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  15667. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  15668. VirtualJoystick.vjCanvasContext.stroke();
  15669. VirtualJoystick.vjCanvasContext.beginPath();
  15670. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  15671. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  15672. VirtualJoystick.vjCanvasContext.stroke();
  15673. } else {
  15674. VirtualJoystick.vjCanvasContext.beginPath();
  15675. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  15676. VirtualJoystick.vjCanvasContext.beginPath();
  15677. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  15678. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  15679. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  15680. VirtualJoystick.vjCanvasContext.stroke();
  15681. }
  15682. ;
  15683. });
  15684. }
  15685. requestAnimationFrame(function () {
  15686. _this._drawVirtualJoystick();
  15687. });
  15688. };
  15689. VirtualJoystick.prototype.releaseCanvas = function () {
  15690. if (VirtualJoystick.vjCanvas) {
  15691. document.body.removeChild(VirtualJoystick.vjCanvas);
  15692. VirtualJoystick.vjCanvas = null;
  15693. }
  15694. };
  15695. VirtualJoystick._globalJoystickIndex = 0;
  15696. return VirtualJoystick;
  15697. })();
  15698. BABYLON.VirtualJoystick = VirtualJoystick;
  15699. })(BABYLON || (BABYLON = {}));
  15700. var BABYLON;
  15701. (function (BABYLON) {
  15702. (function (VirtualJoystick) {
  15703. var Collection = (function () {
  15704. function Collection() {
  15705. this._count = 0;
  15706. this._collection = new Array();
  15707. }
  15708. Collection.prototype.Count = function () {
  15709. return this._count;
  15710. };
  15711. Collection.prototype.add = function (key, item) {
  15712. if (this._collection[key] != undefined) {
  15713. return undefined;
  15714. }
  15715. this._collection[key] = item;
  15716. return ++this._count;
  15717. };
  15718. Collection.prototype.remove = function (key) {
  15719. if (this._collection[key] == undefined) {
  15720. return undefined;
  15721. }
  15722. delete this._collection[key];
  15723. return --this._count;
  15724. };
  15725. Collection.prototype.item = function (key) {
  15726. return this._collection[key];
  15727. };
  15728. Collection.prototype.forEach = function (block) {
  15729. var key;
  15730. for (key in this._collection) {
  15731. if (this._collection.hasOwnProperty(key)) {
  15732. block(this._collection[key]);
  15733. }
  15734. }
  15735. };
  15736. return Collection;
  15737. })();
  15738. VirtualJoystick.Collection = Collection;
  15739. })(BABYLON.VirtualJoystick || (BABYLON.VirtualJoystick = {}));
  15740. var VirtualJoystick = BABYLON.VirtualJoystick;
  15741. })(BABYLON || (BABYLON = {}));
  15742. var __extends = this.__extends || function (d, b) {
  15743. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  15744. function __() { this.constructor = d; }
  15745. __.prototype = b.prototype;
  15746. d.prototype = new __();
  15747. };
  15748. var BABYLON;
  15749. (function (BABYLON) {
  15750. var OculusRiftDevKit2013_Metric = {
  15751. HResolution: 1280,
  15752. VResolution: 800,
  15753. HScreenSize: 0.149759993,
  15754. VScreenSize: 0.0935999975,
  15755. VScreenCenter: 0.0467999987,
  15756. EyeToScreenDistance: 0.0410000011,
  15757. LensSeparationDistance: 0.0635000020,
  15758. InterpupillaryDistance: 0.0640000030,
  15759. DistortionK: [1.0, 0.219999999, 0.239999995, 0.0],
  15760. ChromaAbCorrection: [0.995999992, -0.00400000019, 1.01400006, 0.0],
  15761. PostProcessScaleFactor: 1.714605507808412,
  15762. LensCenterOffset: 0.151976421
  15763. };
  15764. var _OculusInnerCamera = (function (_super) {
  15765. __extends(_OculusInnerCamera, _super);
  15766. function _OculusInnerCamera(name, position, scene, isLeftEye) {
  15767. _super.call(this, name, position, scene);
  15768. this._workMatrix = new BABYLON.Matrix();
  15769. this._actualUp = new BABYLON.Vector3(0, 0, 0);
  15770. this._aspectRatioAspectRatio = OculusRiftDevKit2013_Metric.HResolution / (2 * OculusRiftDevKit2013_Metric.VResolution);
  15771. this._aspectRatioFov = (2 * Math.atan((OculusRiftDevKit2013_Metric.PostProcessScaleFactor * OculusRiftDevKit2013_Metric.VScreenSize) / (2 * OculusRiftDevKit2013_Metric.EyeToScreenDistance)));
  15772. var hMeters = (OculusRiftDevKit2013_Metric.HScreenSize / 4) - (OculusRiftDevKit2013_Metric.LensSeparationDistance / 2);
  15773. var h = (4 * hMeters) / OculusRiftDevKit2013_Metric.HScreenSize;
  15774. this._hMatrix = BABYLON.Matrix.Translation(isLeftEye ? h : -h, 0, 0);
  15775. this.viewport = new BABYLON.Viewport(isLeftEye ? 0 : 0.5, 0, 0.5, 1.0);
  15776. this._preViewMatrix = BABYLON.Matrix.Translation(isLeftEye ? .5 * OculusRiftDevKit2013_Metric.InterpupillaryDistance : -.5 * OculusRiftDevKit2013_Metric.InterpupillaryDistance, 0, 0);
  15777. var postProcess = new BABYLON.OculusDistortionCorrectionPostProcess("Oculus Distortion", this, !isLeftEye, OculusRiftDevKit2013_Metric);
  15778. }
  15779. _OculusInnerCamera.prototype.getProjectionMatrix = function () {
  15780. BABYLON.Matrix.PerspectiveFovLHToRef(this._aspectRatioFov, this._aspectRatioAspectRatio, this.minZ, this.maxZ, this._workMatrix);
  15781. this._workMatrix.multiplyToRef(this._hMatrix, this._projectionMatrix);
  15782. return this._projectionMatrix;
  15783. };
  15784. _OculusInnerCamera.prototype._getViewMatrix = function () {
  15785. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  15786. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  15787. BABYLON.Vector3.TransformNormalToRef(this.upVector, this._cameraRotationMatrix, this._actualUp);
  15788. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  15789. BABYLON.Matrix.LookAtLHToRef(this.position, this._currentTarget, this._actualUp, this._workMatrix);
  15790. this._workMatrix.multiplyToRef(this._preViewMatrix, this._viewMatrix);
  15791. return this._viewMatrix;
  15792. };
  15793. return _OculusInnerCamera;
  15794. })(BABYLON.FreeCamera);
  15795. var OculusCamera = (function (_super) {
  15796. __extends(OculusCamera, _super);
  15797. function OculusCamera(name, position, scene) {
  15798. _super.call(this, name, position, scene);
  15799. this._leftCamera = new _OculusInnerCamera(name + "_left", position.clone(), scene, true);
  15800. this._rightCamera = new _OculusInnerCamera(name + "_right", position.clone(), scene, false);
  15801. this.subCameras.push(this._leftCamera);
  15802. this.subCameras.push(this._rightCamera);
  15803. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  15804. }
  15805. OculusCamera.prototype._update = function () {
  15806. this._leftCamera.position.copyFrom(this.position);
  15807. this._rightCamera.position.copyFrom(this.position);
  15808. this._updateCamera(this._leftCamera);
  15809. this._updateCamera(this._rightCamera);
  15810. _super.prototype._update.call(this);
  15811. };
  15812. OculusCamera.prototype._updateCamera = function (camera) {
  15813. camera.minZ = this.minZ;
  15814. camera.maxZ = this.maxZ;
  15815. camera.rotation.x = this.rotation.x;
  15816. camera.rotation.y = this.rotation.y;
  15817. camera.rotation.z = this.rotation.z;
  15818. };
  15819. OculusCamera.prototype._onOrientationEvent = function (evt) {
  15820. var yaw = evt.alpha / 180 * Math.PI;
  15821. var pitch = evt.beta / 180 * Math.PI;
  15822. var roll = evt.gamma / 180 * Math.PI;
  15823. if (!this._offsetOrientation) {
  15824. this._offsetOrientation = {
  15825. yaw: yaw,
  15826. pitch: pitch,
  15827. roll: roll
  15828. };
  15829. return;
  15830. } else {
  15831. this.rotation.y += yaw - this._offsetOrientation.yaw;
  15832. this.rotation.x += pitch - this._offsetOrientation.pitch;
  15833. this.rotation.z += this._offsetOrientation.roll - roll;
  15834. this._offsetOrientation.yaw = yaw;
  15835. this._offsetOrientation.pitch = pitch;
  15836. this._offsetOrientation.roll = roll;
  15837. }
  15838. };
  15839. OculusCamera.prototype.attachControl = function (element, noPreventDefault) {
  15840. _super.prototype.attachControl.call(this, element, noPreventDefault);
  15841. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  15842. };
  15843. OculusCamera.prototype.detachControl = function (element) {
  15844. _super.prototype.detachControl.call(this, element);
  15845. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  15846. };
  15847. return OculusCamera;
  15848. })(BABYLON.FreeCamera);
  15849. BABYLON.OculusCamera = OculusCamera;
  15850. })(BABYLON || (BABYLON = {}));
  15851. var __extends = this.__extends || function (d, b) {
  15852. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  15853. function __() { this.constructor = d; }
  15854. __.prototype = b.prototype;
  15855. d.prototype = new __();
  15856. };
  15857. var BABYLON;
  15858. (function (BABYLON) {
  15859. var VirtualJoysticksCamera = (function (_super) {
  15860. __extends(VirtualJoysticksCamera, _super);
  15861. function VirtualJoysticksCamera(name, position, scene) {
  15862. _super.call(this, name, position, scene);
  15863. this._leftjoystick = new BABYLON.VirtualJoystick(true);
  15864. this._leftjoystick.setAxisForUpDown(2 /* Z */);
  15865. this._leftjoystick.setAxisForLeftRight(0 /* X */);
  15866. this._leftjoystick.setJoystickSensibility(0.15);
  15867. this._rightjoystick = new BABYLON.VirtualJoystick(false);
  15868. this._rightjoystick.setAxisForUpDown(0 /* X */);
  15869. this._rightjoystick.setAxisForLeftRight(1 /* Y */);
  15870. this._rightjoystick.reverseUpDown = true;
  15871. this._rightjoystick.setJoystickSensibility(0.05);
  15872. this._rightjoystick.setJoystickColor("yellow");
  15873. }
  15874. VirtualJoysticksCamera.prototype._checkInputs = function () {
  15875. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(this.rotation.y, this.rotation.x, 0);
  15876. var deltaTransform = BABYLON.Vector3.TransformCoordinates(this._leftjoystick.deltaPosition, cameraTransform);
  15877. this.cameraDirection = this.cameraDirection.add(deltaTransform);
  15878. this.cameraRotation = this.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
  15879. if (!this._leftjoystick.pressed) {
  15880. this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
  15881. }
  15882. if (!this._rightjoystick.pressed) {
  15883. this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
  15884. }
  15885. };
  15886. VirtualJoysticksCamera.prototype.dispose = function () {
  15887. this._leftjoystick.releaseCanvas();
  15888. _super.prototype.dispose.call(this);
  15889. };
  15890. return VirtualJoysticksCamera;
  15891. })(BABYLON.FreeCamera);
  15892. BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
  15893. })(BABYLON || (BABYLON = {}));
  15894. var __extends = this.__extends || function (d, b) {
  15895. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  15896. function __() { this.constructor = d; }
  15897. __.prototype = b.prototype;
  15898. d.prototype = new __();
  15899. };
  15900. var BABYLON;
  15901. (function (BABYLON) {
  15902. var ShaderMaterial = (function (_super) {
  15903. __extends(ShaderMaterial, _super);
  15904. function ShaderMaterial(name, scene, shaderPath, options) {
  15905. _super.call(this, name, scene);
  15906. this._textures = new Array();
  15907. this._floats = new Array();
  15908. this._floatsArrays = {};
  15909. this._colors3 = new Array();
  15910. this._colors4 = new Array();
  15911. this._vectors2 = new Array();
  15912. this._vectors3 = new Array();
  15913. this._matrices = new Array();
  15914. this._cachedWorldViewMatrix = new BABYLON.Matrix();
  15915. this._shaderPath = shaderPath;
  15916. options.needAlphaBlending = options.needAlphaBlending || false;
  15917. options.needAlphaTesting = options.needAlphaTesting || false;
  15918. options.attributes = options.attributes || ["position", "normal", "uv"];
  15919. options.uniforms = options.uniforms || ["worldViewProjection"];
  15920. options.samplers = options.samplers || [];
  15921. this._options = options;
  15922. }
  15923. ShaderMaterial.prototype.needAlphaBlending = function () {
  15924. return this._options.needAlphaBlending;
  15925. };
  15926. ShaderMaterial.prototype.needAlphaTesting = function () {
  15927. return this._options.needAlphaTesting;
  15928. };
  15929. ShaderMaterial.prototype._checkUniform = function (uniformName) {
  15930. if (this._options.uniforms.indexOf(uniformName) === -1) {
  15931. this._options.uniforms.push(uniformName);
  15932. }
  15933. };
  15934. ShaderMaterial.prototype.setTexture = function (name, texture) {
  15935. if (this._options.samplers.indexOf(name) === -1) {
  15936. this._options.samplers.push(name);
  15937. }
  15938. this._textures[name] = texture;
  15939. return this;
  15940. };
  15941. ShaderMaterial.prototype.setFloat = function (name, value) {
  15942. this._checkUniform(name);
  15943. this._floats[name] = value;
  15944. return this;
  15945. };
  15946. ShaderMaterial.prototype.setFloats = function (name, value) {
  15947. this._checkUniform(name);
  15948. this._floatsArrays[name] = value;
  15949. return this;
  15950. };
  15951. ShaderMaterial.prototype.setColor3 = function (name, value) {
  15952. this._checkUniform(name);
  15953. this._colors3[name] = value;
  15954. return this;
  15955. };
  15956. ShaderMaterial.prototype.setColor4 = function (name, value) {
  15957. this._checkUniform(name);
  15958. this._colors4[name] = value;
  15959. return this;
  15960. };
  15961. ShaderMaterial.prototype.setVector2 = function (name, value) {
  15962. this._checkUniform(name);
  15963. this._vectors2[name] = value;
  15964. return this;
  15965. };
  15966. ShaderMaterial.prototype.setVector3 = function (name, value) {
  15967. this._checkUniform(name);
  15968. this._vectors3[name] = value;
  15969. return this;
  15970. };
  15971. ShaderMaterial.prototype.setMatrix = function (name, value) {
  15972. this._checkUniform(name);
  15973. this._matrices[name] = value;
  15974. return this;
  15975. };
  15976. ShaderMaterial.prototype.isReady = function () {
  15977. var engine = this.getScene().getEngine();
  15978. this._effect = engine.createEffect(this._shaderPath, this._options.attributes, this._options.uniforms, this._options.samplers, "", null, this.onCompiled, this.onError);
  15979. if (!this._effect.isReady()) {
  15980. return false;
  15981. }
  15982. return true;
  15983. };
  15984. ShaderMaterial.prototype.bind = function (world) {
  15985. if (this._options.uniforms.indexOf("world") !== -1) {
  15986. this._effect.setMatrix("world", world);
  15987. }
  15988. if (this._options.uniforms.indexOf("view") !== -1) {
  15989. this._effect.setMatrix("view", this.getScene().getViewMatrix());
  15990. }
  15991. if (this._options.uniforms.indexOf("worldView") !== -1) {
  15992. world.multiplyToRef(this.getScene().getViewMatrix(), this._cachedWorldViewMatrix);
  15993. this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
  15994. }
  15995. if (this._options.uniforms.indexOf("projection") !== -1) {
  15996. this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
  15997. }
  15998. if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
  15999. this._effect.setMatrix("worldViewProjection", world.multiply(this.getScene().getTransformMatrix()));
  16000. }
  16001. for (var name in this._textures) {
  16002. this._effect.setTexture(name, this._textures[name]);
  16003. }
  16004. for (name in this._floats) {
  16005. this._effect.setFloat(name, this._floats[name]);
  16006. }
  16007. for (name in this._floatsArrays) {
  16008. this._effect.setArray(name, this._floatsArrays[name]);
  16009. }
  16010. for (name in this._colors3) {
  16011. this._effect.setColor3(name, this._colors3[name]);
  16012. }
  16013. for (name in this._colors4) {
  16014. var color = this._colors4[name];
  16015. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  16016. }
  16017. for (name in this._vectors2) {
  16018. this._effect.setVector2(name, this._vectors2[name]);
  16019. }
  16020. for (name in this._vectors3) {
  16021. this._effect.setVector3(name, this._vectors3[name]);
  16022. }
  16023. for (name in this._matrices) {
  16024. this._effect.setMatrix(name, this._matrices[name]);
  16025. }
  16026. };
  16027. ShaderMaterial.prototype.dispose = function (forceDisposeEffect) {
  16028. for (var name in this._textures) {
  16029. this._textures[name].dispose();
  16030. }
  16031. this._textures = [];
  16032. _super.prototype.dispose.call(this, forceDisposeEffect);
  16033. };
  16034. return ShaderMaterial;
  16035. })(BABYLON.Material);
  16036. BABYLON.ShaderMaterial = ShaderMaterial;
  16037. })(BABYLON || (BABYLON = {}));
  16038. var BABYLON;
  16039. (function (BABYLON) {
  16040. var VertexData = (function () {
  16041. function VertexData() {
  16042. }
  16043. VertexData.prototype.set = function (data, kind) {
  16044. switch (kind) {
  16045. case BABYLON.VertexBuffer.PositionKind:
  16046. this.positions = data;
  16047. break;
  16048. case BABYLON.VertexBuffer.NormalKind:
  16049. this.normals = data;
  16050. break;
  16051. case BABYLON.VertexBuffer.UVKind:
  16052. this.uvs = data;
  16053. break;
  16054. case BABYLON.VertexBuffer.UV2Kind:
  16055. this.uv2s = data;
  16056. break;
  16057. case BABYLON.VertexBuffer.ColorKind:
  16058. this.colors = data;
  16059. break;
  16060. case BABYLON.VertexBuffer.MatricesIndicesKind:
  16061. this.matricesIndices = data;
  16062. break;
  16063. case BABYLON.VertexBuffer.MatricesWeightsKind:
  16064. this.matricesWeights = data;
  16065. break;
  16066. }
  16067. };
  16068. VertexData.prototype.applyToMesh = function (mesh, updatable) {
  16069. this._applyTo(mesh, updatable);
  16070. };
  16071. VertexData.prototype.applyToGeometry = function (geometry, updatable) {
  16072. this._applyTo(geometry, updatable);
  16073. };
  16074. VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
  16075. this._update(mesh);
  16076. };
  16077. VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
  16078. this._update(geometry);
  16079. };
  16080. VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
  16081. if (this.positions) {
  16082. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
  16083. }
  16084. if (this.normals) {
  16085. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
  16086. }
  16087. if (this.uvs) {
  16088. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
  16089. }
  16090. if (this.uv2s) {
  16091. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uv2s, updatable);
  16092. }
  16093. if (this.colors) {
  16094. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
  16095. }
  16096. if (this.matricesIndices) {
  16097. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  16098. }
  16099. if (this.matricesWeights) {
  16100. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  16101. }
  16102. if (this.indices) {
  16103. meshOrGeometry.setIndices(this.indices);
  16104. }
  16105. };
  16106. VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
  16107. if (this.positions) {
  16108. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  16109. }
  16110. if (this.normals) {
  16111. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  16112. }
  16113. if (this.uvs) {
  16114. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  16115. }
  16116. if (this.uv2s) {
  16117. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uv2s, updateExtends, makeItUnique);
  16118. }
  16119. if (this.colors) {
  16120. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  16121. }
  16122. if (this.matricesIndices) {
  16123. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  16124. }
  16125. if (this.matricesWeights) {
  16126. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  16127. }
  16128. if (this.indices) {
  16129. meshOrGeometry.setIndices(this.indices);
  16130. }
  16131. };
  16132. VertexData.prototype.transform = function (matrix) {
  16133. var transformed = BABYLON.Vector3.Zero();
  16134. if (this.positions) {
  16135. var position = BABYLON.Vector3.Zero();
  16136. for (var index = 0; index < this.positions.length; index += 3) {
  16137. BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
  16138. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  16139. this.positions[index] = transformed.x;
  16140. this.positions[index + 1] = transformed.y;
  16141. this.positions[index + 2] = transformed.z;
  16142. }
  16143. }
  16144. if (this.normals) {
  16145. var normal = BABYLON.Vector3.Zero();
  16146. for (index = 0; index < this.normals.length; index += 3) {
  16147. BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
  16148. BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
  16149. this.normals[index] = transformed.x;
  16150. this.normals[index + 1] = transformed.y;
  16151. this.normals[index + 2] = transformed.z;
  16152. }
  16153. }
  16154. };
  16155. VertexData.prototype.merge = function (other) {
  16156. if (other.indices) {
  16157. if (!this.indices) {
  16158. this.indices = [];
  16159. }
  16160. var offset = this.positions ? this.positions.length / 3 : 0;
  16161. for (var index = 0; index < other.indices.length; index++) {
  16162. this.indices.push(other.indices[index] + offset);
  16163. }
  16164. }
  16165. if (other.positions) {
  16166. if (!this.positions) {
  16167. this.positions = [];
  16168. }
  16169. for (index = 0; index < other.positions.length; index++) {
  16170. this.positions.push(other.positions[index]);
  16171. }
  16172. }
  16173. if (other.normals) {
  16174. if (!this.normals) {
  16175. this.normals = [];
  16176. }
  16177. for (index = 0; index < other.normals.length; index++) {
  16178. this.normals.push(other.normals[index]);
  16179. }
  16180. }
  16181. if (other.uvs) {
  16182. if (!this.uvs) {
  16183. this.uvs = [];
  16184. }
  16185. for (index = 0; index < other.uvs.length; index++) {
  16186. this.uvs.push(other.uvs[index]);
  16187. }
  16188. }
  16189. if (other.uv2s) {
  16190. if (!this.uv2s) {
  16191. this.uv2s = [];
  16192. }
  16193. for (index = 0; index < other.uv2s.length; index++) {
  16194. this.uv2s.push(other.uv2s[index]);
  16195. }
  16196. }
  16197. if (other.matricesIndices) {
  16198. if (!this.matricesIndices) {
  16199. this.matricesIndices = [];
  16200. }
  16201. for (index = 0; index < other.matricesIndices.length; index++) {
  16202. this.matricesIndices.push(other.matricesIndices[index]);
  16203. }
  16204. }
  16205. if (other.matricesWeights) {
  16206. if (!this.matricesWeights) {
  16207. this.matricesWeights = [];
  16208. }
  16209. for (index = 0; index < other.matricesWeights.length; index++) {
  16210. this.matricesWeights.push(other.matricesWeights[index]);
  16211. }
  16212. }
  16213. if (other.colors) {
  16214. if (!this.colors) {
  16215. this.colors = [];
  16216. }
  16217. for (index = 0; index < other.colors.length; index++) {
  16218. this.colors.push(other.colors[index]);
  16219. }
  16220. }
  16221. };
  16222. VertexData.ExtractFromMesh = function (mesh) {
  16223. return VertexData._ExtractFrom(mesh);
  16224. };
  16225. VertexData.ExtractFromGeometry = function (geometry) {
  16226. return VertexData._ExtractFrom(geometry);
  16227. };
  16228. VertexData._ExtractFrom = function (meshOrGeometry) {
  16229. var result = new BABYLON.VertexData();
  16230. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  16231. result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  16232. }
  16233. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  16234. result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  16235. }
  16236. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  16237. result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind);
  16238. }
  16239. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  16240. result.uv2s = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind);
  16241. }
  16242. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  16243. result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  16244. }
  16245. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  16246. result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  16247. }
  16248. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  16249. result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  16250. }
  16251. result.indices = meshOrGeometry.getIndices();
  16252. return result;
  16253. };
  16254. VertexData.CreateBox = function (size) {
  16255. var normalsSource = [
