babylon.2.1-alpha.debug.js 1.5 MB

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  1. var __extends = this.__extends || function (d, b) {
  2. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  3. function __() { this.constructor = d; }
  4. __.prototype = b.prototype;
  5. d.prototype = new __();
  6. };var BABYLON;
  7. (function (BABYLON) {
  8. var Color3 = (function () {
  9. function Color3(r, g, b) {
  10. if (r === void 0) { r = 0; }
  11. if (g === void 0) { g = 0; }
  12. if (b === void 0) { b = 0; }
  13. this.r = r;
  14. this.g = g;
  15. this.b = b;
  16. }
  17. Color3.prototype.toString = function () {
  18. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
  19. };
  20. // Operators
  21. Color3.prototype.toArray = function (array, index) {
  22. if (index === undefined) {
  23. index = 0;
  24. }
  25. array[index] = this.r;
  26. array[index + 1] = this.g;
  27. array[index + 2] = this.b;
  28. return this;
  29. };
  30. Color3.prototype.toColor4 = function (alpha) {
  31. if (alpha === void 0) { alpha = 1; }
  32. return new Color4(this.r, this.g, this.b, alpha);
  33. };
  34. Color3.prototype.asArray = function () {
  35. var result = [];
  36. this.toArray(result, 0);
  37. return result;
  38. };
  39. Color3.prototype.toLuminance = function () {
  40. return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;
  41. };
  42. Color3.prototype.multiply = function (otherColor) {
  43. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  44. };
  45. Color3.prototype.multiplyToRef = function (otherColor, result) {
  46. result.r = this.r * otherColor.r;
  47. result.g = this.g * otherColor.g;
  48. result.b = this.b * otherColor.b;
  49. return this;
  50. };
  51. Color3.prototype.equals = function (otherColor) {
  52. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  53. };
  54. Color3.prototype.scale = function (scale) {
  55. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  56. };
  57. Color3.prototype.scaleToRef = function (scale, result) {
  58. result.r = this.r * scale;
  59. result.g = this.g * scale;
  60. result.b = this.b * scale;
  61. return this;
  62. };
  63. Color3.prototype.add = function (otherColor) {
  64. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  65. };
  66. Color3.prototype.addToRef = function (otherColor, result) {
  67. result.r = this.r + otherColor.r;
  68. result.g = this.g + otherColor.g;
  69. result.b = this.b + otherColor.b;
  70. return this;
  71. };
  72. Color3.prototype.subtract = function (otherColor) {
  73. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  74. };
  75. Color3.prototype.subtractToRef = function (otherColor, result) {
  76. result.r = this.r - otherColor.r;
  77. result.g = this.g - otherColor.g;
  78. result.b = this.b - otherColor.b;
  79. return this;
  80. };
  81. Color3.prototype.clone = function () {
  82. return new Color3(this.r, this.g, this.b);
  83. };
  84. Color3.prototype.copyFrom = function (source) {
  85. this.r = source.r;
  86. this.g = source.g;
  87. this.b = source.b;
  88. return this;
  89. };
  90. Color3.prototype.copyFromFloats = function (r, g, b) {
  91. this.r = r;
  92. this.g = g;
  93. this.b = b;
  94. return this;
  95. };
  96. // Statics
  97. Color3.FromArray = function (array, offset) {
  98. if (offset === void 0) { offset = 0; }
  99. return new Color3(array[offset], array[offset + 1], array[offset + 2]);
  100. };
  101. Color3.FromInts = function (r, g, b) {
  102. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  103. };
  104. Color3.Lerp = function (start, end, amount) {
  105. var r = start.r + ((end.r - start.r) * amount);
  106. var g = start.g + ((end.g - start.g) * amount);
  107. var b = start.b + ((end.b - start.b) * amount);
  108. return new Color3(r, g, b);
  109. };
  110. Color3.Red = function () {
  111. return new Color3(1, 0, 0);
  112. };
  113. Color3.Green = function () {
  114. return new Color3(0, 1, 0);
  115. };
  116. Color3.Blue = function () {
  117. return new Color3(0, 0, 1);
  118. };
  119. Color3.Black = function () {
  120. return new Color3(0, 0, 0);
  121. };
  122. Color3.White = function () {
  123. return new Color3(1, 1, 1);
  124. };
  125. Color3.Purple = function () {
  126. return new Color3(0.5, 0, 0.5);
  127. };
  128. Color3.Magenta = function () {
  129. return new Color3(1, 0, 1);
  130. };
  131. Color3.Yellow = function () {
  132. return new Color3(1, 1, 0);
  133. };
  134. Color3.Gray = function () {
  135. return new Color3(0.5, 0.5, 0.5);
  136. };
  137. return Color3;
  138. })();
  139. BABYLON.Color3 = Color3;
  140. var Color4 = (function () {
  141. function Color4(r, g, b, a) {
  142. this.r = r;
  143. this.g = g;
  144. this.b = b;
  145. this.a = a;
  146. }
  147. // Operators
  148. Color4.prototype.addInPlace = function (right) {
  149. this.r += right.r;
  150. this.g += right.g;
  151. this.b += right.b;
  152. this.a += right.a;
  153. return this;
  154. };
  155. Color4.prototype.asArray = function () {
  156. var result = [];
  157. this.toArray(result, 0);
  158. return result;
  159. };
  160. Color4.prototype.toArray = function (array, index) {
  161. if (index === undefined) {
  162. index = 0;
  163. }
  164. array[index] = this.r;
  165. array[index + 1] = this.g;
  166. array[index + 2] = this.b;
  167. array[index + 3] = this.a;
  168. return this;
  169. };
  170. Color4.prototype.add = function (right) {
  171. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  172. };
  173. Color4.prototype.subtract = function (right) {
  174. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  175. };
  176. Color4.prototype.subtractToRef = function (right, result) {
  177. result.r = this.r - right.r;
  178. result.g = this.g - right.g;
  179. result.b = this.b - right.b;
  180. result.a = this.a - right.a;
  181. return this;
  182. };
  183. Color4.prototype.scale = function (scale) {
  184. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  185. };
  186. Color4.prototype.scaleToRef = function (scale, result) {
  187. result.r = this.r * scale;
  188. result.g = this.g * scale;
  189. result.b = this.b * scale;
  190. result.a = this.a * scale;
  191. return this;
  192. };
  193. Color4.prototype.toString = function () {
  194. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  195. };
  196. Color4.prototype.clone = function () {
  197. return new Color4(this.r, this.g, this.b, this.a);
  198. };
  199. Color4.prototype.copyFrom = function (source) {
  200. this.r = source.r;
  201. this.g = source.g;
  202. this.b = source.b;
  203. this.a = source.a;
  204. return this;
  205. };
  206. // Statics
  207. Color4.Lerp = function (left, right, amount) {
  208. var result = new Color4(0, 0, 0, 0);
  209. Color4.LerpToRef(left, right, amount, result);
  210. return result;
  211. };
  212. Color4.LerpToRef = function (left, right, amount, result) {
  213. result.r = left.r + (right.r - left.r) * amount;
  214. result.g = left.g + (right.g - left.g) * amount;
  215. result.b = left.b + (right.b - left.b) * amount;
  216. result.a = left.a + (right.a - left.a) * amount;
  217. };
  218. Color4.FromArray = function (array, offset) {
  219. if (offset === void 0) { offset = 0; }
  220. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  221. };
  222. Color4.FromInts = function (r, g, b, a) {
  223. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  224. };
  225. return Color4;
  226. })();
  227. BABYLON.Color4 = Color4;
  228. var Vector2 = (function () {
  229. function Vector2(x, y) {
  230. this.x = x;
  231. this.y = y;
  232. }
  233. Vector2.prototype.toString = function () {
  234. return "{X: " + this.x + " Y:" + this.y + "}";
  235. };
  236. // Operators
  237. Vector2.prototype.toArray = function (array, index) {
  238. if (index === void 0) { index = 0; }
  239. array[index] = this.x;
  240. array[index + 1] = this.y;
  241. return this;
  242. };
  243. Vector2.prototype.asArray = function () {
  244. var result = [];
  245. this.toArray(result, 0);
  246. return result;
  247. };
  248. Vector2.prototype.copyFrom = function (source) {
  249. this.x = source.x;
  250. this.y = source.y;
  251. return this;
  252. };
  253. Vector2.prototype.copyFromFloats = function (x, y) {
  254. this.x = x;
  255. this.y = y;
  256. return this;
  257. };
  258. Vector2.prototype.add = function (otherVector) {
  259. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  260. };
  261. Vector2.prototype.addVector3 = function (otherVector) {
  262. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  263. };
  264. Vector2.prototype.subtract = function (otherVector) {
  265. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  266. };
  267. Vector2.prototype.subtractInPlace = function (otherVector) {
  268. this.x -= otherVector.x;
  269. this.y -= otherVector.y;
  270. return this;
  271. };
  272. Vector2.prototype.multiplyInPlace = function (otherVector) {
  273. this.x *= otherVector.x;
  274. this.y *= otherVector.y;
  275. return this;
  276. };
  277. Vector2.prototype.multiply = function (otherVector) {
  278. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  279. };
  280. Vector2.prototype.multiplyToRef = function (otherVector, result) {
  281. result.x = this.x * otherVector.x;
  282. result.y = this.y * otherVector.y;
  283. return this;
  284. };
  285. Vector2.prototype.multiplyByFloats = function (x, y) {
  286. return new Vector2(this.x * x, this.y * y);
  287. };
  288. Vector2.prototype.divide = function (otherVector) {
  289. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  290. };
  291. Vector2.prototype.divideToRef = function (otherVector, result) {
  292. result.x = this.x / otherVector.x;
  293. result.y = this.y / otherVector.y;
  294. return this;
  295. };
  296. Vector2.prototype.negate = function () {
  297. return new Vector2(-this.x, -this.y);
  298. };
  299. Vector2.prototype.scaleInPlace = function (scale) {
  300. this.x *= scale;
  301. this.y *= scale;
  302. return this;
  303. };
  304. Vector2.prototype.scale = function (scale) {
  305. return new Vector2(this.x * scale, this.y * scale);
  306. };
  307. Vector2.prototype.equals = function (otherVector) {
  308. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  309. };
  310. // Properties
  311. Vector2.prototype.length = function () {
  312. return Math.sqrt(this.x * this.x + this.y * this.y);
  313. };
  314. Vector2.prototype.lengthSquared = function () {
  315. return (this.x * this.x + this.y * this.y);
  316. };
  317. // Methods
  318. Vector2.prototype.normalize = function () {
  319. var len = this.length();
  320. if (len === 0)
  321. return this;
  322. var num = 1.0 / len;
  323. this.x *= num;
  324. this.y *= num;
  325. return this;
  326. };
  327. Vector2.prototype.clone = function () {
  328. return new Vector2(this.x, this.y);
  329. };
  330. // Statics
  331. Vector2.Zero = function () {
  332. return new Vector2(0, 0);
  333. };
  334. Vector2.FromArray = function (array, offset) {
  335. if (offset === void 0) { offset = 0; }
  336. return new Vector2(array[offset], array[offset + 1]);
  337. };
  338. Vector2.FromArrayToRef = function (array, offset, result) {
  339. result.x = array[offset];
  340. result.y = array[offset + 1];
  341. };
  342. Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
  343. var squared = amount * amount;
  344. var cubed = amount * squared;
  345. 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));
  346. 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));
  347. return new Vector2(x, y);
  348. };
  349. Vector2.Clamp = function (value, min, max) {
  350. var x = value.x;
  351. x = (x > max.x) ? max.x : x;
  352. x = (x < min.x) ? min.x : x;
  353. var y = value.y;
  354. y = (y > max.y) ? max.y : y;
  355. y = (y < min.y) ? min.y : y;
  356. return new Vector2(x, y);
  357. };
  358. Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  359. var squared = amount * amount;
  360. var cubed = amount * squared;
  361. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  362. var part2 = (-2.0 * cubed) + (3.0 * squared);
  363. var part3 = (cubed - (2.0 * squared)) + amount;
  364. var part4 = cubed - squared;
  365. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  366. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  367. return new Vector2(x, y);
  368. };
  369. Vector2.Lerp = function (start, end, amount) {
  370. var x = start.x + ((end.x - start.x) * amount);
  371. var y = start.y + ((end.y - start.y) * amount);
  372. return new Vector2(x, y);
  373. };
  374. Vector2.Dot = function (left, right) {
  375. return left.x * right.x + left.y * right.y;
  376. };
  377. Vector2.Normalize = function (vector) {
  378. var newVector = vector.clone();
  379. newVector.normalize();
  380. return newVector;
  381. };
  382. Vector2.Minimize = function (left, right) {
  383. var x = (left.x < right.x) ? left.x : right.x;
  384. var y = (left.y < right.y) ? left.y : right.y;
  385. return new Vector2(x, y);
  386. };
  387. Vector2.Maximize = function (left, right) {
  388. var x = (left.x > right.x) ? left.x : right.x;
  389. var y = (left.y > right.y) ? left.y : right.y;
  390. return new Vector2(x, y);
  391. };
  392. Vector2.Transform = function (vector, transformation) {
  393. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]);
  394. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]);
  395. return new Vector2(x, y);
  396. };
  397. Vector2.Distance = function (value1, value2) {
  398. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  399. };
  400. Vector2.DistanceSquared = function (value1, value2) {
  401. var x = value1.x - value2.x;
  402. var y = value1.y - value2.y;
  403. return (x * x) + (y * y);
  404. };
  405. return Vector2;
  406. })();
  407. BABYLON.Vector2 = Vector2;
  408. var Vector3 = (function () {
  409. function Vector3(x, y, z) {
  410. this.x = x;
  411. this.y = y;
  412. this.z = z;
  413. }
  414. Vector3.prototype.toString = function () {
  415. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  416. };
  417. // Operators
  418. Vector3.prototype.asArray = function () {
  419. var result = [];
  420. this.toArray(result, 0);
  421. return result;
  422. };
  423. Vector3.prototype.toArray = function (array, index) {
  424. if (index === void 0) { index = 0; }
  425. array[index] = this.x;
  426. array[index + 1] = this.y;
  427. array[index + 2] = this.z;
  428. return this;
  429. };
  430. Vector3.prototype.toQuaternion = function () {
  431. var result = new Quaternion(0, 0, 0, 1);
  432. var cosxPlusz = Math.cos((this.x + this.z) * 0.5);
  433. var sinxPlusz = Math.sin((this.x + this.z) * 0.5);
  434. var coszMinusx = Math.cos((this.z - this.x) * 0.5);
  435. var sinzMinusx = Math.sin((this.z - this.x) * 0.5);
  436. var cosy = Math.cos(this.y * 0.5);
  437. var siny = Math.sin(this.y * 0.5);
  438. result.x = coszMinusx * siny;
  439. result.y = -sinzMinusx * siny;
  440. result.z = sinxPlusz * cosy;
  441. result.w = cosxPlusz * cosy;
  442. return result;
  443. };
  444. Vector3.prototype.addInPlace = function (otherVector) {
  445. this.x += otherVector.x;
  446. this.y += otherVector.y;
  447. this.z += otherVector.z;
  448. return this;
  449. };
  450. Vector3.prototype.add = function (otherVector) {
  451. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  452. };
  453. Vector3.prototype.addToRef = function (otherVector, result) {
  454. result.x = this.x + otherVector.x;
  455. result.y = this.y + otherVector.y;
  456. result.z = this.z + otherVector.z;
  457. return this;
  458. };
  459. Vector3.prototype.subtractInPlace = function (otherVector) {
  460. this.x -= otherVector.x;
  461. this.y -= otherVector.y;
  462. this.z -= otherVector.z;
  463. return this;
  464. };
  465. Vector3.prototype.subtract = function (otherVector) {
  466. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  467. };
  468. Vector3.prototype.subtractToRef = function (otherVector, result) {
  469. result.x = this.x - otherVector.x;
  470. result.y = this.y - otherVector.y;
  471. result.z = this.z - otherVector.z;
  472. return this;
  473. };
  474. Vector3.prototype.subtractFromFloats = function (x, y, z) {
  475. return new Vector3(this.x - x, this.y - y, this.z - z);
  476. };
  477. Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
  478. result.x = this.x - x;
  479. result.y = this.y - y;
  480. result.z = this.z - z;
  481. return this;
  482. };
  483. Vector3.prototype.negate = function () {
  484. return new Vector3(-this.x, -this.y, -this.z);
  485. };
  486. Vector3.prototype.scaleInPlace = function (scale) {
  487. this.x *= scale;
  488. this.y *= scale;
  489. this.z *= scale;
  490. return this;
  491. };
  492. Vector3.prototype.scale = function (scale) {
  493. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  494. };
  495. Vector3.prototype.scaleToRef = function (scale, result) {
  496. result.x = this.x * scale;
  497. result.y = this.y * scale;
  498. result.z = this.z * scale;
  499. };
  500. Vector3.prototype.equals = function (otherVector) {
  501. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  502. };
  503. Vector3.prototype.equalsWithEpsilon = function (otherVector) {
  504. 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;
  505. };
  506. Vector3.prototype.equalsToFloats = function (x, y, z) {
  507. return this.x === x && this.y === y && this.z === z;
  508. };
  509. Vector3.prototype.multiplyInPlace = function (otherVector) {
  510. this.x *= otherVector.x;
  511. this.y *= otherVector.y;
  512. this.z *= otherVector.z;
  513. return this;
  514. };
  515. Vector3.prototype.multiply = function (otherVector) {
  516. return new Vector3(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  517. };
  518. Vector3.prototype.multiplyToRef = function (otherVector, result) {
  519. result.x = this.x * otherVector.x;
  520. result.y = this.y * otherVector.y;
  521. result.z = this.z * otherVector.z;
  522. return this;
  523. };
  524. Vector3.prototype.multiplyByFloats = function (x, y, z) {
  525. return new Vector3(this.x * x, this.y * y, this.z * z);
  526. };
  527. Vector3.prototype.divide = function (otherVector) {
  528. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  529. };
  530. Vector3.prototype.divideToRef = function (otherVector, result) {
  531. result.x = this.x / otherVector.x;
  532. result.y = this.y / otherVector.y;
  533. result.z = this.z / otherVector.z;
  534. return this;
  535. };
  536. Vector3.prototype.MinimizeInPlace = function (other) {
  537. if (other.x < this.x)
  538. this.x = other.x;
  539. if (other.y < this.y)
  540. this.y = other.y;
  541. if (other.z < this.z)
  542. this.z = other.z;
  543. return this;
  544. };
  545. Vector3.prototype.MaximizeInPlace = function (other) {
  546. if (other.x > this.x)
  547. this.x = other.x;
  548. if (other.y > this.y)
  549. this.y = other.y;
  550. if (other.z > this.z)
  551. this.z = other.z;
  552. return this;
  553. };
  554. // Properties
  555. Vector3.prototype.length = function () {
  556. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  557. };
  558. Vector3.prototype.lengthSquared = function () {
  559. return (this.x * this.x + this.y * this.y + this.z * this.z);
  560. };
  561. // Methods
  562. Vector3.prototype.normalize = function () {
  563. var len = this.length();
  564. if (len === 0)
  565. return this;
  566. var num = 1.0 / len;
  567. this.x *= num;
  568. this.y *= num;
  569. this.z *= num;
  570. return this;
  571. };
  572. Vector3.prototype.clone = function () {
  573. return new Vector3(this.x, this.y, this.z);
  574. };
  575. Vector3.prototype.copyFrom = function (source) {
  576. this.x = source.x;
  577. this.y = source.y;
  578. this.z = source.z;
  579. return this;
  580. };
  581. Vector3.prototype.copyFromFloats = function (x, y, z) {
  582. this.x = x;
  583. this.y = y;
  584. this.z = z;
  585. return this;
  586. };
  587. // Statics
  588. Vector3.GetClipFactor = function (vector0, vector1, axis, size) {
  589. var d0 = Vector3.Dot(vector0, axis) - size;
  590. var d1 = Vector3.Dot(vector1, axis) - size;
  591. var s = d0 / (d0 - d1);
  592. return s;
  593. };
  594. Vector3.FromArray = function (array, offset) {
  595. if (!offset) {
  596. offset = 0;
  597. }
  598. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  599. };
  600. Vector3.FromArrayToRef = function (array, offset, result) {
  601. result.x = array[offset];
  602. result.y = array[offset + 1];
  603. result.z = array[offset + 2];
  604. };
  605. Vector3.FromFloatArrayToRef = function (array, offset, result) {
  606. result.x = array[offset];
  607. result.y = array[offset + 1];
  608. result.z = array[offset + 2];
  609. };
  610. Vector3.FromFloatsToRef = function (x, y, z, result) {
  611. result.x = x;
  612. result.y = y;
  613. result.z = z;
  614. };
  615. Vector3.Zero = function () {
  616. return new Vector3(0, 0, 0);
  617. };
  618. Vector3.Up = function () {
  619. return new Vector3(0, 1.0, 0);
  620. };
  621. Vector3.TransformCoordinates = function (vector, transformation) {
  622. var result = Vector3.Zero();
  623. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  624. return result;
  625. };
  626. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  627. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]) + transformation.m[12];
  628. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]) + transformation.m[13];
  629. var z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]) + transformation.m[14];
  630. var w = (vector.x * transformation.m[3]) + (vector.y * transformation.m[7]) + (vector.z * transformation.m[11]) + transformation.m[15];
  631. result.x = x / w;
  632. result.y = y / w;
  633. result.z = z / w;
  634. };
  635. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  636. var rx = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]) + transformation.m[12];
  637. var ry = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]) + transformation.m[13];
  638. var rz = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]) + transformation.m[14];
  639. var rw = (x * transformation.m[3]) + (y * transformation.m[7]) + (z * transformation.m[11]) + transformation.m[15];
  640. result.x = rx / rw;
  641. result.y = ry / rw;
  642. result.z = rz / rw;
  643. };
  644. Vector3.TransformCoordinatesToRefSIMD = function (vector, transformation, result) {
  645. var v = SIMD.float32x4.loadXYZ(vector._data, 0);
  646. var m0 = SIMD.float32x4.load(transformation.m, 0);
  647. var m1 = SIMD.float32x4.load(transformation.m, 4);
  648. var m2 = SIMD.float32x4.load(transformation.m, 8);
  649. var m3 = SIMD.float32x4.load(transformation.m, 12);
  650. var r = SIMD.float32x4.add(SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(v, 0, 0, 0, 0), m0), SIMD.float32x4.mul(SIMD.float32x4.swizzle(v, 1, 1, 1, 1), m1)), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(v, 2, 2, 2, 2), m2), m3));
  651. r = SIMD.float32x4.div(r, SIMD.float32x4.swizzle(r, 3, 3, 3, 3));
  652. SIMD.float32x4.storeXYZ(result._data, 0, r);
  653. };
  654. Vector3.TransformCoordinatesFromFloatsToRefSIMD = function (x, y, z, transformation, result) {
  655. var v0 = SIMD.float32x4.splat(x);
  656. var v1 = SIMD.float32x4.splat(y);
  657. var v2 = SIMD.float32x4.splat(z);
  658. var m0 = SIMD.float32x4.load(transformation.m, 0);
  659. var m1 = SIMD.float32x4.load(transformation.m, 4);
  660. var m2 = SIMD.float32x4.load(transformation.m, 8);
  661. var m3 = SIMD.float32x4.load(transformation.m, 12);
  662. var r = SIMD.float32x4.add(SIMD.float32x4.add(SIMD.float32x4.mul(v0, m0), SIMD.float32x4.mul(v1, m1)), SIMD.float32x4.add(SIMD.float32x4.mul(v2, m2), m3));
  663. r = SIMD.float32x4.div(r, SIMD.float32x4.swizzle(r, 3, 3, 3, 3));
  664. SIMD.float32x4.storeXYZ(result._data, 0, r);
  665. };
  666. Vector3.TransformNormal = function (vector, transformation) {
  667. var result = Vector3.Zero();
  668. Vector3.TransformNormalToRef(vector, transformation, result);
  669. return result;
  670. };
  671. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  672. result.x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]);
  673. result.y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]);
  674. result.z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]);
  675. };
  676. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  677. result.x = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]);
  678. result.y = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]);
  679. result.z = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]);
  680. };
  681. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  682. var squared = amount * amount;
  683. var cubed = amount * squared;
  684. 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));
  685. 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));
  686. 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));
  687. return new Vector3(x, y, z);
  688. };
  689. Vector3.Clamp = function (value, min, max) {
  690. var x = value.x;
  691. x = (x > max.x) ? max.x : x;
  692. x = (x < min.x) ? min.x : x;
  693. var y = value.y;
  694. y = (y > max.y) ? max.y : y;
  695. y = (y < min.y) ? min.y : y;
  696. var z = value.z;
  697. z = (z > max.z) ? max.z : z;
  698. z = (z < min.z) ? min.z : z;
  699. return new Vector3(x, y, z);
  700. };
  701. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  702. var squared = amount * amount;
  703. var cubed = amount * squared;
  704. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  705. var part2 = (-2.0 * cubed) + (3.0 * squared);
  706. var part3 = (cubed - (2.0 * squared)) + amount;
  707. var part4 = cubed - squared;
  708. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  709. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  710. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  711. return new Vector3(x, y, z);
  712. };
  713. Vector3.Lerp = function (start, end, amount) {
  714. var x = start.x + ((end.x - start.x) * amount);
  715. var y = start.y + ((end.y - start.y) * amount);
  716. var z = start.z + ((end.z - start.z) * amount);
  717. return new Vector3(x, y, z);
  718. };
  719. Vector3.Dot = function (left, right) {
  720. return (left.x * right.x + left.y * right.y + left.z * right.z);
  721. };
  722. Vector3.Cross = function (left, right) {
  723. var result = Vector3.Zero();
  724. Vector3.CrossToRef(left, right, result);
  725. return result;
  726. };
  727. Vector3.CrossToRef = function (left, right, result) {
  728. result.x = left.y * right.z - left.z * right.y;
  729. result.y = left.z * right.x - left.x * right.z;
  730. result.z = left.x * right.y - left.y * right.x;
  731. };
  732. Vector3.Normalize = function (vector) {
  733. var result = Vector3.Zero();
  734. Vector3.NormalizeToRef(vector, result);
  735. return result;
  736. };
  737. Vector3.NormalizeToRef = function (vector, result) {
  738. result.copyFrom(vector);
  739. result.normalize();
  740. };
  741. Vector3.Project = function (vector, world, transform, viewport) {
  742. var cw = viewport.width;
  743. var ch = viewport.height;
  744. var cx = viewport.x;
  745. var cy = viewport.y;
  746. var viewportMatrix = 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);
  747. var finalMatrix = world.multiply(transform).multiply(viewportMatrix);
  748. return Vector3.TransformCoordinates(vector, finalMatrix);
  749. };
  750. Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {
  751. var matrix = world.multiply(transform);
  752. matrix.invert();
  753. source.x = source.x / viewportWidth * 2 - 1;
  754. source.y = -(source.y / viewportHeight * 2 - 1);
  755. var vector = Vector3.TransformCoordinates(source, matrix);
  756. var num = source.x * matrix.m[3] + source.y * matrix.m[7] + source.z * matrix.m[11] + matrix.m[15];
  757. if (BABYLON.Tools.WithinEpsilon(num, 1.0)) {
  758. vector = vector.scale(1.0 / num);
  759. }
  760. return vector;
  761. };
  762. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  763. var matrix = world.multiply(view).multiply(projection);
  764. matrix.invert();
  765. source.x = source.x / viewportWidth * 2 - 1;
  766. source.y = -(source.y / viewportHeight * 2 - 1);
  767. var vector = Vector3.TransformCoordinates(source, matrix);
  768. var num = source.x * matrix.m[3] + source.y * matrix.m[7] + source.z * matrix.m[11] + matrix.m[15];
  769. if (BABYLON.Tools.WithinEpsilon(num, 1.0)) {
  770. vector = vector.scale(1.0 / num);
  771. }
  772. return vector;
  773. };
  774. Vector3.Minimize = function (left, right) {
  775. var min = left.clone();
  776. min.MinimizeInPlace(right);
  777. return min;
  778. };
  779. Vector3.Maximize = function (left, right) {
  780. var max = left.clone();
  781. max.MaximizeInPlace(right);
  782. return max;
  783. };
  784. Vector3.Distance = function (value1, value2) {
  785. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  786. };
  787. Vector3.DistanceSquared = function (value1, value2) {
  788. var x = value1.x - value2.x;
  789. var y = value1.y - value2.y;
  790. var z = value1.z - value2.z;
  791. return (x * x) + (y * y) + (z * z);
  792. };
  793. Vector3.Center = function (value1, value2) {
  794. var center = value1.add(value2);
  795. center.scaleInPlace(0.5);
  796. return center;
  797. };
  798. return Vector3;
  799. })();
  800. BABYLON.Vector3 = Vector3;
  801. //Vector4 class created for EulerAngle class conversion to Quaternion
  802. var Vector4 = (function () {
  803. function Vector4(x, y, z, w) {
  804. this.x = x;
  805. this.y = y;
  806. this.z = z;
  807. this.w = w;
  808. }
  809. Vector4.prototype.toString = function () {
  810. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "W:" + this.w + "}";
  811. };
  812. // Operators
  813. Vector4.prototype.asArray = function () {
  814. var result = [];
  815. this.toArray(result, 0);
  816. return result;
  817. };
  818. Vector4.prototype.toArray = function (array, index) {
  819. if (index === undefined) {
  820. index = 0;
  821. }
  822. array[index] = this.x;
  823. array[index + 1] = this.y;
  824. array[index + 2] = this.z;
  825. array[index + 3] = this.w;
  826. return this;
  827. };
  828. Vector4.prototype.addInPlace = function (otherVector) {
  829. this.x += otherVector.x;
  830. this.y += otherVector.y;
  831. this.z += otherVector.z;
  832. this.w += otherVector.w;
  833. return this;
  834. };
  835. Vector4.prototype.add = function (otherVector) {
  836. return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);
  837. };
  838. Vector4.prototype.addToRef = function (otherVector, result) {
  839. result.x = this.x + otherVector.x;
  840. result.y = this.y + otherVector.y;
  841. result.z = this.z + otherVector.z;
  842. result.w = this.w + otherVector.w;
  843. return this;
  844. };
  845. Vector4.prototype.subtractInPlace = function (otherVector) {
  846. this.x -= otherVector.x;
  847. this.y -= otherVector.y;
  848. this.z -= otherVector.z;
  849. this.w -= otherVector.w;
  850. return this;
  851. };
  852. Vector4.prototype.subtract = function (otherVector) {
  853. return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);
  854. };
  855. Vector4.prototype.subtractToRef = function (otherVector, result) {
  856. result.x = this.x - otherVector.x;
  857. result.y = this.y - otherVector.y;
  858. result.z = this.z - otherVector.z;
  859. result.w = this.w - otherVector.w;
  860. return this;
  861. };
  862. Vector4.prototype.subtractFromFloats = function (x, y, z, w) {
  863. return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);
  864. };
  865. Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {
  866. result.x = this.x - x;
  867. result.y = this.y - y;
  868. result.z = this.z - z;
  869. result.w = this.w - w;
  870. return this;
  871. };
  872. Vector4.prototype.negate = function () {
  873. return new Vector4(-this.x, -this.y, -this.z, -this.w);
  874. };
  875. Vector4.prototype.scaleInPlace = function (scale) {
  876. this.x *= scale;
  877. this.y *= scale;
  878. this.z *= scale;
  879. this.w *= scale;
  880. return this;
  881. };
  882. Vector4.prototype.scale = function (scale) {
  883. return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);
  884. };
  885. Vector4.prototype.scaleToRef = function (scale, result) {
  886. result.x = this.x * scale;
  887. result.y = this.y * scale;
  888. result.z = this.z * scale;
  889. result.w = this.w * scale;
  890. };
  891. Vector4.prototype.equals = function (otherVector) {
  892. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;
  893. };
  894. Vector4.prototype.equalsWithEpsilon = function (otherVector) {
  895. 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 && Math.abs(this.w - otherVector.w) < BABYLON.Engine.Epsilon;
  896. };
  897. Vector4.prototype.equalsToFloats = function (x, y, z, w) {
  898. return this.x === x && this.y === y && this.z === z && this.w === w;
  899. };
  900. Vector4.prototype.multiplyInPlace = function (otherVector) {
  901. this.x *= otherVector.x;
  902. this.y *= otherVector.y;
  903. this.z *= otherVector.z;
  904. this.w *= otherVector.w;
  905. return this;
  906. };
  907. Vector4.prototype.multiply = function (otherVector) {
  908. return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);
  909. };
  910. Vector4.prototype.multiplyToRef = function (otherVector, result) {
  911. result.x = this.x * otherVector.x;
  912. result.y = this.y * otherVector.y;
  913. result.z = this.z * otherVector.z;
  914. result.w = this.w * otherVector.w;
  915. return this;
  916. };
  917. Vector4.prototype.multiplyByFloats = function (x, y, z, w) {
  918. return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);
  919. };
  920. Vector4.prototype.divide = function (otherVector) {
  921. return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);
  922. };
  923. Vector4.prototype.divideToRef = function (otherVector, result) {
  924. result.x = this.x / otherVector.x;
  925. result.y = this.y / otherVector.y;
  926. result.z = this.z / otherVector.z;
  927. result.w = this.w / otherVector.w;
  928. return this;
  929. };
  930. Vector4.prototype.MinimizeInPlace = function (other) {
  931. if (other.x < this.x)
  932. this.x = other.x;
  933. if (other.y < this.y)
  934. this.y = other.y;
  935. if (other.z < this.z)
  936. this.z = other.z;
  937. if (other.w < this.w)
  938. this.w = other.w;
  939. return this;
  940. };
  941. Vector4.prototype.MaximizeInPlace = function (other) {
  942. if (other.x > this.x)
  943. this.x = other.x;
  944. if (other.y > this.y)
  945. this.y = other.y;
  946. if (other.z > this.z)
  947. this.z = other.z;
  948. if (other.w > this.w)
  949. this.w = other.w;
  950. return this;
  951. };
  952. // Properties
  953. Vector4.prototype.length = function () {
  954. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  955. };
  956. Vector4.prototype.lengthSquared = function () {
  957. return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  958. };
  959. // Methods
  960. Vector4.prototype.normalize = function () {
  961. var len = this.length();
  962. if (len === 0)
  963. return this;
  964. var num = 1.0 / len;
  965. this.x *= num;
  966. this.y *= num;
  967. this.z *= num;
  968. this.w *= num;
  969. return this;
  970. };
  971. Vector4.prototype.clone = function () {
  972. return new Vector4(this.x, this.y, this.z, this.w);
  973. };
  974. Vector4.prototype.copyFrom = function (source) {
  975. this.x = source.x;
  976. this.y = source.y;
  977. this.z = source.z;
  978. this.w = source.w;
  979. return this;
  980. };
  981. Vector4.prototype.copyFromFloats = function (x, y, z, w) {
  982. this.x = x;
  983. this.y = y;
  984. this.z = z;
  985. this.w = w;
  986. return this;
  987. };
  988. // Statics
  989. Vector4.FromArray = function (array, offset) {
  990. if (!offset) {
  991. offset = 0;
  992. }
  993. return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  994. };
  995. Vector4.FromArrayToRef = function (array, offset, result) {
  996. result.x = array[offset];
  997. result.y = array[offset + 1];
  998. result.z = array[offset + 2];
  999. result.w = array[offset + 3];
  1000. };
  1001. Vector4.FromFloatArrayToRef = function (array, offset, result) {
  1002. result.x = array[offset];
  1003. result.y = array[offset + 1];
  1004. result.z = array[offset + 2];
  1005. result.w = array[offset + 3];
  1006. };
  1007. Vector4.FromFloatsToRef = function (x, y, z, w, result) {
  1008. result.x = x;
  1009. result.y = y;
  1010. result.z = z;
  1011. result.w = w;
  1012. };
  1013. Vector4.Zero = function () {
  1014. return new Vector4(0, 0, 0, 0);
  1015. };
  1016. Vector4.Normalize = function (vector) {
  1017. var result = Vector4.Zero();
  1018. Vector4.NormalizeToRef(vector, result);
  1019. return result;
  1020. };
  1021. Vector4.NormalizeToRef = function (vector, result) {
  1022. result.copyFrom(vector);
  1023. result.normalize();
  1024. };
  1025. Vector4.Minimize = function (left, right) {
  1026. var min = left.clone();
  1027. min.MinimizeInPlace(right);
  1028. return min;
  1029. };
  1030. Vector4.Maximize = function (left, right) {
  1031. var max = left.clone();
  1032. max.MaximizeInPlace(right);
  1033. return max;
  1034. };
  1035. Vector4.Distance = function (value1, value2) {
  1036. return Math.sqrt(Vector4.DistanceSquared(value1, value2));
  1037. };
  1038. Vector4.DistanceSquared = function (value1, value2) {
  1039. var x = value1.x - value2.x;
  1040. var y = value1.y - value2.y;
  1041. var z = value1.z - value2.z;
  1042. var w = value1.w - value2.w;
  1043. return (x * x) + (y * y) + (z * z) + (w * w);
  1044. };
  1045. Vector4.Center = function (value1, value2) {
  1046. var center = value1.add(value2);
  1047. center.scaleInPlace(0.5);
  1048. return center;
  1049. };
  1050. return Vector4;
  1051. })();
  1052. BABYLON.Vector4 = Vector4;
  1053. var Quaternion = (function () {
  1054. function Quaternion(x, y, z, w) {
  1055. if (x === void 0) { x = 0; }
  1056. if (y === void 0) { y = 0; }
  1057. if (z === void 0) { z = 0; }
  1058. if (w === void 0) { w = 1; }
  1059. this.x = x;
  1060. this.y = y;
  1061. this.z = z;
  1062. this.w = w;
  1063. }
  1064. Quaternion.prototype.toString = function () {
  1065. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  1066. };
  1067. Quaternion.prototype.asArray = function () {
  1068. return [this.x, this.y, this.z, this.w];
  1069. };
  1070. Quaternion.prototype.equals = function (otherQuaternion) {
  1071. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  1072. };
  1073. Quaternion.prototype.clone = function () {
  1074. return new Quaternion(this.x, this.y, this.z, this.w);
  1075. };
  1076. Quaternion.prototype.copyFrom = function (other) {
  1077. this.x = other.x;
  1078. this.y = other.y;
  1079. this.z = other.z;
  1080. this.w = other.w;
  1081. return this;
  1082. };
  1083. Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
  1084. this.x = x;
  1085. this.y = y;
  1086. this.z = z;
  1087. this.w = w;
  1088. return this;
  1089. };
  1090. Quaternion.prototype.add = function (other) {
  1091. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  1092. };
  1093. Quaternion.prototype.subtract = function (other) {
  1094. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  1095. };
  1096. Quaternion.prototype.scale = function (value) {
  1097. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  1098. };
  1099. Quaternion.prototype.multiply = function (q1) {
  1100. var result = new Quaternion(0, 0, 0, 1.0);
  1101. this.multiplyToRef(q1, result);
  1102. return result;
  1103. };
  1104. Quaternion.prototype.multiplyToRef = function (q1, result) {
  1105. result.x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  1106. result.y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  1107. result.z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  1108. result.w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  1109. return this;
  1110. };
  1111. Quaternion.prototype.length = function () {
  1112. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  1113. };
  1114. Quaternion.prototype.normalize = function () {
  1115. var length = 1.0 / this.length();
  1116. this.x *= length;
  1117. this.y *= length;
  1118. this.z *= length;
  1119. this.w *= length;
  1120. return this;
  1121. };
  1122. Quaternion.prototype.toEulerAngles = function () {
  1123. var result = Vector3.Zero();
  1124. this.toEulerAnglesToRef(result);
  1125. return result;
  1126. };
  1127. Quaternion.prototype.toEulerAnglesToRef = function (result) {
  1128. //result is an EulerAngles in the in the z-x-z convention
  1129. var qx = this.x;
  1130. var qy = this.y;
  1131. var qz = this.z;
  1132. var qw = this.w;
  1133. var qxy = qx * qy;
  1134. var qxz = qx * qz;
  1135. var qwy = qw * qy;
  1136. var qwz = qw * qz;
  1137. var qwx = qw * qx;
  1138. var qyz = qy * qz;
  1139. var sqx = qx * qx;
  1140. var sqy = qy * qy;
  1141. var determinant = sqx + sqy;
  1142. if (determinant !== 0.000 && determinant !== 1.000) {
  1143. result.x = Math.atan2(qxz + qwy, qwx - qyz);
  1144. result.y = Math.acos(1 - 2 * determinant);
  1145. result.z = Math.atan2(qxz - qwy, qwx + qyz);
  1146. }
  1147. else {
  1148. if (determinant === 0.0) {
  1149. result.x = 0.0;
  1150. result.y = 0.0;
  1151. result.z = Math.atan2(qxy - qwz, 0.5 - sqy - qz * qz); //actually, degeneracy gives us choice with x+z=Math.atan2(qxy-qwz,0.5-sqy-qz*qz)
  1152. }
  1153. else {
  1154. result.x = Math.atan2(qxy - qwz, 0.5 - sqy - qz * qz); //actually, degeneracy gives us choice with x-z=Math.atan2(qxy-qwz,0.5-sqy-qz*qz)
  1155. result.y = Math.PI;
  1156. result.z = 0.0;
  1157. }
  1158. }
  1159. return this;
  1160. };
  1161. Quaternion.prototype.toRotationMatrix = function (result) {
  1162. var xx = this.x * this.x;
  1163. var yy = this.y * this.y;
  1164. var zz = this.z * this.z;
  1165. var xy = this.x * this.y;
  1166. var zw = this.z * this.w;
  1167. var zx = this.z * this.x;
  1168. var yw = this.y * this.w;
  1169. var yz = this.y * this.z;
  1170. var xw = this.x * this.w;
  1171. result.m[0] = 1.0 - (2.0 * (yy + zz));
  1172. result.m[1] = 2.0 * (xy + zw);
  1173. result.m[2] = 2.0 * (zx - yw);
  1174. result.m[3] = 0;
  1175. result.m[4] = 2.0 * (xy - zw);
  1176. result.m[5] = 1.0 - (2.0 * (zz + xx));
  1177. result.m[6] = 2.0 * (yz + xw);
  1178. result.m[7] = 0;
  1179. result.m[8] = 2.0 * (zx + yw);
  1180. result.m[9] = 2.0 * (yz - xw);
  1181. result.m[10] = 1.0 - (2.0 * (yy + xx));
  1182. result.m[11] = 0;
  1183. result.m[12] = 0;
  1184. result.m[13] = 0;
  1185. result.m[14] = 0;
  1186. result.m[15] = 1.0;
  1187. return this;
  1188. };
  1189. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  1190. Quaternion.FromRotationMatrixToRef(matrix, this);
  1191. return this;
  1192. };
  1193. // Statics
  1194. Quaternion.FromRotationMatrix = function (matrix) {
  1195. var result = new Quaternion();
  1196. Quaternion.FromRotationMatrixToRef(matrix, result);
  1197. return result;
  1198. };
  1199. Quaternion.FromRotationMatrixToRef = function (matrix, result) {
  1200. var data = matrix.m;
  1201. var m11 = data[0], m12 = data[4], m13 = data[8];
  1202. var m21 = data[1], m22 = data[5], m23 = data[9];
  1203. var m31 = data[2], m32 = data[6], m33 = data[10];
  1204. var trace = m11 + m22 + m33;
  1205. var s;
  1206. if (trace > 0) {
  1207. s = 0.5 / Math.sqrt(trace + 1.0);
  1208. result.w = 0.25 / s;
  1209. result.x = (m32 - m23) * s;
  1210. result.y = (m13 - m31) * s;
  1211. result.z = (m21 - m12) * s;
  1212. }
  1213. else if (m11 > m22 && m11 > m33) {
  1214. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  1215. result.w = (m32 - m23) / s;
  1216. result.x = 0.25 * s;
  1217. result.y = (m12 + m21) / s;
  1218. result.z = (m13 + m31) / s;
  1219. }
  1220. else if (m22 > m33) {
  1221. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  1222. result.w = (m13 - m31) / s;
  1223. result.x = (m12 + m21) / s;
  1224. result.y = 0.25 * s;
  1225. result.z = (m23 + m32) / s;
  1226. }
  1227. else {
  1228. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  1229. result.w = (m21 - m12) / s;
  1230. result.x = (m13 + m31) / s;
  1231. result.y = (m23 + m32) / s;
  1232. result.z = 0.25 * s;
  1233. }
  1234. };
  1235. Quaternion.Inverse = function (q) {
  1236. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  1237. };
  1238. Quaternion.Identity = function () {
  1239. return new Quaternion(0, 0, 0, 1);
  1240. };
  1241. Quaternion.RotationAxis = function (axis, angle) {
  1242. var result = new Quaternion();
  1243. var sin = Math.sin(angle / 2);
  1244. result.w = Math.cos(angle / 2);
  1245. result.x = axis.x * sin;
  1246. result.y = axis.y * sin;
  1247. result.z = axis.z * sin;
  1248. return result;
  1249. };
  1250. Quaternion.FromArray = function (array, offset) {
  1251. if (!offset) {
  1252. offset = 0;
  1253. }
  1254. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  1255. };
  1256. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  1257. var result = new Quaternion();
  1258. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  1259. return result;
  1260. };
  1261. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  1262. // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)
  1263. var halfRoll = roll * 0.5;
  1264. var halfPitch = pitch * 0.5;
  1265. var halfYaw = yaw * 0.5;
  1266. var sinRoll = Math.sin(halfRoll);
  1267. var cosRoll = Math.cos(halfRoll);
  1268. var sinPitch = Math.sin(halfPitch);
  1269. var cosPitch = Math.cos(halfPitch);
  1270. var sinYaw = Math.sin(halfYaw);
  1271. var cosYaw = Math.cos(halfYaw);
  1272. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  1273. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  1274. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  1275. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  1276. };
  1277. Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) {
  1278. var result = new Quaternion();
  1279. Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);
  1280. return result;
  1281. };
  1282. Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) {
  1283. // Produces a quaternion from Euler angles in the z-x-z orientation
  1284. var halfGammaPlusAlpha = (gamma + alpha) * 0.5;
  1285. var halfGammaMinusAlpha = (gamma - alpha) * 0.5;
  1286. var halfBeta = beta * 0.5;
  1287. result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);
  1288. result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);
  1289. result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);
  1290. result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);
  1291. };
  1292. Quaternion.Slerp = function (left, right, amount) {
  1293. var num2;
  1294. var num3;
  1295. var num = amount;
  1296. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  1297. var flag = false;
  1298. if (num4 < 0) {
  1299. flag = true;
  1300. num4 = -num4;
  1301. }
  1302. if (num4 > 0.999999) {
  1303. num3 = 1 - num;
  1304. num2 = flag ? -num : num;
  1305. }
  1306. else {
  1307. var num5 = Math.acos(num4);
  1308. var num6 = (1.0 / Math.sin(num5));
  1309. num3 = (Math.sin((1.0 - num) * num5)) * num6;
  1310. num2 = flag ? ((-Math.sin(num * num5)) * num6) : ((Math.sin(num * num5)) * num6);
  1311. }
  1312. 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));
  1313. };
  1314. return Quaternion;
  1315. })();
  1316. BABYLON.Quaternion = Quaternion;
  1317. var Matrix = (function () {
  1318. function Matrix() {
  1319. this.m = new Float32Array(16);
  1320. }
  1321. // Properties
  1322. Matrix.prototype.isIdentity = function () {
  1323. if (this.m[0] !== 1.0 || this.m[5] !== 1.0 || this.m[10] !== 1.0 || this.m[15] !== 1.0)
  1324. return false;
  1325. 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)
  1326. return false;
  1327. return true;
  1328. };
  1329. Matrix.prototype.determinant = function () {
  1330. var temp1 = (this.m[10] * this.m[15]) - (this.m[11] * this.m[14]);
  1331. var temp2 = (this.m[9] * this.m[15]) - (this.m[11] * this.m[13]);
  1332. var temp3 = (this.m[9] * this.m[14]) - (this.m[10] * this.m[13]);
  1333. var temp4 = (this.m[8] * this.m[15]) - (this.m[11] * this.m[12]);
  1334. var temp5 = (this.m[8] * this.m[14]) - (this.m[10] * this.m[12]);
  1335. var temp6 = (this.m[8] * this.m[13]) - (this.m[9] * this.m[12]);
  1336. 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))));
  1337. };
  1338. // Methods
  1339. Matrix.prototype.toArray = function () {
  1340. return this.m;
  1341. };
  1342. Matrix.prototype.asArray = function () {
  1343. return this.toArray();
  1344. };
  1345. Matrix.prototype.invert = function () {
  1346. this.invertToRef(this);
  1347. return this;
  1348. };
  1349. Matrix.prototype.invertToRef = function (other) {
  1350. var l1 = this.m[0];
  1351. var l2 = this.m[1];
  1352. var l3 = this.m[2];
  1353. var l4 = this.m[3];
  1354. var l5 = this.m[4];
  1355. var l6 = this.m[5];
  1356. var l7 = this.m[6];
  1357. var l8 = this.m[7];
  1358. var l9 = this.m[8];
  1359. var l10 = this.m[9];
  1360. var l11 = this.m[10];
  1361. var l12 = this.m[11];
  1362. var l13 = this.m[12];
  1363. var l14 = this.m[13];
  1364. var l15 = this.m[14];
  1365. var l16 = this.m[15];
  1366. var l17 = (l11 * l16) - (l12 * l15);
  1367. var l18 = (l10 * l16) - (l12 * l14);
  1368. var l19 = (l10 * l15) - (l11 * l14);
  1369. var l20 = (l9 * l16) - (l12 * l13);
  1370. var l21 = (l9 * l15) - (l11 * l13);
  1371. var l22 = (l9 * l14) - (l10 * l13);
  1372. var l23 = ((l6 * l17) - (l7 * l18)) + (l8 * l19);
  1373. var l24 = -(((l5 * l17) - (l7 * l20)) + (l8 * l21));
  1374. var l25 = ((l5 * l18) - (l6 * l20)) + (l8 * l22);
  1375. var l26 = -(((l5 * l19) - (l6 * l21)) + (l7 * l22));
  1376. var l27 = 1.0 / ((((l1 * l23) + (l2 * l24)) + (l3 * l25)) + (l4 * l26));
  1377. var l28 = (l7 * l16) - (l8 * l15);
  1378. var l29 = (l6 * l16) - (l8 * l14);
  1379. var l30 = (l6 * l15) - (l7 * l14);
  1380. var l31 = (l5 * l16) - (l8 * l13);
  1381. var l32 = (l5 * l15) - (l7 * l13);
  1382. var l33 = (l5 * l14) - (l6 * l13);
  1383. var l34 = (l7 * l12) - (l8 * l11);
  1384. var l35 = (l6 * l12) - (l8 * l10);
  1385. var l36 = (l6 * l11) - (l7 * l10);
  1386. var l37 = (l5 * l12) - (l8 * l9);
  1387. var l38 = (l5 * l11) - (l7 * l9);
  1388. var l39 = (l5 * l10) - (l6 * l9);
  1389. other.m[0] = l23 * l27;
  1390. other.m[4] = l24 * l27;
  1391. other.m[8] = l25 * l27;
  1392. other.m[12] = l26 * l27;
  1393. other.m[1] = -(((l2 * l17) - (l3 * l18)) + (l4 * l19)) * l27;
  1394. other.m[5] = (((l1 * l17) - (l3 * l20)) + (l4 * l21)) * l27;
  1395. other.m[9] = -(((l1 * l18) - (l2 * l20)) + (l4 * l22)) * l27;
  1396. other.m[13] = (((l1 * l19) - (l2 * l21)) + (l3 * l22)) * l27;
  1397. other.m[2] = (((l2 * l28) - (l3 * l29)) + (l4 * l30)) * l27;
  1398. other.m[6] = -(((l1 * l28) - (l3 * l31)) + (l4 * l32)) * l27;
  1399. other.m[10] = (((l1 * l29) - (l2 * l31)) + (l4 * l33)) * l27;
  1400. other.m[14] = -(((l1 * l30) - (l2 * l32)) + (l3 * l33)) * l27;
  1401. other.m[3] = -(((l2 * l34) - (l3 * l35)) + (l4 * l36)) * l27;
  1402. other.m[7] = (((l1 * l34) - (l3 * l37)) + (l4 * l38)) * l27;
  1403. other.m[11] = -(((l1 * l35) - (l2 * l37)) + (l4 * l39)) * l27;
  1404. other.m[15] = (((l1 * l36) - (l2 * l38)) + (l3 * l39)) * l27;
  1405. return this;
  1406. };
  1407. Matrix.prototype.invertToRefSIMD = function (other) {
  1408. var src = this.m;
  1409. var dest = other.m;
  1410. var row0, row1, row2, row3;
  1411. var tmp1;
  1412. var minor0, minor1, minor2, minor3;
  1413. var det;
  1414. // Load the 4 rows
  1415. var src0 = SIMD.float32x4.load(src, 0);
  1416. var src1 = SIMD.float32x4.load(src, 4);
  1417. var src2 = SIMD.float32x4.load(src, 8);
  1418. var src3 = SIMD.float32x4.load(src, 12);
  1419. // Transpose the source matrix. Sort of. Not a true transpose operation
  1420. tmp1 = SIMD.float32x4.shuffle(src0, src1, 0, 1, 4, 5);
  1421. row1 = SIMD.float32x4.shuffle(src2, src3, 0, 1, 4, 5);
  1422. row0 = SIMD.float32x4.shuffle(tmp1, row1, 0, 2, 4, 6);
  1423. row1 = SIMD.float32x4.shuffle(row1, tmp1, 1, 3, 5, 7);
  1424. tmp1 = SIMD.float32x4.shuffle(src0, src1, 2, 3, 6, 7);
  1425. row3 = SIMD.float32x4.shuffle(src2, src3, 2, 3, 6, 7);
  1426. row2 = SIMD.float32x4.shuffle(tmp1, row3, 0, 2, 4, 6);
  1427. row3 = SIMD.float32x4.shuffle(row3, tmp1, 1, 3, 5, 7);
  1428. // This is a true transposition, but it will lead to an incorrect result
  1429. //tmp1 = SIMD.float32x4.shuffle(src0, src1, 0, 1, 4, 5);
  1430. //tmp2 = SIMD.float32x4.shuffle(src2, src3, 0, 1, 4, 5);
  1431. //row0 = SIMD.float32x4.shuffle(tmp1, tmp2, 0, 2, 4, 6);
  1432. //row1 = SIMD.float32x4.shuffle(tmp1, tmp2, 1, 3, 5, 7);
  1433. //tmp1 = SIMD.float32x4.shuffle(src0, src1, 2, 3, 6, 7);
  1434. //tmp2 = SIMD.float32x4.shuffle(src2, src3, 2, 3, 6, 7);
  1435. //row2 = SIMD.float32x4.shuffle(tmp1, tmp2, 0, 2, 4, 6);
  1436. //row3 = SIMD.float32x4.shuffle(tmp1, tmp2, 1, 3, 5, 7);
  1437. // ----
  1438. tmp1 = SIMD.float32x4.mul(row2, row3);
  1439. tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001
  1440. minor0 = SIMD.float32x4.mul(row1, tmp1);
  1441. minor1 = SIMD.float32x4.mul(row0, tmp1);
  1442. tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110
  1443. minor0 = SIMD.float32x4.sub(SIMD.float32x4.mul(row1, tmp1), minor0);
  1444. minor1 = SIMD.float32x4.sub(SIMD.float32x4.mul(row0, tmp1), minor1);
  1445. minor1 = SIMD.float32x4.swizzle(minor1, 2, 3, 0, 1); // 0x4E = 01001110
  1446. // ----
  1447. tmp1 = SIMD.float32x4.mul(row1, row2);
  1448. tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001
  1449. minor0 = SIMD.float32x4.add(SIMD.float32x4.mul(row3, tmp1), minor0);
  1450. minor3 = SIMD.float32x4.mul(row0, tmp1);
  1451. tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110
  1452. minor0 = SIMD.float32x4.sub(minor0, SIMD.float32x4.mul(row3, tmp1));
  1453. minor3 = SIMD.float32x4.sub(SIMD.float32x4.mul(row0, tmp1), minor3);
  1454. minor3 = SIMD.float32x4.swizzle(minor3, 2, 3, 0, 1); // 0x4E = 01001110
  1455. // ----
  1456. tmp1 = SIMD.float32x4.mul(SIMD.float32x4.swizzle(row1, 2, 3, 0, 1), row3); // 0x4E = 01001110
  1457. tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001
  1458. row2 = SIMD.float32x4.swizzle(row2, 2, 3, 0, 1); // 0x4E = 01001110
  1459. minor0 = SIMD.float32x4.add(SIMD.float32x4.mul(row2, tmp1), minor0);
  1460. minor2 = SIMD.float32x4.mul(row0, tmp1);
  1461. tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110
  1462. minor0 = SIMD.float32x4.sub(minor0, SIMD.float32x4.mul(row2, tmp1));
  1463. minor2 = SIMD.float32x4.sub(SIMD.float32x4.mul(row0, tmp1), minor2);
  1464. minor2 = SIMD.float32x4.swizzle(minor2, 2, 3, 0, 1); // 0x4E = 01001110
  1465. // ----
  1466. tmp1 = SIMD.float32x4.mul(row0, row1);
  1467. tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001
  1468. minor2 = SIMD.float32x4.add(SIMD.float32x4.mul(row3, tmp1), minor2);
  1469. minor3 = SIMD.float32x4.sub(SIMD.float32x4.mul(row2, tmp1), minor3);
  1470. tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110
  1471. minor2 = SIMD.float32x4.sub(SIMD.float32x4.mul(row3, tmp1), minor2);
  1472. minor3 = SIMD.float32x4.sub(minor3, SIMD.float32x4.mul(row2, tmp1));
  1473. // ----
  1474. tmp1 = SIMD.float32x4.mul(row0, row3);
  1475. tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001
  1476. minor1 = SIMD.float32x4.sub(minor1, SIMD.float32x4.mul(row2, tmp1));
  1477. minor2 = SIMD.float32x4.add(SIMD.float32x4.mul(row1, tmp1), minor2);
  1478. tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110
  1479. minor1 = SIMD.float32x4.add(SIMD.float32x4.mul(row2, tmp1), minor1);
  1480. minor2 = SIMD.float32x4.sub(minor2, SIMD.float32x4.mul(row1, tmp1));
  1481. // ----
  1482. tmp1 = SIMD.float32x4.mul(row0, row2);
  1483. tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001
  1484. minor1 = SIMD.float32x4.add(SIMD.float32x4.mul(row3, tmp1), minor1);
  1485. minor3 = SIMD.float32x4.sub(minor3, SIMD.float32x4.mul(row1, tmp1));
  1486. tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110
  1487. minor1 = SIMD.float32x4.sub(minor1, SIMD.float32x4.mul(row3, tmp1));
  1488. minor3 = SIMD.float32x4.add(SIMD.float32x4.mul(row1, tmp1), minor3);
  1489. // Compute determinant
  1490. det = SIMD.float32x4.mul(row0, minor0);
  1491. det = SIMD.float32x4.add(SIMD.float32x4.swizzle(det, 2, 3, 0, 1), det); // 0x4E = 01001110
  1492. det = SIMD.float32x4.add(SIMD.float32x4.swizzle(det, 1, 0, 3, 2), det); // 0xB1 = 10110001
  1493. tmp1 = SIMD.float32x4.reciprocal(det);
  1494. det = SIMD.float32x4.sub(SIMD.float32x4.add(tmp1, tmp1), SIMD.float32x4.mul(det, SIMD.float32x4.mul(tmp1, tmp1)));
  1495. det = SIMD.float32x4.swizzle(det, 0, 0, 0, 0);
  1496. // These shuffles aren't necessary if the faulty transposition is done
  1497. // up at the top of this function.
  1498. //minor0 = SIMD.float32x4.swizzle(minor0, 2, 1, 0, 3);
  1499. //minor1 = SIMD.float32x4.swizzle(minor1, 2, 1, 0, 3);
  1500. //minor2 = SIMD.float32x4.swizzle(minor2, 2, 1, 0, 3);
  1501. //minor3 = SIMD.float32x4.swizzle(minor3, 2, 1, 0, 3);
  1502. // Compute final values by multiplying with 1/det
  1503. minor0 = SIMD.float32x4.mul(det, minor0);
  1504. minor1 = SIMD.float32x4.mul(det, minor1);
  1505. minor2 = SIMD.float32x4.mul(det, minor2);
  1506. minor3 = SIMD.float32x4.mul(det, minor3);
  1507. SIMD.float32x4.store(dest, 0, minor0);
  1508. SIMD.float32x4.store(dest, 4, minor1);
  1509. SIMD.float32x4.store(dest, 8, minor2);
  1510. SIMD.float32x4.store(dest, 12, minor3);
  1511. return this;
  1512. };
  1513. Matrix.prototype.setTranslation = function (vector3) {
  1514. this.m[12] = vector3.x;
  1515. this.m[13] = vector3.y;
  1516. this.m[14] = vector3.z;
  1517. return this;
  1518. };
  1519. Matrix.prototype.multiply = function (other) {
  1520. var result = new Matrix();
  1521. this.multiplyToRef(other, result);
  1522. return result;
  1523. };
  1524. Matrix.prototype.copyFrom = function (other) {
  1525. for (var index = 0; index < 16; index++) {
  1526. this.m[index] = other.m[index];
  1527. }
  1528. return this;
  1529. };
  1530. Matrix.prototype.copyToArray = function (array, offset) {
  1531. if (offset === void 0) { offset = 0; }
  1532. for (var index = 0; index < 16; index++) {
  1533. array[offset + index] = this.m[index];
  1534. }
  1535. return this;
  1536. };
  1537. Matrix.prototype.multiplyToRef = function (other, result) {
  1538. this.multiplyToArray(other, result.m, 0);
  1539. return this;
  1540. };
  1541. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  1542. var tm0 = this.m[0];
  1543. var tm1 = this.m[1];
  1544. var tm2 = this.m[2];
  1545. var tm3 = this.m[3];
  1546. var tm4 = this.m[4];
  1547. var tm5 = this.m[5];
  1548. var tm6 = this.m[6];
  1549. var tm7 = this.m[7];
  1550. var tm8 = this.m[8];
  1551. var tm9 = this.m[9];
  1552. var tm10 = this.m[10];
  1553. var tm11 = this.m[11];
  1554. var tm12 = this.m[12];
  1555. var tm13 = this.m[13];
  1556. var tm14 = this.m[14];
  1557. var tm15 = this.m[15];
  1558. var om0 = other.m[0];
  1559. var om1 = other.m[1];
  1560. var om2 = other.m[2];
  1561. var om3 = other.m[3];
  1562. var om4 = other.m[4];
  1563. var om5 = other.m[5];
  1564. var om6 = other.m[6];
  1565. var om7 = other.m[7];
  1566. var om8 = other.m[8];
  1567. var om9 = other.m[9];
  1568. var om10 = other.m[10];
  1569. var om11 = other.m[11];
  1570. var om12 = other.m[12];
  1571. var om13 = other.m[13];
  1572. var om14 = other.m[14];
  1573. var om15 = other.m[15];
  1574. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  1575. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  1576. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  1577. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  1578. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  1579. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  1580. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  1581. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  1582. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  1583. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  1584. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  1585. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  1586. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  1587. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  1588. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  1589. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  1590. return this;
  1591. };
  1592. Matrix.prototype.multiplyToArraySIMD = function (other, result, offset) {
  1593. if (offset === void 0) { offset = 0; }
  1594. var tm = this.m;
  1595. var om = other.m;
  1596. var om0 = SIMD.float32x4.load(om, 0);
  1597. var om1 = SIMD.float32x4.load(om, 4);
  1598. var om2 = SIMD.float32x4.load(om, 8);
  1599. var om3 = SIMD.float32x4.load(om, 12);
  1600. var tm0 = SIMD.float32x4.load(tm, 0);
  1601. SIMD.float32x4.store(result, offset + 0, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm0, 0, 0, 0, 0), om0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm0, 1, 1, 1, 1), om1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm0, 2, 2, 2, 2), om2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm0, 3, 3, 3, 3), om3)))));
  1602. var tm1 = SIMD.float32x4.load(tm, 4);
  1603. SIMD.float32x4.store(result, offset + 4, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm1, 0, 0, 0, 0), om0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm1, 1, 1, 1, 1), om1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm1, 2, 2, 2, 2), om2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm1, 3, 3, 3, 3), om3)))));
  1604. var tm2 = SIMD.float32x4.load(tm, 8);
  1605. SIMD.float32x4.store(result, offset + 8, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm2, 0, 0, 0, 0), om0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm2, 1, 1, 1, 1), om1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm2, 2, 2, 2, 2), om2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm2, 3, 3, 3, 3), om3)))));
  1606. var tm3 = SIMD.float32x4.load(tm, 12);
  1607. SIMD.float32x4.store(result, offset + 12, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm3, 0, 0, 0, 0), om0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm3, 1, 1, 1, 1), om1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm3, 2, 2, 2, 2), om2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm3, 3, 3, 3, 3), om3)))));
  1608. };
  1609. Matrix.prototype.equals = function (value) {
  1610. 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]);
  1611. };
  1612. Matrix.prototype.clone = function () {
  1613. 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]);
  1614. };
  1615. Matrix.prototype.decompose = function (scale, rotation, translation) {
  1616. translation.x = this.m[12];
  1617. translation.y = this.m[13];
  1618. translation.z = this.m[14];
  1619. var xs = BABYLON.Tools.Sign(this.m[0] * this.m[1] * this.m[2] * this.m[3]) < 0 ? -1 : 1;
  1620. var ys = BABYLON.Tools.Sign(this.m[4] * this.m[5] * this.m[6] * this.m[7]) < 0 ? -1 : 1;
  1621. var zs = BABYLON.Tools.Sign(this.m[8] * this.m[9] * this.m[10] * this.m[11]) < 0 ? -1 : 1;
  1622. scale.x = xs * Math.sqrt(this.m[0] * this.m[0] + this.m[1] * this.m[1] + this.m[2] * this.m[2]);
  1623. scale.y = ys * Math.sqrt(this.m[4] * this.m[4] + this.m[5] * this.m[5] + this.m[6] * this.m[6]);
  1624. scale.z = zs * Math.sqrt(this.m[8] * this.m[8] + this.m[9] * this.m[9] + this.m[10] * this.m[10]);
  1625. if (scale.x === 0 || scale.y === 0 || scale.z === 0) {
  1626. rotation.x = 0;
  1627. rotation.y = 0;
  1628. rotation.z = 0;
  1629. rotation.w = 1;
  1630. return false;
  1631. }
  1632. var rotationMatrix = Matrix.FromValues(this.m[0] / scale.x, this.m[1] / scale.x, this.m[2] / scale.x, 0, this.m[4] / scale.y, this.m[5] / scale.y, this.m[6] / scale.y, 0, this.m[8] / scale.z, this.m[9] / scale.z, this.m[10] / scale.z, 0, 0, 0, 0, 1);
  1633. Quaternion.FromRotationMatrixToRef(rotationMatrix, rotation);
  1634. return true;
  1635. };
  1636. // Statics
  1637. Matrix.FromArray = function (array, offset) {
  1638. var result = new Matrix();
  1639. if (!offset) {
  1640. offset = 0;
  1641. }
  1642. Matrix.FromArrayToRef(array, offset, result);
  1643. return result;
  1644. };
  1645. Matrix.FromArrayToRef = function (array, offset, result) {
  1646. for (var index = 0; index < 16; index++) {
  1647. result.m[index] = array[index + offset];
  1648. }
  1649. };
  1650. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  1651. result.m[0] = initialM11;
  1652. result.m[1] = initialM12;
  1653. result.m[2] = initialM13;
  1654. result.m[3] = initialM14;
  1655. result.m[4] = initialM21;
  1656. result.m[5] = initialM22;
  1657. result.m[6] = initialM23;
  1658. result.m[7] = initialM24;
  1659. result.m[8] = initialM31;
  1660. result.m[9] = initialM32;
  1661. result.m[10] = initialM33;
  1662. result.m[11] = initialM34;
  1663. result.m[12] = initialM41;
  1664. result.m[13] = initialM42;
  1665. result.m[14] = initialM43;
  1666. result.m[15] = initialM44;
  1667. };
  1668. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  1669. var result = new Matrix();
  1670. result.m[0] = initialM11;
  1671. result.m[1] = initialM12;
  1672. result.m[2] = initialM13;
  1673. result.m[3] = initialM14;
  1674. result.m[4] = initialM21;
  1675. result.m[5] = initialM22;
  1676. result.m[6] = initialM23;
  1677. result.m[7] = initialM24;
  1678. result.m[8] = initialM31;
  1679. result.m[9] = initialM32;
  1680. result.m[10] = initialM33;
  1681. result.m[11] = initialM34;
  1682. result.m[12] = initialM41;
  1683. result.m[13] = initialM42;
  1684. result.m[14] = initialM43;
  1685. result.m[15] = initialM44;
  1686. return result;
  1687. };
  1688. Matrix.Compose = function (scale, rotation, translation) {
  1689. var result = Matrix.FromValues(scale.x, 0, 0, 0, 0, scale.y, 0, 0, 0, 0, scale.z, 0, 0, 0, 0, 1);
  1690. var rotationMatrix = Matrix.Identity();
  1691. rotation.toRotationMatrix(rotationMatrix);
  1692. result = result.multiply(rotationMatrix);
  1693. result.setTranslation(translation);
  1694. return result;
  1695. };
  1696. Matrix.Identity = function () {
  1697. return Matrix.FromValues(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0);
  1698. };
  1699. Matrix.IdentityToRef = function (result) {
  1700. Matrix.FromValuesToRef(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, result);
  1701. };
  1702. Matrix.Zero = function () {
  1703. return Matrix.FromValues(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
  1704. };
  1705. Matrix.RotationX = function (angle) {
  1706. var result = new Matrix();
  1707. Matrix.RotationXToRef(angle, result);
  1708. return result;
  1709. };
  1710. Matrix.Invert = function (source) {
  1711. var result = new Matrix();
  1712. source.invertToRef(result);
  1713. return result;
  1714. };
  1715. Matrix.RotationXToRef = function (angle, result) {
  1716. var s = Math.sin(angle);
  1717. var c = Math.cos(angle);
  1718. result.m[0] = 1.0;
  1719. result.m[15] = 1.0;
  1720. result.m[5] = c;
  1721. result.m[10] = c;
  1722. result.m[9] = -s;
  1723. result.m[6] = s;
  1724. result.m[1] = 0;
  1725. result.m[2] = 0;
  1726. result.m[3] = 0;
  1727. result.m[4] = 0;
  1728. result.m[7] = 0;
  1729. result.m[8] = 0;
  1730. result.m[11] = 0;
  1731. result.m[12] = 0;
  1732. result.m[13] = 0;
  1733. result.m[14] = 0;
  1734. };
  1735. Matrix.RotationY = function (angle) {
  1736. var result = new Matrix();
  1737. Matrix.RotationYToRef(angle, result);
  1738. return result;
  1739. };
  1740. Matrix.RotationYToRef = function (angle, result) {
  1741. var s = Math.sin(angle);
  1742. var c = Math.cos(angle);
  1743. result.m[5] = 1.0;
  1744. result.m[15] = 1.0;
  1745. result.m[0] = c;
  1746. result.m[2] = -s;
  1747. result.m[8] = s;
  1748. result.m[10] = c;
  1749. result.m[1] = 0;
  1750. result.m[3] = 0;
  1751. result.m[4] = 0;
  1752. result.m[6] = 0;
  1753. result.m[7] = 0;
  1754. result.m[9] = 0;
  1755. result.m[11] = 0;
  1756. result.m[12] = 0;
  1757. result.m[13] = 0;
  1758. result.m[14] = 0;
  1759. };
  1760. Matrix.RotationZ = function (angle) {
  1761. var result = new Matrix();
  1762. Matrix.RotationZToRef(angle, result);
  1763. return result;
  1764. };
  1765. Matrix.RotationZToRef = function (angle, result) {
  1766. var s = Math.sin(angle);
  1767. var c = Math.cos(angle);
  1768. result.m[10] = 1.0;
  1769. result.m[15] = 1.0;
  1770. result.m[0] = c;
  1771. result.m[1] = s;
  1772. result.m[4] = -s;
  1773. result.m[5] = c;
  1774. result.m[2] = 0;
  1775. result.m[3] = 0;
  1776. result.m[6] = 0;
  1777. result.m[7] = 0;
  1778. result.m[8] = 0;
  1779. result.m[9] = 0;
  1780. result.m[11] = 0;
  1781. result.m[12] = 0;
  1782. result.m[13] = 0;
  1783. result.m[14] = 0;
  1784. };
  1785. Matrix.RotationAxis = function (axis, angle) {
  1786. var s = Math.sin(-angle);
  1787. var c = Math.cos(-angle);
  1788. var c1 = 1 - c;
  1789. axis.normalize();
  1790. var result = Matrix.Zero();
  1791. result.m[0] = (axis.x * axis.x) * c1 + c;
  1792. result.m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  1793. result.m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  1794. result.m[3] = 0.0;
  1795. result.m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  1796. result.m[5] = (axis.y * axis.y) * c1 + c;
  1797. result.m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  1798. result.m[7] = 0.0;
  1799. result.m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  1800. result.m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  1801. result.m[10] = (axis.z * axis.z) * c1 + c;
  1802. result.m[11] = 0.0;
  1803. result.m[15] = 1.0;
  1804. return result;
  1805. };
  1806. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  1807. var result = new Matrix();
  1808. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  1809. return result;
  1810. };
  1811. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  1812. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, this._tempQuaternion);
  1813. this._tempQuaternion.toRotationMatrix(result);
  1814. };
  1815. Matrix.Scaling = function (x, y, z) {
  1816. var result = Matrix.Zero();
  1817. Matrix.ScalingToRef(x, y, z, result);
  1818. return result;
  1819. };
  1820. Matrix.ScalingToRef = function (x, y, z, result) {
  1821. result.m[0] = x;
  1822. result.m[1] = 0;
  1823. result.m[2] = 0;
  1824. result.m[3] = 0;
  1825. result.m[4] = 0;
  1826. result.m[5] = y;
  1827. result.m[6] = 0;
  1828. result.m[7] = 0;
  1829. result.m[8] = 0;
  1830. result.m[9] = 0;
  1831. result.m[10] = z;
  1832. result.m[11] = 0;
  1833. result.m[12] = 0;
  1834. result.m[13] = 0;
  1835. result.m[14] = 0;
  1836. result.m[15] = 1.0;
  1837. };
  1838. Matrix.Translation = function (x, y, z) {
  1839. var result = Matrix.Identity();
  1840. Matrix.TranslationToRef(x, y, z, result);
  1841. return result;
  1842. };
  1843. Matrix.TranslationToRef = function (x, y, z, result) {
  1844. Matrix.FromValuesToRef(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, x, y, z, 1.0, result);
  1845. };
  1846. Matrix.LookAtLH = function (eye, target, up) {
  1847. var result = Matrix.Zero();
  1848. Matrix.LookAtLHToRef(eye, target, up, result);
  1849. return result;
  1850. };
  1851. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  1852. // Z axis
  1853. target.subtractToRef(eye, this._zAxis);
  1854. this._zAxis.normalize();
  1855. // X axis
  1856. Vector3.CrossToRef(up, this._zAxis, this._xAxis);
  1857. this._xAxis.normalize();
  1858. // Y axis
  1859. Vector3.CrossToRef(this._zAxis, this._xAxis, this._yAxis);
  1860. this._yAxis.normalize();
  1861. // Eye angles
  1862. var ex = -Vector3.Dot(this._xAxis, eye);
  1863. var ey = -Vector3.Dot(this._yAxis, eye);
  1864. var ez = -Vector3.Dot(this._zAxis, eye);
  1865. 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);
  1866. };
  1867. Matrix.LookAtLHToRefSIMD = function (eyeRef, targetRef, upRef, result) {
  1868. var out = result.m;
  1869. var center = SIMD.float32x4(targetRef.x, targetRef.y, targetRef.z, 0);
  1870. var eye = SIMD.float32x4(eyeRef.x, eyeRef.y, eyeRef.z, 0);
  1871. var up = SIMD.float32x4(upRef.x, upRef.y, upRef.z, 0);
  1872. // cc.kmVec3Subtract(f, pCenter, pEye);
  1873. var f = SIMD.float32x4.sub(center, eye);
  1874. // cc.kmVec3Normalize(f, f);
  1875. var tmp = SIMD.float32x4.mul(f, f);
  1876. tmp = SIMD.float32x4.add(tmp, SIMD.float32x4.add(SIMD.float32x4.swizzle(tmp, 1, 2, 0, 3), SIMD.float32x4.swizzle(tmp, 2, 0, 1, 3)));
  1877. f = SIMD.float32x4.mul(f, SIMD.float32x4.reciprocalSqrtApproximation(tmp));
  1878. // cc.kmVec3Assign(up, pUp);
  1879. // cc.kmVec3Normalize(up, up);
  1880. tmp = SIMD.float32x4.mul(up, up);
  1881. tmp = SIMD.float32x4.add(tmp, SIMD.float32x4.add(SIMD.float32x4.swizzle(tmp, 1, 2, 0, 3), SIMD.float32x4.swizzle(tmp, 2, 0, 1, 3)));
  1882. up = SIMD.float32x4.mul(up, SIMD.float32x4.reciprocalSqrtApproximation(tmp));
  1883. // cc.kmVec3Cross(s, f, up);
  1884. var s = SIMD.float32x4.sub(SIMD.float32x4.mul(SIMD.float32x4.swizzle(f, 1, 2, 0, 3), SIMD.float32x4.swizzle(up, 2, 0, 1, 3)), SIMD.float32x4.mul(SIMD.float32x4.swizzle(f, 2, 0, 1, 3), SIMD.float32x4.swizzle(up, 1, 2, 0, 3)));
  1885. // cc.kmVec3Normalize(s, s);
  1886. tmp = SIMD.float32x4.mul(s, s);
  1887. tmp = SIMD.float32x4.add(tmp, SIMD.float32x4.add(SIMD.float32x4.swizzle(tmp, 1, 2, 0, 3), SIMD.float32x4.swizzle(tmp, 2, 0, 1, 3)));
  1888. s = SIMD.float32x4.mul(s, SIMD.float32x4.reciprocalSqrtApproximation(tmp));
  1889. // cc.kmVec3Cross(u, s, f);
  1890. var u = SIMD.float32x4.sub(SIMD.float32x4.mul(SIMD.float32x4.swizzle(s, 1, 2, 0, 3), SIMD.float32x4.swizzle(f, 2, 0, 1, 3)), SIMD.float32x4.mul(SIMD.float32x4.swizzle(s, 2, 0, 1, 3), SIMD.float32x4.swizzle(f, 1, 2, 0, 3)));
  1891. // cc.kmVec3Normalize(s, s);
  1892. tmp = SIMD.float32x4.mul(s, s);
  1893. tmp = SIMD.float32x4.add(tmp, SIMD.float32x4.add(SIMD.float32x4.swizzle(tmp, 1, 2, 0, 3), SIMD.float32x4.swizzle(tmp, 2, 0, 1, 3)));
  1894. s = SIMD.float32x4.mul(s, SIMD.float32x4.reciprocalSqrtApproximation(tmp));
  1895. var zero = SIMD.float32x4.splat(0.0);
  1896. s = SIMD.float32x4.neg(s);
  1897. var tmp01 = SIMD.float32x4.shuffle(s, u, 0, 1, 4, 5);
  1898. var tmp23 = SIMD.float32x4.shuffle(f, zero, 0, 1, 4, 5);
  1899. var a0 = SIMD.float32x4.shuffle(tmp01, tmp23, 0, 2, 4, 6);
  1900. var a1 = SIMD.float32x4.shuffle(tmp01, tmp23, 1, 3, 5, 7);
  1901. tmp01 = SIMD.float32x4.shuffle(s, u, 2, 3, 6, 7);
  1902. tmp23 = SIMD.float32x4.shuffle(f, zero, 2, 3, 6, 7);
  1903. var a2 = SIMD.float32x4.shuffle(tmp01, tmp23, 0, 2, 4, 6);
  1904. var a3 = SIMD.float32x4(0.0, 0.0, 0.0, 1.0);
  1905. var b0 = SIMD.float32x4(1.0, 0.0, 0.0, 0.0);
  1906. var b1 = SIMD.float32x4(0.0, 1.0, 0.0, 0.0);
  1907. var b2 = SIMD.float32x4(0.0, 0.0, 1.0, 0.0);
  1908. var b3 = SIMD.float32x4.neg(eye);
  1909. b3 = SIMD.float32x4.withW(b3, 1.0);
  1910. SIMD.float32x4.store(out, 0, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b0, 0, 0, 0, 0), a0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b0, 1, 1, 1, 1), a1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b0, 2, 2, 2, 2), a2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(b0, 3, 3, 3, 3), a3)))));
  1911. SIMD.float32x4.store(out, 4, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b1, 0, 0, 0, 0), a0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b1, 1, 1, 1, 1), a1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b1, 2, 2, 2, 2), a2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(b1, 3, 3, 3, 3), a3)))));
  1912. SIMD.float32x4.store(out, 8, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b2, 0, 0, 0, 0), a0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b2, 1, 1, 1, 1), a1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b2, 2, 2, 2, 2), a2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(b2, 3, 3, 3, 3), a3)))));
  1913. SIMD.float32x4.store(out, 12, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 0, 0, 0, 0), a0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 1, 1, 1, 1), a1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 2, 2, 2, 2), a2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 3, 3, 3, 3), a3)))));
  1914. };
  1915. Matrix.OrthoLH = function (width, height, znear, zfar) {
  1916. var matrix = Matrix.Zero();
  1917. Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);
  1918. return matrix;
  1919. };
  1920. Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) {
  1921. var hw = 2.0 / width;
  1922. var hh = 2.0 / height;
  1923. var id = 1.0 / (zfar - znear);
  1924. var nid = znear / (znear - zfar);
  1925. Matrix.FromValuesToRef(hw, 0, 0, 0, 0, hh, 0, 0, 0, 0, id, 0, 0, 0, nid, 1, result);
  1926. };
  1927. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  1928. var matrix = Matrix.Zero();
  1929. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  1930. return matrix;
  1931. };
  1932. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  1933. result.m[0] = 2.0 / (right - left);
  1934. result.m[1] = result.m[2] = result.m[3] = 0;
  1935. result.m[5] = 2.0 / (top - bottom);
  1936. result.m[4] = result.m[6] = result.m[7] = 0;
  1937. result.m[10] = -1.0 / (znear - zfar);
  1938. result.m[8] = result.m[9] = result.m[11] = 0;
  1939. result.m[12] = (left + right) / (left - right);
  1940. result.m[13] = (top + bottom) / (bottom - top);
  1941. result.m[14] = znear / (znear - zfar);
  1942. result.m[15] = 1.0;
  1943. };
  1944. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  1945. var matrix = Matrix.Zero();
  1946. matrix.m[0] = (2.0 * znear) / width;
  1947. matrix.m[1] = matrix.m[2] = matrix.m[3] = 0.0;
  1948. matrix.m[5] = (2.0 * znear) / height;
  1949. matrix.m[4] = matrix.m[6] = matrix.m[7] = 0.0;
  1950. matrix.m[10] = -zfar / (znear - zfar);
  1951. matrix.m[8] = matrix.m[9] = 0.0;
  1952. matrix.m[11] = 1.0;
  1953. matrix.m[12] = matrix.m[13] = matrix.m[15] = 0.0;
  1954. matrix.m[14] = (znear * zfar) / (znear - zfar);
  1955. return matrix;
  1956. };
  1957. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  1958. var matrix = Matrix.Zero();
  1959. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  1960. return matrix;
  1961. };
  1962. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result, fovMode) {
  1963. if (fovMode === void 0) { fovMode = BABYLON.Camera.FOVMODE_VERTICAL_FIXED; }
  1964. var tan = 1.0 / (Math.tan(fov * 0.5));
  1965. var v_fixed = (fovMode === BABYLON.Camera.FOVMODE_VERTICAL_FIXED);
  1966. if (v_fixed) {
  1967. result.m[0] = tan / aspect;
  1968. }
  1969. else {
  1970. result.m[0] = tan;
  1971. }
  1972. result.m[1] = result.m[2] = result.m[3] = 0.0;
  1973. if (v_fixed) {
  1974. result.m[5] = tan;
  1975. }
  1976. else {
  1977. result.m[5] = tan * aspect;
  1978. }
  1979. result.m[4] = result.m[6] = result.m[7] = 0.0;
  1980. result.m[8] = result.m[9] = 0.0;
  1981. result.m[10] = -zfar / (znear - zfar);
  1982. result.m[11] = 1.0;
  1983. result.m[12] = result.m[13] = result.m[15] = 0.0;
  1984. result.m[14] = (znear * zfar) / (znear - zfar);
  1985. };
  1986. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  1987. var cw = viewport.width;
  1988. var ch = viewport.height;
  1989. var cx = viewport.x;
  1990. var cy = viewport.y;
  1991. 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);
  1992. return world.multiply(view).multiply(projection).multiply(viewportMatrix);
  1993. };
  1994. Matrix.Transpose = function (matrix) {
  1995. var result = new Matrix();
  1996. result.m[0] = matrix.m[0];
  1997. result.m[1] = matrix.m[4];
  1998. result.m[2] = matrix.m[8];
  1999. result.m[3] = matrix.m[12];
  2000. result.m[4] = matrix.m[1];
  2001. result.m[5] = matrix.m[5];
  2002. result.m[6] = matrix.m[9];
  2003. result.m[7] = matrix.m[13];
  2004. result.m[8] = matrix.m[2];
  2005. result.m[9] = matrix.m[6];
  2006. result.m[10] = matrix.m[10];
  2007. result.m[11] = matrix.m[14];
  2008. result.m[12] = matrix.m[3];
  2009. result.m[13] = matrix.m[7];
  2010. result.m[14] = matrix.m[11];
  2011. result.m[15] = matrix.m[15];
  2012. return result;
  2013. };
  2014. Matrix.Reflection = function (plane) {
  2015. var matrix = new Matrix();
  2016. Matrix.ReflectionToRef(plane, matrix);
  2017. return matrix;
  2018. };
  2019. Matrix.ReflectionToRef = function (plane, result) {
  2020. plane.normalize();
  2021. var x = plane.normal.x;
  2022. var y = plane.normal.y;
  2023. var z = plane.normal.z;
  2024. var temp = -2 * x;
  2025. var temp2 = -2 * y;
  2026. var temp3 = -2 * z;
  2027. result.m[0] = (temp * x) + 1;
  2028. result.m[1] = temp2 * x;
  2029. result.m[2] = temp3 * x;
  2030. result.m[3] = 0.0;
  2031. result.m[4] = temp * y;
  2032. result.m[5] = (temp2 * y) + 1;
  2033. result.m[6] = temp3 * y;
  2034. result.m[7] = 0.0;
  2035. result.m[8] = temp * z;
  2036. result.m[9] = temp2 * z;
  2037. result.m[10] = (temp3 * z) + 1;
  2038. result.m[11] = 0.0;
  2039. result.m[12] = temp * plane.d;
  2040. result.m[13] = temp2 * plane.d;
  2041. result.m[14] = temp3 * plane.d;
  2042. result.m[15] = 1.0;
  2043. };
  2044. Matrix._tempQuaternion = new Quaternion();
  2045. Matrix._xAxis = Vector3.Zero();
  2046. Matrix._yAxis = Vector3.Zero();
  2047. Matrix._zAxis = Vector3.Zero();
  2048. return Matrix;
  2049. })();
  2050. BABYLON.Matrix = Matrix;
  2051. var Plane = (function () {
  2052. function Plane(a, b, c, d) {
  2053. this.normal = new Vector3(a, b, c);
  2054. this.d = d;
  2055. }
  2056. Plane.prototype.asArray = function () {
  2057. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  2058. };
  2059. // Methods
  2060. Plane.prototype.clone = function () {
  2061. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  2062. };
  2063. Plane.prototype.normalize = function () {
  2064. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  2065. var magnitude = 0;
  2066. if (norm !== 0) {
  2067. magnitude = 1.0 / norm;
  2068. }
  2069. this.normal.x *= magnitude;
  2070. this.normal.y *= magnitude;
  2071. this.normal.z *= magnitude;
  2072. this.d *= magnitude;
  2073. return this;
  2074. };
  2075. Plane.prototype.transform = function (transformation) {
  2076. var transposedMatrix = Matrix.Transpose(transformation);
  2077. var x = this.normal.x;
  2078. var y = this.normal.y;
  2079. var z = this.normal.z;
  2080. var d = this.d;
  2081. var normalX = (((x * transposedMatrix.m[0]) + (y * transposedMatrix.m[1])) + (z * transposedMatrix.m[2])) + (d * transposedMatrix.m[3]);
  2082. var normalY = (((x * transposedMatrix.m[4]) + (y * transposedMatrix.m[5])) + (z * transposedMatrix.m[6])) + (d * transposedMatrix.m[7]);
  2083. var normalZ = (((x * transposedMatrix.m[8]) + (y * transposedMatrix.m[9])) + (z * transposedMatrix.m[10])) + (d * transposedMatrix.m[11]);
  2084. var finalD = (((x * transposedMatrix.m[12]) + (y * transposedMatrix.m[13])) + (z * transposedMatrix.m[14])) + (d * transposedMatrix.m[15]);
  2085. return new Plane(normalX, normalY, normalZ, finalD);
  2086. };
  2087. Plane.prototype.dotCoordinate = function (point) {
  2088. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  2089. };
  2090. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  2091. var x1 = point2.x - point1.x;
  2092. var y1 = point2.y - point1.y;
  2093. var z1 = point2.z - point1.z;
  2094. var x2 = point3.x - point1.x;
  2095. var y2 = point3.y - point1.y;
  2096. var z2 = point3.z - point1.z;
  2097. var yz = (y1 * z2) - (z1 * y2);
  2098. var xz = (z1 * x2) - (x1 * z2);
  2099. var xy = (x1 * y2) - (y1 * x2);
  2100. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  2101. var invPyth;
  2102. if (pyth !== 0) {
  2103. invPyth = 1.0 / pyth;
  2104. }
  2105. else {
  2106. invPyth = 0;
  2107. }
  2108. this.normal.x = yz * invPyth;
  2109. this.normal.y = xz * invPyth;
  2110. this.normal.z = xy * invPyth;
  2111. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  2112. return this;
  2113. };
  2114. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  2115. var dot = Vector3.Dot(this.normal, direction);
  2116. return (dot <= epsilon);
  2117. };
  2118. Plane.prototype.signedDistanceTo = function (point) {
  2119. return Vector3.Dot(point, this.normal) + this.d;
  2120. };
  2121. // Statics
  2122. Plane.FromArray = function (array) {
  2123. return new Plane(array[0], array[1], array[2], array[3]);
  2124. };
  2125. Plane.FromPoints = function (point1, point2, point3) {
  2126. var result = new Plane(0, 0, 0, 0);
  2127. result.copyFromPoints(point1, point2, point3);
  2128. return result;
  2129. };
  2130. Plane.FromPositionAndNormal = function (origin, normal) {
  2131. var result = new Plane(0, 0, 0, 0);
  2132. normal.normalize();
  2133. result.normal = normal;
  2134. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  2135. return result;
  2136. };
  2137. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  2138. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  2139. return Vector3.Dot(point, normal) + d;
  2140. };
  2141. return Plane;
  2142. })();
  2143. BABYLON.Plane = Plane;
  2144. var Viewport = (function () {
  2145. function Viewport(x, y, width, height) {
  2146. this.x = x;
  2147. this.y = y;
  2148. this.width = width;
  2149. this.height = height;
  2150. }
  2151. Viewport.prototype.toGlobal = function (engine) {
  2152. var width = engine.getRenderWidth();
  2153. var height = engine.getRenderHeight();
  2154. return new Viewport(this.x * width, this.y * height, this.width * width, this.height * height);
  2155. };
  2156. return Viewport;
  2157. })();
  2158. BABYLON.Viewport = Viewport;
  2159. var Frustum = (function () {
  2160. function Frustum() {
  2161. }
  2162. Frustum.GetPlanes = function (transform) {
  2163. var frustumPlanes = [];
  2164. for (var index = 0; index < 6; index++) {
  2165. frustumPlanes.push(new Plane(0, 0, 0, 0));
  2166. }
  2167. Frustum.GetPlanesToRef(transform, frustumPlanes);
  2168. return frustumPlanes;
  2169. };
  2170. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  2171. // Near
  2172. frustumPlanes[0].normal.x = transform.m[3] + transform.m[2];
  2173. frustumPlanes[0].normal.y = transform.m[7] + transform.m[6];
  2174. frustumPlanes[0].normal.z = transform.m[10] + transform.m[10];
  2175. frustumPlanes[0].d = transform.m[15] + transform.m[14];
  2176. frustumPlanes[0].normalize();
  2177. // Far
  2178. frustumPlanes[1].normal.x = transform.m[3] - transform.m[2];
  2179. frustumPlanes[1].normal.y = transform.m[7] - transform.m[6];
  2180. frustumPlanes[1].normal.z = transform.m[11] - transform.m[10];
  2181. frustumPlanes[1].d = transform.m[15] - transform.m[14];
  2182. frustumPlanes[1].normalize();
  2183. // Left
  2184. frustumPlanes[2].normal.x = transform.m[3] + transform.m[0];
  2185. frustumPlanes[2].normal.y = transform.m[7] + transform.m[4];
  2186. frustumPlanes[2].normal.z = transform.m[11] + transform.m[8];
  2187. frustumPlanes[2].d = transform.m[15] + transform.m[12];
  2188. frustumPlanes[2].normalize();
  2189. // Right
  2190. frustumPlanes[3].normal.x = transform.m[3] - transform.m[0];
  2191. frustumPlanes[3].normal.y = transform.m[7] - transform.m[4];
  2192. frustumPlanes[3].normal.z = transform.m[11] - transform.m[8];
  2193. frustumPlanes[3].d = transform.m[15] - transform.m[12];
  2194. frustumPlanes[3].normalize();
  2195. // Top
  2196. frustumPlanes[4].normal.x = transform.m[3] - transform.m[1];
  2197. frustumPlanes[4].normal.y = transform.m[7] - transform.m[5];
  2198. frustumPlanes[4].normal.z = transform.m[11] - transform.m[9];
  2199. frustumPlanes[4].d = transform.m[15] - transform.m[13];
  2200. frustumPlanes[4].normalize();
  2201. // Bottom
  2202. frustumPlanes[5].normal.x = transform.m[3] + transform.m[1];
  2203. frustumPlanes[5].normal.y = transform.m[7] + transform.m[5];
  2204. frustumPlanes[5].normal.z = transform.m[11] + transform.m[9];
  2205. frustumPlanes[5].d = transform.m[15] + transform.m[13];
  2206. frustumPlanes[5].normalize();
  2207. };
  2208. return Frustum;
  2209. })();
  2210. BABYLON.Frustum = Frustum;
  2211. var Ray = (function () {
  2212. function Ray(origin, direction, length) {
  2213. if (length === void 0) { length = Number.MAX_VALUE; }
  2214. this.origin = origin;
  2215. this.direction = direction;
  2216. this.length = length;
  2217. }
  2218. // Methods
  2219. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum) {
  2220. var d = 0.0;
  2221. var maxValue = Number.MAX_VALUE;
  2222. if (Math.abs(this.direction.x) < 0.0000001) {
  2223. if (this.origin.x < minimum.x || this.origin.x > maximum.x) {
  2224. return false;
  2225. }
  2226. }
  2227. else {
  2228. var inv = 1.0 / this.direction.x;
  2229. var min = (minimum.x - this.origin.x) * inv;
  2230. var max = (maximum.x - this.origin.x) * inv;
  2231. if (max === -Infinity) {
  2232. max = Infinity;
  2233. }
  2234. if (min > max) {
  2235. var temp = min;
  2236. min = max;
  2237. max = temp;
  2238. }
  2239. d = Math.max(min, d);
  2240. maxValue = Math.min(max, maxValue);
  2241. if (d > maxValue) {
  2242. return false;
  2243. }
  2244. }
  2245. if (Math.abs(this.direction.y) < 0.0000001) {
  2246. if (this.origin.y < minimum.y || this.origin.y > maximum.y) {
  2247. return false;
  2248. }
  2249. }
  2250. else {
  2251. inv = 1.0 / this.direction.y;
  2252. min = (minimum.y - this.origin.y) * inv;
  2253. max = (maximum.y - this.origin.y) * inv;
  2254. if (max === -Infinity) {
  2255. max = Infinity;
  2256. }
  2257. if (min > max) {
  2258. temp = min;
  2259. min = max;
  2260. max = temp;
  2261. }
  2262. d = Math.max(min, d);
  2263. maxValue = Math.min(max, maxValue);
  2264. if (d > maxValue) {
  2265. return false;
  2266. }
  2267. }
  2268. if (Math.abs(this.direction.z) < 0.0000001) {
  2269. if (this.origin.z < minimum.z || this.origin.z > maximum.z) {
  2270. return false;
  2271. }
  2272. }
  2273. else {
  2274. inv = 1.0 / this.direction.z;
  2275. min = (minimum.z - this.origin.z) * inv;
  2276. max = (maximum.z - this.origin.z) * inv;
  2277. if (max === -Infinity) {
  2278. max = Infinity;
  2279. }
  2280. if (min > max) {
  2281. temp = min;
  2282. min = max;
  2283. max = temp;
  2284. }
  2285. d = Math.max(min, d);
  2286. maxValue = Math.min(max, maxValue);
  2287. if (d > maxValue) {
  2288. return false;
  2289. }
  2290. }
  2291. return true;
  2292. };
  2293. Ray.prototype.intersectsBox = function (box) {
  2294. return this.intersectsBoxMinMax(box.minimum, box.maximum);
  2295. };
  2296. Ray.prototype.intersectsSphere = function (sphere) {
  2297. var x = sphere.center.x - this.origin.x;
  2298. var y = sphere.center.y - this.origin.y;
  2299. var z = sphere.center.z - this.origin.z;
  2300. var pyth = (x * x) + (y * y) + (z * z);
  2301. var rr = sphere.radius * sphere.radius;
  2302. if (pyth <= rr) {
  2303. return true;
  2304. }
  2305. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  2306. if (dot < 0.0) {
  2307. return false;
  2308. }
  2309. var temp = pyth - (dot * dot);
  2310. return temp <= rr;
  2311. };
  2312. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  2313. if (!this._edge1) {
  2314. this._edge1 = Vector3.Zero();
  2315. this._edge2 = Vector3.Zero();
  2316. this._pvec = Vector3.Zero();
  2317. this._tvec = Vector3.Zero();
  2318. this._qvec = Vector3.Zero();
  2319. }
  2320. vertex1.subtractToRef(vertex0, this._edge1);
  2321. vertex2.subtractToRef(vertex0, this._edge2);
  2322. Vector3.CrossToRef(this.direction, this._edge2, this._pvec);
  2323. var det = Vector3.Dot(this._edge1, this._pvec);
  2324. if (det === 0) {
  2325. return null;
  2326. }
  2327. var invdet = 1 / det;
  2328. this.origin.subtractToRef(vertex0, this._tvec);
  2329. var bu = Vector3.Dot(this._tvec, this._pvec) * invdet;
  2330. if (bu < 0 || bu > 1.0) {
  2331. return null;
  2332. }
  2333. Vector3.CrossToRef(this._tvec, this._edge1, this._qvec);
  2334. var bv = Vector3.Dot(this.direction, this._qvec) * invdet;
  2335. if (bv < 0 || bu + bv > 1.0) {
  2336. return null;
  2337. }
  2338. //check if the distance is longer than the predefined length.
  2339. var distance = Vector3.Dot(this._edge2, this._qvec) * invdet;
  2340. if (distance > this.length) {
  2341. return null;
  2342. }
  2343. return new BABYLON.IntersectionInfo(bu, bv, distance);
  2344. };
  2345. // Statics
  2346. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  2347. var start = Vector3.Unproject(new Vector3(x, y, 0), viewportWidth, viewportHeight, world, view, projection);
  2348. var end = Vector3.Unproject(new Vector3(x, y, 1), viewportWidth, viewportHeight, world, view, projection);
  2349. var direction = end.subtract(start);
  2350. direction.normalize();
  2351. return new Ray(start, direction);
  2352. };
  2353. /**
  2354. * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
  2355. * transformed to the given world matrix.
  2356. * @param origin The origin point
  2357. * @param end The end point
  2358. * @param world a matrix to transform the ray to. Default is the identity matrix.
  2359. */
  2360. Ray.CreateNewFromTo = function (origin, end, world) {
  2361. if (world === void 0) { world = Matrix.Identity(); }
  2362. var direction = end.subtract(origin);
  2363. var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));
  2364. direction.normalize();
  2365. return Ray.Transform(new Ray(origin, direction, length), world);
  2366. };
  2367. Ray.Transform = function (ray, matrix) {
  2368. var newOrigin = Vector3.TransformCoordinates(ray.origin, matrix);
  2369. var newDirection = Vector3.TransformNormal(ray.direction, matrix);
  2370. return new Ray(newOrigin, newDirection, ray.length);
  2371. };
  2372. return Ray;
  2373. })();
  2374. BABYLON.Ray = Ray;
  2375. (function (Space) {
  2376. Space[Space["LOCAL"] = 0] = "LOCAL";
  2377. Space[Space["WORLD"] = 1] = "WORLD";
  2378. })(BABYLON.Space || (BABYLON.Space = {}));
  2379. var Space = BABYLON.Space;
  2380. var Axis = (function () {
  2381. function Axis() {
  2382. }
  2383. Axis.X = new Vector3(1, 0, 0);
  2384. Axis.Y = new Vector3(0, 1, 0);
  2385. Axis.Z = new Vector3(0, 0, 1);
  2386. return Axis;
  2387. })();
  2388. BABYLON.Axis = Axis;
  2389. ;
  2390. var BezierCurve = (function () {
  2391. function BezierCurve() {
  2392. }
  2393. BezierCurve.interpolate = function (t, x1, y1, x2, y2) {
  2394. // Extract X (which is equal to time here)
  2395. var f0 = 1 - 3 * x2 + 3 * x1;
  2396. var f1 = 3 * x2 - 6 * x1;
  2397. var f2 = 3 * x1;
  2398. var refinedT = t;
  2399. for (var i = 0; i < 5; i++) {
  2400. var refinedT2 = refinedT * refinedT;
  2401. var refinedT3 = refinedT2 * refinedT;
  2402. var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;
  2403. var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);
  2404. refinedT -= (x - t) * slope;
  2405. refinedT = Math.min(1, Math.max(0, refinedT));
  2406. }
  2407. // Resolve cubic bezier for the given x
  2408. return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 + 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 + Math.pow(refinedT, 3);
  2409. };
  2410. return BezierCurve;
  2411. })();
  2412. BABYLON.BezierCurve = BezierCurve;
  2413. (function (Orientation) {
  2414. Orientation[Orientation["CW"] = 0] = "CW";
  2415. Orientation[Orientation["CCW"] = 1] = "CCW";
  2416. })(BABYLON.Orientation || (BABYLON.Orientation = {}));
  2417. var Orientation = BABYLON.Orientation;
  2418. var Angle = (function () {
  2419. function Angle(radians) {
  2420. var _this = this;
  2421. this.degrees = function () { return _this._radians * 180 / Math.PI; };
  2422. this.radians = function () { return _this._radians; };
  2423. this._radians = radians;
  2424. if (this._radians < 0)
  2425. this._radians += (2 * Math.PI);
  2426. }
  2427. Angle.BetweenTwoPoints = function (a, b) {
  2428. var delta = b.subtract(a);
  2429. var theta = Math.atan2(delta.y, delta.x);
  2430. return new Angle(theta);
  2431. };
  2432. Angle.FromRadians = function (radians) {
  2433. return new Angle(radians);
  2434. };
  2435. Angle.FromDegrees = function (degrees) {
  2436. return new Angle(degrees * Math.PI / 180);
  2437. };
  2438. return Angle;
  2439. })();
  2440. BABYLON.Angle = Angle;
  2441. var Arc2 = (function () {
  2442. function Arc2(startPoint, midPoint, endPoint) {
  2443. this.startPoint = startPoint;
  2444. this.midPoint = midPoint;
  2445. this.endPoint = endPoint;
  2446. var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);
  2447. var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;
  2448. var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;
  2449. var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);
  2450. this.centerPoint = new Vector2((startToMid * (midPoint.y - endPoint.y) - midToEnd * (startPoint.y - midPoint.y)) / det, ((startPoint.x - midPoint.x) * midToEnd - (midPoint.x - endPoint.x) * startToMid) / det);
  2451. this.radius = this.centerPoint.subtract(this.startPoint).length();
  2452. this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);
  2453. var a1 = this.startAngle.degrees();
  2454. var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();
  2455. var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();
  2456. // angles correction
  2457. if (a2 - a1 > +180.0)
  2458. a2 -= 360.0;
  2459. if (a2 - a1 < -180.0)
  2460. a2 += 360.0;
  2461. if (a3 - a2 > +180.0)
  2462. a3 -= 360.0;
  2463. if (a3 - a2 < -180.0)
  2464. a3 += 360.0;
  2465. this.orientation = (a2 - a1) < 0 ? 0 /* CW */ : 1 /* CCW */;
  2466. this.angle = Angle.FromDegrees(this.orientation === 0 /* CW */ ? a1 - a3 : a3 - a1);
  2467. }
  2468. return Arc2;
  2469. })();
  2470. BABYLON.Arc2 = Arc2;
  2471. var PathCursor = (function () {
  2472. function PathCursor(path) {
  2473. this.path = path;
  2474. this._onchange = new Array();
  2475. this.value = 0;
  2476. this.animations = new Array();
  2477. }
  2478. PathCursor.prototype.getPoint = function () {
  2479. var point = this.path.getPointAtLengthPosition(this.value);
  2480. return new Vector3(point.x, 0, point.y);
  2481. };
  2482. PathCursor.prototype.moveAhead = function (step) {
  2483. if (step === void 0) { step = 0.002; }
  2484. this.move(step);
  2485. return this;
  2486. };
  2487. PathCursor.prototype.moveBack = function (step) {
  2488. if (step === void 0) { step = 0.002; }
  2489. this.move(-step);
  2490. return this;
  2491. };
  2492. PathCursor.prototype.move = function (step) {
  2493. if (Math.abs(step) > 1) {
  2494. throw "step size should be less than 1.";
  2495. }
  2496. this.value += step;
  2497. this.ensureLimits();
  2498. this.raiseOnChange();
  2499. return this;
  2500. };
  2501. PathCursor.prototype.ensureLimits = function () {
  2502. while (this.value > 1) {
  2503. this.value -= 1;
  2504. }
  2505. while (this.value < 0) {
  2506. this.value += 1;
  2507. }
  2508. return this;
  2509. };
  2510. // used by animation engine
  2511. PathCursor.prototype.markAsDirty = function (propertyName) {
  2512. this.ensureLimits();
  2513. this.raiseOnChange();
  2514. return this;
  2515. };
  2516. PathCursor.prototype.raiseOnChange = function () {
  2517. var _this = this;
  2518. this._onchange.forEach(function (f) { return f(_this); });
  2519. return this;
  2520. };
  2521. PathCursor.prototype.onchange = function (f) {
  2522. this._onchange.push(f);
  2523. return this;
  2524. };
  2525. return PathCursor;
  2526. })();
  2527. BABYLON.PathCursor = PathCursor;
  2528. var Path2 = (function () {
  2529. function Path2(x, y) {
  2530. this._points = new Array();
  2531. this._length = 0;
  2532. this.closed = false;
  2533. this._points.push(new Vector2(x, y));
  2534. }
  2535. Path2.prototype.addLineTo = function (x, y) {
  2536. if (closed) {
  2537. BABYLON.Tools.Error("cannot add lines to closed paths");
  2538. return this;
  2539. }
  2540. var newPoint = new Vector2(x, y);
  2541. var previousPoint = this._points[this._points.length - 1];
  2542. this._points.push(newPoint);
  2543. this._length += newPoint.subtract(previousPoint).length();
  2544. return this;
  2545. };
  2546. Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) {
  2547. if (numberOfSegments === void 0) { numberOfSegments = 36; }
  2548. if (closed) {
  2549. BABYLON.Tools.Error("cannot add arcs to closed paths");
  2550. return this;
  2551. }
  2552. var startPoint = this._points[this._points.length - 1];
  2553. var midPoint = new Vector2(midX, midY);
  2554. var endPoint = new Vector2(endX, endY);
  2555. var arc = new Arc2(startPoint, midPoint, endPoint);
  2556. var increment = arc.angle.radians() / numberOfSegments;
  2557. if (arc.orientation === 0 /* CW */)
  2558. increment *= -1;
  2559. var currentAngle = arc.startAngle.radians() + increment;
  2560. for (var i = 0; i < numberOfSegments; i++) {
  2561. var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;
  2562. var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;
  2563. this.addLineTo(x, y);
  2564. currentAngle += increment;
  2565. }
  2566. return this;
  2567. };
  2568. Path2.prototype.close = function () {
  2569. this.closed = true;
  2570. return this;
  2571. };
  2572. Path2.prototype.length = function () {
  2573. var result = this._length;
  2574. if (!this.closed) {
  2575. var lastPoint = this._points[this._points.length - 1];
  2576. var firstPoint = this._points[0];
  2577. result += (firstPoint.subtract(lastPoint).length());
  2578. }
  2579. return result;
  2580. };
  2581. Path2.prototype.getPoints = function () {
  2582. return this._points;
  2583. };
  2584. Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) {
  2585. if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {
  2586. BABYLON.Tools.Error("normalized length position should be between 0 and 1.");
  2587. return Vector2.Zero();
  2588. }
  2589. var lengthPosition = normalizedLengthPosition * this.length();
  2590. var previousOffset = 0;
  2591. for (var i = 0; i < this._points.length; i++) {
  2592. var j = (i + 1) % this._points.length;
  2593. var a = this._points[i];
  2594. var b = this._points[j];
  2595. var bToA = b.subtract(a);
  2596. var nextOffset = (bToA.length() + previousOffset);
  2597. if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {
  2598. var dir = bToA.normalize();
  2599. var localOffset = lengthPosition - previousOffset;
  2600. return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset));
  2601. }
  2602. previousOffset = nextOffset;
  2603. }
  2604. BABYLON.Tools.Error("internal error");
  2605. return Vector2.Zero();
  2606. };
  2607. Path2.StartingAt = function (x, y) {
  2608. return new Path2(x, y);
  2609. };
  2610. return Path2;
  2611. })();
  2612. BABYLON.Path2 = Path2;
  2613. var Path3D = (function () {
  2614. function Path3D(path) {
  2615. this.path = path;
  2616. this._curve = new Array();
  2617. this._distances = new Array();
  2618. this._tangents = new Array();
  2619. this._normals = new Array();
  2620. this._binormals = new Array();
  2621. this._curve = path.slice(); // copy array
  2622. this._compute();
  2623. }
  2624. Path3D.prototype.getCurve = function () {
  2625. return this._curve;
  2626. };
  2627. Path3D.prototype.getTangents = function () {
  2628. return this._tangents;
  2629. };
  2630. Path3D.prototype.getNormals = function () {
  2631. return this._normals;
  2632. };
  2633. Path3D.prototype.getBinormals = function () {
  2634. return this._binormals;
  2635. };
  2636. Path3D.prototype.getDistances = function () {
  2637. return this._distances;
  2638. };
  2639. Path3D.prototype.update = function (path) {
  2640. for (var i = 0; i < path.length; i++) {
  2641. this._curve[i] = path[i];
  2642. }
  2643. this._compute();
  2644. return this;
  2645. };
  2646. // private function compute() : computes tangents, normals and binormals
  2647. Path3D.prototype._compute = function () {
  2648. var l = this._curve.length;
  2649. // first and last tangents
  2650. this._tangents[0] = this._curve[1].subtract(this._curve[0]);
  2651. this._tangents[0].normalize();
  2652. this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);
  2653. this._tangents[l - 1].normalize();
  2654. // normals and binormals at first point : arbitrary vector with _normalVector()
  2655. var tg0 = this._tangents[0];
  2656. var pp0 = this._normalVector(this._curve[0], tg0);
  2657. this._normals[0] = pp0;
  2658. this._normals[0].normalize();
  2659. this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);
  2660. this._normals[0].normalize();
  2661. this._distances[0] = 0;
  2662. // normals and binormals : next points
  2663. var prev; // previous vector (segment)
  2664. var cur; // current vector (segment)
  2665. var curTang; // current tangent
  2666. var prevNorm; // previous normal
  2667. var prevBinor; // previous binormal
  2668. for (var i = 1; i < l; i++) {
  2669. // tangents
  2670. prev = this._curve[i].subtract(this._curve[i - 1]);
  2671. if (i < l - 1) {
  2672. cur = this._curve[i + 1].subtract(this._curve[i]);
  2673. this._tangents[i] = prev.add(cur);
  2674. this._tangents[i].normalize();
  2675. }
  2676. this._distances[i] = this._distances[i - 1] + prev.length();
  2677. // normals and binormals
  2678. // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html
  2679. curTang = this._tangents[i];
  2680. prevNorm = this._normals[i - 1];
  2681. prevBinor = this._binormals[i - 1];
  2682. this._normals[i] = Vector3.Cross(prevBinor, curTang);
  2683. this._normals[i].normalize();
  2684. this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);
  2685. this._binormals[i].normalize();
  2686. }
  2687. };
  2688. // private function normalVector(v0, vt) :
  2689. // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane
  2690. Path3D.prototype._normalVector = function (v0, vt) {
  2691. var point;
  2692. if (vt.x !== 1) {
  2693. point = new Vector3(1, 0, 0);
  2694. }
  2695. else if (vt.y !== 1) {
  2696. point = new Vector3(0, 1, 0);
  2697. }
  2698. else if (vt.z !== 1) {
  2699. point = new Vector3(0, 0, 1);
  2700. }
  2701. var normal0 = Vector3.Cross(vt, point);
  2702. normal0.normalize();
  2703. return normal0;
  2704. };
  2705. return Path3D;
  2706. })();
  2707. BABYLON.Path3D = Path3D;
  2708. var Curve3 = (function () {
  2709. function Curve3(points) {
  2710. this._points = points;
  2711. }
  2712. // QuadraticBezier(origin_V3, control_V3, destination_V3 )
  2713. Curve3.CreateQuadraticBezier = function (v0, v1, v2, nbPoints) {
  2714. nbPoints = nbPoints > 2 ? nbPoints : 3;
  2715. var bez = new Array();
  2716. var step = 1 / nbPoints;
  2717. var equation = function (t, val0, val1, val2) {
  2718. var res = (1 - t) * (1 - t) * val0 + 2 * t * (1 - t) * val1 + t * t * val2;
  2719. return res;
  2720. };
  2721. for (var i = 0; i <= 1; i += step) {
  2722. bez.push(new Vector3(equation(i, v0.x, v1.x, v2.x), equation(i, v0.y, v1.y, v2.y), equation(i, v0.z, v1.z, v2.z)));
  2723. }
  2724. return new Curve3(bez);
  2725. };
  2726. // CubicBezier(origin_V3, control1_V3, control2_V3, destination_V3)
  2727. Curve3.CreateCubicBezier = function (v0, v1, v2, v3, nbPoints) {
  2728. nbPoints = nbPoints > 3 ? nbPoints : 4;
  2729. var bez = new Array();
  2730. var step = 1 / nbPoints;
  2731. var equation = function (t, val0, val1, val2, val3) {
  2732. var res = (1 - t) * (1 - t) * (1 - t) * val0 + 3 * t * (1 - t) * (1 - t) * val1 + 3 * t * t * (1 - t) * val2 + t * t * t * val3;
  2733. return res;
  2734. };
  2735. for (var i = 0; i <= 1; i += step) {
  2736. bez.push(new Vector3(equation(i, v0.x, v1.x, v2.x, v3.x), equation(i, v0.y, v1.y, v2.y, v3.y), equation(i, v0.z, v1.z, v2.z, v3.z)));
  2737. }
  2738. return new Curve3(bez);
  2739. };
  2740. Curve3.prototype.getPoints = function () {
  2741. return this._points;
  2742. };
  2743. Curve3.prototype.continue = function (curve) {
  2744. var lastPoint = this._points[this._points.length - 1];
  2745. var continuedPoints = this._points.slice();
  2746. var curvePoints = curve.getPoints();
  2747. for (var i = 1; i < curvePoints.length; i++) {
  2748. continuedPoints.push(curvePoints[i].add(lastPoint));
  2749. }
  2750. return new Curve3(continuedPoints);
  2751. };
  2752. return Curve3;
  2753. })();
  2754. BABYLON.Curve3 = Curve3;
  2755. // Vertex formats
  2756. var PositionNormalVertex = (function () {
  2757. function PositionNormalVertex(position, normal) {
  2758. if (position === void 0) { position = Vector3.Zero(); }
  2759. if (normal === void 0) { normal = Vector3.Up(); }
  2760. this.position = position;
  2761. this.normal = normal;
  2762. }
  2763. PositionNormalVertex.prototype.clone = function () {
  2764. return new PositionNormalVertex(this.position.clone(), this.normal.clone());
  2765. };
  2766. return PositionNormalVertex;
  2767. })();
  2768. BABYLON.PositionNormalVertex = PositionNormalVertex;
  2769. var PositionNormalTextureVertex = (function () {
  2770. function PositionNormalTextureVertex(position, normal, uv) {
  2771. if (position === void 0) { position = Vector3.Zero(); }
  2772. if (normal === void 0) { normal = Vector3.Up(); }
  2773. if (uv === void 0) { uv = Vector2.Zero(); }
  2774. this.position = position;
  2775. this.normal = normal;
  2776. this.uv = uv;
  2777. }
  2778. PositionNormalTextureVertex.prototype.clone = function () {
  2779. return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
  2780. };
  2781. return PositionNormalTextureVertex;
  2782. })();
  2783. BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
  2784. // SIMD
  2785. var previousMultiplyToArray = Matrix.prototype.multiplyToArray;
  2786. var previousInvertToRef = Matrix.prototype.invertToRef;
  2787. var previousLookAtLHToRef = Matrix.LookAtLHToRef;
  2788. var previousTransformCoordinatesToRef = Vector3.TransformCoordinatesToRef;
  2789. var previousTransformCoordinatesFromFloatsToRef = Vector3.TransformCoordinatesFromFloatsToRef;
  2790. var SIMDHelper = (function () {
  2791. function SIMDHelper() {
  2792. }
  2793. Object.defineProperty(SIMDHelper, "IsEnabled", {
  2794. get: function () {
  2795. return SIMDHelper._isEnabled;
  2796. },
  2797. enumerable: true,
  2798. configurable: true
  2799. });
  2800. SIMDHelper.DisableSIMD = function () {
  2801. // Replace functions
  2802. Matrix.prototype.multiplyToArray = previousMultiplyToArray;
  2803. Matrix.prototype.invertToRef = previousInvertToRef;
  2804. Matrix.LookAtLHToRef = previousLookAtLHToRef;
  2805. Vector3.TransformCoordinatesToRef = previousTransformCoordinatesToRef;
  2806. Vector3.TransformCoordinatesFromFloatsToRef = previousTransformCoordinatesFromFloatsToRef;
  2807. SIMDHelper._isEnabled = false;
  2808. };
  2809. SIMDHelper.EnableSIMD = function () {
  2810. if (window.SIMD === undefined) {
  2811. return;
  2812. }
  2813. // Replace functions
  2814. Matrix.prototype.multiplyToArray = Matrix.prototype.multiplyToArraySIMD;
  2815. Matrix.prototype.invertToRef = Matrix.prototype.invertToRefSIMD;
  2816. Matrix.LookAtLHToRef = Matrix.LookAtLHToRefSIMD;
  2817. Vector3.TransformCoordinatesToRef = Vector3.TransformCoordinatesToRefSIMD;
  2818. Vector3.TransformCoordinatesFromFloatsToRef = Vector3.TransformCoordinatesFromFloatsToRefSIMD;
  2819. Object.defineProperty(BABYLON.Vector3.prototype, "x", {
  2820. get: function () {
  2821. return this._data[0];
  2822. },
  2823. set: function (value) {
  2824. if (!this._data) {
  2825. this._data = new Float32Array(3);
  2826. }
  2827. this._data[0] = value;
  2828. }
  2829. });
  2830. Object.defineProperty(BABYLON.Vector3.prototype, "y", {
  2831. get: function () {
  2832. return this._data[1];
  2833. },
  2834. set: function (value) {
  2835. this._data[1] = value;
  2836. }
  2837. });
  2838. Object.defineProperty(BABYLON.Vector3.prototype, "z", {
  2839. get: function () {
  2840. return this._data[2];
  2841. },
  2842. set: function (value) {
  2843. this._data[2] = value;
  2844. }
  2845. });
  2846. SIMDHelper._isEnabled = true;
  2847. };
  2848. SIMDHelper._isEnabled = false;
  2849. return SIMDHelper;
  2850. })();
  2851. BABYLON.SIMDHelper = SIMDHelper;
  2852. if (window.SIMD !== undefined) {
  2853. SIMDHelper.EnableSIMD();
  2854. }
  2855. })(BABYLON || (BABYLON = {}));
  2856. //# sourceMappingURL=babylon.math.js.mapvar BABYLON;
  2857. (function (BABYLON) {
  2858. // Screenshots
  2859. var screenshotCanvas;
  2860. var cloneValue = function (source, destinationObject) {
  2861. if (!source)
  2862. return null;
  2863. if (source instanceof BABYLON.Mesh) {
  2864. return null;
  2865. }
  2866. if (source instanceof BABYLON.SubMesh) {
  2867. return source.clone(destinationObject);
  2868. }
  2869. else if (source.clone) {
  2870. return source.clone();
  2871. }
  2872. return null;
  2873. };
  2874. var Tools = (function () {
  2875. function Tools() {
  2876. }
  2877. Tools.GetFilename = function (path) {
  2878. var index = path.lastIndexOf("/");
  2879. if (index < 0)
  2880. return path;
  2881. return path.substring(index + 1);
  2882. };
  2883. Tools.GetDOMTextContent = function (element) {
  2884. var result = "";
  2885. var child = element.firstChild;
  2886. while (child) {
  2887. if (child.nodeType === 3) {
  2888. result += child.textContent;
  2889. }
  2890. child = child.nextSibling;
  2891. }
  2892. return result;
  2893. };
  2894. Tools.ToDegrees = function (angle) {
  2895. return angle * 180 / Math.PI;
  2896. };
  2897. Tools.ToRadians = function (angle) {
  2898. return angle * Math.PI / 180;
  2899. };
  2900. Tools.ExtractMinAndMaxIndexed = function (positions, indices, indexStart, indexCount) {
  2901. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  2902. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  2903. for (var index = indexStart; index < indexStart + indexCount; index++) {
  2904. var current = new BABYLON.Vector3(positions[indices[index] * 3], positions[indices[index] * 3 + 1], positions[indices[index] * 3 + 2]);
  2905. minimum = BABYLON.Vector3.Minimize(current, minimum);
  2906. maximum = BABYLON.Vector3.Maximize(current, maximum);
  2907. }
  2908. return {
  2909. minimum: minimum,
  2910. maximum: maximum
  2911. };
  2912. };
  2913. Tools.ExtractMinAndMax = function (positions, start, count) {
  2914. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  2915. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  2916. for (var index = start; index < start + count; index++) {
  2917. var current = new BABYLON.Vector3(positions[index * 3], positions[index * 3 + 1], positions[index * 3 + 2]);
  2918. minimum = BABYLON.Vector3.Minimize(current, minimum);
  2919. maximum = BABYLON.Vector3.Maximize(current, maximum);
  2920. }
  2921. return {
  2922. minimum: minimum,
  2923. maximum: maximum
  2924. };
  2925. };
  2926. Tools.MakeArray = function (obj, allowsNullUndefined) {
  2927. if (allowsNullUndefined !== true && (obj === undefined || obj == null))
  2928. return undefined;
  2929. return Array.isArray(obj) ? obj : [obj];
  2930. };
  2931. // Misc.
  2932. Tools.GetPointerPrefix = function () {
  2933. var eventPrefix = "pointer";
  2934. // Check if hand.js is referenced or if the browser natively supports pointer events
  2935. if (!navigator.pointerEnabled) {
  2936. eventPrefix = "mouse";
  2937. }
  2938. return eventPrefix;
  2939. };
  2940. Tools.QueueNewFrame = function (func) {
  2941. if (window.requestAnimationFrame)
  2942. window.requestAnimationFrame(func);
  2943. else if (window.msRequestAnimationFrame)
  2944. window.msRequestAnimationFrame(func);
  2945. else if (window.webkitRequestAnimationFrame)
  2946. window.webkitRequestAnimationFrame(func);
  2947. else if (window.mozRequestAnimationFrame)
  2948. window.mozRequestAnimationFrame(func);
  2949. else if (window.oRequestAnimationFrame)
  2950. window.oRequestAnimationFrame(func);
  2951. else {
  2952. window.setTimeout(func, 16);
  2953. }
  2954. };
  2955. Tools.RequestFullscreen = function (element) {
  2956. if (element.requestFullscreen)
  2957. element.requestFullscreen();
  2958. else if (element.msRequestFullscreen)
  2959. element.msRequestFullscreen();
  2960. else if (element.webkitRequestFullscreen)
  2961. element.webkitRequestFullscreen();
  2962. else if (element.mozRequestFullScreen)
  2963. element.mozRequestFullScreen();
  2964. };
  2965. Tools.ExitFullscreen = function () {
  2966. if (document.exitFullscreen) {
  2967. document.exitFullscreen();
  2968. }
  2969. else if (document.mozCancelFullScreen) {
  2970. document.mozCancelFullScreen();
  2971. }
  2972. else if (document.webkitCancelFullScreen) {
  2973. document.webkitCancelFullScreen();
  2974. }
  2975. else if (document.msCancelFullScreen) {
  2976. document.msCancelFullScreen();
  2977. }
  2978. };
  2979. // External files
  2980. Tools.CleanUrl = function (url) {
  2981. url = url.replace(/#/mg, "%23");
  2982. return url;
  2983. };
  2984. Tools.LoadImage = function (url, onload, onerror, database) {
  2985. url = Tools.CleanUrl(url);
  2986. var img = new Image();
  2987. if (url.substr(0, 5) !== "data:")
  2988. img.crossOrigin = 'anonymous';
  2989. img.onload = function () {
  2990. onload(img);
  2991. };
  2992. img.onerror = function (err) {
  2993. onerror(img, err);
  2994. };
  2995. var noIndexedDB = function () {
  2996. img.src = url;
  2997. };
  2998. var loadFromIndexedDB = function () {
  2999. database.loadImageFromDB(url, img);
  3000. };
  3001. //ANY database to do!
  3002. if (database && database.enableTexturesOffline && BABYLON.Database.isUASupportingBlobStorage) {
  3003. database.openAsync(loadFromIndexedDB, noIndexedDB);
  3004. }
  3005. else {
  3006. if (url.indexOf("file:") === -1) {
  3007. noIndexedDB();
  3008. }
  3009. else {
  3010. try {
  3011. var textureName = url.substring(5);
  3012. var blobURL;
  3013. try {
  3014. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesTextures[textureName], { oneTimeOnly: true });
  3015. }
  3016. catch (ex) {
  3017. // Chrome doesn't support oneTimeOnly parameter
  3018. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesTextures[textureName]);
  3019. }
  3020. img.src = blobURL;
  3021. }
  3022. catch (e) {
  3023. Tools.Log("Error while trying to load texture: " + textureName);
  3024. img.src = null;
  3025. }
  3026. }
  3027. }
  3028. return img;
  3029. };
  3030. //ANY
  3031. Tools.LoadFile = function (url, callback, progressCallBack, database, useArrayBuffer, onError) {
  3032. url = Tools.CleanUrl(url);
  3033. var noIndexedDB = function () {
  3034. var request = new XMLHttpRequest();
  3035. var loadUrl = Tools.BaseUrl + url;
  3036. request.open('GET', loadUrl, true);
  3037. if (useArrayBuffer) {
  3038. request.responseType = "arraybuffer";
  3039. }
  3040. request.onprogress = progressCallBack;
  3041. request.onreadystatechange = function () {
  3042. if (request.readyState === 4) {
  3043. if (request.status === 200 || Tools.ValidateXHRData(request, !useArrayBuffer ? 1 : 6)) {
  3044. callback(!useArrayBuffer ? request.responseText : request.response);
  3045. }
  3046. else {
  3047. if (onError) {
  3048. onError();
  3049. }
  3050. else {
  3051. throw new Error("Error status: " + request.status + " - Unable to load " + loadUrl);
  3052. }
  3053. }
  3054. }
  3055. };
  3056. request.send(null);
  3057. };
  3058. var loadFromIndexedDB = function () {
  3059. database.loadFileFromDB(url, callback, progressCallBack, noIndexedDB, useArrayBuffer);
  3060. };
  3061. if (url.indexOf("file:") !== -1) {
  3062. var fileName = url.substring(5);
  3063. Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], callback, progressCallBack, true);
  3064. }
  3065. else {
  3066. // Caching all files
  3067. if (database && database.enableSceneOffline) {
  3068. database.openAsync(loadFromIndexedDB, noIndexedDB);
  3069. }
  3070. else {
  3071. noIndexedDB();
  3072. }
  3073. }
  3074. };
  3075. Tools.ReadFileAsDataURL = function (fileToLoad, callback, progressCallback) {
  3076. var reader = new FileReader();
  3077. reader.onload = function (e) {
  3078. //target doesn't have result from ts 1.3
  3079. callback(e.target['result']);
  3080. };
  3081. reader.onprogress = progressCallback;
  3082. reader.readAsDataURL(fileToLoad);
  3083. };
  3084. Tools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) {
  3085. var reader = new FileReader();
  3086. reader.onerror = function (e) {
  3087. Tools.Log("Error while reading file: " + fileToLoad.name);
  3088. callback(JSON.stringify({ autoClear: true, clearColor: [1, 0, 0], ambientColor: [0, 0, 0], gravity: [0, -9.81, 0], meshes: [], cameras: [], lights: [] }));
  3089. };
  3090. reader.onload = function (e) {
  3091. //target doesn't have result from ts 1.3
  3092. callback(e.target['result']);
  3093. };
  3094. reader.onprogress = progressCallBack;
  3095. if (!useArrayBuffer) {
  3096. // Asynchronous read
  3097. reader.readAsText(fileToLoad);
  3098. }
  3099. else {
  3100. reader.readAsArrayBuffer(fileToLoad);
  3101. }
  3102. };
  3103. // Misc.
  3104. Tools.Clamp = function (value, min, max) {
  3105. if (min === void 0) { min = 0; }
  3106. if (max === void 0) { max = 1; }
  3107. return Math.min(max, Math.max(min, value));
  3108. };
  3109. // Returns -1 when value is a negative number and
  3110. // +1 when value is a positive number.
  3111. Tools.Sign = function (value) {
  3112. value = +value; // convert to a number
  3113. if (value === 0 || isNaN(value))
  3114. return value;
  3115. return value > 0 ? 1 : -1;
  3116. };
  3117. Tools.Format = function (value, decimals) {
  3118. if (decimals === void 0) { decimals = 2; }
  3119. return value.toFixed(decimals);
  3120. };
  3121. Tools.CheckExtends = function (v, min, max) {
  3122. if (v.x < min.x)
  3123. min.x = v.x;
  3124. if (v.y < min.y)
  3125. min.y = v.y;
  3126. if (v.z < min.z)
  3127. min.z = v.z;
  3128. if (v.x > max.x)
  3129. max.x = v.x;
  3130. if (v.y > max.y)
  3131. max.y = v.y;
  3132. if (v.z > max.z)
  3133. max.z = v.z;
  3134. };
  3135. Tools.WithinEpsilon = function (a, b, epsilon) {
  3136. if (epsilon === void 0) { epsilon = 1.401298E-45; }
  3137. var num = a - b;
  3138. return -epsilon <= num && num <= epsilon;
  3139. };
  3140. Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {
  3141. for (var prop in source) {
  3142. if (prop[0] === "_" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {
  3143. continue;
  3144. }
  3145. if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {
  3146. continue;
  3147. }
  3148. var sourceValue = source[prop];
  3149. var typeOfSourceValue = typeof sourceValue;
  3150. if (typeOfSourceValue === "function") {
  3151. continue;
  3152. }
  3153. if (typeOfSourceValue === "object") {
  3154. if (sourceValue instanceof Array) {
  3155. destination[prop] = [];
  3156. if (sourceValue.length > 0) {
  3157. if (typeof sourceValue[0] == "object") {
  3158. for (var index = 0; index < sourceValue.length; index++) {
  3159. var clonedValue = cloneValue(sourceValue[index], destination);
  3160. if (destination[prop].indexOf(clonedValue) === -1) {
  3161. destination[prop].push(clonedValue);
  3162. }
  3163. }
  3164. }
  3165. else {
  3166. destination[prop] = sourceValue.slice(0);
  3167. }
  3168. }
  3169. }
  3170. else {
  3171. destination[prop] = cloneValue(sourceValue, destination);
  3172. }
  3173. }
  3174. else {
  3175. destination[prop] = sourceValue;
  3176. }
  3177. }
  3178. };
  3179. Tools.IsEmpty = function (obj) {
  3180. for (var i in obj) {
  3181. return false;
  3182. }
  3183. return true;
  3184. };
  3185. Tools.RegisterTopRootEvents = function (events) {
  3186. for (var index = 0; index < events.length; index++) {
  3187. var event = events[index];
  3188. window.addEventListener(event.name, event.handler, false);
  3189. try {
  3190. if (window.parent) {
  3191. window.parent.addEventListener(event.name, event.handler, false);
  3192. }
  3193. }
  3194. catch (e) {
  3195. }
  3196. }
  3197. };
  3198. Tools.UnregisterTopRootEvents = function (events) {
  3199. for (var index = 0; index < events.length; index++) {
  3200. var event = events[index];
  3201. window.removeEventListener(event.name, event.handler);
  3202. try {
  3203. if (window.parent) {
  3204. window.parent.removeEventListener(event.name, event.handler);
  3205. }
  3206. }
  3207. catch (e) {
  3208. }
  3209. }
  3210. };
  3211. Tools.DumpFramebuffer = function (width, height, engine) {
  3212. // Read the contents of the framebuffer
  3213. var numberOfChannelsByLine = width * 4;
  3214. var halfHeight = height / 2;
  3215. //Reading datas from WebGL
  3216. var data = engine.readPixels(0, 0, width, height);
  3217. for (var i = 0; i < halfHeight; i++) {
  3218. for (var j = 0; j < numberOfChannelsByLine; j++) {
  3219. var currentCell = j + i * numberOfChannelsByLine;
  3220. var targetLine = height - i - 1;
  3221. var targetCell = j + targetLine * numberOfChannelsByLine;
  3222. var temp = data[currentCell];
  3223. data[currentCell] = data[targetCell];
  3224. data[targetCell] = temp;
  3225. }
  3226. }
  3227. // Create a 2D canvas to store the result
  3228. if (!screenshotCanvas) {
  3229. screenshotCanvas = document.createElement('canvas');
  3230. }
  3231. screenshotCanvas.width = width;
  3232. screenshotCanvas.height = height;
  3233. var context = screenshotCanvas.getContext('2d');
  3234. // Copy the pixels to a 2D canvas
  3235. var imageData = context.createImageData(width, height);
  3236. //cast is due to ts error in lib.d.ts, see here - https://github.com/Microsoft/TypeScript/issues/949
  3237. var castData = imageData.data;
  3238. castData.set(data);
  3239. context.putImageData(imageData, 0, 0);
  3240. var base64Image = screenshotCanvas.toDataURL();
  3241. //Creating a link if the browser have the download attribute on the a tag, to automatically start download generated image.