  16256. new BABYLON.Vector3(0, 0, 1),
  16257. new BABYLON.Vector3(0, 0, -1),
  16258. new BABYLON.Vector3(1, 0, 0),
  16259. new BABYLON.Vector3(-1, 0, 0),
  16260. new BABYLON.Vector3(0, 1, 0),
  16261. new BABYLON.Vector3(0, -1, 0)
  16262. ];
  16263. var indices = [];
  16264. var positions = [];
  16265. var normals = [];
  16266. var uvs = [];
  16267. size = size || 1;
  16268. for (var index = 0; index < normalsSource.length; index++) {
  16269. var normal = normalsSource[index];
  16270. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
  16271. var side2 = BABYLON.Vector3.Cross(normal, side1);
  16272. var verticesLength = positions.length / 3;
  16273. indices.push(verticesLength);
  16274. indices.push(verticesLength + 1);
  16275. indices.push(verticesLength + 2);
  16276. indices.push(verticesLength);
  16277. indices.push(verticesLength + 2);
  16278. indices.push(verticesLength + 3);
  16279. var vertex = normal.subtract(side1).subtract(side2).scale(size / 2);
  16280. positions.push(vertex.x, vertex.y, vertex.z);
  16281. normals.push(normal.x, normal.y, normal.z);
  16282. uvs.push(1.0, 1.0);
  16283. vertex = normal.subtract(side1).add(side2).scale(size / 2);
  16284. positions.push(vertex.x, vertex.y, vertex.z);
  16285. normals.push(normal.x, normal.y, normal.z);
  16286. uvs.push(0.0, 1.0);
  16287. vertex = normal.add(side1).add(side2).scale(size / 2);
  16288. positions.push(vertex.x, vertex.y, vertex.z);
  16289. normals.push(normal.x, normal.y, normal.z);
  16290. uvs.push(0.0, 0.0);
  16291. vertex = normal.add(side1).subtract(side2).scale(size / 2);
  16292. positions.push(vertex.x, vertex.y, vertex.z);
  16293. normals.push(normal.x, normal.y, normal.z);
  16294. uvs.push(1.0, 0.0);
  16295. }
  16296. var vertexData = new BABYLON.VertexData();
  16297. vertexData.indices = indices;
  16298. vertexData.positions = positions;
  16299. vertexData.normals = normals;
  16300. vertexData.uvs = uvs;
  16301. return vertexData;
  16302. };
  16303. VertexData.CreateSphere = function (segments, diameter) {
  16304. segments = segments || 32;
  16305. diameter = diameter || 1;
  16306. var radius = diameter / 2;
  16307. var totalZRotationSteps = 2 + segments;
  16308. var totalYRotationSteps = 2 * totalZRotationSteps;
  16309. var indices = [];
  16310. var positions = [];
  16311. var normals = [];
  16312. var uvs = [];
  16313. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  16314. var normalizedZ = zRotationStep / totalZRotationSteps;
  16315. var angleZ = (normalizedZ * Math.PI);
  16316. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  16317. var normalizedY = yRotationStep / totalYRotationSteps;
  16318. var angleY = normalizedY * Math.PI * 2;
  16319. var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
  16320. var rotationY = BABYLON.Matrix.RotationY(angleY);
  16321. var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
  16322. var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
  16323. var vertex = complete.scale(radius);
  16324. var normal = BABYLON.Vector3.Normalize(vertex);
  16325. positions.push(vertex.x, vertex.y, vertex.z);
  16326. normals.push(normal.x, normal.y, normal.z);
  16327. uvs.push(normalizedZ, normalizedY);
  16328. }
  16329. if (zRotationStep > 0) {
  16330. var verticesCount = positions.length / 3;
  16331. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  16332. indices.push((firstIndex));
  16333. indices.push((firstIndex + 1));
  16334. indices.push(firstIndex + totalYRotationSteps + 1);
  16335. indices.push((firstIndex + totalYRotationSteps + 1));
  16336. indices.push((firstIndex + 1));
  16337. indices.push((firstIndex + totalYRotationSteps + 2));
  16338. }
  16339. }
  16340. }
  16341. var vertexData = new BABYLON.VertexData();
  16342. vertexData.indices = indices;
  16343. vertexData.positions = positions;
  16344. vertexData.normals = normals;
  16345. vertexData.uvs = uvs;
  16346. return vertexData;
  16347. };
  16348. VertexData.CreateCylinder = function (height, diameterTop, diameterBottom, tessellation, subdivisions) {
  16349. if (typeof subdivisions === "undefined") { subdivisions = 1; }
  16350. var radiusTop = diameterTop / 2;
  16351. var radiusBottom = diameterBottom / 2;
  16352. var indices = [];
  16353. var positions = [];
  16354. var normals = [];
  16355. var uvs = [];
  16356. height = height || 1;
  16357. diameterTop = diameterTop || 0.5;
  16358. diameterBottom = diameterBottom || 1;
  16359. tessellation = tessellation || 16;
  16360. subdivisions = subdivisions || 1;
  16361. subdivisions = (subdivisions < 1) ? 1 : subdivisions;
  16362. var getCircleVector = function (i) {
  16363. var angle = (i * 2.0 * Math.PI / tessellation);
  16364. var dx = Math.cos(angle);
  16365. var dz = Math.sin(angle);
  16366. return new BABYLON.Vector3(dx, 0, dz);
  16367. };
  16368. var createCylinderCap = function (isTop) {
  16369. var radius = isTop ? radiusTop : radiusBottom;
  16370. if (radius == 0) {
  16371. return;
  16372. }
  16373. var vbase = positions.length / 3;
  16374. var offset = new BABYLON.Vector3(0, height / 2, 0);
  16375. var textureScale = new BABYLON.Vector2(0.5, 0.5);
  16376. if (!isTop) {
  16377. offset.scaleInPlace(-1);
  16378. textureScale.x = -textureScale.x;
  16379. }
  16380. for (i = 0; i < tessellation; i++) {
  16381. var circleVector = getCircleVector(i);
  16382. var position = circleVector.scale(radius).add(offset);
  16383. var textureCoordinate = new BABYLON.Vector2(circleVector.x * textureScale.x + 0.5, circleVector.z * textureScale.y + 0.5);
  16384. positions.push(position.x, position.y, position.z);
  16385. uvs.push(textureCoordinate.x, textureCoordinate.y);
  16386. }
  16387. for (var i = 0; i < tessellation - 2; i++) {
  16388. if (!isTop) {
  16389. indices.push(vbase);
  16390. indices.push(vbase + (i + 2) % tessellation);
  16391. indices.push(vbase + (i + 1) % tessellation);
  16392. } else {
  16393. indices.push(vbase);
  16394. indices.push(vbase + (i + 1) % tessellation);
  16395. indices.push(vbase + (i + 2) % tessellation);
  16396. }
  16397. }
  16398. };
  16399. var base = new BABYLON.Vector3(0, -1, 0).scale(height / 2);
  16400. var offset = new BABYLON.Vector3(0, 1, 0).scale(height / subdivisions);
  16401. var stride = tessellation + 1;
  16402. for (var i = 0; i <= tessellation; i++) {
  16403. var circleVector = getCircleVector(i);
  16404. var textureCoordinate = new BABYLON.Vector2(i / tessellation, 0);
  16405. var position, radius = radiusBottom;
  16406. for (var s = 0; s <= subdivisions; s++) {
  16407. position = circleVector.scale(radius);
  16408. position.addInPlace(base.add(offset.scale(s)));
  16409. textureCoordinate.y += 1 / subdivisions;
  16410. radius += (radiusTop - radiusBottom) / subdivisions;
  16411. positions.push(position.x, position.y, position.z);
  16412. uvs.push(textureCoordinate.x, textureCoordinate.y);
  16413. }
  16414. }
  16415. subdivisions += 1;
  16416. for (var s = 0; s < subdivisions - 1; s++) {
  16417. for (var i = 0; i <= tessellation; i++) {
  16418. indices.push(i * subdivisions + s);
  16419. indices.push((i * subdivisions + (s + subdivisions)) % (stride * subdivisions));
  16420. indices.push(i * subdivisions + (s + 1));
  16421. indices.push(i * subdivisions + (s + 1));
  16422. indices.push((i * subdivisions + (s + subdivisions)) % (stride * subdivisions));
  16423. indices.push((i * subdivisions + (s + subdivisions + 1)) % (stride * subdivisions));
  16424. }
  16425. }
  16426. createCylinderCap(true);
  16427. createCylinderCap(false);
  16428. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  16429. var vertexData = new BABYLON.VertexData();
  16430. vertexData.indices = indices;
  16431. vertexData.positions = positions;
  16432. vertexData.normals = normals;
  16433. vertexData.uvs = uvs;
  16434. return vertexData;
  16435. };
  16436. VertexData.CreateTorus = function (diameter, thickness, tessellation) {
  16437. var indices = [];
  16438. var positions = [];
  16439. var normals = [];
  16440. var uvs = [];
  16441. diameter = diameter || 1;
  16442. thickness = thickness || 0.5;
  16443. tessellation = tessellation || 16;
  16444. var stride = tessellation + 1;
  16445. for (var i = 0; i <= tessellation; i++) {
  16446. var u = i / tessellation;
  16447. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  16448. var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
  16449. for (var j = 0; j <= tessellation; j++) {
  16450. var v = 1 - j / tessellation;
  16451. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  16452. var dx = Math.cos(innerAngle);
  16453. var dy = Math.sin(innerAngle);
  16454. var normal = new BABYLON.Vector3(dx, dy, 0);
  16455. var position = normal.scale(thickness / 2);
  16456. var textureCoordinate = new BABYLON.Vector2(u, v);
  16457. position = BABYLON.Vector3.TransformCoordinates(position, transform);
  16458. normal = BABYLON.Vector3.TransformNormal(normal, transform);
  16459. positions.push(position.x, position.y, position.z);
  16460. normals.push(normal.x, normal.y, normal.z);
  16461. uvs.push(textureCoordinate.x, textureCoordinate.y);
  16462. var nextI = (i + 1) % stride;
  16463. var nextJ = (j + 1) % stride;
  16464. indices.push(i * stride + j);
  16465. indices.push(i * stride + nextJ);
  16466. indices.push(nextI * stride + j);
  16467. indices.push(i * stride + nextJ);
  16468. indices.push(nextI * stride + nextJ);
  16469. indices.push(nextI * stride + j);
  16470. }
  16471. }
  16472. var vertexData = new BABYLON.VertexData();
  16473. vertexData.indices = indices;
  16474. vertexData.positions = positions;
  16475. vertexData.normals = normals;
  16476. vertexData.uvs = uvs;
  16477. return vertexData;
  16478. };
  16479. VertexData.CreateLines = function (points) {
  16480. var indices = [];
  16481. var positions = [];
  16482. for (var index = 0; index < points.length; index++) {
  16483. positions.push(points[index].x, points[index].y, points[index].z);
  16484. if (index > 0) {
  16485. indices.push(index - 1);
  16486. indices.push(index);
  16487. }
  16488. }
  16489. var vertexData = new BABYLON.VertexData();
  16490. vertexData.indices = indices;
  16491. vertexData.positions = positions;
  16492. return vertexData;
  16493. };
  16494. VertexData.CreateGround = function (width, height, subdivisions) {
  16495. var indices = [];
  16496. var positions = [];
  16497. var normals = [];
  16498. var uvs = [];
  16499. var row, col;
  16500. width = width || 1;
  16501. height = height || 1;
  16502. subdivisions = subdivisions || 1;
  16503. for (row = 0; row <= subdivisions; row++) {
  16504. for (col = 0; col <= subdivisions; col++) {
  16505. var position = new BABYLON.Vector3((col * width) / subdivisions - (width / 2.0), 0, ((subdivisions - row) * height) / subdivisions - (height / 2.0));
  16506. var normal = new BABYLON.Vector3(0, 1.0, 0);
  16507. positions.push(position.x, position.y, position.z);
  16508. normals.push(normal.x, normal.y, normal.z);
  16509. uvs.push(col / subdivisions, 1.0 - row / subdivisions);
  16510. }
  16511. }
  16512. for (row = 0; row < subdivisions; row++) {
  16513. for (col = 0; col < subdivisions; col++) {
  16514. indices.push(col + 1 + (row + 1) * (subdivisions + 1));
  16515. indices.push(col + 1 + row * (subdivisions + 1));
  16516. indices.push(col + row * (subdivisions + 1));
  16517. indices.push(col + (row + 1) * (subdivisions + 1));
  16518. indices.push(col + 1 + (row + 1) * (subdivisions + 1));
  16519. indices.push(col + row * (subdivisions + 1));
  16520. }
  16521. }
  16522. var vertexData = new BABYLON.VertexData();
  16523. vertexData.indices = indices;
  16524. vertexData.positions = positions;
  16525. vertexData.normals = normals;
  16526. vertexData.uvs = uvs;
  16527. return vertexData;
  16528. };
  16529. VertexData.CreateTiledGround = function (xmin, zmin, xmax, zmax, subdivisions, precision) {
  16530. if (typeof subdivisions === "undefined") { subdivisions = { w: 1, h: 1 }; }
  16531. if (typeof precision === "undefined") { precision = { w: 1, h: 1 }; }
  16532. var indices = [];
  16533. var positions = [];
  16534. var normals = [];
  16535. var uvs = [];
  16536. var row, col, tileRow, tileCol;
  16537. subdivisions.h = (subdivisions.w < 1) ? 1 : subdivisions.h;
  16538. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  16539. precision.w = (precision.w < 1) ? 1 : precision.w;
  16540. precision.h = (precision.h < 1) ? 1 : precision.h;
  16541. var tileSize = {
  16542. 'w': (xmax - xmin) / subdivisions.w,
  16543. 'h': (zmax - zmin) / subdivisions.h
  16544. };
  16545. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  16546. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  16547. applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
  16548. }
  16549. }
  16550. function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
  16551. var base = positions.length / 3;
  16552. var rowLength = precision.w + 1;
  16553. for (row = 0; row < precision.h; row++) {
  16554. for (col = 0; col < precision.w; col++) {
  16555. var square = [
  16556. base + col + row * rowLength,
  16557. base + (col + 1) + row * rowLength,
  16558. base + (col + 1) + (row + 1) * rowLength,
  16559. base + col + (row + 1) * rowLength
  16560. ];
  16561. indices.push(square[1]);
  16562. indices.push(square[2]);
  16563. indices.push(square[3]);
  16564. indices.push(square[0]);
  16565. indices.push(square[1]);
  16566. indices.push(square[3]);
  16567. }
  16568. }
  16569. var position = BABYLON.Vector3.Zero();
  16570. var normal = new BABYLON.Vector3(0, 1.0, 0);
  16571. for (row = 0; row <= precision.h; row++) {
  16572. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  16573. for (col = 0; col <= precision.w; col++) {
  16574. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  16575. position.y = 0;
  16576. positions.push(position.x, position.y, position.z);
  16577. normals.push(normal.x, normal.y, normal.z);
  16578. uvs.push(col / precision.w, row / precision.h);
  16579. }
  16580. }
  16581. }
  16582. var vertexData = new BABYLON.VertexData();
  16583. vertexData.indices = indices;
  16584. vertexData.positions = positions;
  16585. vertexData.normals = normals;
  16586. vertexData.uvs = uvs;
  16587. return vertexData;
  16588. };
  16589. VertexData.CreateGroundFromHeightMap = function (width, height, subdivisions, minHeight, maxHeight, buffer, bufferWidth, bufferHeight) {
  16590. var indices = [];
  16591. var positions = [];
  16592. var normals = [];
  16593. var uvs = [];
  16594. var row, col;
  16595. for (row = 0; row <= subdivisions; row++) {
  16596. for (col = 0; col <= subdivisions; col++) {
  16597. var position = new BABYLON.Vector3((col * width) / subdivisions - (width / 2.0), 0, ((subdivisions - row) * height) / subdivisions - (height / 2.0));
  16598. var heightMapX = (((position.x + width / 2) / width) * (bufferWidth - 1)) | 0;
  16599. var heightMapY = ((1.0 - (position.z + height / 2) / height) * (bufferHeight - 1)) | 0;
  16600. var pos = (heightMapX + heightMapY * bufferWidth) * 4;
  16601. var r = buffer[pos] / 255.0;
  16602. var g = buffer[pos + 1] / 255.0;
  16603. var b = buffer[pos + 2] / 255.0;
  16604. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  16605. position.y = minHeight + (maxHeight - minHeight) * gradient;
  16606. positions.push(position.x, position.y, position.z);
  16607. normals.push(0, 0, 0);
  16608. uvs.push(col / subdivisions, 1.0 - row / subdivisions);
  16609. }
  16610. }
  16611. for (row = 0; row < subdivisions; row++) {
  16612. for (col = 0; col < subdivisions; col++) {
  16613. indices.push(col + 1 + (row + 1) * (subdivisions + 1));
  16614. indices.push(col + 1 + row * (subdivisions + 1));
  16615. indices.push(col + row * (subdivisions + 1));
  16616. indices.push(col + (row + 1) * (subdivisions + 1));
  16617. indices.push(col + 1 + (row + 1) * (subdivisions + 1));
  16618. indices.push(col + row * (subdivisions + 1));
  16619. }
  16620. }
  16621. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  16622. var vertexData = new BABYLON.VertexData();
  16623. vertexData.indices = indices;
  16624. vertexData.positions = positions;
  16625. vertexData.normals = normals;
  16626. vertexData.uvs = uvs;
  16627. return vertexData;
  16628. };
  16629. VertexData.CreatePlane = function (size) {
  16630. var indices = [];
  16631. var positions = [];
  16632. var normals = [];
  16633. var uvs = [];
  16634. size = size || 1;
  16635. var halfSize = size / 2.0;
  16636. positions.push(-halfSize, -halfSize, 0);
  16637. normals.push(0, 0, -1.0);
  16638. uvs.push(0.0, 0.0);
  16639. positions.push(halfSize, -halfSize, 0);
  16640. normals.push(0, 0, -1.0);
  16641. uvs.push(1.0, 0.0);
  16642. positions.push(halfSize, halfSize, 0);
  16643. normals.push(0, 0, -1.0);
  16644. uvs.push(1.0, 1.0);
  16645. positions.push(-halfSize, halfSize, 0);
  16646. normals.push(0, 0, -1.0);
  16647. uvs.push(0.0, 1.0);
  16648. indices.push(0);
  16649. indices.push(1);
  16650. indices.push(2);
  16651. indices.push(0);
  16652. indices.push(2);
  16653. indices.push(3);
  16654. var vertexData = new BABYLON.VertexData();
  16655. vertexData.indices = indices;
  16656. vertexData.positions = positions;
  16657. vertexData.normals = normals;
  16658. vertexData.uvs = uvs;
  16659. return vertexData;
  16660. };
  16661. VertexData.CreateTorusKnot = function (radius, tube, radialSegments, tubularSegments, p, q) {
  16662. var indices = [];
  16663. var positions = [];
  16664. var normals = [];
  16665. var uvs = [];
  16666. radius = radius || 2;
  16667. tube = tube || 0.5;
  16668. radialSegments = radialSegments || 32;
  16669. tubularSegments = tubularSegments || 32;
  16670. p = p || 2;
  16671. q = q || 3;
  16672. var getPos = function (angle) {
  16673. var cu = Math.cos(angle);
  16674. var su = Math.sin(angle);
  16675. var quOverP = q / p * angle;
  16676. var cs = Math.cos(quOverP);
  16677. var tx = radius * (2 + cs) * 0.5 * cu;
  16678. var ty = radius * (2 + cs) * su * 0.5;
  16679. var tz = radius * Math.sin(quOverP) * 0.5;
  16680. return new BABYLON.Vector3(tx, ty, tz);
  16681. };
  16682. for (var i = 0; i <= radialSegments; i++) {
  16683. var modI = i % radialSegments;
  16684. var u = modI / radialSegments * 2 * p * Math.PI;
  16685. var p1 = getPos(u);
  16686. var p2 = getPos(u + 0.01);
  16687. var tang = p2.subtract(p1);
  16688. var n = p2.add(p1);
  16689. var bitan = BABYLON.Vector3.Cross(tang, n);
  16690. n = BABYLON.Vector3.Cross(bitan, tang);
  16691. bitan.normalize();
  16692. n.normalize();
  16693. for (var j = 0; j < tubularSegments; j++) {
  16694. var modJ = j % tubularSegments;
  16695. var v = modJ / tubularSegments * 2 * Math.PI;
  16696. var cx = -tube * Math.cos(v);
  16697. var cy = tube * Math.sin(v);
  16698. positions.push(p1.x + cx * n.x + cy * bitan.x);
  16699. positions.push(p1.y + cx * n.y + cy * bitan.y);
  16700. positions.push(p1.z + cx * n.z + cy * bitan.z);
  16701. uvs.push(i / radialSegments);
  16702. uvs.push(j / tubularSegments);
  16703. }
  16704. }
  16705. for (i = 0; i < radialSegments; i++) {
  16706. for (j = 0; j < tubularSegments; j++) {
  16707. var jNext = (j + 1) % tubularSegments;
  16708. var a = i * tubularSegments + j;
  16709. var b = (i + 1) * tubularSegments + j;
  16710. var c = (i + 1) * tubularSegments + jNext;
  16711. var d = i * tubularSegments + jNext;
  16712. indices.push(d);
  16713. indices.push(b);
  16714. indices.push(a);
  16715. indices.push(d);
  16716. indices.push(c);
  16717. indices.push(b);
  16718. }
  16719. }
  16720. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  16721. var vertexData = new BABYLON.VertexData();
  16722. vertexData.indices = indices;
  16723. vertexData.positions = positions;
  16724. vertexData.normals = normals;
  16725. vertexData.uvs = uvs;
  16726. return vertexData;
  16727. };
  16728. VertexData.ComputeNormals = function (positions, indices, normals) {
  16729. var positionVectors = [];
  16730. var facesOfVertices = [];
  16731. var index;
  16732. for (index = 0; index < positions.length; index += 3) {
  16733. var vector3 = new BABYLON.Vector3(positions[index], positions[index + 1], positions[index + 2]);
  16734. positionVectors.push(vector3);
  16735. facesOfVertices.push([]);
  16736. }
  16737. var facesNormals = [];
  16738. for (index = 0; index < indices.length / 3; index++) {
  16739. var i1 = indices[index * 3];
  16740. var i2 = indices[index * 3 + 1];
  16741. var i3 = indices[index * 3 + 2];
  16742. var p1 = positionVectors[i1];
  16743. var p2 = positionVectors[i2];
  16744. var p3 = positionVectors[i3];
  16745. var p1p2 = p1.subtract(p2);
  16746. var p3p2 = p3.subtract(p2);
  16747. facesNormals[index] = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  16748. facesOfVertices[i1].push(index);
  16749. facesOfVertices[i2].push(index);
  16750. facesOfVertices[i3].push(index);
  16751. }
  16752. for (index = 0; index < positionVectors.length; index++) {
  16753. var faces = facesOfVertices[index];
  16754. var normal = BABYLON.Vector3.Zero();
  16755. for (var faceIndex = 0; faceIndex < faces.length; faceIndex++) {
  16756. normal.addInPlace(facesNormals[faces[faceIndex]]);
  16757. }
  16758. normal = BABYLON.Vector3.Normalize(normal.scale(1.0 / faces.length));
  16759. normals[index * 3] = normal.x;
  16760. normals[index * 3 + 1] = normal.y;
  16761. normals[index * 3 + 2] = normal.z;
  16762. }
  16763. };
  16764. return VertexData;
  16765. })();
  16766. BABYLON.VertexData = VertexData;
  16767. })(BABYLON || (BABYLON = {}));
  16768. var __extends = this.__extends || function (d, b) {
  16769. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  16770. function __() { this.constructor = d; }
  16771. __.prototype = b.prototype;
  16772. d.prototype = new __();
  16773. };
  16774. var BABYLON;
  16775. (function (BABYLON) {
  16776. var buildCamera = function (that, name) {
  16777. that._leftCamera.isIntermediate = true;
  16778. that.subCameras.push(that._leftCamera);
  16779. that.subCameras.push(that._rightCamera);
  16780. that._leftTexture = new BABYLON.PassPostProcess(name + "_leftTexture", 1.0, that._leftCamera);
  16781. that._anaglyphPostProcess = new BABYLON.AnaglyphPostProcess(name + "_anaglyph", 1.0, that._rightCamera);
  16782. that._anaglyphPostProcess.onApply = function (effect) {
  16783. effect.setTextureFromPostProcess("leftSampler", that._leftTexture);
  16784. };
  16785. that._update();
  16786. };
  16787. var AnaglyphArcRotateCamera = (function (_super) {
  16788. __extends(AnaglyphArcRotateCamera, _super);
  16789. function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, eyeSpace, scene) {
  16790. _super.call(this, name, alpha, beta, radius, target, scene);
  16791. this._eyeSpace = BABYLON.Tools.ToRadians(eyeSpace);
  16792. this._leftCamera = new BABYLON.ArcRotateCamera(name + "_left", alpha - this._eyeSpace, beta, radius, target, scene);
  16793. this._rightCamera = new BABYLON.ArcRotateCamera(name + "_right", alpha + this._eyeSpace, beta, radius, target, scene);
  16794. buildCamera(this, name);
  16795. }
  16796. AnaglyphArcRotateCamera.prototype._update = function () {
  16797. this._updateCamera(this._leftCamera);
  16798. this._updateCamera(this._rightCamera);
  16799. this._leftCamera.alpha = this.alpha - this._eyeSpace;
  16800. this._rightCamera.alpha = this.alpha + this._eyeSpace;
  16801. _super.prototype._update.call(this);
  16802. };
  16803. AnaglyphArcRotateCamera.prototype._updateCamera = function (camera) {
  16804. camera.beta = this.beta;
  16805. camera.radius = this.radius;
  16806. camera.minZ = this.minZ;
  16807. camera.maxZ = this.maxZ;
  16808. camera.fov = this.fov;
  16809. camera.target = this.target;
  16810. };
  16811. return AnaglyphArcRotateCamera;
  16812. })(BABYLON.ArcRotateCamera);
  16813. BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
  16814. var AnaglyphFreeCamera = (function (_super) {
  16815. __extends(AnaglyphFreeCamera, _super);
  16816. function AnaglyphFreeCamera(name, position, eyeSpace, scene) {
  16817. _super.call(this, name, position, scene);
  16818. this._eyeSpace = BABYLON.Tools.ToRadians(eyeSpace);
  16819. this._transformMatrix = new BABYLON.Matrix();
  16820. this._leftCamera = new BABYLON.FreeCamera(name + "_left", position.clone(), scene);
  16821. this._rightCamera = new BABYLON.FreeCamera(name + "_right", position.clone(), scene);
  16822. buildCamera(this, name);
  16823. }