  3242. if (("download" in document.createElement("a"))) {
  3243. var a = window.document.createElement("a");
  3244. a.href = base64Image;
  3245. var date = new Date();
  3246. var stringDate = date.getFullYear() + "/" + date.getMonth() + "/" + date.getDate() + "-" + date.getHours() + ":" + date.getMinutes();
  3247. a.setAttribute("download", "screenshot-" + stringDate + ".png");
  3248. window.document.body.appendChild(a);
  3249. a.addEventListener("click", function () {
  3250. a.parentElement.removeChild(a);
  3251. });
  3252. a.click();
  3253. }
  3254. else {
  3255. var newWindow = window.open("");
  3256. var img = newWindow.document.createElement("img");
  3257. img.src = base64Image;
  3258. newWindow.document.body.appendChild(img);
  3259. }
  3260. };
  3261. Tools.CreateScreenshot = function (engine, camera, size) {
  3262. var width;
  3263. var height;
  3264. var scene = camera.getScene();
  3265. var previousCamera = null;
  3266. if (scene.activeCamera !== camera) {
  3267. previousCamera = scene.activeCamera;
  3268. scene.activeCamera = camera;
  3269. }
  3270. //If a precision value is specified
  3271. if (size.precision) {
  3272. width = Math.round(engine.getRenderWidth() * size.precision);
  3273. height = Math.round(width / engine.getAspectRatio(camera));
  3274. size = { width: width, height: height };
  3275. }
  3276. else if (size.width && size.height) {
  3277. width = size.width;
  3278. height = size.height;
  3279. }
  3280. else if (size.width && !size.height) {
  3281. width = size.width;
  3282. height = Math.round(width / engine.getAspectRatio(camera));
  3283. size = { width: width, height: height };
  3284. }
  3285. else if (size.height && !size.width) {
  3286. height = size.height;
  3287. width = Math.round(height * engine.getAspectRatio(camera));
  3288. size = { width: width, height: height };
  3289. }
  3290. else if (!isNaN(size)) {
  3291. height = size;
  3292. width = size;
  3293. }
  3294. else {
  3295. Tools.Error("Invalid 'size' parameter !");
  3296. return;
  3297. }
  3298. //At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)
  3299. var texture = new BABYLON.RenderTargetTexture("screenShot", size, scene, false, false);
  3300. texture.renderList = scene.meshes;
  3301. texture.onAfterRender = function () {
  3302. Tools.DumpFramebuffer(width, height, engine);
  3303. };
  3304. scene.incrementRenderId();
  3305. texture.render(true);
  3306. texture.dispose();
  3307. if (previousCamera) {
  3308. scene.activeCamera = previousCamera;
  3309. }
  3310. };
  3311. // XHR response validator for local file scenario
  3312. Tools.ValidateXHRData = function (xhr, dataType) {
  3313. // 1 for text (.babylon, manifest and shaders), 2 for TGA, 4 for DDS, 7 for all
  3314. if (dataType === void 0) { dataType = 7; }
  3315. try {
  3316. if (dataType & 1) {
  3317. if (xhr.responseText && xhr.responseText.length > 0) {
  3318. return true;
  3319. }
  3320. else if (dataType === 1) {
  3321. return false;
  3322. }
  3323. }
  3324. if (dataType & 2) {
  3325. // Check header width and height since there is no "TGA" magic number
  3326. var tgaHeader = BABYLON.Internals.TGATools.GetTGAHeader(xhr.response);
  3327. if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {
  3328. return true;
  3329. }
  3330. else if (dataType === 2) {
  3331. return false;
  3332. }
  3333. }
  3334. if (dataType & 4) {
  3335. // Check for the "DDS" magic number
  3336. var ddsHeader = new Uint8Array(xhr.response, 0, 3);
  3337. if (ddsHeader[0] === 68 && ddsHeader[1] === 68 && ddsHeader[2] === 83) {
  3338. return true;
  3339. }
  3340. else {
  3341. return false;
  3342. }
  3343. }
  3344. }
  3345. catch (e) {
  3346. }
  3347. return false;
  3348. };
  3349. Object.defineProperty(Tools, "NoneLogLevel", {
  3350. get: function () {
  3351. return Tools._NoneLogLevel;
  3352. },
  3353. enumerable: true,
  3354. configurable: true
  3355. });
  3356. Object.defineProperty(Tools, "MessageLogLevel", {
  3357. get: function () {
  3358. return Tools._MessageLogLevel;
  3359. },
  3360. enumerable: true,
  3361. configurable: true
  3362. });
  3363. Object.defineProperty(Tools, "WarningLogLevel", {
  3364. get: function () {
  3365. return Tools._WarningLogLevel;
  3366. },
  3367. enumerable: true,
  3368. configurable: true
  3369. });
  3370. Object.defineProperty(Tools, "ErrorLogLevel", {
  3371. get: function () {
  3372. return Tools._ErrorLogLevel;
  3373. },
  3374. enumerable: true,
  3375. configurable: true
  3376. });
  3377. Object.defineProperty(Tools, "AllLogLevel", {
  3378. get: function () {
  3379. return Tools._MessageLogLevel | Tools._WarningLogLevel | Tools._ErrorLogLevel;
  3380. },
  3381. enumerable: true,
  3382. configurable: true
  3383. });
  3384. Tools._AddLogEntry = function (entry) {
  3385. Tools._LogCache = entry + Tools._LogCache;
  3386. if (Tools.OnNewCacheEntry) {
  3387. Tools.OnNewCacheEntry(entry);
  3388. }
  3389. };
  3390. Tools._FormatMessage = function (message) {
  3391. var padStr = function (i) { return (i < 10) ? "0" + i : "" + i; };
  3392. var date = new Date();
  3393. return "[" + padStr(date.getHours()) + ":" + padStr(date.getMinutes()) + ":" + padStr(date.getSeconds()) + "]: " + message;
  3394. };
  3395. Tools._LogDisabled = function (message) {
  3396. // nothing to do
  3397. };
  3398. Tools._LogEnabled = function (message) {
  3399. var formattedMessage = Tools._FormatMessage(message);
  3400. console.log("BJS - " + formattedMessage);
  3401. var entry = "<div style='color:white'>" + formattedMessage + "</div><br>";
  3402. Tools._AddLogEntry(entry);
  3403. };
  3404. Tools._WarnDisabled = function (message) {
  3405. // nothing to do
  3406. };
  3407. Tools._WarnEnabled = function (message) {
  3408. var formattedMessage = Tools._FormatMessage(message);
  3409. console.warn("BJS - " + formattedMessage);
  3410. var entry = "<div style='color:orange'>" + formattedMessage + "</div><br>";
  3411. Tools._AddLogEntry(entry);
  3412. };
  3413. Tools._ErrorDisabled = function (message) {
  3414. // nothing to do
  3415. };
  3416. Tools._ErrorEnabled = function (message) {
  3417. var formattedMessage = Tools._FormatMessage(message);
  3418. console.error("BJS - " + formattedMessage);
  3419. var entry = "<div style='color:red'>" + formattedMessage + "</div><br>";
  3420. Tools._AddLogEntry(entry);
  3421. };
  3422. Object.defineProperty(Tools, "LogCache", {
  3423. get: function () {
  3424. return Tools._LogCache;
  3425. },
  3426. enumerable: true,
  3427. configurable: true
  3428. });
  3429. Object.defineProperty(Tools, "LogLevels", {
  3430. set: function (level) {
  3431. if ((level & Tools.MessageLogLevel) === Tools.MessageLogLevel) {
  3432. Tools.Log = Tools._LogEnabled;
  3433. }
  3434. else {
  3435. Tools.Log = Tools._LogDisabled;
  3436. }
  3437. if ((level & Tools.WarningLogLevel) === Tools.WarningLogLevel) {
  3438. Tools.Warn = Tools._WarnEnabled;
  3439. }
  3440. else {
  3441. Tools.Warn = Tools._WarnDisabled;
  3442. }
  3443. if ((level & Tools.ErrorLogLevel) === Tools.ErrorLogLevel) {
  3444. Tools.Error = Tools._ErrorEnabled;
  3445. }
  3446. else {
  3447. Tools.Error = Tools._ErrorDisabled;
  3448. }
  3449. },
  3450. enumerable: true,
  3451. configurable: true
  3452. });
  3453. Object.defineProperty(Tools, "PerformanceNoneLogLevel", {
  3454. get: function () {
  3455. return Tools._PerformanceNoneLogLevel;
  3456. },
  3457. enumerable: true,
  3458. configurable: true
  3459. });
  3460. Object.defineProperty(Tools, "PerformanceUserMarkLogLevel", {
  3461. get: function () {
  3462. return Tools._PerformanceUserMarkLogLevel;
  3463. },
  3464. enumerable: true,
  3465. configurable: true
  3466. });
  3467. Object.defineProperty(Tools, "PerformanceConsoleLogLevel", {
  3468. get: function () {
  3469. return Tools._PerformanceConsoleLogLevel;
  3470. },
  3471. enumerable: true,
  3472. configurable: true
  3473. });
  3474. Object.defineProperty(Tools, "PerformanceLogLevel", {
  3475. set: function (level) {
  3476. if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) {
  3477. Tools.StartPerformanceCounter = Tools._StartUserMark;
  3478. Tools.EndPerformanceCounter = Tools._EndUserMark;
  3479. return;
  3480. }
  3481. if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) {
  3482. Tools.StartPerformanceCounter = Tools._StartPerformanceConsole;
  3483. Tools.EndPerformanceCounter = Tools._EndPerformanceConsole;
  3484. return;
  3485. }
  3486. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3487. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3488. },
  3489. enumerable: true,
  3490. configurable: true
  3491. });
  3492. Tools._StartPerformanceCounterDisabled = function (counterName, condition) {
  3493. };
  3494. Tools._EndPerformanceCounterDisabled = function (counterName, condition) {
  3495. };
  3496. Tools._StartUserMark = function (counterName, condition) {
  3497. if (condition === void 0) { condition = true; }
  3498. if (!condition || !Tools._performance.mark) {
  3499. return;
  3500. }
  3501. Tools._performance.mark(counterName + "-Begin");
  3502. };
  3503. Tools._EndUserMark = function (counterName, condition) {
  3504. if (condition === void 0) { condition = true; }
  3505. if (!condition || !Tools._performance.mark) {
  3506. return;
  3507. }
  3508. Tools._performance.mark(counterName + "-End");
  3509. Tools._performance.measure(counterName, counterName + "-Begin", counterName + "-End");
  3510. };
  3511. Tools._StartPerformanceConsole = function (counterName, condition) {
  3512. if (condition === void 0) { condition = true; }
  3513. if (!condition) {
  3514. return;
  3515. }
  3516. Tools._StartUserMark(counterName, condition);
  3517. if (console.time) {
  3518. console.time(counterName);
  3519. }
  3520. };
  3521. Tools._EndPerformanceConsole = function (counterName, condition) {
  3522. if (condition === void 0) { condition = true; }
  3523. if (!condition) {
  3524. return;
  3525. }
  3526. Tools._EndUserMark(counterName, condition);
  3527. if (console.time) {
  3528. console.timeEnd(counterName);
  3529. }
  3530. };
  3531. Object.defineProperty(Tools, "Now", {
  3532. get: function () {
  3533. if (window.performance && window.performance.now) {
  3534. return window.performance.now();
  3535. }
  3536. return new Date().getTime();
  3537. },
  3538. enumerable: true,
  3539. configurable: true
  3540. });
  3541. // Deprecated
  3542. Tools.GetFps = function () {
  3543. Tools.Warn("Tools.GetFps() is deprecated. Please use engine.getFps() instead");
  3544. return 0;
  3545. };
  3546. Tools.BaseUrl = "";
  3547. Tools.GetExponantOfTwo = function (value, max) {
  3548. var count = 1;
  3549. do {
  3550. count *= 2;
  3551. } while (count < value);
  3552. if (count > max)
  3553. count = max;
  3554. return count;
  3555. };
  3556. // Logs
  3557. Tools._NoneLogLevel = 0;
  3558. Tools._MessageLogLevel = 1;
  3559. Tools._WarningLogLevel = 2;
  3560. Tools._ErrorLogLevel = 4;
  3561. Tools._LogCache = "";
  3562. Tools.Log = Tools._LogEnabled;
  3563. Tools.Warn = Tools._WarnEnabled;
  3564. Tools.Error = Tools._ErrorEnabled;
  3565. // Performances
  3566. Tools._PerformanceNoneLogLevel = 0;
  3567. Tools._PerformanceUserMarkLogLevel = 1;
  3568. Tools._PerformanceConsoleLogLevel = 2;
  3569. Tools._performance = window.performance;
  3570. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3571. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3572. return Tools;
  3573. })();
  3574. BABYLON.Tools = Tools;
  3575. /**
  3576. * An implementation of a loop for asynchronous functions.
  3577. */
  3578. var AsyncLoop = (function () {
  3579. /**
  3580. * Constroctor.
  3581. * @param iterations the number of iterations.
  3582. * @param _fn the function to run each iteration
  3583. * @param _successCallback the callback that will be called upon succesful execution
  3584. * @param offset starting offset.
  3585. */
  3586. function AsyncLoop(iterations, _fn, _successCallback, offset) {
  3587. if (offset === void 0) { offset = 0; }
  3588. this.iterations = iterations;
  3589. this._fn = _fn;
  3590. this._successCallback = _successCallback;
  3591. this.index = offset - 1;
  3592. this._done = false;
  3593. }
  3594. /**
  3595. * Execute the next iteration. Must be called after the last iteration was finished.
  3596. */
  3597. AsyncLoop.prototype.executeNext = function () {
  3598. if (!this._done) {
  3599. if (this.index + 1 < this.iterations) {
  3600. ++this.index;
  3601. this._fn(this);
  3602. }
  3603. else {
  3604. this.breakLoop();
  3605. }
  3606. }
  3607. };
  3608. /**
  3609. * Break the loop and run the success callback.
  3610. */
  3611. AsyncLoop.prototype.breakLoop = function () {
  3612. this._done = true;
  3613. this._successCallback();
  3614. };
  3615. /**
  3616. * Helper function
  3617. */
  3618. AsyncLoop.Run = function (iterations, _fn, _successCallback, offset) {
  3619. if (offset === void 0) { offset = 0; }
  3620. var loop = new AsyncLoop(iterations, _fn, _successCallback, offset);
  3621. loop.executeNext();
  3622. return loop;
  3623. };
  3624. /**
  3625. * A for-loop that will run a given number of iterations synchronous and the rest async.
  3626. * @param iterations total number of iterations
  3627. * @param syncedIterations number of synchronous iterations in each async iteration.
  3628. * @param fn the function to call each iteration.
  3629. * @param callback a success call back that will be called when iterating stops.
  3630. * @param breakFunction a break condition (optional)
  3631. * @param timeout timeout settings for the setTimeout function. default - 0.
  3632. * @constructor
  3633. */
  3634. AsyncLoop.SyncAsyncForLoop = function (iterations, syncedIterations, fn, callback, breakFunction, timeout) {
  3635. if (timeout === void 0) { timeout = 0; }
  3636. AsyncLoop.Run(Math.ceil(iterations / syncedIterations), function (loop) {
  3637. if (breakFunction && breakFunction())
  3638. loop.breakLoop();
  3639. else {
  3640. setTimeout(function () {
  3641. for (var i = 0; i < syncedIterations; ++i) {
  3642. var iteration = (loop.index * syncedIterations) + i;
  3643. if (iteration >= iterations)
  3644. break;
  3645. fn(iteration);
  3646. if (breakFunction && breakFunction()) {
  3647. loop.breakLoop();
  3648. break;
  3649. }
  3650. }
  3651. loop.executeNext();
  3652. }, timeout);
  3653. }
  3654. }, callback);
  3655. };
  3656. return AsyncLoop;
  3657. })();
  3658. BABYLON.AsyncLoop = AsyncLoop;
  3659. })(BABYLON || (BABYLON = {}));
  3660. //# sourceMappingURL=babylon.tools.js.mapvar BABYLON;
  3661. (function (BABYLON) {
  3662. var _DepthCullingState = (function () {
  3663. function _DepthCullingState() {
  3664. this._isDepthTestDirty = false;
  3665. this._isDepthMaskDirty = false;
  3666. this._isDepthFuncDirty = false;
  3667. this._isCullFaceDirty = false;
  3668. this._isCullDirty = false;
  3669. this._isZOffsetDirty = false;
  3670. }
  3671. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  3672. get: function () {
  3673. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty;
  3674. },
  3675. enumerable: true,
  3676. configurable: true
  3677. });
  3678. Object.defineProperty(_DepthCullingState.prototype, "zOffset", {
  3679. get: function () {
  3680. return this._zOffset;
  3681. },
  3682. set: function (value) {
  3683. if (this._zOffset === value) {
  3684. return;
  3685. }
  3686. this._zOffset = value;
  3687. this._isZOffsetDirty = true;
  3688. },
  3689. enumerable: true,
  3690. configurable: true
  3691. });
  3692. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  3693. get: function () {
  3694. return this._cullFace;
  3695. },
  3696. set: function (value) {
  3697. if (this._cullFace === value) {
  3698. return;
  3699. }
  3700. this._cullFace = value;
  3701. this._isCullFaceDirty = true;
  3702. },
  3703. enumerable: true,
  3704. configurable: true
  3705. });
  3706. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  3707. get: function () {
  3708. return this._cull;
  3709. },
  3710. set: function (value) {
  3711. if (this._cull === value) {
  3712. return;
  3713. }
  3714. this._cull = value;
  3715. this._isCullDirty = true;
  3716. },
  3717. enumerable: true,
  3718. configurable: true
  3719. });
  3720. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  3721. get: function () {
  3722. return this._depthFunc;
  3723. },
  3724. set: function (value) {
  3725. if (this._depthFunc === value) {
  3726. return;
  3727. }
  3728. this._depthFunc = value;
  3729. this._isDepthFuncDirty = true;
  3730. },
  3731. enumerable: true,
  3732. configurable: true
  3733. });
  3734. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  3735. get: function () {
  3736. return this._depthMask;
  3737. },
  3738. set: function (value) {
  3739. if (this._depthMask === value) {
  3740. return;
  3741. }
  3742. this._depthMask = value;
  3743. this._isDepthMaskDirty = true;
  3744. },
  3745. enumerable: true,
  3746. configurable: true
  3747. });
  3748. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  3749. get: function () {
  3750. return this._depthTest;
  3751. },
  3752. set: function (value) {
  3753. if (this._depthTest === value) {
  3754. return;
  3755. }
  3756. this._depthTest = value;
  3757. this._isDepthTestDirty = true;
  3758. },
  3759. enumerable: true,
  3760. configurable: true
  3761. });
  3762. _DepthCullingState.prototype.reset = function () {
  3763. this._depthMask = true;
  3764. this._depthTest = true;
  3765. this._depthFunc = null;
  3766. this._cull = null;
  3767. this._cullFace = null;
  3768. this._zOffset = 0;
  3769. this._isDepthTestDirty = true;
  3770. this._isDepthMaskDirty = true;
  3771. this._isDepthFuncDirty = false;
  3772. this._isCullFaceDirty = false;
  3773. this._isCullDirty = false;
  3774. this._isZOffsetDirty = false;
  3775. };
  3776. _DepthCullingState.prototype.apply = function (gl) {
  3777. if (!this.isDirty) {
  3778. return;
  3779. }
  3780. // Cull
  3781. if (this._isCullDirty) {
  3782. if (this.cull) {
  3783. gl.enable(gl.CULL_FACE);
  3784. }
  3785. else {
  3786. gl.disable(gl.CULL_FACE);
  3787. }
  3788. this._isCullDirty = false;
  3789. }
  3790. // Cull face
  3791. if (this._isCullFaceDirty) {
  3792. gl.cullFace(this.cullFace);
  3793. this._isCullFaceDirty = false;
  3794. }
  3795. // Depth mask
  3796. if (this._isDepthMaskDirty) {
  3797. gl.depthMask(this.depthMask);
  3798. this._isDepthMaskDirty = false;
  3799. }
  3800. // Depth test
  3801. if (this._isDepthTestDirty) {
  3802. if (this.depthTest) {
  3803. gl.enable(gl.DEPTH_TEST);
  3804. }
  3805. else {
  3806. gl.disable(gl.DEPTH_TEST);
  3807. }
  3808. this._isDepthTestDirty = false;
  3809. }
  3810. // Depth func
  3811. if (this._isDepthFuncDirty) {
  3812. gl.depthFunc(this.depthFunc);
  3813. this._isDepthFuncDirty = false;
  3814. }
  3815. // zOffset
  3816. if (this._isZOffsetDirty) {
  3817. if (this.zOffset) {
  3818. gl.enable(gl.POLYGON_OFFSET_FILL);
  3819. gl.polygonOffset(this.zOffset, 0);
  3820. }
  3821. else {
  3822. gl.disable(gl.POLYGON_OFFSET_FILL);
  3823. }
  3824. this._isZOffsetDirty = false;
  3825. }
  3826. };
  3827. return _DepthCullingState;
  3828. })();
  3829. BABYLON._DepthCullingState = _DepthCullingState;
  3830. var _AlphaState = (function () {
  3831. function _AlphaState() {
  3832. this._isAlphaBlendDirty = false;
  3833. this._isBlendFunctionParametersDirty = false;
  3834. this._alphaBlend = false;
  3835. this._blendFunctionParameters = new Array(4);
  3836. }
  3837. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  3838. get: function () {
  3839. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  3840. },
  3841. enumerable: true,
  3842. configurable: true
  3843. });
  3844. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  3845. get: function () {
  3846. return this._alphaBlend;
  3847. },
  3848. set: function (value) {
  3849. if (this._alphaBlend === value) {
  3850. return;
  3851. }
  3852. this._alphaBlend = value;
  3853. this._isAlphaBlendDirty = true;
  3854. },
  3855. enumerable: true,
  3856. configurable: true
  3857. });
  3858. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  3859. if (this._blendFunctionParameters[0] === value0 && this._blendFunctionParameters[1] === value1 && this._blendFunctionParameters[2] === value2 && this._blendFunctionParameters[3] === value3) {
  3860. return;
  3861. }
  3862. this._blendFunctionParameters[0] = value0;
  3863. this._blendFunctionParameters[1] = value1;
  3864. this._blendFunctionParameters[2] = value2;
  3865. this._blendFunctionParameters[3] = value3;
  3866. this._isBlendFunctionParametersDirty = true;
  3867. };
  3868. _AlphaState.prototype.reset = function () {
  3869. this._alphaBlend = false;
  3870. this._blendFunctionParameters[0] = null;
  3871. this._blendFunctionParameters[1] = null;
  3872. this._blendFunctionParameters[2] = null;
  3873. this._blendFunctionParameters[3] = null;
  3874. this._isAlphaBlendDirty = true;
  3875. this._isBlendFunctionParametersDirty = false;
  3876. };
  3877. _AlphaState.prototype.apply = function (gl) {
  3878. if (!this.isDirty) {
  3879. return;
  3880. }
  3881. // Alpha blend
  3882. if (this._isAlphaBlendDirty) {
  3883. if (this._alphaBlend) {
  3884. gl.enable(gl.BLEND);
  3885. }
  3886. else {
  3887. gl.disable(gl.BLEND);
  3888. }
  3889. this._isAlphaBlendDirty = false;
  3890. }
  3891. // Alpha function
  3892. if (this._isBlendFunctionParametersDirty) {
  3893. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  3894. this._isBlendFunctionParametersDirty = false;
  3895. }
  3896. };
  3897. return _AlphaState;
  3898. })();
  3899. BABYLON._AlphaState = _AlphaState;
  3900. var compileShader = function (gl, source, type, defines) {
  3901. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  3902. gl.shaderSource(shader, (defines ? defines + "\n" : "") + source);
  3903. gl.compileShader(shader);
  3904. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  3905. throw new Error(gl.getShaderInfoLog(shader));
  3906. }
  3907. return shader;
  3908. };
  3909. var getWebGLTextureType = function (gl, type) {
  3910. var textureType = gl.UNSIGNED_BYTE;
  3911. if (type === Engine.TEXTURETYPE_FLOAT)
  3912. textureType = gl.FLOAT;
  3913. return textureType;
  3914. };
  3915. var getSamplingParameters = function (samplingMode, generateMipMaps, gl) {
  3916. var magFilter = gl.NEAREST;
  3917. var minFilter = gl.NEAREST;
  3918. if (samplingMode === BABYLON.Texture.BILINEAR_SAMPLINGMODE) {
  3919. magFilter = gl.LINEAR;
  3920. if (generateMipMaps) {
  3921. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  3922. }
  3923. else {
  3924. minFilter = gl.LINEAR;
  3925. }
  3926. }
  3927. else if (samplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE) {
  3928. magFilter = gl.LINEAR;
  3929. if (generateMipMaps) {
  3930. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  3931. }
  3932. else {
  3933. minFilter = gl.LINEAR;
  3934. }
  3935. }
  3936. else if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  3937. magFilter = gl.NEAREST;
  3938. if (generateMipMaps) {
  3939. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  3940. }
  3941. else {
  3942. minFilter = gl.NEAREST;
  3943. }
  3944. }
  3945. return {
  3946. min: minFilter,
  3947. mag: magFilter
  3948. };
  3949. };
  3950. var prepareWebGLTexture = function (texture, gl, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  3951. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  3952. var engine = scene.getEngine();
  3953. var potWidth = BABYLON.Tools.GetExponantOfTwo(width, engine.getCaps().maxTextureSize);
  3954. var potHeight = BABYLON.Tools.GetExponantOfTwo(height, engine.getCaps().maxTextureSize);
  3955. gl.bindTexture(gl.TEXTURE_2D, texture);
  3956. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0));
  3957. processFunction(potWidth, potHeight);
  3958. var filters = getSamplingParameters(samplingMode, !noMipmap, gl);
  3959. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  3960. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  3961. if (!noMipmap && !isCompressed) {
  3962. gl.generateMipmap(gl.TEXTURE_2D);
  3963. }
  3964. gl.bindTexture(gl.TEXTURE_2D, null);
  3965. engine._activeTexturesCache = [];
  3966. texture._baseWidth = width;
  3967. texture._baseHeight = height;
  3968. texture._width = potWidth;
  3969. texture._height = potHeight;
  3970. texture.isReady = true;
  3971. texture.samplingMode = samplingMode;
  3972. scene._removePendingData(texture);
  3973. };
  3974. var partialLoad = function (url, index, loadedImages, scene, onfinish) {
  3975. var onload = function () {
  3976. loadedImages[index] = img;
  3977. loadedImages._internalCount++;
  3978. scene._removePendingData(img);
  3979. if (loadedImages._internalCount === 6) {
  3980. onfinish(loadedImages);
  3981. }
  3982. };
  3983. var onerror = function () {
  3984. scene._removePendingData(img);
  3985. };
  3986. var img = BABYLON.Tools.LoadImage(url, onload, onerror, scene.database);
  3987. scene._addPendingData(img);
  3988. };
  3989. var cascadeLoad = function (rootUrl, scene, onfinish, extensions) {
  3990. var loadedImages = [];
  3991. loadedImages._internalCount = 0;
  3992. for (var index = 0; index < 6; index++) {
  3993. partialLoad(rootUrl + extensions[index], index, loadedImages, scene, onfinish);
  3994. }
  3995. };
  3996. var EngineCapabilities = (function () {
  3997. function EngineCapabilities() {
  3998. }
  3999. return EngineCapabilities;
  4000. })();
  4001. BABYLON.EngineCapabilities = EngineCapabilities;
  4002. /**
  4003. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio.
  4004. */
  4005. var Engine = (function () {
  4006. /**
  4007. * @constructor
  4008. * @param {HTMLCanvasElement} canvas - the canvas to be used for rendering
  4009. * @param {boolean} [antialias] - enable antialias
  4010. * @param options - further options to be sent to the getContext function
  4011. */
  4012. function Engine(canvas, antialias, options) {
  4013. var _this = this;
  4014. // Public members
  4015. this.isFullscreen = false;
  4016. this.isPointerLock = false;
  4017. this.cullBackFaces = true;
  4018. this.renderEvenInBackground = true;
  4019. this.scenes = new Array();
  4020. this._windowIsBackground = false;
  4021. this._loadingDivBackgroundColor = "black";
  4022. this._drawCalls = 0;
  4023. this._renderingQueueLaunched = false;
  4024. this._activeRenderLoops = [];
  4025. // FPS
  4026. this.fpsRange = 60;
  4027. this.previousFramesDuration = [];
  4028. this.fps = 60;
  4029. this.deltaTime = 0;
  4030. // States
  4031. this._depthCullingState = new _DepthCullingState();
  4032. this._alphaState = new _AlphaState();
  4033. this._alphaMode = Engine.ALPHA_DISABLE;
  4034. // Cache
  4035. this._loadedTexturesCache = new Array();
  4036. this._activeTexturesCache = new Array();
  4037. this._compiledEffects = {};
  4038. this._uintIndicesCurrentlySet = false;
  4039. this._renderingCanvas = canvas;
  4040. this._canvasClientRect = this._renderingCanvas.getBoundingClientRect();
  4041. options = options || {};
  4042. options.antialias = antialias;
  4043. try {
  4044. this._gl = canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options);
  4045. }
  4046. catch (e) {
  4047. throw new Error("WebGL not supported");
  4048. }
  4049. if (!this._gl) {
  4050. throw new Error("WebGL not supported");
  4051. }
  4052. this._onBlur = function () {
  4053. _this._windowIsBackground = true;
  4054. };
  4055. this._onFocus = function () {
  4056. _this._windowIsBackground = false;
  4057. };
  4058. window.addEventListener("blur", this._onBlur);
  4059. window.addEventListener("focus", this._onFocus);
  4060. // Viewport
  4061. this._hardwareScalingLevel = 1.0 / (window.devicePixelRatio || 1.0);
  4062. this.resize();
  4063. // Caps
  4064. this._caps = new EngineCapabilities();
  4065. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  4066. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  4067. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  4068. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  4069. // Infos
  4070. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  4071. var rendererInfo = this._gl.getExtension("WEBGL_debug_renderer_info");
  4072. if (rendererInfo != null) {
  4073. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  4074. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  4075. }
  4076. if (!this._glVendor) {
  4077. this._glVendor = "Unknown vendor";
  4078. }
  4079. if (!this._glRenderer) {
  4080. this._glRenderer = "Unknown renderer";
  4081. }
  4082. // Extensions
  4083. this._caps.standardDerivatives = (this._gl.getExtension('OES_standard_derivatives') !== null);
  4084. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc');
  4085. this._caps.textureFloat = (this._gl.getExtension('OES_texture_float') !== null);
  4086. 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');
  4087. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  4088. this._caps.instancedArrays = this._gl.getExtension('ANGLE_instanced_arrays');
  4089. this._caps.uintIndices = this._gl.getExtension('OES_element_index_uint') !== null;
  4090. // Depth buffer
  4091. this.setDepthBuffer(true);
  4092. this.setDepthFunctionToLessOrEqual();
  4093. this.setDepthWrite(true);
  4094. // Fullscreen
  4095. this._onFullscreenChange = function () {
  4096. if (document.fullscreen !== undefined) {
  4097. _this.isFullscreen = document.fullscreen;
  4098. }
  4099. else if (document.mozFullScreen !== undefined) {
  4100. _this.isFullscreen = document.mozFullScreen;
  4101. }
  4102. else if (document.webkitIsFullScreen !== undefined) {
  4103. _this.isFullscreen = document.webkitIsFullScreen;
  4104. }
  4105. else if (document.msIsFullScreen !== undefined) {
  4106. _this.isFullscreen = document.msIsFullScreen;
  4107. }
  4108. // Pointer lock
  4109. if (_this.isFullscreen && _this._pointerLockRequested) {
  4110. canvas.requestPointerLock = canvas.requestPointerLock || canvas.msRequestPointerLock || canvas.mozRequestPointerLock || canvas.webkitRequestPointerLock;
  4111. if (canvas.requestPointerLock) {
  4112. canvas.requestPointerLock();
  4113. }
  4114. }
  4115. };
  4116. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  4117. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  4118. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  4119. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  4120. // Pointer lock
  4121. this._onPointerLockChange = function () {
  4122. _this.isPointerLock = (document.mozPointerLockElement === canvas || document.webkitPointerLockElement === canvas || document.msPointerLockElement === canvas || document.pointerLockElement === canvas);
  4123. };
  4124. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  4125. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  4126. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  4127. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  4128. if (!Engine.audioEngine) {
  4129. Engine.audioEngine = new BABYLON.AudioEngine();
  4130. }
  4131. BABYLON.Tools.Log("Babylon.js engine (v" + Engine.Version + ") launched");
  4132. }
  4133. Object.defineProperty(Engine, "ALPHA_DISABLE", {
  4134. get: function () {
  4135. return Engine._ALPHA_DISABLE;
  4136. },
  4137. enumerable: true,
  4138. configurable: true
  4139. });
  4140. Object.defineProperty(Engine, "ALPHA_ADD", {
  4141. get: function () {
  4142. return Engine._ALPHA_ADD;
  4143. },
  4144. enumerable: true,
  4145. configurable: true
  4146. });
  4147. Object.defineProperty(Engine, "ALPHA_COMBINE", {
  4148. get: function () {
  4149. return Engine._ALPHA_COMBINE;
  4150. },
  4151. enumerable: true,
  4152. configurable: true
  4153. });
  4154. Object.defineProperty(Engine, "DELAYLOADSTATE_NONE", {
  4155. get: function () {
  4156. return Engine._DELAYLOADSTATE_NONE;
  4157. },
  4158. enumerable: true,
  4159. configurable: true
  4160. });
  4161. Object.defineProperty(Engine, "DELAYLOADSTATE_LOADED", {
  4162. get: function () {
  4163. return Engine._DELAYLOADSTATE_LOADED;
  4164. },
  4165. enumerable: true,
  4166. configurable: true
  4167. });
  4168. Object.defineProperty(Engine, "DELAYLOADSTATE_LOADING", {
  4169. get: function () {
  4170. return Engine._DELAYLOADSTATE_LOADING;
  4171. },
  4172. enumerable: true,
  4173. configurable: true
  4174. });
  4175. Object.defineProperty(Engine, "DELAYLOADSTATE_NOTLOADED", {
  4176. get: function () {
  4177. return Engine._DELAYLOADSTATE_NOTLOADED;
  4178. },
  4179. enumerable: true,
  4180. configurable: true
  4181. });
  4182. Object.defineProperty(Engine, "TEXTUREFORMAT_ALPHA", {
  4183. get: function () {
  4184. return Engine._TEXTUREFORMAT_ALPHA;
  4185. },
  4186. enumerable: true,
  4187. configurable: true
  4188. });
  4189. Object.defineProperty(Engine, "TEXTUREFORMAT_LUMINANCE", {
  4190. get: function () {
  4191. return Engine._TEXTUREFORMAT_LUMINANCE;
  4192. },
  4193. enumerable: true,
  4194. configurable: true
  4195. });
  4196. Object.defineProperty(Engine, "TEXTUREFORMAT_LUMINANCE_ALPHA", {
  4197. get: function () {
  4198. return Engine._TEXTUREFORMAT_LUMINANCE_ALPHA;
  4199. },
  4200. enumerable: true,
  4201. configurable: true
  4202. });
  4203. Object.defineProperty(Engine, "TEXTUREFORMAT_RGB", {
  4204. get: function () {
  4205. return Engine._TEXTUREFORMAT_RGB;
  4206. },
  4207. enumerable: true,
  4208. configurable: true
  4209. });
  4210. Object.defineProperty(Engine, "TEXTUREFORMAT_RGBA", {
  4211. get: function () {
  4212. return Engine._TEXTUREFORMAT_RGBA;
  4213. },
  4214. enumerable: true,
  4215. configurable: true
  4216. });
  4217. Object.defineProperty(Engine, "TEXTURETYPE_UNSIGNED_INT", {
  4218. get: function () {
  4219. return Engine._TEXTURETYPE_UNSIGNED_INT;
  4220. },
  4221. enumerable: true,
  4222. configurable: true
  4223. });
  4224. Object.defineProperty(Engine, "TEXTURETYPE_FLOAT", {
  4225. get: function () {
  4226. return Engine._TEXTURETYPE_FLOAT;
  4227. },
  4228. enumerable: true,
  4229. configurable: true
  4230. });
  4231. Object.defineProperty(Engine, "Version", {
  4232. get: function () {
  4233. return "2.1.0 alpha";
  4234. },
  4235. enumerable: true,
  4236. configurable: true
  4237. });
  4238. Engine.prototype._prepareWorkingCanvas = function () {
  4239. if (this._workingCanvas) {
  4240. return;
  4241. }
  4242. this._workingCanvas = document.createElement("canvas");
  4243. this._workingContext = this._workingCanvas.getContext("2d");
  4244. };
  4245. Engine.prototype.getGlInfo = function () {
  4246. return {
  4247. vendor: this._glVendor,
  4248. renderer: this._glRenderer,
  4249. version: this._glVersion
  4250. };
  4251. };
  4252. Engine.prototype.getAspectRatio = function (camera) {
  4253. var viewport = camera.viewport;
  4254. return (this.getRenderWidth() * viewport.width) / (this.getRenderHeight() * viewport.height);
  4255. };
  4256. Engine.prototype.getRenderWidth = function () {
  4257. if (this._currentRenderTarget) {
  4258. return this._currentRenderTarget._width;
  4259. }
  4260. return this._renderingCanvas.width;
  4261. };
  4262. Engine.prototype.getRenderHeight = function () {
  4263. if (this._currentRenderTarget) {
  4264. return this._currentRenderTarget._height;
  4265. }
  4266. return this._renderingCanvas.height;
  4267. };
  4268. Engine.prototype.getRenderingCanvas = function () {
  4269. return this._renderingCanvas;
  4270. };
  4271. Engine.prototype.getRenderingCanvasClientRect = function () {
  4272. return this._renderingCanvas.getBoundingClientRect();
  4273. };
  4274. Engine.prototype.setHardwareScalingLevel = function (level) {
  4275. this._hardwareScalingLevel = level;
  4276. this.resize();
  4277. };
  4278. Engine.prototype.getHardwareScalingLevel = function () {
  4279. return this._hardwareScalingLevel;
  4280. };
  4281. Engine.prototype.getLoadedTexturesCache = function () {
  4282. return this._loadedTexturesCache;
  4283. };
  4284. Engine.prototype.getCaps = function () {
  4285. return this._caps;
  4286. };
  4287. Object.defineProperty(Engine.prototype, "drawCalls", {
  4288. get: function () {
  4289. return this._drawCalls;
  4290. },
  4291. enumerable: true,
  4292. configurable: true
  4293. });
  4294. // Methods
  4295. Engine.prototype.resetDrawCalls = function () {
  4296. this._drawCalls = 0;
  4297. };
  4298. Engine.prototype.setDepthFunctionToGreater = function () {
  4299. this._depthCullingState.depthFunc = this._gl.GREATER;
  4300. };
  4301. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  4302. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  4303. };
  4304. Engine.prototype.setDepthFunctionToLess = function () {
  4305. this._depthCullingState.depthFunc = this._gl.LESS;
  4306. };
  4307. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  4308. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  4309. };
  4310. /**
  4311. * stop executing a render loop function and remove it from the execution array
  4312. * @param {Function} [renderFunction] the function to be removed. If not provided all functions will be removed.
  4313. */
  4314. Engine.prototype.stopRenderLoop = function (renderFunction) {
  4315. if (!renderFunction) {
  4316. this._activeRenderLoops = [];
  4317. return;
  4318. }
  4319. var index = this._activeRenderLoops.indexOf(renderFunction);
  4320. if (index >= 0) {
  4321. this._activeRenderLoops.splice(index, 1);
  4322. }
  4323. };
  4324. Engine.prototype._renderLoop = function () {
  4325. var _this = this;
  4326. var shouldRender = true;
  4327. if (!this.renderEvenInBackground && this._windowIsBackground) {
  4328. shouldRender = false;
  4329. }
  4330. if (shouldRender) {
  4331. // Start new frame
  4332. this.beginFrame();
  4333. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  4334. var renderFunction = this._activeRenderLoops[index];
  4335. renderFunction();
  4336. }
  4337. // Present
  4338. this.endFrame();
  4339. }
  4340. if (this._activeRenderLoops.length > 0) {
  4341. // Register new frame
  4342. BABYLON.Tools.QueueNewFrame(function () {
  4343. _this._renderLoop();
  4344. });
  4345. }
  4346. else {
  4347. this._renderingQueueLaunched = false;
  4348. }
  4349. };
  4350. /**
  4351. * Register and execute a render loop. The engine can have more than one render function.
  4352. * @param {Function} renderFunction - the function to continuesly execute starting the next render loop.
  4353. * @example
  4354. * engine.runRenderLoop(function () {
  4355. * scene.render()
  4356. * })
  4357. */
  4358. Engine.prototype.runRenderLoop = function (renderFunction) {
  4359. var _this = this;
  4360. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  4361. return;
  4362. }
  4363. this._activeRenderLoops.push(renderFunction);
  4364. if (!this._renderingQueueLaunched) {
  4365. this._renderingQueueLaunched = true;
  4366. BABYLON.Tools.QueueNewFrame(function () {
  4367. _this._renderLoop();
  4368. });
  4369. }
  4370. };
  4371. /**
  4372. * Toggle full screen mode.
  4373. * @param {boolean} requestPointerLock - should a pointer lock be requested from the user
  4374. */
  4375. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  4376. if (this.isFullscreen) {
  4377. BABYLON.Tools.ExitFullscreen();
  4378. }
  4379. else {
  4380. this._pointerLockRequested = requestPointerLock;
  4381. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  4382. }
  4383. };
  4384. Engine.prototype.clear = function (color, backBuffer, depthStencil) {
  4385. this.applyStates();
  4386. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  4387. if (this._depthCullingState.depthMask) {
  4388. this._gl.clearDepth(1.0);
  4389. }
  4390. var mode = 0;
  4391. if (backBuffer)
  4392. mode |= this._gl.COLOR_BUFFER_BIT;
  4393. if (depthStencil && this._depthCullingState.depthMask)
  4394. mode |= this._gl.DEPTH_BUFFER_BIT;
  4395. this._gl.clear(mode);
  4396. };
  4397. /**
  4398. * Set the WebGL's viewport
  4399. * @param {BABYLON.Viewport} viewport - the viewport element to be used.
  4400. * @param {number} [requiredWidth] - the width required for rendering. If not provided the rendering canvas' width is used.
  4401. * @param {number} [requiredHeight] - the height required for rendering. If not provided the rendering canvas' height is used.
  4402. */
  4403. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  4404. var width = requiredWidth || this._renderingCanvas.width;
  4405. var height = requiredHeight || this._renderingCanvas.height;
  4406. var x = viewport.x || 0;
  4407. var y = viewport.y || 0;
  4408. this._cachedViewport = viewport;
  4409. this._gl.viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  4410. };
  4411. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  4412. this._cachedViewport = null;
  4413. this._gl.viewport(x, y, width, height);
  4414. };
  4415. Engine.prototype.beginFrame = function () {
  4416. this._measureFps();
  4417. };
  4418. Engine.prototype.endFrame = function () {
  4419. //this.flushFramebuffer();
  4420. };
  4421. /**
  4422. * resize the view according to the canvas' size.
  4423. * @example
  4424. * window.addEventListener("resize", function () {
  4425. * engine.resize();
  4426. * });
  4427. */
  4428. Engine.prototype.resize = function () {
  4429. this.setSize(this._renderingCanvas.clientWidth / this._hardwareScalingLevel, this._renderingCanvas.clientHeight / this._hardwareScalingLevel);
  4430. };
  4431. /**
  4432. * force a specific size of the canvas
  4433. * @param {number} width - the new canvas' width
  4434. * @param {number} height - the new canvas' height
  4435. */
  4436. Engine.prototype.setSize = function (width, height) {
  4437. this._renderingCanvas.width = width;
  4438. this._renderingCanvas.height = height;
  4439. this._canvasClientRect = this._renderingCanvas.getBoundingClientRect();
  4440. };
  4441. Engine.prototype.bindFramebuffer = function (texture) {
  4442. this._currentRenderTarget = texture;
  4443. var gl = this._gl;
  4444. gl.bindFramebuffer(gl.FRAMEBUFFER, texture._framebuffer);
  4445. this._gl.viewport(0, 0, texture._width, texture._height);
  4446. this.wipeCaches();
  4447. };
  4448. Engine.prototype.unBindFramebuffer = function (texture) {
  4449. this._currentRenderTarget = null;
  4450. if (texture.generateMipMaps) {
  4451. var gl = this._gl;
  4452. gl.bindTexture(gl.TEXTURE_2D, texture);
  4453. gl.generateMipmap(gl.TEXTURE_2D);
  4454. gl.bindTexture(gl.TEXTURE_2D, null);
  4455. }
  4456. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, null);
  4457. };
  4458. Engine.prototype.flushFramebuffer = function () {
  4459. this._gl.flush();
  4460. };
  4461. Engine.prototype.restoreDefaultFramebuffer = function () {
  4462. this._currentRenderTarget = null;
  4463. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, null);
  4464. this.setViewport(this._cachedViewport);
  4465. this.wipeCaches();
  4466. };
  4467. // VBOs
  4468. Engine.prototype._resetVertexBufferBinding = function () {
  4469. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, null);
  4470. this._cachedVertexBuffers = null;
  4471. };
  4472. Engine.prototype.createVertexBuffer = function (vertices) {
  4473. var vbo = this._gl.createBuffer();
  4474. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vbo);
  4475. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(vertices), this._gl.STATIC_DRAW);
  4476. this._resetVertexBufferBinding();
  4477. vbo.references = 1;
  4478. return vbo;
  4479. };
  4480. Engine.prototype.createDynamicVertexBuffer = function (capacity) {
  4481. var vbo = this._gl.createBuffer();
  4482. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vbo);
  4483. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  4484. this._resetVertexBufferBinding();
  4485. vbo.references = 1;
  4486. return vbo;
  4487. };
  4488. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, offset) {
  4489. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer);
  4490. if (offset === undefined) {
  4491. offset = 0;
  4492. }
  4493. if (vertices instanceof Float32Array) {
  4494. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, offset, vertices);
  4495. }
  4496. else {
  4497. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, offset, new Float32Array(vertices));
  4498. }
  4499. this._resetVertexBufferBinding();
  4500. };
  4501. Engine.prototype._resetIndexBufferBinding = function () {
  4502. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, null);
  4503. this._cachedIndexBuffer = null;
  4504. };
  4505. Engine.prototype.createIndexBuffer = function (indices) {
  4506. var vbo = this._gl.createBuffer();
  4507. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, vbo);
  4508. // Check for 32 bits indices
  4509. var arrayBuffer;
  4510. var need32Bits = false;
  4511. if (this._caps.uintIndices) {
  4512. for (var index = 0; index < indices.length; index++) {
  4513. if (indices[index] > 65535) {
  4514. need32Bits = true;
  4515. break;
  4516. }
  4517. }
  4518. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  4519. }
  4520. else {
  4521. arrayBuffer = new Uint16Array(indices);
  4522. }
  4523. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.STATIC_DRAW);
  4524. this._resetIndexBufferBinding();
  4525. vbo.references = 1;
  4526. vbo.is32Bits = need32Bits;
  4527. return vbo;
  4528. };
  4529. Engine.prototype.bindBuffers = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  4530. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  4531. this._cachedVertexBuffers = vertexBuffer;
  4532. this._cachedEffectForVertexBuffers = effect;
  4533. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer);
  4534. var offset = 0;
  4535. for (var index = 0; index < vertexDeclaration.length; index++) {
  4536. var order = effect.getAttributeLocation(index);
  4537. if (order >= 0) {
  4538. this._gl.vertexAttribPointer(order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  4539. }
  4540. offset += vertexDeclaration[index] * 4;
  4541. }
  4542. }
  4543. if (this._cachedIndexBuffer !== indexBuffer) {
  4544. this._cachedIndexBuffer = indexBuffer;
  4545. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
  4546. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  4547. }
  4548. };
  4549. Engine.prototype.bindMultiBuffers = function (vertexBuffers, indexBuffer, effect) {
  4550. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  4551. this._cachedVertexBuffers = vertexBuffers;
  4552. this._cachedEffectForVertexBuffers = effect;
  4553. var attributes = effect.getAttributesNames();
  4554. for (var index = 0; index < attributes.length; index++) {
  4555. var order = effect.getAttributeLocation(index);
  4556. if (order >= 0) {
  4557. var vertexBuffer = vertexBuffers[attributes[index]];
  4558. if (!vertexBuffer) {
  4559. continue;
  4560. }
  4561. var stride = vertexBuffer.getStrideSize();
  4562. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer.getBuffer());
  4563. this._gl.vertexAttribPointer(order, stride, this._gl.FLOAT, false, stride * 4, 0);
  4564. }
  4565. }
  4566. }
  4567. if (indexBuffer != null && this._cachedIndexBuffer !== indexBuffer) {
  4568. this._cachedIndexBuffer = indexBuffer;
  4569. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
  4570. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  4571. }
  4572. };
  4573. Engine.prototype._releaseBuffer = function (buffer) {
  4574. buffer.references--;
  4575. if (buffer.references === 0) {
  4576. this._gl.deleteBuffer(buffer);
  4577. return true;
  4578. }
  4579. return false;
  4580. };
  4581. Engine.prototype.createInstancesBuffer = function (capacity) {
  4582. var buffer = this._gl.createBuffer();
  4583. buffer.capacity = capacity;
  4584. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, buffer);
  4585. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  4586. return buffer;
  4587. };
  4588. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  4589. this._gl.deleteBuffer(buffer);
  4590. };
  4591. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  4592. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, instancesBuffer);
  4593. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  4594. for (var index = 0; index < 4; index++) {
  4595. var offsetLocation = offsetLocations[index];
  4596. this._gl.enableVertexAttribArray(offsetLocation);
  4597. this._gl.vertexAttribPointer(offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  4598. this._caps.instancedArrays.vertexAttribDivisorANGLE(offsetLocation, 1);
  4599. }
  4600. };
  4601. Engine.prototype.unBindInstancesBuffer = function (instancesBuffer, offsetLocations) {
  4602. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, instancesBuffer);
  4603. for (var index = 0; index < 4; index++) {
  4604. var offsetLocation = offsetLocations[index];
  4605. this._gl.disableVertexAttribArray(offsetLocation);
  4606. this._caps.instancedArrays.vertexAttribDivisorANGLE(offsetLocation, 0);
  4607. }
  4608. };
  4609. Engine.prototype.applyStates = function () {
  4610. this._depthCullingState.apply(this._gl);
  4611. this._alphaState.apply(this._gl);
  4612. };
  4613. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  4614. // Apply states
  4615. this.applyStates();
  4616. this._drawCalls++;
  4617. // Render
  4618. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  4619. if (instancesCount) {
  4620. this._caps.instancedArrays.drawElementsInstancedANGLE(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, indexCount, indexFormat, indexStart * 2, instancesCount);
  4621. return;
  4622. }
  4623. this._gl.drawElements(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, indexCount, indexFormat, indexStart * 2);
  4624. };
  4625. Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
  4626. // Apply states
  4627. this.applyStates();
  4628. this._drawCalls++;
  4629. if (instancesCount) {
  4630. this._caps.instancedArrays.drawArraysInstancedANGLE(this._gl.POINTS, verticesStart, verticesCount, instancesCount);
  4631. return;
  4632. }
  4633. this._gl.drawArrays(this._gl.POINTS, verticesStart, verticesCount);
  4634. };
  4635. // Shaders
  4636. Engine.prototype._releaseEffect = function (effect) {
  4637. if (this._compiledEffects[effect._key]) {
  4638. delete this._compiledEffects[effect._key];
  4639. if (effect.getProgram()) {
  4640. this._gl.deleteProgram(effect.getProgram());
  4641. }
  4642. }
  4643. };
  4644. Engine.prototype.createEffect = function (baseName, attributesNames, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  4645. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  4646. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  4647. var name = vertex + "+" + fragment + "@" + defines;
  4648. if (this._compiledEffects[name]) {
  4649. return this._compiledEffects[name];
  4650. }
  4651. var effect = new BABYLON.Effect(baseName, attributesNames, uniformsNames, samplers, this, defines, fallbacks, onCompiled, onError);
  4652. effect._key = name;
  4653. this._compiledEffects[name] = effect;
  4654. return effect;
  4655. };
  4656. Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  4657. if (uniformsNames === void 0) { uniformsNames = []; }
  4658. if (samplers === void 0) { samplers = []; }
  4659. if (defines === void 0) { defines = ""; }
  4660. return this.createEffect({
  4661. vertex: "particles",
  4662. fragmentElement: fragmentName
  4663. }, ["position", "color", "options"], ["view", "projection"].concat(uniformsNames), ["diffuseSampler"].concat(samplers), defines, fallbacks, onCompiled, onError);
  4664. };
  4665. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines) {
  4666. var vertexShader = compileShader(this._gl, vertexCode, "vertex", defines);
  4667. var fragmentShader = compileShader(this._gl, fragmentCode, "fragment", defines);
  4668. var shaderProgram = this._gl.createProgram();
  4669. this._gl.attachShader(shaderProgram, vertexShader);
  4670. this._gl.attachShader(shaderProgram, fragmentShader);
  4671. this._gl.linkProgram(shaderProgram);
  4672. var linked = this._gl.getProgramParameter(shaderProgram, this._gl.LINK_STATUS);
  4673. if (!linked) {
  4674. var error = this._gl.getProgramInfoLog(shaderProgram);
  4675. if (error) {
  4676. throw new Error(error);
  4677. }
  4678. }
  4679. this._gl.deleteShader(vertexShader);
  4680. this._gl.deleteShader(fragmentShader);
  4681. return shaderProgram;
  4682. };
  4683. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  4684. var results = [];
  4685. for (var index = 0; index < uniformsNames.length; index++) {
  4686. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  4687. }
  4688. return results;
  4689. };
  4690. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  4691. var results = [];
  4692. for (var index = 0; index < attributesNames.length; index++) {
  4693. try {
  4694. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  4695. }
  4696. catch (e) {
  4697. results.push(-1);
  4698. }
  4699. }
  4700. return results;
  4701. };
  4702. Engine.prototype.enableEffect = function (effect) {
  4703. if (!effect || !effect.getAttributesCount() || this._currentEffect === effect) {
  4704. if (effect && effect.onBind) {
  4705. effect.onBind(effect);
  4706. }
  4707. return;
  4708. }
  4709. this._vertexAttribArrays = this._vertexAttribArrays || [];
  4710. // Use program
  4711. this._gl.useProgram(effect.getProgram());
  4712. for (var i in this._vertexAttribArrays) {
  4713. if (i > this._gl.VERTEX_ATTRIB_ARRAY_ENABLED || !this._vertexAttribArrays[i]) {
  4714. continue;
  4715. }
  4716. this._vertexAttribArrays[i] = false;
  4717. this._gl.disableVertexAttribArray(i);
  4718. }
  4719. var attributesCount = effect.getAttributesCount();
  4720. for (var index = 0; index < attributesCount; index++) {
  4721. // Attributes
  4722. var order = effect.getAttributeLocation(index);
  4723. if (order >= 0) {
  4724. this._vertexAttribArrays[order] = true;
  4725. this._gl.enableVertexAttribArray(order);
  4726. }
  4727. }
  4728. this._currentEffect = effect;
  4729. if (effect.onBind) {
  4730. effect.onBind(effect);
  4731. }
  4732. };
  4733. Engine.prototype.setArray = function (uniform, array) {
  4734. if (!uniform)
  4735. return;
  4736. this._gl.uniform1fv(uniform, array);
  4737. };
  4738. Engine.prototype.setArray2 = function (uniform, array) {
  4739. if (!uniform || array.length % 2 !== 0)
  4740. return;
  4741. this._gl.uniform2fv(uniform, array);
  4742. };
  4743. Engine.prototype.setArray3 = function (uniform, array) {
  4744. if (!uniform || array.length % 3 !== 0)
  4745. return;
  4746. this._gl.uniform3fv(uniform, array);
  4747. };
  4748. Engine.prototype.setArray4 = function (uniform, array) {
  4749. if (!uniform || array.length % 4 !== 0)
  4750. return;
  4751. this._gl.uniform4fv(uniform, array);
  4752. };
  4753. Engine.prototype.setMatrices = function (uniform, matrices) {
  4754. if (!uniform)
  4755. return;
  4756. this._gl.uniformMatrix4fv(uniform, false, matrices);
  4757. };
  4758. Engine.prototype.setMatrix = function (uniform, matrix) {
  4759. if (!uniform)
  4760. return;
  4761. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  4762. };
  4763. Engine.prototype.setFloat = function (uniform, value) {
  4764. if (!uniform)
  4765. return;
  4766. this._gl.uniform1f(uniform, value);
  4767. };
  4768. Engine.prototype.setFloat2 = function (uniform, x, y) {
  4769. if (!uniform)
  4770. return;
  4771. this._gl.uniform2f(uniform, x, y);
  4772. };
  4773. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  4774. if (!uniform)
  4775. return;
  4776. this._gl.uniform3f(uniform, x, y, z);
  4777. };
  4778. Engine.prototype.setBool = function (uniform, bool) {
  4779. if (!uniform)
  4780. return;
  4781. this._gl.uniform1i(uniform, bool);
  4782. };
  4783. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  4784. if (!uniform)
  4785. return;
  4786. this._gl.uniform4f(uniform, x, y, z, w);
  4787. };
  4788. Engine.prototype.setColor3 = function (uniform, color3) {
  4789. if (!uniform)
  4790. return;
  4791. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  4792. };
  4793. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  4794. if (!uniform)
  4795. return;
  4796. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  4797. };
  4798. // States
  4799. Engine.prototype.setState = function (culling, zOffset, force) {
  4800. if (zOffset === void 0) { zOffset = 0; }
  4801. // Culling
  4802. if (this._depthCullingState.cull !== culling || force) {
  4803. if (culling) {
  4804. this._depthCullingState.cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  4805. this._depthCullingState.cull = true;
  4806. }
  4807. else {
  4808. this._depthCullingState.cull = false;
  4809. }
  4810. }
  4811. // Z offset
  4812. this._depthCullingState.zOffset = zOffset;
  4813. };
  4814. Engine.prototype.setDepthBuffer = function (enable) {
  4815. this._depthCullingState.depthTest = enable;
  4816. };
  4817. Engine.prototype.getDepthWrite = function () {
  4818. return this._depthCullingState.depthMask;
  4819. };
  4820. Engine.prototype.setDepthWrite = function (enable) {
  4821. this._depthCullingState.depthMask = enable;
  4822. };
  4823. Engine.prototype.setColorWrite = function (enable) {
  4824. this._gl.colorMask(enable, enable, enable, enable);
  4825. };
  4826. Engine.prototype.setAlphaMode = function (mode) {
  4827. switch (mode) {
  4828. case Engine.ALPHA_DISABLE:
  4829. this.setDepthWrite(true);
  4830. this._alphaState.alphaBlend = false;
  4831. break;
  4832. case Engine.ALPHA_COMBINE:
  4833. this.setDepthWrite(false);
  4834. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  4835. this._alphaState.alphaBlend = true;
  4836. break;
  4837. case Engine.ALPHA_ADD:
  4838. this.setDepthWrite(false);
  4839. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  4840. this._alphaState.alphaBlend = true;
  4841. break;
  4842. }
  4843. this._alphaMode = mode;
  4844. };
  4845. Engine.prototype.getAlphaMode = function () {
  4846. return this._alphaMode;
  4847. };
  4848. Engine.prototype.setAlphaTesting = function (enable) {
  4849. this._alphaTest = enable;
  4850. };
  4851. Engine.prototype.getAlphaTesting = function () {
  4852. return this._alphaTest;
  4853. };
  4854. // Textures
  4855. Engine.prototype.wipeCaches = function () {
  4856. this._activeTexturesCache = [];
  4857. this._currentEffect = null;
  4858. this._depthCullingState.reset();
  4859. this._alphaState.reset();
  4860. this._cachedVertexBuffers = null;
  4861. this._cachedIndexBuffer = null;
  4862. this._cachedEffectForVertexBuffers = null;
  4863. };
  4864. Engine.prototype.setSamplingMode = function (texture, samplingMode) {
  4865. var gl = this._gl;
  4866. gl.bindTexture(gl.TEXTURE_2D, texture);
  4867. var magFilter = gl.NEAREST;
  4868. var minFilter = gl.NEAREST;
  4869. if (samplingMode === BABYLON.Texture.BILINEAR_SAMPLINGMODE) {
  4870. magFilter = gl.LINEAR;
  4871. minFilter = gl.LINEAR;
  4872. }
  4873. else if (samplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE) {
  4874. magFilter = gl.LINEAR;
  4875. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  4876. }
  4877. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter);
  4878. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
  4879. gl.bindTexture(gl.TEXTURE_2D, null);
  4880. texture.samplingMode = samplingMode;
  4881. };
  4882. Engine.prototype.createTexture = function (url, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer) {
  4883. var _this = this;
  4884. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  4885. if (onLoad === void 0) { onLoad = null; }
  4886. if (onError === void 0) { onError = null; }
  4887. if (buffer === void 0) { buffer = null; }
  4888. var texture = this._gl.createTexture();
  4889. var extension;
  4890. var fromData = false;
  4891. if (url.substr(0, 5) === "data:") {
  4892. fromData = true;
  4893. }
  4894. if (!fromData)
  4895. extension = url.substr(url.length - 4, 4).toLowerCase();
  4896. else {
  4897. var oldUrl = url;
  4898. fromData = oldUrl.split(':');
  4899. url = oldUrl;
  4900. extension = fromData[1].substr(fromData[1].length - 4, 4).toLowerCase();
  4901. }
  4902. var isDDS = this.getCaps().s3tc && (extension === ".dds");
  4903. var isTGA = (extension === ".tga");
  4904. scene._addPendingData(texture);
  4905. texture.url = url;
  4906. texture.noMipmap = noMipmap;
  4907. texture.references = 1;
  4908. this._loadedTexturesCache.push(texture);
  4909. var onerror = function () {
  4910. scene._removePendingData(texture);
  4911. if (onError) {
  4912. onError();
  4913. }
  4914. };
  4915. if (isTGA) {
  4916. var callback = function (arrayBuffer) {
  4917. var data = new Uint8Array(arrayBuffer);
  4918. var header = BABYLON.Internals.TGATools.GetTGAHeader(data);
  4919. prepareWebGLTexture(texture, _this._gl, scene, header.width, header.height, invertY, noMipmap, false, function () {
  4920. BABYLON.Internals.TGATools.UploadContent(_this._gl, data);
  4921. if (onLoad) {
  4922. onLoad();
  4923. }
  4924. }, samplingMode);
  4925. };
  4926. if (!(fromData instanceof Array))
  4927. BABYLON.Tools.LoadFile(url, function (arrayBuffer) {
  4928. callback(arrayBuffer);
  4929. }, onerror, scene.database, true);
  4930. else
  4931. callback(buffer);
  4932. }
  4933. else if (isDDS) {
  4934. callback = function (data) {
  4935. var info = BABYLON.Internals.DDSTools.GetDDSInfo(data);
  4936. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap && ((info.width >> (info.mipmapCount - 1)) === 1);
  4937. prepareWebGLTexture(texture, _this._gl, scene, info.width, info.height, invertY, !loadMipmap, info.isFourCC, function () {
  4938. BABYLON.Internals.DDSTools.UploadDDSLevels(_this._gl, _this.getCaps().s3tc, data, info, loadMipmap, 1);
  4939. if (onLoad) {
  4940. onLoad();
  4941. }
  4942. }, samplingMode);
  4943. };
  4944. if (!(fromData instanceof Array))
  4945. BABYLON.Tools.LoadFile(url, function (data) {
  4946. callback(data);
  4947. }, onerror, scene.database, true);
  4948. else
  4949. callback(buffer);
  4950. }
  4951. else {
  4952. var onload = function (img) {
  4953. prepareWebGLTexture(texture, _this._gl, scene, img.width, img.height, invertY, noMipmap, false, function (potWidth, potHeight) {
  4954. var isPot = (img.width === potWidth && img.height === potHeight);
  4955. if (!isPot) {
  4956. _this._prepareWorkingCanvas();
  4957. _this._workingCanvas.width = potWidth;
  4958. _this._workingCanvas.height = potHeight;
  4959. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  4960. _this._workingContext.imageSmoothingEnabled = false;
  4961. _this._workingContext.mozImageSmoothingEnabled = false;
  4962. _this._workingContext.oImageSmoothingEnabled = false;
  4963. _this._workingContext.webkitImageSmoothingEnabled = false;
  4964. _this._workingContext.msImageSmoothingEnabled = false;
  4965. }
  4966. _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  4967. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  4968. _this._workingContext.imageSmoothingEnabled = true;
  4969. _this._workingContext.mozImageSmoothingEnabled = true;
  4970. _this._workingContext.oImageSmoothingEnabled = true;
  4971. _this._workingContext.webkitImageSmoothingEnabled = true;
  4972. _this._workingContext.msImageSmoothingEnabled = true;
  4973. }
  4974. }
  4975. _this._gl.texImage2D(_this._gl.TEXTURE_2D, 0, _this._gl.RGBA, _this._gl.RGBA, _this._gl.UNSIGNED_BYTE, isPot ? img : _this._workingCanvas);
  4976. if (onLoad) {
  4977. onLoad();
  4978. }
  4979. }, samplingMode);
  4980. };
  4981. if (!(fromData instanceof Array))
  4982. BABYLON.Tools.LoadImage(url, onload, onerror, scene.database);
  4983. else
  4984. BABYLON.Tools.LoadImage(buffer, onload, onerror, scene.database);
  4985. }
  4986. return texture;
  4987. };
  4988. Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode) {
  4989. var texture = this._gl.createTexture();
  4990. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  4991. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0));
  4992. // Format
  4993. var internalFormat = this._gl.RGBA;
  4994. switch (format) {
  4995. case Engine.TEXTUREFORMAT_ALPHA:
  4996. internalFormat = this._gl.ALPHA;
  4997. break;
  4998. case Engine.TEXTUREFORMAT_LUMINANCE:
  4999. internalFormat = this._gl.LUMINANCE;
  5000. break;
  5001. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  5002. internalFormat = this._gl.LUMINANCE_ALPHA;
  5003. break;
  5004. case Engine.TEXTUREFORMAT_RGB:
  5005. internalFormat = this._gl.RGB;
  5006. break;
  5007. case Engine.TEXTUREFORMAT_RGBA:
  5008. internalFormat = this._gl.RGBA;
  5009. break;
  5010. }
  5011. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, width, height, 0, internalFormat, this._gl.UNSIGNED_BYTE, data);
  5012. if (generateMipMaps) {
  5013. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  5014. }
  5015. // Filters
  5016. var filters = getSamplingParameters(samplingMode, generateMipMaps, this._gl);
  5017. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  5018. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  5019. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  5020. this._activeTexturesCache = [];
  5021. texture._baseWidth = width;
  5022. texture._baseHeight = height;
  5023. texture._width = width;
  5024. texture._height = height;
  5025. texture.isReady = true;
  5026. texture.references = 1;
  5027. texture.samplingMode = samplingMode;
  5028. this._loadedTexturesCache.push(texture);
  5029. return texture;
  5030. };
  5031. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
  5032. var texture = this._gl.createTexture();
  5033. width = BABYLON.Tools.GetExponantOfTwo(width, this._caps.maxTextureSize);
  5034. height = BABYLON.Tools.GetExponantOfTwo(height, this._caps.maxTextureSize);
  5035. this._activeTexturesCache = [];
  5036. texture._baseWidth = width;
  5037. texture._baseHeight = height;
  5038. texture._width = width;
  5039. texture._height = height;
  5040. texture.isReady = false;
  5041. texture.generateMipMaps = generateMipMaps;
  5042. texture.references = 1;
  5043. texture.samplingMode = samplingMode;
  5044. this.updateTextureSamplingMode(samplingMode, texture);
  5045. this._loadedTexturesCache.push(texture);
  5046. return texture;
  5047. };
  5048. Engine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  5049. var filters = getSamplingParameters(samplingMode, texture.generateMipMaps, this._gl);
  5050. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  5051. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  5052. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  5053. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  5054. };
  5055. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY) {
  5056. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  5057. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 1 : 0);
  5058. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, canvas);
  5059. if (texture.generateMipMaps) {
  5060. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  5061. }
  5062. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  5063. this._activeTexturesCache = [];
  5064. texture.isReady = true;
  5065. };
  5066. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  5067. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  5068. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 0 : 1); // Video are upside down by default
  5069. // Scale the video if it is a NPOT using the current working canvas
  5070. if (video.videoWidth !== texture._width || video.videoHeight !== texture._height) {
  5071. if (!texture._workingCanvas) {
  5072. texture._workingCanvas = document.createElement("canvas");
  5073. texture._workingContext = texture._workingCanvas.getContext("2d");
  5074. texture._workingCanvas.width = texture._width;
  5075. texture._workingCanvas.height = texture._height;
  5076. }
  5077. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture._width, texture._height);
  5078. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  5079. }
  5080. else {
  5081. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  5082. }
  5083. if (texture.generateMipMaps) {
  5084. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  5085. }
  5086. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  5087. this._activeTexturesCache = [];
  5088. texture.isReady = true;
  5089. };
  5090. Engine.prototype.createRenderTargetTexture = function (size, options) {
  5091. // old version had a "generateMipMaps" arg instead of options.
  5092. // if options.generateMipMaps is undefined, consider that options itself if the generateMipmaps value
  5093. // in the same way, generateDepthBuffer is defaulted to true
  5094. var generateMipMaps = false;
  5095. var generateDepthBuffer = true;
  5096. var type = Engine.TEXTURETYPE_UNSIGNED_INT;
  5097. var samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  5098. if (options !== undefined) {
  5099. generateMipMaps = options.generateMipMaps === undefined ? options : options.generateMipmaps;
  5100. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  5101. type = options.type === undefined ? type : options.type;
  5102. if (options.samplingMode !== undefined) {
  5103. samplingMode = options.samplingMode;
  5104. }
  5105. if (type === Engine.TEXTURETYPE_FLOAT) {
  5106. // if floating point (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  5107. samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE;
  5108. }
  5109. }
  5110. var gl = this._gl;
  5111. var texture = gl.createTexture();
  5112. gl.bindTexture(gl.TEXTURE_2D, texture);
  5113. var width = size.width || size;
  5114. var height = size.height || size;
  5115. var filters = getSamplingParameters(samplingMode, generateMipMaps, gl);
  5116. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  5117. type = Engine.TEXTURETYPE_UNSIGNED_INT;
  5118. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  5119. }
  5120. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  5121. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  5122. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  5123. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  5124. gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, getWebGLTextureType(gl, type), null);
  5125. var depthBuffer;
  5126. // Create the depth buffer
  5127. if (generateDepthBuffer) {
  5128. depthBuffer = gl.createRenderbuffer();
  5129. gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
  5130. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  5131. }
  5132. // Create the framebuffer
  5133. var framebuffer = gl.createFramebuffer();
  5134. gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
  5135. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  5136. if (generateDepthBuffer) {
  5137. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer);
  5138. }
  5139. // Unbind
  5140. gl.bindTexture(gl.TEXTURE_2D, null);
  5141. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  5142. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  5143. texture._framebuffer = framebuffer;
  5144. if (generateDepthBuffer) {
  5145. texture._depthBuffer = depthBuffer;
  5146. }
  5147. texture._width = width;
  5148. texture._height = height;
  5149. texture.isReady = true;
  5150. texture.generateMipMaps = generateMipMaps;
  5151. texture.references = 1;
  5152. texture.samplingMode = samplingMode;
  5153. this._activeTexturesCache = [];
  5154. this._loadedTexturesCache.push(texture);
  5155. return texture;
  5156. };
  5157. Engine.prototype.createCubeTexture = function (rootUrl, scene, extensions, noMipmap) {
  5158. var _this = this;
  5159. var gl = this._gl;
  5160. var texture = gl.createTexture();
  5161. texture.isCube = true;
  5162. texture.url = rootUrl;
  5163. texture.references = 1;
  5164. this._loadedTexturesCache.push(texture);
  5165. var extension = rootUrl.substr(rootUrl.length - 4, 4).toLowerCase();
  5166. var isDDS = this.getCaps().s3tc && (extension === ".dds");
  5167. if (isDDS) {
  5168. BABYLON.Tools.LoadFile(rootUrl, function (data) {
  5169. var info = BABYLON.Internals.DDSTools.GetDDSInfo(data);
  5170. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap;
  5171. gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
  5172. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
  5173. BABYLON.Internals.DDSTools.UploadDDSLevels(_this._gl, _this.getCaps().s3tc, data, info, loadMipmap, 6);
  5174. if (!noMipmap && !info.isFourCC && info.mipmapCount === 1) {
  5175. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  5176. }
  5177. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  5178. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  5179. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  5180. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  5181. gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
  5182. _this._activeTexturesCache = [];
  5183. texture._width = info.width;
  5184. texture._height = info.height;
  5185. texture.isReady = true;
  5186. }, null, null, true);
  5187. }
  5188. else {
  5189. cascadeLoad(rootUrl, scene, function (imgs) {
  5190. var width = BABYLON.Tools.GetExponantOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize);
  5191. var height = width;
  5192. _this._prepareWorkingCanvas();
  5193. _this._workingCanvas.width = width;
  5194. _this._workingCanvas.height = height;
  5195. var faces = [
  5196. gl.TEXTURE_CUBE_MAP_POSITIVE_X,
  5197. gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
  5198. gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  5199. gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
  5200. gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
  5201. gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  5202. ];
  5203. gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
  5204. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0);
  5205. for (var index = 0; index < faces.length; index++) {
  5206. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  5207. gl.texImage2D(faces[index], 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, _this._workingCanvas);
  5208. }
  5209. if (!noMipmap) {
  5210. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  5211. }
  5212. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  5213. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, noMipmap ? gl.LINEAR : gl.LINEAR_MIPMAP_LINEAR);
  5214. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  5215. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  5216. gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
  5217. _this._activeTexturesCache = [];
  5218. texture._width = width;
  5219. texture._height = height;
  5220. texture.isReady = true;
  5221. }, extensions);
  5222. }
  5223. return texture;
  5224. };
  5225. Engine.prototype._releaseTexture = function (texture) {
  5226. var gl = this._gl;
  5227. if (texture._framebuffer) {
  5228. gl.deleteFramebuffer(texture._framebuffer);
  5229. }
  5230. if (texture._depthBuffer) {
  5231. gl.deleteRenderbuffer(texture._depthBuffer);
  5232. }
  5233. gl.deleteTexture(texture);
  5234. for (var channel = 0; channel < this._caps.maxTexturesImageUnits; channel++) {
  5235. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  5236. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  5237. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, null);
  5238. this._activeTexturesCache[channel] = null;
  5239. }
  5240. var index = this._loadedTexturesCache.indexOf(texture);
  5241. if (index !== -1) {
  5242. this._loadedTexturesCache.splice(index, 1);
  5243. }
  5244. };
  5245. Engine.prototype.bindSamplers = function (effect) {
  5246. this._gl.useProgram(effect.getProgram());
  5247. var samplers = effect.getSamplers();
  5248. for (var index = 0; index < samplers.length; index++) {
  5249. var uniform = effect.getUniform(samplers[index]);
  5250. this._gl.uniform1i(uniform, index);
  5251. }
  5252. this._currentEffect = null;
  5253. };
  5254. Engine.prototype._bindTexture = function (channel, texture) {
  5255. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  5256. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  5257. this._activeTexturesCache[channel] = null;
  5258. };
  5259. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  5260. this._bindTexture(channel, postProcess._textures.data[postProcess._currentRenderTextureInd]);
  5261. };
  5262. Engine.prototype.setTexture = function (channel, texture) {
  5263. if (channel < 0) {
  5264. return;
  5265. }
  5266. // Not ready?
  5267. if (!texture || !texture.isReady()) {
  5268. if (this._activeTexturesCache[channel] != null) {
  5269. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  5270. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  5271. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, null);
  5272. this._activeTexturesCache[channel] = null;
  5273. }
  5274. return;
  5275. }
  5276. // Video
  5277. if (texture instanceof BABYLON.VideoTexture) {
  5278. if (texture.update()) {
  5279. this._activeTexturesCache[channel] = null;
  5280. }
  5281. }
  5282. else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) {
  5283. texture.delayLoad();
  5284. return;
  5285. }
  5286. if (this._activeTexturesCache[channel] === texture) {
  5287. return;
  5288. }
  5289. this._activeTexturesCache[channel] = texture;
  5290. var internalTexture = texture.getInternalTexture();
  5291. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  5292. if (internalTexture.isCube) {
  5293. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, internalTexture);
  5294. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  5295. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  5296. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  5297. var textureWrapMode = (texture.coordinatesMode !== BABYLON.Texture.CUBIC_MODE && texture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  5298. this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode);
  5299. this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  5300. }
  5301. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  5302. }
  5303. else {
  5304. this._gl.bindTexture(this._gl.TEXTURE_2D, internalTexture);
  5305. if (internalTexture._cachedWrapU !== texture.wrapU) {
  5306. internalTexture._cachedWrapU = texture.wrapU;
  5307. switch (texture.wrapU) {
  5308. case BABYLON.Texture.WRAP_ADDRESSMODE:
  5309. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.REPEAT);
  5310. break;
  5311. case BABYLON.Texture.CLAMP_ADDRESSMODE:
  5312. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.CLAMP_TO_EDGE);
  5313. break;
  5314. case BABYLON.Texture.MIRROR_ADDRESSMODE:
  5315. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.MIRRORED_REPEAT);
  5316. break;
  5317. }
  5318. }
  5319. if (internalTexture._cachedWrapV !== texture.wrapV) {
  5320. internalTexture._cachedWrapV = texture.wrapV;
  5321. switch (texture.wrapV) {
  5322. case BABYLON.Texture.WRAP_ADDRESSMODE:
  5323. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.REPEAT);
  5324. break;
  5325. case BABYLON.Texture.CLAMP_ADDRESSMODE:
  5326. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.CLAMP_TO_EDGE);
  5327. break;
  5328. case BABYLON.Texture.MIRROR_ADDRESSMODE:
  5329. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.MIRRORED_REPEAT);
  5330. break;
  5331. }
  5332. }
  5333. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  5334. }
  5335. };
  5336. Engine.prototype._setAnisotropicLevel = function (key, texture) {
  5337. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  5338. var value = texture.anisotropicFilteringLevel;
  5339. if (texture.getInternalTexture().samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  5340. value = 1;
  5341. }
  5342. if (anisotropicFilterExtension && texture._cachedAnisotropicFilteringLevel !== value) {
  5343. this._gl.texParameterf(key, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy));
  5344. texture._cachedAnisotropicFilteringLevel = value;
  5345. }
  5346. };
  5347. Engine.prototype.readPixels = function (x, y, width, height) {
  5348. var data = new Uint8Array(height * width * 4);
  5349. this._gl.readPixels(0, 0, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  5350. return data;
  5351. };
  5352. // Dispose
  5353. Engine.prototype.dispose = function () {
  5354. this.hideLoadingUI();
  5355. this.stopRenderLoop();
  5356. while (this.scenes.length) {
  5357. this.scenes[0].dispose();
  5358. }
  5359. // Release audio engine
  5360. Engine.audioEngine.dispose();
  5361. for (var name in this._compiledEffects) {
  5362. this._gl.deleteProgram(this._compiledEffects[name]._program);
  5363. }
  5364. for (var i in this._vertexAttribArrays) {
  5365. if (i > this._gl.VERTEX_ATTRIB_ARRAY_ENABLED || !this._vertexAttribArrays[i]) {
  5366. continue;
  5367. }
  5368. this._gl.disableVertexAttribArray(i);
  5369. }
  5370. // Events
  5371. window.removeEventListener("blur", this._onBlur);
  5372. window.removeEventListener("focus", this._onFocus);
  5373. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  5374. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  5375. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  5376. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  5377. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  5378. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  5379. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  5380. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  5381. };
  5382. // Loading screen
  5383. Engine.prototype.displayLoadingUI = function () {
  5384. var _this = this;
  5385. this._loadingDiv = document.createElement("div");
  5386. this._loadingDiv.style.opacity = "0";
  5387. this._loadingDiv.style.transition = "opacity 1.5s ease";
  5388. // Loading text
  5389. this._loadingTextDiv = document.createElement("div");
  5390. this._loadingTextDiv.style.position = "absolute";
  5391. this._loadingTextDiv.style.left = "0";
  5392. this._loadingTextDiv.style.top = "50%";
  5393. this._loadingTextDiv.style.marginTop = "80px";
  5394. this._loadingTextDiv.style.width = "100%";
  5395. this._loadingTextDiv.style.height = "20px";
  5396. this._loadingTextDiv.style.fontFamily = "Arial";
  5397. this._loadingTextDiv.style.fontSize = "14px";
  5398. this._loadingTextDiv.style.color = "white";
  5399. this._loadingTextDiv.style.textAlign = "center";
  5400. this._loadingTextDiv.innerHTML = "Loading";
  5401. this._loadingDiv.appendChild(this._loadingTextDiv);
  5402. // Loading img
  5403. var imgBack = new Image();
  5404. 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==";
  5405. imgBack.style.position = "absolute";
  5406. imgBack.style.left = "50%";
  5407. imgBack.style.top = "50%";
  5408. imgBack.style.marginLeft = "-50px";
  5409. imgBack.style.marginTop = "-50px";
  5410. imgBack.style.transition = "transform 1.0s ease";
  5411. imgBack.style.webkitTransition = "-webkit-transform 1.0s ease";
  5412. var deg = 360;
  5413. var onTransitionEnd = function () {
  5414. deg += 360;
  5415. imgBack.style.transform = "rotateZ(" + deg + "deg)";
  5416. imgBack.style.webkitTransform = "rotateZ(" + deg + "deg)";
  5417. };
  5418. imgBack.addEventListener("transitionend", onTransitionEnd);
  5419. imgBack.addEventListener("webkitTransitionEnd", onTransitionEnd);
  5420. this._loadingDiv.appendChild(imgBack);
  5421. // front image
  5422. var imgFront = new Image();
  5423. imgFront.src = "data:image/png;base64,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";
  5424. imgFront.style.position = "absolute";
  5425. imgFront.style.left = "50%";
  5426. imgFront.style.top = "50%";
  5427. imgFront.style.marginLeft = "-50px";
  5428. imgFront.style.marginTop = "-50px";
  5429. this._loadingDiv.appendChild(imgFront);
  5430. // Resize
  5431. this._resizeLoadingUI = function () {
  5432. var canvasRect = _this.getRenderingCanvasClientRect();
  5433. _this._loadingDiv.style.position = "absolute";
  5434. _this._loadingDiv.style.left = canvasRect.left + "px";
  5435. _this._loadingDiv.style.top = canvasRect.top + "px";
  5436. _this._loadingDiv.style.width = canvasRect.width + "px";
  5437. _this._loadingDiv.style.height = canvasRect.height + "px";
  5438. };
  5439. this._resizeLoadingUI();
  5440. window.addEventListener("resize", this._resizeLoadingUI);
  5441. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  5442. document.body.appendChild(this._loadingDiv);
  5443. setTimeout(function () {
  5444. _this._loadingDiv.style.opacity = "1";
  5445. imgBack.style.transform = "rotateZ(360deg)";
  5446. imgBack.style.webkitTransform = "rotateZ(360deg)";
  5447. }, 0);
  5448. };
  5449. Object.defineProperty(Engine.prototype, "loadingUIText", {
  5450. set: function (text) {
  5451. if (!this._loadingDiv) {
  5452. return;
  5453. }
  5454. this._loadingTextDiv.innerHTML = text;
  5455. },
  5456. enumerable: true,
  5457. configurable: true
  5458. });
  5459. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  5460. get: function () {
  5461. return this._loadingDivBackgroundColor;
  5462. },
  5463. set: function (color) {
  5464. this._loadingDivBackgroundColor = color;
  5465. if (!this._loadingDiv) {
  5466. return;
  5467. }
  5468. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  5469. },
  5470. enumerable: true,
  5471. configurable: true
  5472. });
  5473. Engine.prototype.hideLoadingUI = function () {
  5474. var _this = this;
  5475. if (!this._loadingDiv) {
  5476. return;
  5477. }
  5478. var onTransitionEnd = function () {
  5479. if (!_this._loadingDiv) {
  5480. return;
  5481. }
  5482. document.body.removeChild(_this._loadingDiv);
  5483. window.removeEventListener("resize", _this._resizeLoadingUI);
  5484. _this._loadingDiv = null;
  5485. };
  5486. this._loadingDiv.style.opacity = "0";
  5487. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  5488. };
  5489. // FPS
  5490. Engine.prototype.getFps = function () {
  5491. return this.fps;
  5492. };
  5493. Engine.prototype.getDeltaTime = function () {
  5494. return this.deltaTime;
  5495. };
  5496. Engine.prototype._measureFps = function () {
  5497. this.previousFramesDuration.push(BABYLON.Tools.Now);
  5498. var length = this.previousFramesDuration.length;
  5499. if (length >= 2) {
  5500. this.deltaTime = this.previousFramesDuration[length - 1] - this.previousFramesDuration[length - 2];
  5501. }
  5502. if (length >= this.fpsRange) {
  5503. if (length > this.fpsRange) {
  5504. this.previousFramesDuration.splice(0, 1);
  5505. length = this.previousFramesDuration.length;
  5506. }
  5507. var sum = 0;
  5508. for (var id = 0; id < length - 1; id++) {
  5509. sum += this.previousFramesDuration[id + 1] - this.previousFramesDuration[id];
  5510. }
  5511. this.fps = 1000.0 / (sum / (length - 1));
  5512. }
  5513. };
  5514. // Statics
  5515. Engine.isSupported = function () {
  5516. try {
  5517. // Avoid creating an unsized context for CocoonJS, since size determined on first creation. Is not resizable
  5518. if (navigator.isCocoonJS) {
  5519. return true;
  5520. }
  5521. var tempcanvas = document.createElement("canvas");
  5522. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  5523. return gl != null && !!window.WebGLRenderingContext;
  5524. }
  5525. catch (e) {
  5526. return false;
  5527. }
  5528. };
  5529. // Const statics
  5530. Engine._ALPHA_DISABLE = 0;
  5531. Engine._ALPHA_ADD = 1;
  5532. Engine._ALPHA_COMBINE = 2;
  5533. Engine._DELAYLOADSTATE_NONE = 0;
  5534. Engine._DELAYLOADSTATE_LOADED = 1;
  5535. Engine._DELAYLOADSTATE_LOADING = 2;
  5536. Engine._DELAYLOADSTATE_NOTLOADED = 4;
  5537. Engine._TEXTUREFORMAT_ALPHA = 0;
  5538. Engine._TEXTUREFORMAT_LUMINANCE = 1;
  5539. Engine._TEXTUREFORMAT_LUMINANCE_ALPHA = 2;
  5540. Engine._TEXTUREFORMAT_RGB = 4;
  5541. Engine._TEXTUREFORMAT_RGBA = 4;
  5542. Engine._TEXTURETYPE_UNSIGNED_INT = 0;
  5543. Engine._TEXTURETYPE_FLOAT = 1;
  5544. // Updatable statics so stick with vars here
  5545. Engine.Epsilon = 0.001;
  5546. Engine.CollisionsEpsilon = 0.001;
  5547. Engine.ShadersRepository = "Babylon/Shaders/";
  5548. return Engine;
  5549. })();
  5550. BABYLON.Engine = Engine;
  5551. })(BABYLON || (BABYLON = {}));
  5552. //# sourceMappingURL=babylon.engine.js.mapvar BABYLON;
  5553. (function (BABYLON) {
  5554. /**
  5555. * Node is the basic class for all scene objects (Mesh, Light Camera).
  5556. */
  5557. var Node = (function () {
  5558. /**
  5559. * @constructor
  5560. * @param {string} name - the name and id to be given to this node
  5561. * @param {BABYLON.Scene} the scene this node will be added to
  5562. */
  5563. function Node(name, scene) {
  5564. this.state = "";
  5565. this.animations = new Array();
  5566. this._childrenFlag = -1;
  5567. this._isEnabled = true;
  5568. this._isReady = true;
  5569. this._currentRenderId = -1;
  5570. this._parentRenderId = -1;
  5571. this.name = name;
  5572. this.id = name;
  5573. this._scene = scene;
  5574. this._initCache();
  5575. }
  5576. Node.prototype.getScene = function () {
  5577. return this._scene;
  5578. };
  5579. Node.prototype.getEngine = function () {
  5580. return this._scene.getEngine();
  5581. };
  5582. // override it in derived class
  5583. Node.prototype.getWorldMatrix = function () {
  5584. return BABYLON.Matrix.Identity();
  5585. };
  5586. // override it in derived class if you add new variables to the cache
  5587. // and call the parent class method
  5588. Node.prototype._initCache = function () {
  5589. this._cache = {};
  5590. this._cache.parent = undefined;
  5591. };
  5592. Node.prototype.updateCache = function (force) {
  5593. if (!force && this.isSynchronized())
  5594. return;
  5595. this._cache.parent = this.parent;
  5596. this._updateCache();
  5597. };
  5598. // override it in derived class if you add new variables to the cache
  5599. // and call the parent class method if !ignoreParentClass
  5600. Node.prototype._updateCache = function (ignoreParentClass) {
  5601. };
  5602. // override it in derived class if you add new variables to the cache
  5603. Node.prototype._isSynchronized = function () {
  5604. return true;
  5605. };
  5606. Node.prototype.isSynchronizedWithParent = function () {
  5607. if (!this.parent) {
  5608. return true;
  5609. }
  5610. if (this._parentRenderId !== this.parent._currentRenderId) {
  5611. return false;
  5612. }
  5613. this._parentRenderId = this.parent._currentRenderId;
  5614. return this.parent._currentRenderId <= this._currentRenderId && this.parent.isSynchronized();
  5615. };
  5616. Node.prototype.isSynchronized = function (updateCache) {
  5617. var check = this.hasNewParent();
  5618. check = check || !this.isSynchronizedWithParent();
  5619. check = check || !this._isSynchronized();
  5620. if (updateCache)
  5621. this.updateCache(true);
  5622. return !check;
  5623. };
  5624. Node.prototype.hasNewParent = function (update) {
  5625. if (this._cache.parent === this.parent)
  5626. return false;
  5627. if (update)
  5628. this._cache.parent = this.parent;
  5629. return true;
  5630. };
  5631. /**
  5632. * Is this node ready to be used/rendered
  5633. * @return {boolean} is it ready
  5634. */
  5635. Node.prototype.isReady = function () {
  5636. return this._isReady;
  5637. };
  5638. /**
  5639. * Is this node enabled.
  5640. * If the node has a parent and is enabled, the parent will be inspected as well.
  5641. * @return {boolean} whether this node (and its parent) is enabled.
  5642. * @see setEnabled
  5643. */
  5644. Node.prototype.isEnabled = function () {
  5645. if (!this._isEnabled) {
  5646. return false;
  5647. }
  5648. if (this.parent) {
  5649. return this.parent.isEnabled();
  5650. }
  5651. return true;
  5652. };
  5653. /**
  5654. * Set the enabled state of this node.
  5655. * @param {boolean} value - the new enabled state
  5656. * @see isEnabled
  5657. */
  5658. Node.prototype.setEnabled = function (value) {
  5659. this._isEnabled = value;
  5660. };
  5661. /**
  5662. * Is this node a descendant of the given node.
  5663. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined.
  5664. * @param {BABYLON.Node} ancestor - The parent node to inspect
  5665. * @see parent
  5666. */
  5667. Node.prototype.isDescendantOf = function (ancestor) {
  5668. if (this.parent) {
  5669. if (this.parent === ancestor) {
  5670. return true;
  5671. }
  5672. return this.parent.isDescendantOf(ancestor);
  5673. }
  5674. return false;
  5675. };
  5676. Node.prototype._getDescendants = function (list, results) {
  5677. for (var index = 0; index < list.length; index++) {
  5678. var item = list[index];
  5679. if (item.isDescendantOf(this)) {
  5680. results.push(item);
  5681. }
  5682. }
  5683. };
  5684. /**
  5685. * Will return all nodes that have this node as parent.
  5686. * @return {BABYLON.Node[]} all children nodes of all types.
  5687. */
  5688. Node.prototype.getDescendants = function () {
  5689. var results = [];
  5690. this._getDescendants(this._scene.meshes, results);
  5691. this._getDescendants(this._scene.lights, results);
  5692. this._getDescendants(this._scene.cameras, results);
  5693. return results;
  5694. };
  5695. Node.prototype._setReady = function (state) {
  5696. if (state == this._isReady) {
  5697. return;
  5698. }
  5699. if (!state) {
  5700. this._isReady = false;
  5701. return;
  5702. }
  5703. this._isReady = true;
  5704. if (this.onReady) {
  5705. this.onReady(this);
  5706. }
  5707. };
  5708. return Node;
  5709. })();
  5710. BABYLON.Node = Node;
  5711. })(BABYLON || (BABYLON = {}));
  5712. //# sourceMappingURL=babylon.node.js.mapvar BABYLON;
  5713. (function (BABYLON) {
  5714. var BoundingSphere = (function () {
  5715. function BoundingSphere(minimum, maximum) {
  5716. this.minimum = minimum;
  5717. this.maximum = maximum;
  5718. this._tempRadiusVector = BABYLON.Vector3.Zero();
  5719. var distance = BABYLON.Vector3.Distance(minimum, maximum);
  5720. this.center = BABYLON.Vector3.Lerp(minimum, maximum, 0.5);
  5721. this.radius = distance * 0.5;
  5722. this.centerWorld = BABYLON.Vector3.Zero();
  5723. this._update(BABYLON.Matrix.Identity());
  5724. }
  5725. // Methods
  5726. BoundingSphere.prototype._update = function (world) {
  5727. BABYLON.Vector3.TransformCoordinatesToRef(this.center, world, this.centerWorld);
  5728. BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, world, this._tempRadiusVector);
  5729. this.radiusWorld = Math.max(Math.abs(this._tempRadiusVector.x), Math.abs(this._tempRadiusVector.y), Math.abs(this._tempRadiusVector.z)) * this.radius;
  5730. };
  5731. BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
  5732. for (var i = 0; i < 6; i++) {
  5733. if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld)
  5734. return false;
  5735. }
  5736. return true;
  5737. };
  5738. BoundingSphere.prototype.intersectsPoint = function (point) {
  5739. var x = this.centerWorld.x - point.x;
  5740. var y = this.centerWorld.y - point.y;
  5741. var z = this.centerWorld.z - point.z;
  5742. var distance = Math.sqrt((x * x) + (y * y) + (z * z));
  5743. if (Math.abs(this.radiusWorld - distance) < BABYLON.Engine.Epsilon)
  5744. return false;
  5745. return true;
  5746. };
  5747. // Statics
  5748. BoundingSphere.Intersects = function (sphere0, sphere1) {
  5749. var x = sphere0.centerWorld.x - sphere1.centerWorld.x;
  5750. var y = sphere0.centerWorld.y - sphere1.centerWorld.y;
  5751. var z = sphere0.centerWorld.z - sphere1.centerWorld.z;
  5752. var distance = Math.sqrt((x * x) + (y * y) + (z * z));
  5753. if (sphere0.radiusWorld + sphere1.radiusWorld < distance)
  5754. return false;
  5755. return true;
  5756. };
  5757. return BoundingSphere;
  5758. })();
  5759. BABYLON.BoundingSphere = BoundingSphere;
  5760. })(BABYLON || (BABYLON = {}));
  5761. //# sourceMappingURL=babylon.boundingSphere.js.mapvar BABYLON;
  5762. (function (BABYLON) {
  5763. var BoundingBox = (function () {
  5764. function BoundingBox(minimum, maximum) {
  5765. this.minimum = minimum;
  5766. this.maximum = maximum;
  5767. this.vectors = new Array();
  5768. this.vectorsWorld = new Array();
  5769. // Bounding vectors
  5770. this.vectors.push(this.minimum.clone());
  5771. this.vectors.push(this.maximum.clone());
  5772. this.vectors.push(this.minimum.clone());
  5773. this.vectors[2].x = this.maximum.x;
  5774. this.vectors.push(this.minimum.clone());
  5775. this.vectors[3].y = this.maximum.y;
  5776. this.vectors.push(this.minimum.clone());
  5777. this.vectors[4].z = this.maximum.z;
  5778. this.vectors.push(this.maximum.clone());
  5779. this.vectors[5].z = this.minimum.z;
  5780. this.vectors.push(this.maximum.clone());
  5781. this.vectors[6].x = this.minimum.x;
  5782. this.vectors.push(this.maximum.clone());
  5783. this.vectors[7].y = this.minimum.y;
  5784. // OBB
  5785. this.center = this.maximum.add(this.minimum).scale(0.5);
  5786. this.extendSize = this.maximum.subtract(this.minimum).scale(0.5);
  5787. this.directions = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  5788. for (var index = 0; index < this.vectors.length; index++) {
  5789. this.vectorsWorld[index] = BABYLON.Vector3.Zero();
  5790. }
  5791. this.minimumWorld = BABYLON.Vector3.Zero();
  5792. this.maximumWorld = BABYLON.Vector3.Zero();
  5793. this._update(BABYLON.Matrix.Identity());
  5794. }
  5795. // Methods
  5796. BoundingBox.prototype.getWorldMatrix = function () {
  5797. return this._worldMatrix;
  5798. };
  5799. BoundingBox.prototype._update = function (world) {
  5800. BABYLON.Vector3.FromFloatsToRef(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, this.minimumWorld);
  5801. BABYLON.Vector3.FromFloatsToRef(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE, this.maximumWorld);
  5802. for (var index = 0; index < this.vectors.length; index++) {
  5803. var v = this.vectorsWorld[index];
  5804. BABYLON.Vector3.TransformCoordinatesToRef(this.vectors[index], world, v);
  5805. if (v.x < this.minimumWorld.x)
  5806. this.minimumWorld.x = v.x;
  5807. if (v.y < this.minimumWorld.y)
  5808. this.minimumWorld.y = v.y;
  5809. if (v.z < this.minimumWorld.z)
  5810. this.minimumWorld.z = v.z;
  5811. if (v.x > this.maximumWorld.x)
  5812. this.maximumWorld.x = v.x;
  5813. if (v.y > this.maximumWorld.y)
  5814. this.maximumWorld.y = v.y;
  5815. if (v.z > this.maximumWorld.z)
  5816. this.maximumWorld.z = v.z;
  5817. }
  5818. // OBB
  5819. this.maximumWorld.addToRef(this.minimumWorld, this.center);
  5820. this.center.scaleInPlace(0.5);
  5821. BABYLON.Vector3.FromFloatArrayToRef(world.m, 0, this.directions[0]);
  5822. BABYLON.Vector3.FromFloatArrayToRef(world.m, 4, this.directions[1]);
  5823. BABYLON.Vector3.FromFloatArrayToRef(world.m, 8, this.directions[2]);
  5824. this._worldMatrix = world;
  5825. };
  5826. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  5827. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  5828. };
  5829. BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  5830. return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
  5831. };
  5832. BoundingBox.prototype.intersectsPoint = function (point) {
  5833. var delta = BABYLON.Engine.Epsilon;
  5834. if (this.maximumWorld.x - point.x < delta || delta > point.x - this.minimumWorld.x)
  5835. return false;
  5836. if (this.maximumWorld.y - point.y < delta || delta > point.y - this.minimumWorld.y)
  5837. return false;
  5838. if (this.maximumWorld.z - point.z < delta || delta > point.z - this.minimumWorld.z)
  5839. return false;
  5840. return true;
  5841. };
  5842. BoundingBox.prototype.intersectsSphere = function (sphere) {
  5843. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  5844. };
  5845. BoundingBox.prototype.intersectsMinMax = function (min, max) {
  5846. if (this.maximumWorld.x < min.x || this.minimumWorld.x > max.x)
  5847. return false;
  5848. if (this.maximumWorld.y < min.y || this.minimumWorld.y > max.y)
  5849. return false;
  5850. if (this.maximumWorld.z < min.z || this.minimumWorld.z > max.z)
  5851. return false;
  5852. return true;
  5853. };
  5854. // Statics
  5855. BoundingBox.Intersects = function (box0, box1) {
  5856. if (box0.maximumWorld.x < box1.minimumWorld.x || box0.minimumWorld.x > box1.maximumWorld.x)
  5857. return false;
  5858. if (box0.maximumWorld.y < box1.minimumWorld.y || box0.minimumWorld.y > box1.maximumWorld.y)
  5859. return false;
  5860. if (box0.maximumWorld.z < box1.minimumWorld.z || box0.minimumWorld.z > box1.maximumWorld.z)
  5861. return false;
  5862. return true;
  5863. };
  5864. BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
  5865. var vector = BABYLON.Vector3.Clamp(sphereCenter, minPoint, maxPoint);
  5866. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  5867. return (num <= (sphereRadius * sphereRadius));
  5868. };
  5869. BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {
  5870. for (var p = 0; p < 6; p++) {
  5871. for (var i = 0; i < 8; i++) {
  5872. if (frustumPlanes[p].dotCoordinate(boundingVectors[i]) < 0) {
  5873. return false;
  5874. }
  5875. }
  5876. }
  5877. return true;
  5878. };
  5879. BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  5880. for (var p = 0; p < 6; p++) {
  5881. var inCount = 8;
  5882. for (var i = 0; i < 8; i++) {
  5883. if (frustumPlanes[p].dotCoordinate(boundingVectors[i]) < 0) {
  5884. --inCount;
  5885. }
  5886. else {
  5887. break;
  5888. }
  5889. }
  5890. if (inCount === 0)
  5891. return false;
  5892. }
  5893. return true;
  5894. };
  5895. return BoundingBox;
  5896. })();
  5897. BABYLON.BoundingBox = BoundingBox;
  5898. })(BABYLON || (BABYLON = {}));
  5899. //# sourceMappingURL=babylon.boundingBox.js.mapvar BABYLON;
  5900. (function (BABYLON) {
  5901. var computeBoxExtents = function (axis, box) {
  5902. var p = BABYLON.Vector3.Dot(box.center, axis);
  5903. var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
  5904. var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
  5905. var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
  5906. var r = r0 + r1 + r2;
  5907. return {
  5908. min: p - r,
  5909. max: p + r
  5910. };
  5911. };
  5912. var extentsOverlap = function (min0, max0, min1, max1) { return !(min0 > max1 || min1 > max0); };
  5913. var axisOverlap = function (axis, box0, box1) {
  5914. var result0 = computeBoxExtents(axis, box0);
  5915. var result1 = computeBoxExtents(axis, box1);
  5916. return extentsOverlap(result0.min, result0.max, result1.min, result1.max);
  5917. };
  5918. var BoundingInfo = (function () {
  5919. function BoundingInfo(minimum, maximum) {
  5920. this.minimum = minimum;
  5921. this.maximum = maximum;
  5922. this.boundingBox = new BABYLON.BoundingBox(minimum, maximum);
  5923. this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum);
  5924. }
  5925. // Methods
  5926. BoundingInfo.prototype._update = function (world) {
  5927. this.boundingBox._update(world);
  5928. this.boundingSphere._update(world);
  5929. };
  5930. BoundingInfo.prototype.isInFrustum = function (frustumPlanes) {
  5931. if (!this.boundingSphere.isInFrustum(frustumPlanes))
  5932. return false;
  5933. return this.boundingBox.isInFrustum(frustumPlanes);
  5934. };
  5935. BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  5936. return this.boundingBox.isCompletelyInFrustum(frustumPlanes);
  5937. };
  5938. BoundingInfo.prototype._checkCollision = function (collider) {
  5939. return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
  5940. };
  5941. BoundingInfo.prototype.intersectsPoint = function (point) {
  5942. if (!this.boundingSphere.centerWorld) {
  5943. return false;
  5944. }
  5945. if (!this.boundingSphere.intersectsPoint(point)) {
  5946. return false;
  5947. }
  5948. if (!this.boundingBox.intersectsPoint(point)) {
  5949. return false;
  5950. }
  5951. return true;
  5952. };
  5953. BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
  5954. if (!this.boundingSphere.centerWorld || !boundingInfo.boundingSphere.centerWorld) {
  5955. return false;
  5956. }
  5957. if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
  5958. return false;
  5959. }
  5960. if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
  5961. return false;
  5962. }
  5963. if (!precise) {
  5964. return true;
  5965. }
  5966. var box0 = this.boundingBox;
  5967. var box1 = boundingInfo.boundingBox;
  5968. if (!axisOverlap(box0.directions[0], box0, box1))
  5969. return false;
  5970. if (!axisOverlap(box0.directions[1], box0, box1))
  5971. return false;
  5972. if (!axisOverlap(box0.directions[2], box0, box1))
  5973. return false;
  5974. if (!axisOverlap(box1.directions[0], box0, box1))
  5975. return false;
  5976. if (!axisOverlap(box1.directions[1], box0, box1))
  5977. return false;
  5978. if (!axisOverlap(box1.directions[2], box0, box1))
  5979. return false;
  5980. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1))
  5981. return false;
  5982. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1))
  5983. return false;
  5984. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1))
  5985. return false;
  5986. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1))
  5987. return false;
  5988. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1))
  5989. return false;
  5990. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1))
  5991. return false;
  5992. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1))
  5993. return false;
  5994. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1))
  5995. return false;
  5996. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1))
  5997. return false;
  5998. return true;
  5999. };
  6000. return BoundingInfo;
  6001. })();
  6002. BABYLON.BoundingInfo = BoundingInfo;
  6003. })(BABYLON || (BABYLON = {}));
  6004. //# sourceMappingURL=babylon.boundingInfo.js.map
  6005. var BABYLON;
  6006. (function (BABYLON) {
  6007. var Light = (function (_super) {
  6008. __extends(Light, _super);
  6009. function Light(name, scene) {
  6010. _super.call(this, name, scene);
  6011. this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
  6012. this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
  6013. this.intensity = 1.0;
  6014. this.range = Number.MAX_VALUE;
  6015. this.includeOnlyWithLayerMask = 0;
  6016. this.includedOnlyMeshes = new Array();
  6017. this.excludedMeshes = new Array();
  6018. this.excludeWithLayerMask = 0;
  6019. this._excludedMeshesIds = new Array();
  6020. this._includedOnlyMeshesIds = new Array();
  6021. scene.addLight(this);
  6022. }
  6023. Light.prototype.getShadowGenerator = function () {
  6024. return this._shadowGenerator;
  6025. };
  6026. Light.prototype.getAbsolutePosition = function () {
  6027. return BABYLON.Vector3.Zero();
  6028. };
  6029. Light.prototype.transferToEffect = function (effect, uniformName0, uniformName1) {
  6030. };
  6031. Light.prototype._getWorldMatrix = function () {
  6032. return BABYLON.Matrix.Identity();
  6033. };
  6034. Light.prototype.canAffectMesh = function (mesh) {
  6035. if (!mesh) {
  6036. return true;
  6037. }
  6038. if (this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
  6039. return false;
  6040. }
  6041. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  6042. return false;
  6043. }
  6044. if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {
  6045. return false;
  6046. }
  6047. if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {
  6048. return false;
  6049. }
  6050. return true;
  6051. };
  6052. Light.prototype.getWorldMatrix = function () {
  6053. this._currentRenderId = this.getScene().getRenderId();
  6054. var worldMatrix = this._getWorldMatrix();
  6055. if (this.parent && this.parent.getWorldMatrix) {
  6056. if (!this._parentedWorldMatrix) {
  6057. this._parentedWorldMatrix = BABYLON.Matrix.Identity();
  6058. }
  6059. worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._parentedWorldMatrix);
  6060. return this._parentedWorldMatrix;
  6061. }
  6062. return worldMatrix;
  6063. };
  6064. Light.prototype.dispose = function () {
  6065. if (this._shadowGenerator) {
  6066. this._shadowGenerator.dispose();
  6067. this._shadowGenerator = null;
  6068. }
  6069. // Remove from scene
  6070. this.getScene().removeLight(this);
  6071. };
  6072. return Light;
  6073. })(BABYLON.Node);
  6074. BABYLON.Light = Light;
  6075. })(BABYLON || (BABYLON = {}));
  6076. //# sourceMappingURL=babylon.light.js.map
  6077. var BABYLON;
  6078. (function (BABYLON) {
  6079. var PointLight = (function (_super) {
  6080. __extends(PointLight, _super);
  6081. function PointLight(name, position, scene) {
  6082. _super.call(this, name, scene);
  6083. this.position = position;
  6084. }
  6085. PointLight.prototype.getAbsolutePosition = function () {
  6086. return this._transformedPosition ? this._transformedPosition : this.position;
  6087. };
  6088. PointLight.prototype.transferToEffect = function (effect, positionUniformName) {
  6089. if (this.parent && this.parent.getWorldMatrix) {
  6090. if (!this._transformedPosition) {
  6091. this._transformedPosition = BABYLON.Vector3.Zero();
  6092. }
  6093. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this._transformedPosition);
  6094. effect.setFloat4(positionUniformName, this._transformedPosition.x, this._transformedPosition.y, this._transformedPosition.z, 0);
  6095. return;
  6096. }
  6097. effect.setFloat4(positionUniformName, this.position.x, this.position.y, this.position.z, 0);
  6098. };
  6099. PointLight.prototype.getShadowGenerator = function () {
  6100. return null;
  6101. };
  6102. PointLight.prototype._getWorldMatrix = function () {
  6103. if (!this._worldMatrix) {
  6104. this._worldMatrix = BABYLON.Matrix.Identity();
  6105. }
  6106. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  6107. return this._worldMatrix;
  6108. };
  6109. return PointLight;
  6110. })(BABYLON.Light);
  6111. BABYLON.PointLight = PointLight;
  6112. })(BABYLON || (BABYLON = {}));
  6113. //# sourceMappingURL=babylon.pointLight.js.map
  6114. var BABYLON;
  6115. (function (BABYLON) {
  6116. var SpotLight = (function (_super) {
  6117. __extends(SpotLight, _super);
  6118. function SpotLight(name, position, direction, angle, exponent, scene) {
  6119. _super.call(this, name, scene);
  6120. this.position = position;
  6121. this.direction = direction;
  6122. this.angle = angle;
  6123. this.exponent = exponent;
  6124. }
  6125. SpotLight.prototype.getAbsolutePosition = function () {
  6126. return this.transformedPosition ? this.transformedPosition : this.position;
  6127. };
  6128. SpotLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  6129. var activeCamera = this.getScene().activeCamera;
  6130. BABYLON.Matrix.PerspectiveFovLHToRef(this.angle, 1.0, activeCamera.minZ, activeCamera.maxZ, matrix);
  6131. };
  6132. SpotLight.prototype.supportsVSM = function () {
  6133. return true;
  6134. };
  6135. SpotLight.prototype.needRefreshPerFrame = function () {
  6136. return false;
  6137. };
  6138. SpotLight.prototype.setDirectionToTarget = function (target) {
  6139. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  6140. return this.direction;
  6141. };
  6142. SpotLight.prototype.computeTransformedPosition = function () {
  6143. if (this.parent && this.parent.getWorldMatrix) {
  6144. if (!this.transformedPosition) {
  6145. this.transformedPosition = BABYLON.Vector3.Zero();
  6146. }
  6147. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
  6148. return true;
  6149. }
  6150. return false;
  6151. };
  6152. SpotLight.prototype.transferToEffect = function (effect, positionUniformName, directionUniformName) {
  6153. var normalizeDirection;
  6154. if (this.parent && this.parent.getWorldMatrix) {
  6155. if (!this._transformedDirection) {
  6156. this._transformedDirection = BABYLON.Vector3.Zero();
  6157. }
  6158. this.computeTransformedPosition();
  6159. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this._transformedDirection);
  6160. effect.setFloat4(positionUniformName, this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent);
  6161. normalizeDirection = BABYLON.Vector3.Normalize(this._transformedDirection);
  6162. }
  6163. else {
  6164. effect.setFloat4(positionUniformName, this.position.x, this.position.y, this.position.z, this.exponent);
  6165. normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  6166. }
  6167. effect.setFloat4(directionUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, Math.cos(this.angle * 0.5));
  6168. };
  6169. SpotLight.prototype._getWorldMatrix = function () {
  6170. if (!this._worldMatrix) {
  6171. this._worldMatrix = BABYLON.Matrix.Identity();
  6172. }
  6173. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  6174. return this._worldMatrix;
  6175. };
  6176. return SpotLight;
  6177. })(BABYLON.Light);
  6178. BABYLON.SpotLight = SpotLight;
  6179. })(BABYLON || (BABYLON = {}));
  6180. //# sourceMappingURL=babylon.spotLight.js.map
  6181. var BABYLON;
  6182. (function (BABYLON) {
  6183. var DirectionalLight = (function (_super) {
  6184. __extends(DirectionalLight, _super);
  6185. function DirectionalLight(name, direction, scene) {
  6186. _super.call(this, name, scene);
  6187. this.direction = direction;
  6188. this.shadowOrthoScale = 0.5;
  6189. this.position = direction.scale(-1);
  6190. }
  6191. DirectionalLight.prototype.getAbsolutePosition = function () {
  6192. return this.transformedPosition ? this.transformedPosition : this.position;
  6193. };
  6194. DirectionalLight.prototype.setDirectionToTarget = function (target) {
  6195. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  6196. return this.direction;
  6197. };
  6198. DirectionalLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  6199. var orthoLeft = Number.MAX_VALUE;
  6200. var orthoRight = Number.MIN_VALUE;
  6201. var orthoTop = Number.MIN_VALUE;
  6202. var orthoBottom = Number.MAX_VALUE;
  6203. var tempVector3 = BABYLON.Vector3.Zero();
  6204. var activeCamera = this.getScene().activeCamera;
  6205. for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) {
  6206. var mesh = renderList[meshIndex];
  6207. if (!mesh) {
  6208. continue;
  6209. }
  6210. var boundingInfo = mesh.getBoundingInfo();
  6211. if (!boundingInfo) {
  6212. continue;
  6213. }
  6214. var boundingBox = boundingInfo.boundingBox;
  6215. for (var index = 0; index < boundingBox.vectorsWorld.length; index++) {
  6216. BABYLON.Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);
  6217. if (tempVector3.x < orthoLeft)
  6218. orthoLeft = tempVector3.x;
  6219. if (tempVector3.y < orthoBottom)
  6220. orthoBottom = tempVector3.y;
  6221. if (tempVector3.x > orthoRight)
  6222. orthoRight = tempVector3.x;
  6223. if (tempVector3.y > orthoTop)
  6224. orthoTop = tempVector3.y;
  6225. }
  6226. }
  6227. var xOffset = orthoRight - orthoLeft;
  6228. var yOffset = orthoTop - orthoBottom;
  6229. BABYLON.Matrix.OrthoOffCenterLHToRef(orthoLeft - xOffset * this.shadowOrthoScale, orthoRight + xOffset * this.shadowOrthoScale, orthoBottom - yOffset * this.shadowOrthoScale, orthoTop + yOffset * this.shadowOrthoScale, -activeCamera.maxZ, activeCamera.maxZ, matrix);
  6230. };
  6231. DirectionalLight.prototype.supportsVSM = function () {
  6232. return true;
  6233. };
  6234. DirectionalLight.prototype.needRefreshPerFrame = function () {
  6235. return true;
  6236. };
  6237. DirectionalLight.prototype.computeTransformedPosition = function () {
  6238. if (this.parent && this.parent.getWorldMatrix) {
  6239. if (!this.transformedPosition) {
  6240. this.transformedPosition = BABYLON.Vector3.Zero();
  6241. }
  6242. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
  6243. return true;
  6244. }
  6245. return false;
  6246. };
  6247. DirectionalLight.prototype.transferToEffect = function (effect, directionUniformName) {
  6248. if (this.parent && this.parent.getWorldMatrix) {
  6249. if (!this._transformedDirection) {
  6250. this._transformedDirection = BABYLON.Vector3.Zero();
  6251. }
  6252. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this._transformedDirection);
  6253. effect.setFloat4(directionUniformName, this._transformedDirection.x, this._transformedDirection.y, this._transformedDirection.z, 1);
  6254. return;
  6255. }
  6256. effect.setFloat4(directionUniformName, this.direction.x, this.direction.y, this.direction.z, 1);
  6257. };
  6258. DirectionalLight.prototype._getWorldMatrix = function () {
  6259. if (!this._worldMatrix) {
  6260. this._worldMatrix = BABYLON.Matrix.Identity();
  6261. }
  6262. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  6263. return this._worldMatrix;
  6264. };
  6265. return DirectionalLight;
  6266. })(BABYLON.Light);
  6267. BABYLON.DirectionalLight = DirectionalLight;
  6268. })(BABYLON || (BABYLON = {}));
  6269. //# sourceMappingURL=babylon.directionalLight.js.mapvar BABYLON;
  6270. (function (BABYLON) {
  6271. var ShadowGenerator = (function () {
  6272. function ShadowGenerator(mapSize, light) {
  6273. var _this = this;
  6274. // Members
  6275. this._filter = ShadowGenerator.FILTER_NONE;
  6276. this.blurScale = 2;
  6277. this._blurBoxOffset = 0;
  6278. this._bias = 0.00005;
  6279. this._darkness = 0;
  6280. this._transparencyShadow = false;
  6281. this._viewMatrix = BABYLON.Matrix.Zero();
  6282. this._projectionMatrix = BABYLON.Matrix.Zero();
  6283. this._transformMatrix = BABYLON.Matrix.Zero();
  6284. this._worldViewProjection = BABYLON.Matrix.Zero();
  6285. this._light = light;
  6286. this._scene = light.getScene();
  6287. this._mapSize = mapSize;
  6288. light._shadowGenerator = this;
  6289. // Render target
  6290. this._shadowMap = new BABYLON.RenderTargetTexture(light.name + "_shadowMap", mapSize, this._scene, false);
  6291. this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  6292. this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  6293. this._shadowMap.anisotropicFilteringLevel = 1;
  6294. this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
  6295. this._shadowMap.renderParticles = false;
  6296. this._shadowMap.onAfterUnbind = function () {
  6297. if (!_this.useBlurVarianceShadowMap) {
  6298. return;
  6299. }
  6300. if (!_this._shadowMap2) {
  6301. _this._shadowMap2 = new BABYLON.RenderTargetTexture(light.name + "_shadowMap", mapSize, _this._scene, false);
  6302. _this._shadowMap2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  6303. _this._shadowMap2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  6304. _this._shadowMap2.updateSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  6305. _this._downSamplePostprocess = new BABYLON.PassPostProcess("downScale", 1.0 / _this.blurScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, _this._scene.getEngine());
  6306. _this._downSamplePostprocess.onApply = function (effect) {
  6307. effect.setTexture("textureSampler", _this._shadowMap);
  6308. };
  6309. _this.blurBoxOffset = 1;
  6310. }
  6311. _this._scene.postProcessManager.directRender([_this._downSamplePostprocess, _this._boxBlurPostprocess], _this._shadowMap2.getInternalTexture());
  6312. };
  6313. // Custom render function
  6314. var renderSubMesh = function (subMesh) {
  6315. var mesh = subMesh.getRenderingMesh();
  6316. var scene = _this._scene;
  6317. var engine = scene.getEngine();
  6318. // Culling
  6319. engine.setState(subMesh.getMaterial().backFaceCulling);
  6320. // Managing instances
  6321. var batch = mesh._getInstancesRenderList(subMesh._id);
  6322. if (batch.mustReturn) {
  6323. return;
  6324. }
  6325. var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null);
  6326. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  6327. engine.enableEffect(_this._effect);
  6328. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  6329. var material = subMesh.getMaterial();
  6330. _this._effect.setMatrix("viewProjection", _this.getTransformMatrix());
  6331. // Alpha test
  6332. if (material && material.needAlphaTesting()) {
  6333. var alphaTexture = material.getAlphaTestTexture();
  6334. _this._effect.setTexture("diffuseSampler", alphaTexture);
  6335. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  6336. }
  6337. // Bones
  6338. if (mesh.useBones) {
  6339. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  6340. }
  6341. // Draw
  6342. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  6343. }
  6344. else {
  6345. // Need to reset refresh rate of the shadowMap
  6346. _this._shadowMap.resetRefreshCounter();
  6347. }
  6348. };
  6349. this._shadowMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes) {
  6350. var index;
  6351. for (index = 0; index < opaqueSubMeshes.length; index++) {
  6352. renderSubMesh(opaqueSubMeshes.data[index]);
  6353. }
  6354. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  6355. renderSubMesh(alphaTestSubMeshes.data[index]);
  6356. }
  6357. if (_this._transparencyShadow) {
  6358. for (index = 0; index < transparentSubMeshes.length; index++) {
  6359. renderSubMesh(transparentSubMeshes.data[index]);
  6360. }
  6361. }
  6362. };
  6363. this._shadowMap.onClear = function (engine) {
  6364. if (_this.useBlurVarianceShadowMap || _this.useVarianceShadowMap) {
  6365. engine.clear(new BABYLON.Color4(0, 0, 0, 0), true, true);
  6366. }
  6367. else {
  6368. engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true);
  6369. }
  6370. };
  6371. }
  6372. Object.defineProperty(ShadowGenerator, "FILTER_NONE", {
  6373. // Static
  6374. get: function () {
  6375. return ShadowGenerator._FILTER_NONE;
  6376. },
  6377. enumerable: true,
  6378. configurable: true
  6379. });
  6380. Object.defineProperty(ShadowGenerator, "FILTER_VARIANCESHADOWMAP", {
  6381. get: function () {
  6382. return ShadowGenerator._FILTER_VARIANCESHADOWMAP;
  6383. },
  6384. enumerable: true,
  6385. configurable: true
  6386. });
  6387. Object.defineProperty(ShadowGenerator, "FILTER_POISSONSAMPLING", {
  6388. get: function () {
  6389. return ShadowGenerator._FILTER_POISSONSAMPLING;
  6390. },
  6391. enumerable: true,
  6392. configurable: true
  6393. });
  6394. Object.defineProperty(ShadowGenerator, "FILTER_BLURVARIANCESHADOWMAP", {
  6395. get: function () {
  6396. return ShadowGenerator._FILTER_BLURVARIANCESHADOWMAP;
  6397. },
  6398. enumerable: true,
  6399. configurable: true
  6400. });
  6401. Object.defineProperty(ShadowGenerator.prototype, "bias", {
  6402. get: function () {
  6403. return this._bias;
  6404. },
  6405. set: function (bias) {
  6406. this._bias = bias;
  6407. },
  6408. enumerable: true,
  6409. configurable: true
  6410. });
  6411. Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", {
  6412. get: function () {
  6413. return this._blurBoxOffset;
  6414. },
  6415. set: function (value) {
  6416. var _this = this;
  6417. if (this._blurBoxOffset === value) {
  6418. return;
  6419. }
  6420. this._blurBoxOffset = value;
  6421. if (this._boxBlurPostprocess) {
  6422. this._boxBlurPostprocess.dispose();
  6423. }
  6424. this._boxBlurPostprocess = new BABYLON.PostProcess("DepthBoxBlur", "depthBoxBlur", ["screenSize", "boxOffset"], [], 1.0 / this.blurScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define OFFSET " + value);
  6425. this._boxBlurPostprocess.onApply = function (effect) {
  6426. effect.setFloat2("screenSize", _this._mapSize / _this.blurScale, _this._mapSize / _this.blurScale);
  6427. };
  6428. },
  6429. enumerable: true,
  6430. configurable: true
  6431. });
  6432. Object.defineProperty(ShadowGenerator.prototype, "filter", {
  6433. get: function () {
  6434. return this._filter;
  6435. },
  6436. set: function (value) {
  6437. if (this._filter === value) {
  6438. return;
  6439. }
  6440. this._filter = value;
  6441. if (this.useVarianceShadowMap || this.useBlurVarianceShadowMap) {
  6442. this._shadowMap.anisotropicFilteringLevel = 16;
  6443. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  6444. }
  6445. else {
  6446. this._shadowMap.anisotropicFilteringLevel = 1;
  6447. this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
  6448. }
  6449. },
  6450. enumerable: true,
  6451. configurable: true
  6452. });
  6453. Object.defineProperty(ShadowGenerator.prototype, "useVarianceShadowMap", {
  6454. get: function () {
  6455. return this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP && this._light.supportsVSM();
  6456. },
  6457. set: function (value) {
  6458. this.filter = (value ? ShadowGenerator.FILTER_VARIANCESHADOWMAP : ShadowGenerator.FILTER_NONE);
  6459. },
  6460. enumerable: true,
  6461. configurable: true
  6462. });
  6463. Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
  6464. get: function () {
  6465. return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING || (!this._light.supportsVSM() && (this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP || this.filter === ShadowGenerator.FILTER_BLURVARIANCESHADOWMAP));
  6466. },
  6467. set: function (value) {
  6468. this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
  6469. },
  6470. enumerable: true,
  6471. configurable: true
  6472. });
  6473. Object.defineProperty(ShadowGenerator.prototype, "useBlurVarianceShadowMap", {
  6474. get: function () {
  6475. return this.filter === ShadowGenerator.FILTER_BLURVARIANCESHADOWMAP && this._light.supportsVSM();
  6476. },
  6477. set: function (value) {
  6478. this.filter = (value ? ShadowGenerator.FILTER_BLURVARIANCESHADOWMAP : ShadowGenerator.FILTER_NONE);
  6479. },
  6480. enumerable: true,
  6481. configurable: true
  6482. });
  6483. ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
  6484. var defines = [];
  6485. if (this.useVarianceShadowMap || this.useBlurVarianceShadowMap) {
  6486. defines.push("#define VSM");
  6487. }
  6488. var attribs = [BABYLON.VertexBuffer.PositionKind];
  6489. var mesh = subMesh.getMesh();
  6490. var material = subMesh.getMaterial();
  6491. // Alpha test
  6492. if (material && material.needAlphaTesting()) {
  6493. defines.push("#define ALPHATEST");
  6494. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  6495. attribs.push(BABYLON.VertexBuffer.UVKind);
  6496. defines.push("#define UV1");
  6497. }
  6498. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  6499. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  6500. defines.push("#define UV2");
  6501. }
  6502. }
  6503. // Bones
  6504. if (mesh.useBones) {
  6505. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  6506. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  6507. defines.push("#define BONES");
  6508. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  6509. }
  6510. // Instances
  6511. if (useInstances) {
  6512. defines.push("#define INSTANCES");
  6513. attribs.push("world0");
  6514. attribs.push("world1");
  6515. attribs.push("world2");
  6516. attribs.push("world3");
  6517. }
  6518. // Get correct effect
  6519. var join = defines.join("\n");
  6520. if (this._cachedDefines !== join) {
  6521. this._cachedDefines = join;
  6522. this._effect = this._scene.getEngine().createEffect("shadowMap", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
  6523. }
  6524. return this._effect.isReady();
  6525. };
  6526. ShadowGenerator.prototype.getShadowMap = function () {
  6527. return this._shadowMap;
  6528. };
  6529. ShadowGenerator.prototype.getShadowMapForRendering = function () {
  6530. if (this._shadowMap2) {
  6531. return this._shadowMap2;
  6532. }
  6533. return this._shadowMap;
  6534. };
  6535. ShadowGenerator.prototype.getLight = function () {
  6536. return this._light;
  6537. };
  6538. // Methods
  6539. ShadowGenerator.prototype.getTransformMatrix = function () {
  6540. var scene = this._scene;
  6541. if (this._currentRenderID === scene.getRenderId()) {
  6542. return this._transformMatrix;
  6543. }
  6544. this._currentRenderID = scene.getRenderId();
  6545. var lightPosition = this._light.position;
  6546. var lightDirection = this._light.direction;
  6547. if (this._light.computeTransformedPosition()) {
  6548. lightPosition = this._light.transformedPosition;
  6549. }
  6550. if (this._light.needRefreshPerFrame() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !lightDirection.equals(this._cachedDirection)) {
  6551. this._cachedPosition = lightPosition.clone();
  6552. this._cachedDirection = lightDirection.clone();
  6553. BABYLON.Matrix.LookAtLHToRef(lightPosition, this._light.position.add(lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
  6554. this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, this.getShadowMap().renderList);
  6555. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  6556. }
  6557. return this._transformMatrix;
  6558. };
  6559. ShadowGenerator.prototype.getDarkness = function () {
  6560. return this._darkness;
  6561. };
  6562. ShadowGenerator.prototype.setDarkness = function (darkness) {
  6563. if (darkness >= 1.0)
  6564. this._darkness = 1.0;
  6565. else if (darkness <= 0.0)
  6566. this._darkness = 0.0;
  6567. else
  6568. this._darkness = darkness;
  6569. };
  6570. ShadowGenerator.prototype.setTransparencyShadow = function (hasShadow) {
  6571. this._transparencyShadow = hasShadow;
  6572. };
  6573. ShadowGenerator.prototype._packHalf = function (depth) {
  6574. var scale = depth * 255.0;
  6575. var fract = scale - Math.floor(scale);
  6576. return new BABYLON.Vector2(depth - fract / 255.0, fract);
  6577. };
  6578. ShadowGenerator.prototype.dispose = function () {
  6579. this._shadowMap.dispose();
  6580. if (this._shadowMap2) {
  6581. this._shadowMap2.dispose();
  6582. }
  6583. if (this._downSamplePostprocess) {
  6584. this._downSamplePostprocess.dispose();
  6585. }
  6586. if (this._boxBlurPostprocess) {
  6587. this._boxBlurPostprocess.dispose();
  6588. }
  6589. };
  6590. ShadowGenerator._FILTER_NONE = 0;
  6591. ShadowGenerator._FILTER_VARIANCESHADOWMAP = 1;
  6592. ShadowGenerator._FILTER_POISSONSAMPLING = 2;
  6593. ShadowGenerator._FILTER_BLURVARIANCESHADOWMAP = 3;
  6594. return ShadowGenerator;
  6595. })();
  6596. BABYLON.ShadowGenerator = ShadowGenerator;
  6597. })(BABYLON || (BABYLON = {}));
  6598. //# sourceMappingURL=babylon.shadowGenerator.js.map
  6599. var BABYLON;
  6600. (function (BABYLON) {
  6601. var HemisphericLight = (function (_super) {
  6602. __extends(HemisphericLight, _super);
  6603. function HemisphericLight(name, direction, scene) {
  6604. _super.call(this, name, scene);
  6605. this.direction = direction;
  6606. this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
  6607. }
  6608. HemisphericLight.prototype.setDirectionToTarget = function (target) {
  6609. this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
  6610. return this.direction;
  6611. };
  6612. HemisphericLight.prototype.getShadowGenerator = function () {
  6613. return null;
  6614. };
  6615. HemisphericLight.prototype.transferToEffect = function (effect, directionUniformName, groundColorUniformName) {
  6616. var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  6617. effect.setFloat4(directionUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0);
  6618. effect.setColor3(groundColorUniformName, this.groundColor.scale(this.intensity));
  6619. };
  6620. HemisphericLight.prototype._getWorldMatrix = function () {
  6621. if (!this._worldMatrix) {
  6622. this._worldMatrix = BABYLON.Matrix.Identity();
  6623. }
  6624. return this._worldMatrix;
  6625. };
  6626. return HemisphericLight;
  6627. })(BABYLON.Light);
  6628. BABYLON.HemisphericLight = HemisphericLight;
  6629. })(BABYLON || (BABYLON = {}));
  6630. //# sourceMappingURL=babylon.hemisphericLight.js.mapvar BABYLON;
  6631. (function (BABYLON) {
  6632. var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
  6633. if (boxMin.x > sphereCenter.x + sphereRadius)
  6634. return false;
  6635. if (sphereCenter.x - sphereRadius > boxMax.x)
  6636. return false;
  6637. if (boxMin.y > sphereCenter.y + sphereRadius)
  6638. return false;
  6639. if (sphereCenter.y - sphereRadius > boxMax.y)
  6640. return false;
  6641. if (boxMin.z > sphereCenter.z + sphereRadius)
  6642. return false;
  6643. if (sphereCenter.z - sphereRadius > boxMax.z)
  6644. return false;
  6645. return true;
  6646. };
  6647. var getLowestRoot = function (a, b, c, maxR) {
  6648. var determinant = b * b - 4.0 * a * c;
  6649. var result = { root: 0, found: false };
  6650. if (determinant < 0)
  6651. return result;
  6652. var sqrtD = Math.sqrt(determinant);
  6653. var r1 = (-b - sqrtD) / (2.0 * a);
  6654. var r2 = (-b + sqrtD) / (2.0 * a);
  6655. if (r1 > r2) {
  6656. var temp = r2;
  6657. r2 = r1;
  6658. r1 = temp;
  6659. }
  6660. if (r1 > 0 && r1 < maxR) {
  6661. result.root = r1;
  6662. result.found = true;
  6663. return result;
  6664. }
  6665. if (r2 > 0 && r2 < maxR) {
  6666. result.root = r2;
  6667. result.found = true;
  6668. return result;
  6669. }
  6670. return result;
  6671. };
  6672. var Collider = (function () {
  6673. function Collider() {
  6674. this.radius = new BABYLON.Vector3(1, 1, 1);
  6675. this.retry = 0;
  6676. this.basePointWorld = BABYLON.Vector3.Zero();
  6677. this.velocityWorld = BABYLON.Vector3.Zero();
  6678. this.normalizedVelocity = BABYLON.Vector3.Zero();
  6679. this._collisionPoint = BABYLON.Vector3.Zero();
  6680. this._planeIntersectionPoint = BABYLON.Vector3.Zero();
  6681. this._tempVector = BABYLON.Vector3.Zero();
  6682. this._tempVector2 = BABYLON.Vector3.Zero();
  6683. this._tempVector3 = BABYLON.Vector3.Zero();
  6684. this._tempVector4 = BABYLON.Vector3.Zero();
  6685. this._edge = BABYLON.Vector3.Zero();
  6686. this._baseToVertex = BABYLON.Vector3.Zero();
  6687. this._destinationPoint = BABYLON.Vector3.Zero();
  6688. this._slidePlaneNormal = BABYLON.Vector3.Zero();
  6689. this._displacementVector = BABYLON.Vector3.Zero();
  6690. }
  6691. // Methods
  6692. Collider.prototype._initialize = function (source, dir, e) {
  6693. this.velocity = dir;
  6694. BABYLON.Vector3.NormalizeToRef(dir, this.normalizedVelocity);
  6695. this.basePoint = source;
  6696. source.multiplyToRef(this.radius, this.basePointWorld);
  6697. dir.multiplyToRef(this.radius, this.velocityWorld);
  6698. this.velocityWorldLength = this.velocityWorld.length();
  6699. this.epsilon = e;
  6700. this.collisionFound = false;
  6701. };
  6702. Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
  6703. pa.subtractToRef(point, this._tempVector);
  6704. pb.subtractToRef(point, this._tempVector2);
  6705. BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
  6706. var d = BABYLON.Vector3.Dot(this._tempVector4, n);
  6707. if (d < 0)
  6708. return false;
  6709. pc.subtractToRef(point, this._tempVector3);
  6710. BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
  6711. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  6712. if (d < 0)
  6713. return false;
  6714. BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
  6715. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  6716. return d >= 0;
  6717. };
  6718. Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
  6719. var distance = BABYLON.Vector3.Distance(this.basePointWorld, sphereCenter);
  6720. var max = Math.max(this.radius.x, this.radius.y, this.radius.z);
  6721. if (distance > this.velocityWorldLength + max + sphereRadius) {
  6722. return false;
  6723. }
  6724. if (!intersectBoxAASphere(vecMin, vecMax, this.basePointWorld, this.velocityWorldLength + max))
  6725. return false;
  6726. return true;
  6727. };
  6728. Collider.prototype._testTriangle = function (faceIndex, subMesh, p1, p2, p3) {
  6729. var t0;
  6730. var embeddedInPlane = false;
  6731. if (!subMesh._trianglePlanes) {
  6732. subMesh._trianglePlanes = [];
  6733. }
  6734. if (!subMesh._trianglePlanes[faceIndex]) {
  6735. subMesh._trianglePlanes[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
  6736. subMesh._trianglePlanes[faceIndex].copyFromPoints(p1, p2, p3);
  6737. }
  6738. var trianglePlane = subMesh._trianglePlanes[faceIndex];
  6739. if ((!subMesh.getMaterial()) && !trianglePlane.isFrontFacingTo(this.normalizedVelocity, 0))
  6740. return;
  6741. var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this.basePoint);
  6742. var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this.velocity);
  6743. if (normalDotVelocity == 0) {
  6744. if (Math.abs(signedDistToTrianglePlane) >= 1.0)
  6745. return;
  6746. embeddedInPlane = true;
  6747. t0 = 0;
  6748. }
  6749. else {
  6750. t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  6751. var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  6752. if (t0 > t1) {
  6753. var temp = t1;
  6754. t1 = t0;
  6755. t0 = temp;
  6756. }
  6757. if (t0 > 1.0 || t1 < 0.0)
  6758. return;
  6759. if (t0 < 0)
  6760. t0 = 0;
  6761. if (t0 > 1.0)
  6762. t0 = 1.0;
  6763. }
  6764. this._collisionPoint.copyFromFloats(0, 0, 0);
  6765. var found = false;
  6766. var t = 1.0;
  6767. if (!embeddedInPlane) {
  6768. this.basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
  6769. this.velocity.scaleToRef(t0, this._tempVector);
  6770. this._planeIntersectionPoint.addInPlace(this._tempVector);
  6771. if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
  6772. found = true;
  6773. t = t0;
  6774. this._collisionPoint.copyFrom(this._planeIntersectionPoint);
  6775. }
  6776. }
  6777. if (!found) {
  6778. var velocitySquaredLength = this.velocity.lengthSquared();
  6779. var a = velocitySquaredLength;
  6780. this.basePoint.subtractToRef(p1, this._tempVector);
  6781. var b = 2.0 * (BABYLON.Vector3.Dot(this.velocity, this._tempVector));
  6782. var c = this._tempVector.lengthSquared() - 1.0;
  6783. var lowestRoot = getLowestRoot(a, b, c, t);
  6784. if (lowestRoot.found) {
  6785. t = lowestRoot.root;
  6786. found = true;
  6787. this._collisionPoint.copyFrom(p1);
  6788. }
  6789. this.basePoint.subtractToRef(p2, this._tempVector);
  6790. b = 2.0 * (BABYLON.Vector3.Dot(this.velocity, this._tempVector));
  6791. c = this._tempVector.lengthSquared() - 1.0;
  6792. lowestRoot = getLowestRoot(a, b, c, t);
  6793. if (lowestRoot.found) {
  6794. t = lowestRoot.root;
  6795. found = true;
  6796. this._collisionPoint.copyFrom(p2);
  6797. }
  6798. this.basePoint.subtractToRef(p3, this._tempVector);
  6799. b = 2.0 * (BABYLON.Vector3.Dot(this.velocity, this._tempVector));
  6800. c = this._tempVector.lengthSquared() - 1.0;
  6801. lowestRoot = getLowestRoot(a, b, c, t);
  6802. if (lowestRoot.found) {
  6803. t = lowestRoot.root;