  16824. AnaglyphFreeCamera.prototype._getSubCameraPosition = function (eyeSpace, result) {
  16825. var target = this.getTarget();
  16826. BABYLON.Matrix.Translation(-target.x, -target.y, -target.z).multiplyToRef(BABYLON.Matrix.RotationY(eyeSpace), this._transformMatrix);
  16827. this._transformMatrix = this._transformMatrix.multiply(BABYLON.Matrix.Translation(target.x, target.y, target.z));
  16828. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this._transformMatrix, result);
  16829. };
  16830. AnaglyphFreeCamera.prototype._update = function () {
  16831. this._getSubCameraPosition(-this._eyeSpace, this._leftCamera.position);
  16832. this._getSubCameraPosition(this._eyeSpace, this._rightCamera.position);
  16833. this._updateCamera(this._leftCamera);
  16834. this._updateCamera(this._rightCamera);
  16835. _super.prototype._update.call(this);
  16836. };
  16837. AnaglyphFreeCamera.prototype._updateCamera = function (camera) {
  16838. camera.minZ = this.minZ;
  16839. camera.maxZ = this.maxZ;
  16840. camera.fov = this.fov;
  16841. camera.viewport = this.viewport;
  16842. camera.setTarget(this.getTarget());
  16843. };
  16844. return AnaglyphFreeCamera;
  16845. })(BABYLON.FreeCamera);
  16846. BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
  16847. })(BABYLON || (BABYLON = {}));
  16848. var __extends = this.__extends || function (d, b) {
  16849. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  16850. function __() { this.constructor = d; }
  16851. __.prototype = b.prototype;
  16852. d.prototype = new __();
  16853. };
  16854. var BABYLON;
  16855. (function (BABYLON) {
  16856. var AnaglyphPostProcess = (function (_super) {
  16857. __extends(AnaglyphPostProcess, _super);
  16858. function AnaglyphPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  16859. _super.call(this, name, "anaglyph", null, ["leftSampler"], ratio, camera, samplingMode, engine, reusable);
  16860. }
  16861. return AnaglyphPostProcess;
  16862. })(BABYLON.PostProcess);
  16863. BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
  16864. })(BABYLON || (BABYLON = {}));
  16865. var BABYLON;
  16866. (function (BABYLON) {
  16867. var Tags = (function () {
  16868. function Tags() {
  16869. }
  16870. Tags.EnableFor = function (obj) {
  16871. obj._tags = obj._tags || {};
  16872. obj.hasTags = function () {
  16873. return Tags.HasTags(obj);
  16874. };
  16875. obj.addTags = function (tagsString) {
  16876. return Tags.AddTagsTo(obj, tagsString);
  16877. };
  16878. obj.removeTags = function (tagsString) {
  16879. return Tags.RemoveTagsFrom(obj, tagsString);
  16880. };
  16881. obj.matchesTagsQuery = function (tagsQuery) {
  16882. return Tags.MatchesQuery(obj, tagsQuery);
  16883. };
  16884. };
  16885. Tags.DisableFor = function (obj) {
  16886. delete obj._tags;
  16887. delete obj.hasTags;
  16888. delete obj.addTags;
  16889. delete obj.removeTags;
  16890. delete obj.matchesTagsQuery;
  16891. };
  16892. Tags.HasTags = function (obj) {
  16893. if (!obj._tags) {
  16894. return false;
  16895. }
  16896. return !BABYLON.Tools.IsEmpty(obj._tags);
  16897. };
  16898. Tags.GetTags = function (obj) {
  16899. if (!obj._tags) {
  16900. return null;
  16901. }
  16902. return obj._tags;
  16903. };
  16904. Tags.AddTagsTo = function (obj, tagsString) {
  16905. if (!tagsString) {
  16906. return;
  16907. }
  16908. var tags = tagsString.split(" ");
  16909. for (var t in tags) {
  16910. Tags._AddTagTo(obj, tags[t]);
  16911. }
  16912. };
  16913. Tags._AddTagTo = function (obj, tag) {
  16914. tag = tag.trim();
  16915. if (tag === "" || tag === "true" || tag === "false") {
  16916. return;
  16917. }
  16918. if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
  16919. return;
  16920. }
  16921. Tags.EnableFor(obj);
  16922. obj._tags[tag] = true;
  16923. };
  16924. Tags.RemoveTagsFrom = function (obj, tagsString) {
  16925. if (!Tags.HasTags(obj)) {
  16926. return;
  16927. }
  16928. var tags = tagsString.split(" ");
  16929. for (var t in tags) {
  16930. Tags._RemoveTagFrom(obj, tags[t]);
  16931. }
  16932. };
  16933. Tags._RemoveTagFrom = function (obj, tag) {
  16934. delete obj._tags[tag];
  16935. };
  16936. Tags.MatchesQuery = function (obj, tagsQuery) {
  16937. if (tagsQuery === undefined) {
  16938. return true;
  16939. }
  16940. if (tagsQuery === "") {
  16941. return Tags.HasTags(obj);
  16942. }
  16943. return BABYLON.Internals.AndOrNotEvaluator.Eval(tagsQuery, function (r) {
  16944. return Tags.HasTags(obj) && obj._tags[r];
  16945. });
  16946. };
  16947. return Tags;
  16948. })();
  16949. BABYLON.Tags = Tags;
  16950. })(BABYLON || (BABYLON = {}));
  16951. var BABYLON;
  16952. (function (BABYLON) {
  16953. (function (Internals) {
  16954. var AndOrNotEvaluator = (function () {
  16955. function AndOrNotEvaluator() {
  16956. }
  16957. AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
  16958. if (!query.match(/\([^\(\)]*\)/g)) {
  16959. query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
  16960. } else {
  16961. query = query.replace(/\([^\(\)]*\)/g, function (r) {
  16962. r = r.slice(1, r.length - 1);
  16963. return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
  16964. });
  16965. }
  16966. if (query === "true") {
  16967. return true;
  16968. }
  16969. if (query === "false") {
  16970. return false;
  16971. }
  16972. return AndOrNotEvaluator.Eval(query, evaluateCallback);
  16973. };
  16974. AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
  16975. evaluateCallback = evaluateCallback || (function (r) {
  16976. return r === "true" ? true : false;
  16977. });
  16978. var result;
  16979. var or = parenthesisContent.split("||");
  16980. for (var i in or) {
  16981. var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
  16982. var and = ori.split("&&");
  16983. if (and.length > 1) {
  16984. for (var j = 0; j < and.length; ++j) {
  16985. var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
  16986. if (andj !== "true" && andj !== "false") {
  16987. if (andj[0] === "!") {
  16988. result = !evaluateCallback(andj.substring(1));
  16989. } else {
  16990. result = evaluateCallback(andj);
  16991. }
  16992. } else {
  16993. result = andj === "true" ? true : false;
  16994. }
  16995. if (!result) {
  16996. ori = "false";
  16997. break;
  16998. }
  16999. }
  17000. }
  17001. if (result || ori === "true") {
  17002. result = true;
  17003. break;
  17004. }
  17005. if (ori !== "true" && ori !== "false") {
  17006. if (ori[0] === "!") {
  17007. result = !evaluateCallback(ori.substring(1));
  17008. } else {
  17009. result = evaluateCallback(ori);
  17010. }
  17011. } else {
  17012. result = ori === "true" ? true : false;
  17013. }
  17014. }
  17015. return result ? "true" : "false";
  17016. };
  17017. AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
  17018. booleanString = booleanString.replace(/^[\s!]+/, function (r) {
  17019. r = r.replace(/[\s]/g, function () {
  17020. return "";
  17021. });
  17022. return r.length % 2 ? "!" : "";
  17023. });
  17024. booleanString = booleanString.trim();
  17025. if (booleanString === "!true") {
  17026. booleanString = "false";
  17027. } else if (booleanString === "!false") {
  17028. booleanString = "true";
  17029. }
  17030. return booleanString;
  17031. };
  17032. return AndOrNotEvaluator;
  17033. })();
  17034. Internals.AndOrNotEvaluator = AndOrNotEvaluator;
  17035. })(BABYLON.Internals || (BABYLON.Internals = {}));
  17036. var Internals = BABYLON.Internals;
  17037. })(BABYLON || (BABYLON = {}));
  17038. var BABYLON;
  17039. (function (BABYLON) {
  17040. var PostProcessRenderPass = (function () {
  17041. function PostProcessRenderPass(scene, name, size, renderList, beforeRender, afterRender) {
  17042. this._enabled = true;
  17043. this._refCount = 0;
  17044. this._name = name;
  17045. this._renderTexture = new BABYLON.RenderTargetTexture(name, size, scene);
  17046. this.setRenderList(renderList);
  17047. this._renderTexture.onBeforeRender = beforeRender;
  17048. this._renderTexture.onAfterRender = afterRender;
  17049. this._scene = scene;
  17050. }
  17051. PostProcessRenderPass.prototype._incRefCount = function () {
  17052. if (this._refCount === 0) {
  17053. this._scene.customRenderTargets.push(this._renderTexture);
  17054. }
  17055. return ++this._refCount;
  17056. };
  17057. PostProcessRenderPass.prototype._decRefCount = function () {
  17058. this._refCount--;
  17059. if (this._refCount <= 0) {
  17060. this._scene.customRenderTargets.splice(this._scene.customRenderTargets.indexOf(this._renderTexture), 1);
  17061. }
  17062. return this._refCount;
  17063. };
  17064. PostProcessRenderPass.prototype._update = function () {
  17065. this.setRenderList(this._renderList);
  17066. };
  17067. PostProcessRenderPass.prototype.setRenderList = function (renderList) {
  17068. this._renderTexture.renderList = renderList;
  17069. };
  17070. PostProcessRenderPass.prototype.getRenderTexture = function () {
  17071. return this._renderTexture;
  17072. };
  17073. return PostProcessRenderPass;
  17074. })();
  17075. BABYLON.PostProcessRenderPass = PostProcessRenderPass;
  17076. })(BABYLON || (BABYLON = {}));
  17077. var BABYLON;
  17078. (function (BABYLON) {
  17079. var PostProcessRenderEffect = (function () {
  17080. function PostProcessRenderEffect(engine, name, getPostProcess, singleInstance) {
  17081. this._engine = engine;
  17082. this._name = name;
  17083. this._singleInstance = singleInstance || true;
  17084. this._getPostProcess = getPostProcess;
  17085. this._cameras = [];
  17086. this._postProcesses = [];
  17087. this._indicesForCamera = [];
  17088. this._renderPasses = [];
  17089. this._renderEffectAsPasses = [];
  17090. }
  17091. PostProcessRenderEffect.prototype._update = function () {
  17092. for (var renderPassName in this._renderPasses) {
  17093. this._renderPasses[renderPassName]._update();
  17094. }
  17095. };
  17096. PostProcessRenderEffect.prototype.addPass = function (renderPass) {
  17097. this._renderPasses[renderPass._name] = renderPass;
  17098. this._linkParameters();
  17099. };
  17100. PostProcessRenderEffect.prototype.removePass = function (renderPass) {
  17101. delete this._renderPasses[renderPass._name];
  17102. this._linkParameters();
  17103. };
  17104. PostProcessRenderEffect.prototype.addRenderEffectAsPass = function (renderEffect) {
  17105. this._renderEffectAsPasses[renderEffect._name] = renderEffect;
  17106. this._linkParameters();
  17107. };
  17108. PostProcessRenderEffect.prototype.getPass = function (passName) {
  17109. for (var renderPassName in this._renderPasses) {
  17110. if (renderPassName === passName) {
  17111. return this._renderPasses[passName];
  17112. }
  17113. }
  17114. };
  17115. PostProcessRenderEffect.prototype.emptyPasses = function () {
  17116. this._renderPasses.length = 0;
  17117. this._linkParameters();
  17118. };
  17119. PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
  17120. var cameraKey;
  17121. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  17122. for (var i = 0; i < _cam.length; i++) {
  17123. var camera = _cam[i];
  17124. var cameraName = camera.name;
  17125. if (this._singleInstance) {
  17126. cameraKey = 0;
  17127. } else {
  17128. cameraKey = cameraName;
  17129. }
  17130. this._postProcesses[cameraKey] = this._postProcesses[cameraKey] || this._getPostProcess();
  17131. var index = camera.attachPostProcess(this._postProcesses[cameraKey]);
  17132. if (!this._indicesForCamera[cameraName]) {
  17133. this._indicesForCamera[cameraName] = [];
  17134. }
  17135. this._indicesForCamera[cameraName].push(index);
  17136. if (this._cameras.indexOf(camera) === -1) {
  17137. this._cameras[cameraName] = camera;
  17138. }
  17139. for (var passName in this._renderPasses) {
  17140. this._renderPasses[passName]._incRefCount();
  17141. }
  17142. }
  17143. this._linkParameters();
  17144. };
  17145. PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
  17146. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  17147. for (var i = 0; i < _cam.length; i++) {
  17148. var camera = _cam[i];
  17149. var cameraName = camera.name;
  17150. camera.detachPostProcess(this._postProcesses[this._singleInstance ? 0 : cameraName], this._indicesForCamera[cameraName]);
  17151. var index = this._cameras.indexOf(cameraName);
  17152. this._indicesForCamera.splice(index, 1);
  17153. this._cameras.splice(index, 1);
  17154. for (var passName in this._renderPasses) {
  17155. this._renderPasses[passName]._decRefCount();
  17156. }
  17157. }
  17158. };
  17159. PostProcessRenderEffect.prototype._enable = function (cameras) {
  17160. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  17161. for (var i = 0; i < _cam.length; i++) {
  17162. var camera = _cam[i];
  17163. var cameraName = camera.name;
  17164. for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
  17165. if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined) {
  17166. cameras[i].attachPostProcess(this._postProcesses[this._singleInstance ? 0 : cameraName], this._indicesForCamera[cameraName][j]);
  17167. }
  17168. }
  17169. for (var passName in this._renderPasses) {
  17170. this._renderPasses[passName]._incRefCount();
  17171. }
  17172. }
  17173. };
  17174. PostProcessRenderEffect.prototype._disable = function (cameras) {
  17175. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  17176. for (var i = 0; i < _cam.length; i++) {
  17177. var camera = _cam[i];
  17178. var cameraName = camera.Name;
  17179. camera.detachPostProcess(this._postProcesses[this._singleInstance ? 0 : cameraName], this._indicesForCamera[cameraName]);
  17180. for (var passName in this._renderPasses) {
  17181. this._renderPasses[passName]._decRefCount();
  17182. }
  17183. }
  17184. };
  17185. PostProcessRenderEffect.prototype.getPostProcess = function (camera) {
  17186. if (this._singleInstance) {
  17187. return this._postProcesses[0];
  17188. } else {
  17189. return this._postProcesses[camera.name];
  17190. }
  17191. };
  17192. PostProcessRenderEffect.prototype._linkParameters = function () {
  17193. var _this = this;
  17194. for (var index in this._postProcesses) {
  17195. if (this.applyParameters) {
  17196. this.applyParameters(this._postProcesses[index]);
  17197. }
  17198. this._postProcesses[index].onBeforeRender = function (effect) {
  17199. _this._linkTextures(effect);
  17200. };
  17201. }
  17202. };
  17203. PostProcessRenderEffect.prototype._linkTextures = function (effect) {
  17204. for (var renderPassName in this._renderPasses) {
  17205. effect.setTexture(renderPassName, this._renderPasses[renderPassName].getRenderTexture());
  17206. }
  17207. for (var renderEffectName in this._renderEffectAsPasses) {
  17208. effect.setTextureFromPostProcess(renderEffectName + "Sampler", this._renderEffectAsPasses[renderEffectName].getPostProcess());
  17209. }
  17210. };
  17211. return PostProcessRenderEffect;
  17212. })();
  17213. BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
  17214. })(BABYLON || (BABYLON = {}));
  17215. var BABYLON;
  17216. (function (BABYLON) {
  17217. var PostProcessRenderPipeline = (function () {
  17218. function PostProcessRenderPipeline(engine, name) {
  17219. this._engine = engine;
  17220. this._name = name;
  17221. this._renderEffects = [];
  17222. this._renderEffectsForIsolatedPass = [];
  17223. this._cameras = [];
  17224. }
  17225. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  17226. this._renderEffects[renderEffect._name] = renderEffect;
  17227. };
  17228. PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
  17229. var renderEffects = this._renderEffects[renderEffectName];
  17230. if (!renderEffects) {
  17231. return;
  17232. }
  17233. renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  17234. };
  17235. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  17236. var renderEffects = this._renderEffects[renderEffectName];
  17237. if (!renderEffects) {
  17238. return;
  17239. }
  17240. renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  17241. };
  17242. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  17243. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  17244. var indicesToDelete = [];
  17245. for (var i = 0; i < _cam.length; i++) {
  17246. var camera = _cam[i];
  17247. var cameraName = camera.name;
  17248. if (this._cameras.indexOf(camera) === -1) {
  17249. this._cameras[cameraName] = camera;
  17250. } else if (unique) {
  17251. indicesToDelete.push(i);
  17252. }
  17253. }
  17254. for (var i = 0; i < indicesToDelete.length; i++) {
  17255. cameras.splice(indicesToDelete[i], 1);
  17256. }
  17257. for (var renderEffectName in this._renderEffects) {
  17258. this._renderEffects[renderEffectName]._attachCameras(_cam);
  17259. }
  17260. };
  17261. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  17262. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  17263. for (var renderEffectName in this._renderEffects) {
  17264. this._renderEffects[renderEffectName]._detachCameras(_cam);
  17265. }
  17266. for (var i = 0; i < _cam.length; i++) {
  17267. this._cameras.splice(this._cameras.indexOf(_cam[i]), 1);
  17268. }
  17269. };
  17270. PostProcessRenderPipeline.prototype._enableDisplayOnlyPass = function (passName, cameras) {
  17271. var _this = this;
  17272. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  17273. var pass = null;
  17274. for (var renderEffectName in this._renderEffects) {
  17275. pass = this._renderEffects[renderEffectName].getPass(passName);
  17276. if (pass != null) {
  17277. break;
  17278. }
  17279. }
  17280. if (pass === null) {
  17281. return;
  17282. }
  17283. for (var renderEffectName in this._renderEffects) {
  17284. this._renderEffects[renderEffectName]._disable(_cam);
  17285. }
  17286. pass._name = PostProcessRenderPipeline.PASS_SAMPLER_NAME;
  17287. for (var i = 0; i < _cam.length; i++) {
  17288. var camera = _cam[i];
  17289. var cameraName = camera.name;
  17290. this._renderEffectsForIsolatedPass[cameraName] = this._renderEffectsForIsolatedPass[cameraName] || new BABYLON.PostProcessRenderEffect(this._engine, PostProcessRenderPipeline.PASS_EFFECT_NAME, function () {
  17291. return new BABYLON.DisplayPassPostProcess(PostProcessRenderPipeline.PASS_EFFECT_NAME, 1.0, null, null, _this._engine, true);
  17292. });
  17293. this._renderEffectsForIsolatedPass[cameraName].emptyPasses();
  17294. this._renderEffectsForIsolatedPass[cameraName].addPass(pass);
  17295. this._renderEffectsForIsolatedPass[cameraName]._attachCameras(camera);
  17296. }
  17297. };
  17298. PostProcessRenderPipeline.prototype._disableDisplayOnlyPass = function (cameras) {
  17299. var _this = this;
  17300. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  17301. for (var i = 0; i < _cam.length; i++) {
  17302. var camera = _cam[i];
  17303. var cameraName = camera.name;
  17304. this._renderEffectsForIsolatedPass[cameraName] = this._renderEffectsForIsolatedPass[cameraName] || new BABYLON.PostProcessRenderEffect(this._engine, PostProcessRenderPipeline.PASS_EFFECT_NAME, function () {
  17305. return new BABYLON.DisplayPassPostProcess(PostProcessRenderPipeline.PASS_EFFECT_NAME, 1.0, null, null, _this._engine, true);
  17306. });
  17307. this._renderEffectsForIsolatedPass[cameraName]._disable(camera);
  17308. }
  17309. for (var renderEffectName in this._renderEffects) {
  17310. this._renderEffects[renderEffectName]._enable(_cam);
  17311. }
  17312. };
  17313. PostProcessRenderPipeline.prototype._update = function () {
  17314. for (var renderEffectName in this._renderEffects) {
  17315. this._renderEffects[renderEffectName]._update();
  17316. }
  17317. for (var i = 0; i < this._cameras.length; i++) {
  17318. var cameraName = this._cameras[i].name;
  17319. if (this._renderEffectsForIsolatedPass[cameraName]) {
  17320. this._renderEffectsForIsolatedPass[cameraName]._update();
  17321. }
  17322. }
  17323. };
  17324. PostProcessRenderPipeline.PASS_EFFECT_NAME = "passEffect";
  17325. PostProcessRenderPipeline.PASS_SAMPLER_NAME = "passSampler";
  17326. return PostProcessRenderPipeline;
  17327. })();
  17328. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  17329. })(BABYLON || (BABYLON = {}));
  17330. var BABYLON;
  17331. (function (BABYLON) {
  17332. var PostProcessRenderPipelineManager = (function () {
  17333. function PostProcessRenderPipelineManager() {
  17334. this._renderPipelines = new Array();
  17335. }
  17336. PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
  17337. this._renderPipelines[renderPipeline._name] = renderPipeline;
  17338. };
  17339. PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
  17340. var renderPipeline = this._renderPipelines[renderPipelineName];
  17341. if (!renderPipeline) {
  17342. return;
  17343. }
  17344. renderPipeline._attachCameras(cameras, unique);
  17345. };
  17346. PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
  17347. var renderPipeline = this._renderPipelines[renderPipelineName];
  17348. if (!renderPipeline) {
  17349. return;
  17350. }
  17351. renderPipeline._detachCameras(cameras);
  17352. };
  17353. PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  17354. var renderPipeline = this._renderPipelines[renderPipelineName];
  17355. if (!renderPipeline) {
  17356. return;
  17357. }
  17358. renderPipeline._enableEffect(renderEffectName, cameras);
  17359. };
  17360. PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  17361. var renderPipeline = this._renderPipelines[renderPipelineName];
  17362. if (!renderPipeline) {
  17363. return;
  17364. }
  17365. renderPipeline._disableEffect(renderEffectName, cameras);
  17366. };
  17367. PostProcessRenderPipelineManager.prototype.enableDisplayOnlyPassInPipeline = function (renderPipelineName, passName, cameras) {
  17368. var renderPipeline = this._renderPipelines[renderPipelineName];
  17369. if (!renderPipeline) {
  17370. return;
  17371. }
  17372. renderPipeline._enableDisplayOnlyPass(passName, cameras);
  17373. };
  17374. PostProcessRenderPipelineManager.prototype.disableDisplayOnlyPassInPipeline = function (renderPipelineName, cameras) {
  17375. var renderPipeline = this._renderPipelines[renderPipelineName];
  17376. if (!renderPipeline) {
  17377. return;
  17378. }
  17379. renderPipeline._disableDisplayOnlyPass(cameras);
  17380. };
  17381. PostProcessRenderPipelineManager.prototype.update = function () {
  17382. for (var renderPipelineName in this._renderPipelines) {
  17383. this._renderPipelines[renderPipelineName]._update();
  17384. }
  17385. };
  17386. return PostProcessRenderPipelineManager;
  17387. })();
  17388. BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
  17389. })(BABYLON || (BABYLON = {}));
  17390. var __extends = this.__extends || function (d, b) {
  17391. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  17392. function __() { this.constructor = d; }
  17393. __.prototype = b.prototype;
  17394. d.prototype = new __();
  17395. };
  17396. var BABYLON;
  17397. (function (BABYLON) {
  17398. var DisplayPassPostProcess = (function (_super) {
  17399. __extends(DisplayPassPostProcess, _super);
  17400. function DisplayPassPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  17401. _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], ratio, camera, samplingMode, engine, reusable);
  17402. }
  17403. return DisplayPassPostProcess;
  17404. })(BABYLON.PostProcess);
  17405. BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
  17406. })(BABYLON || (BABYLON = {}));
  17407. var BABYLON;
  17408. (function (BABYLON) {
  17409. var BoundingBoxRenderer = (function () {
  17410. function BoundingBoxRenderer(scene) {
  17411. this.frontColor = new BABYLON.Color3(1, 1, 1);
  17412. this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
  17413. this.showBackLines = true;
  17414. this.renderList = new BABYLON.SmartArray(32);
  17415. this._scene = scene;
  17416. this._colorShader = new BABYLON.ShaderMaterial("colorShader", scene, "color", {
  17417. attributes: ["position"],
  17418. uniforms: ["worldViewProjection", "color"]
  17419. });
  17420. var engine = this._scene.getEngine();
  17421. var boxdata = BABYLON.VertexData.CreateBox(1.0);
  17422. this._vb = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
  17423. this._ib = engine.createIndexBuffer([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 7, 1, 6, 2, 5, 3, 4]);
  17424. }
  17425. BoundingBoxRenderer.prototype.reset = function () {
  17426. this.renderList.reset();
  17427. };
  17428. BoundingBoxRenderer.prototype.render = function () {
  17429. if (this.renderList.length == 0 || !this._colorShader.isReady()) {
  17430. return;
  17431. }
  17432. var engine = this._scene.getEngine();
  17433. engine.setDepthWrite(false);
  17434. this._colorShader._preBind();
  17435. for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
  17436. var boundingBox = this.renderList.data[boundingBoxIndex];
  17437. var min = boundingBox.minimum;
  17438. var max = boundingBox.maximum;
  17439. var diff = max.subtract(min);
  17440. var median = min.add(diff.scale(0.5));
  17441. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z).multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z)).multiply(boundingBox.getWorldMatrix());
  17442. engine.bindBuffers(this._vb.getBuffer(), this._ib, [3], 3 * 4, this._colorShader.getEffect());
  17443. if (this.showBackLines) {
  17444. engine.setDepthFunctionToGreaterOrEqual();
  17445. this._colorShader.setColor4("color", this.backColor.toColor4());
  17446. this._colorShader.bind(worldMatrix);
  17447. engine.draw(false, 0, 24);
  17448. }
  17449. engine.setDepthFunctionToLess();
  17450. this._colorShader.setColor4("color", this.frontColor.toColor4());
  17451. this._colorShader.bind(worldMatrix);
  17452. engine.draw(false, 0, 24);
  17453. }
  17454. this._colorShader.unbind();
  17455. engine.setDepthFunctionToLessOrEqual();
  17456. engine.setDepthWrite(true);
  17457. };
  17458. BoundingBoxRenderer.prototype.dispose = function () {
  17459. this._colorShader.dispose();
  17460. this._vb.dispose();
  17461. this._scene.getEngine()._releaseBuffer(this._ib);
  17462. };
  17463. return BoundingBoxRenderer;
  17464. })();
  17465. BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
  17466. })(BABYLON || (BABYLON = {}));
  17467. /**
  17468. * Based on jsTGALoader - Javascript loader for TGA file
  17469. * By Vincent Thibault
  17470. * @blog http://blog.robrowser.com/javascript-tga-loader.html
  17471. */
  17472. var BABYLON;
  17473. (function (BABYLON) {
  17474. (function (Internals) {
  17475. var TGATools = (function () {
  17476. function TGATools() {
  17477. }
  17478. TGATools.GetTGAHeader = function (data) {
  17479. var offset = 0;
  17480. var header = {
  17481. id_length: data[offset++],
  17482. colormap_type: data[offset++],
  17483. image_type: data[offset++],
  17484. colormap_index: data[offset++] | data[offset++] << 8,
  17485. colormap_length: data[offset++] | data[offset++] << 8,
  17486. colormap_size: data[offset++],
  17487. origin: [
  17488. data[offset++] | data[offset++] << 8,
  17489. data[offset++] | data[offset++] << 8
  17490. ],
  17491. width: data[offset++] | data[offset++] << 8,
  17492. height: data[offset++] | data[offset++] << 8,
  17493. pixel_size: data[offset++],
  17494. flags: data[offset++]
  17495. };
  17496. return header;
  17497. };
  17498. TGATools.UploadContent = function (gl, data) {
  17499. if (data.length < 19) {
  17500. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  17501. return;
  17502. }
  17503. var offset = 18;
  17504. var header = TGATools.GetTGAHeader(data);
  17505. if (header.id_length + offset > data.length) {
  17506. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  17507. return;
  17508. }
  17509. offset += header.id_length;
  17510. var use_rle = false;
  17511. var use_pal = false;
  17512. var use_rgb = false;
  17513. var use_grey = false;
  17514. switch (header.image_type) {
  17515. case TGATools._TYPE_RLE_INDEXED:
  17516. use_rle = true;
  17517. case TGATools._TYPE_INDEXED:
  17518. use_pal = true;
  17519. break;
  17520. case TGATools._TYPE_RLE_RGB:
  17521. use_rle = true;
  17522. case TGATools._TYPE_RGB:
  17523. use_rgb = true;
  17524. break;
  17525. case TGATools._TYPE_RLE_GREY:
  17526. use_rle = true;
  17527. case TGATools._TYPE_GREY:
  17528. use_grey = true;
  17529. break;
  17530. }
  17531. var pixel_data;
  17532. var numAlphaBits = header.flags & 0xf;
  17533. var pixel_size = header.pixel_size >> 3;
  17534. var pixel_total = header.width * header.height * pixel_size;
  17535. var palettes;
  17536. if (use_pal) {
  17537. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  17538. }
  17539. if (use_rle) {
  17540. pixel_data = new Uint8Array(pixel_total);
  17541. var c, count, i;
  17542. var localOffset = 0;
  17543. var pixels = new Uint8Array(pixel_size);
  17544. while (offset < pixel_total && localOffset < pixel_total) {
  17545. c = data[offset++];
  17546. count = (c & 0x7f) + 1;
  17547. if (c & 0x80) {
  17548. for (i = 0; i < pixel_size; ++i) {
  17549. pixels[i] = data[offset++];
  17550. }
  17551. for (i = 0; i < count; ++i) {
  17552. pixel_data.set(pixels, localOffset + i * pixel_size);
  17553. }
  17554. localOffset += pixel_size * count;
  17555. } else {
  17556. count *= pixel_size;
  17557. for (i = 0; i < count; ++i) {
  17558. pixel_data[localOffset + i] = data[offset++];
  17559. }
  17560. localOffset += count;
  17561. }
  17562. }
  17563. } else {
  17564. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  17565. }
  17566. var x_start, y_start, x_step, y_step, y_end, x_end;
  17567. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  17568. default:
  17569. case TGATools._ORIGIN_UL:
  17570. x_start = 0;
  17571. x_step = 1;
  17572. x_end = header.width;
  17573. y_start = 0;
  17574. y_step = 1;
  17575. y_end = header.height;
  17576. break;
  17577. case TGATools._ORIGIN_BL:
  17578. x_start = 0;
  17579. x_step = 1;
  17580. x_end = header.width;
  17581. y_start = header.height - 1;
  17582. y_step = -1;
  17583. y_end = -1;
  17584. break;
  17585. case TGATools._ORIGIN_UR:
  17586. x_start = header.width - 1;
  17587. x_step = -1;
  17588. x_end = -1;
  17589. y_start = 0;
  17590. y_step = 1;
  17591. y_end = header.height;
  17592. break;
  17593. case TGATools._ORIGIN_BR:
  17594. x_start = header.width - 1;
  17595. x_step = -1;
  17596. x_end = -1;
  17597. y_start = header.height - 1;
  17598. y_step = -1;
  17599. y_end = -1;
  17600. break;
  17601. }
  17602. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  17603. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  17604. gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, header.width, header.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, imageData);
  17605. };
  17606. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  17607. var image = pixel_data, colormap = palettes;
  17608. var width = header.width, height = header.height;
  17609. var color, i = 0, x, y;
  17610. var imageData = new Uint8Array(width * height * 4);
  17611. for (y = y_start; y !== y_end; y += y_step) {
  17612. for (x = x_start; x !== x_end; x += x_step, i++) {
  17613. color = image[i];
  17614. imageData[(x + width * y) * 4 + 3] = 255;
  17615. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  17616. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  17617. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  17618. }
  17619. }
  17620. return imageData;
  17621. };
  17622. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  17623. var image = pixel_data;
  17624. var width = header.width, height = header.height;
  17625. var color, i = 0, x, y;
  17626. var imageData = new Uint8Array(width * height * 4);
  17627. for (y = y_start; y !== y_end; y += y_step) {
  17628. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  17629. color = image[i + 0] + (image[i + 1] << 8);
  17630. imageData[(x + width * y) * 4 + 0] = (color & 0x7C00) >> 7;
  17631. imageData[(x + width * y) * 4 + 1] = (color & 0x03E0) >> 2;
  17632. imageData[(x + width * y) * 4 + 2] = (color & 0x001F) >> 3;
  17633. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  17634. }
  17635. }
  17636. return imageData;
  17637. };
  17638. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  17639. var image = pixel_data;
  17640. var width = header.width, height = header.height;
  17641. var i = 0, x, y;
  17642. var imageData = new Uint8Array(width * height * 4);
  17643. for (y = y_start; y !== y_end; y += y_step) {
  17644. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  17645. imageData[(x + width * y) * 4 + 3] = 255;
  17646. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  17647. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  17648. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  17649. }
  17650. }
  17651. return imageData;
  17652. };
  17653. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  17654. var image = pixel_data;
  17655. var width = header.width, height = header.height;
  17656. var i = 0, x, y;
  17657. var imageData = new Uint8Array(width * height * 4);
  17658. for (y = y_start; y !== y_end; y += y_step) {
  17659. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  17660. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  17661. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  17662. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  17663. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  17664. }
  17665. }
  17666. return imageData;
  17667. };
  17668. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  17669. var image = pixel_data;
  17670. var width = header.width, height = header.height;
  17671. var color, i = 0, x, y;
  17672. var imageData = new Uint8Array(width * height * 4);
  17673. for (y = y_start; y !== y_end; y += y_step) {
  17674. for (x = x_start; x !== x_end; x += x_step, i++) {
  17675. color = image[i];
  17676. imageData[(x + width * y) * 4 + 0] = color;
  17677. imageData[(x + width * y) * 4 + 1] = color;
  17678. imageData[(x + width * y) * 4 + 2] = color;
  17679. imageData[(x + width * y) * 4 + 3] = 255;
  17680. }
  17681. }
  17682. return imageData;
  17683. };
  17684. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  17685. var image = pixel_data;
  17686. var width = header.width, height = header.height;
  17687. var i = 0, x, y;
  17688. var imageData = new Uint8Array(width * height * 4);
  17689. for (y = y_start; y !== y_end; y += y_step) {
  17690. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  17691. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  17692. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  17693. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  17694. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  17695. }
  17696. }
  17697. return imageData;
  17698. };
  17699. TGATools._TYPE_NO_DATA = 0;
  17700. TGATools._TYPE_INDEXED = 1;
  17701. TGATools._TYPE_RGB = 2;
  17702. TGATools._TYPE_GREY = 3;
  17703. TGATools._TYPE_RLE_INDEXED = 9;
  17704. TGATools._TYPE_RLE_RGB = 10;
  17705. TGATools._TYPE_RLE_GREY = 11;
  17706. TGATools._ORIGIN_MASK = 0x30;
  17707. TGATools._ORIGIN_SHIFT = 0x04;
  17708. TGATools._ORIGIN_BL = 0x00;
  17709. TGATools._ORIGIN_BR = 0x01;
  17710. TGATools._ORIGIN_UL = 0x02;
  17711. TGATools._ORIGIN_UR = 0x03;
  17712. return TGATools;
  17713. })();
  17714. Internals.TGATools = TGATools;
  17715. })(BABYLON.Internals || (BABYLON.Internals = {}));
  17716. var Internals = BABYLON.Internals;
  17717. })(BABYLON || (BABYLON = {}));
  17718. var BABYLON;
  17719. (function (BABYLON) {
  17720. (function (Internals) {
  17721. var DDS_MAGIC = 0x20534444;
  17722. var DDSD_CAPS = 0x1, DDSD_HEIGHT = 0x2, DDSD_WIDTH = 0x4, DDSD_PITCH = 0x8, DDSD_PIXELFORMAT = 0x1000, DDSD_MIPMAPCOUNT = 0x20000, DDSD_LINEARSIZE = 0x80000, DDSD_DEPTH = 0x800000;
  17723. var DDSCAPS_COMPLEX = 0x8, DDSCAPS_MIPMAP = 0x400000, DDSCAPS_TEXTURE = 0x1000;
  17724. var DDSCAPS2_CUBEMAP = 0x200, DDSCAPS2_CUBEMAP_POSITIVEX = 0x400, DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800, DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000, DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000, DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000, DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000, DDSCAPS2_VOLUME = 0x200000;
  17725. var DDPF_ALPHAPIXELS = 0x1, DDPF_ALPHA = 0x2, DDPF_FOURCC = 0x4, DDPF_RGB = 0x40, DDPF_YUV = 0x200, DDPF_LUMINANCE = 0x20000;
  17726. function FourCCToInt32(value) {
  17727. return value.charCodeAt(0) + (value.charCodeAt(1) << 8) + (value.charCodeAt(2) << 16) + (value.charCodeAt(3) << 24);
  17728. }
  17729. function Int32ToFourCC(value) {
  17730. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  17731. }
  17732. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  17733. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  17734. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  17735. var headerLengthInt = 31;
  17736. var off_magic = 0;
  17737. var off_size = 1;
  17738. var off_flags = 2;
  17739. var off_height = 3;
  17740. var off_width = 4;
  17741. var off_mipmapCount = 7;
  17742. var off_pfFlags = 20;
  17743. var off_pfFourCC = 21;
  17744. var off_RGBbpp = 22;
  17745. var off_RMask = 23;
  17746. var off_GMask = 24;
  17747. var off_BMask = 25;
  17748. var off_AMask = 26;
  17749. var off_caps1 = 27;
  17750. var off_caps2 = 28;
  17751. ;
  17752. var DDSTools = (function () {
  17753. function DDSTools() {
  17754. }
  17755. DDSTools.GetDDSInfo = function (arrayBuffer) {
  17756. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  17757. var mipmapCount = 1;
  17758. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  17759. mipmapCount = Math.max(1, header[off_mipmapCount]);
  17760. }
  17761. return {
  17762. width: header[off_width],
  17763. height: header[off_height],
  17764. mipmapCount: mipmapCount,
  17765. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  17766. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  17767. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  17768. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP
  17769. };
  17770. };
  17771. DDSTools.GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  17772. var byteArray = new Uint8Array(dataLength);
  17773. var srcData = new Uint8Array(arrayBuffer);
  17774. var index = 0;
  17775. for (var y = height - 1; y >= 0; y--) {
  17776. for (var x = 0; x < width; x++) {
  17777. var srcPos = dataOffset + (x + y * width) * 4;
  17778. byteArray[index + 2] = srcData[srcPos];
  17779. byteArray[index + 1] = srcData[srcPos + 1];
  17780. byteArray[index] = srcData[srcPos + 2];
  17781. byteArray[index + 3] = srcData[srcPos + 3];
  17782. index += 4;
  17783. }
  17784. }
  17785. return byteArray;
  17786. };
  17787. DDSTools.GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  17788. var byteArray = new Uint8Array(dataLength);
  17789. var srcData = new Uint8Array(arrayBuffer);
  17790. var index = 0;
  17791. for (var y = height - 1; y >= 0; y--) {
  17792. for (var x = 0; x < width; x++) {
  17793. var srcPos = dataOffset + (x + y * width) * 3;
  17794. byteArray[index + 2] = srcData[srcPos];
  17795. byteArray[index + 1] = srcData[srcPos + 1];
  17796. byteArray[index] = srcData[srcPos + 2];
  17797. index += 3;
  17798. }
  17799. }
  17800. return byteArray;
  17801. };
  17802. DDSTools.GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  17803. var byteArray = new Uint8Array(dataLength);
  17804. var srcData = new Uint8Array(arrayBuffer);
  17805. var index = 0;
  17806. for (var y = height - 1; y >= 0; y--) {
  17807. for (var x = 0; x < width; x++) {
  17808. var srcPos = dataOffset + (x + y * width);
  17809. byteArray[index] = srcData[srcPos];
  17810. index++;
  17811. }
  17812. }
  17813. return byteArray;
  17814. };
  17815. DDSTools.UploadDDSLevels = function (gl, ext, arrayBuffer, info, loadMipmaps, faces) {
  17816. var header = new Int32Array(arrayBuffer, 0, headerLengthInt), fourCC, blockBytes, internalFormat, width, height, dataLength, dataOffset, byteArray, mipmapCount, i;
  17817. if (header[off_magic] != DDS_MAGIC) {
  17818. BABYLON.Tools.Error("Invalid magic number in DDS header");
  17819. return;
  17820. }
  17821. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  17822. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  17823. return;
  17824. }
  17825. if (info.isFourCC) {
  17826. fourCC = header[off_pfFourCC];
  17827. switch (fourCC) {
  17828. case FOURCC_DXT1:
  17829. blockBytes = 8;
  17830. internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  17831. break;
  17832. case FOURCC_DXT3:
  17833. blockBytes = 16;
  17834. internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  17835. break;
  17836. case FOURCC_DXT5:
  17837. blockBytes = 16;
  17838. internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  17839. break;
  17840. default:
  17841. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  17842. return;
  17843. }
  17844. }
  17845. mipmapCount = 1;
  17846. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  17847. mipmapCount = Math.max(1, header[off_mipmapCount]);
  17848. }
  17849. var bpp = header[off_RGBbpp];
  17850. for (var face = 0; face < faces; face++) {
  17851. var sampler = faces == 1 ? gl.TEXTURE_2D : (gl.TEXTURE_CUBE_MAP_POSITIVE_X + face);
  17852. width = header[off_width];
  17853. height = header[off_height];
  17854. dataOffset = header[off_size] + 4;
  17855. for (i = 0; i < mipmapCount; ++i) {
  17856. if (info.isRGB) {
  17857. if (bpp == 24) {
  17858. dataLength = width * height * 3;
  17859. byteArray = DDSTools.GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  17860. gl.texImage2D(sampler, i, gl.RGB, width, height, 0, gl.RGB, gl.UNSIGNED_BYTE, byteArray);
  17861. } else {
  17862. dataLength = width * height * 4;
  17863. byteArray = DDSTools.GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  17864. gl.texImage2D(sampler, i, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, byteArray);
  17865. }
  17866. } else if (info.isLuminance) {
  17867. var unpackAlignment = gl.getParameter(gl.UNPACK_ALIGNMENT);
  17868. var unpaddedRowSize = width;
  17869. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  17870. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  17871. byteArray = DDSTools.GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  17872. gl.texImage2D(sampler, i, gl.LUMINANCE, width, height, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, byteArray);
  17873. } else {
  17874. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  17875. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  17876. gl.compressedTexImage2D(sampler, i, internalFormat, width, height, 0, byteArray);
  17877. }
  17878. dataOffset += dataLength;
  17879. width *= 0.5;
  17880. height *= 0.5;
  17881. width = Math.max(1.0, width);
  17882. height = Math.max(1.0, height);
  17883. }
  17884. }
  17885. };
  17886. return DDSTools;
  17887. })();
  17888. Internals.DDSTools = DDSTools;
  17889. })(BABYLON.Internals || (BABYLON.Internals = {}));
  17890. var Internals = BABYLON.Internals;
  17891. })(BABYLON || (BABYLON = {}));
  17892. var BABYLON;
  17893. (function (BABYLON) {
  17894. var SmartArray = (function () {
  17895. function SmartArray(capacity) {
  17896. this.length = 0;
  17897. this._duplicateId = 0;
  17898. this.data = new Array(capacity);
  17899. this._id = SmartArray._GlobalId++;
  17900. }
  17901. SmartArray.prototype.push = function (value) {
  17902. this.data[this.length++] = value;
  17903. if (this.length > this.data.length) {
  17904. this.data.length *= 2;
  17905. }
  17906. if (!value.__smartArrayFlags) {
  17907. value.__smartArrayFlags = {};
  17908. }
  17909. value.__smartArrayFlags[this._id] = this._duplicateId;
  17910. };
  17911. SmartArray.prototype.pushNoDuplicate = function (value) {
  17912. if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
  17913. return;
  17914. }
  17915. this.push(value);
  17916. };
  17917. SmartArray.prototype.sort = function (compareFn) {
  17918. this.data.sort(compareFn);
  17919. };
  17920. SmartArray.prototype.reset = function () {
  17921. this.length = 0;
  17922. this._duplicateId++;
  17923. };
  17924. SmartArray.prototype.concat = function (array) {
  17925. if (array.length === 0) {
  17926. return;
  17927. }
  17928. if (this.length + array.length > this.data.length) {
  17929. this.data.length = (this.length + array.length) * 2;
  17930. }
  17931. for (var index = 0; index < array.length; index++) {
  17932. this.data[this.length++] = (array.data || array)[index];
  17933. }
  17934. };
  17935. SmartArray.prototype.concatWithNoDuplicate = function (array) {
  17936. if (array.length === 0) {
  17937. return;
  17938. }
  17939. if (this.length + array.length > this.data.length) {
  17940. this.data.length = (this.length + array.length) * 2;
  17941. }
  17942. for (var index = 0; index < array.length; index++) {
  17943. var item = (array.data || array)[index];
  17944. this.pushNoDuplicate(item);
  17945. }
  17946. };
  17947. SmartArray.prototype.indexOf = function (value) {
  17948. var position = this.data.indexOf(value);
  17949. if (position >= this.length) {
  17950. return -1;
  17951. }
  17952. return position;
  17953. };
  17954. SmartArray._GlobalId = 0;
  17955. return SmartArray;
  17956. })();
  17957. BABYLON.SmartArray = SmartArray;
  17958. })(BABYLON || (BABYLON = {}));
  17959. var BABYLON;
  17960. (function (BABYLON) {
  17961. var CannonJSPlugin = (function () {
  17962. function CannonJSPlugin() {
  17963. this._registeredMeshes = [];
  17964. this._physicsMaterials = [];
  17965. this.updateBodyPosition = function (mesh) {
  17966. for (var index = 0; index < this._registeredMeshes.length; index++) {
  17967. var registeredMesh = this._registeredMeshes[index];
  17968. if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
  17969. var body = registeredMesh.body.body;
  17970. var center = mesh.getBoundingInfo().boundingBox.center;
  17971. body.position.set(center.x, center.z, center.y);
  17972. body.quaternion.x = mesh.rotationQuaternion.x;
  17973. body.quaternion.z = mesh.rotationQuaternion.y;
  17974. body.quaternion.y = mesh.rotationQuaternion.z;
  17975. body.quaternion.w = -mesh.rotationQuaternion.w;
  17976. return;
  17977. }
  17978. }
  17979. };
  17980. }
  17981. CannonJSPlugin.prototype.initialize = function (iterations) {
  17982. if (typeof iterations === "undefined") { iterations = 10; }
  17983. this._world = new CANNON.World();
  17984. this._world.broadphase = new CANNON.NaiveBroadphase();
  17985. this._world.solver.iterations = iterations;
  17986. };
  17987. CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
  17988. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  17989. };
  17990. CannonJSPlugin.prototype.runOneStep = function (delta) {
  17991. this._world.step(delta);
  17992. for (var index = 0; index < this._registeredMeshes.length; index++) {
  17993. var registeredMesh = this._registeredMeshes[index];
  17994. if (registeredMesh.isChild) {
  17995. continue;
  17996. }
  17997. var bodyX = registeredMesh.body.position.x, bodyY = registeredMesh.body.position.y, bodyZ = registeredMesh.body.position.z;
  17998. var deltaPos = registeredMesh.delta;
  17999. if (deltaPos) {
  18000. registeredMesh.mesh.position.x = bodyX + deltaPos.x;
  18001. registeredMesh.mesh.position.y = bodyZ + deltaPos.y;
  18002. registeredMesh.mesh.position.z = bodyY + deltaPos.z;
  18003. } else {
  18004. registeredMesh.mesh.position.x = bodyX;
  18005. registeredMesh.mesh.position.y = bodyZ;
  18006. registeredMesh.mesh.position.z = bodyY;
  18007. }
  18008. if (!registeredMesh.mesh.rotationQuaternion) {
  18009. registeredMesh.mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  18010. }
  18011. registeredMesh.mesh.rotationQuaternion.x = registeredMesh.body.quaternion.x;
  18012. registeredMesh.mesh.rotationQuaternion.y = registeredMesh.body.quaternion.z;
  18013. registeredMesh.mesh.rotationQuaternion.z = registeredMesh.body.quaternion.y;
  18014. registeredMesh.mesh.rotationQuaternion.w = -registeredMesh.body.quaternion.w;
  18015. }
  18016. };
  18017. CannonJSPlugin.prototype.setGravity = function (gravity) {
  18018. this._world.gravity.set(gravity.x, gravity.z, gravity.y);
  18019. };
  18020. CannonJSPlugin.prototype.registerMesh = function (mesh, impostor, options) {
  18021. this.unregisterMesh(mesh);
  18022. mesh.computeWorldMatrix(true);
  18023. switch (impostor) {
  18024. case BABYLON.PhysicsEngine.SphereImpostor:
  18025. var bbox = mesh.getBoundingInfo().boundingBox;
  18026. var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x;
  18027. var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y;
  18028. var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z;