  6804. found = true;
  6805. this._collisionPoint.copyFrom(p3);
  6806. }
  6807. p2.subtractToRef(p1, this._edge);
  6808. p1.subtractToRef(this.basePoint, this._baseToVertex);
  6809. var edgeSquaredLength = this._edge.lengthSquared();
  6810. var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this.velocity);
  6811. var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  6812. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  6813. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this.velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  6814. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  6815. lowestRoot = getLowestRoot(a, b, c, t);
  6816. if (lowestRoot.found) {
  6817. var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  6818. if (f >= 0.0 && f <= 1.0) {
  6819. t = lowestRoot.root;
  6820. found = true;
  6821. this._edge.scaleInPlace(f);
  6822. p1.addToRef(this._edge, this._collisionPoint);
  6823. }
  6824. }
  6825. p3.subtractToRef(p2, this._edge);
  6826. p2.subtractToRef(this.basePoint, this._baseToVertex);
  6827. edgeSquaredLength = this._edge.lengthSquared();
  6828. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this.velocity);
  6829. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  6830. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  6831. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this.velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  6832. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  6833. lowestRoot = getLowestRoot(a, b, c, t);
  6834. if (lowestRoot.found) {
  6835. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  6836. if (f >= 0.0 && f <= 1.0) {
  6837. t = lowestRoot.root;
  6838. found = true;
  6839. this._edge.scaleInPlace(f);
  6840. p2.addToRef(this._edge, this._collisionPoint);
  6841. }
  6842. }
  6843. p1.subtractToRef(p3, this._edge);
  6844. p3.subtractToRef(this.basePoint, this._baseToVertex);
  6845. edgeSquaredLength = this._edge.lengthSquared();
  6846. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this.velocity);
  6847. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  6848. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  6849. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this.velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  6850. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  6851. lowestRoot = getLowestRoot(a, b, c, t);
  6852. if (lowestRoot.found) {
  6853. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  6854. if (f >= 0.0 && f <= 1.0) {
  6855. t = lowestRoot.root;
  6856. found = true;
  6857. this._edge.scaleInPlace(f);
  6858. p3.addToRef(this._edge, this._collisionPoint);
  6859. }
  6860. }
  6861. }
  6862. if (found) {
  6863. var distToCollision = t * this.velocity.length();
  6864. if (!this.collisionFound || distToCollision < this.nearestDistance) {
  6865. if (!this.intersectionPoint) {
  6866. this.intersectionPoint = this._collisionPoint.clone();
  6867. }
  6868. else {
  6869. this.intersectionPoint.copyFrom(this._collisionPoint);
  6870. }
  6871. this.nearestDistance = distToCollision;
  6872. this.collisionFound = true;
  6873. this.collidedMesh = subMesh.getMesh();
  6874. }
  6875. }
  6876. };
  6877. Collider.prototype._collide = function (subMesh, pts, indices, indexStart, indexEnd, decal) {
  6878. for (var i = indexStart; i < indexEnd; i += 3) {
  6879. var p1 = pts[indices[i] - decal];
  6880. var p2 = pts[indices[i + 1] - decal];
  6881. var p3 = pts[indices[i + 2] - decal];
  6882. this._testTriangle(i, subMesh, p3, p2, p1);
  6883. }
  6884. };
  6885. Collider.prototype._getResponse = function (pos, vel) {
  6886. pos.addToRef(vel, this._destinationPoint);
  6887. vel.scaleInPlace((this.nearestDistance / vel.length()));
  6888. this.basePoint.addToRef(vel, pos);
  6889. pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
  6890. this._slidePlaneNormal.normalize();
  6891. this._slidePlaneNormal.scaleToRef(this.epsilon, this._displacementVector);
  6892. pos.addInPlace(this._displacementVector);
  6893. this.intersectionPoint.addInPlace(this._displacementVector);
  6894. this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
  6895. this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
  6896. this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
  6897. };
  6898. return Collider;
  6899. })();
  6900. BABYLON.Collider = Collider;
  6901. })(BABYLON || (BABYLON = {}));
  6902. //# sourceMappingURL=babylon.collider.js.map
  6903. var BABYLON;
  6904. (function (BABYLON) {
  6905. var Camera = (function (_super) {
  6906. __extends(Camera, _super);
  6907. function Camera(name, position, scene) {
  6908. _super.call(this, name, scene);
  6909. this.position = position;
  6910. // Members
  6911. this.upVector = BABYLON.Vector3.Up();
  6912. this.orthoLeft = null;
  6913. this.orthoRight = null;
  6914. this.orthoBottom = null;
  6915. this.orthoTop = null;
  6916. this.fov = 0.8;
  6917. this.minZ = 1.0;
  6918. this.maxZ = 10000.0;
  6919. this.inertia = 0.9;
  6920. this.mode = Camera.PERSPECTIVE_CAMERA;
  6921. this.isIntermediate = false;
  6922. this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
  6923. this.subCameras = [];
  6924. this.layerMask = 0xFFFFFFFF;
  6925. this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;
  6926. this._computedViewMatrix = BABYLON.Matrix.Identity();
  6927. this._projectionMatrix = new BABYLON.Matrix();
  6928. this._postProcesses = new Array();
  6929. this._postProcessesTakenIndices = [];
  6930. this._activeMeshes = new BABYLON.SmartArray(256);
  6931. this._globalPosition = BABYLON.Vector3.Zero();
  6932. scene.addCamera(this);
  6933. if (!scene.activeCamera) {
  6934. scene.activeCamera = this;
  6935. }
  6936. }
  6937. Object.defineProperty(Camera, "PERSPECTIVE_CAMERA", {
  6938. get: function () {
  6939. return Camera._PERSPECTIVE_CAMERA;
  6940. },
  6941. enumerable: true,
  6942. configurable: true
  6943. });
  6944. Object.defineProperty(Camera, "ORTHOGRAPHIC_CAMERA", {
  6945. get: function () {
  6946. return Camera._ORTHOGRAPHIC_CAMERA;
  6947. },
  6948. enumerable: true,
  6949. configurable: true
  6950. });
  6951. Object.defineProperty(Camera, "FOVMODE_VERTICAL_FIXED", {
  6952. get: function () {
  6953. return Camera._FOVMODE_VERTICAL_FIXED;
  6954. },
  6955. enumerable: true,
  6956. configurable: true
  6957. });
  6958. Object.defineProperty(Camera, "FOVMODE_HORIZONTAL_FIXED", {
  6959. get: function () {
  6960. return Camera._FOVMODE_HORIZONTAL_FIXED;
  6961. },
  6962. enumerable: true,
  6963. configurable: true
  6964. });
  6965. Object.defineProperty(Camera.prototype, "globalPosition", {
  6966. get: function () {
  6967. return this._globalPosition;
  6968. },
  6969. enumerable: true,
  6970. configurable: true
  6971. });
  6972. Camera.prototype.getActiveMeshes = function () {
  6973. return this._activeMeshes;
  6974. };
  6975. Camera.prototype.isActiveMesh = function (mesh) {
  6976. return (this._activeMeshes.indexOf(mesh) !== -1);
  6977. };
  6978. //Cache
  6979. Camera.prototype._initCache = function () {
  6980. _super.prototype._initCache.call(this);
  6981. this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  6982. this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  6983. this._cache.mode = undefined;
  6984. this._cache.minZ = undefined;
  6985. this._cache.maxZ = undefined;
  6986. this._cache.fov = undefined;
  6987. this._cache.aspectRatio = undefined;
  6988. this._cache.orthoLeft = undefined;
  6989. this._cache.orthoRight = undefined;
  6990. this._cache.orthoBottom = undefined;
  6991. this._cache.orthoTop = undefined;
  6992. this._cache.renderWidth = undefined;
  6993. this._cache.renderHeight = undefined;
  6994. };
  6995. Camera.prototype._updateCache = function (ignoreParentClass) {
  6996. if (!ignoreParentClass) {
  6997. _super.prototype._updateCache.call(this);
  6998. }
  6999. var engine = this.getEngine();
  7000. this._cache.position.copyFrom(this.position);
  7001. this._cache.upVector.copyFrom(this.upVector);
  7002. this._cache.mode = this.mode;
  7003. this._cache.minZ = this.minZ;
  7004. this._cache.maxZ = this.maxZ;
  7005. this._cache.fov = this.fov;
  7006. this._cache.aspectRatio = engine.getAspectRatio(this);
  7007. this._cache.orthoLeft = this.orthoLeft;
  7008. this._cache.orthoRight = this.orthoRight;
  7009. this._cache.orthoBottom = this.orthoBottom;
  7010. this._cache.orthoTop = this.orthoTop;
  7011. this._cache.renderWidth = engine.getRenderWidth();
  7012. this._cache.renderHeight = engine.getRenderHeight();
  7013. };
  7014. Camera.prototype._updateFromScene = function () {
  7015. this.updateCache();
  7016. this._update();
  7017. };
  7018. // Synchronized
  7019. Camera.prototype._isSynchronized = function () {
  7020. return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
  7021. };
  7022. Camera.prototype._isSynchronizedViewMatrix = function () {
  7023. if (!_super.prototype._isSynchronized.call(this))
  7024. return false;
  7025. return this._cache.position.equals(this.position) && this._cache.upVector.equals(this.upVector) && this.isSynchronizedWithParent();
  7026. };
  7027. Camera.prototype._isSynchronizedProjectionMatrix = function () {
  7028. var check = this._cache.mode === this.mode && this._cache.minZ === this.minZ && this._cache.maxZ === this.maxZ;
  7029. if (!check) {
  7030. return false;
  7031. }
  7032. var engine = this.getEngine();
  7033. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  7034. check = this._cache.fov === this.fov && this._cache.aspectRatio === engine.getAspectRatio(this);
  7035. }
  7036. else {
  7037. 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();
  7038. }
  7039. return check;
  7040. };
  7041. // Controls
  7042. Camera.prototype.attachControl = function (element) {
  7043. };
  7044. Camera.prototype.detachControl = function (element) {
  7045. };
  7046. Camera.prototype._update = function () {
  7047. };
  7048. Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
  7049. if (insertAt === void 0) { insertAt = null; }
  7050. if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
  7051. BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
  7052. return 0;
  7053. }
  7054. if (insertAt == null || insertAt < 0) {
  7055. this._postProcesses.push(postProcess);
  7056. this._postProcessesTakenIndices.push(this._postProcesses.length - 1);
  7057. return this._postProcesses.length - 1;
  7058. }
  7059. var add = 0;
  7060. if (this._postProcesses[insertAt]) {
  7061. var start = this._postProcesses.length - 1;
  7062. for (var i = start; i >= insertAt + 1; --i) {
  7063. this._postProcesses[i + 1] = this._postProcesses[i];
  7064. }
  7065. add = 1;
  7066. }
  7067. for (i = 0; i < this._postProcessesTakenIndices.length; ++i) {
  7068. if (this._postProcessesTakenIndices[i] < insertAt) {
  7069. continue;
  7070. }
  7071. start = this._postProcessesTakenIndices.length - 1;
  7072. for (var j = start; j >= i; --j) {
  7073. this._postProcessesTakenIndices[j + 1] = this._postProcessesTakenIndices[j] + add;
  7074. }
  7075. this._postProcessesTakenIndices[i] = insertAt;
  7076. break;
  7077. }
  7078. if (!add && this._postProcessesTakenIndices.indexOf(insertAt) == -1) {
  7079. this._postProcessesTakenIndices.push(insertAt);
  7080. }
  7081. var result = insertAt + add;
  7082. this._postProcesses[result] = postProcess;
  7083. return result;
  7084. };
  7085. Camera.prototype.detachPostProcess = function (postProcess, atIndices) {
  7086. if (atIndices === void 0) { atIndices = null; }
  7087. var result = [];
  7088. if (!atIndices) {
  7089. var length = this._postProcesses.length;
  7090. for (var i = 0; i < length; i++) {
  7091. if (this._postProcesses[i] !== postProcess) {
  7092. continue;
  7093. }
  7094. delete this._postProcesses[i];
  7095. var index = this._postProcessesTakenIndices.indexOf(i);
  7096. this._postProcessesTakenIndices.splice(index, 1);
  7097. }
  7098. }
  7099. else {
  7100. atIndices = (atIndices instanceof Array) ? atIndices : [atIndices];
  7101. for (i = 0; i < atIndices.length; i++) {
  7102. var foundPostProcess = this._postProcesses[atIndices[i]];
  7103. if (foundPostProcess !== postProcess) {
  7104. result.push(i);
  7105. continue;
  7106. }
  7107. delete this._postProcesses[atIndices[i]];
  7108. index = this._postProcessesTakenIndices.indexOf(atIndices[i]);
  7109. this._postProcessesTakenIndices.splice(index, 1);
  7110. }
  7111. }
  7112. return result;
  7113. };
  7114. Camera.prototype.getWorldMatrix = function () {
  7115. if (!this._worldMatrix) {
  7116. this._worldMatrix = BABYLON.Matrix.Identity();
  7117. }
  7118. var viewMatrix = this.getViewMatrix();
  7119. viewMatrix.invertToRef(this._worldMatrix);
  7120. return this._worldMatrix;
  7121. };
  7122. Camera.prototype._getViewMatrix = function () {
  7123. return BABYLON.Matrix.Identity();
  7124. };
  7125. Camera.prototype.getViewMatrix = function () {
  7126. this._computedViewMatrix = this._computeViewMatrix();
  7127. if (!this.parent || !this.parent.getWorldMatrix || this.isSynchronized()) {
  7128. this._globalPosition.copyFrom(this.position);
  7129. return this._computedViewMatrix;
  7130. }
  7131. if (!this._worldMatrix) {
  7132. this._worldMatrix = BABYLON.Matrix.Identity();
  7133. }
  7134. this._computedViewMatrix.invertToRef(this._worldMatrix);
  7135. this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._computedViewMatrix);
  7136. this._computedViewMatrix.invert();
  7137. this._currentRenderId = this.getScene().getRenderId();
  7138. this._globalPosition.copyFromFloats(this._computedViewMatrix.m[12], this._computedViewMatrix.m[13], this._computedViewMatrix.m[14]);
  7139. return this._computedViewMatrix;
  7140. };
  7141. Camera.prototype._computeViewMatrix = function (force) {
  7142. if (!force && this._isSynchronizedViewMatrix()) {
  7143. return this._computedViewMatrix;
  7144. }
  7145. this._computedViewMatrix = this._getViewMatrix();
  7146. if (!this.parent || !this.parent.getWorldMatrix) {
  7147. this._currentRenderId = this.getScene().getRenderId();
  7148. }
  7149. return this._computedViewMatrix;
  7150. };
  7151. Camera.prototype.getProjectionMatrix = function (force) {
  7152. if (!force && this._isSynchronizedProjectionMatrix()) {
  7153. return this._projectionMatrix;
  7154. }
  7155. var engine = this.getEngine();
  7156. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  7157. if (this.minZ <= 0) {
  7158. this.minZ = 0.1;
  7159. }
  7160. BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode);
  7161. return this._projectionMatrix;
  7162. }
  7163. var halfWidth = engine.getRenderWidth() / 2.0;
  7164. var halfHeight = engine.getRenderHeight() / 2.0;
  7165. BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  7166. return this._projectionMatrix;
  7167. };
  7168. Camera.prototype.dispose = function () {
  7169. // Remove from scene
  7170. this.getScene().removeCamera(this);
  7171. for (var i = 0; i < this._postProcessesTakenIndices.length; ++i) {
  7172. this._postProcesses[this._postProcessesTakenIndices[i]].dispose(this);
  7173. }
  7174. };
  7175. // Statics
  7176. Camera._PERSPECTIVE_CAMERA = 0;
  7177. Camera._ORTHOGRAPHIC_CAMERA = 1;
  7178. Camera._FOVMODE_VERTICAL_FIXED = 0;
  7179. Camera._FOVMODE_HORIZONTAL_FIXED = 1;
  7180. return Camera;
  7181. })(BABYLON.Node);
  7182. BABYLON.Camera = Camera;
  7183. })(BABYLON || (BABYLON = {}));
  7184. //# sourceMappingURL=babylon.camera.js.map
  7185. var BABYLON;
  7186. (function (BABYLON) {
  7187. var TargetCamera = (function (_super) {
  7188. __extends(TargetCamera, _super);
  7189. function TargetCamera(name, position, scene) {
  7190. _super.call(this, name, position, scene);
  7191. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  7192. this.cameraRotation = new BABYLON.Vector2(0, 0);
  7193. this.rotation = new BABYLON.Vector3(0, 0, 0);
  7194. this.speed = 2.0;
  7195. this.noRotationConstraint = false;
  7196. this.lockedTarget = null;
  7197. this._currentTarget = BABYLON.Vector3.Zero();
  7198. this._viewMatrix = BABYLON.Matrix.Zero();
  7199. this._camMatrix = BABYLON.Matrix.Zero();
  7200. this._cameraTransformMatrix = BABYLON.Matrix.Zero();
  7201. this._cameraRotationMatrix = BABYLON.Matrix.Zero();
  7202. this._referencePoint = new BABYLON.Vector3(0, 0, 1);
  7203. this._transformedReferencePoint = BABYLON.Vector3.Zero();
  7204. this._lookAtTemp = BABYLON.Matrix.Zero();
  7205. this._tempMatrix = BABYLON.Matrix.Zero();
  7206. }
  7207. TargetCamera.prototype._getLockedTargetPosition = function () {
  7208. if (!this.lockedTarget) {
  7209. return null;
  7210. }
  7211. return this.lockedTarget.position || this.lockedTarget;
  7212. };
  7213. // Cache
  7214. TargetCamera.prototype._initCache = function () {
  7215. _super.prototype._initCache.call(this);
  7216. this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  7217. this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  7218. };
  7219. TargetCamera.prototype._updateCache = function (ignoreParentClass) {
  7220. if (!ignoreParentClass) {
  7221. _super.prototype._updateCache.call(this);
  7222. }
  7223. var lockedTargetPosition = this._getLockedTargetPosition();
  7224. if (!lockedTargetPosition) {
  7225. this._cache.lockedTarget = null;
  7226. }
  7227. else {
  7228. if (!this._cache.lockedTarget) {
  7229. this._cache.lockedTarget = lockedTargetPosition.clone();
  7230. }
  7231. else {
  7232. this._cache.lockedTarget.copyFrom(lockedTargetPosition);
  7233. }
  7234. }
  7235. this._cache.rotation.copyFrom(this.rotation);
  7236. };
  7237. // Synchronized
  7238. TargetCamera.prototype._isSynchronizedViewMatrix = function () {
  7239. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  7240. return false;
  7241. }
  7242. var lockedTargetPosition = this._getLockedTargetPosition();
  7243. return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition) && this._cache.rotation.equals(this.rotation);
  7244. };
  7245. // Methods
  7246. TargetCamera.prototype._computeLocalCameraSpeed = function () {
  7247. var engine = this.getEngine();
  7248. return this.speed * ((engine.getDeltaTime() / (engine.getFps() * 10.0)));
  7249. };
  7250. // Target
  7251. TargetCamera.prototype.setTarget = function (target) {
  7252. this.upVector.normalize();
  7253. BABYLON.Matrix.LookAtLHToRef(this.position, target, this.upVector, this._camMatrix);
  7254. this._camMatrix.invert();
  7255. this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
  7256. var vDir = target.subtract(this.position);
  7257. if (vDir.x >= 0.0) {
  7258. this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
  7259. }
  7260. else {
  7261. this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
  7262. }
  7263. this.rotation.z = -Math.acos(BABYLON.Vector3.Dot(new BABYLON.Vector3(0, 1.0, 0), this.upVector));
  7264. if (isNaN(this.rotation.x)) {
  7265. this.rotation.x = 0;
  7266. }
  7267. if (isNaN(this.rotation.y)) {
  7268. this.rotation.y = 0;
  7269. }
  7270. if (isNaN(this.rotation.z)) {
  7271. this.rotation.z = 0;
  7272. }
  7273. };
  7274. TargetCamera.prototype.getTarget = function () {
  7275. return this._currentTarget;
  7276. };
  7277. TargetCamera.prototype._decideIfNeedsToMove = function () {
  7278. return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  7279. };
  7280. TargetCamera.prototype._updatePosition = function () {
  7281. this.position.addInPlace(this.cameraDirection);
  7282. };
  7283. TargetCamera.prototype._update = function () {
  7284. var needToMove = this._decideIfNeedsToMove();
  7285. var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
  7286. // Move
  7287. if (needToMove) {
  7288. this._updatePosition();
  7289. }
  7290. // Rotate
  7291. if (needToRotate) {
  7292. this.rotation.x += this.cameraRotation.x;
  7293. this.rotation.y += this.cameraRotation.y;
  7294. if (!this.noRotationConstraint) {
  7295. var limit = (Math.PI / 2) * 0.95;
  7296. if (this.rotation.x > limit)
  7297. this.rotation.x = limit;
  7298. if (this.rotation.x < -limit)
  7299. this.rotation.x = -limit;
  7300. }
  7301. }
  7302. // Inertia
  7303. if (needToMove) {
  7304. if (Math.abs(this.cameraDirection.x) < BABYLON.Engine.Epsilon) {
  7305. this.cameraDirection.x = 0;
  7306. }
  7307. if (Math.abs(this.cameraDirection.y) < BABYLON.Engine.Epsilon) {
  7308. this.cameraDirection.y = 0;
  7309. }
  7310. if (Math.abs(this.cameraDirection.z) < BABYLON.Engine.Epsilon) {
  7311. this.cameraDirection.z = 0;
  7312. }
  7313. this.cameraDirection.scaleInPlace(this.inertia);
  7314. }
  7315. if (needToRotate) {
  7316. if (Math.abs(this.cameraRotation.x) < BABYLON.Engine.Epsilon) {
  7317. this.cameraRotation.x = 0;
  7318. }
  7319. if (Math.abs(this.cameraRotation.y) < BABYLON.Engine.Epsilon) {
  7320. this.cameraRotation.y = 0;
  7321. }
  7322. this.cameraRotation.scaleInPlace(this.inertia);
  7323. }
  7324. };
  7325. TargetCamera.prototype._getViewMatrix = function () {
  7326. if (!this.lockedTarget) {
  7327. // Compute
  7328. if (this.upVector.x !== 0 || this.upVector.y !== 1.0 || this.upVector.z !== 0) {
  7329. BABYLON.Matrix.LookAtLHToRef(BABYLON.Vector3.Zero(), this._referencePoint, this.upVector, this._lookAtTemp);
  7330. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  7331. this._lookAtTemp.multiplyToRef(this._cameraRotationMatrix, this._tempMatrix);
  7332. this._lookAtTemp.invert();
  7333. this._tempMatrix.multiplyToRef(this._lookAtTemp, this._cameraRotationMatrix);
  7334. }
  7335. else {
  7336. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  7337. }
  7338. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  7339. // Computing target and final matrix
  7340. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  7341. }
  7342. else {
  7343. this._currentTarget.copyFrom(this._getLockedTargetPosition());
  7344. }
  7345. BABYLON.Matrix.LookAtLHToRef(this.position, this._currentTarget, this.upVector, this._viewMatrix);
  7346. return this._viewMatrix;
  7347. };
  7348. return TargetCamera;
  7349. })(BABYLON.Camera);
  7350. BABYLON.TargetCamera = TargetCamera;
  7351. })(BABYLON || (BABYLON = {}));
  7352. //# sourceMappingURL=babylon.targetCamera.js.map
  7353. var BABYLON;
  7354. (function (BABYLON) {
  7355. var FollowCamera = (function (_super) {
  7356. __extends(FollowCamera, _super);
  7357. function FollowCamera(name, position, scene) {
  7358. _super.call(this, name, position, scene);
  7359. this.radius = 12;
  7360. this.rotationOffset = 0;
  7361. this.heightOffset = 4;
  7362. this.cameraAcceleration = 0.05;
  7363. this.maxCameraSpeed = 20;
  7364. }
  7365. FollowCamera.prototype.getRadians = function (degrees) {
  7366. return degrees * Math.PI / 180;
  7367. };
  7368. FollowCamera.prototype.follow = function (cameraTarget) {
  7369. if (!cameraTarget)
  7370. return;
  7371. var radians = this.getRadians(this.rotationOffset) + cameraTarget.rotation.y;
  7372. var targetX = cameraTarget.position.x + Math.sin(radians) * this.radius;
  7373. var targetZ = cameraTarget.position.z + Math.cos(radians) * this.radius;
  7374. var dx = targetX - this.position.x;
  7375. var dy = (cameraTarget.position.y + this.heightOffset) - this.position.y;
  7376. var dz = (targetZ) - this.position.z;
  7377. var vx = dx * this.cameraAcceleration * 2; //this is set to .05
  7378. var vy = dy * this.cameraAcceleration;
  7379. var vz = dz * this.cameraAcceleration * 2;
  7380. if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
  7381. vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  7382. }
  7383. if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
  7384. vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  7385. }
  7386. if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
  7387. vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  7388. }
  7389. this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
  7390. this.setTarget(cameraTarget.position);
  7391. };
  7392. FollowCamera.prototype._update = function () {
  7393. _super.prototype._update.call(this);
  7394. this.follow(this.target);
  7395. };
  7396. return FollowCamera;
  7397. })(BABYLON.TargetCamera);
  7398. BABYLON.FollowCamera = FollowCamera;
  7399. })(BABYLON || (BABYLON = {}));
  7400. //# sourceMappingURL=babylon.followCamera.js.map
  7401. var BABYLON;
  7402. (function (BABYLON) {
  7403. var FreeCamera = (function (_super) {
  7404. __extends(FreeCamera, _super);
  7405. function FreeCamera(name, position, scene) {
  7406. _super.call(this, name, position, scene);
  7407. this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  7408. this.keysUp = [38];
  7409. this.keysDown = [40];
  7410. this.keysLeft = [37];
  7411. this.keysRight = [39];
  7412. this.checkCollisions = false;
  7413. this.applyGravity = false;
  7414. this.angularSensibility = 2000.0;
  7415. this._keys = [];
  7416. this._collider = new BABYLON.Collider();
  7417. this._needMoveForGravity = true;
  7418. this._oldPosition = BABYLON.Vector3.Zero();
  7419. this._diffPosition = BABYLON.Vector3.Zero();
  7420. this._newPosition = BABYLON.Vector3.Zero();
  7421. }
  7422. // Controls
  7423. FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  7424. var _this = this;
  7425. var previousPosition;
  7426. var engine = this.getEngine();
  7427. if (this._attachedElement) {
  7428. return;
  7429. }
  7430. this._attachedElement = element;
  7431. if (this._onMouseDown === undefined) {
  7432. this._onMouseDown = function (evt) {
  7433. previousPosition = {
  7434. x: evt.clientX,
  7435. y: evt.clientY
  7436. };
  7437. if (!noPreventDefault) {
  7438. evt.preventDefault();
  7439. }
  7440. };
  7441. this._onMouseUp = function (evt) {
  7442. previousPosition = null;
  7443. if (!noPreventDefault) {
  7444. evt.preventDefault();
  7445. }
  7446. };
  7447. this._onMouseOut = function (evt) {
  7448. previousPosition = null;
  7449. _this._keys = [];
  7450. if (!noPreventDefault) {
  7451. evt.preventDefault();
  7452. }
  7453. };
  7454. this._onMouseMove = function (evt) {
  7455. if (!previousPosition && !engine.isPointerLock) {
  7456. return;
  7457. }
  7458. var offsetX;
  7459. var offsetY;
  7460. if (!engine.isPointerLock) {
  7461. offsetX = evt.clientX - previousPosition.x;
  7462. offsetY = evt.clientY - previousPosition.y;
  7463. }
  7464. else {
  7465. offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  7466. offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  7467. }
  7468. _this.cameraRotation.y += offsetX / _this.angularSensibility;
  7469. _this.cameraRotation.x += offsetY / _this.angularSensibility;
  7470. previousPosition = {
  7471. x: evt.clientX,
  7472. y: evt.clientY
  7473. };
  7474. if (!noPreventDefault) {
  7475. evt.preventDefault();
  7476. }
  7477. };
  7478. this._onKeyDown = function (evt) {
  7479. 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) {
  7480. var index = _this._keys.indexOf(evt.keyCode);
  7481. if (index === -1) {
  7482. _this._keys.push(evt.keyCode);
  7483. }
  7484. if (!noPreventDefault) {
  7485. evt.preventDefault();
  7486. }
  7487. }
  7488. };
  7489. this._onKeyUp = function (evt) {
  7490. 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) {
  7491. var index = _this._keys.indexOf(evt.keyCode);
  7492. if (index >= 0) {
  7493. _this._keys.splice(index, 1);
  7494. }
  7495. if (!noPreventDefault) {
  7496. evt.preventDefault();
  7497. }
  7498. }
  7499. };
  7500. this._onLostFocus = function () {
  7501. _this._keys = [];
  7502. };
  7503. this._reset = function () {
  7504. _this._keys = [];
  7505. previousPosition = null;
  7506. _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  7507. _this.cameraRotation = new BABYLON.Vector2(0, 0);
  7508. };
  7509. }
  7510. element.addEventListener("mousedown", this._onMouseDown, false);
  7511. element.addEventListener("mouseup", this._onMouseUp, false);
  7512. element.addEventListener("mouseout", this._onMouseOut, false);
  7513. element.addEventListener("mousemove", this._onMouseMove, false);
  7514. BABYLON.Tools.RegisterTopRootEvents([
  7515. { name: "keydown", handler: this._onKeyDown },
  7516. { name: "keyup", handler: this._onKeyUp },
  7517. { name: "blur", handler: this._onLostFocus }
  7518. ]);
  7519. };
  7520. FreeCamera.prototype.detachControl = function (element) {
  7521. if (this._attachedElement != element) {
  7522. return;
  7523. }
  7524. element.removeEventListener("mousedown", this._onMouseDown);
  7525. element.removeEventListener("mouseup", this._onMouseUp);
  7526. element.removeEventListener("mouseout", this._onMouseOut);
  7527. element.removeEventListener("mousemove", this._onMouseMove);
  7528. BABYLON.Tools.UnregisterTopRootEvents([
  7529. { name: "keydown", handler: this._onKeyDown },
  7530. { name: "keyup", handler: this._onKeyUp },
  7531. { name: "blur", handler: this._onLostFocus }
  7532. ]);
  7533. this._attachedElement = null;
  7534. if (this._reset) {
  7535. this._reset();
  7536. }
  7537. };
  7538. FreeCamera.prototype._collideWithWorld = function (velocity) {
  7539. var globalPosition;
  7540. if (this.parent) {
  7541. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  7542. }
  7543. else {
  7544. globalPosition = this.position;
  7545. }
  7546. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  7547. this._collider.radius = this.ellipsoid;
  7548. this.getScene()._getNewPosition(this._oldPosition, velocity, this._collider, 3, this._newPosition);
  7549. this._newPosition.subtractToRef(this._oldPosition, this._diffPosition);
  7550. if (this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  7551. this.position.addInPlace(this._diffPosition);
  7552. if (this.onCollide) {
  7553. this.onCollide(this._collider.collidedMesh);
  7554. }
  7555. }
  7556. };
  7557. FreeCamera.prototype._checkInputs = function () {
  7558. if (!this._localDirection) {
  7559. this._localDirection = BABYLON.Vector3.Zero();
  7560. this._transformedDirection = BABYLON.Vector3.Zero();
  7561. }
  7562. for (var index = 0; index < this._keys.length; index++) {
  7563. var keyCode = this._keys[index];
  7564. var speed = this._computeLocalCameraSpeed();
  7565. if (this.keysLeft.indexOf(keyCode) !== -1) {
  7566. this._localDirection.copyFromFloats(-speed, 0, 0);
  7567. }
  7568. else if (this.keysUp.indexOf(keyCode) !== -1) {
  7569. this._localDirection.copyFromFloats(0, 0, speed);
  7570. }
  7571. else if (this.keysRight.indexOf(keyCode) !== -1) {
  7572. this._localDirection.copyFromFloats(speed, 0, 0);
  7573. }
  7574. else if (this.keysDown.indexOf(keyCode) !== -1) {
  7575. this._localDirection.copyFromFloats(0, 0, -speed);
  7576. }
  7577. this.getViewMatrix().invertToRef(this._cameraTransformMatrix);
  7578. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  7579. this.cameraDirection.addInPlace(this._transformedDirection);
  7580. }
  7581. };
  7582. FreeCamera.prototype._decideIfNeedsToMove = function () {
  7583. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  7584. };
  7585. FreeCamera.prototype._updatePosition = function () {
  7586. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  7587. this._collideWithWorld(this.cameraDirection);
  7588. if (this.applyGravity) {
  7589. var oldPosition = this.position;
  7590. this._collideWithWorld(this.getScene().gravity);
  7591. this._needMoveForGravity = (BABYLON.Vector3.DistanceSquared(oldPosition, this.position) != 0);
  7592. }
  7593. }
  7594. else {
  7595. this.position.addInPlace(this.cameraDirection);
  7596. }
  7597. };
  7598. FreeCamera.prototype._update = function () {
  7599. this._checkInputs();
  7600. _super.prototype._update.call(this);
  7601. };
  7602. return FreeCamera;
  7603. })(BABYLON.TargetCamera);
  7604. BABYLON.FreeCamera = FreeCamera;
  7605. })(BABYLON || (BABYLON = {}));
  7606. //# sourceMappingURL=babylon.freeCamera.js.map
  7607. var BABYLON;
  7608. (function (BABYLON) {
  7609. // We're mainly based on the logic defined into the FreeCamera code
  7610. var TouchCamera = (function (_super) {
  7611. __extends(TouchCamera, _super);
  7612. function TouchCamera(name, position, scene) {
  7613. _super.call(this, name, position, scene);
  7614. this._offsetX = null;
  7615. this._offsetY = null;
  7616. this._pointerCount = 0;
  7617. this._pointerPressed = [];
  7618. this.angularSensibility = 200000.0;
  7619. this.moveSensibility = 500.0;
  7620. }
  7621. TouchCamera.prototype.attachControl = function (canvas, noPreventDefault) {
  7622. var _this = this;
  7623. var previousPosition;
  7624. if (this._attachedCanvas) {
  7625. return;
  7626. }
  7627. this._attachedCanvas = canvas;
  7628. if (this._onPointerDown === undefined) {
  7629. this._onPointerDown = function (evt) {
  7630. if (!noPreventDefault) {
  7631. evt.preventDefault();
  7632. }
  7633. _this._pointerPressed.push(evt.pointerId);
  7634. if (_this._pointerPressed.length !== 1) {
  7635. return;
  7636. }
  7637. previousPosition = {
  7638. x: evt.clientX,
  7639. y: evt.clientY
  7640. };
  7641. };
  7642. this._onPointerUp = function (evt) {
  7643. if (!noPreventDefault) {
  7644. evt.preventDefault();
  7645. }
  7646. var index = _this._pointerPressed.indexOf(evt.pointerId);
  7647. if (index === -1) {
  7648. return;
  7649. }
  7650. _this._pointerPressed.splice(index, 1);
  7651. if (index != 0) {
  7652. return;
  7653. }
  7654. previousPosition = null;
  7655. _this._offsetX = null;
  7656. _this._offsetY = null;
  7657. };
  7658. this._onPointerMove = function (evt) {
  7659. if (!noPreventDefault) {
  7660. evt.preventDefault();
  7661. }
  7662. if (!previousPosition) {
  7663. return;
  7664. }
  7665. var index = _this._pointerPressed.indexOf(evt.pointerId);
  7666. if (index != 0) {
  7667. return;
  7668. }
  7669. _this._offsetX = evt.clientX - previousPosition.x;
  7670. _this._offsetY = -(evt.clientY - previousPosition.y);
  7671. };
  7672. this._onLostFocus = function () {
  7673. _this._offsetX = null;
  7674. _this._offsetY = null;
  7675. };
  7676. }
  7677. canvas.addEventListener("pointerdown", this._onPointerDown);
  7678. canvas.addEventListener("pointerup", this._onPointerUp);
  7679. canvas.addEventListener("pointerout", this._onPointerUp);
  7680. canvas.addEventListener("pointermove", this._onPointerMove);
  7681. BABYLON.Tools.RegisterTopRootEvents([
  7682. { name: "blur", handler: this._onLostFocus }
  7683. ]);
  7684. };
  7685. TouchCamera.prototype.detachControl = function (canvas) {
  7686. if (this._attachedCanvas != canvas) {
  7687. return;
  7688. }
  7689. canvas.removeEventListener("pointerdown", this._onPointerDown);
  7690. canvas.removeEventListener("pointerup", this._onPointerUp);
  7691. canvas.removeEventListener("pointerout", this._onPointerUp);
  7692. canvas.removeEventListener("pointermove", this._onPointerMove);
  7693. BABYLON.Tools.UnregisterTopRootEvents([
  7694. { name: "blur", handler: this._onLostFocus }
  7695. ]);
  7696. this._attachedCanvas = null;
  7697. };
  7698. TouchCamera.prototype._checkInputs = function () {
  7699. if (!this._offsetX) {
  7700. return;
  7701. }
  7702. this.cameraRotation.y += this._offsetX / this.angularSensibility;
  7703. if (this._pointerPressed.length > 1) {
  7704. this.cameraRotation.x += -this._offsetY / this.angularSensibility;
  7705. }
  7706. else {
  7707. var speed = this._computeLocalCameraSpeed();
  7708. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.moveSensibility);
  7709. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, 0, this._cameraRotationMatrix);
  7710. this.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, this._cameraRotationMatrix));
  7711. }
  7712. };
  7713. return TouchCamera;
  7714. })(BABYLON.FreeCamera);
  7715. BABYLON.TouchCamera = TouchCamera;
  7716. })(BABYLON || (BABYLON = {}));
  7717. //# sourceMappingURL=babylon.touchCamera.js.map
  7718. var BABYLON;
  7719. (function (BABYLON) {
  7720. // We're mainly based on the logic defined into the FreeCamera code
  7721. var DeviceOrientationCamera = (function (_super) {
  7722. __extends(DeviceOrientationCamera, _super);
  7723. function DeviceOrientationCamera(name, position, scene) {
  7724. var _this = this;
  7725. _super.call(this, name, position, scene);
  7726. this._offsetX = null;
  7727. this._offsetY = null;
  7728. this._orientationGamma = 0;
  7729. this._orientationBeta = 0;
  7730. this._initialOrientationGamma = 0;
  7731. this._initialOrientationBeta = 0;
  7732. this.angularSensibility = 10000.0;
  7733. this.moveSensibility = 50.0;
  7734. window.addEventListener("resize", function () {
  7735. _this._initialOrientationGamma = null;
  7736. }, false);
  7737. }
  7738. DeviceOrientationCamera.prototype.attachControl = function (canvas, noPreventDefault) {
  7739. var _this = this;
  7740. if (this._attachedCanvas) {
  7741. return;
  7742. }
  7743. this._attachedCanvas = canvas;
  7744. if (!this._orientationChanged) {
  7745. this._orientationChanged = function (evt) {
  7746. if (!_this._initialOrientationGamma) {
  7747. _this._initialOrientationGamma = evt.gamma;
  7748. _this._initialOrientationBeta = evt.beta;
  7749. }
  7750. _this._orientationGamma = evt.gamma;
  7751. _this._orientationBeta = evt.beta;
  7752. _this._offsetY = (_this._initialOrientationBeta - _this._orientationBeta);
  7753. _this._offsetX = (_this._initialOrientationGamma - _this._orientationGamma);
  7754. };
  7755. }
  7756. window.addEventListener("deviceorientation", this._orientationChanged);
  7757. };
  7758. DeviceOrientationCamera.prototype.detachControl = function (canvas) {
  7759. if (this._attachedCanvas != canvas) {
  7760. return;
  7761. }
  7762. window.removeEventListener("deviceorientation", this._orientationChanged);
  7763. this._attachedCanvas = null;
  7764. this._orientationGamma = 0;
  7765. this._orientationBeta = 0;
  7766. this._initialOrientationGamma = 0;
  7767. this._initialOrientationBeta = 0;
  7768. };
  7769. DeviceOrientationCamera.prototype._checkInputs = function () {
  7770. if (!this._offsetX) {
  7771. return;
  7772. }
  7773. this.cameraRotation.y -= this._offsetX / this.angularSensibility;
  7774. var speed = this._computeLocalCameraSpeed();
  7775. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.moveSensibility);
  7776. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, 0, this._cameraRotationMatrix);
  7777. this.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, this._cameraRotationMatrix));
  7778. };
  7779. return DeviceOrientationCamera;
  7780. })(BABYLON.FreeCamera);
  7781. BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
  7782. })(BABYLON || (BABYLON = {}));
  7783. //# sourceMappingURL=babylon.deviceOrientationCamera.js.map
  7784. var BABYLON;
  7785. (function (BABYLON) {
  7786. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  7787. var ArcRotateCamera = (function (_super) {
  7788. __extends(ArcRotateCamera, _super);
  7789. function ArcRotateCamera(name, alpha, beta, radius, target, scene) {
  7790. _super.call(this, name, BABYLON.Vector3.Zero(), scene);
  7791. this.alpha = alpha;
  7792. this.beta = beta;
  7793. this.radius = radius;
  7794. this.target = target;
  7795. this.inertialAlphaOffset = 0;
  7796. this.inertialBetaOffset = 0;
  7797. this.inertialRadiusOffset = 0;
  7798. this.lowerAlphaLimit = null;
  7799. this.upperAlphaLimit = null;
  7800. this.lowerBetaLimit = 0.01;
  7801. this.upperBetaLimit = Math.PI;
  7802. this.lowerRadiusLimit = null;
  7803. this.upperRadiusLimit = null;
  7804. this.angularSensibility = 1000.0;
  7805. this.wheelPrecision = 3.0;
  7806. this.pinchPrecision = 2.0;
  7807. this.keysUp = [38];
  7808. this.keysDown = [40];
  7809. this.keysLeft = [37];
  7810. this.keysRight = [39];
  7811. this.zoomOnFactor = 1;
  7812. this.targetScreenOffset = BABYLON.Vector2.Zero();
  7813. this._keys = [];
  7814. this._viewMatrix = new BABYLON.Matrix();
  7815. this.checkCollisions = false;
  7816. this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
  7817. this._collider = new BABYLON.Collider();
  7818. this._previousPosition = BABYLON.Vector3.Zero();
  7819. this._collisionVelocity = BABYLON.Vector3.Zero();
  7820. this._newPosition = BABYLON.Vector3.Zero();
  7821. if (!this.target) {
  7822. this.target = BABYLON.Vector3.Zero();
  7823. }
  7824. this.getViewMatrix();
  7825. }
  7826. ArcRotateCamera.prototype._getTargetPosition = function () {
  7827. return this.target.position || this.target;
  7828. };
  7829. // Cache
  7830. ArcRotateCamera.prototype._initCache = function () {
  7831. _super.prototype._initCache.call(this);
  7832. this._cache.target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  7833. this._cache.alpha = undefined;
  7834. this._cache.beta = undefined;
  7835. this._cache.radius = undefined;
  7836. this._cache.targetScreenOffset = undefined;
  7837. };
  7838. ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
  7839. if (!ignoreParentClass) {
  7840. _super.prototype._updateCache.call(this);
  7841. }
  7842. this._cache.target.copyFrom(this._getTargetPosition());
  7843. this._cache.alpha = this.alpha;
  7844. this._cache.beta = this.beta;
  7845. this._cache.radius = this.radius;
  7846. this._cache.targetScreenOffset = this.targetScreenOffset.clone();
  7847. };
  7848. // Synchronized
  7849. ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
  7850. if (!_super.prototype._isSynchronizedViewMatrix.call(this))
  7851. return false;
  7852. return this._cache.target.equals(this._getTargetPosition()) && this._cache.alpha === this.alpha && this._cache.beta === this.beta && this._cache.radius === this.radius && this._cache.targetScreenOffset.equals(this.targetScreenOffset);
  7853. };
  7854. // Methods
  7855. ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault) {
  7856. var _this = this;
  7857. var cacheSoloPointer; // cache pointer object for better perf on camera rotation
  7858. var previousPinchDistance = 0;
  7859. var pointers = new BABYLON.SmartCollection();
  7860. if (this._attachedElement) {
  7861. return;
  7862. }
  7863. this._attachedElement = element;
  7864. var engine = this.getEngine();
  7865. if (this._onPointerDown === undefined) {
  7866. this._onPointerDown = function (evt) {
  7867. pointers.add(evt.pointerId, { x: evt.clientX, y: evt.clientY, type: evt.pointerType });
  7868. cacheSoloPointer = pointers.item(evt.pointerId);
  7869. if (!noPreventDefault) {
  7870. evt.preventDefault();
  7871. }
  7872. };
  7873. this._onPointerUp = function (evt) {
  7874. cacheSoloPointer = null;
  7875. previousPinchDistance = 0;
  7876. pointers.remove(evt.pointerId);
  7877. if (!noPreventDefault) {
  7878. evt.preventDefault();
  7879. }
  7880. };
  7881. this._onPointerMove = function (evt) {
  7882. if (!noPreventDefault) {
  7883. evt.preventDefault();
  7884. }
  7885. switch (pointers.count) {
  7886. case 1:
  7887. //var offsetX = evt.clientX - pointers.item(evt.pointerId).x;
  7888. //var offsetY = evt.clientY - pointers.item(evt.pointerId).y;
  7889. var offsetX = evt.clientX - cacheSoloPointer.x;
  7890. var offsetY = evt.clientY - cacheSoloPointer.y;
  7891. _this.inertialAlphaOffset -= offsetX / _this.angularSensibility;
  7892. _this.inertialBetaOffset -= offsetY / _this.angularSensibility;
  7893. //pointers.item(evt.pointerId).x = evt.clientX;
  7894. //pointers.item(evt.pointerId).y = evt.clientY;
  7895. cacheSoloPointer.x = evt.clientX;
  7896. cacheSoloPointer.y = evt.clientY;
  7897. break;
  7898. case 2:
  7899. //if (noPreventDefault) { evt.preventDefault(); } //if pinch gesture, could be usefull to force preventDefault to avoid html page scroll/zoom in some mobile browsers
  7900. pointers.item(evt.pointerId).x = evt.clientX;
  7901. pointers.item(evt.pointerId).y = evt.clientY;
  7902. var direction = 1;
  7903. var distX = pointers.getItemByIndex(0).x - pointers.getItemByIndex(1).x;
  7904. var distY = pointers.getItemByIndex(0).y - pointers.getItemByIndex(1).y;
  7905. var pinchSquaredDistance = (distX * distX) + (distY * distY);
  7906. if (previousPinchDistance === 0) {
  7907. previousPinchDistance = pinchSquaredDistance;
  7908. return;
  7909. }
  7910. if (pinchSquaredDistance !== previousPinchDistance) {
  7911. if (pinchSquaredDistance > previousPinchDistance) {
  7912. direction = -1;
  7913. }
  7914. _this.inertialRadiusOffset += (pinchSquaredDistance - previousPinchDistance) / (_this.pinchPrecision * _this.wheelPrecision * _this.angularSensibility);
  7915. previousPinchDistance = pinchSquaredDistance;
  7916. }
  7917. break;
  7918. default:
  7919. if (pointers.item(evt.pointerId)) {
  7920. pointers.item(evt.pointerId).x = evt.clientX;
  7921. pointers.item(evt.pointerId).y = evt.clientY;
  7922. }
  7923. }
  7924. };
  7925. this._onMouseMove = function (evt) {
  7926. if (!engine.isPointerLock) {
  7927. return;
  7928. }
  7929. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  7930. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  7931. _this.inertialAlphaOffset -= offsetX / _this.angularSensibility;
  7932. _this.inertialBetaOffset -= offsetY / _this.angularSensibility;
  7933. if (!noPreventDefault) {
  7934. evt.preventDefault();
  7935. }
  7936. };
  7937. this._wheel = function (event) {
  7938. var delta = 0;
  7939. if (event.wheelDelta) {
  7940. delta = event.wheelDelta / (_this.wheelPrecision * 40);
  7941. }
  7942. else if (event.detail) {
  7943. delta = -event.detail / _this.wheelPrecision;
  7944. }
  7945. if (delta)
  7946. _this.inertialRadiusOffset += delta;
  7947. if (event.preventDefault) {
  7948. if (!noPreventDefault) {
  7949. event.preventDefault();
  7950. }
  7951. }
  7952. };
  7953. this._onKeyDown = function (evt) {
  7954. 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) {
  7955. var index = _this._keys.indexOf(evt.keyCode);
  7956. if (index === -1) {
  7957. _this._keys.push(evt.keyCode);
  7958. }
  7959. if (evt.preventDefault) {
  7960. if (!noPreventDefault) {
  7961. evt.preventDefault();
  7962. }
  7963. }
  7964. }
  7965. };
  7966. this._onKeyUp = function (evt) {
  7967. 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) {
  7968. var index = _this._keys.indexOf(evt.keyCode);
  7969. if (index >= 0) {
  7970. _this._keys.splice(index, 1);
  7971. }
  7972. if (evt.preventDefault) {
  7973. if (!noPreventDefault) {
  7974. evt.preventDefault();
  7975. }
  7976. }
  7977. }
  7978. };
  7979. this._onLostFocus = function () {
  7980. _this._keys = [];
  7981. pointers.empty();
  7982. previousPinchDistance = 0;
  7983. cacheSoloPointer = null;
  7984. };
  7985. this._onGestureStart = function (e) {
  7986. if (window.MSGesture === undefined) {
  7987. return;
  7988. }
  7989. if (!_this._MSGestureHandler) {
  7990. _this._MSGestureHandler = new MSGesture();
  7991. _this._MSGestureHandler.target = element;
  7992. }
  7993. _this._MSGestureHandler.addPointer(e.pointerId);
  7994. };
  7995. this._onGesture = function (e) {
  7996. _this.radius *= e.scale;
  7997. if (e.preventDefault) {
  7998. if (!noPreventDefault) {
  7999. e.stopPropagation();
  8000. e.preventDefault();
  8001. }
  8002. }
  8003. };
  8004. this._reset = function () {
  8005. _this._keys = [];
  8006. _this.inertialAlphaOffset = 0;
  8007. _this.inertialBetaOffset = 0;
  8008. _this.inertialRadiusOffset = 0;
  8009. pointers.empty();
  8010. previousPinchDistance = 0;
  8011. cacheSoloPointer = null;
  8012. };
  8013. }
  8014. element.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  8015. element.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  8016. element.addEventListener(eventPrefix + "out", this._onPointerUp, false);
  8017. element.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  8018. element.addEventListener("mousemove", this._onMouseMove, false);
  8019. element.addEventListener("MSPointerDown", this._onGestureStart, false);
  8020. element.addEventListener("MSGestureChange", this._onGesture, false);
  8021. element.addEventListener('mousewheel', this._wheel, false);
  8022. element.addEventListener('DOMMouseScroll', this._wheel, false);
  8023. BABYLON.Tools.RegisterTopRootEvents([
  8024. { name: "keydown", handler: this._onKeyDown },
  8025. { name: "keyup", handler: this._onKeyUp },
  8026. { name: "blur", handler: this._onLostFocus }
  8027. ]);
  8028. };
  8029. ArcRotateCamera.prototype.detachControl = function (element) {
  8030. if (this._attachedElement !== element) {
  8031. return;
  8032. }
  8033. element.removeEventListener(eventPrefix + "down", this._onPointerDown);
  8034. element.removeEventListener(eventPrefix + "up", this._onPointerUp);
  8035. element.removeEventListener(eventPrefix + "out", this._onPointerUp);
  8036. element.removeEventListener(eventPrefix + "move", this._onPointerMove);
  8037. element.removeEventListener("mousemove", this._onMouseMove);
  8038. element.removeEventListener("MSPointerDown", this._onGestureStart);
  8039. element.removeEventListener("MSGestureChange", this._onGesture);
  8040. element.removeEventListener('mousewheel', this._wheel);
  8041. element.removeEventListener('DOMMouseScroll', this._wheel);
  8042. BABYLON.Tools.UnregisterTopRootEvents([
  8043. { name: "keydown", handler: this._onKeyDown },
  8044. { name: "keyup", handler: this._onKeyUp },
  8045. { name: "blur", handler: this._onLostFocus }
  8046. ]);
  8047. this._MSGestureHandler = null;
  8048. this._attachedElement = null;
  8049. if (this._reset) {
  8050. this._reset();
  8051. }
  8052. };
  8053. ArcRotateCamera.prototype._update = function () {
  8054. for (var index = 0; index < this._keys.length; index++) {
  8055. var keyCode = this._keys[index];
  8056. if (this.keysLeft.indexOf(keyCode) !== -1) {
  8057. this.inertialAlphaOffset -= 0.01;
  8058. }
  8059. else if (this.keysUp.indexOf(keyCode) !== -1) {
  8060. this.inertialBetaOffset -= 0.01;
  8061. }
  8062. else if (this.keysRight.indexOf(keyCode) !== -1) {
  8063. this.inertialAlphaOffset += 0.01;
  8064. }
  8065. else if (this.keysDown.indexOf(keyCode) !== -1) {
  8066. this.inertialBetaOffset += 0.01;
  8067. }
  8068. }
  8069. // Inertia
  8070. if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset != 0) {
  8071. this.alpha += this.inertialAlphaOffset;
  8072. this.beta += this.inertialBetaOffset;
  8073. this.radius -= this.inertialRadiusOffset;
  8074. this.inertialAlphaOffset *= this.inertia;
  8075. this.inertialBetaOffset *= this.inertia;
  8076. this.inertialRadiusOffset *= this.inertia;
  8077. if (Math.abs(this.inertialAlphaOffset) < BABYLON.Engine.Epsilon)
  8078. this.inertialAlphaOffset = 0;
  8079. if (Math.abs(this.inertialBetaOffset) < BABYLON.Engine.Epsilon)
  8080. this.inertialBetaOffset = 0;
  8081. if (Math.abs(this.inertialRadiusOffset) < BABYLON.Engine.Epsilon)
  8082. this.inertialRadiusOffset = 0;
  8083. }
  8084. // Limits
  8085. if (this.lowerAlphaLimit && this.alpha < this.lowerAlphaLimit) {
  8086. this.alpha = this.lowerAlphaLimit;
  8087. }
  8088. if (this.upperAlphaLimit && this.alpha > this.upperAlphaLimit) {
  8089. this.alpha = this.upperAlphaLimit;
  8090. }
  8091. if (this.lowerBetaLimit && this.beta < this.lowerBetaLimit) {
  8092. this.beta = this.lowerBetaLimit;
  8093. }
  8094. if (this.upperBetaLimit && this.beta > this.upperBetaLimit) {
  8095. this.beta = this.upperBetaLimit;
  8096. }
  8097. if (this.lowerRadiusLimit && this.radius < this.lowerRadiusLimit) {
  8098. this.radius = this.lowerRadiusLimit;
  8099. }
  8100. if (this.upperRadiusLimit && this.radius > this.upperRadiusLimit) {
  8101. this.radius = this.upperRadiusLimit;
  8102. }
  8103. };
  8104. ArcRotateCamera.prototype.setPosition = function (position) {
  8105. var radiusv3 = position.subtract(this._getTargetPosition());
  8106. this.radius = radiusv3.length();
  8107. // Alpha
  8108. this.alpha = Math.acos(radiusv3.x / Math.sqrt(Math.pow(radiusv3.x, 2) + Math.pow(radiusv3.z, 2)));
  8109. if (radiusv3.z < 0) {
  8110. this.alpha = 2 * Math.PI - this.alpha;
  8111. }
  8112. // Beta
  8113. this.beta = Math.acos(radiusv3.y / this.radius);
  8114. };
  8115. ArcRotateCamera.prototype._getViewMatrix = function () {
  8116. // Compute
  8117. var cosa = Math.cos(this.alpha);
  8118. var sina = Math.sin(this.alpha);
  8119. var cosb = Math.cos(this.beta);
  8120. var sinb = Math.sin(this.beta);
  8121. var target = this._getTargetPosition();
  8122. target.addToRef(new BABYLON.Vector3(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb), this.position);
  8123. if (this.checkCollisions) {
  8124. this._collider.radius = this.collisionRadius;
  8125. this.position.subtractToRef(this._previousPosition, this._collisionVelocity);
  8126. this.getScene()._getNewPosition(this._previousPosition, this._collisionVelocity, this._collider, 3, this._newPosition);
  8127. if (!this._newPosition.equalsWithEpsilon(this.position)) {
  8128. this.position.copyFrom(this._previousPosition);
  8129. this.alpha = this._previousAlpha;
  8130. this.beta = this._previousBeta;
  8131. this.radius = this._previousRadius;
  8132. if (this.onCollide) {
  8133. this.onCollide(this._collider.collidedMesh);
  8134. }
  8135. }
  8136. }
  8137. BABYLON.Matrix.LookAtLHToRef(this.position, target, this.upVector, this._viewMatrix);
  8138. this._previousAlpha = this.alpha;
  8139. this._previousBeta = this.beta;
  8140. this._previousRadius = this.radius;
  8141. this._previousPosition.copyFrom(this.position);
  8142. this._viewMatrix.m[12] += this.targetScreenOffset.x;
  8143. this._viewMatrix.m[13] += this.targetScreenOffset.y;
  8144. return this._viewMatrix;
  8145. };
  8146. ArcRotateCamera.prototype.zoomOn = function (meshes) {
  8147. meshes = meshes || this.getScene().meshes;
  8148. var minMaxVector = BABYLON.Mesh.MinMax(meshes);
  8149. var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
  8150. this.radius = distance * this.zoomOnFactor;
  8151. this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance });
  8152. };
  8153. ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance) {
  8154. var meshesOrMinMaxVector;
  8155. var distance;
  8156. if (meshesOrMinMaxVectorAndDistance.min === undefined) {
  8157. meshesOrMinMaxVector = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
  8158. meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshesOrMinMaxVector);
  8159. distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
  8160. }
  8161. else {
  8162. meshesOrMinMaxVector = meshesOrMinMaxVectorAndDistance;
  8163. distance = meshesOrMinMaxVectorAndDistance.distance;
  8164. }
  8165. this.target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
  8166. this.maxZ = distance * 2;
  8167. };
  8168. return ArcRotateCamera;
  8169. })(BABYLON.Camera);
  8170. BABYLON.ArcRotateCamera = ArcRotateCamera;
  8171. })(BABYLON || (BABYLON = {}));
  8172. //# sourceMappingURL=babylon.arcRotateCamera.js.mapvar BABYLON;
  8173. (function (BABYLON) {
  8174. /**
  8175. * Represents a scene to be rendered by the engine.
  8176. * @see http://doc.babylonjs.com/page.php?p=21911
  8177. */
  8178. var Scene = (function () {
  8179. /**
  8180. * @constructor
  8181. * @param {BABYLON.Engine} engine - the engine to be used to render this scene.
  8182. */
  8183. function Scene(engine) {
  8184. // Members
  8185. this.autoClear = true;
  8186. this.clearColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  8187. this.ambientColor = new BABYLON.Color3(0, 0, 0);
  8188. this.forceWireframe = false;
  8189. this.forcePointsCloud = false;
  8190. this.forceShowBoundingBoxes = false;
  8191. this.animationsEnabled = true;
  8192. this.cameraToUseForPointers = null; // Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position
  8193. // Fog
  8194. /**
  8195. * is fog enabled on this scene.
  8196. * @type {boolean}
  8197. */
  8198. this.fogEnabled = true;
  8199. this.fogMode = Scene.FOGMODE_NONE;
  8200. this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  8201. this.fogDensity = 0.1;
  8202. this.fogStart = 0;
  8203. this.fogEnd = 1000.0;
  8204. // Lights
  8205. /**
  8206. * is shadow enabled on this scene.
  8207. * @type {boolean}
  8208. */
  8209. this.shadowsEnabled = true;
  8210. /**
  8211. * is light enabled on this scene.
  8212. * @type {boolean}
  8213. */
  8214. this.lightsEnabled = true;
  8215. /**
  8216. * All of the lights added to this scene.
  8217. * @see BABYLON.Light
  8218. * @type {BABYLON.Light[]}
  8219. */
  8220. this.lights = new Array();
  8221. // Cameras
  8222. /**
  8223. * All of the cameras added to this scene.
  8224. * @see BABYLON.Camera
  8225. * @type {BABYLON.Camera[]}
  8226. */
  8227. this.cameras = new Array();
  8228. this.activeCameras = new Array();
  8229. // Meshes
  8230. /**
  8231. * All of the (abstract) meshes added to this scene.
  8232. * @see BABYLON.AbstractMesh
  8233. * @type {BABYLON.AbstractMesh[]}
  8234. */
  8235. this.meshes = new Array();
  8236. // Geometries
  8237. this._geometries = new Array();
  8238. this.materials = new Array();
  8239. this.multiMaterials = new Array();
  8240. this.defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  8241. // Textures
  8242. this.texturesEnabled = true;
  8243. this.textures = new Array();
  8244. // Particles
  8245. this.particlesEnabled = true;
  8246. this.particleSystems = new Array();
  8247. // Sprites
  8248. this.spritesEnabled = true;
  8249. this.spriteManagers = new Array();
  8250. // Layers
  8251. this.layers = new Array();
  8252. // Skeletons
  8253. this.skeletonsEnabled = true;
  8254. this.skeletons = new Array();
  8255. // Lens flares
  8256. this.lensFlaresEnabled = true;
  8257. this.lensFlareSystems = new Array();
  8258. // Collisions
  8259. this.collisionsEnabled = true;
  8260. this.gravity = new BABYLON.Vector3(0, -9.0, 0);
  8261. // Postprocesses
  8262. this.postProcessesEnabled = true;
  8263. // Customs render targets
  8264. this.renderTargetsEnabled = true;
  8265. this.dumpNextRenderTargets = false;
  8266. this.customRenderTargets = new Array();
  8267. // Imported meshes
  8268. this.importedMeshesFiles = new Array();
  8269. this._actionManagers = new Array();
  8270. this._meshesForIntersections = new BABYLON.SmartArray(256);
  8271. // Procedural textures
  8272. this.proceduralTexturesEnabled = true;
  8273. this._proceduralTextures = new Array();
  8274. this.soundTracks = new Array();
  8275. this._audioEnabled = true;
  8276. this._headphone = false;
  8277. this._totalVertices = 0;
  8278. this._activeVertices = 0;
  8279. this._activeParticles = 0;
  8280. this._lastFrameDuration = 0;
  8281. this._evaluateActiveMeshesDuration = 0;
  8282. this._renderTargetsDuration = 0;
  8283. this._particlesDuration = 0;
  8284. this._renderDuration = 0;
  8285. this._spritesDuration = 0;
  8286. this._animationRatio = 0;
  8287. this._renderId = 0;
  8288. this._executeWhenReadyTimeoutId = -1;
  8289. this._toBeDisposed = new BABYLON.SmartArray(256);
  8290. this._onReadyCallbacks = new Array();
  8291. this._pendingData = []; //ANY
  8292. this._onBeforeRenderCallbacks = new Array();
  8293. this._onAfterRenderCallbacks = new Array();
  8294. this._activeMeshes = new BABYLON.SmartArray(256);
  8295. this._processedMaterials = new BABYLON.SmartArray(256);
  8296. this._renderTargets = new BABYLON.SmartArray(256);
  8297. this._activeParticleSystems = new BABYLON.SmartArray(256);
  8298. this._activeSkeletons = new BABYLON.SmartArray(32);
  8299. this._activeBones = 0;
  8300. this._activeAnimatables = new Array();
  8301. this._transformMatrix = BABYLON.Matrix.Zero();
  8302. this._scaledPosition = BABYLON.Vector3.Zero();
  8303. this._scaledVelocity = BABYLON.Vector3.Zero();
  8304. this._uniqueIdCounter = 0;
  8305. this._engine = engine;
  8306. engine.scenes.push(this);
  8307. this._renderingManager = new BABYLON.RenderingManager(this);
  8308. this.postProcessManager = new BABYLON.PostProcessManager(this);
  8309. this.postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
  8310. this._boundingBoxRenderer = new BABYLON.BoundingBoxRenderer(this);
  8311. this._outlineRenderer = new BABYLON.OutlineRenderer(this);
  8312. this.attachControl();
  8313. this._debugLayer = new BABYLON.DebugLayer(this);
  8314. this.mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
  8315. //simplification queue
  8316. this.simplificationQueue = new BABYLON.SimplificationQueue();
  8317. }
  8318. Object.defineProperty(Scene, "FOGMODE_NONE", {
  8319. get: function () {
  8320. return Scene._FOGMODE_NONE;
  8321. },
  8322. enumerable: true,
  8323. configurable: true
  8324. });
  8325. Object.defineProperty(Scene, "FOGMODE_EXP", {
  8326. get: function () {
  8327. return Scene._FOGMODE_EXP;
  8328. },
  8329. enumerable: true,
  8330. configurable: true
  8331. });
  8332. Object.defineProperty(Scene, "FOGMODE_EXP2", {
  8333. get: function () {
  8334. return Scene._FOGMODE_EXP2;
  8335. },
  8336. enumerable: true,
  8337. configurable: true
  8338. });
  8339. Object.defineProperty(Scene, "FOGMODE_LINEAR", {
  8340. get: function () {
  8341. return Scene._FOGMODE_LINEAR;
  8342. },
  8343. enumerable: true,
  8344. configurable: true
  8345. });
  8346. Object.defineProperty(Scene.prototype, "debugLayer", {
  8347. // Properties
  8348. get: function () {
  8349. return this._debugLayer;
  8350. },
  8351. enumerable: true,
  8352. configurable: true
  8353. });
  8354. Object.defineProperty(Scene.prototype, "meshUnderPointer", {
  8355. /**
  8356. * The mesh that is currently under the pointer.
  8357. * @return {BABYLON.AbstractMesh} mesh under the pointer/mouse cursor or null if none.
  8358. */
  8359. get: function () {
  8360. return this._meshUnderPointer;
  8361. },
  8362. enumerable: true,
  8363. configurable: true
  8364. });
  8365. Object.defineProperty(Scene.prototype, "pointerX", {
  8366. /**
  8367. * Current on-screen X position of the pointer
  8368. * @return {number} X position of the pointer
  8369. */
  8370. get: function () {
  8371. return this._pointerX;
  8372. },
  8373. enumerable: true,
  8374. configurable: true
  8375. });
  8376. Object.defineProperty(Scene.prototype, "pointerY", {
  8377. /**
  8378. * Current on-screen Y position of the pointer
  8379. * @return {number} Y position of the pointer
  8380. */
  8381. get: function () {
  8382. return this._pointerY;
  8383. },
  8384. enumerable: true,
  8385. configurable: true
  8386. });
  8387. Scene.prototype.getCachedMaterial = function () {
  8388. return this._cachedMaterial;
  8389. };
  8390. Scene.prototype.getBoundingBoxRenderer = function () {
  8391. return this._boundingBoxRenderer;
  8392. };
  8393. Scene.prototype.getOutlineRenderer = function () {
  8394. return this._outlineRenderer;
  8395. };
  8396. Scene.prototype.getEngine = function () {
  8397. return this._engine;
  8398. };
  8399. Scene.prototype.getTotalVertices = function () {
  8400. return this._totalVertices;
  8401. };
  8402. Scene.prototype.getActiveVertices = function () {
  8403. return this._activeVertices;
  8404. };
  8405. Scene.prototype.getActiveParticles = function () {
  8406. return this._activeParticles;
  8407. };
  8408. Scene.prototype.getActiveBones = function () {
  8409. return this._activeBones;
  8410. };
  8411. // Stats
  8412. Scene.prototype.getLastFrameDuration = function () {
  8413. return this._lastFrameDuration;
  8414. };
  8415. Scene.prototype.getEvaluateActiveMeshesDuration = function () {
  8416. return this._evaluateActiveMeshesDuration;
  8417. };
  8418. Scene.prototype.getActiveMeshes = function () {
  8419. return this._activeMeshes;
  8420. };
  8421. Scene.prototype.getRenderTargetsDuration = function () {
  8422. return this._renderTargetsDuration;
  8423. };
  8424. Scene.prototype.getRenderDuration = function () {
  8425. return this._renderDuration;
  8426. };
  8427. Scene.prototype.getParticlesDuration = function () {
  8428. return this._particlesDuration;
  8429. };
  8430. Scene.prototype.getSpritesDuration = function () {
  8431. return this._spritesDuration;
  8432. };
  8433. Scene.prototype.getAnimationRatio = function () {
  8434. return this._animationRatio;
  8435. };
  8436. Scene.prototype.getRenderId = function () {
  8437. return this._renderId;
  8438. };
  8439. Scene.prototype.incrementRenderId = function () {
  8440. this._renderId++;
  8441. };
  8442. Scene.prototype._updatePointerPosition = function (evt) {
  8443. var canvasRect = this._engine.getRenderingCanvasClientRect();
  8444. this._pointerX = evt.clientX - canvasRect.left;
  8445. this._pointerY = evt.clientY - canvasRect.top;
  8446. if (this.cameraToUseForPointers) {
  8447. this._pointerX = this._pointerX - this.cameraToUseForPointers.viewport.x * this._engine.getRenderWidth();
  8448. this._pointerY = this._pointerY - this.cameraToUseForPointers.viewport.y * this._engine.getRenderHeight();
  8449. }
  8450. };
  8451. // Pointers handling
  8452. Scene.prototype.attachControl = function () {
  8453. var _this = this;
  8454. this._onPointerMove = function (evt) {
  8455. var canvas = _this._engine.getRenderingCanvas();
  8456. _this._updatePointerPosition(evt);
  8457. var pickResult = _this.pick(_this._pointerX, _this._pointerY, function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasPointerTriggers; }, false, _this.cameraToUseForPointers);
  8458. if (pickResult.hit) {
  8459. _this._meshUnderPointer = pickResult.pickedMesh;
  8460. _this.setPointerOverMesh(pickResult.pickedMesh);
  8461. canvas.style.cursor = "pointer";
  8462. }
  8463. else {
  8464. _this.setPointerOverMesh(null);
  8465. canvas.style.cursor = "";
  8466. _this._meshUnderPointer = null;
  8467. }
  8468. };
  8469. this._onPointerDown = function (evt) {
  8470. var predicate = null;
  8471. if (!_this.onPointerDown) {
  8472. predicate = function (mesh) {
  8473. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasPickTriggers;
  8474. };
  8475. }
  8476. _this._updatePointerPosition(evt);
  8477. var pickResult = _this.pick(_this._pointerX, _this._pointerY, predicate, false, _this.cameraToUseForPointers);
  8478. if (pickResult.hit) {
  8479. if (pickResult.pickedMesh.actionManager) {
  8480. switch (evt.button) {
  8481. case 0:
  8482. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  8483. break;
  8484. case 1:
  8485. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  8486. break;
  8487. case 2:
  8488. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  8489. break;
  8490. }
  8491. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  8492. }
  8493. }
  8494. if (_this.onPointerDown) {
  8495. _this.onPointerDown(evt, pickResult);
  8496. }
  8497. };
  8498. this._onKeyDown = function (evt) {
  8499. if (_this.actionManager) {
  8500. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  8501. }
  8502. };
  8503. this._onKeyUp = function (evt) {
  8504. if (_this.actionManager) {
  8505. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  8506. }
  8507. };
  8508. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  8509. this._engine.getRenderingCanvas().addEventListener(eventPrefix + "move", this._onPointerMove, false);
  8510. this._engine.getRenderingCanvas().addEventListener(eventPrefix + "down", this._onPointerDown, false);
  8511. BABYLON.Tools.RegisterTopRootEvents([
  8512. { name: "keydown", handler: this._onKeyDown },
  8513. { name: "keyup", handler: this._onKeyUp }
  8514. ]);
  8515. };
  8516. Scene.prototype.detachControl = function () {
  8517. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  8518. this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "move", this._onPointerMove);
  8519. this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "down", this._onPointerDown);
  8520. BABYLON.Tools.UnregisterTopRootEvents([
  8521. { name: "keydown", handler: this._onKeyDown },
  8522. { name: "keyup", handler: this._onKeyUp }
  8523. ]);
  8524. };
  8525. // Ready
  8526. Scene.prototype.isReady = function () {
  8527. if (this._pendingData.length > 0) {
  8528. return false;
  8529. }
  8530. for (var index = 0; index < this._geometries.length; index++) {
  8531. var geometry = this._geometries[index];
  8532. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  8533. return false;
  8534. }
  8535. }
  8536. for (index = 0; index < this.meshes.length; index++) {
  8537. var mesh = this.meshes[index];
  8538. if (!mesh.isReady()) {
  8539. return false;
  8540. }
  8541. var mat = mesh.material;
  8542. if (mat) {
  8543. if (!mat.isReady(mesh)) {
  8544. return false;
  8545. }
  8546. }
  8547. }
  8548. return true;
  8549. };
  8550. Scene.prototype.resetCachedMaterial = function () {
  8551. this._cachedMaterial = null;
  8552. };
  8553. Scene.prototype.registerBeforeRender = function (func) {
  8554. this._onBeforeRenderCallbacks.push(func);
  8555. };
  8556. Scene.prototype.unregisterBeforeRender = function (func) {
  8557. var index = this._onBeforeRenderCallbacks.indexOf(func);
  8558. if (index > -1) {
  8559. this._onBeforeRenderCallbacks.splice(index, 1);
  8560. }
  8561. };
  8562. Scene.prototype.registerAfterRender = function (func) {
  8563. this._onAfterRenderCallbacks.push(func);
  8564. };
  8565. Scene.prototype.unregisterAfterRender = function (func) {
  8566. var index = this._onAfterRenderCallbacks.indexOf(func);
  8567. if (index > -1) {
  8568. this._onAfterRenderCallbacks.splice(index, 1);
  8569. }
  8570. };
  8571. Scene.prototype._addPendingData = function (data) {
  8572. this._pendingData.push(data);
  8573. };
  8574. Scene.prototype._removePendingData = function (data) {
  8575. var index = this._pendingData.indexOf(data);
  8576. if (index !== -1) {
  8577. this._pendingData.splice(index, 1);
  8578. }
  8579. };
  8580. Scene.prototype.getWaitingItemsCount = function () {
  8581. return this._pendingData.length;
  8582. };
  8583. /**
  8584. * Registers a function to be executed when the scene is ready.