  18029. return this._createSphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2, mesh, options);
  18030. case BABYLON.PhysicsEngine.BoxImpostor:
  18031. bbox = mesh.getBoundingInfo().boundingBox;
  18032. var min = bbox.minimumWorld;
  18033. var max = bbox.maximumWorld;
  18034. var box = max.subtract(min).scale(0.5);
  18035. return this._createBox(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z), mesh, options);
  18036. case BABYLON.PhysicsEngine.PlaneImpostor:
  18037. return this._createPlane(mesh, options);
  18038. case BABYLON.PhysicsEngine.MeshImpostor:
  18039. var rawVerts = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  18040. var rawFaces = mesh.getIndices();
  18041. return this._createConvexPolyhedron(rawVerts, rawFaces, mesh, options);
  18042. }
  18043. return null;
  18044. };
  18045. CannonJSPlugin.prototype._createSphere = function (radius, mesh, options) {
  18046. var shape = new CANNON.Sphere(radius);
  18047. if (!options) {
  18048. return shape;
  18049. }
  18050. return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
  18051. };
  18052. CannonJSPlugin.prototype._createBox = function (x, y, z, mesh, options) {
  18053. var shape = new CANNON.Box(new CANNON.Vec3(x, z, y));
  18054. if (!options) {
  18055. return shape;
  18056. }
  18057. return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
  18058. };
  18059. CannonJSPlugin.prototype._createPlane = function (mesh, options) {
  18060. var shape = new CANNON.Plane();
  18061. if (!options) {
  18062. return shape;
  18063. }
  18064. return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
  18065. };
  18066. CannonJSPlugin.prototype._createConvexPolyhedron = function (rawVerts, rawFaces, mesh, options) {
  18067. var verts = [], faces = [];
  18068. mesh.computeWorldMatrix(true);
  18069. for (var i = 0; i < rawVerts.length; i += 3) {
  18070. var transformed = BABYLON.Vector3.Zero();
  18071. BABYLON.Vector3.TransformNormalFromFloatsToRef(rawVerts[i], rawVerts[i + 1], rawVerts[i + 2], mesh.getWorldMatrix(), transformed);
  18072. verts.push(new CANNON.Vec3(transformed.x, transformed.z, transformed.y));
  18073. }
  18074. for (var j = 0; j < rawFaces.length; j += 3) {
  18075. faces.push([rawFaces[j], rawFaces[j + 2], rawFaces[j + 1]]);
  18076. }
  18077. var shape = new CANNON.ConvexPolyhedron(verts, faces);
  18078. if (!options) {
  18079. return shape;
  18080. }
  18081. return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
  18082. };
  18083. CannonJSPlugin.prototype._addMaterial = function (friction, restitution) {
  18084. var index;
  18085. var mat;
  18086. for (index = 0; index < this._physicsMaterials.length; index++) {
  18087. mat = this._physicsMaterials[index];
  18088. if (mat.friction === friction && mat.restitution === restitution) {
  18089. return mat;
  18090. }
  18091. }
  18092. var currentMat = new CANNON.Material();
  18093. currentMat.friction = friction;
  18094. currentMat.restitution = restitution;
  18095. this._physicsMaterials.push(currentMat);
  18096. for (index = 0; index < this._physicsMaterials.length; index++) {
  18097. mat = this._physicsMaterials[index];
  18098. var contactMaterial = new CANNON.ContactMaterial(mat, currentMat, mat.friction * currentMat.friction, mat.restitution * currentMat.restitution);
  18099. contactMaterial.contactEquationStiffness = 1e10;
  18100. contactMaterial.contactEquationRegularizationTime = 10;
  18101. this._world.addContactMaterial(contactMaterial);
  18102. }
  18103. return currentMat;
  18104. };
  18105. CannonJSPlugin.prototype._createRigidBodyFromShape = function (shape, mesh, mass, friction, restitution) {
  18106. var initialRotation = null;
  18107. if (mesh.rotationQuaternion) {
  18108. initialRotation = mesh.rotationQuaternion.clone();
  18109. mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  18110. }
  18111. var bbox = mesh.getBoundingInfo().boundingBox;
  18112. var deltaPosition = mesh.position.subtract(bbox.center);
  18113. var material = this._addMaterial(friction, restitution);
  18114. var body = new CANNON.RigidBody(mass, shape, material);
  18115. if (initialRotation) {
  18116. body.quaternion.x = initialRotation.x;
  18117. body.quaternion.z = initialRotation.y;
  18118. body.quaternion.y = initialRotation.z;
  18119. body.quaternion.w = -initialRotation.w;
  18120. }
  18121. body.position.set(bbox.center.x, bbox.center.z, bbox.center.y);
  18122. this._world.add(body);
  18123. this._registeredMeshes.push({ mesh: mesh, body: body, material: material, delta: deltaPosition });
  18124. return body;
  18125. };
  18126. CannonJSPlugin.prototype.registerMeshesAsCompound = function (parts, options) {
  18127. var compoundShape = new CANNON.Compound();
  18128. for (var index = 0; index < parts.length; index++) {
  18129. var mesh = parts[index].mesh;
  18130. var shape = this.registerMesh(mesh, parts[index].impostor);
  18131. if (index == 0) {
  18132. compoundShape.addChild(shape, new CANNON.Vec3(0, 0, 0));
  18133. } else {
  18134. compoundShape.addChild(shape, new CANNON.Vec3(mesh.position.x, mesh.position.z, mesh.position.y));
  18135. }
  18136. }
  18137. var initialMesh = parts[0].mesh;
  18138. var body = this._createRigidBodyFromShape(compoundShape, initialMesh, options.mass, options.friction, options.restitution);
  18139. body.parts = parts;
  18140. return body;
  18141. };
  18142. CannonJSPlugin.prototype._unbindBody = function (body) {
  18143. for (var index = 0; index < this._registeredMeshes.length; index++) {
  18144. var registeredMesh = this._registeredMeshes[index];
  18145. if (registeredMesh.body === body) {
  18146. registeredMesh.body = null;
  18147. registeredMesh.delta = 0;
  18148. }
  18149. }
  18150. };
  18151. CannonJSPlugin.prototype.unregisterMesh = function (mesh) {
  18152. for (var index = 0; index < this._registeredMeshes.length; index++) {
  18153. var registeredMesh = this._registeredMeshes[index];
  18154. if (registeredMesh.mesh === mesh) {
  18155. if (registeredMesh.body) {
  18156. this._world.remove(registeredMesh.body);
  18157. this._unbindBody(registeredMesh.body);
  18158. }
  18159. this._registeredMeshes.splice(index, 1);
  18160. return;
  18161. }
  18162. }
  18163. };
  18164. CannonJSPlugin.prototype.applyImpulse = function (mesh, force, contactPoint) {
  18165. var worldPoint = new CANNON.Vec3(contactPoint.x, contactPoint.z, contactPoint.y);
  18166. var impulse = new CANNON.Vec3(force.x, force.z, force.y);
  18167. for (var index = 0; index < this._registeredMeshes.length; index++) {
  18168. var registeredMesh = this._registeredMeshes[index];
  18169. if (registeredMesh.mesh === mesh) {
  18170. registeredMesh.body.applyImpulse(impulse, worldPoint);
  18171. return;
  18172. }
  18173. }
  18174. };
  18175. CannonJSPlugin.prototype.createLink = function (mesh1, mesh2, pivot1, pivot2) {
  18176. var body1 = null, body2 = null;
  18177. for (var index = 0; index < this._registeredMeshes.length; index++) {
  18178. var registeredMesh = this._registeredMeshes[index];
  18179. if (registeredMesh.mesh === mesh1) {
  18180. body1 = registeredMesh.body;
  18181. } else if (registeredMesh.mesh === mesh2) {
  18182. body2 = registeredMesh.body;
  18183. }
  18184. }
  18185. if (!body1 || !body2) {
  18186. return false;
  18187. }
  18188. var constraint = new CANNON.PointToPointConstraint(body1, new CANNON.Vec3(pivot1.x, pivot1.z, pivot1.y), body2, new CANNON.Vec3(pivot2.x, pivot2.z, pivot2.y));
  18189. this._world.addConstraint(constraint);
  18190. return true;
  18191. };
  18192. CannonJSPlugin.prototype.dispose = function () {
  18193. while (this._registeredMeshes.length) {
  18194. this.unregisterMesh(this._registeredMeshes[0].mesh);
  18195. }
  18196. };
  18197. CannonJSPlugin.prototype.isSupported = function () {
  18198. return window.CANNON !== undefined;
  18199. };
  18200. return CannonJSPlugin;
  18201. })();
  18202. BABYLON.CannonJSPlugin = CannonJSPlugin;
  18203. })(BABYLON || (BABYLON = {}));
  18204. var __extends = this.__extends || function (d, b) {
  18205. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  18206. function __() { this.constructor = d; }
  18207. __.prototype = b.prototype;
  18208. d.prototype = new __();
  18209. };
  18210. var BABYLON;
  18211. (function (BABYLON) {
  18212. var Condition = (function () {
  18213. function Condition(actionManager) {
  18214. this._actionManager = actionManager;
  18215. }
  18216. Condition.prototype.isValid = function () {
  18217. return true;
  18218. };
  18219. Condition.prototype._getProperty = function (propertyPath) {
  18220. return this._actionManager._getProperty(propertyPath);
  18221. };
  18222. Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
  18223. return this._actionManager._getEffectiveTarget(target, propertyPath);
  18224. };
  18225. return Condition;
  18226. })();
  18227. BABYLON.Condition = Condition;
  18228. var ValueCondition = (function (_super) {
  18229. __extends(ValueCondition, _super);
  18230. function ValueCondition(actionManager, target, propertyPath, value, operator) {
  18231. if (typeof operator === "undefined") { operator = ValueCondition.IsEqual; }
  18232. _super.call(this, actionManager);
  18233. this.propertyPath = propertyPath;
  18234. this.value = value;
  18235. this.operator = operator;
  18236. this._target = this._getEffectiveTarget(target, this.propertyPath);
  18237. this._property = this._getProperty(this.propertyPath);
  18238. }
  18239. Object.defineProperty(ValueCondition, "IsEqual", {
  18240. get: function () {
  18241. return ValueCondition._IsEqual;
  18242. },
  18243. enumerable: true,
  18244. configurable: true
  18245. });
  18246. Object.defineProperty(ValueCondition, "IsDifferent", {
  18247. get: function () {
  18248. return ValueCondition._IsDifferent;
  18249. },
  18250. enumerable: true,
  18251. configurable: true
  18252. });
  18253. Object.defineProperty(ValueCondition, "IsGreater", {
  18254. get: function () {
  18255. return ValueCondition._IsGreater;
  18256. },
  18257. enumerable: true,
  18258. configurable: true
  18259. });
  18260. Object.defineProperty(ValueCondition, "IsLesser", {
  18261. get: function () {
  18262. return ValueCondition._IsLesser;
  18263. },
  18264. enumerable: true,
  18265. configurable: true
  18266. });
  18267. ValueCondition.prototype.isValid = function () {
  18268. switch (this.operator) {
  18269. case ValueCondition.IsGreater:
  18270. return this._target[this._property] > this.value;
  18271. case ValueCondition.IsLesser:
  18272. return this._target[this._property] < this.value;
  18273. case ValueCondition.IsEqual:
  18274. case ValueCondition.IsDifferent:
  18275. var check;
  18276. if (this.value.equals) {
  18277. check = this.value.equals(this._target[this._property]);
  18278. } else {
  18279. check = this.value === this._target[this._property];
  18280. }
  18281. return this.operator === ValueCondition.IsEqual ? check : !check;
  18282. }
  18283. return false;
  18284. };
  18285. ValueCondition._IsEqual = 0;
  18286. ValueCondition._IsDifferent = 1;
  18287. ValueCondition._IsGreater = 2;
  18288. ValueCondition._IsLesser = 3;
  18289. return ValueCondition;
  18290. })(Condition);
  18291. BABYLON.ValueCondition = ValueCondition;
  18292. var PredicateCondition = (function (_super) {
  18293. __extends(PredicateCondition, _super);
  18294. function PredicateCondition(actionManager, predicate) {
  18295. _super.call(this, actionManager);
  18296. this.predicate = predicate;
  18297. }
  18298. PredicateCondition.prototype.isValid = function () {
  18299. return this.predicate();
  18300. };
  18301. return PredicateCondition;
  18302. })(Condition);
  18303. BABYLON.PredicateCondition = PredicateCondition;
  18304. var StateCondition = (function (_super) {
  18305. __extends(StateCondition, _super);
  18306. function StateCondition(actionManager, target, value) {
  18307. _super.call(this, actionManager);
  18308. this.value = value;
  18309. this._target = target;
  18310. }
  18311. StateCondition.prototype.isValid = function () {
  18312. return this._target.state === this.value;
  18313. };
  18314. return StateCondition;
  18315. })(Condition);
  18316. BABYLON.StateCondition = StateCondition;
  18317. })(BABYLON || (BABYLON = {}));
  18318. var BABYLON;
  18319. (function (BABYLON) {
  18320. var Action = (function () {
  18321. function Action(triggerOptions, condition) {
  18322. this.triggerOptions = triggerOptions;
  18323. if (triggerOptions.parameter) {
  18324. this.trigger = triggerOptions.trigger;
  18325. this._triggerParameter = triggerOptions.parameter;
  18326. } else {
  18327. this.trigger = triggerOptions;
  18328. }
  18329. this._nextActiveAction = this;
  18330. this._condition = condition;
  18331. }
  18332. Action.prototype._prepare = function () {
  18333. };
  18334. Action.prototype.getTriggerParameter = function () {
  18335. return this._triggerParameter;
  18336. };
  18337. Action.prototype._executeCurrent = function (evt) {
  18338. if (this._condition) {
  18339. var currentRenderId = this._actionManager.getScene().getRenderId();
  18340. if (this._condition._evaluationId === currentRenderId) {
  18341. if (!this._condition._currentResult) {
  18342. return;
  18343. }
  18344. } else {
  18345. this._condition._evaluationId = currentRenderId;
  18346. if (!this._condition.isValid()) {
  18347. this._condition._currentResult = false;
  18348. return;
  18349. }
  18350. this._condition._currentResult = true;
  18351. }
  18352. }
  18353. this._nextActiveAction.execute(evt);
  18354. if (this._nextActiveAction._child) {
  18355. if (!this._nextActiveAction._child._actionManager) {
  18356. this._nextActiveAction._child._actionManager = this._actionManager;
  18357. }
  18358. this._nextActiveAction = this._nextActiveAction._child;
  18359. } else {
  18360. this._nextActiveAction = this;
  18361. }
  18362. };
  18363. Action.prototype.execute = function (evt) {
  18364. };
  18365. Action.prototype.then = function (action) {
  18366. this._child = action;
  18367. action._actionManager = this._actionManager;
  18368. action._prepare();
  18369. return action;
  18370. };
  18371. Action.prototype._getProperty = function (propertyPath) {
  18372. return this._actionManager._getProperty(propertyPath);
  18373. };
  18374. Action.prototype._getEffectiveTarget = function (target, propertyPath) {
  18375. return this._actionManager._getEffectiveTarget(target, propertyPath);
  18376. };
  18377. return Action;
  18378. })();
  18379. BABYLON.Action = Action;
  18380. })(BABYLON || (BABYLON = {}));
  18381. var BABYLON;
  18382. (function (BABYLON) {
  18383. var ActionEvent = (function () {
  18384. function ActionEvent(source, pointerX, pointerY, meshUnderPointer, sourceEvent) {
  18385. this.source = source;
  18386. this.pointerX = pointerX;
  18387. this.pointerY = pointerY;
  18388. this.meshUnderPointer = meshUnderPointer;
  18389. this.sourceEvent = sourceEvent;
  18390. }
  18391. ActionEvent.CreateNew = function (source) {
  18392. var scene = source.getScene();
  18393. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer);
  18394. };
  18395. ActionEvent.CreateNewFromScene = function (scene, evt) {
  18396. return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  18397. };
  18398. return ActionEvent;
  18399. })();
  18400. BABYLON.ActionEvent = ActionEvent;
  18401. var ActionManager = (function () {
  18402. function ActionManager(scene) {
  18403. this.actions = new Array();
  18404. this._scene = scene;
  18405. scene._actionManagers.push(this);
  18406. }
  18407. Object.defineProperty(ActionManager, "NothingTrigger", {
  18408. get: function () {
  18409. return ActionManager._NothingTrigger;
  18410. },
  18411. enumerable: true,
  18412. configurable: true
  18413. });
  18414. Object.defineProperty(ActionManager, "OnPickTrigger", {
  18415. get: function () {
  18416. return ActionManager._OnPickTrigger;
  18417. },
  18418. enumerable: true,
  18419. configurable: true
  18420. });
  18421. Object.defineProperty(ActionManager, "OnLeftPickTrigger", {
  18422. get: function () {
  18423. return ActionManager._OnLeftPickTrigger;
  18424. },
  18425. enumerable: true,
  18426. configurable: true
  18427. });
  18428. Object.defineProperty(ActionManager, "OnRightPickTrigger", {
  18429. get: function () {
  18430. return ActionManager._OnRightPickTrigger;
  18431. },
  18432. enumerable: true,
  18433. configurable: true
  18434. });
  18435. Object.defineProperty(ActionManager, "OnCenterPickTrigger", {
  18436. get: function () {
  18437. return ActionManager._OnCenterPickTrigger;
  18438. },
  18439. enumerable: true,
  18440. configurable: true
  18441. });
  18442. Object.defineProperty(ActionManager, "OnPointerOverTrigger", {
  18443. get: function () {
  18444. return ActionManager._OnPointerOverTrigger;
  18445. },
  18446. enumerable: true,
  18447. configurable: true
  18448. });
  18449. Object.defineProperty(ActionManager, "OnPointerOutTrigger", {
  18450. get: function () {
  18451. return ActionManager._OnPointerOutTrigger;
  18452. },
  18453. enumerable: true,
  18454. configurable: true
  18455. });
  18456. Object.defineProperty(ActionManager, "OnEveryFrameTrigger", {
  18457. get: function () {
  18458. return ActionManager._OnEveryFrameTrigger;
  18459. },
  18460. enumerable: true,
  18461. configurable: true
  18462. });
  18463. Object.defineProperty(ActionManager, "OnIntersectionEnterTrigger", {
  18464. get: function () {
  18465. return ActionManager._OnIntersectionEnterTrigger;
  18466. },
  18467. enumerable: true,
  18468. configurable: true
  18469. });
  18470. Object.defineProperty(ActionManager, "OnIntersectionExitTrigger", {
  18471. get: function () {
  18472. return ActionManager._OnIntersectionExitTrigger;
  18473. },
  18474. enumerable: true,
  18475. configurable: true
  18476. });
  18477. Object.defineProperty(ActionManager, "OnKeyDownTrigger", {
  18478. get: function () {
  18479. return ActionManager._OnKeyDownTrigger;
  18480. },
  18481. enumerable: true,
  18482. configurable: true
  18483. });
  18484. Object.defineProperty(ActionManager, "OnKeyUpTrigger", {
  18485. get: function () {
  18486. return ActionManager._OnKeyUpTrigger;
  18487. },
  18488. enumerable: true,
  18489. configurable: true
  18490. });
  18491. ActionManager.prototype.dispose = function () {
  18492. var index = this._scene._actionManagers.indexOf(this);
  18493. if (index > -1) {
  18494. this._scene._actionManagers.splice(index, 1);
  18495. }
  18496. };
  18497. ActionManager.prototype.getScene = function () {
  18498. return this._scene;
  18499. };
  18500. ActionManager.prototype.hasSpecificTriggers = function (triggers) {
  18501. for (var index = 0; index < this.actions.length; index++) {
  18502. var action = this.actions[index];
  18503. if (triggers.indexOf(action.trigger) > -1) {
  18504. return true;
  18505. }
  18506. }
  18507. return false;
  18508. };
  18509. Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
  18510. get: function () {
  18511. for (var index = 0; index < this.actions.length; index++) {
  18512. var action = this.actions[index];
  18513. if (action.trigger >= ActionManager._OnPickTrigger && action.trigger <= ActionManager._OnPointerOutTrigger) {
  18514. return true;
  18515. }
  18516. }
  18517. return false;
  18518. },
  18519. enumerable: true,
  18520. configurable: true
  18521. });
  18522. Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
  18523. get: function () {
  18524. for (var index = 0; index < this.actions.length; index++) {
  18525. var action = this.actions[index];
  18526. if (action.trigger >= ActionManager._OnPickTrigger && action.trigger <= ActionManager._OnCenterPickTrigger) {
  18527. return true;
  18528. }
  18529. }
  18530. return false;
  18531. },
  18532. enumerable: true,
  18533. configurable: true
  18534. });
  18535. ActionManager.prototype.registerAction = function (action) {
  18536. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  18537. if (this.getScene().actionManager !== this) {
  18538. BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  18539. return null;
  18540. }
  18541. }
  18542. this.actions.push(action);
  18543. action._actionManager = this;
  18544. action._prepare();
  18545. return action;
  18546. };
  18547. ActionManager.prototype.processTrigger = function (trigger, evt) {
  18548. for (var index = 0; index < this.actions.length; index++) {
  18549. var action = this.actions[index];
  18550. if (action.trigger === trigger) {
  18551. if (trigger == ActionManager.OnKeyUpTrigger || trigger == ActionManager.OnKeyDownTrigger) {
  18552. var parameter = action.getTriggerParameter();
  18553. if (parameter) {
  18554. if (evt.sourceEvent.key !== parameter) {
  18555. continue;
  18556. }
  18557. }
  18558. }
  18559. action._executeCurrent(evt);
  18560. }
  18561. }
  18562. };
  18563. ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
  18564. var properties = propertyPath.split(".");
  18565. for (var index = 0; index < properties.length - 1; index++) {
  18566. target = target[properties[index]];
  18567. }
  18568. return target;
  18569. };
  18570. ActionManager.prototype._getProperty = function (propertyPath) {
  18571. var properties = propertyPath.split(".");
  18572. return properties[properties.length - 1];
  18573. };
  18574. ActionManager._NothingTrigger = 0;
  18575. ActionManager._OnPickTrigger = 1;
  18576. ActionManager._OnLeftPickTrigger = 2;
  18577. ActionManager._OnRightPickTrigger = 3;
  18578. ActionManager._OnCenterPickTrigger = 4;
  18579. ActionManager._OnPointerOverTrigger = 5;
  18580. ActionManager._OnPointerOutTrigger = 6;
  18581. ActionManager._OnEveryFrameTrigger = 7;
  18582. ActionManager._OnIntersectionEnterTrigger = 8;
  18583. ActionManager._OnIntersectionExitTrigger = 9;
  18584. ActionManager._OnKeyDownTrigger = 10;
  18585. ActionManager._OnKeyUpTrigger = 11;
  18586. return ActionManager;
  18587. })();
  18588. BABYLON.ActionManager = ActionManager;
  18589. })(BABYLON || (BABYLON = {}));
  18590. var __extends = this.__extends || function (d, b) {
  18591. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  18592. function __() { this.constructor = d; }
  18593. __.prototype = b.prototype;
  18594. d.prototype = new __();
  18595. };
  18596. var BABYLON;
  18597. (function (BABYLON) {
  18598. var InterpolateValueAction = (function (_super) {
  18599. __extends(InterpolateValueAction, _super);
  18600. function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations) {
  18601. if (typeof duration === "undefined") { duration = 1000; }
  18602. _super.call(this, triggerOptions, condition);
  18603. this.propertyPath = propertyPath;
  18604. this.value = value;
  18605. this.duration = duration;
  18606. this.stopOtherAnimations = stopOtherAnimations;
  18607. this._target = target;
  18608. }
  18609. InterpolateValueAction.prototype._prepare = function () {
  18610. this._target = this._getEffectiveTarget(this._target, this.propertyPath);
  18611. this._property = this._getProperty(this.propertyPath);
  18612. };
  18613. InterpolateValueAction.prototype.execute = function () {
  18614. var scene = this._actionManager.getScene();
  18615. var keys = [
  18616. {
  18617. frame: 0,
  18618. value: this._target[this._property]
  18619. }, {
  18620. frame: 100,
  18621. value: this.value
  18622. }
  18623. ];
  18624. var dataType;
  18625. if (typeof this.value === "number") {
  18626. dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  18627. } else if (this.value instanceof BABYLON.Color3) {
  18628. dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
  18629. } else if (this.value instanceof BABYLON.Vector3) {
  18630. dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  18631. } else if (this.value instanceof BABYLON.Matrix) {
  18632. dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  18633. } else if (this.value instanceof BABYLON.Quaternion) {
  18634. dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  18635. } else {
  18636. BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
  18637. return;
  18638. }
  18639. var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  18640. animation.setKeys(keys);
  18641. if (this.stopOtherAnimations) {
  18642. scene.stopAnimation(this._target);
  18643. }
  18644. scene.beginDirectAnimation(this._target, [animation], 0, 100);
  18645. };