  8585. * @param {Function} func - the function to be executed.
  8586. */
  8587. Scene.prototype.executeWhenReady = function (func) {
  8588. var _this = this;
  8589. this._onReadyCallbacks.push(func);
  8590. if (this._executeWhenReadyTimeoutId !== -1) {
  8591. return;
  8592. }
  8593. this._executeWhenReadyTimeoutId = setTimeout(function () {
  8594. _this._checkIsReady();
  8595. }, 150);
  8596. };
  8597. Scene.prototype._checkIsReady = function () {
  8598. var _this = this;
  8599. if (this.isReady()) {
  8600. this._onReadyCallbacks.forEach(function (func) {
  8601. func();
  8602. });
  8603. this._onReadyCallbacks = [];
  8604. this._executeWhenReadyTimeoutId = -1;
  8605. return;
  8606. }
  8607. this._executeWhenReadyTimeoutId = setTimeout(function () {
  8608. _this._checkIsReady();
  8609. }, 150);
  8610. };
  8611. // Animations
  8612. /**
  8613. * Will start the animation sequence of a given target
  8614. * @param target - the target
  8615. * @param {number} from - from which frame should animation start
  8616. * @param {number} to - till which frame should animation run.
  8617. * @param {boolean} [loop] - should the animation loop
  8618. * @param {number} [speedRatio] - the speed in which to run the animation
  8619. * @param {Function} [onAnimationEnd] function to be executed when the animation ended.
  8620. * @param {BABYLON.Animatable} [animatable] an animatable object. If not provided a new one will be created from the given params.
  8621. * @return {BABYLON.Animatable} the animatable object created for this animation
  8622. * @see BABYLON.Animatable
  8623. * @see http://doc.babylonjs.com/page.php?p=22081
  8624. */
  8625. Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable) {
  8626. if (speedRatio === undefined) {
  8627. speedRatio = 1.0;
  8628. }
  8629. this.stopAnimation(target);
  8630. if (!animatable) {
  8631. animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  8632. }
  8633. // Local animations
  8634. if (target.animations) {
  8635. animatable.appendAnimations(target, target.animations);
  8636. }
  8637. // Children animations
  8638. if (target.getAnimatables) {
  8639. var animatables = target.getAnimatables();
  8640. for (var index = 0; index < animatables.length; index++) {
  8641. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable);
  8642. }
  8643. }
  8644. return animatable;
  8645. };
  8646. Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) {
  8647. if (speedRatio === undefined) {
  8648. speedRatio = 1.0;
  8649. }
  8650. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  8651. return animatable;
  8652. };
  8653. Scene.prototype.getAnimatableByTarget = function (target) {
  8654. for (var index = 0; index < this._activeAnimatables.length; index++) {
  8655. if (this._activeAnimatables[index].target === target) {
  8656. return this._activeAnimatables[index];
  8657. }
  8658. }
  8659. return null;
  8660. };
  8661. /**
  8662. * Will stop the animation of the given target
  8663. * @param target - the target
  8664. * @see beginAnimation
  8665. */
  8666. Scene.prototype.stopAnimation = function (target) {
  8667. var animatable = this.getAnimatableByTarget(target);
  8668. if (animatable) {
  8669. animatable.stop();
  8670. }
  8671. };
  8672. Scene.prototype._animate = function () {
  8673. if (!this.animationsEnabled) {
  8674. return;
  8675. }
  8676. if (!this._animationStartDate) {
  8677. this._animationStartDate = BABYLON.Tools.Now;
  8678. }
  8679. // Getting time
  8680. var now = BABYLON.Tools.Now;
  8681. var delay = now - this._animationStartDate;
  8682. for (var index = 0; index < this._activeAnimatables.length; index++) {
  8683. this._activeAnimatables[index]._animate(delay);
  8684. }
  8685. };
  8686. // Matrix
  8687. Scene.prototype.getViewMatrix = function () {
  8688. return this._viewMatrix;
  8689. };
  8690. Scene.prototype.getProjectionMatrix = function () {
  8691. return this._projectionMatrix;
  8692. };
  8693. Scene.prototype.getTransformMatrix = function () {
  8694. return this._transformMatrix;
  8695. };
  8696. Scene.prototype.setTransformMatrix = function (view, projection) {
  8697. this._viewMatrix = view;
  8698. this._projectionMatrix = projection;
  8699. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  8700. };
  8701. // Methods
  8702. Scene.prototype.addMesh = function (newMesh) {
  8703. newMesh.uniqueId = this._uniqueIdCounter++;
  8704. var position = this.meshes.push(newMesh);
  8705. if (this.onNewMeshAdded) {
  8706. this.onNewMeshAdded(newMesh, position, this);
  8707. }
  8708. };
  8709. Scene.prototype.removeMesh = function (toRemove) {
  8710. var index = this.meshes.indexOf(toRemove);
  8711. if (index !== -1) {
  8712. // Remove from the scene if mesh found
  8713. this.meshes.splice(index, 1);
  8714. }
  8715. if (this.onMeshRemoved) {
  8716. this.onMeshRemoved(toRemove);
  8717. }
  8718. return index;
  8719. };
  8720. Scene.prototype.removeLight = function (toRemove) {
  8721. var index = this.lights.indexOf(toRemove);
  8722. if (index !== -1) {
  8723. // Remove from the scene if mesh found
  8724. this.lights.splice(index, 1);
  8725. }
  8726. if (this.onLightRemoved) {
  8727. this.onLightRemoved(toRemove);
  8728. }
  8729. return index;
  8730. };
  8731. Scene.prototype.removeCamera = function (toRemove) {
  8732. var index = this.cameras.indexOf(toRemove);
  8733. if (index !== -1) {
  8734. // Remove from the scene if mesh found
  8735. this.cameras.splice(index, 1);
  8736. }
  8737. if (this.onCameraRemoved) {
  8738. this.onCameraRemoved(toRemove);
  8739. }
  8740. return index;
  8741. };
  8742. Scene.prototype.addLight = function (newLight) {
  8743. newLight.uniqueId = this._uniqueIdCounter++;
  8744. var position = this.lights.push(newLight);
  8745. if (this.onNewLightAdded) {
  8746. this.onNewLightAdded(newLight, position, this);
  8747. }
  8748. };
  8749. Scene.prototype.addCamera = function (newCamera) {
  8750. newCamera.uniqueId = this._uniqueIdCounter++;
  8751. var position = this.cameras.push(newCamera);
  8752. if (this.onNewCameraAdded) {
  8753. this.onNewCameraAdded(newCamera, position, this);
  8754. }
  8755. };
  8756. /**
  8757. * sets the active camera of the scene using its ID
  8758. * @param {string} id - the camera's ID
  8759. * @return {BABYLON.Camera|null} the new active camera or null if none found.
  8760. * @see activeCamera
  8761. */
  8762. Scene.prototype.setActiveCameraByID = function (id) {
  8763. var camera = this.getCameraByID(id);
  8764. if (camera) {
  8765. this.activeCamera = camera;
  8766. return camera;
  8767. }
  8768. return null;
  8769. };
  8770. /**
  8771. * sets the active camera of the scene using its name
  8772. * @param {string} name - the camera's name
  8773. * @return {BABYLON.Camera|null} the new active camera or null if none found.
  8774. * @see activeCamera
  8775. */
  8776. Scene.prototype.setActiveCameraByName = function (name) {
  8777. var camera = this.getCameraByName(name);
  8778. if (camera) {
  8779. this.activeCamera = camera;
  8780. return camera;
  8781. }
  8782. return null;
  8783. };
  8784. /**
  8785. * get a material using its id
  8786. * @param {string} the material's ID
  8787. * @return {BABYLON.Material|null} the material or null if none found.
  8788. */
  8789. Scene.prototype.getMaterialByID = function (id) {
  8790. for (var index = 0; index < this.materials.length; index++) {
  8791. if (this.materials[index].id === id) {
  8792. return this.materials[index];
  8793. }
  8794. }
  8795. return null;
  8796. };
  8797. /**
  8798. * get a material using its name
  8799. * @param {string} the material's name
  8800. * @return {BABYLON.Material|null} the material or null if none found.
  8801. */
  8802. Scene.prototype.getMaterialByName = function (name) {
  8803. for (var index = 0; index < this.materials.length; index++) {
  8804. if (this.materials[index].name === name) {
  8805. return this.materials[index];
  8806. }
  8807. }
  8808. return null;
  8809. };
  8810. Scene.prototype.getCameraByID = function (id) {
  8811. for (var index = 0; index < this.cameras.length; index++) {
  8812. if (this.cameras[index].id === id) {
  8813. return this.cameras[index];
  8814. }
  8815. }
  8816. return null;
  8817. };
  8818. Scene.prototype.getCameraByUniqueID = function (uniqueId) {
  8819. for (var index = 0; index < this.cameras.length; index++) {
  8820. if (this.cameras[index].uniqueId === uniqueId) {
  8821. return this.cameras[index];
  8822. }
  8823. }
  8824. return null;
  8825. };
  8826. /**
  8827. * get a camera using its name
  8828. * @param {string} the camera's name
  8829. * @return {BABYLON.Camera|null} the camera or null if none found.
  8830. */
  8831. Scene.prototype.getCameraByName = function (name) {
  8832. for (var index = 0; index < this.cameras.length; index++) {
  8833. if (this.cameras[index].name === name) {
  8834. return this.cameras[index];
  8835. }
  8836. }
  8837. return null;
  8838. };
  8839. /**
  8840. * get a light node using its name
  8841. * @param {string} the light's name
  8842. * @return {BABYLON.Light|null} the light or null if none found.
  8843. */
  8844. Scene.prototype.getLightByName = function (name) {
  8845. for (var index = 0; index < this.lights.length; index++) {
  8846. if (this.lights[index].name === name) {
  8847. return this.lights[index];
  8848. }
  8849. }
  8850. return null;
  8851. };
  8852. /**
  8853. * get a light node using its ID
  8854. * @param {string} the light's id
  8855. * @return {BABYLON.Light|null} the light or null if none found.
  8856. */
  8857. Scene.prototype.getLightByID = function (id) {
  8858. for (var index = 0; index < this.lights.length; index++) {
  8859. if (this.lights[index].id === id) {
  8860. return this.lights[index];
  8861. }
  8862. }
  8863. return null;
  8864. };
  8865. /**
  8866. * get a light node using its scene-generated unique ID
  8867. * @param {number} the light's unique id
  8868. * @return {BABYLON.Light|null} the light or null if none found.
  8869. */
  8870. Scene.prototype.getLightByUniqueID = function (uniqueId) {
  8871. for (var index = 0; index < this.lights.length; index++) {
  8872. if (this.lights[index].uniqueId === uniqueId) {
  8873. return this.lights[index];
  8874. }
  8875. }
  8876. return null;
  8877. };
  8878. /**
  8879. * get a geometry using its ID
  8880. * @param {string} the geometry's id
  8881. * @return {BABYLON.Geometry|null} the geometry or null if none found.
  8882. */
  8883. Scene.prototype.getGeometryByID = function (id) {
  8884. for (var index = 0; index < this._geometries.length; index++) {
  8885. if (this._geometries[index].id === id) {
  8886. return this._geometries[index];
  8887. }
  8888. }
  8889. return null;
  8890. };
  8891. /**
  8892. * add a new geometry to this scene.
  8893. * @param {BABYLON.Geometry} geometry - the geometry to be added to the scene.
  8894. * @param {boolean} [force] - force addition, even if a geometry with this ID already exists
  8895. * @return {boolean} was the geometry added or not
  8896. */
  8897. Scene.prototype.pushGeometry = function (geometry, force) {
  8898. if (!force && this.getGeometryByID(geometry.id)) {
  8899. return false;
  8900. }
  8901. this._geometries.push(geometry);
  8902. if (this.onGeometryAdded) {
  8903. this.onGeometryAdded(geometry);
  8904. }
  8905. return true;
  8906. };
  8907. /**
  8908. * Removes an existing geometry
  8909. * @param {BABYLON.Geometry} geometry - the geometry to be removed from the scene.
  8910. * @return {boolean} was the geometry removed or not
  8911. */
  8912. Scene.prototype.removeGeometry = function (geometry) {
  8913. var index = this._geometries.indexOf(geometry);
  8914. if (index > -1) {
  8915. this._geometries.splice(index, 1);
  8916. if (this.onGeometryRemoved) {
  8917. this.onGeometryRemoved(geometry);
  8918. }
  8919. return true;
  8920. }
  8921. return false;
  8922. };
  8923. Scene.prototype.getGeometries = function () {
  8924. return this._geometries;
  8925. };
  8926. /**
  8927. * Get the first added mesh found of a given ID
  8928. * @param {string} id - the id to search for
  8929. * @return {BABYLON.AbstractMesh|null} the mesh found or null if not found at all.
  8930. */
  8931. Scene.prototype.getMeshByID = function (id) {
  8932. for (var index = 0; index < this.meshes.length; index++) {
  8933. if (this.meshes[index].id === id) {
  8934. return this.meshes[index];
  8935. }
  8936. }
  8937. return null;
  8938. };
  8939. /**
  8940. * Get a mesh with its auto-generated unique id
  8941. * @param {number} uniqueId - the unique id to search for
  8942. * @return {BABYLON.AbstractMesh|null} the mesh found or null if not found at all.
  8943. */
  8944. Scene.prototype.getMeshByUniqueID = function (uniqueId) {
  8945. for (var index = 0; index < this.meshes.length; index++) {
  8946. if (this.meshes[index].uniqueId === uniqueId) {
  8947. return this.meshes[index];
  8948. }
  8949. }
  8950. return null;
  8951. };
  8952. /**
  8953. * Get a the last added mesh found of a given ID
  8954. * @param {string} id - the id to search for
  8955. * @return {BABYLON.AbstractMesh|null} the mesh found or null if not found at all.
  8956. */
  8957. Scene.prototype.getLastMeshByID = function (id) {
  8958. for (var index = this.meshes.length - 1; index >= 0; index--) {
  8959. if (this.meshes[index].id === id) {
  8960. return this.meshes[index];
  8961. }
  8962. }
  8963. return null;
  8964. };
  8965. /**
  8966. * Get a the last added node (Mesh, Camera, Light) found of a given ID
  8967. * @param {string} id - the id to search for
  8968. * @return {BABYLON.Node|null} the node found or null if not found at all.
  8969. */
  8970. Scene.prototype.getLastEntryByID = function (id) {
  8971. for (var index = this.meshes.length - 1; index >= 0; index--) {
  8972. if (this.meshes[index].id === id) {
  8973. return this.meshes[index];
  8974. }
  8975. }
  8976. for (index = this.cameras.length - 1; index >= 0; index--) {
  8977. if (this.cameras[index].id === id) {
  8978. return this.cameras[index];
  8979. }
  8980. }
  8981. for (index = this.lights.length - 1; index >= 0; index--) {
  8982. if (this.lights[index].id === id) {
  8983. return this.lights[index];
  8984. }
  8985. }
  8986. return null;
  8987. };
  8988. Scene.prototype.getNodeByName = function (name) {
  8989. var mesh = this.getMeshByName(name);
  8990. if (mesh) {
  8991. return mesh;
  8992. }
  8993. var light = this.getLightByName(name);
  8994. if (light) {
  8995. return light;
  8996. }
  8997. return this.getCameraByName(name);
  8998. };
  8999. Scene.prototype.getMeshByName = function (name) {
  9000. for (var index = 0; index < this.meshes.length; index++) {
  9001. if (this.meshes[index].name === name) {
  9002. return this.meshes[index];
  9003. }
  9004. }
  9005. return null;
  9006. };
  9007. Scene.prototype.getSoundByName = function (name) {
  9008. for (var index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
  9009. if (this.mainSoundTrack.soundCollection[index].name === name) {
  9010. return this.mainSoundTrack.soundCollection[index];
  9011. }
  9012. }
  9013. for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
  9014. for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
  9015. if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
  9016. return this.soundTracks[sdIndex].soundCollection[index];
  9017. }
  9018. }
  9019. }
  9020. return null;
  9021. };
  9022. Scene.prototype.getLastSkeletonByID = function (id) {
  9023. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  9024. if (this.skeletons[index].id === id) {
  9025. return this.skeletons[index];
  9026. }
  9027. }
  9028. return null;
  9029. };
  9030. Scene.prototype.getSkeletonById = function (id) {
  9031. for (var index = 0; index < this.skeletons.length; index++) {
  9032. if (this.skeletons[index].id === id) {
  9033. return this.skeletons[index];
  9034. }
  9035. }
  9036. return null;
  9037. };
  9038. Scene.prototype.getSkeletonByName = function (name) {
  9039. for (var index = 0; index < this.skeletons.length; index++) {
  9040. if (this.skeletons[index].name === name) {
  9041. return this.skeletons[index];
  9042. }
  9043. }
  9044. return null;
  9045. };
  9046. Scene.prototype.isActiveMesh = function (mesh) {
  9047. return (this._activeMeshes.indexOf(mesh) !== -1);
  9048. };
  9049. Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
  9050. if (mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  9051. var material = subMesh.getMaterial();
  9052. if (mesh.showSubMeshesBoundingBox) {
  9053. this._boundingBoxRenderer.renderList.push(subMesh.getBoundingInfo().boundingBox);
  9054. }
  9055. if (material) {
  9056. // Render targets
  9057. if (material.getRenderTargetTextures) {
  9058. if (this._processedMaterials.indexOf(material) === -1) {
  9059. this._processedMaterials.push(material);
  9060. this._renderTargets.concat(material.getRenderTargetTextures());
  9061. }
  9062. }
  9063. // Dispatch
  9064. this._activeVertices += subMesh.indexCount;
  9065. this._renderingManager.dispatch(subMesh);
  9066. }
  9067. }
  9068. };
  9069. Scene.prototype._evaluateActiveMeshes = function () {
  9070. this.activeCamera._activeMeshes.reset();
  9071. this._activeMeshes.reset();
  9072. this._renderingManager.reset();
  9073. this._processedMaterials.reset();
  9074. this._activeParticleSystems.reset();
  9075. this._activeSkeletons.reset();
  9076. this._boundingBoxRenderer.reset();
  9077. if (!this._frustumPlanes) {
  9078. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  9079. }
  9080. else {
  9081. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  9082. }
  9083. // Meshes
  9084. var meshes;
  9085. var len;
  9086. if (this._selectionOctree) {
  9087. var selection = this._selectionOctree.select(this._frustumPlanes);
  9088. meshes = selection.data;
  9089. len = selection.length;
  9090. }
  9091. else {
  9092. len = this.meshes.length;
  9093. meshes = this.meshes;
  9094. }
  9095. for (var meshIndex = 0; meshIndex < len; meshIndex++) {
  9096. var mesh = meshes[meshIndex];
  9097. if (mesh.isBlocked) {
  9098. continue;
  9099. }
  9100. this._totalVertices += mesh.getTotalVertices();
  9101. if (!mesh.isReady()) {
  9102. continue;
  9103. }
  9104. mesh.computeWorldMatrix();
  9105. // Intersections
  9106. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers([BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger])) {
  9107. this._meshesForIntersections.pushNoDuplicate(mesh);
  9108. }
  9109. // Switch to current LOD
  9110. var meshLOD = mesh.getLOD(this.activeCamera);
  9111. if (!meshLOD) {
  9112. continue;
  9113. }
  9114. mesh._preActivate();
  9115. if (mesh.isEnabled() && mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && mesh.isInFrustum(this._frustumPlanes)) {
  9116. this._activeMeshes.push(mesh);
  9117. this.activeCamera._activeMeshes.push(mesh);
  9118. mesh._activate(this._renderId);
  9119. this._activeMesh(meshLOD);
  9120. }
  9121. }
  9122. // Particle systems
  9123. var beforeParticlesDate = BABYLON.Tools.Now;
  9124. if (this.particlesEnabled) {
  9125. BABYLON.Tools.StartPerformanceCounter("Particles", this.particleSystems.length > 0);
  9126. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  9127. var particleSystem = this.particleSystems[particleIndex];
  9128. if (!particleSystem.isStarted()) {
  9129. continue;
  9130. }
  9131. if (!particleSystem.emitter.position || (particleSystem.emitter && particleSystem.emitter.isEnabled())) {
  9132. this._activeParticleSystems.push(particleSystem);
  9133. particleSystem.animate();
  9134. }
  9135. }
  9136. BABYLON.Tools.EndPerformanceCounter("Particles", this.particleSystems.length > 0);
  9137. }
  9138. this._particlesDuration += BABYLON.Tools.Now - beforeParticlesDate;
  9139. };
  9140. Scene.prototype._activeMesh = function (mesh) {
  9141. if (mesh.skeleton && this.skeletonsEnabled) {
  9142. this._activeSkeletons.pushNoDuplicate(mesh.skeleton);
  9143. }
  9144. if (mesh.showBoundingBox || this.forceShowBoundingBoxes) {
  9145. this._boundingBoxRenderer.renderList.push(mesh.getBoundingInfo().boundingBox);
  9146. }
  9147. if (mesh && mesh.subMeshes) {
  9148. // Submeshes Octrees
  9149. var len;
  9150. var subMeshes;
  9151. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  9152. var intersections = mesh._submeshesOctree.select(this._frustumPlanes);
  9153. len = intersections.length;
  9154. subMeshes = intersections.data;
  9155. }
  9156. else {
  9157. subMeshes = mesh.subMeshes;
  9158. len = subMeshes.length;
  9159. }
  9160. for (var subIndex = 0; subIndex < len; subIndex++) {
  9161. var subMesh = subMeshes[subIndex];
  9162. this._evaluateSubMesh(subMesh, mesh);
  9163. }
  9164. }
  9165. };
  9166. Scene.prototype.updateTransformMatrix = function (force) {
  9167. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  9168. };
  9169. Scene.prototype._renderForCamera = function (camera) {
  9170. var engine = this._engine;
  9171. this.activeCamera = camera;
  9172. if (!this.activeCamera)
  9173. throw new Error("Active camera not set");
  9174. BABYLON.Tools.StartPerformanceCounter("Rendering camera " + this.activeCamera.name);
  9175. // Viewport
  9176. engine.setViewport(this.activeCamera.viewport);
  9177. // Camera
  9178. this._renderId++;
  9179. this.updateTransformMatrix();
  9180. if (this.beforeCameraRender) {
  9181. this.beforeCameraRender(this.activeCamera);
  9182. }
  9183. // Meshes
  9184. var beforeEvaluateActiveMeshesDate = BABYLON.Tools.Now;
  9185. BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
  9186. this._evaluateActiveMeshes();
  9187. this._evaluateActiveMeshesDuration += BABYLON.Tools.Now - beforeEvaluateActiveMeshesDate;
  9188. BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
  9189. for (var skeletonIndex = 0; skeletonIndex < this._activeSkeletons.length; skeletonIndex++) {
  9190. var skeleton = this._activeSkeletons.data[skeletonIndex];
  9191. skeleton.prepare();
  9192. }
  9193. // Render targets
  9194. var beforeRenderTargetDate = BABYLON.Tools.Now;
  9195. if (this.renderTargetsEnabled) {
  9196. BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  9197. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  9198. var renderTarget = this._renderTargets.data[renderIndex];
  9199. if (renderTarget._shouldRender()) {
  9200. this._renderId++;
  9201. var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
  9202. renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);
  9203. }
  9204. }
  9205. BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  9206. this._renderId++;
  9207. }
  9208. if (this._renderTargets.length > 0) {
  9209. engine.restoreDefaultFramebuffer();
  9210. }
  9211. this._renderTargetsDuration += BABYLON.Tools.Now - beforeRenderTargetDate;
  9212. // Prepare Frame
  9213. this.postProcessManager._prepareFrame();
  9214. var beforeRenderDate = BABYLON.Tools.Now;
  9215. // Backgrounds
  9216. if (this.layers.length) {
  9217. engine.setDepthBuffer(false);
  9218. var layerIndex;
  9219. var layer;
  9220. for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) {
  9221. layer = this.layers[layerIndex];
  9222. if (layer.isBackground) {
  9223. layer.render();
  9224. }
  9225. }
  9226. engine.setDepthBuffer(true);
  9227. }
  9228. // Render
  9229. BABYLON.Tools.StartPerformanceCounter("Main render");
  9230. this._renderingManager.render(null, null, true, true);
  9231. BABYLON.Tools.EndPerformanceCounter("Main render");
  9232. // Bounding boxes
  9233. this._boundingBoxRenderer.render();
  9234. // Lens flares
  9235. if (this.lensFlaresEnabled) {
  9236. BABYLON.Tools.StartPerformanceCounter("Lens flares", this.lensFlareSystems.length > 0);
  9237. for (var lensFlareSystemIndex = 0; lensFlareSystemIndex < this.lensFlareSystems.length; lensFlareSystemIndex++) {
  9238. this.lensFlareSystems[lensFlareSystemIndex].render();
  9239. }
  9240. BABYLON.Tools.EndPerformanceCounter("Lens flares", this.lensFlareSystems.length > 0);
  9241. }
  9242. // Foregrounds
  9243. if (this.layers.length) {
  9244. engine.setDepthBuffer(false);
  9245. for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) {
  9246. layer = this.layers[layerIndex];
  9247. if (!layer.isBackground) {
  9248. layer.render();
  9249. }
  9250. }
  9251. engine.setDepthBuffer(true);
  9252. }
  9253. this._renderDuration += BABYLON.Tools.Now - beforeRenderDate;
  9254. // Finalize frame
  9255. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  9256. // Update camera
  9257. this.activeCamera._updateFromScene();
  9258. // Reset some special arrays
  9259. this._renderTargets.reset();
  9260. if (this.afterCameraRender) {
  9261. this.afterCameraRender(this.activeCamera);
  9262. }
  9263. BABYLON.Tools.EndPerformanceCounter("Rendering camera " + this.activeCamera.name);
  9264. };
  9265. Scene.prototype._processSubCameras = function (camera) {
  9266. if (camera.subCameras.length === 0) {
  9267. this._renderForCamera(camera);
  9268. return;
  9269. }
  9270. for (var index = 0; index < camera.subCameras.length; index++) {
  9271. this._renderForCamera(camera.subCameras[index]);
  9272. }
  9273. this.activeCamera = camera;
  9274. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  9275. // Update camera
  9276. this.activeCamera._updateFromScene();
  9277. };
  9278. Scene.prototype._checkIntersections = function () {
  9279. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  9280. var sourceMesh = this._meshesForIntersections.data[index];
  9281. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  9282. var action = sourceMesh.actionManager.actions[actionIndex];
  9283. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  9284. var parameters = action.getTriggerParameter();
  9285. var otherMesh = parameters instanceof BABYLON.AbstractMesh ? parameters : parameters.mesh;
  9286. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
  9287. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  9288. if (areIntersecting && currentIntersectionInProgress === -1) {
  9289. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
  9290. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh));
  9291. sourceMesh._intersectionsInProgress.push(otherMesh);
  9292. }
  9293. else if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  9294. sourceMesh._intersectionsInProgress.push(otherMesh);
  9295. }
  9296. }
  9297. else if (!areIntersecting && currentIntersectionInProgress > -1 && action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  9298. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh));
  9299. var indexOfOther = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  9300. if (indexOfOther > -1) {
  9301. sourceMesh._intersectionsInProgress.splice(indexOfOther, 1);
  9302. }
  9303. }
  9304. }
  9305. }
  9306. }
  9307. };
  9308. Scene.prototype.render = function () {
  9309. var startDate = BABYLON.Tools.Now;
  9310. this._particlesDuration = 0;
  9311. this._spritesDuration = 0;
  9312. this._activeParticles = 0;
  9313. this._renderDuration = 0;
  9314. this._renderTargetsDuration = 0;
  9315. this._evaluateActiveMeshesDuration = 0;
  9316. this._totalVertices = 0;
  9317. this._activeVertices = 0;
  9318. this._activeBones = 0;
  9319. this.getEngine().resetDrawCalls();
  9320. this._meshesForIntersections.reset();
  9321. this.resetCachedMaterial();
  9322. BABYLON.Tools.StartPerformanceCounter("Scene rendering");
  9323. // Actions
  9324. if (this.actionManager) {
  9325. this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger, null);
  9326. }
  9327. //Simplification Queue
  9328. if (!this.simplificationQueue.running) {
  9329. this.simplificationQueue.executeNext();
  9330. }
  9331. // Before render
  9332. if (this.beforeRender) {
  9333. this.beforeRender();
  9334. }
  9335. for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
  9336. this._onBeforeRenderCallbacks[callbackIndex]();
  9337. }
  9338. // Animations
  9339. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
  9340. this._animationRatio = deltaTime * (60.0 / 1000.0);
  9341. this._animate();
  9342. // Physics
  9343. if (this._physicsEngine) {
  9344. BABYLON.Tools.StartPerformanceCounter("Physics");
  9345. this._physicsEngine._runOneStep(deltaTime / 1000.0);
  9346. BABYLON.Tools.EndPerformanceCounter("Physics");
  9347. }
  9348. // Customs render targets
  9349. var beforeRenderTargetDate = BABYLON.Tools.Now;
  9350. var engine = this.getEngine();
  9351. var currentActiveCamera = this.activeCamera;
  9352. if (this.renderTargetsEnabled) {
  9353. BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  9354. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  9355. var renderTarget = this.customRenderTargets[customIndex];
  9356. if (renderTarget._shouldRender()) {
  9357. this._renderId++;
  9358. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  9359. if (!this.activeCamera)
  9360. throw new Error("Active camera not set");
  9361. // Viewport
  9362. engine.setViewport(this.activeCamera.viewport);
  9363. // Camera
  9364. this.updateTransformMatrix();
  9365. renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
  9366. }
  9367. }
  9368. BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  9369. this._renderId++;
  9370. }
  9371. if (this.customRenderTargets.length > 0) {
  9372. engine.restoreDefaultFramebuffer();
  9373. }
  9374. this._renderTargetsDuration += BABYLON.Tools.Now - beforeRenderTargetDate;
  9375. this.activeCamera = currentActiveCamera;
  9376. // Procedural textures
  9377. if (this.proceduralTexturesEnabled) {
  9378. BABYLON.Tools.StartPerformanceCounter("Procedural textures", this._proceduralTextures.length > 0);
  9379. for (var proceduralIndex = 0; proceduralIndex < this._proceduralTextures.length; proceduralIndex++) {
  9380. var proceduralTexture = this._proceduralTextures[proceduralIndex];
  9381. if (proceduralTexture._shouldRender()) {
  9382. proceduralTexture.render();
  9383. }
  9384. }
  9385. BABYLON.Tools.EndPerformanceCounter("Procedural textures", this._proceduralTextures.length > 0);
  9386. }
  9387. // Clear
  9388. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, true);
  9389. // Shadows
  9390. if (this.shadowsEnabled) {
  9391. for (var lightIndex = 0; lightIndex < this.lights.length; lightIndex++) {
  9392. var light = this.lights[lightIndex];
  9393. var shadowGenerator = light.getShadowGenerator();
  9394. if (light.isEnabled() && shadowGenerator && shadowGenerator.getShadowMap().getScene().textures.indexOf(shadowGenerator.getShadowMap()) !== -1) {
  9395. this._renderTargets.push(shadowGenerator.getShadowMap());
  9396. }
  9397. }
  9398. }
  9399. // Depth renderer
  9400. if (this._depthRenderer) {
  9401. this._renderTargets.push(this._depthRenderer.getDepthMap());
  9402. }
  9403. // RenderPipeline
  9404. this.postProcessRenderPipelineManager.update();
  9405. // Multi-cameras?
  9406. if (this.activeCameras.length > 0) {
  9407. var currentRenderId = this._renderId;
  9408. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  9409. this._renderId = currentRenderId;
  9410. this._processSubCameras(this.activeCameras[cameraIndex]);
  9411. }
  9412. }
  9413. else {
  9414. if (!this.activeCamera) {
  9415. throw new Error("No camera defined");
  9416. }
  9417. this._processSubCameras(this.activeCamera);
  9418. }
  9419. // Intersection checks
  9420. this._checkIntersections();
  9421. // Update the audio listener attached to the camera
  9422. this._updateAudioParameters();
  9423. // After render
  9424. if (this.afterRender) {
  9425. this.afterRender();
  9426. }
  9427. for (callbackIndex = 0; callbackIndex < this._onAfterRenderCallbacks.length; callbackIndex++) {
  9428. this._onAfterRenderCallbacks[callbackIndex]();
  9429. }
  9430. for (var index = 0; index < this._toBeDisposed.length; index++) {
  9431. this._toBeDisposed.data[index].dispose();
  9432. this._toBeDisposed[index] = null;
  9433. }
  9434. this._toBeDisposed.reset();
  9435. if (this.dumpNextRenderTargets) {
  9436. this.dumpNextRenderTargets = false;
  9437. }
  9438. BABYLON.Tools.EndPerformanceCounter("Scene rendering");
  9439. this._lastFrameDuration = BABYLON.Tools.Now - startDate;
  9440. };
  9441. Scene.prototype._updateAudioParameters = function () {
  9442. if (!this.audioEnabled || (this.mainSoundTrack.soundCollection.length === 0 && this.soundTracks.length === 0)) {
  9443. return;
  9444. }
  9445. var listeningCamera;
  9446. var audioEngine = BABYLON.Engine.audioEngine;
  9447. if (this.activeCameras.length > 0) {
  9448. listeningCamera = this.activeCameras[0];
  9449. }
  9450. else {
  9451. listeningCamera = this.activeCamera;
  9452. }
  9453. if (listeningCamera && audioEngine.canUseWebAudio) {
  9454. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  9455. var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
  9456. var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
  9457. cameraDirection.normalize();
  9458. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  9459. for (var i = 0; i < this.mainSoundTrack.soundCollection.length; i++) {
  9460. var sound = this.mainSoundTrack.soundCollection[i];
  9461. if (sound.useCustomAttenuation) {
  9462. sound.updateDistanceFromListener();
  9463. }
  9464. }
  9465. for (i = 0; i < this.soundTracks.length; i++) {
  9466. for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) {
  9467. sound = this.soundTracks[i].soundCollection[j];
  9468. if (sound.useCustomAttenuation) {
  9469. sound.updateDistanceFromListener();
  9470. }
  9471. }
  9472. }
  9473. }
  9474. };
  9475. Object.defineProperty(Scene.prototype, "audioEnabled", {
  9476. // Audio
  9477. get: function () {
  9478. return this._audioEnabled;
  9479. },
  9480. set: function (value) {
  9481. this._audioEnabled = value;
  9482. if (this._audioEnabled) {
  9483. this._enableAudio();
  9484. }
  9485. else {
  9486. this._disableAudio();
  9487. }
  9488. },
  9489. enumerable: true,
  9490. configurable: true
  9491. });
  9492. Scene.prototype._disableAudio = function () {
  9493. for (var i = 0; i < this.mainSoundTrack.soundCollection.length; i++) {
  9494. this.mainSoundTrack.soundCollection[i].pause();
  9495. }
  9496. for (i = 0; i < this.soundTracks.length; i++) {
  9497. for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) {
  9498. this.soundTracks[i].soundCollection[j].pause();
  9499. }
  9500. }
  9501. };
  9502. Scene.prototype._enableAudio = function () {
  9503. for (var i = 0; i < this.mainSoundTrack.soundCollection.length; i++) {
  9504. if (this.mainSoundTrack.soundCollection[i].isPaused) {
  9505. this.mainSoundTrack.soundCollection[i].play();
  9506. }
  9507. }
  9508. for (i = 0; i < this.soundTracks.length; i++) {
  9509. for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) {
  9510. if (this.soundTracks[i].soundCollection[j].isPaused) {
  9511. this.soundTracks[i].soundCollection[j].play();
  9512. }
  9513. }
  9514. }
  9515. };
  9516. Object.defineProperty(Scene.prototype, "headphone", {
  9517. get: function () {
  9518. return this._headphone;
  9519. },
  9520. set: function (value) {
  9521. this._headphone = value;
  9522. if (this._headphone) {
  9523. this._switchAudioModeForHeadphones();
  9524. }
  9525. else {
  9526. this._switchAudioModeForNormalSpeakers();
  9527. }
  9528. },
  9529. enumerable: true,
  9530. configurable: true
  9531. });
  9532. Scene.prototype._switchAudioModeForHeadphones = function () {
  9533. this.mainSoundTrack.switchPanningModelToHRTF();
  9534. for (var i = 0; i < this.soundTracks.length; i++) {
  9535. this.soundTracks[i].switchPanningModelToHRTF();
  9536. }
  9537. };
  9538. Scene.prototype._switchAudioModeForNormalSpeakers = function () {
  9539. this.mainSoundTrack.switchPanningModelToEqualPower();
  9540. for (var i = 0; i < this.soundTracks.length; i++) {
  9541. this.soundTracks[i].switchPanningModelToEqualPower();
  9542. }
  9543. };
  9544. Scene.prototype.enableDepthRenderer = function () {
  9545. if (this._depthRenderer) {
  9546. return this._depthRenderer;
  9547. }
  9548. this._depthRenderer = new BABYLON.DepthRenderer(this);
  9549. return this._depthRenderer;
  9550. };
  9551. Scene.prototype.disableDepthRenderer = function () {
  9552. if (!this._depthRenderer) {
  9553. return;
  9554. }
  9555. this._depthRenderer.dispose();
  9556. this._depthRenderer = null;
  9557. };
  9558. Scene.prototype.dispose = function () {
  9559. this.beforeRender = null;
  9560. this.afterRender = null;
  9561. this.skeletons = [];
  9562. this._boundingBoxRenderer.dispose();
  9563. if (this._depthRenderer) {
  9564. this._depthRenderer.dispose();
  9565. }
  9566. // Debug layer
  9567. this.debugLayer.hide();
  9568. // Events
  9569. if (this.onDispose) {
  9570. this.onDispose();
  9571. }
  9572. this._onBeforeRenderCallbacks = [];
  9573. this._onAfterRenderCallbacks = [];
  9574. this.detachControl();
  9575. // Release sounds & sounds tracks
  9576. this.disposeSounds();
  9577. // Detach cameras
  9578. var canvas = this._engine.getRenderingCanvas();
  9579. var index;
  9580. for (index = 0; index < this.cameras.length; index++) {
  9581. this.cameras[index].detachControl(canvas);
  9582. }
  9583. while (this.lights.length) {
  9584. this.lights[0].dispose();
  9585. }
  9586. while (this.meshes.length) {
  9587. this.meshes[0].dispose(true);
  9588. }
  9589. while (this.cameras.length) {
  9590. this.cameras[0].dispose();
  9591. }
  9592. while (this.materials.length) {
  9593. this.materials[0].dispose();
  9594. }
  9595. while (this.particleSystems.length) {
  9596. this.particleSystems[0].dispose();
  9597. }
  9598. while (this.spriteManagers.length) {
  9599. this.spriteManagers[0].dispose();
  9600. }
  9601. while (this.layers.length) {
  9602. this.layers[0].dispose();
  9603. }
  9604. while (this.textures.length) {
  9605. this.textures[0].dispose();
  9606. }
  9607. // Post-processes
  9608. this.postProcessManager.dispose();
  9609. // Physics
  9610. if (this._physicsEngine) {
  9611. this.disablePhysicsEngine();
  9612. }
  9613. // Remove from engine
  9614. index = this._engine.scenes.indexOf(this);
  9615. if (index > -1) {
  9616. this._engine.scenes.splice(index, 1);
  9617. }
  9618. this._engine.wipeCaches();
  9619. };
  9620. // Release sounds & sounds tracks
  9621. Scene.prototype.disposeSounds = function () {
  9622. this.mainSoundTrack.dispose();
  9623. for (var scIndex = 0; scIndex < this.soundTracks.length; scIndex++) {
  9624. this.soundTracks[scIndex].dispose();
  9625. }
  9626. };
  9627. // Collisions
  9628. Scene.prototype._getNewPosition = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  9629. if (excludedMesh === void 0) { excludedMesh = null; }
  9630. position.divideToRef(collider.radius, this._scaledPosition);
  9631. velocity.divideToRef(collider.radius, this._scaledVelocity);
  9632. collider.retry = 0;
  9633. collider.initialVelocity = this._scaledVelocity;
  9634. collider.initialPosition = this._scaledPosition;
  9635. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, finalPosition, excludedMesh);
  9636. finalPosition.multiplyInPlace(collider.radius);
  9637. };
  9638. Scene.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  9639. if (excludedMesh === void 0) { excludedMesh = null; }
  9640. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  9641. if (collider.retry >= maximumRetry) {
  9642. finalPosition.copyFrom(position);
  9643. return;
  9644. }
  9645. collider._initialize(position, velocity, closeDistance);
  9646. for (var index = 0; index < this.meshes.length; index++) {
  9647. var mesh = this.meshes[index];
  9648. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh) {
  9649. mesh._checkCollision(collider);
  9650. }
  9651. }
  9652. if (!collider.collisionFound) {
  9653. position.addToRef(velocity, finalPosition);
  9654. return;
  9655. }
  9656. if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
  9657. collider._getResponse(position, velocity);
  9658. }
  9659. if (velocity.length() <= closeDistance) {
  9660. finalPosition.copyFrom(position);
  9661. return;
  9662. }
  9663. collider.retry++;
  9664. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  9665. };
  9666. // Octrees
  9667. Scene.prototype.getWorldExtends = function () {
  9668. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  9669. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  9670. for (var index = 0; index < this.meshes.length; index++) {
  9671. var mesh = this.meshes[index];
  9672. mesh.computeWorldMatrix(true);
  9673. var minBox = mesh.getBoundingInfo().boundingBox.minimumWorld;
  9674. var maxBox = mesh.getBoundingInfo().boundingBox.maximumWorld;
  9675. BABYLON.Tools.CheckExtends(minBox, min, max);
  9676. BABYLON.Tools.CheckExtends(maxBox, min, max);
  9677. }
  9678. return {
  9679. min: min,
  9680. max: max
  9681. };
  9682. };
  9683. Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
  9684. if (maxCapacity === void 0) { maxCapacity = 64; }
  9685. if (maxDepth === void 0) { maxDepth = 2; }
  9686. if (!this._selectionOctree) {
  9687. this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  9688. }
  9689. var worldExtends = this.getWorldExtends();
  9690. // Update octree
  9691. this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);
  9692. return this._selectionOctree;
  9693. };
  9694. // Picking
  9695. Scene.prototype.createPickingRay = function (x, y, world, camera) {
  9696. var engine = this._engine;
  9697. if (!camera) {
  9698. if (!this.activeCamera)
  9699. throw new Error("Active camera not set");
  9700. camera = this.activeCamera;
  9701. }
  9702. var cameraViewport = camera.viewport;
  9703. var viewport = cameraViewport.toGlobal(engine);
  9704. // Moving coordinates to local viewport world
  9705. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  9706. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  9707. return BABYLON.Ray.CreateNew(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), camera.getViewMatrix(), camera.getProjectionMatrix());
  9708. // return BABYLON.Ray.CreateNew(x / window.devicePixelRatio, y / window.devicePixelRatio, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), camera.getViewMatrix(), camera.getProjectionMatrix());
  9709. };
  9710. Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
  9711. var pickingInfo = null;
  9712. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  9713. var mesh = this.meshes[meshIndex];
  9714. if (predicate) {
  9715. if (!predicate(mesh)) {
  9716. continue;
  9717. }
  9718. }
  9719. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  9720. continue;
  9721. }
  9722. var world = mesh.getWorldMatrix();
  9723. var ray = rayFunction(world);
  9724. var result = mesh.intersects(ray, fastCheck);
  9725. if (!result || !result.hit)
  9726. continue;
  9727. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance)
  9728. continue;
  9729. pickingInfo = result;
  9730. if (fastCheck) {
  9731. break;
  9732. }
  9733. }
  9734. return pickingInfo || new BABYLON.PickingInfo();
  9735. };
  9736. Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
  9737. var _this = this;
  9738. /// <summary>Launch a ray to try to pick a mesh in the scene</summary>
  9739. /// <param name="x">X position on screen</param>
  9740. /// <param name="y">Y position on screen</param>
  9741. /// <param name="predicate">Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true</param>
  9742. /// <param name="fastCheck">Launch a fast check only using the bounding boxes. Can be set to null.</param>
  9743. /// <param name="camera">camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used</param>
  9744. return this._internalPick(function (world) { return _this.createPickingRay(x, y, world, camera); }, predicate, fastCheck);
  9745. };
  9746. Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
  9747. var _this = this;
  9748. return this._internalPick(function (world) {
  9749. if (!_this._pickWithRayInverseMatrix) {
  9750. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  9751. }
  9752. world.invertToRef(_this._pickWithRayInverseMatrix);
  9753. return BABYLON.Ray.Transform(ray, _this._pickWithRayInverseMatrix);
  9754. }, predicate, fastCheck);
  9755. };
  9756. Scene.prototype.setPointerOverMesh = function (mesh) {
  9757. if (this._pointerOverMesh === mesh) {
  9758. return;
  9759. }
  9760. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  9761. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  9762. }
  9763. this._pointerOverMesh = mesh;
  9764. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  9765. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  9766. }
  9767. };
  9768. Scene.prototype.getPointerOverMesh = function () {
  9769. return this._pointerOverMesh;
  9770. };
  9771. // Physics
  9772. Scene.prototype.getPhysicsEngine = function () {
  9773. return this._physicsEngine;
  9774. };
  9775. Scene.prototype.enablePhysics = function (gravity, plugin) {
  9776. if (this._physicsEngine) {
  9777. return true;
  9778. }
  9779. this._physicsEngine = new BABYLON.PhysicsEngine(plugin);
  9780. if (!this._physicsEngine.isSupported()) {
  9781. this._physicsEngine = null;
  9782. return false;
  9783. }
  9784. this._physicsEngine._initialize(gravity);
  9785. return true;
  9786. };
  9787. Scene.prototype.disablePhysicsEngine = function () {
  9788. if (!this._physicsEngine) {
  9789. return;
  9790. }
  9791. this._physicsEngine.dispose();
  9792. this._physicsEngine = undefined;
  9793. };
  9794. Scene.prototype.isPhysicsEnabled = function () {
  9795. return this._physicsEngine !== undefined;
  9796. };
  9797. Scene.prototype.setGravity = function (gravity) {
  9798. if (!this._physicsEngine) {
  9799. return;
  9800. }
  9801. this._physicsEngine._setGravity(gravity);
  9802. };
  9803. Scene.prototype.createCompoundImpostor = function (parts, options) {
  9804. if (parts.parts) {
  9805. options = parts;
  9806. parts = parts.parts;
  9807. }
  9808. if (!this._physicsEngine) {
  9809. return null;
  9810. }
  9811. for (var index = 0; index < parts.length; index++) {
  9812. var mesh = parts[index].mesh;
  9813. mesh._physicImpostor = parts[index].impostor;
  9814. mesh._physicsMass = options.mass / parts.length;
  9815. mesh._physicsFriction = options.friction;
  9816. mesh._physicRestitution = options.restitution;
  9817. }
  9818. return this._physicsEngine._registerMeshesAsCompound(parts, options);
  9819. };
  9820. Scene.prototype.deleteCompoundImpostor = function (compound) {
  9821. for (var index = 0; index < compound.parts.length; index++) {
  9822. var mesh = compound.parts[index].mesh;
  9823. mesh._physicImpostor = BABYLON.PhysicsEngine.NoImpostor;
  9824. this._physicsEngine._unregisterMesh(mesh);
  9825. }
  9826. };
  9827. // Misc.
  9828. Scene.prototype.createDefaultCameraOrLight = function () {
  9829. // Light
  9830. if (this.lights.length === 0) {
  9831. new BABYLON.HemisphericLight("default light", BABYLON.Vector3.Up(), this);
  9832. }
  9833. // Camera
  9834. if (!this.activeCamera) {
  9835. var camera = new BABYLON.FreeCamera("default camera", BABYLON.Vector3.Zero(), this);
  9836. // Compute position
  9837. var worldExtends = this.getWorldExtends();
  9838. var worldCenter = worldExtends.min.add(worldExtends.max.subtract(worldExtends.min).scale(0.5));
  9839. camera.position = new BABYLON.Vector3(worldCenter.x, worldCenter.y, worldExtends.min.z - (worldExtends.max.z - worldExtends.min.z));
  9840. camera.setTarget(worldCenter);
  9841. this.activeCamera = camera;
  9842. }
  9843. };
  9844. // Tags
  9845. Scene.prototype._getByTags = function (list, tagsQuery, forEach) {
  9846. if (tagsQuery === undefined) {
  9847. // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
  9848. return list;
  9849. }
  9850. var listByTags = [];
  9851. forEach = forEach || (function (item) {
  9852. return;
  9853. });
  9854. for (var i in list) {
  9855. var item = list[i];
  9856. if (BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  9857. listByTags.push(item);
  9858. forEach(item);
  9859. }
  9860. }
  9861. return listByTags;
  9862. };
  9863. Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {
  9864. return this._getByTags(this.meshes, tagsQuery, forEach);
  9865. };
  9866. Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {
  9867. return this._getByTags(this.cameras, tagsQuery, forEach);
  9868. };
  9869. Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {
  9870. return this._getByTags(this.lights, tagsQuery, forEach);
  9871. };
  9872. Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {
  9873. return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
  9874. };
  9875. // Statics
  9876. Scene._FOGMODE_NONE = 0;
  9877. Scene._FOGMODE_EXP = 1;
  9878. Scene._FOGMODE_EXP2 = 2;
  9879. Scene._FOGMODE_LINEAR = 3;
  9880. Scene.MinDeltaTime = 1.0;
  9881. Scene.MaxDeltaTime = 1000.0;
  9882. return Scene;
  9883. })();
  9884. BABYLON.Scene = Scene;
  9885. })(BABYLON || (BABYLON = {}));
  9886. //# sourceMappingURL=babylon.scene.js.mapvar BABYLON;
  9887. (function (BABYLON) {
  9888. var VertexBuffer = (function () {
  9889. function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride) {
  9890. if (engine instanceof BABYLON.Mesh) {
  9891. this._engine = engine.getScene().getEngine();
  9892. }
  9893. else {
  9894. this._engine = engine;
  9895. }
  9896. this._updatable = updatable;
  9897. this._data = data;
  9898. if (!postponeInternalCreation) {
  9899. this.create();
  9900. }
  9901. this._kind = kind;
  9902. if (stride) {
  9903. this._strideSize = stride;
  9904. return;
  9905. }
  9906. switch (kind) {
  9907. case VertexBuffer.PositionKind:
  9908. this._strideSize = 3;
  9909. break;
  9910. case VertexBuffer.NormalKind:
  9911. this._strideSize = 3;
  9912. break;
  9913. case VertexBuffer.UVKind:
  9914. this._strideSize = 2;
  9915. break;
  9916. case VertexBuffer.UV2Kind:
  9917. this._strideSize = 2;
  9918. break;
  9919. case VertexBuffer.ColorKind:
  9920. this._strideSize = 4;
  9921. break;
  9922. case VertexBuffer.MatricesIndicesKind:
  9923. this._strideSize = 4;
  9924. break;
  9925. case VertexBuffer.MatricesWeightsKind:
  9926. this._strideSize = 4;
  9927. break;
  9928. }
  9929. }
  9930. // Properties
  9931. VertexBuffer.prototype.isUpdatable = function () {
  9932. return this._updatable;
  9933. };
  9934. VertexBuffer.prototype.getData = function () {
  9935. return this._data;
  9936. };
  9937. VertexBuffer.prototype.getBuffer = function () {
  9938. return this._buffer;
  9939. };
  9940. VertexBuffer.prototype.getStrideSize = function () {
  9941. return this._strideSize;
  9942. };
  9943. // Methods
  9944. VertexBuffer.prototype.create = function (data) {
  9945. if (!data && this._buffer) {
  9946. return; // nothing to do
  9947. }
  9948. data = data || this._data;
  9949. if (!this._buffer) {
  9950. if (this._updatable) {
  9951. this._buffer = this._engine.createDynamicVertexBuffer(data.length * 4);
  9952. }
  9953. else {
  9954. this._buffer = this._engine.createVertexBuffer(data);
  9955. }
  9956. }
  9957. if (this._updatable) {
  9958. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  9959. this._data = data;
  9960. }
  9961. };
  9962. VertexBuffer.prototype.update = function (data) {
  9963. this.create(data);
  9964. };
  9965. VertexBuffer.prototype.updateDirectly = function (data, offset) {
  9966. if (!this._buffer) {
  9967. return;
  9968. }
  9969. if (this._updatable) {
  9970. this._engine.updateDynamicVertexBuffer(this._buffer, data, offset);
  9971. this._data = null;
  9972. }
  9973. };
  9974. VertexBuffer.prototype.dispose = function () {
  9975. if (!this._buffer) {
  9976. return;
  9977. }
  9978. if (this._engine._releaseBuffer(this._buffer)) {
  9979. this._buffer = null;
  9980. }
  9981. };
  9982. Object.defineProperty(VertexBuffer, "PositionKind", {
  9983. get: function () {
  9984. return VertexBuffer._PositionKind;
  9985. },
  9986. enumerable: true,
  9987. configurable: true
  9988. });
  9989. Object.defineProperty(VertexBuffer, "NormalKind", {
  9990. get: function () {
  9991. return VertexBuffer._NormalKind;
  9992. },
  9993. enumerable: true,
  9994. configurable: true
  9995. });
  9996. Object.defineProperty(VertexBuffer, "UVKind", {
  9997. get: function () {
  9998. return VertexBuffer._UVKind;
  9999. },
  10000. enumerable: true,
  10001. configurable: true
  10002. });
  10003. Object.defineProperty(VertexBuffer, "UV2Kind", {
  10004. get: function () {
  10005. return VertexBuffer._UV2Kind;
  10006. },
  10007. enumerable: true,
  10008. configurable: true
  10009. });
  10010. Object.defineProperty(VertexBuffer, "ColorKind", {
  10011. get: function () {
  10012. return VertexBuffer._ColorKind;
  10013. },
  10014. enumerable: true,
  10015. configurable: true
  10016. });
  10017. Object.defineProperty(VertexBuffer, "MatricesIndicesKind", {
  10018. get: function () {
  10019. return VertexBuffer._MatricesIndicesKind;
  10020. },
  10021. enumerable: true,
  10022. configurable: true
  10023. });
  10024. Object.defineProperty(VertexBuffer, "MatricesWeightsKind", {
  10025. get: function () {
  10026. return VertexBuffer._MatricesWeightsKind;
  10027. },
  10028. enumerable: true,
  10029. configurable: true
  10030. });
  10031. // Enums
  10032. VertexBuffer._PositionKind = "position";
  10033. VertexBuffer._NormalKind = "normal";
  10034. VertexBuffer._UVKind = "uv";
  10035. VertexBuffer._UV2Kind = "uv2";
  10036. VertexBuffer._ColorKind = "color";
  10037. VertexBuffer._MatricesIndicesKind = "matricesIndices";
  10038. VertexBuffer._MatricesWeightsKind = "matricesWeights";
  10039. return VertexBuffer;
  10040. })();
  10041. BABYLON.VertexBuffer = VertexBuffer;
  10042. })(BABYLON || (BABYLON = {}));
  10043. //# sourceMappingURL=babylon.vertexBuffer.js.map
  10044. var BABYLON;
  10045. (function (BABYLON) {
  10046. var AbstractMesh = (function (_super) {
  10047. __extends(AbstractMesh, _super);
  10048. function AbstractMesh(name, scene) {
  10049. _super.call(this, name, scene);
  10050. // Properties
  10051. this.definedFacingForward = true; // orientation for POV movement & rotation
  10052. this.position = new BABYLON.Vector3(0, 0, 0);
  10053. this.rotation = new BABYLON.Vector3(0, 0, 0);
  10054. this.scaling = new BABYLON.Vector3(1, 1, 1);
  10055. this.billboardMode = AbstractMesh.BILLBOARDMODE_NONE;
  10056. this.visibility = 1.0;
  10057. this.alphaIndex = Number.MAX_VALUE;
  10058. this.infiniteDistance = false;
  10059. this.isVisible = true;
  10060. this.isPickable = true;
  10061. this.showBoundingBox = false;
  10062. this.showSubMeshesBoundingBox = false;
  10063. this.onDispose = null;
  10064. this.checkCollisions = false;
  10065. this.isBlocker = false;
  10066. this.renderingGroupId = 0;
  10067. this.receiveShadows = false;
  10068. this.renderOutline = false;
  10069. this.outlineColor = BABYLON.Color3.Red();
  10070. this.outlineWidth = 0.02;
  10071. this.renderOverlay = false;
  10072. this.overlayColor = BABYLON.Color3.Red();
  10073. this.overlayAlpha = 0.5;
  10074. this.hasVertexAlpha = false;
  10075. this.useVertexColors = true;
  10076. this.applyFog = true;
  10077. this.useOctreeForRenderingSelection = true;
  10078. this.useOctreeForPicking = true;
  10079. this.useOctreeForCollisions = true;
  10080. this.layerMask = 0x0FFFFFFF;
  10081. // Physics
  10082. this._physicImpostor = BABYLON.PhysicsEngine.NoImpostor;
  10083. // Collisions
  10084. this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  10085. this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  10086. this._collider = new BABYLON.Collider();
  10087. this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  10088. this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  10089. this._newPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  10090. // Cache
  10091. this._localScaling = BABYLON.Matrix.Zero();
  10092. this._localRotation = BABYLON.Matrix.Zero();
  10093. this._localTranslation = BABYLON.Matrix.Zero();
  10094. this._localBillboard = BABYLON.Matrix.Zero();
  10095. this._localPivotScaling = BABYLON.Matrix.Zero();
  10096. this._localPivotScalingRotation = BABYLON.Matrix.Zero();
  10097. this._localWorld = BABYLON.Matrix.Zero();
  10098. this._worldMatrix = BABYLON.Matrix.Zero();
  10099. this._rotateYByPI = BABYLON.Matrix.RotationY(Math.PI);
  10100. this._absolutePosition = BABYLON.Vector3.Zero();
  10101. this._collisionsTransformMatrix = BABYLON.Matrix.Zero();
  10102. this._collisionsScalingMatrix = BABYLON.Matrix.Zero();
  10103. this._isDirty = false;
  10104. this._pivotMatrix = BABYLON.Matrix.Identity();
  10105. this._isDisposed = false;
  10106. this._renderId = 0;
  10107. this._intersectionsInProgress = new Array();
  10108. this._onAfterWorldMatrixUpdate = new Array();
  10109. scene.addMesh(this);
  10110. }
  10111. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
  10112. get: function () {
  10113. return AbstractMesh._BILLBOARDMODE_NONE;
  10114. },
  10115. enumerable: true,
  10116. configurable: true
  10117. });
  10118. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
  10119. get: function () {
  10120. return AbstractMesh._BILLBOARDMODE_X;
  10121. },
  10122. enumerable: true,
  10123. configurable: true
  10124. });
  10125. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
  10126. get: function () {
  10127. return AbstractMesh._BILLBOARDMODE_Y;
  10128. },
  10129. enumerable: true,
  10130. configurable: true
  10131. });
  10132. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
  10133. get: function () {
  10134. return AbstractMesh._BILLBOARDMODE_Z;
  10135. },
  10136. enumerable: true,
  10137. configurable: true
  10138. });
  10139. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
  10140. get: function () {
  10141. return AbstractMesh._BILLBOARDMODE_ALL;
  10142. },
  10143. enumerable: true,
  10144. configurable: true
  10145. });
  10146. Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
  10147. // Methods
  10148. get: function () {
  10149. return false;
  10150. },
  10151. enumerable: true,
  10152. configurable: true
  10153. });
  10154. AbstractMesh.prototype.getLOD = function (camera) {
  10155. return this;
  10156. };
  10157. AbstractMesh.prototype.getTotalVertices = function () {
  10158. return 0;
  10159. };
  10160. AbstractMesh.prototype.getIndices = function () {
  10161. return null;
  10162. };
  10163. AbstractMesh.prototype.getVerticesData = function (kind) {
  10164. return null;
  10165. };
  10166. AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
  10167. return false;
  10168. };
  10169. AbstractMesh.prototype.getBoundingInfo = function () {
  10170. if (this._masterMesh) {
  10171. return this._masterMesh.getBoundingInfo();
  10172. }
  10173. if (!this._boundingInfo) {
  10174. this._updateBoundingInfo();
  10175. }
  10176. return this._boundingInfo;
  10177. };
  10178. Object.defineProperty(AbstractMesh.prototype, "useBones", {
  10179. get: function () {
  10180. return this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind);
  10181. },
  10182. enumerable: true,
  10183. configurable: true
  10184. });
  10185. AbstractMesh.prototype._preActivate = function () {
  10186. };
  10187. AbstractMesh.prototype._activate = function (renderId) {
  10188. this._renderId = renderId;
  10189. };
  10190. AbstractMesh.prototype.getWorldMatrix = function () {
  10191. if (this._masterMesh) {
  10192. return this._masterMesh.getWorldMatrix();
  10193. }
  10194. if (this._currentRenderId !== this.getScene().getRenderId()) {
  10195. this.computeWorldMatrix();
  10196. }
  10197. return this._worldMatrix;
  10198. };
  10199. Object.defineProperty(AbstractMesh.prototype, "worldMatrixFromCache", {
  10200. get: function () {
  10201. return this._worldMatrix;
  10202. },
  10203. enumerable: true,
  10204. configurable: true
  10205. });
  10206. Object.defineProperty(AbstractMesh.prototype, "absolutePosition", {
  10207. get: function () {
  10208. return this._absolutePosition;
  10209. },
  10210. enumerable: true,
  10211. configurable: true
  10212. });
  10213. AbstractMesh.prototype.rotate = function (axis, amount, space) {
  10214. if (!this.rotationQuaternion) {
  10215. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  10216. this.rotation = BABYLON.Vector3.Zero();
  10217. }
  10218. if (!space || space === 0 /* LOCAL */) {
  10219. var rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, amount);
  10220. this.rotationQuaternion = this.rotationQuaternion.multiply(rotationQuaternion);
  10221. }
  10222. else {
  10223. if (this.parent) {
  10224. var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
  10225. invertParentWorldMatrix.invert();
  10226. axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
  10227. }
  10228. rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, amount);
  10229. this.rotationQuaternion = rotationQuaternion.multiply(this.rotationQuaternion);
  10230. }
  10231. };
  10232. AbstractMesh.prototype.translate = function (axis, distance, space) {
  10233. var displacementVector = axis.scale(distance);
  10234. if (!space || space === 0 /* LOCAL */) {
  10235. var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
  10236. this.setPositionWithLocalVector(tempV3);
  10237. }
  10238. else {
  10239. this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
  10240. }
  10241. };
  10242. AbstractMesh.prototype.getAbsolutePosition = function () {
  10243. this.computeWorldMatrix();
  10244. return this._absolutePosition;
  10245. };
  10246. AbstractMesh.prototype.setAbsolutePosition = function (absolutePosition) {
  10247. if (!absolutePosition) {
  10248. return;
  10249. }
  10250. var absolutePositionX;
  10251. var absolutePositionY;
  10252. var absolutePositionZ;
  10253. if (absolutePosition.x === undefined) {
  10254. if (arguments.length < 3) {
  10255. return;
  10256. }
  10257. absolutePositionX = arguments[0];
  10258. absolutePositionY = arguments[1];
  10259. absolutePositionZ = arguments[2];
  10260. }
  10261. else {
  10262. absolutePositionX = absolutePosition.x;
  10263. absolutePositionY = absolutePosition.y;
  10264. absolutePositionZ = absolutePosition.z;
  10265. }
  10266. if (this.parent) {
  10267. var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
  10268. invertParentWorldMatrix.invert();
  10269. var worldPosition = new BABYLON.Vector3(absolutePositionX, absolutePositionY, absolutePositionZ);
  10270. this.position = BABYLON.Vector3.TransformCoordinates(worldPosition, invertParentWorldMatrix);
  10271. }
  10272. else {
  10273. this.position.x = absolutePositionX;
  10274. this.position.y = absolutePositionY;
  10275. this.position.z = absolutePositionZ;
  10276. }
  10277. };
  10278. // ================================== Point of View Movement =================================
  10279. /**
  10280. * Perform relative position change from the point of view of behind the front of the mesh.
  10281. * This is performed taking into account the meshes current rotation, so you do not have to care.
  10282. * Supports definition of mesh facing forward or backward.
  10283. * @param {number} amountRight
  10284. * @param {number} amountUp
  10285. * @param {number} amountForward
  10286. */
  10287. AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {
  10288. this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
  10289. };
  10290. /**
  10291. * Calculate relative position change from the point of view of behind the front of the mesh.
  10292. * This is performed taking into account the meshes current rotation, so you do not have to care.
  10293. * Supports definition of mesh facing forward or backward.
  10294. * @param {number} amountRight
  10295. * @param {number} amountUp
  10296. * @param {number} amountForward
  10297. */
  10298. AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {
  10299. var rotMatrix = new BABYLON.Matrix();
  10300. var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  10301. rotQuaternion.toRotationMatrix(rotMatrix);
  10302. var translationDelta = BABYLON.Vector3.Zero();
  10303. var defForwardMult = this.definedFacingForward ? -1 : 1;
  10304. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
  10305. return translationDelta;
  10306. };
  10307. // ================================== Point of View Rotation =================================
  10308. /**
  10309. * Perform relative rotation change from the point of view of behind the front of the mesh.
  10310. * Supports definition of mesh facing forward or backward.
  10311. * @param {number} flipBack
  10312. * @param {number} twirlClockwise
  10313. * @param {number} tiltRight
  10314. */
  10315. AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  10316. this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
  10317. };
  10318. /**
  10319. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  10320. * Supports definition of mesh facing forward or backward.