  18646. return InterpolateValueAction;
  18647. })(BABYLON.Action);
  18648. BABYLON.InterpolateValueAction = InterpolateValueAction;
  18649. })(BABYLON || (BABYLON = {}));
  18650. var __extends = this.__extends || function (d, b) {
  18651. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  18652. function __() { this.constructor = d; }
  18653. __.prototype = b.prototype;
  18654. d.prototype = new __();
  18655. };
  18656. var BABYLON;
  18657. (function (BABYLON) {
  18658. var SwitchBooleanAction = (function (_super) {
  18659. __extends(SwitchBooleanAction, _super);
  18660. function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
  18661. _super.call(this, triggerOptions, condition);
  18662. this.propertyPath = propertyPath;
  18663. this._target = target;
  18664. }
  18665. SwitchBooleanAction.prototype._prepare = function () {
  18666. this._target = this._getEffectiveTarget(this._target, this.propertyPath);
  18667. this._property = this._getProperty(this.propertyPath);
  18668. };
  18669. SwitchBooleanAction.prototype.execute = function () {
  18670. this._target[this._property] = !this._target[this._property];
  18671. };
  18672. return SwitchBooleanAction;
  18673. })(BABYLON.Action);
  18674. BABYLON.SwitchBooleanAction = SwitchBooleanAction;
  18675. var SetStateAction = (function (_super) {
  18676. __extends(SetStateAction, _super);
  18677. function SetStateAction(triggerOptions, target, value, condition) {
  18678. _super.call(this, triggerOptions, condition);
  18679. this.value = value;
  18680. this._target = target;
  18681. }
  18682. SetStateAction.prototype.execute = function () {
  18683. this._target.state = this.value;
  18684. };
  18685. return SetStateAction;
  18686. })(BABYLON.Action);
  18687. BABYLON.SetStateAction = SetStateAction;
  18688. var SetValueAction = (function (_super) {
  18689. __extends(SetValueAction, _super);
  18690. function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
  18691. _super.call(this, triggerOptions, condition);
  18692. this.propertyPath = propertyPath;
  18693. this.value = value;
  18694. this._target = target;
  18695. }
  18696. SetValueAction.prototype._prepare = function () {
  18697. this._target = this._getEffectiveTarget(this._target, this.propertyPath);
  18698. this._property = this._getProperty(this.propertyPath);
  18699. };
  18700. SetValueAction.prototype.execute = function () {
  18701. this._target[this._property] = this.value;
  18702. };
  18703. return SetValueAction;
  18704. })(BABYLON.Action);
  18705. BABYLON.SetValueAction = SetValueAction;
  18706. var IncrementValueAction = (function (_super) {
  18707. __extends(IncrementValueAction, _super);
  18708. function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
  18709. _super.call(this, triggerOptions, condition);
  18710. this.propertyPath = propertyPath;
  18711. this.value = value;
  18712. this._target = target;
  18713. }
  18714. IncrementValueAction.prototype._prepare = function () {
  18715. this._target = this._getEffectiveTarget(this._target, this.propertyPath);
  18716. this._property = this._getProperty(this.propertyPath);
  18717. if (typeof this._target[this._property] !== "number") {
  18718. BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
  18719. }
  18720. };
  18721. IncrementValueAction.prototype.execute = function () {
  18722. this._target[this._property] += this.value;
  18723. };
  18724. return IncrementValueAction;
  18725. })(BABYLON.Action);
  18726. BABYLON.IncrementValueAction = IncrementValueAction;
  18727. var PlayAnimationAction = (function (_super) {
  18728. __extends(PlayAnimationAction, _super);
  18729. function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
  18730. _super.call(this, triggerOptions, condition);
  18731. this.from = from;
  18732. this.to = to;
  18733. this.loop = loop;
  18734. this._target = target;
  18735. }
  18736. PlayAnimationAction.prototype._prepare = function () {
  18737. };
  18738. PlayAnimationAction.prototype.execute = function () {
  18739. var scene = this._actionManager.getScene();
  18740. scene.beginAnimation(this._target, this.from, this.to, this.loop);
  18741. };
  18742. return PlayAnimationAction;
  18743. })(BABYLON.Action);
  18744. BABYLON.PlayAnimationAction = PlayAnimationAction;
  18745. var StopAnimationAction = (function (_super) {
  18746. __extends(StopAnimationAction, _super);
  18747. function StopAnimationAction(triggerOptions, target, condition) {
  18748. _super.call(this, triggerOptions, condition);
  18749. this._target = target;
  18750. }
  18751. StopAnimationAction.prototype._prepare = function () {
  18752. };
  18753. StopAnimationAction.prototype.execute = function () {
  18754. var scene = this._actionManager.getScene();
  18755. scene.stopAnimation(this._target);
  18756. };
  18757. return StopAnimationAction;
  18758. })(BABYLON.Action);
  18759. BABYLON.StopAnimationAction = StopAnimationAction;
  18760. var DoNothingAction = (function (_super) {
  18761. __extends(DoNothingAction, _super);
  18762. function DoNothingAction(triggerOptions, condition) {
  18763. if (typeof triggerOptions === "undefined") { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
  18764. _super.call(this, triggerOptions, condition);
  18765. }
  18766. DoNothingAction.prototype.execute = function () {
  18767. };
  18768. return DoNothingAction;
  18769. })(BABYLON.Action);
  18770. BABYLON.DoNothingAction = DoNothingAction;
  18771. var CombineAction = (function (_super) {
  18772. __extends(CombineAction, _super);
  18773. function CombineAction(triggerOptions, children, condition) {
  18774. _super.call(this, triggerOptions, condition);
  18775. this.children = children;
  18776. }
  18777. CombineAction.prototype._prepare = function () {
  18778. for (var index = 0; index < this.children.length; index++) {
  18779. this.children[index]._actionManager = this._actionManager;
  18780. this.children[index]._prepare();
  18781. }
  18782. };
  18783. CombineAction.prototype.execute = function (evt) {
  18784. for (var index = 0; index < this.children.length; index++) {
  18785. this.children[index].execute(evt);
  18786. }
  18787. };
  18788. return CombineAction;
  18789. })(BABYLON.Action);
  18790. BABYLON.CombineAction = CombineAction;
  18791. var ExecuteCodeAction = (function (_super) {
  18792. __extends(ExecuteCodeAction, _super);
  18793. function ExecuteCodeAction(triggerOptions, func, condition) {
  18794. _super.call(this, triggerOptions, condition);
  18795. this.func = func;
  18796. }
  18797. ExecuteCodeAction.prototype.execute = function (evt) {
  18798. this.func(evt);
  18799. };
  18800. return ExecuteCodeAction;
  18801. })(BABYLON.Action);
  18802. BABYLON.ExecuteCodeAction = ExecuteCodeAction;
  18803. var SetParentAction = (function (_super) {
  18804. __extends(SetParentAction, _super);
  18805. function SetParentAction(triggerOptions, target, parent, condition) {
  18806. _super.call(this, triggerOptions, condition);
  18807. this._target = target;
  18808. this._parent = parent;
  18809. }
  18810. SetParentAction.prototype._prepare = function () {
  18811. };
  18812. SetParentAction.prototype.execute = function () {
  18813. if (this._target.parent === this._parent) {
  18814. return;
  18815. }
  18816. var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
  18817. invertParentWorldMatrix.invert();
  18818. this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
  18819. this._target.parent = this._parent;
  18820. };
  18821. return SetParentAction;
  18822. })(BABYLON.Action);
  18823. BABYLON.SetParentAction = SetParentAction;
  18824. })(BABYLON || (BABYLON = {}));
  18825. var __extends = this.__extends || function (d, b) {
  18826. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  18827. function __() { this.constructor = d; }
  18828. __.prototype = b.prototype;
  18829. d.prototype = new __();
  18830. };
  18831. var BABYLON;
  18832. (function (BABYLON) {
  18833. var Geometry = (function () {
  18834. function Geometry(id, scene, vertexData, updatable, mesh) {
  18835. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  18836. this._totalVertices = 0;
  18837. this._indices = [];
  18838. this.id = id;
  18839. this._engine = scene.getEngine();
  18840. this._meshes = [];
  18841. this._scene = scene;
  18842. if (vertexData) {
  18843. this.setAllVerticesData(vertexData, updatable);
  18844. } else {
  18845. this._totalVertices = 0;
  18846. this._indices = [];
  18847. }
  18848. if (mesh) {
  18849. this.applyToMesh(mesh);
  18850. }
  18851. }
  18852. Geometry.prototype.getScene = function () {
  18853. return this._scene;
  18854. };
  18855. Geometry.prototype.getEngine = function () {
  18856. return this._engine;
  18857. };
  18858. Geometry.prototype.isReady = function () {
  18859. return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
  18860. };
  18861. Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  18862. vertexData.applyToGeometry(this, updatable);
  18863. };
  18864. Geometry.prototype.setVerticesData = function (kind, data, updatable) {
  18865. this._vertexBuffers = this._vertexBuffers || {};
  18866. if (this._vertexBuffers[kind]) {
  18867. this._vertexBuffers[kind].dispose();
  18868. }
  18869. this._vertexBuffers[kind] = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0);
  18870. if (kind === BABYLON.VertexBuffer.PositionKind) {
  18871. var stride = this._vertexBuffers[kind].getStrideSize();
  18872. this._totalVertices = data.length / stride;
  18873. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices);
  18874. var meshes = this._meshes;
  18875. var numOfMeshes = meshes.length;
  18876. for (var index = 0; index < numOfMeshes; index++) {
  18877. var mesh = meshes[index];
  18878. mesh._resetPointsArrayCache();
  18879. mesh._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  18880. mesh._createGlobalSubMesh();
  18881. mesh.computeWorldMatrix(true);
  18882. }
  18883. }
  18884. };
  18885. Geometry.prototype.updateVerticesDataDirectly = function (kind, data) {
  18886. var vertexBuffer = this.getVertexBuffer(kind);
  18887. if (!vertexBuffer) {
  18888. return;
  18889. }
  18890. vertexBuffer.updateDirectly(data);
  18891. };
  18892. Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
  18893. var vertexBuffer = this.getVertexBuffer(kind);
  18894. if (!vertexBuffer) {
  18895. return;
  18896. }
  18897. vertexBuffer.update(data);
  18898. if (kind === BABYLON.VertexBuffer.PositionKind) {
  18899. var extend;
  18900. if (updateExtends) {
  18901. var stride = vertexBuffer.getStrideSize();
  18902. this._totalVertices = data.length / stride;
  18903. extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices);
  18904. }
  18905. var meshes = this._meshes;
  18906. var numOfMeshes = meshes.length;
  18907. for (var index = 0; index < numOfMeshes; index++) {
  18908. var mesh = meshes[index];
  18909. mesh._resetPointsArrayCache();
  18910. if (updateExtends) {
  18911. mesh._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  18912. }
  18913. }
  18914. }
  18915. };
  18916. Geometry.prototype.getTotalVertices = function () {
  18917. if (!this.isReady()) {
  18918. return 0;
  18919. }
  18920. return this._totalVertices;
  18921. };
  18922. Geometry.prototype.getVerticesData = function (kind) {
  18923. var vertexBuffer = this.getVertexBuffer(kind);
  18924. if (!vertexBuffer) {
  18925. return null;
  18926. }
  18927. return vertexBuffer.getData();
  18928. };
  18929. Geometry.prototype.getVertexBuffer = function (kind) {
  18930. if (!this.isReady()) {
  18931. return null;
  18932. }
  18933. return this._vertexBuffers[kind];
  18934. };
  18935. Geometry.prototype.getVertexBuffers = function () {
  18936. if (!this.isReady()) {
  18937. return null;
  18938. }
  18939. return this._vertexBuffers;
  18940. };
  18941. Geometry.prototype.isVerticesDataPresent = function (kind) {
  18942. if (!this._vertexBuffers) {
  18943. if (this._delayInfo) {
  18944. return this._delayInfo.indexOf(kind) !== -1;
  18945. }
  18946. return false;
  18947. }
  18948. return this._vertexBuffers[kind] !== undefined;
  18949. };
  18950. Geometry.prototype.getVerticesDataKinds = function () {
  18951. var result = [];
  18952. if (!this._vertexBuffers && this._delayInfo) {
  18953. for (var kind in this._delayInfo) {
  18954. result.push(kind);
  18955. }
  18956. } else {
  18957. for (kind in this._vertexBuffers) {
  18958. result.push(kind);
  18959. }
  18960. }
  18961. return result;
  18962. };
  18963. Geometry.prototype.setIndices = function (indices) {
  18964. if (this._indexBuffer) {
  18965. this._engine._releaseBuffer(this._indexBuffer);
  18966. }
  18967. this._indices = indices;
  18968. if (this._meshes.length !== 0 && this._indices) {
  18969. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  18970. }
  18971. var meshes = this._meshes;
  18972. var numOfMeshes = meshes.length;
  18973. for (var index = 0; index < numOfMeshes; index++) {
  18974. meshes[index]._createGlobalSubMesh();
  18975. }
  18976. };
  18977. Geometry.prototype.getTotalIndices = function () {
  18978. if (!this.isReady()) {
  18979. return 0;
  18980. }
  18981. return this._indices.length;
  18982. };
  18983. Geometry.prototype.getIndices = function () {
  18984. if (!this.isReady()) {
  18985. return null;
  18986. }
  18987. return this._indices;
  18988. };
  18989. Geometry.prototype.getIndexBuffer = function () {
  18990. if (!this.isReady()) {
  18991. return null;
  18992. }
  18993. return this._indexBuffer;
  18994. };
  18995. Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
  18996. var meshes = this._meshes;
  18997. var index = meshes.indexOf(mesh);
  18998. if (index === -1) {
  18999. return;
  19000. }
  19001. for (var kind in this._vertexBuffers) {
  19002. this._vertexBuffers[kind].dispose();
  19003. }
  19004. if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
  19005. this._indexBuffer = null;
  19006. }
  19007. meshes.splice(index, 1);
  19008. mesh._geometry = null;
  19009. if (meshes.length == 0 && shouldDispose) {
  19010. this.dispose();
  19011. }
  19012. };
  19013. Geometry.prototype.applyToMesh = function (mesh) {
  19014. if (mesh._geometry === this) {
  19015. return;
  19016. }
  19017. var previousGeometry = mesh._geometry;
  19018. if (previousGeometry) {
  19019. previousGeometry.releaseForMesh(mesh);
  19020. }
  19021. var meshes = this._meshes;
  19022. mesh._geometry = this;
  19023. this._scene.pushGeometry(this);
  19024. meshes.push(mesh);
  19025. if (this.isReady()) {
  19026. this._applyToMesh(mesh);
  19027. } else {
  19028. mesh._boundingInfo = this._boundingInfo;
  19029. }
  19030. };
  19031. Geometry.prototype._applyToMesh = function (mesh) {
  19032. var numOfMeshes = this._meshes.length;
  19033. for (var kind in this._vertexBuffers) {
  19034. if (numOfMeshes === 1) {
  19035. this._vertexBuffers[kind].create();
  19036. }
  19037. this._vertexBuffers[kind]._buffer.references = numOfMeshes;
  19038. if (kind === BABYLON.VertexBuffer.PositionKind) {
  19039. mesh._resetPointsArrayCache();
  19040. var extend = BABYLON.Tools.ExtractMinAndMax(this._vertexBuffers[kind].getData(), 0, this._totalVertices);
  19041. mesh._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  19042. mesh._createGlobalSubMesh();
  19043. }
  19044. }
  19045. if (numOfMeshes === 1 && this._indices) {
  19046. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  19047. }
  19048. if (this._indexBuffer) {
  19049. this._indexBuffer.references = numOfMeshes;
  19050. }
  19051. };
  19052. Geometry.prototype.load = function (scene, onLoaded) {
  19053. var _this = this;
  19054. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  19055. return;
  19056. }
  19057. if (this.isReady()) {
  19058. if (onLoaded) {
  19059. onLoaded();
  19060. }
  19061. return;
  19062. }
  19063. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  19064. scene._addPendingData(this);
  19065. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  19066. _this._delayLoadingFunction(JSON.parse(data), _this);
  19067. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  19068. _this._delayInfo = [];
  19069. scene._removePendingData(_this);
  19070. var meshes = _this._meshes;
  19071. var numOfMeshes = meshes.length;
  19072. for (var index = 0; index < numOfMeshes; index++) {
  19073. _this._applyToMesh(meshes[index]);
  19074. }
  19075. if (onLoaded) {
  19076. onLoaded();
  19077. }
  19078. }, function () {
  19079. }, scene.database);
  19080. };
  19081. Geometry.prototype.dispose = function () {
  19082. var meshes = this._meshes;
  19083. var numOfMeshes = meshes.length;
  19084. for (var index = 0; index < numOfMeshes; index++) {
  19085. this.releaseForMesh(meshes[index]);
  19086. }
  19087. this._meshes = [];
  19088. for (var kind in this._vertexBuffers) {
  19089. this._vertexBuffers[kind].dispose();
  19090. }
  19091. this._vertexBuffers = [];
  19092. this._totalVertices = 0;
  19093. if (this._indexBuffer) {
  19094. this._engine._releaseBuffer(this._indexBuffer);
  19095. }
  19096. this._indexBuffer = null;
  19097. this._indices = [];
  19098. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  19099. this.delayLoadingFile = null;
  19100. this._delayLoadingFunction = null;
  19101. this._delayInfo = [];
  19102. this._boundingInfo = null;
  19103. var geometries = this._scene.getGeometries();
  19104. index = geometries.indexOf(this);
  19105. if (index > -1) {
  19106. geometries.splice(index, 1);
  19107. }
  19108. };
  19109. Geometry.prototype.copy = function (id) {
  19110. var vertexData = new BABYLON.VertexData();
  19111. vertexData.indices = [];
  19112. var indices = this.getIndices();
  19113. for (var index = 0; index < indices.length; index++) {
  19114. vertexData.indices.push(indices[index]);
  19115. }
  19116. var updatable = false;
  19117. var stopChecking = false;
  19118. for (var kind in this._vertexBuffers) {
  19119. vertexData.set(this.getVerticesData(kind), kind);
  19120. if (!stopChecking) {
  19121. updatable = this.getVertexBuffer(kind).isUpdatable();
  19122. stopChecking = !updatable;
  19123. }
  19124. }
  19125. var geometry = new BABYLON.Geometry(id, this._scene, vertexData, updatable, null);
  19126. geometry.delayLoadState = this.delayLoadState;
  19127. geometry.delayLoadingFile = this.delayLoadingFile;
  19128. geometry._delayLoadingFunction = this._delayLoadingFunction;
  19129. for (kind in this._delayInfo) {
  19130. geometry._delayInfo = geometry._delayInfo || [];
  19131. geometry._delayInfo.push(kind);
  19132. }
  19133. var extend = BABYLON.Tools.ExtractMinAndMax(this.getVerticesData(BABYLON.VertexBuffer.PositionKind), 0, this.getTotalVertices());
  19134. geometry._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  19135. return geometry;
  19136. };
  19137. Geometry.ExtractFromMesh = function (mesh, id) {
  19138. var geometry = mesh._geometry;
  19139. if (!geometry) {
  19140. return null;
  19141. }
  19142. return geometry.copy(id);
  19143. };
  19144. Geometry.RandomId = function () {
  19145. return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
  19146. var r = Math.random() * 16 | 0, v = c == 'x' ? r : (r & 0x3 | 0x8);
  19147. return v.toString(16);
  19148. });
  19149. };
  19150. return Geometry;
  19151. })();
  19152. BABYLON.Geometry = Geometry;
  19153. (function (Geometry) {
  19154. (function (Primitives) {
  19155. var _Primitive = (function (_super) {
  19156. __extends(_Primitive, _super);
  19157. function _Primitive(id, scene, vertexData, canBeRegenerated, mesh) {
  19158. this._beingRegenerated = true;
  19159. this._canBeRegenerated = canBeRegenerated;
  19160. _super.call(this, id, scene, vertexData, false, mesh);
  19161. this._beingRegenerated = false;
  19162. }
  19163. _Primitive.prototype.canBeRegenerated = function () {
  19164. return this._canBeRegenerated;
  19165. };
  19166. _Primitive.prototype.regenerate = function () {
  19167. if (!this._canBeRegenerated) {
  19168. return;
  19169. }
  19170. this._beingRegenerated = true;
  19171. this.setAllVerticesData(this._regenerateVertexData(), false);
  19172. this._beingRegenerated = false;
  19173. };
  19174. _Primitive.prototype.asNewGeometry = function (id) {
  19175. return _super.prototype.copy.call(this, id);
  19176. };
  19177. _Primitive.prototype.setAllVerticesData = function (vertexData, updatable) {
  19178. if (!this._beingRegenerated) {
  19179. return;
  19180. }
  19181. _super.prototype.setAllVerticesData.call(this, vertexData, false);
  19182. };
  19183. _Primitive.prototype.setVerticesData = function (kind, data, updatable) {
  19184. if (!this._beingRegenerated) {
  19185. return;
  19186. }
  19187. _super.prototype.setVerticesData.call(this, kind, data, false);
  19188. };
  19189. _Primitive.prototype._regenerateVertexData = function () {
  19190. throw new Error("Abstract method");
  19191. };
  19192. _Primitive.prototype.copy = function (id) {
  19193. throw new Error("Must be overriden in sub-classes.");
  19194. };
  19195. return _Primitive;
  19196. })(Geometry);
  19197. Primitives._Primitive = _Primitive;
  19198. var Box = (function (_super) {
  19199. __extends(Box, _super);
  19200. function Box(id, scene, size, canBeRegenerated, mesh) {
  19201. this.size = size;
  19202. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  19203. }
  19204. Box.prototype._regenerateVertexData = function () {
  19205. return BABYLON.VertexData.CreateBox(this.size);
  19206. };
  19207. Box.prototype.copy = function (id) {
  19208. return new Box(id, this.getScene(), this.size, this.canBeRegenerated(), null);
  19209. };
  19210. return Box;
  19211. })(_Primitive);
  19212. Primitives.Box = Box;
  19213. var Sphere = (function (_super) {
  19214. __extends(Sphere, _super);
  19215. function Sphere(id, scene, segments, diameter, canBeRegenerated, mesh) {
  19216. this.segments = segments;
  19217. this.diameter = diameter;
  19218. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  19219. }
  19220. Sphere.prototype._regenerateVertexData = function () {
  19221. return BABYLON.VertexData.CreateSphere(this.segments, this.diameter);
  19222. };
  19223. Sphere.prototype.copy = function (id) {
  19224. return new Sphere(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null);
  19225. };
  19226. return Sphere;
  19227. })(_Primitive);
  19228. Primitives.Sphere = Sphere;
  19229. var Cylinder = (function (_super) {
  19230. __extends(Cylinder, _super);
  19231. function Cylinder(id, scene, height, diameterTop, diameterBottom, tessellation, subdivisions, canBeRegenerated, mesh) {
  19232. if (typeof subdivisions === "undefined") { subdivisions = 1; }
  19233. this.height = height;
  19234. this.diameterTop = diameterTop;
  19235. this.diameterBottom = diameterBottom;
  19236. this.tessellation = tessellation;
  19237. this.subdivisions = subdivisions;
  19238. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  19239. }
  19240. Cylinder.prototype._regenerateVertexData = function () {
  19241. return BABYLON.VertexData.CreateCylinder(this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions);
  19242. };
  19243. Cylinder.prototype.copy = function (id) {
  19244. return new Cylinder(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null);
  19245. };
  19246. return Cylinder;
  19247. })(_Primitive);
  19248. Primitives.Cylinder = Cylinder;
  19249. var Torus = (function (_super) {
  19250. __extends(Torus, _super);
  19251. function Torus(id, scene, diameter, thickness, tessellation, canBeRegenerated, mesh) {
  19252. this.diameter = diameter;
  19253. this.thickness = thickness;
  19254. this.tessellation = tessellation;
  19255. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  19256. }
  19257. Torus.prototype._regenerateVertexData = function () {
  19258. return BABYLON.VertexData.CreateTorus(this.diameter, this.thickness, this.tessellation);
  19259. };
  19260. Torus.prototype.copy = function (id) {
  19261. return new Torus(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null);
  19262. };
  19263. return Torus;
  19264. })(_Primitive);
  19265. Primitives.Torus = Torus;
  19266. var Ground = (function (_super) {
  19267. __extends(Ground, _super);
  19268. function Ground(id, scene, width, height, subdivisions, canBeRegenerated, mesh) {
  19269. this.width = width;
  19270. this.height = height;
  19271. this.subdivisions = subdivisions;
  19272. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  19273. }