  10321. * @param {number} flipBack
  10322. * @param {number} twirlClockwise
  10323. * @param {number} tiltRight
  10324. */
  10325. AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  10326. var defForwardMult = this.definedFacingForward ? 1 : -1;
  10327. return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
  10328. };
  10329. AbstractMesh.prototype.setPivotMatrix = function (matrix) {
  10330. this._pivotMatrix = matrix;
  10331. this._cache.pivotMatrixUpdated = true;
  10332. };
  10333. AbstractMesh.prototype.getPivotMatrix = function () {
  10334. return this._pivotMatrix;
  10335. };
  10336. AbstractMesh.prototype._isSynchronized = function () {
  10337. if (this._isDirty) {
  10338. return false;
  10339. }
  10340. if (this.billboardMode !== AbstractMesh.BILLBOARDMODE_NONE)
  10341. return false;
  10342. if (this._cache.pivotMatrixUpdated) {
  10343. return false;
  10344. }
  10345. if (this.infiniteDistance) {
  10346. return false;
  10347. }
  10348. if (!this._cache.position.equals(this.position))
  10349. return false;
  10350. if (this.rotationQuaternion) {
  10351. if (!this._cache.rotationQuaternion.equals(this.rotationQuaternion))
  10352. return false;
  10353. }
  10354. else {
  10355. if (!this._cache.rotation.equals(this.rotation))
  10356. return false;
  10357. }
  10358. if (!this._cache.scaling.equals(this.scaling))
  10359. return false;
  10360. return true;
  10361. };
  10362. AbstractMesh.prototype._initCache = function () {
  10363. _super.prototype._initCache.call(this);
  10364. this._cache.localMatrixUpdated = false;
  10365. this._cache.position = BABYLON.Vector3.Zero();
  10366. this._cache.scaling = BABYLON.Vector3.Zero();
  10367. this._cache.rotation = BABYLON.Vector3.Zero();
  10368. this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
  10369. };
  10370. AbstractMesh.prototype.markAsDirty = function (property) {
  10371. if (property === "rotation") {
  10372. this.rotationQuaternion = null;
  10373. }
  10374. this._currentRenderId = Number.MAX_VALUE;
  10375. this._isDirty = true;
  10376. };
  10377. AbstractMesh.prototype._updateBoundingInfo = function () {
  10378. this._boundingInfo = this._boundingInfo || new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition);
  10379. this._boundingInfo._update(this.worldMatrixFromCache);
  10380. this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  10381. };
  10382. AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
  10383. if (!this.subMeshes) {
  10384. return;
  10385. }
  10386. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  10387. var subMesh = this.subMeshes[subIndex];
  10388. subMesh.updateBoundingInfo(matrix);
  10389. }
  10390. };
  10391. AbstractMesh.prototype.computeWorldMatrix = function (force) {
  10392. if (!force && (this._currentRenderId === this.getScene().getRenderId() || this.isSynchronized(true))) {
  10393. return this._worldMatrix;
  10394. }
  10395. this._cache.position.copyFrom(this.position);
  10396. this._cache.scaling.copyFrom(this.scaling);
  10397. this._cache.pivotMatrixUpdated = false;
  10398. this._currentRenderId = this.getScene().getRenderId();
  10399. this._isDirty = false;
  10400. // Scaling
  10401. BABYLON.Matrix.ScalingToRef(this.scaling.x, this.scaling.y, this.scaling.z, this._localScaling);
  10402. // Rotation
  10403. if (this.rotationQuaternion) {
  10404. this.rotationQuaternion.toRotationMatrix(this._localRotation);
  10405. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  10406. }
  10407. else {
  10408. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._localRotation);
  10409. this._cache.rotation.copyFrom(this.rotation);
  10410. }
  10411. // Translation
  10412. if (this.infiniteDistance && !this.parent) {
  10413. var camera = this.getScene().activeCamera;
  10414. var cameraWorldMatrix = camera.getWorldMatrix();
  10415. var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
  10416. BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, this._localTranslation);
  10417. }
  10418. else {
  10419. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._localTranslation);
  10420. }
  10421. // Composing transformations
  10422. this._pivotMatrix.multiplyToRef(this._localScaling, this._localPivotScaling);
  10423. this._localPivotScaling.multiplyToRef(this._localRotation, this._localPivotScalingRotation);
  10424. // Billboarding
  10425. if (this.billboardMode !== AbstractMesh.BILLBOARDMODE_NONE && this.getScene().activeCamera) {
  10426. var localPosition = this.position.clone();
  10427. var zero = this.getScene().activeCamera.position.clone();
  10428. if (this.parent && this.parent.position) {
  10429. localPosition.addInPlace(this.parent.position);
  10430. BABYLON.Matrix.TranslationToRef(localPosition.x, localPosition.y, localPosition.z, this._localTranslation);
  10431. }
  10432. if ((this.billboardMode & AbstractMesh.BILLBOARDMODE_ALL) === AbstractMesh.BILLBOARDMODE_ALL) {
  10433. zero = this.getScene().activeCamera.position;
  10434. }
  10435. else {
  10436. if (this.billboardMode & AbstractMesh.BILLBOARDMODE_X)
  10437. zero.x = localPosition.x + BABYLON.Engine.Epsilon;
  10438. if (this.billboardMode & AbstractMesh.BILLBOARDMODE_Y)
  10439. zero.y = localPosition.y + 0.001;
  10440. if (this.billboardMode & AbstractMesh.BILLBOARDMODE_Z)
  10441. zero.z = localPosition.z + 0.001;
  10442. }
  10443. BABYLON.Matrix.LookAtLHToRef(localPosition, zero, BABYLON.Vector3.Up(), this._localBillboard);
  10444. this._localBillboard.m[12] = this._localBillboard.m[13] = this._localBillboard.m[14] = 0;
  10445. this._localBillboard.invert();
  10446. this._localPivotScalingRotation.multiplyToRef(this._localBillboard, this._localWorld);
  10447. this._rotateYByPI.multiplyToRef(this._localWorld, this._localPivotScalingRotation);
  10448. }
  10449. // Local world
  10450. this._localPivotScalingRotation.multiplyToRef(this._localTranslation, this._localWorld);
  10451. // Parent
  10452. if (this.parent && this.parent.getWorldMatrix && this.billboardMode === AbstractMesh.BILLBOARDMODE_NONE) {
  10453. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  10454. }
  10455. else {
  10456. this._worldMatrix.copyFrom(this._localWorld);
  10457. }
  10458. // Bounding info
  10459. this._updateBoundingInfo();
  10460. // Absolute position
  10461. this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
  10462. for (var callbackIndex = 0; callbackIndex < this._onAfterWorldMatrixUpdate.length; callbackIndex++) {
  10463. this._onAfterWorldMatrixUpdate[callbackIndex](this);
  10464. }
  10465. return this._worldMatrix;
  10466. };
  10467. /**
  10468. * If you'd like to be callbacked after the mesh position, rotation or scaling has been updated
  10469. * @param func: callback function to add
  10470. */
  10471. AbstractMesh.prototype.registerAfterWorldMatrixUpdate = function (func) {
  10472. this._onAfterWorldMatrixUpdate.push(func);
  10473. };
  10474. AbstractMesh.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
  10475. var index = this._onAfterWorldMatrixUpdate.indexOf(func);
  10476. if (index > -1) {
  10477. this._onAfterWorldMatrixUpdate.splice(index, 1);
  10478. }
  10479. };
  10480. AbstractMesh.prototype.setPositionWithLocalVector = function (vector3) {
  10481. this.computeWorldMatrix();
  10482. this.position = BABYLON.Vector3.TransformNormal(vector3, this._localWorld);
  10483. };
  10484. AbstractMesh.prototype.getPositionExpressedInLocalSpace = function () {
  10485. this.computeWorldMatrix();
  10486. var invLocalWorldMatrix = this._localWorld.clone();
  10487. invLocalWorldMatrix.invert();
  10488. return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
  10489. };
  10490. AbstractMesh.prototype.locallyTranslate = function (vector3) {
  10491. this.computeWorldMatrix();
  10492. this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld);
  10493. };
  10494. AbstractMesh.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor) {
  10495. /// <summary>Orients a mesh towards a target point. Mesh must be drawn facing user.</summary>
  10496. /// <param name="targetPoint" type="Vector3">The position (must be in same space as current mesh) to look at</param>
  10497. /// <param name="yawCor" type="Number">optional yaw (y-axis) correction in radians</param>
  10498. /// <param name="pitchCor" type="Number">optional pitch (x-axis) correction in radians</param>
  10499. /// <param name="rollCor" type="Number">optional roll (z-axis) correction in radians</param>
  10500. /// <returns>Mesh oriented towards targetMesh</returns>
  10501. yawCor = yawCor || 0; // default to zero if undefined
  10502. pitchCor = pitchCor || 0;
  10503. rollCor = rollCor || 0;
  10504. var dv = targetPoint.subtract(this.position);
  10505. var yaw = -Math.atan2(dv.z, dv.x) - Math.PI / 2;
  10506. var len = Math.sqrt(dv.x * dv.x + dv.z * dv.z);
  10507. var pitch = Math.atan2(dv.y, len);
  10508. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(yaw + yawCor, pitch + pitchCor, rollCor);
  10509. };
  10510. AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
  10511. if (!this._boundingInfo.isInFrustum(frustumPlanes)) {
  10512. return false;
  10513. }
  10514. return true;
  10515. };
  10516. AbstractMesh.prototype.isCompletelyInFrustum = function (camera) {
  10517. if (!camera) {
  10518. camera = this.getScene().activeCamera;
  10519. }
  10520. var transformMatrix = camera.getViewMatrix().multiply(camera.getProjectionMatrix());
  10521. if (!this._boundingInfo.isCompletelyInFrustum(BABYLON.Frustum.GetPlanes(transformMatrix))) {
  10522. return false;
  10523. }
  10524. return true;
  10525. };
  10526. AbstractMesh.prototype.intersectsMesh = function (mesh, precise) {
  10527. if (!this._boundingInfo || !mesh._boundingInfo) {
  10528. return false;
  10529. }
  10530. return this._boundingInfo.intersects(mesh._boundingInfo, precise);
  10531. };
  10532. AbstractMesh.prototype.intersectsPoint = function (point) {
  10533. if (!this._boundingInfo) {
  10534. return false;
  10535. }
  10536. return this._boundingInfo.intersectsPoint(point);
  10537. };
  10538. // Physics
  10539. AbstractMesh.prototype.setPhysicsState = function (impostor, options) {
  10540. var physicsEngine = this.getScene().getPhysicsEngine();
  10541. if (!physicsEngine) {
  10542. return;
  10543. }
  10544. impostor = impostor || BABYLON.PhysicsEngine.NoImpostor;
  10545. if (impostor.impostor) {
  10546. // Old API
  10547. options = impostor;
  10548. impostor = impostor.impostor;
  10549. }
  10550. if (impostor === BABYLON.PhysicsEngine.NoImpostor) {
  10551. physicsEngine._unregisterMesh(this);
  10552. return;
  10553. }
  10554. if (!options) {
  10555. options = { mass: 0, friction: 0.2, restitution: 0.2 };
  10556. }
  10557. else {
  10558. if (!options.mass && options.mass !== 0)
  10559. options.mass = 0;
  10560. if (!options.friction && options.friction !== 0)
  10561. options.friction = 0.2;
  10562. if (!options.restitution && options.restitution !== 0)
  10563. options.restitution = 0.2;
  10564. }
  10565. this._physicImpostor = impostor;
  10566. this._physicsMass = options.mass;
  10567. this._physicsFriction = options.friction;
  10568. this._physicRestitution = options.restitution;
  10569. return physicsEngine._registerMesh(this, impostor, options);
  10570. };
  10571. AbstractMesh.prototype.getPhysicsImpostor = function () {
  10572. if (!this._physicImpostor) {
  10573. return BABYLON.PhysicsEngine.NoImpostor;
  10574. }
  10575. return this._physicImpostor;
  10576. };
  10577. AbstractMesh.prototype.getPhysicsMass = function () {
  10578. if (!this._physicsMass) {
  10579. return 0;
  10580. }
  10581. return this._physicsMass;
  10582. };
  10583. AbstractMesh.prototype.getPhysicsFriction = function () {
  10584. if (!this._physicsFriction) {
  10585. return 0;
  10586. }
  10587. return this._physicsFriction;
  10588. };
  10589. AbstractMesh.prototype.getPhysicsRestitution = function () {
  10590. if (!this._physicRestitution) {
  10591. return 0;
  10592. }
  10593. return this._physicRestitution;
  10594. };
  10595. AbstractMesh.prototype.getPositionInCameraSpace = function (camera) {
  10596. if (!camera) {
  10597. camera = this.getScene().activeCamera;
  10598. }
  10599. return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
  10600. };
  10601. AbstractMesh.prototype.getDistanceToCamera = function (camera) {
  10602. if (!camera) {
  10603. camera = this.getScene().activeCamera;
  10604. }
  10605. return this.absolutePosition.subtract(camera.position).length();
  10606. };
  10607. AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
  10608. if (!this._physicImpostor) {
  10609. return;
  10610. }
  10611. this.getScene().getPhysicsEngine()._applyImpulse(this, force, contactPoint);
  10612. };
  10613. AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
  10614. if (!this._physicImpostor) {
  10615. return;
  10616. }
  10617. this.getScene().getPhysicsEngine()._createLink(this, otherMesh, pivot1, pivot2, options);
  10618. };
  10619. AbstractMesh.prototype.updatePhysicsBodyPosition = function () {
  10620. if (!this._physicImpostor) {
  10621. return;
  10622. }
  10623. this.getScene().getPhysicsEngine()._updateBodyPosition(this);
  10624. };
  10625. // Collisions
  10626. AbstractMesh.prototype.moveWithCollisions = function (velocity) {
  10627. var globalPosition = this.getAbsolutePosition();
  10628. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPositionForCollisions);
  10629. this._oldPositionForCollisions.addInPlace(this.ellipsoidOffset);
  10630. this._collider.radius = this.ellipsoid;
  10631. this.getScene()._getNewPosition(this._oldPositionForCollisions, velocity, this._collider, 3, this._newPositionForCollisions, this);
  10632. this._newPositionForCollisions.subtractToRef(this._oldPositionForCollisions, this._diffPositionForCollisions);
  10633. if (this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
  10634. this.position.addInPlace(this._diffPositionForCollisions);
  10635. }
  10636. };
  10637. // Submeshes octree
  10638. /**
  10639. * This function will create an octree to help select the right submeshes for rendering, picking and collisions
  10640. * Please note that you must have a decent number of submeshes to get performance improvements when using octree
  10641. */
  10642. AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
  10643. if (maxCapacity === void 0) { maxCapacity = 64; }
  10644. if (maxDepth === void 0) { maxDepth = 2; }
  10645. if (!this._submeshesOctree) {
  10646. this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
  10647. }
  10648. this.computeWorldMatrix(true);
  10649. // Update octree
  10650. var bbox = this.getBoundingInfo().boundingBox;
  10651. this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
  10652. return this._submeshesOctree;
  10653. };
  10654. // Collisions
  10655. AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
  10656. this._generatePointsArray();
  10657. // Transformation
  10658. if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
  10659. subMesh._lastColliderTransformMatrix = transformMatrix.clone();
  10660. subMesh._lastColliderWorldVertices = [];
  10661. subMesh._trianglePlanes = [];
  10662. var start = subMesh.verticesStart;
  10663. var end = (subMesh.verticesStart + subMesh.verticesCount);
  10664. for (var i = start; i < end; i++) {
  10665. subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
  10666. }
  10667. }
  10668. // Collide
  10669. collider._collide(subMesh, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart);
  10670. };
  10671. AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
  10672. var subMeshes;
  10673. var len;
  10674. // Octrees
  10675. if (this._submeshesOctree && this.useOctreeForCollisions) {
  10676. var radius = collider.velocityWorldLength + Math.max(collider.radius.x, collider.radius.y, collider.radius.z);
  10677. var intersections = this._submeshesOctree.intersects(collider.basePointWorld, radius);
  10678. len = intersections.length;
  10679. subMeshes = intersections.data;
  10680. }
  10681. else {
  10682. subMeshes = this.subMeshes;
  10683. len = subMeshes.length;
  10684. }
  10685. for (var index = 0; index < len; index++) {
  10686. var subMesh = subMeshes[index];
  10687. // Bounding test
  10688. if (len > 1 && !subMesh._checkCollision(collider))
  10689. continue;
  10690. this._collideForSubMesh(subMesh, transformMatrix, collider);
  10691. }
  10692. };
  10693. AbstractMesh.prototype._checkCollision = function (collider) {
  10694. // Bounding box test
  10695. if (!this._boundingInfo._checkCollision(collider))
  10696. return;
  10697. // Transformation matrix
  10698. BABYLON.Matrix.ScalingToRef(1.0 / collider.radius.x, 1.0 / collider.radius.y, 1.0 / collider.radius.z, this._collisionsScalingMatrix);
  10699. this.worldMatrixFromCache.multiplyToRef(this._collisionsScalingMatrix, this._collisionsTransformMatrix);
  10700. this._processCollisionsForSubMeshes(collider, this._collisionsTransformMatrix);
  10701. };
  10702. // Picking
  10703. AbstractMesh.prototype._generatePointsArray = function () {
  10704. return false;
  10705. };
  10706. AbstractMesh.prototype.intersects = function (ray, fastCheck) {
  10707. var pickingInfo = new BABYLON.PickingInfo();
  10708. if (!this.subMeshes || !this._boundingInfo || !ray.intersectsSphere(this._boundingInfo.boundingSphere) || !ray.intersectsBox(this._boundingInfo.boundingBox)) {
  10709. return pickingInfo;
  10710. }
  10711. if (!this._generatePointsArray()) {
  10712. return pickingInfo;
  10713. }
  10714. var intersectInfo = null;
  10715. // Octrees
  10716. var subMeshes;
  10717. var len;
  10718. if (this._submeshesOctree && this.useOctreeForPicking) {
  10719. var worldRay = BABYLON.Ray.Transform(ray, this.getWorldMatrix());
  10720. var intersections = this._submeshesOctree.intersectsRay(worldRay);
  10721. len = intersections.length;
  10722. subMeshes = intersections.data;
  10723. }
  10724. else {
  10725. subMeshes = this.subMeshes;
  10726. len = subMeshes.length;
  10727. }
  10728. for (var index = 0; index < len; index++) {
  10729. var subMesh = subMeshes[index];
  10730. // Bounding test
  10731. if (len > 1 && !subMesh.canIntersects(ray))
  10732. continue;
  10733. var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
  10734. if (currentIntersectInfo) {
  10735. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  10736. intersectInfo = currentIntersectInfo;
  10737. intersectInfo.subMeshId = index;
  10738. if (fastCheck) {
  10739. break;
  10740. }
  10741. }
  10742. }
  10743. }
  10744. if (intersectInfo) {
  10745. // Get picked point
  10746. var world = this.getWorldMatrix();
  10747. var worldOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, world);
  10748. var direction = ray.direction.clone();
  10749. direction = direction.scale(intersectInfo.distance);
  10750. var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
  10751. var pickedPoint = worldOrigin.add(worldDirection);
  10752. // Return result
  10753. pickingInfo.hit = true;
  10754. pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
  10755. pickingInfo.pickedPoint = pickedPoint;
  10756. pickingInfo.pickedMesh = this;
  10757. pickingInfo.bu = intersectInfo.bu;
  10758. pickingInfo.bv = intersectInfo.bv;
  10759. pickingInfo.faceId = intersectInfo.faceId;
  10760. pickingInfo.subMeshId = intersectInfo.subMeshId;
  10761. return pickingInfo;
  10762. }
  10763. return pickingInfo;
  10764. };
  10765. AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  10766. return null;
  10767. };
  10768. AbstractMesh.prototype.releaseSubMeshes = function () {
  10769. if (this.subMeshes) {
  10770. while (this.subMeshes.length) {
  10771. this.subMeshes[0].dispose();
  10772. }
  10773. }
  10774. else {
  10775. this.subMeshes = new Array();
  10776. }
  10777. };
  10778. AbstractMesh.prototype.dispose = function (doNotRecurse) {
  10779. var index;
  10780. // Physics
  10781. if (this.getPhysicsImpostor() !== BABYLON.PhysicsEngine.NoImpostor) {
  10782. this.setPhysicsState(BABYLON.PhysicsEngine.NoImpostor);
  10783. }
  10784. for (index = 0; index < this._intersectionsInProgress.length; index++) {
  10785. var other = this._intersectionsInProgress[index];
  10786. var pos = other._intersectionsInProgress.indexOf(this);
  10787. other._intersectionsInProgress.splice(pos, 1);
  10788. }
  10789. this._intersectionsInProgress = [];
  10790. // SubMeshes
  10791. this.releaseSubMeshes();
  10792. // Remove from scene
  10793. this.getScene().removeMesh(this);
  10794. if (!doNotRecurse) {
  10795. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  10796. if (this.getScene().particleSystems[index].emitter === this) {
  10797. this.getScene().particleSystems[index].dispose();
  10798. index--;
  10799. }
  10800. }
  10801. // Children
  10802. var objects = this.getScene().meshes.slice(0);
  10803. for (index = 0; index < objects.length; index++) {
  10804. if (objects[index].parent === this) {
  10805. objects[index].dispose();
  10806. }
  10807. }
  10808. }
  10809. else {
  10810. for (index = 0; index < this.getScene().meshes.length; index++) {
  10811. var obj = this.getScene().meshes[index];
  10812. if (obj.parent === this) {
  10813. obj.parent = null;
  10814. obj.computeWorldMatrix(true);
  10815. }
  10816. }
  10817. }
  10818. this._onAfterWorldMatrixUpdate = [];
  10819. this._isDisposed = true;
  10820. // Callback
  10821. if (this.onDispose) {
  10822. this.onDispose();
  10823. }
  10824. };
  10825. // Statics
  10826. AbstractMesh._BILLBOARDMODE_NONE = 0;
  10827. AbstractMesh._BILLBOARDMODE_X = 1;
  10828. AbstractMesh._BILLBOARDMODE_Y = 2;
  10829. AbstractMesh._BILLBOARDMODE_Z = 4;
  10830. AbstractMesh._BILLBOARDMODE_ALL = 7;
  10831. return AbstractMesh;
  10832. })(BABYLON.Node);
  10833. BABYLON.AbstractMesh = AbstractMesh;
  10834. })(BABYLON || (BABYLON = {}));
  10835. //# sourceMappingURL=babylon.abstractMesh.js.map
  10836. var BABYLON;
  10837. (function (BABYLON) {
  10838. var _InstancesBatch = (function () {
  10839. function _InstancesBatch() {
  10840. this.mustReturn = false;
  10841. this.visibleInstances = new Array();
  10842. this.renderSelf = new Array();
  10843. }
  10844. return _InstancesBatch;
  10845. })();
  10846. BABYLON._InstancesBatch = _InstancesBatch;
  10847. var Mesh = (function (_super) {
  10848. __extends(Mesh, _super);
  10849. /**
  10850. * @constructor
  10851. * @param {string} name - The value used by scene.getMeshByName() to do a lookup.
  10852. * @param {Scene} scene - The scene to add this mesh to.
  10853. * @param {Node} parent - The parent of this mesh, if it has one
  10854. * @param {Mesh} source - An optional Mesh from which geometry is shared, cloned.
  10855. * @param {boolean} doNotCloneChildren - When cloning, skip cloning child meshes of source, default False.
  10856. * When false, achieved by calling a clone(), also passing False.
  10857. * This will make creation of children, recursive.
  10858. */
  10859. function Mesh(name, scene, parent, source, doNotCloneChildren) {
  10860. if (parent === void 0) { parent = null; }
  10861. _super.call(this, name, scene);
  10862. // Members
  10863. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  10864. this.instances = new Array();
  10865. this._LODLevels = new Array();
  10866. this._onBeforeRenderCallbacks = new Array();
  10867. this._onAfterRenderCallbacks = new Array();
  10868. this._visibleInstances = {};
  10869. this._renderIdForInstances = new Array();
  10870. this._batchCache = new _InstancesBatch();
  10871. this._instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances
  10872. this._sideOrientation = Mesh._DEFAULTSIDE;
  10873. if (source) {
  10874. // Geometry
  10875. if (source._geometry) {
  10876. source._geometry.applyToMesh(this);
  10877. }
  10878. // Deep copy
  10879. BABYLON.Tools.DeepCopy(source, this, ["name", "material", "skeleton"], []);
  10880. // Material
  10881. this.material = source.material;
  10882. if (!doNotCloneChildren) {
  10883. for (var index = 0; index < scene.meshes.length; index++) {
  10884. var mesh = scene.meshes[index];
  10885. if (mesh.parent === source) {
  10886. // doNotCloneChildren is always going to be False
  10887. var newChild = mesh.clone(name + "." + mesh.name, this, doNotCloneChildren);
  10888. }
  10889. }
  10890. }
  10891. for (index = 0; index < scene.particleSystems.length; index++) {
  10892. var system = scene.particleSystems[index];
  10893. if (system.emitter === source) {
  10894. system.clone(system.name, this);
  10895. }
  10896. }
  10897. this.computeWorldMatrix(true);
  10898. }
  10899. // Parent
  10900. if (parent !== null) {
  10901. this.parent = parent;
  10902. }
  10903. }
  10904. Object.defineProperty(Mesh, "FRONTSIDE", {
  10905. get: function () {
  10906. return Mesh._FRONTSIDE;
  10907. },
  10908. enumerable: true,
  10909. configurable: true
  10910. });
  10911. Object.defineProperty(Mesh, "BACKSIDE", {
  10912. get: function () {
  10913. return Mesh._BACKSIDE;
  10914. },
  10915. enumerable: true,
  10916. configurable: true
  10917. });
  10918. Object.defineProperty(Mesh, "DOUBLESIDE", {
  10919. get: function () {
  10920. return Mesh._DOUBLESIDE;
  10921. },
  10922. enumerable: true,
  10923. configurable: true
  10924. });
  10925. Object.defineProperty(Mesh, "DEFAULTSIDE", {
  10926. get: function () {
  10927. return Mesh._DEFAULTSIDE;
  10928. },
  10929. enumerable: true,
  10930. configurable: true
  10931. });
  10932. Object.defineProperty(Mesh.prototype, "hasLODLevels", {
  10933. // Methods
  10934. get: function () {
  10935. return this._LODLevels.length > 0;
  10936. },
  10937. enumerable: true,
  10938. configurable: true
  10939. });
  10940. Mesh.prototype._sortLODLevels = function () {
  10941. this._LODLevels.sort(function (a, b) {
  10942. if (a.distance < b.distance) {
  10943. return 1;
  10944. }
  10945. if (a.distance > b.distance) {
  10946. return -1;
  10947. }
  10948. return 0;
  10949. });
  10950. };
  10951. /**
  10952. * Add a mesh as LOD level triggered at the given distance.
  10953. * @param {number} distance - the distance from the center of the object to show this level
  10954. * @param {BABYLON.Mesh} mesh - the mesh to be added as LOD level
  10955. * @return {BABYLON.Mesh} this mesh (for chaining)
  10956. */
  10957. Mesh.prototype.addLODLevel = function (distance, mesh) {
  10958. if (mesh && mesh._masterMesh) {
  10959. BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
  10960. return this;
  10961. }
  10962. var level = new BABYLON.Internals.MeshLODLevel(distance, mesh);
  10963. this._LODLevels.push(level);
  10964. if (mesh) {
  10965. mesh._masterMesh = this;
  10966. }
  10967. this._sortLODLevels();
  10968. return this;
  10969. };
  10970. Mesh.prototype.getLODLevelAtDistance = function (distance) {
  10971. for (var index = 0; index < this._LODLevels.length; index++) {
  10972. var level = this._LODLevels[index];
  10973. if (level.distance === distance) {
  10974. return level.mesh;
  10975. }
  10976. }
  10977. return null;
  10978. };
  10979. /**
  10980. * Remove a mesh from the LOD array
  10981. * @param {BABYLON.Mesh} mesh - the mesh to be removed.
  10982. * @return {BABYLON.Mesh} this mesh (for chaining)
  10983. */
  10984. Mesh.prototype.removeLODLevel = function (mesh) {
  10985. for (var index = 0; index < this._LODLevels.length; index++) {
  10986. if (this._LODLevels[index].mesh === mesh) {
  10987. this._LODLevels.splice(index, 1);
  10988. if (mesh) {
  10989. mesh._masterMesh = null;
  10990. }
  10991. }
  10992. }
  10993. this._sortLODLevels();
  10994. return this;
  10995. };
  10996. Mesh.prototype.getLOD = function (camera, boundingSphere) {
  10997. if (!this._LODLevels || this._LODLevels.length === 0) {
  10998. return this;
  10999. }
  11000. var distanceToCamera = (boundingSphere ? boundingSphere : this.getBoundingInfo().boundingSphere).centerWorld.subtract(camera.position).length();
  11001. if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
  11002. if (this.onLODLevelSelection) {
  11003. this.onLODLevelSelection(distanceToCamera, this, this._LODLevels[this._LODLevels.length - 1].mesh);
  11004. }
  11005. return this;
  11006. }
  11007. for (var index = 0; index < this._LODLevels.length; index++) {
  11008. var level = this._LODLevels[index];
  11009. if (level.distance < distanceToCamera) {
  11010. if (level.mesh) {
  11011. level.mesh._preActivate();
  11012. level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  11013. }
  11014. if (this.onLODLevelSelection) {
  11015. this.onLODLevelSelection(distanceToCamera, this, level.mesh);
  11016. }
  11017. return level.mesh;
  11018. }
  11019. }
  11020. if (this.onLODLevelSelection) {
  11021. this.onLODLevelSelection(distanceToCamera, this, this);
  11022. }
  11023. return this;
  11024. };
  11025. Object.defineProperty(Mesh.prototype, "geometry", {
  11026. get: function () {
  11027. return this._geometry;
  11028. },
  11029. enumerable: true,
  11030. configurable: true
  11031. });
  11032. Mesh.prototype.getTotalVertices = function () {
  11033. if (!this._geometry) {
  11034. return 0;
  11035. }
  11036. return this._geometry.getTotalVertices();
  11037. };
  11038. Mesh.prototype.getVerticesData = function (kind) {
  11039. if (!this._geometry) {
  11040. return null;
  11041. }
  11042. return this._geometry.getVerticesData(kind);
  11043. };
  11044. Mesh.prototype.getVertexBuffer = function (kind) {
  11045. if (!this._geometry) {
  11046. return undefined;
  11047. }
  11048. return this._geometry.getVertexBuffer(kind);
  11049. };
  11050. Mesh.prototype.isVerticesDataPresent = function (kind) {
  11051. if (!this._geometry) {
  11052. if (this._delayInfo) {
  11053. return this._delayInfo.indexOf(kind) !== -1;
  11054. }
  11055. return false;
  11056. }
  11057. return this._geometry.isVerticesDataPresent(kind);
  11058. };
  11059. Mesh.prototype.getVerticesDataKinds = function () {
  11060. if (!this._geometry) {
  11061. var result = [];
  11062. if (this._delayInfo) {
  11063. for (var kind in this._delayInfo) {
  11064. result.push(kind);
  11065. }
  11066. }
  11067. return result;
  11068. }
  11069. return this._geometry.getVerticesDataKinds();
  11070. };
  11071. Mesh.prototype.getTotalIndices = function () {
  11072. if (!this._geometry) {
  11073. return 0;
  11074. }
  11075. return this._geometry.getTotalIndices();
  11076. };
  11077. Mesh.prototype.getIndices = function () {
  11078. if (!this._geometry) {
  11079. return [];
  11080. }
  11081. return this._geometry.getIndices();
  11082. };
  11083. Object.defineProperty(Mesh.prototype, "isBlocked", {
  11084. get: function () {
  11085. return this._masterMesh !== null && this._masterMesh !== undefined;
  11086. },
  11087. enumerable: true,
  11088. configurable: true
  11089. });
  11090. Mesh.prototype.isReady = function () {
  11091. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  11092. return false;
  11093. }
  11094. return _super.prototype.isReady.call(this);
  11095. };
  11096. Mesh.prototype.isDisposed = function () {
  11097. return this._isDisposed;
  11098. };
  11099. Object.defineProperty(Mesh.prototype, "sideOrientation", {
  11100. get: function () {
  11101. return this._sideOrientation;
  11102. },
  11103. set: function (sideO) {
  11104. this._sideOrientation = sideO;
  11105. },
  11106. enumerable: true,
  11107. configurable: true
  11108. });
  11109. // Methods
  11110. Mesh.prototype._preActivate = function () {
  11111. var sceneRenderId = this.getScene().getRenderId();
  11112. if (this._preActivateId === sceneRenderId) {
  11113. return;
  11114. }
  11115. this._preActivateId = sceneRenderId;
  11116. this._visibleInstances = null;
  11117. };
  11118. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  11119. if (!this._visibleInstances) {
  11120. this._visibleInstances = {};
  11121. this._visibleInstances.defaultRenderId = renderId;
  11122. this._visibleInstances.selfDefaultRenderId = this._renderId;
  11123. }
  11124. if (!this._visibleInstances[renderId]) {
  11125. this._visibleInstances[renderId] = new Array();
  11126. }
  11127. this._visibleInstances[renderId].push(instance);
  11128. };
  11129. Mesh.prototype.refreshBoundingInfo = function () {
  11130. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  11131. if (data) {
  11132. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices());
  11133. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  11134. }
  11135. if (this.subMeshes) {
  11136. for (var index = 0; index < this.subMeshes.length; index++) {
  11137. this.subMeshes[index].refreshBoundingInfo();
  11138. }
  11139. }
  11140. this._updateBoundingInfo();
  11141. };
  11142. Mesh.prototype._createGlobalSubMesh = function () {
  11143. var totalVertices = this.getTotalVertices();
  11144. if (!totalVertices || !this.getIndices()) {
  11145. return null;
  11146. }
  11147. this.releaseSubMeshes();
  11148. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  11149. };
  11150. Mesh.prototype.subdivide = function (count) {
  11151. if (count < 1) {
  11152. return;
  11153. }
  11154. var totalIndices = this.getTotalIndices();
  11155. var subdivisionSize = (totalIndices / count) | 0;
  11156. var offset = 0;
  11157. while (subdivisionSize % 3 !== 0) {
  11158. subdivisionSize++;
  11159. }
  11160. this.releaseSubMeshes();
  11161. for (var index = 0; index < count; index++) {
  11162. if (offset >= totalIndices) {
  11163. break;
  11164. }
  11165. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  11166. offset += subdivisionSize;
  11167. }
  11168. this.synchronizeInstances();
  11169. };
  11170. Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  11171. if (kind instanceof Array) {
  11172. var temp = data;
  11173. data = kind;
  11174. kind = temp;
  11175. BABYLON.Tools.Warn("Deprecated usage of setVerticesData detected (since v1.12). Current signature is setVerticesData(kind, data, updatable).");
  11176. }
  11177. if (!this._geometry) {
  11178. var vertexData = new BABYLON.VertexData();
  11179. vertexData.set(data, kind);
  11180. var scene = this.getScene();
  11181. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  11182. }
  11183. else {
  11184. this._geometry.setVerticesData(kind, data, updatable, stride);
  11185. }
  11186. };
  11187. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  11188. if (!this._geometry) {
  11189. return;
  11190. }
  11191. if (!makeItUnique) {
  11192. this._geometry.updateVerticesData(kind, data, updateExtends);
  11193. }
  11194. else {
  11195. this.makeGeometryUnique();
  11196. this.updateVerticesData(kind, data, updateExtends, false);
  11197. }
  11198. };
  11199. Mesh.prototype.updateVerticesDataDirectly = function (kind, data, offset, makeItUnique) {
  11200. if (!this._geometry) {
  11201. return;
  11202. }
  11203. if (!makeItUnique) {
  11204. this._geometry.updateVerticesDataDirectly(kind, data, offset);
  11205. }
  11206. else {
  11207. this.makeGeometryUnique();
  11208. this.updateVerticesDataDirectly(kind, data, offset, false);
  11209. }
  11210. };
  11211. // Mesh positions update function :
  11212. // updates the mesh positions according to the positionFunction returned values.
  11213. // The positionFunction argument must be a javascript function accepting the mesh "positions" array as parameter.
  11214. // This dedicated positionFunction computes new mesh positions according to the given mesh type.
  11215. Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {
  11216. if (computeNormals === void 0) { computeNormals = true; }
  11217. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  11218. positionFunction(positions);
  11219. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  11220. if (computeNormals) {
  11221. var indices = this.getIndices();
  11222. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  11223. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  11224. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  11225. }
  11226. };
  11227. Mesh.prototype.makeGeometryUnique = function () {
  11228. if (!this._geometry) {
  11229. return;
  11230. }
  11231. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  11232. geometry.applyToMesh(this);
  11233. };
  11234. Mesh.prototype.setIndices = function (indices, totalVertices) {
  11235. if (!this._geometry) {
  11236. var vertexData = new BABYLON.VertexData();
  11237. vertexData.indices = indices;
  11238. var scene = this.getScene();
  11239. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, false, this);
  11240. }
  11241. else {
  11242. this._geometry.setIndices(indices, totalVertices);
  11243. }
  11244. };
  11245. Mesh.prototype._bind = function (subMesh, effect, fillMode) {
  11246. var engine = this.getScene().getEngine();
  11247. // Wireframe
  11248. var indexToBind;
  11249. switch (fillMode) {
  11250. case BABYLON.Material.PointFillMode:
  11251. indexToBind = null;
  11252. break;
  11253. case BABYLON.Material.WireFrameFillMode:
  11254. indexToBind = subMesh.getLinesIndexBuffer(this.getIndices(), engine);
  11255. break;
  11256. default:
  11257. case BABYLON.Material.TriangleFillMode:
  11258. indexToBind = this._geometry.getIndexBuffer();
  11259. break;
  11260. }
  11261. // VBOs
  11262. engine.bindMultiBuffers(this._geometry.getVertexBuffers(), indexToBind, effect);
  11263. };
  11264. Mesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  11265. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  11266. return;
  11267. }
  11268. var engine = this.getScene().getEngine();
  11269. switch (fillMode) {
  11270. case BABYLON.Material.PointFillMode:
  11271. engine.drawPointClouds(subMesh.verticesStart, subMesh.verticesCount, instancesCount);
  11272. break;
  11273. case BABYLON.Material.WireFrameFillMode:
  11274. engine.draw(false, 0, subMesh.linesIndexCount, instancesCount);
  11275. break;
  11276. default:
  11277. engine.draw(true, subMesh.indexStart, subMesh.indexCount, instancesCount);
  11278. }
  11279. };
  11280. Mesh.prototype.registerBeforeRender = function (func) {
  11281. this._onBeforeRenderCallbacks.push(func);
  11282. };
  11283. Mesh.prototype.unregisterBeforeRender = function (func) {
  11284. var index = this._onBeforeRenderCallbacks.indexOf(func);
  11285. if (index > -1) {
  11286. this._onBeforeRenderCallbacks.splice(index, 1);
  11287. }
  11288. };
  11289. Mesh.prototype.registerAfterRender = function (func) {
  11290. this._onAfterRenderCallbacks.push(func);
  11291. };
  11292. Mesh.prototype.unregisterAfterRender = function (func) {
  11293. var index = this._onAfterRenderCallbacks.indexOf(func);
  11294. if (index > -1) {
  11295. this._onAfterRenderCallbacks.splice(index, 1);
  11296. }
  11297. };
  11298. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  11299. var scene = this.getScene();
  11300. this._batchCache.mustReturn = false;
  11301. this._batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  11302. this._batchCache.visibleInstances[subMeshId] = null;
  11303. if (this._visibleInstances) {
  11304. var currentRenderId = scene.getRenderId();
  11305. this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[currentRenderId];
  11306. var selfRenderId = this._renderId;
  11307. if (!this._batchCache.visibleInstances[subMeshId] && this._visibleInstances.defaultRenderId) {
  11308. this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[this._visibleInstances.defaultRenderId];
  11309. currentRenderId = Math.max(this._visibleInstances.defaultRenderId, currentRenderId);
  11310. selfRenderId = Math.max(this._visibleInstances.selfDefaultRenderId, currentRenderId);
  11311. }
  11312. if (this._batchCache.visibleInstances[subMeshId] && this._batchCache.visibleInstances[subMeshId].length) {
  11313. if (this._renderIdForInstances[subMeshId] === currentRenderId) {
  11314. this._batchCache.mustReturn = true;
  11315. return this._batchCache;
  11316. }
  11317. if (currentRenderId !== selfRenderId) {
  11318. this._batchCache.renderSelf[subMeshId] = false;
  11319. }
  11320. }
  11321. this._renderIdForInstances[subMeshId] = currentRenderId;
  11322. }
  11323. return this._batchCache;
  11324. };
  11325. Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
  11326. var visibleInstances = batch.visibleInstances[subMesh._id];
  11327. var matricesCount = visibleInstances.length + 1;
  11328. var bufferSize = matricesCount * 16 * 4;
  11329. while (this._instancesBufferSize < bufferSize) {
  11330. this._instancesBufferSize *= 2;
  11331. }
  11332. if (!this._worldMatricesInstancesBuffer || this._worldMatricesInstancesBuffer.capacity < this._instancesBufferSize) {
  11333. if (this._worldMatricesInstancesBuffer) {
  11334. engine.deleteInstancesBuffer(this._worldMatricesInstancesBuffer);
  11335. }
  11336. this._worldMatricesInstancesBuffer = engine.createInstancesBuffer(this._instancesBufferSize);
  11337. this._worldMatricesInstancesArray = new Float32Array(this._instancesBufferSize / 4);
  11338. }
  11339. var offset = 0;
  11340. var instancesCount = 0;
  11341. var world = this.getWorldMatrix();
  11342. if (batch.renderSelf[subMesh._id]) {
  11343. world.copyToArray(this._worldMatricesInstancesArray, offset);
  11344. offset += 16;
  11345. instancesCount++;
  11346. }
  11347. if (visibleInstances) {
  11348. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  11349. var instance = visibleInstances[instanceIndex];
  11350. instance.getWorldMatrix().copyToArray(this._worldMatricesInstancesArray, offset);
  11351. offset += 16;
  11352. instancesCount++;
  11353. }
  11354. }
  11355. var offsetLocation0 = effect.getAttributeLocationByName("world0");
  11356. var offsetLocation1 = effect.getAttributeLocationByName("world1");
  11357. var offsetLocation2 = effect.getAttributeLocationByName("world2");
  11358. var offsetLocation3 = effect.getAttributeLocationByName("world3");
  11359. var offsetLocations = [offsetLocation0, offsetLocation1, offsetLocation2, offsetLocation3];
  11360. engine.updateAndBindInstancesBuffer(this._worldMatricesInstancesBuffer, this._worldMatricesInstancesArray, offsetLocations);
  11361. this._draw(subMesh, fillMode, instancesCount);
  11362. engine.unBindInstancesBuffer(this._worldMatricesInstancesBuffer, offsetLocations);
  11363. };
  11364. Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw) {
  11365. var scene = this.getScene();
  11366. var engine = scene.getEngine();
  11367. if (hardwareInstancedRendering) {
  11368. this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
  11369. }
  11370. else {
  11371. if (batch.renderSelf[subMesh._id]) {
  11372. // Draw
  11373. if (onBeforeDraw) {
  11374. onBeforeDraw(false, this.getWorldMatrix());
  11375. }
  11376. this._draw(subMesh, fillMode);
  11377. }
  11378. if (batch.visibleInstances[subMesh._id]) {
  11379. for (var instanceIndex = 0; instanceIndex < batch.visibleInstances[subMesh._id].length; instanceIndex++) {
  11380. var instance = batch.visibleInstances[subMesh._id][instanceIndex];
  11381. // World
  11382. var world = instance.getWorldMatrix();
  11383. if (onBeforeDraw) {
  11384. onBeforeDraw(true, world);
  11385. }
  11386. // Draw
  11387. this._draw(subMesh, fillMode);
  11388. }
  11389. }
  11390. }
  11391. };
  11392. Mesh.prototype.render = function (subMesh) {
  11393. var scene = this.getScene();
  11394. // Managing instances
  11395. var batch = this._getInstancesRenderList(subMesh._id);
  11396. if (batch.mustReturn) {
  11397. return;
  11398. }
  11399. // Checking geometry state
  11400. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  11401. return;
  11402. }
  11403. for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
  11404. this._onBeforeRenderCallbacks[callbackIndex](this);
  11405. }
  11406. var engine = scene.getEngine();
  11407. var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  11408. // Material
  11409. var effectiveMaterial = subMesh.getMaterial();
  11410. if (!effectiveMaterial || !effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  11411. return;
  11412. }
  11413. // Outline - step 1
  11414. var savedDepthWrite = engine.getDepthWrite();
  11415. if (this.renderOutline) {
  11416. engine.setDepthWrite(false);
  11417. scene.getOutlineRenderer().render(subMesh, batch);
  11418. engine.setDepthWrite(savedDepthWrite);
  11419. }
  11420. effectiveMaterial._preBind();
  11421. var effect = effectiveMaterial.getEffect();
  11422. // Bind
  11423. var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : effectiveMaterial.fillMode);
  11424. this._bind(subMesh, effect, fillMode);
  11425. var world = this.getWorldMatrix();
  11426. effectiveMaterial.bind(world, this);
  11427. // Draw
  11428. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, function (isInstance, world) {
  11429. if (isInstance) {
  11430. effectiveMaterial.bindOnlyWorldMatrix(world);
  11431. }
  11432. });
  11433. // Unbind
  11434. effectiveMaterial.unbind();
  11435. // Outline - step 2
  11436. if (this.renderOutline && savedDepthWrite) {
  11437. engine.setDepthWrite(true);
  11438. engine.setColorWrite(false);
  11439. scene.getOutlineRenderer().render(subMesh, batch);
  11440. engine.setColorWrite(true);
  11441. }
  11442. // Overlay
  11443. if (this.renderOverlay) {
  11444. var currentMode = engine.getAlphaMode();
  11445. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  11446. scene.getOutlineRenderer().render(subMesh, batch, true);
  11447. engine.setAlphaMode(currentMode);
  11448. }
  11449. for (callbackIndex = 0; callbackIndex < this._onAfterRenderCallbacks.length; callbackIndex++) {
  11450. this._onAfterRenderCallbacks[callbackIndex](this);
  11451. }
  11452. };
  11453. Mesh.prototype.getEmittedParticleSystems = function () {
  11454. var results = new Array();
  11455. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  11456. var particleSystem = this.getScene().particleSystems[index];
  11457. if (particleSystem.emitter === this) {
  11458. results.push(particleSystem);
  11459. }
  11460. }
  11461. return results;
  11462. };
  11463. Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  11464. var results = new Array();
  11465. var descendants = this.getDescendants();
  11466. descendants.push(this);
  11467. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  11468. var particleSystem = this.getScene().particleSystems[index];
  11469. if (descendants.indexOf(particleSystem.emitter) !== -1) {
  11470. results.push(particleSystem);
  11471. }
  11472. }
  11473. return results;
  11474. };
  11475. Mesh.prototype.getChildren = function () {
  11476. var results = [];
  11477. for (var index = 0; index < this.getScene().meshes.length; index++) {
  11478. var mesh = this.getScene().meshes[index];
  11479. if (mesh.parent === this) {
  11480. results.push(mesh);
  11481. }
  11482. }
  11483. return results;
  11484. };
  11485. Mesh.prototype._checkDelayState = function () {
  11486. var _this = this;
  11487. var that = this;
  11488. var scene = this.getScene();
  11489. if (this._geometry) {
  11490. this._geometry.load(scene);
  11491. }
  11492. else if (that.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  11493. that.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  11494. scene._addPendingData(that);
  11495. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1);
  11496. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  11497. if (data instanceof ArrayBuffer) {
  11498. _this._delayLoadingFunction(data, _this);
  11499. }
  11500. else {
  11501. _this._delayLoadingFunction(JSON.parse(data), _this);
  11502. }
  11503. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  11504. scene._removePendingData(_this);
  11505. }, function () {
  11506. }, scene.database, getBinaryData);
  11507. }
  11508. };
  11509. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  11510. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  11511. return false;
  11512. }
  11513. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  11514. return false;
  11515. }
  11516. this._checkDelayState();
  11517. return true;
  11518. };
  11519. Mesh.prototype.setMaterialByID = function (id) {
  11520. var materials = this.getScene().materials;
  11521. for (var index = 0; index < materials.length; index++) {
  11522. if (materials[index].id === id) {
  11523. this.material = materials[index];
  11524. return;
  11525. }
  11526. }
  11527. // Multi
  11528. var multiMaterials = this.getScene().multiMaterials;
  11529. for (index = 0; index < multiMaterials.length; index++) {
  11530. if (multiMaterials[index].id === id) {
  11531. this.material = multiMaterials[index];
  11532. return;
  11533. }
  11534. }
  11535. };
  11536. Mesh.prototype.getAnimatables = function () {
  11537. var results = [];
  11538. if (this.material) {
  11539. results.push(this.material);
  11540. }
  11541. if (this.skeleton) {
  11542. results.push(this.skeleton);
  11543. }
  11544. return results;
  11545. };
  11546. // Geometry
  11547. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  11548. // Position
  11549. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  11550. return;
  11551. }
  11552. this._resetPointsArrayCache();
  11553. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  11554. var temp = [];
  11555. for (var index = 0; index < data.length; index += 3) {
  11556. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  11557. }
  11558. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  11559. // Normals
  11560. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  11561. return;
  11562. }
  11563. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  11564. for (index = 0; index < data.length; index += 3) {
  11565. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  11566. }
  11567. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  11568. };
  11569. // Cache
  11570. Mesh.prototype._resetPointsArrayCache = function () {
  11571. this._positions = null;
  11572. };
  11573. Mesh.prototype._generatePointsArray = function () {
  11574. if (this._positions)
  11575. return true;
  11576. this._positions = [];
  11577. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  11578. if (!data) {
  11579. return false;
  11580. }
  11581. for (var index = 0; index < data.length; index += 3) {
  11582. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  11583. }
  11584. return true;
  11585. };
  11586. // Clone
  11587. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  11588. return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren);
  11589. };
  11590. // Dispose
  11591. Mesh.prototype.dispose = function (doNotRecurse) {
  11592. if (this._geometry) {
  11593. this._geometry.releaseForMesh(this, true);
  11594. }
  11595. // Instances
  11596. if (this._worldMatricesInstancesBuffer) {
  11597. this.getEngine().deleteInstancesBuffer(this._worldMatricesInstancesBuffer);
  11598. this._worldMatricesInstancesBuffer = null;
  11599. }
  11600. while (this.instances.length) {
  11601. this.instances[0].dispose();
  11602. }
  11603. _super.prototype.dispose.call(this, doNotRecurse);
  11604. };
  11605. // Geometric tools
  11606. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess) {
  11607. var _this = this;
  11608. var scene = this.getScene();
  11609. var onload = function (img) {
  11610. // Getting height map data
  11611. var canvas = document.createElement("canvas");
  11612. var context = canvas.getContext("2d");
  11613. var heightMapWidth = img.width;
  11614. var heightMapHeight = img.height;
  11615. canvas.width = heightMapWidth;
  11616. canvas.height = heightMapHeight;
  11617. context.drawImage(img, 0, 0);
  11618. // Create VertexData from map data
  11619. //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  11620. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  11621. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight);
  11622. //execute success callback, if set
  11623. if (onSuccess) {
  11624. onSuccess(_this);
  11625. }
  11626. };
  11627. BABYLON.Tools.LoadImage(url, onload, function () {
  11628. }, scene.database);
  11629. };
  11630. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight) {
  11631. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind) || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  11632. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  11633. return;
  11634. }
  11635. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  11636. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  11637. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  11638. var position = BABYLON.Vector3.Zero();
  11639. var normal = BABYLON.Vector3.Zero();
  11640. var uv = BABYLON.Vector2.Zero();
  11641. for (var index = 0; index < positions.length; index += 3) {
  11642. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  11643. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  11644. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  11645. // Compute height
  11646. var u = ((Math.abs(uv.x) * heightMapWidth) % heightMapWidth) | 0;
  11647. var v = ((Math.abs(uv.y) * heightMapHeight) % heightMapHeight) | 0;
  11648. var pos = (u + v * heightMapWidth) * 4;
  11649. var r = buffer[pos] / 255.0;
  11650. var g = buffer[pos + 1] / 255.0;
  11651. var b = buffer[pos + 2] / 255.0;
  11652. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  11653. normal.normalize();
  11654. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  11655. position = position.add(normal);
  11656. position.toArray(positions, index);
  11657. }
  11658. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  11659. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  11660. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  11661. };
  11662. Mesh.prototype.convertToFlatShadedMesh = function () {
  11663. /// <summary>Update normals and vertices to get a flat shading rendering.</summary>
  11664. /// <summary>Warning: This may imply adding vertices to the mesh in order to get exactly 3 vertices per face</summary>
  11665. var kinds = this.getVerticesDataKinds();
  11666. var vbs = [];
  11667. var data = [];
  11668. var newdata = [];
  11669. var updatableNormals = false;
  11670. for (var kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  11671. var kind = kinds[kindIndex];
  11672. var vertexBuffer = this.getVertexBuffer(kind);
  11673. if (kind === BABYLON.VertexBuffer.NormalKind) {
  11674. updatableNormals = vertexBuffer.isUpdatable();
  11675. kinds.splice(kindIndex, 1);
  11676. kindIndex--;
  11677. continue;
  11678. }
  11679. vbs[kind] = vertexBuffer;
  11680. data[kind] = vbs[kind].getData();
  11681. newdata[kind] = [];
  11682. }
  11683. // Save previous submeshes
  11684. var previousSubmeshes = this.subMeshes.slice(0);
  11685. var indices = this.getIndices();
  11686. var totalIndices = this.getTotalIndices();
  11687. for (var index = 0; index < totalIndices; index++) {
  11688. var vertexIndex = indices[index];
  11689. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  11690. kind = kinds[kindIndex];
  11691. var stride = vbs[kind].getStrideSize();
  11692. for (var offset = 0; offset < stride; offset++) {
  11693. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  11694. }
  11695. }
  11696. }
  11697. // Updating faces & normal
  11698. var normals = [];
  11699. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  11700. for (index = 0; index < totalIndices; index += 3) {
  11701. indices[index] = index;
  11702. indices[index + 1] = index + 1;
  11703. indices[index + 2] = index + 2;
  11704. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  11705. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  11706. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  11707. var p1p2 = p1.subtract(p2);
  11708. var p3p2 = p3.subtract(p2);
  11709. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  11710. for (var localIndex = 0; localIndex < 3; localIndex++) {
  11711. normals.push(normal.x);
  11712. normals.push(normal.y);
  11713. normals.push(normal.z);
  11714. }
  11715. }
  11716. this.setIndices(indices);
  11717. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  11718. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  11719. kind = kinds[kindIndex];
  11720. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  11721. }
  11722. // Updating submeshes
  11723. this.releaseSubMeshes();
  11724. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  11725. var previousOne = previousSubmeshes[submeshIndex];
  11726. var subMesh = new BABYLON.SubMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  11727. }
  11728. this.synchronizeInstances();
  11729. };
  11730. // Instances
  11731. Mesh.prototype.createInstance = function (name) {
  11732. return new BABYLON.InstancedMesh(name, this);
  11733. };
  11734. Mesh.prototype.synchronizeInstances = function () {
  11735. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  11736. var instance = this.instances[instanceIndex];
  11737. instance._syncSubMeshes();
  11738. }
  11739. };
  11740. /**
  11741. * Simplify the mesh according to the given array of settings.
  11742. * Function will return immediately and will simplify async.
  11743. * @param settings a collection of simplification settings.
  11744. * @param parallelProcessing should all levels calculate parallel or one after the other.
  11745. * @param type the type of simplification to run.
  11746. * @param successCallback optional success callback to be called after the simplification finished processing all settings.
  11747. */
  11748. Mesh.prototype.simplify = function (settings, parallelProcessing, simplificationType, successCallback) {
  11749. if (parallelProcessing === void 0) { parallelProcessing = true; }
  11750. if (simplificationType === void 0) { simplificationType = 0 /* QUADRATIC */; }
  11751. this.getScene().simplificationQueue.addTask({
  11752. settings: settings,
  11753. parallelProcessing: parallelProcessing,
  11754. mesh: this,
  11755. simplificationType: simplificationType,
  11756. successCallback: successCallback
  11757. });
  11758. };
  11759. /**
  11760. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  11761. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  11762. * This should be used together with the simplification to avoid disappearing triangles.
  11763. * @param successCallback an optional success callback to be called after the optimization finished.
  11764. */
  11765. Mesh.prototype.optimizeIndices = function (successCallback) {
  11766. var _this = this;
  11767. var indices = this.getIndices();
  11768. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  11769. var vectorPositions = [];
  11770. for (var pos = 0; pos < positions.length; pos = pos + 3) {
  11771. vectorPositions.push(BABYLON.Vector3.FromArray(positions, pos));
  11772. }
  11773. var dupes = [];
  11774. BABYLON.AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {
  11775. var realPos = vectorPositions.length - 1 - iteration;
  11776. var testedPosition = vectorPositions[realPos];
  11777. for (var j = 0; j < realPos; ++j) {
  11778. var againstPosition = vectorPositions[j];
  11779. if (testedPosition.equals(againstPosition)) {
  11780. dupes[realPos] = j;
  11781. break;
  11782. }
  11783. }
  11784. }, function () {
  11785. for (var i = 0; i < indices.length; ++i) {
  11786. indices[i] = dupes[indices[i]] || indices[i];
  11787. }
  11788. //indices are now reordered
  11789. var originalSubMeshes = _this.subMeshes.slice(0);
  11790. _this.setIndices(indices);
  11791. _this.subMeshes = originalSubMeshes;
  11792. if (successCallback) {
  11793. successCallback(_this);
  11794. }
  11795. });
  11796. };
  11797. // Statics
  11798. Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, ribbonInstance) {
  11799. if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
  11800. if (ribbonInstance === void 0) { ribbonInstance = null; }
  11801. if (ribbonInstance) {
  11802. // positionFunction : ribbon case
  11803. // only pathArray and sideOrientation parameters are taken into account for positions update
  11804. var positionsOfRibbon = function (pathArray, sideOrientation) {
  11805. var positionFunction = function (positions) {
  11806. var minlg = pathArray[0].length;
  11807. var i = 0;
  11808. var ns = (sideOrientation == BABYLON.Mesh.DOUBLESIDE) ? 2 : 1;
  11809. for (var si = 1; si <= ns; si++) {
  11810. for (var p = 0; p < pathArray.length; p++) {
  11811. var path = pathArray[p];
  11812. var l = path.length;
  11813. minlg = (minlg < l) ? minlg : l;
  11814. var j = 0;
  11815. while (j < minlg) {
  11816. positions[i] = path[j].x;
  11817. positions[i + 1] = path[j].y;
  11818. positions[i + 2] = path[j].z;
  11819. j++;
  11820. i += 3;
  11821. }
  11822. }
  11823. }
  11824. };
  11825. return positionFunction;
  11826. };
  11827. var sideOrientation = ribbonInstance.sideOrientation;
  11828. var positionFunction = positionsOfRibbon(pathArray, sideOrientation);
  11829. ribbonInstance.updateMeshPositions(positionFunction, true);
  11830. return ribbonInstance;
  11831. }
  11832. else {
  11833. var ribbon = new Mesh(name, scene);
  11834. ribbon.sideOrientation = sideOrientation;
  11835. var vertexData = BABYLON.VertexData.CreateRibbon(pathArray, closeArray, closePath, offset, sideOrientation);
  11836. vertexData.applyToMesh(ribbon, updatable);
  11837. return ribbon;
  11838. }
  11839. };
  11840. Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {
  11841. if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
  11842. var disc = new Mesh(name, scene);
  11843. var vertexData = BABYLON.VertexData.CreateDisc(radius, tessellation, sideOrientation);
  11844. vertexData.applyToMesh(disc, updatable);
  11845. return disc;
  11846. };
  11847. Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {
  11848. if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
  11849. var box = new Mesh(name, scene);
  11850. var vertexData = BABYLON.VertexData.CreateBox(size, sideOrientation);
  11851. vertexData.applyToMesh(box, updatable);
  11852. return box;
  11853. };
  11854. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {
  11855. if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
  11856. var sphere = new Mesh(name, scene);
  11857. var vertexData = BABYLON.VertexData.CreateSphere(segments, diameter, sideOrientation);
  11858. vertexData.applyToMesh(sphere, updatable);
  11859. return sphere;
  11860. };
  11861. // Cylinder and cone (Code inspired by SharpDX.org)
  11862. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
  11863. if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
  11864. // subdivisions is a new parameter, we need to support old signature
  11865. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  11866. if (scene !== undefined) {
  11867. updatable = scene;
  11868. }
  11869. scene = subdivisions;
  11870. subdivisions = 1;
  11871. }
  11872. var cylinder = new Mesh(name, scene);
  11873. var vertexData = BABYLON.VertexData.CreateCylinder(height, diameterTop, diameterBottom, tessellation, subdivisions);
  11874. vertexData.applyToMesh(cylinder, updatable);
  11875. return cylinder;
  11876. };
  11877. // Torus (Code from SharpDX.org)
  11878. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
  11879. if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
  11880. var torus = new Mesh(name, scene);
  11881. var vertexData = BABYLON.VertexData.CreateTorus(diameter, thickness, tessellation, sideOrientation);
  11882. vertexData.applyToMesh(torus, updatable);
  11883. return torus;
  11884. };
  11885. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
  11886. if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
  11887. var torusKnot = new Mesh(name, scene);
  11888. var vertexData = BABYLON.VertexData.CreateTorusKnot(radius, tube, radialSegments, tubularSegments, p, q, sideOrientation);
  11889. vertexData.applyToMesh(torusKnot, updatable);
  11890. return torusKnot;
  11891. };
  11892. // Lines
  11893. Mesh.CreateLines = function (name, points, scene, updatable, linesInstance) {
  11894. if (linesInstance === void 0) { linesInstance = null; }
  11895. if (linesInstance) {
  11896. var positionsOfLines = function (points) {
  11897. var positionFunction = function (positions) {
  11898. var i = 0;
  11899. for (var p = 0; p < points.length; p++) {
  11900. positions[i] = points[p].x;
  11901. positions[i + 1] = points[p].y;
  11902. positions[i + 2] = points[p].z;
  11903. i += 3;
  11904. }
  11905. };
  11906. return positionFunction;
  11907. };
  11908. var positionFunction = positionsOfLines(points);
  11909. linesInstance.updateMeshPositions(positionFunction, false);
  11910. return linesInstance;
  11911. }
  11912. // lines creation
  11913. var lines = new BABYLON.LinesMesh(name, scene, updatable);
  11914. var vertexData = BABYLON.VertexData.CreateLines(points);
  11915. vertexData.applyToMesh(lines, updatable);
  11916. return lines;
  11917. };
  11918. // Extrusion
  11919. Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, scene, updatable, sideOrientation, extrudedInstance) {
  11920. if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
  11921. if (extrudedInstance === void 0) { extrudedInstance = null; }
  11922. scale = scale || 1;
  11923. rotation = rotation || 0;
  11924. var extruded = Mesh._ExtrudeShapeGeneric(name, shape, path, scale, rotation, null, null, false, false, false, scene, updatable, sideOrientation, extrudedInstance);
  11925. return extruded;
  11926. };
  11927. Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, scene, updatable, sideOrientation, extrudedInstance) {
  11928. if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
  11929. if (extrudedInstance === void 0) { extrudedInstance = null; }
  11930. var extrudedCustom = Mesh._ExtrudeShapeGeneric(name, shape, path, null, null, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, true, scene, updatable, sideOrientation, extrudedInstance);
  11931. return extrudedCustom;
  11932. };
  11933. Mesh._ExtrudeShapeGeneric = function (name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, custom, scene, updtbl, side, instance) {
  11934. // extrusion geometry
  11935. var extrusionPathArray = function (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, custom) {
  11936. var tangents = path3D.getTangents();
  11937. var normals = path3D.getNormals();
  11938. var binormals = path3D.getBinormals();
  11939. var distances = path3D.getDistances();
  11940. var angle = 0;
  11941. var returnScale = function (i, distance) {
  11942. return scale;
  11943. };
  11944. var returnRotation = function (i, distance) {
  11945. return rotation;
  11946. };
  11947. var rotate = custom ? rotateFunction : returnRotation;
  11948. var scl = custom ? scaleFunction : returnScale;
  11949. var index = 0;
  11950. for (var i = 0; i < curve.length; i++) {
  11951. var shapePath = new Array();
  11952. var angleStep = rotate(i, distances[i]);
  11953. var scaleRatio = scl(i, distances[i]);
  11954. for (var p = 0; p < shape.length; p++) {
  11955. var rotationMatrix = BABYLON.Matrix.RotationAxis(tangents[i], angle);
  11956. var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y)));
  11957. var rotated = BABYLON.Vector3.TransformCoordinates(planed, rotationMatrix).scaleInPlace(scaleRatio).add(curve[i]);
  11958. shapePath.push(rotated);
  11959. }
  11960. shapePaths[index] = shapePath;
  11961. angle += angleStep;
  11962. index++;
  11963. }
  11964. return shapePaths;
  11965. };
  11966. if (instance) {
  11967. var path3D = (instance.path3D).update(curve);
  11968. var pathArray = extrusionPathArray(shape, curve, instance.path3D, instance.pathArray, scale, rotation, scaleFunction, rotateFunction, custom);
  11969. instance = Mesh.CreateRibbon(null, pathArray, null, null, null, null, null, null, instance);
  11970. return instance;
  11971. }
  11972. // extruded shape creation
  11973. var path3D = new BABYLON.Path3D(curve);
  11974. var newShapePaths = new Array();
  11975. var pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, custom);
  11976. var extrudedGeneric = Mesh.CreateRibbon(name, pathArray, rbCA, rbCP, 0, scene, updtbl, side);
  11977. extrudedGeneric.pathArray = pathArray;
  11978. extrudedGeneric.path3D = path3D;
  11979. return extrudedGeneric;
  11980. };
  11981. // Plane & ground
  11982. Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {
  11983. if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
  11984. var plane = new Mesh(name, scene);
  11985. var vertexData = BABYLON.VertexData.CreatePlane(size, sideOrientation);
  11986. vertexData.applyToMesh(plane, updatable);
  11987. return plane;
  11988. };
  11989. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  11990. var ground = new BABYLON.GroundMesh(name, scene);
  11991. ground._setReady(false);
  11992. ground._subdivisions = subdivisions;
  11993. var vertexData = BABYLON.VertexData.CreateGround(width, height, subdivisions);
  11994. vertexData.applyToMesh(ground, updatable);
  11995. ground._setReady(true);
  11996. return ground;
  11997. };
  11998. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  11999. var tiledGround = new Mesh(name, scene);
  12000. var vertexData = BABYLON.VertexData.CreateTiledGround(xmin, zmin, xmax, zmax, subdivisions, precision);
  12001. vertexData.applyToMesh(tiledGround, updatable);
  12002. return tiledGround;
  12003. };
  12004. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady) {
  12005. var ground = new BABYLON.GroundMesh(name, scene);
  12006. ground._subdivisions = subdivisions;
  12007. ground._setReady(false);
  12008. var onload = function (img) {
  12009. // Getting height map data
  12010. var canvas = document.createElement("canvas");
  12011. var context = canvas.getContext("2d");
  12012. var heightMapWidth = img.width;
  12013. var heightMapHeight = img.height;
  12014. canvas.width = heightMapWidth;
  12015. canvas.height = heightMapHeight;
  12016. context.drawImage(img, 0, 0);
  12017. // Create VertexData from map data
  12018. // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  12019. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  12020. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap(width, height, subdivisions, minHeight, maxHeight, buffer, heightMapWidth, heightMapHeight);
  12021. vertexData.applyToMesh(ground, updatable);
  12022. ground._setReady(true);
  12023. //execute ready callback, if set
  12024. if (onReady) {
  12025. onReady(ground);
  12026. }
  12027. };
  12028. BABYLON.Tools.LoadImage(url, onload, function () {
  12029. }, scene.database);
  12030. return ground;
  12031. };
  12032. Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, scene, updatable, sideOrientation, tubeInstance) {
  12033. if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
  12034. if (tubeInstance === void 0) { tubeInstance = null; }
  12035. // tube geometry
  12036. var tubePathArray = function (path, path3D, circlePaths, radius, tessellation, radiusFunction) {
  12037. var tangents = path3D.getTangents();
  12038. var normals = path3D.getNormals();
  12039. var distances = path3D.getDistances();
  12040. var pi2 = Math.PI * 2;
  12041. var step = pi2 / tessellation;
  12042. var returnRadius = function (i, distance) { return radius; };
  12043. var radiusFunctionFinal = radiusFunction || returnRadius;
  12044. var circlePath;
  12045. var rad;
  12046. var normal;
  12047. var rotated;
  12048. var rotationMatrix;
  12049. var index = 0;
  12050. for (var i = 0; i < path.length; i++) {
  12051. rad = radiusFunctionFinal(i, distances[i]); // current radius
  12052. circlePath = Array(); // current circle array
  12053. normal = normals[i]; // current normal
  12054. for (var ang = 0; ang < pi2; ang += step) {
  12055. rotationMatrix = BABYLON.Matrix.RotationAxis(tangents[i], ang);
  12056. rotated = BABYLON.Vector3.TransformCoordinates(normal, rotationMatrix).scaleInPlace(rad).add(path[i]);
  12057. circlePath.push(rotated);
  12058. }
  12059. circlePaths[index] = circlePath;
  12060. index++;
  12061. }
  12062. return circlePaths;
  12063. };
  12064. if (tubeInstance) {
  12065. var path3D = (tubeInstance.path3D).update(path);
  12066. var pathArray = tubePathArray(path, path3D, tubeInstance.pathArray, radius, tubeInstance.tessellation, radiusFunction);
  12067. tubeInstance = Mesh.CreateRibbon(null, pathArray, null, null, null, null, null, null, tubeInstance);
  12068. return tubeInstance;
  12069. }
  12070. // tube creation
  12071. var path3D = new BABYLON.Path3D(path);
  12072. var newPathArray = new Array();
  12073. var pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction);
  12074. var tube = Mesh.CreateRibbon(name, pathArray, false, true, 0, scene, updatable, sideOrientation);
  12075. tube.pathArray = pathArray;
  12076. tube.path3D = path3D;
  12077. tube.tessellation = tessellation;
  12078. return tube;
  12079. };
  12080. // Decals
  12081. Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {
  12082. if (angle === void 0) { angle = 0; }
  12083. var indices = sourceMesh.getIndices();
  12084. var positions = sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  12085. var normals = sourceMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  12086. // Getting correct rotation
  12087. if (!normal) {
  12088. var target = new BABYLON.Vector3(0, 0, 1);
  12089. var camera = sourceMesh.getScene().activeCamera;
  12090. var cameraWorldTarget = BABYLON.Vector3.TransformCoordinates(target, camera.getWorldMatrix());
  12091. normal = camera.globalPosition.subtract(cameraWorldTarget);
  12092. }
  12093. var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;
  12094. var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);
  12095. var pitch = Math.atan2(normal.y, len);
  12096. // Matrix
  12097. var decalWorldMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(BABYLON.Matrix.Translation(position.x, position.y, position.z));
  12098. var inverseDecalWorldMatrix = BABYLON.Matrix.Invert(decalWorldMatrix);
  12099. var meshWorldMatrix = sourceMesh.getWorldMatrix();
  12100. var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix);
  12101. var vertexData = new BABYLON.VertexData();
  12102. vertexData.indices = [];
  12103. vertexData.positions = [];
  12104. vertexData.normals = [];
  12105. vertexData.uvs = [];
  12106. var currentVertexDataIndex = 0;
  12107. var extractDecalVector3 = function (indexId) {
  12108. var vertexId = indices[indexId];
  12109. var result = new BABYLON.PositionNormalVertex();
  12110. result.position = new BABYLON.Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);
  12111. // Send vector to decal local world
  12112. result.position = BABYLON.Vector3.TransformCoordinates(result.position, transformMatrix);
  12113. // Get normal
  12114. result.normal = new BABYLON.Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);
  12115. return result;
  12116. };
  12117. // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
  12118. var clip = function (vertices, axis) {
  12119. if (vertices.length === 0) {
  12120. return vertices;
  12121. }
  12122. var clipSize = 0.5 * Math.abs(BABYLON.Vector3.Dot(size, axis));
  12123. var clipVertices = function (v0, v1) {
  12124. var clipFactor = BABYLON.Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);
  12125. return new BABYLON.PositionNormalVertex(BABYLON.Vector3.Lerp(v0.position, v1.position, clipFactor), BABYLON.Vector3.Lerp(v0.normal, v1.normal, clipFactor));
  12126. };
  12127. var result = new Array();
  12128. for (var index = 0; index < vertices.length; index += 3) {
  12129. var v1Out;
  12130. var v2Out;
  12131. var v3Out;
  12132. var total = 0;
  12133. var nV1, nV2, nV3, nV4;
  12134. var d1 = BABYLON.Vector3.Dot(vertices[index].position, axis) - clipSize;
  12135. var d2 = BABYLON.Vector3.Dot(vertices[index + 1].position, axis) - clipSize;
  12136. var d3 = BABYLON.Vector3.Dot(vertices[index + 2].position, axis) - clipSize;
  12137. v1Out = d1 > 0;
  12138. v2Out = d2 > 0;
  12139. v3Out = d3 > 0;
  12140. total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
  12141. switch (total) {
  12142. case 0:
  12143. result.push(vertices[index]);
  12144. result.push(vertices[index + 1]);
  12145. result.push(vertices[index + 2]);
  12146. break;
  12147. case 1:
  12148. if (v1Out) {
  12149. nV1 = vertices[index + 1];
  12150. nV2 = vertices[index + 2];
  12151. nV3 = clipVertices(vertices[index], nV1);
  12152. nV4 = clipVertices(vertices[index], nV2);
  12153. }
  12154. if (v2Out) {
  12155. nV1 = vertices[index];
  12156. nV2 = vertices[index + 2];
  12157. nV3 = clipVertices(vertices[index + 1], nV1);
  12158. nV4 = clipVertices(vertices[index + 1], nV2);
  12159. result.push(nV3);
  12160. result.push(nV2.clone());
  12161. result.push(nV1.clone());
  12162. result.push(nV2.clone());
  12163. result.push(nV3.clone());
  12164. result.push(nV4);
  12165. break;
  12166. }
  12167. if (v3Out) {
  12168. nV1 = vertices[index];
  12169. nV2 = vertices[index + 1];
  12170. nV3 = clipVertices(vertices[index + 2], nV1);
  12171. nV4 = clipVertices(vertices[index + 2], nV2);
  12172. }
  12173. result.push(nV1.clone());
  12174. result.push(nV2.clone());
  12175. result.push(nV3);
  12176. result.push(nV4);
  12177. result.push(nV3.clone());
  12178. result.push(nV2.clone());
  12179. break;
  12180. case 2:
  12181. if (!v1Out) {
  12182. nV1 = vertices[index].clone();
  12183. nV2 = clipVertices(nV1, vertices[index + 1]);
  12184. nV3 = clipVertices(nV1, vertices[index + 2]);
  12185. result.push(nV1);
  12186. result.push(nV2);
  12187. result.push(nV3);
  12188. }
  12189. if (!v2Out) {
  12190. nV1 = vertices[index + 1].clone();
  12191. nV2 = clipVertices(nV1, vertices[index + 2]);
  12192. nV3 = clipVertices(nV1, vertices[index]);
  12193. result.push(nV1);
  12194. result.push(nV2);
  12195. result.push(nV3);
  12196. }
  12197. if (!v3Out) {
  12198. nV1 = vertices[index + 2].clone();
  12199. nV2 = clipVertices(nV1, vertices[index]);
  12200. nV3 = clipVertices(nV1, vertices[index + 1]);
  12201. result.push(nV1);
  12202. result.push(nV2);
  12203. result.push(nV3);
  12204. }
  12205. break;
  12206. case 3:
  12207. break;
  12208. }
  12209. }
  12210. return result;
  12211. };
  12212. for (var index = 0; index < indices.length; index += 3) {
  12213. var faceVertices = new Array();
  12214. faceVertices.push(extractDecalVector3(index));
  12215. faceVertices.push(extractDecalVector3(index + 1));
  12216. faceVertices.push(extractDecalVector3(index + 2));
  12217. // Clip
  12218. faceVertices = clip(faceVertices, new BABYLON.Vector3(1, 0, 0));
  12219. faceVertices = clip(faceVertices, new BABYLON.Vector3(-1, 0, 0));
  12220. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 1, 0));
  12221. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, -1, 0));
  12222. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, 1));
  12223. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, -1));
  12224. if (faceVertices.length === 0) {
  12225. continue;
  12226. }
  12227. // Add UVs and get back to world
  12228. var localRotationMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle);
  12229. for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {
  12230. var vertex = faceVertices[vIndex];
  12231. vertexData.indices.push(currentVertexDataIndex);
  12232. vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);
  12233. vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);
  12234. vertexData.uvs.push(0.5 + vertex.position.x / size.x);
  12235. vertexData.uvs.push(0.5 + vertex.position.y / size.y);
  12236. currentVertexDataIndex++;
  12237. }
  12238. }
  12239. // Return mesh
  12240. var decal = new Mesh(name, sourceMesh.getScene());
  12241. vertexData.applyToMesh(decal);
  12242. decal.position = position.clone();
  12243. decal.rotation = new BABYLON.Vector3(pitch, yaw, angle);
  12244. return decal;
  12245. };
  12246. // Tools
  12247. Mesh.MinMax = function (meshes) {
  12248. var minVector = null;
  12249. var maxVector = null;
  12250. for (var i in meshes) {
  12251. var mesh = meshes[i];
  12252. var boundingBox = mesh.getBoundingInfo().boundingBox;
  12253. if (!minVector) {
  12254. minVector = boundingBox.minimumWorld;
  12255. maxVector = boundingBox.maximumWorld;
  12256. continue;
  12257. }
  12258. minVector.MinimizeInPlace(boundingBox.minimumWorld);
  12259. maxVector.MaximizeInPlace(boundingBox.maximumWorld);
  12260. }
  12261. return {
  12262. min: minVector,
  12263. max: maxVector
  12264. };
  12265. };
  12266. Mesh.Center = function (meshesOrMinMaxVector) {
  12267. var minMaxVector = meshesOrMinMaxVector.min !== undefined ? meshesOrMinMaxVector : Mesh.MinMax(meshesOrMinMaxVector);
  12268. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  12269. };
  12270. Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices) {
  12271. if (disposeSource === void 0) { disposeSource = true; }
  12272. var source = meshes[0];
  12273. var material = source.material;
  12274. var scene = source.getScene();
  12275. if (!allow32BitsIndices) {
  12276. var totalVertices = 0;
  12277. for (var index = 0; index < meshes.length; index++) {
  12278. totalVertices += meshes[index].getTotalVertices();
  12279. if (totalVertices > 65536) {
  12280. BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
  12281. return null;
  12282. }
  12283. }
  12284. }
  12285. // Merge
  12286. var vertexData = BABYLON.VertexData.ExtractFromMesh(source);
  12287. vertexData.transform(source.getWorldMatrix());
  12288. for (index = 1; index < meshes.length; index++) {
  12289. var otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index]);
  12290. otherVertexData.transform(meshes[index].getWorldMatrix());
  12291. vertexData.merge(otherVertexData);
  12292. }
  12293. var newMesh = new Mesh(source.name + "_merged", scene);
  12294. vertexData.applyToMesh(newMesh);
  12295. // Setting properties
  12296. newMesh.material = material;
  12297. newMesh.checkCollisions = source.checkCollisions;
  12298. // Cleaning
  12299. if (disposeSource) {
  12300. for (index = 0; index < meshes.length; index++) {
  12301. meshes[index].dispose();
  12302. }
  12303. }
  12304. return newMesh;
  12305. };
  12306. // Consts
  12307. Mesh._FRONTSIDE = 0;
  12308. Mesh._BACKSIDE = 1;
  12309. Mesh._DOUBLESIDE = 2;
  12310. Mesh._DEFAULTSIDE = 0;
  12311. return Mesh;
  12312. })(BABYLON.AbstractMesh);
  12313. BABYLON.Mesh = Mesh;
  12314. })(BABYLON || (BABYLON = {}));
  12315. //# sourceMappingURL=babylon.mesh.js.map
  12316. var BABYLON;
  12317. (function (BABYLON) {
  12318. var GroundMesh = (function (_super) {
  12319. __extends(GroundMesh, _super);
  12320. function GroundMesh(name, scene) {
  12321. _super.call(this, name, scene);
  12322. this.generateOctree = false;
  12323. this._worldInverse = new BABYLON.Matrix();
  12324. }
  12325. Object.defineProperty(GroundMesh.prototype, "subdivisions", {
  12326. get: function () {
  12327. return this._subdivisions;
  12328. },
  12329. enumerable: true,
  12330. configurable: true
  12331. });
  12332. GroundMesh.prototype.optimize = function (chunksCount) {
  12333. this.subdivide(this._subdivisions);
  12334. this.createOrUpdateSubmeshesOctree(32);
  12335. };
  12336. GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
  12337. var ray = new BABYLON.Ray(new BABYLON.Vector3(x, this.getBoundingInfo().boundingBox.maximumWorld.y + 1, z), new BABYLON.Vector3(0, -1, 0));
  12338. this.getWorldMatrix().invertToRef(this._worldInverse);
  12339. ray = BABYLON.Ray.Transform(ray, this._worldInverse);
  12340. var pickInfo = this.intersects(ray);
  12341. if (pickInfo.hit) {
  12342. return pickInfo.pickedPoint.y;
  12343. }
  12344. return 0;
  12345. };
  12346. return GroundMesh;
  12347. })(BABYLON.Mesh);
  12348. BABYLON.GroundMesh = GroundMesh;
  12349. })(BABYLON || (BABYLON = {}));
  12350. //# sourceMappingURL=babylon.groundMesh.js.map
  12351. var BABYLON;
  12352. (function (BABYLON) {
  12353. /**
  12354. * Creates an instance based on a source mesh.