  19274. Ground.prototype._regenerateVertexData = function () {
  19275. return BABYLON.VertexData.CreateGround(this.width, this.height, this.subdivisions);
  19276. };
  19277. Ground.prototype.copy = function (id) {
  19278. return new Ground(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
  19279. };
  19280. return Ground;
  19281. })(_Primitive);
  19282. Primitives.Ground = Ground;
  19283. var TiledGround = (function (_super) {
  19284. __extends(TiledGround, _super);
  19285. function TiledGround(id, scene, xmin, zmin, xmax, zmax, subdivisions, precision, canBeRegenerated, mesh) {
  19286. this.xmin = xmin;
  19287. this.zmin = zmin;
  19288. this.xmax = xmax;
  19289. this.zmax = zmax;
  19290. this.subdivisions = subdivisions;
  19291. this.precision = precision;
  19292. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  19293. }
  19294. TiledGround.prototype._regenerateVertexData = function () {
  19295. return BABYLON.VertexData.CreateTiledGround(this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision);
  19296. };
  19297. TiledGround.prototype.copy = function (id) {
  19298. return new TiledGround(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
  19299. };
  19300. return TiledGround;
  19301. })(_Primitive);
  19302. Primitives.TiledGround = TiledGround;
  19303. var Plane = (function (_super) {
  19304. __extends(Plane, _super);
  19305. function Plane(id, scene, size, canBeRegenerated, mesh) {
  19306. this.size = size;
  19307. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  19308. }
  19309. Plane.prototype._regenerateVertexData = function () {
  19310. return BABYLON.VertexData.CreatePlane(this.size);
  19311. };
  19312. Plane.prototype.copy = function (id) {
  19313. return new Plane(id, this.getScene(), this.size, this.canBeRegenerated(), null);
  19314. };
  19315. return Plane;
  19316. })(_Primitive);
  19317. Primitives.Plane = Plane;
  19318. var TorusKnot = (function (_super) {
  19319. __extends(TorusKnot, _super);
  19320. function TorusKnot(id, scene, radius, tube, radialSegments, tubularSegments, p, q, canBeRegenerated, mesh) {
  19321. this.radius = radius;
  19322. this.tube = tube;
  19323. this.radialSegments = radialSegments;
  19324. this.tubularSegments = tubularSegments;
  19325. this.p = p;
  19326. this.q = q;
  19327. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  19328. }
  19329. TorusKnot.prototype._regenerateVertexData = function () {
  19330. return BABYLON.VertexData.CreateTorusKnot(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q);
  19331. };
  19332. TorusKnot.prototype.copy = function (id) {
  19333. return new TorusKnot(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null);
  19334. };
  19335. return TorusKnot;
  19336. })(_Primitive);
  19337. Primitives.TorusKnot = TorusKnot;
  19338. })(Geometry.Primitives || (Geometry.Primitives = {}));
  19339. var Primitives = Geometry.Primitives;
  19340. })(BABYLON.Geometry || (BABYLON.Geometry = {}));
  19341. var Geometry = BABYLON.Geometry;
  19342. })(BABYLON || (BABYLON = {}));
  19343. var __extends = this.__extends || function (d, b) {
  19344. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  19345. function __() { this.constructor = d; }
  19346. __.prototype = b.prototype;
  19347. d.prototype = new __();
  19348. };
  19349. var BABYLON;
  19350. (function (BABYLON) {
  19351. var Gamepads = (function () {
  19352. function Gamepads(ongamedpadconnected) {
  19353. var _this = this;
  19354. this.babylonGamepads = [];
  19355. this.oneGamepadConnected = false;
  19356. this.isMonitoring = false;
  19357. this.gamepadEventSupported = 'GamepadEvent' in window;
  19358. this.gamepadSupportAvailable = (navigator.getGamepads || !!navigator.webkitGetGamepads || !!navigator.msGetGamepads || !!navigator.webkitGamepads);
  19359. this.buttonADataURL = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAEAAAABACAYAAACqaXHeAAAABGdBTUEAAK/INwWK6QAAABl0RVh0U29mdHdhcmUAQWRvYmUgSW1hZ2VSZWFkeXHJZTwAAA9aSURBVHja7FtpbBzneX7m3otcihSpm9Z9UJalxPKhVLZlp6ktNzEaxE0CtAnQAgnSoPWPBi3syuiPwordFi5Qt2haFygCoylSV4Vby6os1I3kOLYrS65kXXQoypJJSaFEUTyXy925+rzfzC6HFFlL1kpAIe7i5czO7H7zPs97ft8MtTAMcSu/dNzirxkCZgiYIWCGgBkCZgi4hV/mDR5fSxAt+0ZiX0ucDxMSTJLK+f83BFSA6TFgK75OclshouKBFbA+xaV4k7Z+fD6sNRlmjYFXQMu4NiUVS/oHe5/ecnHo3MYxd7QthN9UcsdW6FqEPwgDOFbqpAajL2VlTrTULzj4Ow8+s4+nipSxWMoxIUkyrl/pGswFtIR7WzHgDCX77K7vfHNkbOA+AryjYZadb27OIJdzCNZBKmXw4kbk35qPsTEfJbeEkZESentHMdBfGtY142gu1bDvqV/925f4tQJlNCaj4hXX7RHXS0AFuJEAXvfHr/zmk67vPjir0V68aFEe8xtuQ6O1FHlrEXLmHBiaDUtzYBlpNYjrF+GFZfhhCcPeBQy53ehzT+H8QBe6uwfRf7l8xjKsvX/y5X98jl8fThDhJ4i46QQkrS5I6v7oX7/++77vPtLUlFnZtnIRlubvxRxnHbJmE79sxD/SqG0oZk8MFarRqufUkQAFrxcXSkfx0eB+nOggKX2jHYZhvf79r/z4L2IiipO84aYRkASfefnAX695p3P3c9mM/UufuaMVdzRvxVx7A0xaWdOMqVULJ6Z3TZv6KmHo0ztK6CkfxpHe3Th0pAuF0fLbn1u+9cmv3vW77bE3fGoSPi0BVfAvvPEHm9rPv//iooWz5m9Z/wCWZx+Go9UrN48QTD9IGMZ1cJIzTPisRQclPMrhME4W9mDfB2+i+2z/+TXz7/z2E7/85+9OIuGGE6BV3H77zm/d33nx6Ktr18zFg2t+DQude2n1tLJ8tcJ90vDhpG5Am7qTkJAQErywiLOld7G3/d9xvL0Hy1vWPbbtS3//00Q4hDeaAFXintrx1fu7+jp2r13bgofX/gaazbVkJQdLT9P6VqRFDSu2hIgXlBUBLgtCr3cce47/CMePX0Rr08qtzz7+8k8TpfKGtcKq1jPZre7oObyjdWkGd628l7AXwvMCeL7HjO6qrS8S1E5kTE9tfbiur665ccU9EB1EF9Ep0WXesEZIJb9j5/b/XUtzNrt29Rw0og2lchmBVqLo8LSAHlCixbTpddGm8Y7pjkttCCUP+JQy3FiatNuxdvUx9F4ayopO/OL9sQeEN4oA/eHn577oWPbGVes11PsrUBxjDafze1Te1VzouqnK2TgmLQljQqmrnAsT+iaPVb5b2co7EC+QhBgUeM1R1AcrsGp9Jy6+4W8U3fZ8r+e3EnOI2uaAX3l+zgNB4O9rW5/B8tY5WGo9BtOrJ4uMfUl+uj0B8HTmPXj8Pex86xVEnTDBBSE2r78fX9i09RPyZfT2A5ceIMSPwDOH8JH7Kk5+fAHtR0Zh6MZ9e7534Wc3wgO0sXLhD9OpFOa0egjGMhguD8BgTJooMfPbV1h/umz25ondcFP90IzY2iTgrfY9uH31aqSc9CeSEHkBEyITv28M8XMGc2/z0HGCpWCs8BS/9sWrDYOrJuCBZ+vu5sUfXbicia5kYGzUw4DWTwJKbApSjHuTBBjT2H68zg0MD4KlEwabZi0Y7wd85u/3O9/B6sVrPlEXeiF9nMmRxPt6Qf4y/HyIbh3HwkdF1zefGt5fUwK8wP2WAGwh02MFE/5ogYr3Qg/STL0W3d8aB1ppa+Pw0uI2Tz6/134Mg+UoIGZlZ2HMLaJYHkPICr6//RBamvPj/UA4dYKsegGrXqAXMaqNsDT6SreOY5Gu/FptCeBFN+caAphGiKFiGaOjA3AJHoGt6r7GgNbjqjo5yQkBUVHQ8PaJExjiaZ2yue12nO27gCNdHSptvf/xGdw11I2UZSmvCIJgQiJMhoEfeqpNDvUSRvUB5hMX9fUecg0aBi+Hm2uaAz633bmbm1VN8+h07LfKJdkOkQB2fL4BTlsj8No4YLG2putMSjwjp3QNvZdH8YsiExV501isFjU30lpF7D8dVfCA8sFHp7BuWYtaIwiCsCrCSDVhh9IX8k0CoHsoMQ84FrfFAE3zQAK0VaLzO9tK79XKAxSj+aYALt3XLfNipZD1v492YexrE/sP0zBgUIQIoYaflAXbz16CzyY6YKqYl8uheTarRioD7xAxCQHUpv18L1Yud+Iloujtk4zQo9WZcKURqjbHclzKvj0Gvcw8UA6oY2WqonSuGQGb5I+TJgEFEsB4daXzc0eopabcX13W0BXwgAnRZL4Q62s8ppnR/pFz/QjF+tRvxeIsY/cizGwRt83P4czACL8HdA1JUivCNGVogvdkNkgaGDNe4CvXFyJ8n+B5XGLJ1FmJXJ53AzjZKgGbatkKL5c/liNWIPO8uM/4VO2uKCQZjLmBqQAGJ4EmI8NMabDTOuyUobYXmPlCEpiqA1IkYdWSBpjpEDl6wsrF9aAjqHNOPXDyXAGprAknY5B0btOGGk/GlfE1taqofCNuuYNIJ+omOiZ1rpUHtEYWjkpWoP5EWV2sb5isA7aIQTHHxaIniNADui8PIs0Eb6SY/Z0UQc+j+mXYuoM7Vy/Age7zkBUyCZGLhRLSOYcWpfXFA1wPhqup8JNKq5UkKeoqSHxPLSoqnUQtw5ioc60IyE/VkOji8mYE2nZELNgCXLaOkGDFJBg4OzCMDEcxCfAzS1pQX5fHSNDLClLGwmwzls6vQ09hGFJYegdZ1hha2bqIBNelB5Qjog02TzpFNVEquYpMuTSYr/lcQPKPJHoRQ8W1GYO3lDgpO9pPWTEZEQGnuodg5Hyk66Lyd8fKOQQ6gqyWict7GeuWz8HQyWEFw+bB7ksF3Nk2V1nfpZTLQqSLslzXlDmHpsQ1osVoy/Solwf/GpdErpaAQUqjWxL2GWcWaSfAMIis7RBwiuCdtD1OgmNHBJCg7r4uZBnbdjaaq+3YewB+USYicY8juYPnMtloqdCjG3f39eO+3JKIAFadSiiZigBdgdcqItMxsmZbIbvUIKlzzQjoEgLGRjU2KTp8AjRCkzEnAG0mtQh8Ku0oAqok8JzP+Lw0MkB3jpKjKpapaL5WKZxafDdBqoC6O8LtyMAQhoZdzG7MwLU8FUYKPINcl+qimismRj26v2I71I3jDxfdpM41I6CTsmG4X0djKyc8RYu9t0Vl2QJbBJ5xFPiICJIg1hdhR3fs5HnWeldleZXABLA98b7Y5HtjkgwNEtbTN4iFC5oI3I1CTsAbsfVjAizJB3Qbx9HphRp6eqr3TDprSYA0FI/3ntOxbpUNM2OjpEcE6HYEWkhIKw+ICeBxi+T09F1WZU+iJq2n8fRDf4Ymu3XSrcOIgg8H9uOFn31fNUVC0oddZ7B5YxtDwlTgo66SEici2fokwCJjju0hw7J54WypQsB7tSRAza+H+nld30Y+m2b7SS+Qn9PKFl1egRciHIfWpxC8x+7tdA97+3zUcNyWX4Ci/THOoD2x/hmlQTox+3gDjWYeg/4gmF853xjBpUsjaGnJR24fu36FNzX5pmfY7EPStlSLIgb6gwk616QRYk8tS88/l/2PT/loyqbQkEmhPpNGNp1CmvtieQHvONGtL4sdy9Hjp5kkpTWmSzM7L529hErHs0cCpt2qW00BymDV3JXSU8HkAXKIjtNnedxS48m4Mr5cR9YlMrx+XTqNRmbP2ZkMOjvHKir/PNa5pouiitFjH44iZ6YwO5tFAy+eo6SdpOUJyhBQTJR+HT9HYLJaFve0PqQmTQLaVOCdmIRIWE+wrmWTzG8iAugF7qgWjSWkGbYa32EjJQTkGFv5dBZNJKCeHdb77UPXZP1rWhKLZ4Rqjv2Fz86lLMNlpusCY9BnqTNUIyTgrVhhs7rVq2KoW2TSxWlXLOCqWX4svmpzZdEjWvgQcdVWPnu+i4ClUS+HyLIFnsVf/9eBduw8eKYy2D1XMxO8Jg+IB9wl+3s/uAC3qKMpXY88m/ecnUHaSis3Na8Ab1UtaCh3j1y+sm8m9o0J+9Fv9MR4Zhw6DufTWasOebsOs+xZKHJOtvtQtertulrwV+0BtH5yWvyW7CxubsCTX9+KUQZ4ga7qmdGUFmrya8QWHwcxlReMF8Mw4QETrR8oy7tq2ivH5Tvya8n8aXZMGc4An/nRDpy52FfR8b5KCJCImt8YkYF/KDtnegfwz3sPodGajQajCTk9z/4mQ6iphMWv9AA9IeMWdyYdn+gBkVc5amwHWV6lHvVaI2YZzfinN95Ngv/htcT/p31CRNbdV8l8e++xD5HPNeHxhx5Bgf18kTN5T1kvjBfEjGjBJCai4gnjHqAnlvqS8e9NeujEjEul/NokDbai4V/2voafHD1S0evdWLeb8ojMNyly5fS//ffbcD0L33j4K4RX4rtMh/UUGLXmr6BWXN9MEFAhYfzmZ6hcXI+TpISRH8061Ui68gTWGUJP4aU9P8ZrB39S+Xkx1ummPSMkbebnJcxU1jm4D5eGhvB7j32HJcpUJHhxLIfxTZpxwGa8eKrHC51a9Tmp+N5P1RsQ01cJAwEflHw8/+pfYn/HgaQ+n7/a1vd6k+BUS2XvVD401TXhu488gQ0r71QUuLJsrWT8mSYtfkBMm0BAmFhNrgDX4oRqqeaJMw4c6TyIv/qPP0Xf8KUJ6sXuP1XluuEEyGsD5TXKgsqBNQvW4RtbnkDb4ttJQlGt/IQqLMJE7tWqOSBZCSrL6dFSqq3AnzhzDC/tewHt5w4nr3suvgN0+P8o3TeegFe3vYDHtj+xhLt/Q3kkeW5d693YuuHXsWHZPcixW4tCwo+trVU9QEs8G6HFqW5kdBiHTu3H64dfxpGuK8r665Tv7tz2D6e/tP23cT0E1OA5QR2iiIbs1i9u/9qTPPC12CtwlIofjZVvW/BZ3LVsC5bPW4u5DQuxaPay2NpRIuy61IkLA+dw8hdHceDUPpw49z9TXUysvWPXtl3bQ4yQtMJ1a18DAsbvRO/atvM5DXXPPbp9yzP8+GXBXTkngKYBdTWvE5RXdm87+HQEfLh2T57UIAdM95Js9+04LKSDbLzG31+Omxpx9xfxKR6AukkhMP0aKuUHsag5VEzE3fGSddsUVu6KFzIE+H/iJry0mX+bu8VfMwTMEDBDwAwBMwTMEHALv/5XgAEASpR5N6rB30UAAAAASUVORK5CYII=";
  19360. this._callbackGamepadConnected = ongamedpadconnected;
  19361. if (this.gamepadSupportAvailable) {
  19362. if (this.gamepadEventSupported) {
  19363. window.addEventListener('gamepadconnected', function (evt) {
  19364. _this._onGamepadConnected(evt);
  19365. }, false);
  19366. window.addEventListener('gamepaddisconnected', function (evt) {
  19367. _this._onGamepadDisconnected(evt);
  19368. }, false);
  19369. } else {
  19370. this._startMonitoringGamepads();
  19371. }
  19372. if (!this.oneGamepadConnected) {
  19373. this._insertGamepadDOMInstructions();
  19374. }
  19375. } else {
  19376. this._insertGamepadDOMNotSupported();
  19377. }
  19378. }
  19379. Gamepads.prototype._insertGamepadDOMInstructions = function () {
  19380. Gamepads.gamepadDOMInfo = document.createElement("div");
  19381. var buttonAImage = document.createElement("img");
  19382. buttonAImage.src = this.buttonADataURL;
  19383. var spanMessage = document.createElement("span");
  19384. spanMessage.innerHTML = "<strong>to activate gamepad</strong>";
  19385. Gamepads.gamepadDOMInfo.appendChild(buttonAImage);
  19386. Gamepads.gamepadDOMInfo.appendChild(spanMessage);
  19387. Gamepads.gamepadDOMInfo.style.position = "absolute";
  19388. Gamepads.gamepadDOMInfo.style.width = "100%";
  19389. Gamepads.gamepadDOMInfo.style.height = "48px";
  19390. Gamepads.gamepadDOMInfo.style.bottom = "0px";
  19391. Gamepads.gamepadDOMInfo.style.backgroundColor = "rgba(1, 1, 1, 0.15)";
  19392. Gamepads.gamepadDOMInfo.style.textAlign = "center";
  19393. Gamepads.gamepadDOMInfo.style.zIndex = "10";
  19394. buttonAImage.style.position = "relative";
  19395. buttonAImage.style.bottom = "8px";
  19396. spanMessage.style.position = "relative";
  19397. spanMessage.style.fontSize = "32px";
  19398. spanMessage.style.bottom = "32px";
  19399. spanMessage.style.color = "green";
  19400. document.body.appendChild(Gamepads.gamepadDOMInfo);
  19401. };
  19402. Gamepads.prototype._insertGamepadDOMNotSupported = function () {
  19403. Gamepads.gamepadDOMInfo = document.createElement("div");
  19404. var spanMessage = document.createElement("span");
  19405. spanMessage.innerHTML = "<strong>gamepad not supported</strong>";
  19406. Gamepads.gamepadDOMInfo.appendChild(spanMessage);
  19407. Gamepads.gamepadDOMInfo.style.position = "absolute";
  19408. Gamepads.gamepadDOMInfo.style.width = "100%";
  19409. Gamepads.gamepadDOMInfo.style.height = "40px";
  19410. Gamepads.gamepadDOMInfo.style.bottom = "0px";
  19411. Gamepads.gamepadDOMInfo.style.backgroundColor = "rgba(1, 1, 1, 0.15)";
  19412. Gamepads.gamepadDOMInfo.style.textAlign = "center";
  19413. Gamepads.gamepadDOMInfo.style.zIndex = "10";
  19414. spanMessage.style.position = "relative";
  19415. spanMessage.style.fontSize = "32px";
  19416. spanMessage.style.color = "red";
  19417. document.body.appendChild(Gamepads.gamepadDOMInfo);
  19418. };
  19419. Gamepads.prototype.dispose = function () {
  19420. document.body.removeChild(Gamepads.gamepadDOMInfo);
  19421. };
  19422. Gamepads.prototype._onGamepadConnected = function (evt) {
  19423. var newGamepad = this._addNewGamepad(evt.gamepad);
  19424. if (this._callbackGamepadConnected)
  19425. this._callbackGamepadConnected(newGamepad);
  19426. this._startMonitoringGamepads();
  19427. };
  19428. Gamepads.prototype._addNewGamepad = function (gamepad) {
  19429. if (!this.oneGamepadConnected) {
  19430. this.oneGamepadConnected = true;
  19431. if (Gamepads.gamepadDOMInfo) {
  19432. document.body.removeChild(Gamepads.gamepadDOMInfo);
  19433. Gamepads.gamepadDOMInfo = null;
  19434. }
  19435. }
  19436. var newGamepad;
  19437. if (gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
  19438. newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad);
  19439. } else {
  19440. newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
  19441. }
  19442. this.babylonGamepads.push(newGamepad);
  19443. return newGamepad;
  19444. };
  19445. Gamepads.prototype._onGamepadDisconnected = function (evt) {
  19446. for (var i in this.babylonGamepads) {
  19447. if (this.babylonGamepads[i].index == evt.gamepad.index) {
  19448. this.babylonGamepads.splice(i, 1);
  19449. break;
  19450. }
  19451. }
  19452. if (this.babylonGamepads.length == 0) {
  19453. this._stopMonitoringGamepads();
  19454. }
  19455. };
  19456. Gamepads.prototype._startMonitoringGamepads = function () {
  19457. if (!this.isMonitoring) {
  19458. this.isMonitoring = true;
  19459. this._checkGamepadsStatus();
  19460. }
  19461. };
  19462. Gamepads.prototype._stopMonitoringGamepads = function () {
  19463. this.isMonitoring = false;
  19464. };
  19465. Gamepads.prototype._checkGamepadsStatus = function () {
  19466. var _this = this;
  19467. this._updateGamepadObjects();
  19468. for (var i in this.babylonGamepads) {
  19469. this.babylonGamepads[i].update();
  19470. }
  19471. if (this.isMonitoring) {
  19472. if (window.requestAnimationFrame) {
  19473. window.requestAnimationFrame(function () {
  19474. _this._checkGamepadsStatus();
  19475. });
  19476. } else if (window.mozRequestAnimationFrame) {
  19477. window.mozRequestAnimationFrame(function () {
  19478. _this._checkGamepadsStatus();
  19479. });
  19480. } else if (window.webkitRequestAnimationFrame) {
  19481. window.webkitRequestAnimationFrame(function () {
  19482. _this._checkGamepadsStatus();
  19483. });
  19484. }
  19485. }
  19486. };
  19487. Gamepads.prototype._updateGamepadObjects = function () {
  19488. var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
  19489. for (var i = 0; i < gamepads.length; i++) {
  19490. if (gamepads[i]) {
  19491. if (!(gamepads[i].index in this.babylonGamepads)) {
  19492. var newGamepad = this._addNewGamepad(gamepads[i]);
  19493. if (this._callbackGamepadConnected) {
  19494. this._callbackGamepadConnected(newGamepad);
  19495. }
  19496. } else {
  19497. this.babylonGamepads[i].browserGamepad = gamepads[i];
  19498. }
  19499. }
  19500. }
  19501. };
  19502. return Gamepads;
  19503. })();
  19504. BABYLON.Gamepads = Gamepads;
  19505. var StickValues = (function () {
  19506. function StickValues(x, y) {
  19507. this.x = x;
  19508. this.y = y;
  19509. }
  19510. return StickValues;
  19511. })();
  19512. BABYLON.StickValues = StickValues;
  19513. var Gamepad = (function () {
  19514. function Gamepad(id, index, browserGamepad) {
  19515. this.id = id;
  19516. this.index = index;
  19517. this.browserGamepad = browserGamepad;
  19518. if (this.browserGamepad.axes.length >= 2) {
  19519. this._leftStick = { x: this.browserGamepad.axes[0], y: this.browserGamepad.axes[1] };
  19520. }
  19521. if (this.browserGamepad.axes.length >= 4) {
  19522. this._rightStick = { x: this.browserGamepad.axes[2], y: this.browserGamepad.axes[3] };
  19523. }
  19524. }
  19525. Gamepad.prototype.onleftstickchanged = function (callback) {
  19526. this._onleftstickchanged = callback;
  19527. };
  19528. Gamepad.prototype.onrightstickchanged = function (callback) {
  19529. this._onrightstickchanged = callback;
  19530. };
  19531. Object.defineProperty(Gamepad.prototype, "leftStick", {
  19532. get: function () {
  19533. return this._leftStick;
  19534. },
  19535. set: function (newValues) {
  19536. if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
  19537. this._onleftstickchanged(newValues);
  19538. }
  19539. this._leftStick = newValues;
  19540. },
  19541. enumerable: true,
  19542. configurable: true
  19543. });
  19544. Object.defineProperty(Gamepad.prototype, "rightStick", {
  19545. get: function () {
  19546. return this._rightStick;
  19547. },
  19548. set: function (newValues) {
  19549. if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
  19550. this._onrightstickchanged(newValues);
  19551. }
  19552. this._rightStick = newValues;
  19553. },
  19554. enumerable: true,
  19555. configurable: true
  19556. });
  19557. Gamepad.prototype.update = function () {
  19558. if (this._leftStick) {
  19559. this.leftStick = { x: this.browserGamepad.axes[0], y: this.browserGamepad.axes[1] };
  19560. }
  19561. if (this._rightStick) {
  19562. this.rightStick = { x: this.browserGamepad.axes[2], y: this.browserGamepad.axes[3] };
  19563. }
  19564. };
  19565. return Gamepad;
  19566. })();
  19567. BABYLON.Gamepad = Gamepad;
  19568. var GenericPad = (function (_super) {
  19569. __extends(GenericPad, _super);
  19570. function GenericPad(id, index, gamepad) {
  19571. _super.call(this, id, index, gamepad);
  19572. this.id = id;
  19573. this.index = index;
  19574. this.gamepad = gamepad;
  19575. this._buttons = new Array(gamepad.buttons.length);
  19576. }
  19577. GenericPad.prototype.onbuttondown = function (callback) {
  19578. this._onbuttondown = callback;
  19579. };
  19580. GenericPad.prototype.onbuttonup = function (callback) {
  19581. this._onbuttonup = callback;
  19582. };
  19583. GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
  19584. if (newValue !== currentValue) {
  19585. if (this._onbuttondown && newValue === 1) {
  19586. this._onbuttondown(buttonIndex);
  19587. }
  19588. if (this._onbuttonup && newValue === 0) {
  19589. this._onbuttonup(buttonIndex);
  19590. }
  19591. }
  19592. return newValue;
  19593. };
  19594. GenericPad.prototype.update = function () {
  19595. _super.prototype.update.call(this);
  19596. for (var index = 0; index < this._buttons.length; index++) {
  19597. this._buttons[index] = this._setButtonValue(this.gamepad.buttons[index].value, this._buttons[index], index);
  19598. }
  19599. };
  19600. return GenericPad;
  19601. })(Gamepad);
  19602. BABYLON.GenericPad = GenericPad;
  19603. (function (Xbox360Button) {
  19604. Xbox360Button[Xbox360Button["A"] = 0] = "A";
  19605. Xbox360Button[Xbox360Button["B"] = 1] = "B";
  19606. Xbox360Button[Xbox360Button["X"] = 2] = "X";
  19607. Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
  19608. Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
  19609. Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
  19610. Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
  19611. Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
  19612. Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
  19613. Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
  19614. })(BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
  19615. var Xbox360Button = BABYLON.Xbox360Button;
  19616. (function (Xbox360Dpad) {
  19617. Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
  19618. Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
  19619. Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
  19620. Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
  19621. })(BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
  19622. var Xbox360Dpad = BABYLON.Xbox360Dpad;
  19623. var Xbox360Pad = (function (_super) {
  19624. __extends(Xbox360Pad, _super);
  19625. function Xbox360Pad() {
  19626. _super.apply(this, arguments);
  19627. this._leftTrigger = 0;
  19628. this._rightTrigger = 0;
  19629. this._buttonA = 0;
  19630. this._buttonB = 0;
  19631. this._buttonX = 0;
  19632. this._buttonY = 0;
  19633. this._buttonBack = 0;
  19634. this._buttonStart = 0;
  19635. this._buttonLB = 0;
  19636. this._buttonRB = 0;
  19637. this._buttonLeftStick = 0;
  19638. this._buttonRightStick = 0;
  19639. this._dPadUp = 0;
  19640. this._dPadDown = 0;
  19641. this._dPadLeft = 0;
  19642. this._dPadRight = 0;
  19643. }
  19644. Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
  19645. this._onlefttriggerchanged = callback;
  19646. };
  19647. Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
  19648. this._onrighttriggerchanged = callback;
  19649. };
  19650. Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
  19651. get: function () {
  19652. return this._leftTrigger;
  19653. },
  19654. set: function (newValue) {
  19655. if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
  19656. this._onlefttriggerchanged(newValue);
  19657. }
  19658. this._leftTrigger = newValue;
  19659. },
  19660. enumerable: true,
  19661. configurable: true
  19662. });
  19663. Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
  19664. get: function () {
  19665. return this._rightTrigger;
  19666. },
  19667. set: function (newValue) {
  19668. if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
  19669. this._onrighttriggerchanged(newValue);
  19670. }
  19671. this._rightTrigger = newValue;
  19672. },
  19673. enumerable: true,
  19674. configurable: true
  19675. });
  19676. Xbox360Pad.prototype.onbuttondown = function (callback) {
  19677. this._onbuttondown = callback;
  19678. };
  19679. Xbox360Pad.prototype.onbuttonup = function (callback) {
  19680. this._onbuttonup = callback;
  19681. };
  19682. Xbox360Pad.prototype.ondpaddown = function (callback) {
  19683. this._ondpaddown = callback;
  19684. };
  19685. Xbox360Pad.prototype.ondpadup = function (callback) {
  19686. this._ondpadup = callback;
  19687. };
  19688. Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
  19689. if (newValue !== currentValue) {
  19690. if (this._onbuttondown && newValue === 1) {
  19691. this._onbuttondown(buttonType);
  19692. }
  19693. if (this._onbuttonup && newValue === 0) {
  19694. this._onbuttonup(buttonType);
  19695. }
  19696. }
  19697. return newValue;
  19698. };
  19699. Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
  19700. if (newValue !== currentValue) {
  19701. if (this._ondpaddown && newValue === 1) {
  19702. this._ondpaddown(buttonType);
  19703. }
  19704. if (this._ondpadup && newValue === 0) {
  19705. this._ondpadup(buttonType);
  19706. }
  19707. }
  19708. return newValue;
  19709. };
  19710. Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
  19711. get: function () {
  19712. return this._buttonA;
  19713. },
  19714. set: function (value) {
  19715. this._buttonA = this._setButtonValue(value, this._buttonA, 0 /* A */);
  19716. },
  19717. enumerable: true,
  19718. configurable: true
  19719. });
  19720. Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
  19721. get: function () {
  19722. return this._buttonB;
  19723. },
  19724. set: function (value) {
  19725. this._buttonB = this._setButtonValue(value, this._buttonB, 1 /* B */);
  19726. },
  19727. enumerable: true,
  19728. configurable: true
  19729. });
  19730. Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
  19731. get: function () {
  19732. return this._buttonX;
  19733. },
  19734. set: function (value) {
  19735. this._buttonX = this._setButtonValue(value, this._buttonX, 2 /* X */);
  19736. },
  19737. enumerable: true,
  19738. configurable: true
  19739. });
  19740. Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
  19741. get: function () {
  19742. return this._buttonY;
  19743. },
  19744. set: function (value) {
  19745. this._buttonY = this._setButtonValue(value, this._buttonY, 3 /* Y */);
  19746. },
  19747. enumerable: true,
  19748. configurable: true
  19749. });
  19750. Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
  19751. get: function () {
  19752. return this._buttonStart;
  19753. },
  19754. set: function (value) {
  19755. this._buttonStart = this._setButtonValue(value, this._buttonStart, 4 /* Start */);
  19756. },
  19757. enumerable: true,
  19758. configurable: true
  19759. });
  19760. Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
  19761. get: function () {
  19762. return this._buttonBack;
  19763. },
  19764. set: function (value) {
  19765. this._buttonBack = this._setButtonValue(value, this._buttonBack, 5 /* Back */);
  19766. },
  19767. enumerable: true,
  19768. configurable: true
  19769. });
  19770. Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
  19771. get: function () {
  19772. return this._buttonLB;
  19773. },
  19774. set: function (value) {
  19775. this._buttonLB = this._setButtonValue(value, this._buttonLB, 6 /* LB */);
  19776. },
  19777. enumerable: true,
  19778. configurable: true
  19779. });
  19780. Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
  19781. get: function () {
  19782. return this._buttonRB;
  19783. },
  19784. set: function (value) {
  19785. this._buttonRB = this._setButtonValue(value, this._buttonRB, 7 /* RB */);
  19786. },
  19787. enumerable: true,
  19788. configurable: true
  19789. });
  19790. Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
  19791. get: function () {
  19792. return this._buttonLeftStick;
  19793. },
  19794. set: function (value) {
  19795. this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, 8 /* LeftStick */);
  19796. },
  19797. enumerable: true,
  19798. configurable: true
  19799. });
  19800. Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
  19801. get: function () {
  19802. return this._buttonRightStick;
  19803. },
  19804. set: function (value) {
  19805. this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, 9 /* RightStick */);
  19806. },
  19807. enumerable: true,
  19808. configurable: true
  19809. });
  19810. Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
  19811. get: function () {
  19812. return this._dPadUp;
  19813. },
  19814. set: function (value) {
  19815. this._dPadUp = this._setDPadValue(value, this._dPadUp, 0 /* Up */);
  19816. },
  19817. enumerable: true,
  19818. configurable: true
  19819. });
  19820. Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
  19821. get: function () {
  19822. return this._dPadDown;
  19823. },
  19824. set: function (value) {
  19825. this._dPadDown = this._setDPadValue(value, this._dPadDown, 1 /* Down */);
  19826. },
  19827. enumerable: true,
  19828. configurable: true
  19829. });
  19830. Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
  19831. get: function () {
  19832. return this._dPadLeft;
  19833. },
  19834. set: function (value) {
  19835. this._dPadLeft = this._setDPadValue(value, this._dPadLeft, 2 /* Left */);
  19836. },
  19837. enumerable: true,
  19838. configurable: true
  19839. });
  19840. Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
  19841. get: function () {
  19842. return this._dPadRight;
  19843. },
  19844. set: function (value) {
  19845. this._dPadRight = this._setDPadValue(value, this._dPadRight, 3 /* Right */);
  19846. },
  19847. enumerable: true,
  19848. configurable: true
  19849. });
  19850. Xbox360Pad.prototype.update = function () {
  19851. _super.prototype.update.call(this);
  19852. this.buttonA = this.browserGamepad.buttons[0].value;
  19853. this.buttonB = this.browserGamepad.buttons[1].value;
  19854. this.buttonX = this.browserGamepad.buttons[2].value;
  19855. this.buttonY = this.browserGamepad.buttons[3].value;
  19856. this.buttonLB = this.browserGamepad.buttons[4].value;
  19857. this.buttonRB = this.browserGamepad.buttons[5].value;
  19858. this.leftTrigger = this.browserGamepad.buttons[6].value;
  19859. this.rightTrigger = this.browserGamepad.buttons[7].value;
  19860. this.buttonBack = this.browserGamepad.buttons[8].value;
  19861. this.buttonStart = this.browserGamepad.buttons[9].value;
  19862. this.buttonLeftStick = this.browserGamepad.buttons[10].value;
  19863. this.buttonRightStick = this.browserGamepad.buttons[11].value;
  19864. this.dPadUp = this.browserGamepad.buttons[12].value;
  19865. this.dPadDown = this.browserGamepad.buttons[13].value;
  19866. this.dPadLeft = this.browserGamepad.buttons[14].value;
  19867. this.dPadRight = this.browserGamepad.buttons[15].value;
  19868. };
  19869. return Xbox360Pad;
  19870. })(Gamepad);
  19871. BABYLON.Xbox360Pad = Xbox360Pad;
  19872. })(BABYLON || (BABYLON = {}));
  19873. var __extends = this.__extends || function (d, b) {
  19874. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  19875. function __() { this.constructor = d; }
  19876. __.prototype = b.prototype;
  19877. d.prototype = new __();
  19878. };
  19879. var BABYLON;
  19880. (function (BABYLON) {
  19881. var GamepadCamera = (function (_super) {
  19882. __extends(GamepadCamera, _super);
  19883. function GamepadCamera(name, position, scene) {
  19884. var _this = this;
  19885. _super.call(this, name, position, scene);
  19886. this.angularSensibility = 200;
  19887. this.moveSensibility = 75;
  19888. this._gamepads = new BABYLON.Gamepads(function (gamepad) {
  19889. _this._onNewGameConnected(gamepad);
  19890. });
  19891. }
  19892. GamepadCamera.prototype._onNewGameConnected = function (gamepad) {
  19893. if (gamepad.index === 0) {
  19894. this._gamepad = gamepad;
  19895. }
  19896. };
  19897. GamepadCamera.prototype._checkInputs = function () {
  19898. if (!this._gamepad) {
  19899. return;
  19900. }
  19901. var LSValues = this._gamepad.leftStick;
  19902. var normalizedLX = LSValues.x / this.moveSensibility;
  19903. var normalizedLY = LSValues.y / this.moveSensibility;
  19904. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  19905. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  19906. var RSValues = this._gamepad.rightStick;
  19907. var normalizedRX = RSValues.x / this.angularSensibility;
  19908. var normalizedRY = RSValues.y / this.angularSensibility;
  19909. RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
  19910. RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
  19911. ;
  19912. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(this.rotation.y, this.rotation.x, 0);
  19913. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(LSValues.x, 0, -LSValues.y), cameraTransform);
  19914. this.cameraDirection = this.cameraDirection.add(deltaTransform);
  19915. this.cameraRotation = this.cameraRotation.add(new BABYLON.Vector2(RSValues.y, RSValues.x));
  19916. };
  19917. GamepadCamera.prototype.dispose = function () {
  19918. this._gamepads.dispose();
  19919. _super.prototype.dispose.call(this);
  19920. };
  19921. return GamepadCamera;
  19922. })(BABYLON.FreeCamera);
  19923. BABYLON.GamepadCamera = GamepadCamera;
  19924. })(BABYLON || (BABYLON = {}));
  19925. var __extends = this.__extends || function (d, b) {
  19926. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  19927. function __() { this.constructor = d; }
  19928. __.prototype = b.prototype;
  19929. d.prototype = new __();
  19930. };
  19931. var BABYLON;
  19932. (function (BABYLON) {
  19933. var LinesMesh = (function (_super) {
  19934. __extends(LinesMesh, _super);
  19935. function LinesMesh(name, scene, updatable) {
  19936. if (typeof updatable === "undefined") { updatable = false; }
  19937. _super.call(this, name, scene);
  19938. this.color = new BABYLON.Color3(1, 1, 1);
  19939. this.alpha = 1;
  19940. this._indices = new Array();
  19941. this._colorShader = new BABYLON.ShaderMaterial("colorShader", scene, "color", {
  19942. attributes: ["position"],
  19943. uniforms: ["worldViewProjection", "color"],
  19944. needAlphaBlending: true
  19945. });
  19946. }
  19947. Object.defineProperty(LinesMesh.prototype, "material", {
  19948. get: function () {
  19949. return this._colorShader;
  19950. },
  19951. enumerable: true,
  19952. configurable: true
  19953. });
  19954. Object.defineProperty(LinesMesh.prototype, "isPickable", {
  19955. get: function () {
  19956. return false;
  19957. },
  19958. enumerable: true,
  19959. configurable: true
  19960. });
  19961. Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
  19962. get: function () {
  19963. return false;
  19964. },
  19965. enumerable: true,
  19966. configurable: true
  19967. });
  19968. LinesMesh.prototype._bind = function (subMesh, effect, wireframe) {
  19969. var engine = this.getScene().getEngine();
  19970. var indexToBind = this._geometry.getIndexBuffer();
  19971. engine.bindBuffers(this._geometry.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).getBuffer(), indexToBind, [3], 3 * 4, this._colorShader.getEffect());
  19972. this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
  19973. };
  19974. LinesMesh.prototype._draw = function (subMesh, useTriangles, instancesCount) {
  19975. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  19976. return;
  19977. }
  19978. var engine = this.getScene().getEngine();
  19979. engine.draw(false, subMesh.indexStart, subMesh.indexCount);
  19980. };
  19981. LinesMesh.prototype.intersects = function (ray, fastCheck) {
  19982. return null;
  19983. };
  19984. LinesMesh.prototype.dispose = function (doNotRecurse) {
  19985. this._colorShader.dispose();
  19986. _super.prototype.dispose.call(this, doNotRecurse);
  19987. };
  19988. return LinesMesh;
  19989. })(BABYLON.Mesh);
  19990. BABYLON.LinesMesh = LinesMesh;
  19991. })(BABYLON || (BABYLON = {}));
  19992. var BABYLON;
  19993. (function (BABYLON) {
  19994. var OutlineRenderer = (function () {
  19995. function OutlineRenderer(scene) {
  19996. this._scene = scene;
  19997. }
  19998. OutlineRenderer.prototype.render = function (subMesh, batch) {
  19999. var scene = this._scene;
  20000. var engine = this._scene.getEngine();
  20001. var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances !== null);
  20002. if (!this.isReady(subMesh, hardwareInstancedRendering)) {
  20003. return;
  20004. }
  20005. var mesh = subMesh.getRenderingMesh();
  20006. var material = subMesh.getMaterial();
  20007. engine.enableEffect(this._effect);
  20008. this._effect.setFloat("offset", mesh.outlineWidth);
  20009. this._effect.setColor3("color", mesh.outlineColor);
  20010. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  20011. var useBones = mesh.skeleton && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind);
  20012. if (useBones) {
  20013. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  20014. }
  20015. mesh._bind(subMesh, this._effect, false);
  20016. if (material && material.needAlphaTesting()) {
  20017. var alphaTexture = material.getAlphaTestTexture();
  20018. this._effect.setTexture("diffuseSampler", alphaTexture);
  20019. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  20020. }
  20021. if (hardwareInstancedRendering) {
  20022. mesh._renderWithInstances(subMesh, false, batch, this._effect, engine);
  20023. } else {
  20024. if (batch.renderSelf[subMesh._id]) {
  20025. this._effect.setMatrix("world", mesh.getWorldMatrix());
  20026. mesh._draw(subMesh, true);
  20027. }
  20028. if (batch.visibleInstances[subMesh._id]) {
  20029. for (var instanceIndex = 0; instanceIndex < batch.visibleInstances[subMesh._id].length; instanceIndex++) {
  20030. var instance = batch.visibleInstances[subMesh._id][instanceIndex];
  20031. this._effect.setMatrix("world", instance.getWorldMatrix());
  20032. mesh._draw(subMesh, true);
  20033. }
  20034. }
  20035. }
  20036. };
  20037. OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
  20038. var defines = [];
  20039. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  20040. var mesh = subMesh.getMesh();
  20041. var material = subMesh.getMaterial();
  20042. if (material && material.needAlphaTesting()) {
  20043. defines.push("#define ALPHATEST");
  20044. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  20045. attribs.push(BABYLON.VertexBuffer.UVKind);
  20046. defines.push("#define UV1");
  20047. }
  20048. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  20049. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  20050. defines.push("#define UV2");
  20051. }
  20052. }
  20053. if (mesh.skeleton && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  20054. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  20055. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  20056. defines.push("#define BONES");
  20057. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  20058. }
  20059. if (useInstances) {
  20060. defines.push("#define INSTANCES");
  20061. attribs.push("world0");
  20062. attribs.push("world1");
  20063. attribs.push("world2");
  20064. attribs.push("world3");
  20065. }
  20066. var join = defines.join("\n");
  20067. if (this._cachedDefines != join) {
  20068. this._cachedDefines = join;
  20069. this._effect = this._scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color"], ["diffuseSampler"], join);
  20070. }
  20071. return this._effect.isReady();
  20072. };
  20073. return OutlineRenderer;
  20074. })();
  20075. BABYLON.OutlineRenderer = OutlineRenderer;
  20076. })(BABYLON || (BABYLON = {}));
  20077. var BABYLON;
  20078. (function (BABYLON) {
  20079. var MeshAssetTask = (function () {
  20080. function MeshAssetTask(name, meshesNames, rootUrl, sceneFilename) {
  20081. this.name = name;
  20082. this.meshesNames = meshesNames;
  20083. this.rootUrl = rootUrl;
  20084. this.sceneFilename = sceneFilename;
  20085. this.isCompleted = false;
  20086. }
  20087. MeshAssetTask.prototype.run = function (scene, onSuccess, onError) {
  20088. var _this = this;
  20089. BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
  20090. _this.loadedMeshes = meshes;
  20091. _this.loadedParticleSystems = particleSystems;
  20092. _this.loadedSkeletons = skeletons;
  20093. _this.isCompleted = true;
  20094. if (_this.onSuccess) {
  20095. _this.onSuccess(_this);
  20096. }
  20097. onSuccess();
  20098. }, null, function () {
  20099. if (_this.onError) {
  20100. _this.onError(_this);
  20101. }
  20102. onError();
  20103. });
  20104. };
  20105. return MeshAssetTask;
  20106. })();
  20107. BABYLON.MeshAssetTask = MeshAssetTask;
  20108. var TextFileAssetTask = (function () {
  20109. function TextFileAssetTask(name, url) {
  20110. this.name = name;
  20111. this.url = url;
  20112. this.isCompleted = false;
  20113. }
  20114. TextFileAssetTask.prototype.run = function (scene, onSuccess, onError) {
  20115. var _this = this;
  20116. BABYLON.Tools.LoadFile(this.url, function (data) {
  20117. _this.text = data;
  20118. _this.isCompleted = true;
  20119. if (_this.onSuccess) {
  20120. _this.onSuccess(_this);
  20121. }
  20122. onSuccess();
  20123. }, null, scene.database, false, function () {
  20124. if (_this.onError) {
  20125. _this.onError(_this);
  20126. }
  20127. onError();
  20128. });
  20129. };
  20130. return TextFileAssetTask;
  20131. })();
  20132. BABYLON.TextFileAssetTask = TextFileAssetTask;
  20133. var BinaryFileAssetTask = (function () {
  20134. function BinaryFileAssetTask(name, url) {
  20135. this.name = name;
  20136. this.url = url;
  20137. this.isCompleted = false;
  20138. }
  20139. BinaryFileAssetTask.prototype.run = function (scene, onSuccess, onError) {
  20140. var _this = this;
  20141. BABYLON.Tools.LoadFile(this.url, function (data) {
  20142. _this.data = data;
  20143. _this.isCompleted = true;
  20144. if (_this.onSuccess) {
  20145. _this.onSuccess(_this);
  20146. }
  20147. onSuccess();
  20148. }, null, scene.database, true, function () {
  20149. if (_this.onError) {
  20150. _this.onError(_this);
  20151. }
  20152. onError();
  20153. });
  20154. };
  20155. return BinaryFileAssetTask;
  20156. })();
  20157. BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
  20158. var ImageAssetTask = (function () {
  20159. function ImageAssetTask(name, url) {
  20160. this.name = name;
  20161. this.url = url;
  20162. this.isCompleted = false;
  20163. }
  20164. ImageAssetTask.prototype.run = function (scene, onSuccess, onError) {
  20165. var _this = this;
  20166. var img = new Image();
  20167. img.onload = function () {
  20168. _this.image = img;
  20169. _this.isCompleted = true;
  20170. if (_this.onSuccess) {
  20171. _this.onSuccess(_this);
  20172. }
  20173. onSuccess();
  20174. };
  20175. img.onerror = function () {
  20176. if (_this.onError) {
  20177. _this.onError(_this);
  20178. }
  20179. onError();
  20180. };
  20181. img.src = this.url;
  20182. };
  20183. return ImageAssetTask;
  20184. })();
  20185. BABYLON.ImageAssetTask = ImageAssetTask;
  20186. var TextureAssetTask = (function () {
  20187. function TextureAssetTask(name, url, noMipmap, invertY, samplingMode) {
  20188. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  20189. this.name = name;
  20190. this.url = url;
  20191. this.noMipmap = noMipmap;
  20192. this.invertY = invertY;
  20193. this.samplingMode = samplingMode;
  20194. this.isCompleted = false;
  20195. }
  20196. TextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
  20197. var _this = this;
  20198. var onload = function () {
  20199. _this.isCompleted = true;
  20200. if (_this.onSuccess) {
  20201. _this.onSuccess(_this);
  20202. }
  20203. onSuccess();
  20204. };
  20205. var onerror = function () {
  20206. if (_this.onError) {
  20207. _this.onError(_this);
  20208. }
  20209. onError();
  20210. };
  20211. this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onError);
  20212. };
  20213. return TextureAssetTask;
  20214. })();
  20215. BABYLON.TextureAssetTask = TextureAssetTask;
  20216. var AssetsManager = (function () {
  20217. function AssetsManager(scene) {
  20218. this._tasks = new Array();
  20219. this._waitingTasksCount = 0;
  20220. this.useDefaultLoadingScreen = true;
  20221. this._scene = scene;
  20222. }
  20223. AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
  20224. var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
  20225. this._tasks.push(task);
  20226. return task;
  20227. };
  20228. AssetsManager.prototype.addTextFileTask = function (taskName, url) {
  20229. var task = new TextFileAssetTask(taskName, url);
  20230. this._tasks.push(task);
  20231. return task;
  20232. };
  20233. AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
  20234. var task = new BinaryFileAssetTask(taskName, url);
  20235. this._tasks.push(task);
  20236. return task;
  20237. };
  20238. AssetsManager.prototype.addImageTask = function (taskName, url) {
  20239. var task = new ImageAssetTask(taskName, url);
  20240. this._tasks.push(task);
  20241. return task;
  20242. };
  20243. AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
  20244. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  20245. var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
  20246. this._tasks.push(task);
  20247. return task;
  20248. };
  20249. AssetsManager.prototype._decreaseWaitingTasksCount = function () {
  20250. this._waitingTasksCount--;
  20251. if (this._waitingTasksCount === 0) {
  20252. if (this.onFinish) {
  20253. this.onFinish(this._tasks);
  20254. }
  20255. this._scene.getEngine().hideLoadingUI();
  20256. }
  20257. };
  20258. AssetsManager.prototype._runTask = function (task) {
  20259. var _this = this;
  20260. task.run(this._scene, function () {
  20261. if (_this.onTaskSuccess) {
  20262. _this.onTaskSuccess(task);
  20263. }
  20264. _this._decreaseWaitingTasksCount();
  20265. }, function () {
  20266. if (_this.onTaskError) {
  20267. _this.onTaskError(task);
  20268. }
  20269. _this._decreaseWaitingTasksCount();
  20270. });
  20271. };
  20272. AssetsManager.prototype.reset = function () {
  20273. this._tasks = new Array();
  20274. return this;
  20275. };
  20276. AssetsManager.prototype.load = function () {
  20277. this._waitingTasksCount = this._tasks.length;
  20278. if (this._waitingTasksCount === 0) {
  20279. if (this.onFinish) {
  20280. this.onFinish(this._tasks);
  20281. }
  20282. return this;
  20283. }
  20284. if (this.useDefaultLoadingScreen) {
  20285. this._scene.getEngine().displayLoadingUI();
  20286. }
  20287. for (var index = 0; index < this._tasks.length; index++) {
  20288. var task = this._tasks[index];
  20289. this._runTask(task);
  20290. }
  20291. return this;
  20292. };
  20293. return AssetsManager;
  20294. })();
  20295. BABYLON.AssetsManager = AssetsManager;
  20296. })(BABYLON || (BABYLON = {}));
  20297. var __extends = this.__extends || function (d, b) {
  20298. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  20299. function __() { this.constructor = d; }
  20300. __.prototype = b.prototype;
  20301. d.prototype = new __();
  20302. };
  20303. var BABYLON;
  20304. (function (BABYLON) {
  20305. var VRDeviceOrientationCamera = (function (_super) {
  20306. __extends(VRDeviceOrientationCamera, _super);
  20307. function VRDeviceOrientationCamera(name, position, scene) {
  20308. _super.call(this, name, position, scene);
  20309. this._alpha = 0;
  20310. this._beta = 0;
  20311. this._gamma = 0;
  20312. }
  20313. VRDeviceOrientationCamera.prototype._onOrientationEvent = function (evt) {
  20314. this._alpha = +evt.alpha | 0;
  20315. this._beta = +evt.beta | 0;
  20316. this._gamma = +evt.gamma | 0;
  20317. if (this._gamma < 0) {
  20318. this._gamma = 90 + this._gamma;
  20319. } else {
  20320. this._gamma = 270 - this._gamma;
  20321. }
  20322. this.rotation.x = this._gamma / 180.0 * Math.PI;
  20323. this.rotation.y = -this._alpha / 180.0 * Math.PI;
  20324. this.rotation.z = this._beta / 180.0 * Math.PI;
  20325. };
  20326. return VRDeviceOrientationCamera;
  20327. })(BABYLON.OculusCamera);
  20328. BABYLON.VRDeviceOrientationCamera = VRDeviceOrientationCamera;
  20329. })(BABYLON || (BABYLON = {}));
  20330. var __extends = this.__extends || function (d, b) {
  20331. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  20332. function __() { this.constructor = d; }
  20333. __.prototype = b.prototype;
  20334. d.prototype = new __();
  20335. };
  20336. var BABYLON;
  20337. (function (BABYLON) {
  20338. var WebVRCamera = (function (_super) {
  20339. __extends(WebVRCamera, _super);
  20340. function WebVRCamera(name, position, scene) {
  20341. _super.call(this, name, position, scene);
  20342. this._hmdDevice = null;
  20343. this._sensorDevice = null;
  20344. this._cacheState = null;
  20345. this._cacheQuaternion = new BABYLON.Quaternion();
  20346. this._cacheRotation = BABYLON.Vector3.Zero();
  20347. this._vrEnabled = false;
  20348. this._getWebVRDevices = this._getWebVRDevices.bind(this);
  20349. }
  20350. WebVRCamera.prototype._getWebVRDevices = function (devices) {
  20351. var size = devices.length;
  20352. var i = 0;
  20353. this._sensorDevice = null;
  20354. this._hmdDevice = null;
  20355. while (i < size && this._hmdDevice === null) {
  20356. if (devices[i] instanceof HMDVRDevice) {
  20357. this._hmdDevice = devices[i];
  20358. }
  20359. i++;
  20360. }
  20361. i = 0;
  20362. while (i < size && this._sensorDevice === null) {
  20363. if (devices[i] instanceof PositionSensorVRDevice && (!this._hmdDevice || devices[i].hardwareUnitId === this._hmdDevice.hardwareUnitId)) {
  20364. this._sensorDevice = devices[i];
  20365. }
  20366. i++;
  20367. }
  20368. this._vrEnabled = this._sensorDevice && this._hmdDevice ? true : false;
  20369. };
  20370. WebVRCamera.prototype._update = function () {
  20371. if (this._vrEnabled) {
  20372. this._cacheState = this._sensorDevice.getState();
  20373. this._cacheQuaternion.copyFromFloats(this._cacheState.orientation.x, this._cacheState.orientation.y, this._cacheState.orientation.z, this._cacheState.orientation.w);
  20374. this._cacheQuaternion.toEulerAnglesToRef(this._cacheRotation);
  20375. this.rotation.x = -this._cacheRotation.z;
  20376. this.rotation.y = -this._cacheRotation.y;
  20377. this.rotation.z = this._cacheRotation.x;
  20378. }
  20379. _super.prototype._update.call(this);
  20380. };
  20381. WebVRCamera.prototype.attachControl = function (element, noPreventDefault) {
  20382. _super.prototype.attachControl.call(this, element, noPreventDefault);
  20383. if (navigator.getVRDevices) {
  20384. navigator.getVRDevices().then(this._getWebVRDevices);
  20385. } else if (navigator.mozGetVRDevices) {
  20386. navigator.mozGetVRDevices(this._getWebVRDevices);
  20387. }
  20388. };
  20389. WebVRCamera.prototype.detachControl = function (element) {
  20390. _super.prototype.detachControl.call(this, element);
  20391. this._vrEnabled = false;
  20392. };
  20393. return WebVRCamera;
  20394. })(BABYLON.OculusCamera);
  20395. BABYLON.WebVRCamera = WebVRCamera;
  20396. })(BABYLON || (BABYLON = {}));