  12355. */
  12356. var InstancedMesh = (function (_super) {
  12357. __extends(InstancedMesh, _super);
  12358. function InstancedMesh(name, source) {
  12359. _super.call(this, name, source.getScene());
  12360. source.instances.push(this);
  12361. this._sourceMesh = source;
  12362. this.position.copyFrom(source.position);
  12363. this.rotation.copyFrom(source.rotation);
  12364. this.scaling.copyFrom(source.scaling);
  12365. if (source.rotationQuaternion) {
  12366. this.rotationQuaternion = source.rotationQuaternion.clone();
  12367. }
  12368. this.infiniteDistance = source.infiniteDistance;
  12369. this.setPivotMatrix(source.getPivotMatrix());
  12370. this.refreshBoundingInfo();
  12371. this._syncSubMeshes();
  12372. }
  12373. Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
  12374. // Methods
  12375. get: function () {
  12376. return this._sourceMesh.receiveShadows;
  12377. },
  12378. enumerable: true,
  12379. configurable: true
  12380. });
  12381. Object.defineProperty(InstancedMesh.prototype, "material", {
  12382. get: function () {
  12383. return this._sourceMesh.material;
  12384. },
  12385. enumerable: true,
  12386. configurable: true
  12387. });
  12388. Object.defineProperty(InstancedMesh.prototype, "visibility", {
  12389. get: function () {
  12390. return this._sourceMesh.visibility;
  12391. },
  12392. enumerable: true,
  12393. configurable: true
  12394. });
  12395. Object.defineProperty(InstancedMesh.prototype, "skeleton", {
  12396. get: function () {
  12397. return this._sourceMesh.skeleton;
  12398. },
  12399. enumerable: true,
  12400. configurable: true
  12401. });
  12402. InstancedMesh.prototype.getTotalVertices = function () {
  12403. return this._sourceMesh.getTotalVertices();
  12404. };
  12405. Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
  12406. get: function () {
  12407. return this._sourceMesh;
  12408. },
  12409. enumerable: true,
  12410. configurable: true
  12411. });
  12412. InstancedMesh.prototype.getVerticesData = function (kind) {
  12413. return this._sourceMesh.getVerticesData(kind);
  12414. };
  12415. InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
  12416. return this._sourceMesh.isVerticesDataPresent(kind);
  12417. };
  12418. InstancedMesh.prototype.getIndices = function () {
  12419. return this._sourceMesh.getIndices();
  12420. };
  12421. Object.defineProperty(InstancedMesh.prototype, "_positions", {
  12422. get: function () {
  12423. return this._sourceMesh._positions;
  12424. },
  12425. enumerable: true,
  12426. configurable: true
  12427. });
  12428. InstancedMesh.prototype.refreshBoundingInfo = function () {
  12429. var data = this._sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  12430. if (data) {
  12431. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._sourceMesh.getTotalVertices());
  12432. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  12433. }
  12434. this._updateBoundingInfo();
  12435. };
  12436. InstancedMesh.prototype._preActivate = function () {
  12437. if (this._currentLOD) {
  12438. this._currentLOD._preActivate();
  12439. }
  12440. };
  12441. InstancedMesh.prototype._activate = function (renderId) {
  12442. if (this._currentLOD) {
  12443. this._currentLOD._registerInstanceForRenderId(this, renderId);
  12444. }
  12445. };
  12446. InstancedMesh.prototype.getLOD = function (camera) {
  12447. this._currentLOD = this.sourceMesh.getLOD(this.getScene().activeCamera, this.getBoundingInfo().boundingSphere);
  12448. if (this._currentLOD === this.sourceMesh) {
  12449. return this;
  12450. }
  12451. return this._currentLOD;
  12452. };
  12453. InstancedMesh.prototype._syncSubMeshes = function () {
  12454. this.releaseSubMeshes();
  12455. if (this._sourceMesh.subMeshes) {
  12456. for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
  12457. this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
  12458. }
  12459. }
  12460. };
  12461. InstancedMesh.prototype._generatePointsArray = function () {
  12462. return this._sourceMesh._generatePointsArray();
  12463. };
  12464. // Clone
  12465. InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  12466. var result = this._sourceMesh.createInstance(name);
  12467. // Deep copy
  12468. BABYLON.Tools.DeepCopy(this, result, ["name"], []);
  12469. // Bounding info
  12470. this.refreshBoundingInfo();
  12471. // Parent
  12472. if (newParent) {
  12473. result.parent = newParent;
  12474. }
  12475. if (!doNotCloneChildren) {
  12476. for (var index = 0; index < this.getScene().meshes.length; index++) {
  12477. var mesh = this.getScene().meshes[index];
  12478. if (mesh.parent === this) {
  12479. mesh.clone(mesh.name, result);
  12480. }
  12481. }
  12482. }
  12483. result.computeWorldMatrix(true);
  12484. return result;
  12485. };
  12486. // Dispoe
  12487. InstancedMesh.prototype.dispose = function (doNotRecurse) {
  12488. // Remove from mesh
  12489. var index = this._sourceMesh.instances.indexOf(this);
  12490. this._sourceMesh.instances.splice(index, 1);
  12491. _super.prototype.dispose.call(this, doNotRecurse);
  12492. };
  12493. return InstancedMesh;
  12494. })(BABYLON.AbstractMesh);
  12495. BABYLON.InstancedMesh = InstancedMesh;
  12496. })(BABYLON || (BABYLON = {}));
  12497. //# sourceMappingURL=babylon.instancedMesh.js.mapvar BABYLON;
  12498. (function (BABYLON) {
  12499. var SubMesh = (function () {
  12500. function SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  12501. if (createBoundingBox === void 0) { createBoundingBox = true; }
  12502. this.materialIndex = materialIndex;
  12503. this.verticesStart = verticesStart;
  12504. this.verticesCount = verticesCount;
  12505. this.indexStart = indexStart;
  12506. this.indexCount = indexCount;
  12507. this._renderId = 0;
  12508. this._mesh = mesh;
  12509. this._renderingMesh = renderingMesh || mesh;
  12510. mesh.subMeshes.push(this);
  12511. this._id = mesh.subMeshes.length - 1;
  12512. if (createBoundingBox) {
  12513. this.refreshBoundingInfo();
  12514. mesh.computeWorldMatrix(true);
  12515. }
  12516. }
  12517. SubMesh.prototype.getBoundingInfo = function () {
  12518. return this._boundingInfo;
  12519. };
  12520. SubMesh.prototype.getMesh = function () {
  12521. return this._mesh;
  12522. };
  12523. SubMesh.prototype.getRenderingMesh = function () {
  12524. return this._renderingMesh;
  12525. };
  12526. SubMesh.prototype.getMaterial = function () {
  12527. var rootMaterial = this._renderingMesh.material;
  12528. if (rootMaterial && rootMaterial instanceof BABYLON.MultiMaterial) {
  12529. var multiMaterial = rootMaterial;
  12530. return multiMaterial.getSubMaterial(this.materialIndex);
  12531. }
  12532. if (!rootMaterial) {
  12533. return this._mesh.getScene().defaultMaterial;
  12534. }
  12535. return rootMaterial;
  12536. };
  12537. // Methods
  12538. SubMesh.prototype.refreshBoundingInfo = function () {
  12539. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  12540. if (!data) {
  12541. this._boundingInfo = this._mesh._boundingInfo;
  12542. return;
  12543. }
  12544. var indices = this._renderingMesh.getIndices();
  12545. var extend;
  12546. if (this.indexStart === 0 && this.indexCount === indices.length) {
  12547. extend = BABYLON.Tools.ExtractMinAndMax(data, this.verticesStart, this.verticesCount);
  12548. }
  12549. else {
  12550. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount);
  12551. }
  12552. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  12553. };
  12554. SubMesh.prototype._checkCollision = function (collider) {
  12555. return this._boundingInfo._checkCollision(collider);
  12556. };
  12557. SubMesh.prototype.updateBoundingInfo = function (world) {
  12558. if (!this._boundingInfo) {
  12559. this.refreshBoundingInfo();
  12560. }
  12561. this._boundingInfo._update(world);
  12562. };
  12563. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  12564. return this._boundingInfo.isInFrustum(frustumPlanes);
  12565. };
  12566. SubMesh.prototype.render = function () {
  12567. this._renderingMesh.render(this);
  12568. };
  12569. SubMesh.prototype.getLinesIndexBuffer = function (indices, engine) {
  12570. if (!this._linesIndexBuffer) {
  12571. var linesIndices = [];
  12572. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  12573. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  12574. }
  12575. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  12576. this.linesIndexCount = linesIndices.length;
  12577. }
  12578. return this._linesIndexBuffer;
  12579. };
  12580. SubMesh.prototype.canIntersects = function (ray) {
  12581. return ray.intersectsBox(this._boundingInfo.boundingBox);
  12582. };
  12583. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  12584. var intersectInfo = null;
  12585. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  12586. var p0 = positions[indices[index]];
  12587. var p1 = positions[indices[index + 1]];
  12588. var p2 = positions[indices[index + 2]];
  12589. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  12590. if (currentIntersectInfo) {
  12591. if (currentIntersectInfo.distance < 0) {
  12592. continue;
  12593. }
  12594. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  12595. intersectInfo = currentIntersectInfo;
  12596. intersectInfo.faceId = index / 3;
  12597. if (fastCheck) {
  12598. break;
  12599. }
  12600. }
  12601. }
  12602. }
  12603. return intersectInfo;
  12604. };
  12605. // Clone
  12606. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  12607. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  12608. result._boundingInfo = new BABYLON.BoundingInfo(this._boundingInfo.minimum, this._boundingInfo.maximum);
  12609. return result;
  12610. };
  12611. // Dispose
  12612. SubMesh.prototype.dispose = function () {
  12613. if (this._linesIndexBuffer) {
  12614. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  12615. this._linesIndexBuffer = null;
  12616. }
  12617. // Remove from mesh
  12618. var index = this._mesh.subMeshes.indexOf(this);
  12619. this._mesh.subMeshes.splice(index, 1);
  12620. };
  12621. // Statics
  12622. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  12623. var minVertexIndex = Number.MAX_VALUE;
  12624. var maxVertexIndex = -Number.MAX_VALUE;
  12625. renderingMesh = renderingMesh || mesh;
  12626. var indices = renderingMesh.getIndices();
  12627. for (var index = startIndex; index < startIndex + indexCount; index++) {
  12628. var vertexIndex = indices[index];
  12629. if (vertexIndex < minVertexIndex)
  12630. minVertexIndex = vertexIndex;
  12631. if (vertexIndex > maxVertexIndex)
  12632. maxVertexIndex = vertexIndex;
  12633. }
  12634. return new BABYLON.SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  12635. };
  12636. return SubMesh;
  12637. })();
  12638. BABYLON.SubMesh = SubMesh;
  12639. })(BABYLON || (BABYLON = {}));
  12640. //# sourceMappingURL=babylon.subMesh.js.mapvar BABYLON;
  12641. (function (BABYLON) {
  12642. var BaseTexture = (function () {
  12643. function BaseTexture(scene) {
  12644. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  12645. this.hasAlpha = false;
  12646. this.getAlphaFromRGB = false;
  12647. this.level = 1;
  12648. this.isCube = false;
  12649. this.isRenderTarget = false;
  12650. this.animations = new Array();
  12651. this.coordinatesIndex = 0;
  12652. this.coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
  12653. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  12654. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  12655. this.anisotropicFilteringLevel = 4;
  12656. this._scene = scene;
  12657. this._scene.textures.push(this);
  12658. }
  12659. BaseTexture.prototype.getScene = function () {
  12660. return this._scene;
  12661. };
  12662. BaseTexture.prototype.getTextureMatrix = function () {
  12663. return null;
  12664. };
  12665. BaseTexture.prototype.getReflectionTextureMatrix = function () {
  12666. return null;
  12667. };
  12668. BaseTexture.prototype.getInternalTexture = function () {
  12669. return this._texture;
  12670. };
  12671. BaseTexture.prototype.isReady = function () {
  12672. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  12673. return true;
  12674. }
  12675. if (this._texture) {
  12676. return this._texture.isReady;
  12677. }
  12678. return false;
  12679. };
  12680. BaseTexture.prototype.getSize = function () {
  12681. if (this._texture._width) {
  12682. return { width: this._texture._width, height: this._texture._height };
  12683. }
  12684. if (this._texture._size) {
  12685. return { width: this._texture._size, height: this._texture._size };
  12686. }
  12687. return { width: 0, height: 0 };
  12688. };
  12689. BaseTexture.prototype.getBaseSize = function () {
  12690. if (!this.isReady())
  12691. return { width: 0, height: 0 };
  12692. if (this._texture._size) {
  12693. return { width: this._texture._size, height: this._texture._size };
  12694. }
  12695. return { width: this._texture._baseWidth, height: this._texture._baseHeight };
  12696. };
  12697. BaseTexture.prototype.scale = function (ratio) {
  12698. };
  12699. Object.defineProperty(BaseTexture.prototype, "canRescale", {
  12700. get: function () {
  12701. return false;
  12702. },
  12703. enumerable: true,
  12704. configurable: true
  12705. });
  12706. BaseTexture.prototype._removeFromCache = function (url, noMipmap) {
  12707. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  12708. for (var index = 0; index < texturesCache.length; index++) {
  12709. var texturesCacheEntry = texturesCache[index];
  12710. if (texturesCacheEntry.url === url && texturesCacheEntry.noMipmap === noMipmap) {
  12711. texturesCache.splice(index, 1);
  12712. return;
  12713. }
  12714. }
  12715. };
  12716. BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling) {
  12717. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  12718. for (var index = 0; index < texturesCache.length; index++) {
  12719. var texturesCacheEntry = texturesCache[index];
  12720. if (texturesCacheEntry.url === url && texturesCacheEntry.noMipmap === noMipmap) {
  12721. if (!sampling || sampling === texturesCacheEntry.samplingMode) {
  12722. texturesCacheEntry.references++;
  12723. return texturesCacheEntry;
  12724. }
  12725. }
  12726. }
  12727. return null;
  12728. };
  12729. BaseTexture.prototype.delayLoad = function () {
  12730. };
  12731. BaseTexture.prototype.releaseInternalTexture = function () {
  12732. if (!this._texture) {
  12733. return;
  12734. }
  12735. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  12736. this._texture.references--;
  12737. // Final reference ?
  12738. if (this._texture.references === 0) {
  12739. var index = texturesCache.indexOf(this._texture);
  12740. texturesCache.splice(index, 1);
  12741. this._scene.getEngine()._releaseTexture(this._texture);
  12742. delete this._texture;
  12743. }
  12744. };
  12745. BaseTexture.prototype.clone = function () {
  12746. return null;
  12747. };
  12748. BaseTexture.prototype.dispose = function () {
  12749. // Remove from scene
  12750. var index = this._scene.textures.indexOf(this);
  12751. if (index >= 0) {
  12752. this._scene.textures.splice(index, 1);
  12753. }
  12754. if (this._texture === undefined) {
  12755. return;
  12756. }
  12757. this.releaseInternalTexture();
  12758. // Callback
  12759. if (this.onDispose) {
  12760. this.onDispose();
  12761. }
  12762. };
  12763. return BaseTexture;
  12764. })();
  12765. BABYLON.BaseTexture = BaseTexture;
  12766. })(BABYLON || (BABYLON = {}));
  12767. //# sourceMappingURL=babylon.baseTexture.js.mapvar BABYLON;
  12768. (function (BABYLON) {
  12769. var RenderingGroup = (function () {
  12770. function RenderingGroup(index, scene) {
  12771. this.index = index;
  12772. this._opaqueSubMeshes = new BABYLON.SmartArray(256);
  12773. this._transparentSubMeshes = new BABYLON.SmartArray(256);
  12774. this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
  12775. this._scene = scene;
  12776. }
  12777. RenderingGroup.prototype.render = function (customRenderFunction) {
  12778. if (customRenderFunction) {
  12779. customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes);
  12780. return true;
  12781. }
  12782. if (this._opaqueSubMeshes.length === 0 && this._alphaTestSubMeshes.length === 0 && this._transparentSubMeshes.length === 0) {
  12783. return false;
  12784. }
  12785. var engine = this._scene.getEngine();
  12786. // Opaque
  12787. var subIndex;
  12788. var submesh;
  12789. for (subIndex = 0; subIndex < this._opaqueSubMeshes.length; subIndex++) {
  12790. submesh = this._opaqueSubMeshes.data[subIndex];
  12791. submesh.render();
  12792. }
  12793. // Alpha test
  12794. engine.setAlphaTesting(true);
  12795. for (subIndex = 0; subIndex < this._alphaTestSubMeshes.length; subIndex++) {
  12796. submesh = this._alphaTestSubMeshes.data[subIndex];
  12797. submesh.render();
  12798. }
  12799. engine.setAlphaTesting(false);
  12800. // Transparent
  12801. if (this._transparentSubMeshes.length) {
  12802. for (subIndex = 0; subIndex < this._transparentSubMeshes.length; subIndex++) {
  12803. submesh = this._transparentSubMeshes.data[subIndex];
  12804. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  12805. submesh._distanceToCamera = submesh.getBoundingInfo().boundingSphere.centerWorld.subtract(this._scene.activeCamera.position).length();
  12806. }
  12807. var sortedArray = this._transparentSubMeshes.data.slice(0, this._transparentSubMeshes.length);
  12808. sortedArray.sort(function (a, b) {
  12809. // Alpha index first
  12810. if (a._alphaIndex > b._alphaIndex) {
  12811. return 1;
  12812. }
  12813. if (a._alphaIndex < b._alphaIndex) {
  12814. return -1;
  12815. }
  12816. // Then distance to camera
  12817. if (a._distanceToCamera < b._distanceToCamera) {
  12818. return 1;
  12819. }
  12820. if (a._distanceToCamera > b._distanceToCamera) {
  12821. return -1;
  12822. }
  12823. return 0;
  12824. });
  12825. // Rendering
  12826. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  12827. for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
  12828. submesh = sortedArray[subIndex];
  12829. submesh.render();
  12830. }
  12831. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  12832. }
  12833. return true;
  12834. };
  12835. RenderingGroup.prototype.prepare = function () {
  12836. this._opaqueSubMeshes.reset();
  12837. this._transparentSubMeshes.reset();
  12838. this._alphaTestSubMeshes.reset();
  12839. };
  12840. RenderingGroup.prototype.dispatch = function (subMesh) {
  12841. var material = subMesh.getMaterial();
  12842. var mesh = subMesh.getMesh();
  12843. if (material.needAlphaBlending() || mesh.visibility < 1.0 || mesh.hasVertexAlpha) {
  12844. this._transparentSubMeshes.push(subMesh);
  12845. }
  12846. else if (material.needAlphaTesting()) {
  12847. this._alphaTestSubMeshes.push(subMesh);
  12848. }
  12849. else {
  12850. this._opaqueSubMeshes.push(subMesh); // Opaque
  12851. }
  12852. };
  12853. return RenderingGroup;
  12854. })();
  12855. BABYLON.RenderingGroup = RenderingGroup;
  12856. })(BABYLON || (BABYLON = {}));
  12857. //# sourceMappingURL=babylon.renderingGroup.js.mapvar BABYLON;
  12858. (function (BABYLON) {
  12859. var RenderingManager = (function () {
  12860. function RenderingManager(scene) {
  12861. this._renderingGroups = new Array();
  12862. this._scene = scene;
  12863. }
  12864. RenderingManager.prototype._renderParticles = function (index, activeMeshes) {
  12865. if (this._scene._activeParticleSystems.length === 0) {
  12866. return;
  12867. }
  12868. // Particles
  12869. var beforeParticlesDate = BABYLON.Tools.Now;
  12870. for (var particleIndex = 0; particleIndex < this._scene._activeParticleSystems.length; particleIndex++) {
  12871. var particleSystem = this._scene._activeParticleSystems.data[particleIndex];
  12872. if (particleSystem.renderingGroupId !== index) {
  12873. continue;
  12874. }
  12875. this._clearDepthBuffer();
  12876. if (!particleSystem.emitter.position || !activeMeshes || activeMeshes.indexOf(particleSystem.emitter) !== -1) {
  12877. this._scene._activeParticles += particleSystem.render();
  12878. }
  12879. }
  12880. this._scene._particlesDuration += BABYLON.Tools.Now - beforeParticlesDate;
  12881. };
  12882. RenderingManager.prototype._renderSprites = function (index) {
  12883. if (!this._scene.spritesEnabled || this._scene.spriteManagers.length === 0) {
  12884. return;
  12885. }
  12886. // Sprites
  12887. var beforeSpritessDate = BABYLON.Tools.Now;
  12888. for (var id = 0; id < this._scene.spriteManagers.length; id++) {
  12889. var spriteManager = this._scene.spriteManagers[id];
  12890. if (spriteManager.renderingGroupId === index) {
  12891. this._clearDepthBuffer();
  12892. spriteManager.render();
  12893. }
  12894. }
  12895. this._scene._spritesDuration += BABYLON.Tools.Now - beforeSpritessDate;
  12896. };
  12897. RenderingManager.prototype._clearDepthBuffer = function () {
  12898. if (this._depthBufferAlreadyCleaned) {
  12899. return;
  12900. }
  12901. this._scene.getEngine().clear(0, false, true);
  12902. this._depthBufferAlreadyCleaned = true;
  12903. };
  12904. RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
  12905. for (var index = 0; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  12906. this._depthBufferAlreadyCleaned = false;
  12907. var renderingGroup = this._renderingGroups[index];
  12908. var needToStepBack = false;
  12909. if (renderingGroup) {
  12910. this._clearDepthBuffer();
  12911. if (!renderingGroup.render(customRenderFunction)) {
  12912. this._renderingGroups.splice(index, 1);
  12913. needToStepBack = true;
  12914. }
  12915. }
  12916. if (renderSprites) {
  12917. this._renderSprites(index);
  12918. }
  12919. if (renderParticles) {
  12920. this._renderParticles(index, activeMeshes);
  12921. }
  12922. if (needToStepBack) {
  12923. index--;
  12924. }
  12925. }
  12926. };
  12927. RenderingManager.prototype.reset = function () {
  12928. for (var index in this._renderingGroups) {
  12929. var renderingGroup = this._renderingGroups[index];
  12930. renderingGroup.prepare();
  12931. }
  12932. };
  12933. RenderingManager.prototype.dispatch = function (subMesh) {
  12934. var mesh = subMesh.getMesh();
  12935. var renderingGroupId = mesh.renderingGroupId || 0;
  12936. if (!this._renderingGroups[renderingGroupId]) {
  12937. this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene);
  12938. }
  12939. this._renderingGroups[renderingGroupId].dispatch(subMesh);
  12940. };
  12941. RenderingManager.MAX_RENDERINGGROUPS = 4;
  12942. return RenderingManager;
  12943. })();
  12944. BABYLON.RenderingManager = RenderingManager;
  12945. })(BABYLON || (BABYLON = {}));
  12946. //# sourceMappingURL=babylon.renderingManager.js.map
  12947. var BABYLON;
  12948. (function (BABYLON) {
  12949. var Texture = (function (_super) {
  12950. __extends(Texture, _super);
  12951. function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer) {
  12952. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  12953. if (onLoad === void 0) { onLoad = null; }
  12954. if (onError === void 0) { onError = null; }
  12955. if (buffer === void 0) { buffer = null; }
  12956. if (deleteBuffer === void 0) { deleteBuffer = false; }
  12957. _super.call(this, scene);
  12958. this.uOffset = 0;
  12959. this.vOffset = 0;
  12960. this.uScale = 1.0;
  12961. this.vScale = 1.0;
  12962. this.uAng = 0;
  12963. this.vAng = 0;
  12964. this.wAng = 0;
  12965. this.name = url;
  12966. this.url = url;
  12967. this._noMipmap = noMipmap;
  12968. this._invertY = invertY;
  12969. this._samplingMode = samplingMode;
  12970. this._buffer = buffer;
  12971. this._deleteBuffer = deleteBuffer;
  12972. if (!url) {
  12973. return;
  12974. }
  12975. this._texture = this._getFromCache(url, noMipmap, samplingMode);
  12976. if (!this._texture) {
  12977. if (!scene.useDelayedTextureLoading) {
  12978. this._texture = scene.getEngine().createTexture(url, noMipmap, invertY, scene, this._samplingMode, onLoad, onError, this._buffer);
  12979. if (deleteBuffer) {
  12980. delete this._buffer;
  12981. }
  12982. }
  12983. else {
  12984. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  12985. }
  12986. }
  12987. }
  12988. Texture.prototype.delayLoad = function () {
  12989. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  12990. return;
  12991. }
  12992. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  12993. this._texture = this._getFromCache(this.url, this._noMipmap, this._samplingMode);
  12994. if (!this._texture) {
  12995. this._texture = this.getScene().getEngine().createTexture(this.url, this._noMipmap, this._invertY, this.getScene(), this._samplingMode, null, null, this._buffer);
  12996. if (this._deleteBuffer) {
  12997. delete this._buffer;
  12998. }
  12999. }
  13000. };
  13001. Texture.prototype.updateSamplingMode = function (samplingMode) {
  13002. if (!this._texture) {
  13003. return;
  13004. }
  13005. this.getScene().getEngine().updateTextureSamplingMode(samplingMode, this._texture);
  13006. };
  13007. Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
  13008. x -= this.uOffset + 0.5;
  13009. y -= this.vOffset + 0.5;
  13010. z -= 0.5;
  13011. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
  13012. t.x *= this.uScale;
  13013. t.y *= this.vScale;
  13014. t.x += 0.5;
  13015. t.y += 0.5;
  13016. t.z += 0.5;
  13017. };
  13018. Texture.prototype.getTextureMatrix = function () {
  13019. 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) {
  13020. return this._cachedTextureMatrix;
  13021. }
  13022. this._cachedUOffset = this.uOffset;
  13023. this._cachedVOffset = this.vOffset;
  13024. this._cachedUScale = this.uScale;
  13025. this._cachedVScale = this.vScale;
  13026. this._cachedUAng = this.uAng;
  13027. this._cachedVAng = this.vAng;
  13028. this._cachedWAng = this.wAng;
  13029. if (!this._cachedTextureMatrix) {
  13030. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  13031. this._rowGenerationMatrix = new BABYLON.Matrix();
  13032. this._t0 = BABYLON.Vector3.Zero();
  13033. this._t1 = BABYLON.Vector3.Zero();
  13034. this._t2 = BABYLON.Vector3.Zero();
  13035. }
  13036. BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
  13037. this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
  13038. this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
  13039. this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
  13040. this._t1.subtractInPlace(this._t0);
  13041. this._t2.subtractInPlace(this._t0);
  13042. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  13043. this._cachedTextureMatrix.m[0] = this._t1.x;
  13044. this._cachedTextureMatrix.m[1] = this._t1.y;
  13045. this._cachedTextureMatrix.m[2] = this._t1.z;
  13046. this._cachedTextureMatrix.m[4] = this._t2.x;
  13047. this._cachedTextureMatrix.m[5] = this._t2.y;
  13048. this._cachedTextureMatrix.m[6] = this._t2.z;
  13049. this._cachedTextureMatrix.m[8] = this._t0.x;
  13050. this._cachedTextureMatrix.m[9] = this._t0.y;
  13051. this._cachedTextureMatrix.m[10] = this._t0.z;
  13052. return this._cachedTextureMatrix;
  13053. };
  13054. Texture.prototype.getReflectionTextureMatrix = function () {
  13055. if (this.uOffset === this._cachedUOffset && this.vOffset === this._cachedVOffset && this.uScale === this._cachedUScale && this.vScale === this._cachedVScale && this.coordinatesMode === this._cachedCoordinatesMode) {
  13056. return this._cachedTextureMatrix;
  13057. }
  13058. if (!this._cachedTextureMatrix) {
  13059. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  13060. this._projectionModeMatrix = BABYLON.Matrix.Zero();
  13061. }
  13062. this._cachedCoordinatesMode = this.coordinatesMode;
  13063. switch (this.coordinatesMode) {
  13064. case Texture.SPHERICAL_MODE:
  13065. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  13066. this._cachedTextureMatrix[0] = -0.5 * this.uScale;
  13067. this._cachedTextureMatrix[5] = -0.5 * this.vScale;
  13068. this._cachedTextureMatrix[12] = 0.5 + this.uOffset;
  13069. this._cachedTextureMatrix[13] = 0.5 + this.vOffset;
  13070. break;
  13071. case Texture.PLANAR_MODE:
  13072. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  13073. this._cachedTextureMatrix[0] = this.uScale;
  13074. this._cachedTextureMatrix[5] = this.vScale;
  13075. this._cachedTextureMatrix[12] = this.uOffset;
  13076. this._cachedTextureMatrix[13] = this.vOffset;
  13077. break;
  13078. case Texture.PROJECTION_MODE:
  13079. BABYLON.Matrix.IdentityToRef(this._projectionModeMatrix);
  13080. this._projectionModeMatrix.m[0] = 0.5;
  13081. this._projectionModeMatrix.m[5] = -0.5;
  13082. this._projectionModeMatrix.m[10] = 0.0;
  13083. this._projectionModeMatrix.m[12] = 0.5;
  13084. this._projectionModeMatrix.m[13] = 0.5;
  13085. this._projectionModeMatrix.m[14] = 1.0;
  13086. this._projectionModeMatrix.m[15] = 1.0;
  13087. this.getScene().getProjectionMatrix().multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
  13088. break;
  13089. default:
  13090. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  13091. break;
  13092. }
  13093. return this._cachedTextureMatrix;
  13094. };
  13095. Texture.prototype.clone = function () {
  13096. var newTexture = new Texture(this._texture.url, this.getScene(), this._noMipmap, this._invertY, this._samplingMode);
  13097. // Base texture
  13098. newTexture.hasAlpha = this.hasAlpha;
  13099. newTexture.level = this.level;
  13100. newTexture.wrapU = this.wrapU;
  13101. newTexture.wrapV = this.wrapV;
  13102. newTexture.coordinatesIndex = this.coordinatesIndex;
  13103. newTexture.coordinatesMode = this.coordinatesMode;
  13104. // Texture
  13105. newTexture.uOffset = this.uOffset;
  13106. newTexture.vOffset = this.vOffset;
  13107. newTexture.uScale = this.uScale;
  13108. newTexture.vScale = this.vScale;
  13109. newTexture.uAng = this.uAng;
  13110. newTexture.vAng = this.vAng;
  13111. newTexture.wAng = this.wAng;
  13112. return newTexture;
  13113. };
  13114. // Statics
  13115. Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError) {
  13116. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  13117. if (onLoad === void 0) { onLoad = null; }
  13118. if (onError === void 0) { onError = null; }
  13119. return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data);
  13120. };
  13121. // Constants
  13122. Texture.NEAREST_SAMPLINGMODE = 1;
  13123. Texture.BILINEAR_SAMPLINGMODE = 2;
  13124. Texture.TRILINEAR_SAMPLINGMODE = 3;
  13125. Texture.EXPLICIT_MODE = 0;
  13126. Texture.SPHERICAL_MODE = 1;
  13127. Texture.PLANAR_MODE = 2;
  13128. Texture.CUBIC_MODE = 3;
  13129. Texture.PROJECTION_MODE = 4;
  13130. Texture.SKYBOX_MODE = 5;
  13131. Texture.CLAMP_ADDRESSMODE = 0;
  13132. Texture.WRAP_ADDRESSMODE = 1;
  13133. Texture.MIRROR_ADDRESSMODE = 2;
  13134. return Texture;
  13135. })(BABYLON.BaseTexture);
  13136. BABYLON.Texture = Texture;
  13137. })(BABYLON || (BABYLON = {}));
  13138. //# sourceMappingURL=babylon.texture.js.map
  13139. var BABYLON;
  13140. (function (BABYLON) {
  13141. var CubeTexture = (function (_super) {
  13142. __extends(CubeTexture, _super);
  13143. function CubeTexture(rootUrl, scene, extensions, noMipmap) {
  13144. _super.call(this, scene);
  13145. this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  13146. this.name = rootUrl;
  13147. this.url = rootUrl;
  13148. this._noMipmap = noMipmap;
  13149. this.hasAlpha = false;
  13150. this._texture = this._getFromCache(rootUrl, noMipmap);
  13151. if (!extensions) {
  13152. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  13153. }
  13154. this._extensions = extensions;
  13155. if (!this._texture) {
  13156. if (!scene.useDelayedTextureLoading) {
  13157. this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, extensions, noMipmap);
  13158. }
  13159. else {
  13160. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  13161. }
  13162. }
  13163. this.isCube = true;
  13164. this._textureMatrix = BABYLON.Matrix.Identity();
  13165. }
  13166. CubeTexture.prototype.clone = function () {
  13167. var newTexture = new CubeTexture(this.url, this.getScene(), this._extensions, this._noMipmap);
  13168. // Base texture
  13169. newTexture.level = this.level;
  13170. newTexture.wrapU = this.wrapU;
  13171. newTexture.wrapV = this.wrapV;
  13172. newTexture.coordinatesIndex = this.coordinatesIndex;
  13173. newTexture.coordinatesMode = this.coordinatesMode;
  13174. return newTexture;
  13175. };
  13176. // Methods
  13177. CubeTexture.prototype.delayLoad = function () {
  13178. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  13179. return;
  13180. }
  13181. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  13182. this._texture = this._getFromCache(this.url, this._noMipmap);
  13183. if (!this._texture) {
  13184. this._texture = this.getScene().getEngine().createCubeTexture(this.url, this.getScene(), this._extensions);
  13185. }
  13186. };
  13187. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  13188. return this._textureMatrix;
  13189. };
  13190. return CubeTexture;
  13191. })(BABYLON.BaseTexture);
  13192. BABYLON.CubeTexture = CubeTexture;
  13193. })(BABYLON || (BABYLON = {}));
  13194. //# sourceMappingURL=babylon.cubeTexture.js.map
  13195. var BABYLON;
  13196. (function (BABYLON) {
  13197. var RenderTargetTexture = (function (_super) {
  13198. __extends(RenderTargetTexture, _super);
  13199. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type) {
  13200. if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
  13201. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  13202. _super.call(this, null, scene, !generateMipMaps);
  13203. this.renderList = new Array();
  13204. this.renderParticles = true;
  13205. this.renderSprites = false;
  13206. this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  13207. this._currentRefreshId = -1;
  13208. this._refreshRate = 1;
  13209. this.name = name;
  13210. this.isRenderTarget = true;
  13211. this._size = size;
  13212. this._generateMipMaps = generateMipMaps;
  13213. this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  13214. this._texture = scene.getEngine().createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, type: type });
  13215. // Rendering groups
  13216. this._renderingManager = new BABYLON.RenderingManager(scene);
  13217. }
  13218. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  13219. this._currentRefreshId = -1;
  13220. };
  13221. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  13222. get: function () {
  13223. return this._refreshRate;
  13224. },
  13225. // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  13226. set: function (value) {
  13227. this._refreshRate = value;
  13228. this.resetRefreshCounter();
  13229. },
  13230. enumerable: true,
  13231. configurable: true
  13232. });
  13233. RenderTargetTexture.prototype._shouldRender = function () {
  13234. if (this._currentRefreshId === -1) {
  13235. this._currentRefreshId = 1;
  13236. return true;
  13237. }
  13238. if (this.refreshRate === this._currentRefreshId) {
  13239. this._currentRefreshId = 1;
  13240. return true;
  13241. }
  13242. this._currentRefreshId++;
  13243. return false;
  13244. };
  13245. RenderTargetTexture.prototype.isReady = function () {
  13246. if (!this.getScene().renderTargetsEnabled) {
  13247. return false;
  13248. }
  13249. return _super.prototype.isReady.call(this);
  13250. };
  13251. RenderTargetTexture.prototype.getRenderSize = function () {
  13252. return this._size;
  13253. };
  13254. Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
  13255. get: function () {
  13256. return true;
  13257. },
  13258. enumerable: true,
  13259. configurable: true
  13260. });
  13261. RenderTargetTexture.prototype.scale = function (ratio) {
  13262. var newSize = this._size * ratio;
  13263. this.resize(newSize, this._generateMipMaps);
  13264. };
  13265. RenderTargetTexture.prototype.resize = function (size, generateMipMaps) {
  13266. this.releaseInternalTexture();
  13267. this._texture = this.getScene().getEngine().createRenderTargetTexture(size, generateMipMaps);
  13268. };
  13269. RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) {
  13270. var scene = this.getScene();
  13271. var engine = scene.getEngine();
  13272. if (this._waitingRenderList) {
  13273. this.renderList = [];
  13274. for (var index = 0; index < this._waitingRenderList.length; index++) {
  13275. var id = this._waitingRenderList[index];
  13276. this.renderList.push(scene.getMeshByID(id));
  13277. }
  13278. delete this._waitingRenderList;
  13279. }
  13280. if (this.renderList && this.renderList.length === 0) {
  13281. return;
  13282. }
  13283. // Bind
  13284. if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  13285. engine.bindFramebuffer(this._texture);
  13286. }
  13287. this._renderingManager.reset();
  13288. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  13289. for (var meshIndex = 0; meshIndex < currentRenderList.length; meshIndex++) {
  13290. var mesh = currentRenderList[meshIndex];
  13291. if (mesh) {
  13292. if (!mesh.isReady()) {
  13293. // Reset _currentRefreshId
  13294. this.resetRefreshCounter();
  13295. continue;
  13296. }
  13297. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && ((mesh.layerMask & scene.activeCamera.layerMask) !== 0)) {
  13298. mesh._activate(scene.getRenderId());
  13299. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  13300. var subMesh = mesh.subMeshes[subIndex];
  13301. scene._activeVertices += subMesh.indexCount;
  13302. this._renderingManager.dispatch(subMesh);
  13303. }
  13304. }
  13305. }
  13306. }
  13307. if (this.onBeforeRender) {
  13308. this.onBeforeRender();
  13309. }
  13310. // Clear
  13311. if (this.onClear) {
  13312. this.onClear(engine);
  13313. }
  13314. else {
  13315. engine.clear(scene.clearColor, true, true);
  13316. }
  13317. if (!this._doNotChangeAspectRatio) {
  13318. scene.updateTransformMatrix(true);
  13319. }
  13320. // Render
  13321. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  13322. if (useCameraPostProcess) {
  13323. scene.postProcessManager._finalizeFrame(false, this._texture);
  13324. }
  13325. if (!this._doNotChangeAspectRatio) {
  13326. scene.updateTransformMatrix(true);
  13327. }
  13328. if (this.onAfterRender) {
  13329. this.onAfterRender();
  13330. }
  13331. // Dump ?
  13332. if (dumpForDebug) {
  13333. BABYLON.Tools.DumpFramebuffer(this._size, this._size, engine);
  13334. }
  13335. // Unbind
  13336. engine.unBindFramebuffer(this._texture);
  13337. if (this.onAfterUnbind) {
  13338. this.onAfterUnbind();
  13339. }
  13340. };
  13341. RenderTargetTexture.prototype.clone = function () {
  13342. var textureSize = this.getSize();
  13343. var newTexture = new RenderTargetTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
  13344. // Base texture
  13345. newTexture.hasAlpha = this.hasAlpha;
  13346. newTexture.level = this.level;
  13347. // RenderTarget Texture
  13348. newTexture.coordinatesMode = this.coordinatesMode;
  13349. newTexture.renderList = this.renderList.slice(0);
  13350. return newTexture;
  13351. };
  13352. return RenderTargetTexture;
  13353. })(BABYLON.Texture);
  13354. BABYLON.RenderTargetTexture = RenderTargetTexture;
  13355. })(BABYLON || (BABYLON = {}));
  13356. //# sourceMappingURL=babylon.renderTargetTexture.js.map
  13357. var BABYLON;
  13358. (function (BABYLON) {
  13359. var ProceduralTexture = (function (_super) {
  13360. __extends(ProceduralTexture, _super);
  13361. function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps) {
  13362. if (generateMipMaps === void 0) { generateMipMaps = true; }
  13363. _super.call(this, null, scene, !generateMipMaps);
  13364. this._currentRefreshId = -1;
  13365. this._refreshRate = 1;
  13366. this._vertexDeclaration = [2];
  13367. this._vertexStrideSize = 2 * 4;
  13368. this._uniforms = new Array();
  13369. this._samplers = new Array();
  13370. this._textures = new Array();
  13371. this._floats = new Array();
  13372. this._floatsArrays = {};
  13373. this._colors3 = new Array();
  13374. this._colors4 = new Array();
  13375. this._vectors2 = new Array();
  13376. this._vectors3 = new Array();
  13377. this._matrices = new Array();
  13378. this._fallbackTextureUsed = false;
  13379. scene._proceduralTextures.push(this);
  13380. this.name = name;
  13381. this.isRenderTarget = true;
  13382. this._size = size;
  13383. this._generateMipMaps = generateMipMaps;
  13384. this.setFragment(fragment);
  13385. this._fallbackTexture = fallbackTexture;
  13386. this._texture = scene.getEngine().createRenderTargetTexture(size, generateMipMaps);
  13387. // VBO
  13388. var vertices = [];
  13389. vertices.push(1, 1);
  13390. vertices.push(-1, 1);
  13391. vertices.push(-1, -1);
  13392. vertices.push(1, -1);
  13393. this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
  13394. // Indices
  13395. var indices = [];
  13396. indices.push(0);
  13397. indices.push(1);
  13398. indices.push(2);
  13399. indices.push(0);
  13400. indices.push(2);
  13401. indices.push(3);
  13402. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  13403. }
  13404. ProceduralTexture.prototype.reset = function () {
  13405. if (this._effect === undefined) {
  13406. return;
  13407. }
  13408. var engine = this.getScene().getEngine();
  13409. engine._releaseEffect(this._effect);
  13410. };
  13411. ProceduralTexture.prototype.isReady = function () {
  13412. var _this = this;
  13413. var engine = this.getScene().getEngine();
  13414. var shaders;
  13415. if (!this._fragment) {
  13416. return false;
  13417. }
  13418. if (this._fallbackTextureUsed) {
  13419. return true;
  13420. }
  13421. if (this._fragment.fragmentElement !== undefined) {
  13422. shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
  13423. }
  13424. else {
  13425. shaders = { vertex: "procedural", fragment: this._fragment };
  13426. }
  13427. this._effect = engine.createEffect(shaders, ["position"], this._uniforms, this._samplers, "", null, null, function () {
  13428. _this.releaseInternalTexture();
  13429. if (_this._fallbackTexture) {
  13430. _this._texture = _this._fallbackTexture._texture;
  13431. _this._texture.references++;
  13432. }
  13433. _this._fallbackTextureUsed = true;
  13434. });
  13435. return this._effect.isReady();
  13436. };
  13437. ProceduralTexture.prototype.resetRefreshCounter = function () {
  13438. this._currentRefreshId = -1;
  13439. };
  13440. ProceduralTexture.prototype.setFragment = function (fragment) {
  13441. this._fragment = fragment;
  13442. };
  13443. Object.defineProperty(ProceduralTexture.prototype, "refreshRate", {
  13444. get: function () {
  13445. return this._refreshRate;
  13446. },
  13447. // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  13448. set: function (value) {
  13449. this._refreshRate = value;
  13450. this.resetRefreshCounter();
  13451. },
  13452. enumerable: true,
  13453. configurable: true
  13454. });
  13455. ProceduralTexture.prototype._shouldRender = function () {
  13456. if (!this.isReady() || !this._texture) {
  13457. return false;
  13458. }
  13459. if (this._fallbackTextureUsed) {
  13460. return false;
  13461. }
  13462. if (this._currentRefreshId === -1) {
  13463. this._currentRefreshId = 1;
  13464. return true;
  13465. }
  13466. if (this.refreshRate === this._currentRefreshId) {
  13467. this._currentRefreshId = 1;
  13468. return true;
  13469. }
  13470. this._currentRefreshId++;
  13471. return false;
  13472. };
  13473. ProceduralTexture.prototype.getRenderSize = function () {
  13474. return this._size;
  13475. };
  13476. ProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  13477. if (this._fallbackTextureUsed) {
  13478. return;
  13479. }
  13480. this.releaseInternalTexture();
  13481. this._texture = this.getScene().getEngine().createRenderTargetTexture(size, generateMipMaps);
  13482. };
  13483. ProceduralTexture.prototype._checkUniform = function (uniformName) {
  13484. if (this._uniforms.indexOf(uniformName) === -1) {
  13485. this._uniforms.push(uniformName);
  13486. }
  13487. };
  13488. ProceduralTexture.prototype.setTexture = function (name, texture) {
  13489. if (this._samplers.indexOf(name) === -1) {
  13490. this._samplers.push(name);
  13491. }
  13492. this._textures[name] = texture;
  13493. return this;
  13494. };
  13495. ProceduralTexture.prototype.setFloat = function (name, value) {
  13496. this._checkUniform(name);
  13497. this._floats[name] = value;
  13498. return this;
  13499. };
  13500. ProceduralTexture.prototype.setFloats = function (name, value) {
  13501. this._checkUniform(name);
  13502. this._floatsArrays[name] = value;
  13503. return this;
  13504. };
  13505. ProceduralTexture.prototype.setColor3 = function (name, value) {
  13506. this._checkUniform(name);
  13507. this._colors3[name] = value;
  13508. return this;
  13509. };
  13510. ProceduralTexture.prototype.setColor4 = function (name, value) {
  13511. this._checkUniform(name);
  13512. this._colors4[name] = value;
  13513. return this;
  13514. };
  13515. ProceduralTexture.prototype.setVector2 = function (name, value) {
  13516. this._checkUniform(name);
  13517. this._vectors2[name] = value;
  13518. return this;
  13519. };
  13520. ProceduralTexture.prototype.setVector3 = function (name, value) {
  13521. this._checkUniform(name);
  13522. this._vectors3[name] = value;
  13523. return this;
  13524. };
  13525. ProceduralTexture.prototype.setMatrix = function (name, value) {
  13526. this._checkUniform(name);
  13527. this._matrices[name] = value;
  13528. return this;
  13529. };
  13530. ProceduralTexture.prototype.render = function (useCameraPostProcess) {
  13531. var scene = this.getScene();
  13532. var engine = scene.getEngine();
  13533. engine.bindFramebuffer(this._texture);
  13534. // Clear
  13535. engine.clear(scene.clearColor, true, true);
  13536. // Render
  13537. engine.enableEffect(this._effect);
  13538. engine.setState(false);
  13539. for (var name in this._textures) {
  13540. this._effect.setTexture(name, this._textures[name]);
  13541. }
  13542. for (name in this._floats) {
  13543. this._effect.setFloat(name, this._floats[name]);
  13544. }
  13545. for (name in this._floatsArrays) {
  13546. this._effect.setArray(name, this._floatsArrays[name]);
  13547. }
  13548. for (name in this._colors3) {
  13549. this._effect.setColor3(name, this._colors3[name]);
  13550. }
  13551. for (name in this._colors4) {
  13552. var color = this._colors4[name];
  13553. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  13554. }
  13555. for (name in this._vectors2) {
  13556. this._effect.setVector2(name, this._vectors2[name]);
  13557. }
  13558. for (name in this._vectors3) {
  13559. this._effect.setVector3(name, this._vectors3[name]);
  13560. }
  13561. for (name in this._matrices) {
  13562. this._effect.setMatrix(name, this._matrices[name]);
  13563. }
  13564. // VBOs
  13565. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, this._effect);
  13566. // Draw order
  13567. engine.draw(true, 0, 6);
  13568. // Unbind
  13569. engine.unBindFramebuffer(this._texture);
  13570. };
  13571. ProceduralTexture.prototype.clone = function () {
  13572. var textureSize = this.getSize();
  13573. var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
  13574. // Base texture
  13575. newTexture.hasAlpha = this.hasAlpha;
  13576. newTexture.level = this.level;
  13577. // RenderTarget Texture
  13578. newTexture.coordinatesMode = this.coordinatesMode;
  13579. return newTexture;
  13580. };
  13581. ProceduralTexture.prototype.dispose = function () {
  13582. var index = this.getScene()._proceduralTextures.indexOf(this);
  13583. if (index >= 0) {
  13584. this.getScene()._proceduralTextures.splice(index, 1);
  13585. }
  13586. _super.prototype.dispose.call(this);
  13587. };
  13588. return ProceduralTexture;
  13589. })(BABYLON.Texture);
  13590. BABYLON.ProceduralTexture = ProceduralTexture;
  13591. })(BABYLON || (BABYLON = {}));
  13592. //# sourceMappingURL=babylon.proceduralTexture.js.map
  13593. var BABYLON;
  13594. (function (BABYLON) {
  13595. var WoodProceduralTexture = (function (_super) {
  13596. __extends(WoodProceduralTexture, _super);
  13597. function WoodProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  13598. _super.call(this, name, size, "wood", scene, fallbackTexture, generateMipMaps);
  13599. this._ampScale = 100.0;
  13600. this._woodColor = new BABYLON.Color3(0.32, 0.17, 0.09);
  13601. this.updateShaderUniforms();
  13602. this.refreshRate = 0;
  13603. }
  13604. WoodProceduralTexture.prototype.updateShaderUniforms = function () {
  13605. this.setFloat("ampScale", this._ampScale);
  13606. this.setColor3("woodColor", this._woodColor);
  13607. };
  13608. Object.defineProperty(WoodProceduralTexture.prototype, "ampScale", {
  13609. get: function () {
  13610. return this._ampScale;
  13611. },
  13612. set: function (value) {
  13613. this._ampScale = value;
  13614. this.updateShaderUniforms();
  13615. },
  13616. enumerable: true,
  13617. configurable: true
  13618. });
  13619. Object.defineProperty(WoodProceduralTexture.prototype, "woodColor", {
  13620. get: function () {
  13621. return this._woodColor;
  13622. },
  13623. set: function (value) {
  13624. this._woodColor = value;
  13625. this.updateShaderUniforms();
  13626. },
  13627. enumerable: true,
  13628. configurable: true
  13629. });
  13630. return WoodProceduralTexture;
  13631. })(BABYLON.ProceduralTexture);
  13632. BABYLON.WoodProceduralTexture = WoodProceduralTexture;
  13633. var FireProceduralTexture = (function (_super) {
  13634. __extends(FireProceduralTexture, _super);
  13635. function FireProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  13636. _super.call(this, name, size, "fire", scene, fallbackTexture, generateMipMaps);
  13637. this._time = 0.0;
  13638. this._speed = new BABYLON.Vector2(0.5, 0.3);
  13639. this._autoGenerateTime = true;
  13640. this._alphaThreshold = 0.5;
  13641. this._fireColors = FireProceduralTexture.RedFireColors;
  13642. this.updateShaderUniforms();
  13643. this.refreshRate = 1;
  13644. }
  13645. FireProceduralTexture.prototype.updateShaderUniforms = function () {
  13646. this.setFloat("time", this._time);
  13647. this.setVector2("speed", this._speed);
  13648. this.setColor3("c1", this._fireColors[0]);
  13649. this.setColor3("c2", this._fireColors[1]);
  13650. this.setColor3("c3", this._fireColors[2]);
  13651. this.setColor3("c4", this._fireColors[3]);
  13652. this.setColor3("c5", this._fireColors[4]);
  13653. this.setColor3("c6", this._fireColors[5]);
  13654. this.setFloat("alphaThreshold", this._alphaThreshold);
  13655. };
  13656. FireProceduralTexture.prototype.render = function (useCameraPostProcess) {
  13657. if (this._autoGenerateTime) {
  13658. this._time += this.getScene().getAnimationRatio() * 0.03;
  13659. this.updateShaderUniforms();
  13660. }
  13661. _super.prototype.render.call(this, useCameraPostProcess);
  13662. };
  13663. Object.defineProperty(FireProceduralTexture, "PurpleFireColors", {
  13664. get: function () {
  13665. return [
  13666. new BABYLON.Color3(0.5, 0.0, 1.0),
  13667. new BABYLON.Color3(0.9, 0.0, 1.0),
  13668. new BABYLON.Color3(0.2, 0.0, 1.0),
  13669. new BABYLON.Color3(1.0, 0.9, 1.0),
  13670. new BABYLON.Color3(0.1, 0.1, 1.0),
  13671. new BABYLON.Color3(0.9, 0.9, 1.0)
  13672. ];
  13673. },
  13674. enumerable: true,
  13675. configurable: true
  13676. });
  13677. Object.defineProperty(FireProceduralTexture, "GreenFireColors", {
  13678. get: function () {
  13679. return [
  13680. new BABYLON.Color3(0.5, 1.0, 0.0),
  13681. new BABYLON.Color3(0.5, 1.0, 0.0),
  13682. new BABYLON.Color3(0.3, 0.4, 0.0),
  13683. new BABYLON.Color3(0.5, 1.0, 0.0),
  13684. new BABYLON.Color3(0.2, 0.0, 0.0),
  13685. new BABYLON.Color3(0.5, 1.0, 0.0)
  13686. ];
  13687. },
  13688. enumerable: true,
  13689. configurable: true
  13690. });
  13691. Object.defineProperty(FireProceduralTexture, "RedFireColors", {
  13692. get: function () {
  13693. return [
  13694. new BABYLON.Color3(0.5, 0.0, 0.1),
  13695. new BABYLON.Color3(0.9, 0.0, 0.0),
  13696. new BABYLON.Color3(0.2, 0.0, 0.0),
  13697. new BABYLON.Color3(1.0, 0.9, 0.0),
  13698. new BABYLON.Color3(0.1, 0.1, 0.1),
  13699. new BABYLON.Color3(0.9, 0.9, 0.9)
  13700. ];
  13701. },
  13702. enumerable: true,
  13703. configurable: true
  13704. });
  13705. Object.defineProperty(FireProceduralTexture, "BlueFireColors", {
  13706. get: function () {
  13707. return [
  13708. new BABYLON.Color3(0.1, 0.0, 0.5),
  13709. new BABYLON.Color3(0.0, 0.0, 0.5),
  13710. new BABYLON.Color3(0.1, 0.0, 0.2),
  13711. new BABYLON.Color3(0.0, 0.0, 1.0),
  13712. new BABYLON.Color3(0.1, 0.2, 0.3),
  13713. new BABYLON.Color3(0.0, 0.2, 0.9)
  13714. ];
  13715. },
  13716. enumerable: true,
  13717. configurable: true
  13718. });
  13719. Object.defineProperty(FireProceduralTexture.prototype, "fireColors", {
  13720. get: function () {
  13721. return this._fireColors;
  13722. },
  13723. set: function (value) {
  13724. this._fireColors = value;
  13725. this.updateShaderUniforms();
  13726. },
  13727. enumerable: true,
  13728. configurable: true
  13729. });
  13730. Object.defineProperty(FireProceduralTexture.prototype, "time", {
  13731. get: function () {
  13732. return this._time;
  13733. },
  13734. set: function (value) {
  13735. this._time = value;
  13736. this.updateShaderUniforms();
  13737. },
  13738. enumerable: true,
  13739. configurable: true
  13740. });
  13741. Object.defineProperty(FireProceduralTexture.prototype, "speed", {
  13742. get: function () {
  13743. return this._speed;
  13744. },
  13745. set: function (value) {
  13746. this._speed = value;
  13747. this.updateShaderUniforms();
  13748. },
  13749. enumerable: true,
  13750. configurable: true
  13751. });
  13752. Object.defineProperty(FireProceduralTexture.prototype, "alphaThreshold", {
  13753. get: function () {
  13754. return this._alphaThreshold;
  13755. },
  13756. set: function (value) {
  13757. this._alphaThreshold = value;
  13758. this.updateShaderUniforms();
  13759. },
  13760. enumerable: true,
  13761. configurable: true
  13762. });
  13763. return FireProceduralTexture;
  13764. })(BABYLON.ProceduralTexture);
  13765. BABYLON.FireProceduralTexture = FireProceduralTexture;
  13766. var CloudProceduralTexture = (function (_super) {
  13767. __extends(CloudProceduralTexture, _super);
  13768. function CloudProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  13769. _super.call(this, name, size, "cloud", scene, fallbackTexture, generateMipMaps);
  13770. this._skyColor = new BABYLON.Color3(0.15, 0.68, 1.0);
  13771. this._cloudColor = new BABYLON.Color3(1, 1, 1);
  13772. this.updateShaderUniforms();
  13773. this.refreshRate = 0;
  13774. }
  13775. CloudProceduralTexture.prototype.updateShaderUniforms = function () {
  13776. this.setColor3("skyColor", this._skyColor);
  13777. this.setColor3("cloudColor", this._cloudColor);
  13778. };
  13779. Object.defineProperty(CloudProceduralTexture.prototype, "skyColor", {
  13780. get: function () {
  13781. return this._skyColor;
  13782. },
  13783. set: function (value) {
  13784. this._skyColor = value;
  13785. this.updateShaderUniforms();
  13786. },
  13787. enumerable: true,
  13788. configurable: true
  13789. });
  13790. Object.defineProperty(CloudProceduralTexture.prototype, "cloudColor", {
  13791. get: function () {
  13792. return this._cloudColor;
  13793. },
  13794. set: function (value) {
  13795. this._cloudColor = value;
  13796. this.updateShaderUniforms();
  13797. },
  13798. enumerable: true,
  13799. configurable: true
  13800. });
  13801. return CloudProceduralTexture;
  13802. })(BABYLON.ProceduralTexture);
  13803. BABYLON.CloudProceduralTexture = CloudProceduralTexture;
  13804. var GrassProceduralTexture = (function (_super) {
  13805. __extends(GrassProceduralTexture, _super);
  13806. function GrassProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  13807. _super.call(this, name, size, "grass", scene, fallbackTexture, generateMipMaps);
  13808. this._herb1 = new BABYLON.Color3(0.29, 0.38, 0.02);
  13809. this._herb2 = new BABYLON.Color3(0.36, 0.49, 0.09);
  13810. this._herb3 = new BABYLON.Color3(0.51, 0.6, 0.28);
  13811. this._groundColor = new BABYLON.Color3(1, 1, 1);
  13812. this._grassColors = [
  13813. new BABYLON.Color3(0.29, 0.38, 0.02),
  13814. new BABYLON.Color3(0.36, 0.49, 0.09),
  13815. new BABYLON.Color3(0.51, 0.6, 0.28)
  13816. ];
  13817. this.updateShaderUniforms();
  13818. this.refreshRate = 0;
  13819. }
  13820. GrassProceduralTexture.prototype.updateShaderUniforms = function () {
  13821. this.setColor3("herb1Color", this._grassColors[0]);
  13822. this.setColor3("herb2Color", this._grassColors[1]);
  13823. this.setColor3("herb3Color", this._grassColors[2]);
  13824. this.setColor3("groundColor", this._groundColor);
  13825. };
  13826. Object.defineProperty(GrassProceduralTexture.prototype, "grassColors", {
  13827. get: function () {
  13828. return this._grassColors;
  13829. },
  13830. set: function (value) {
  13831. this._grassColors = value;
  13832. this.updateShaderUniforms();
  13833. },
  13834. enumerable: true,
  13835. configurable: true
  13836. });
  13837. Object.defineProperty(GrassProceduralTexture.prototype, "groundColor", {
  13838. get: function () {
  13839. return this._groundColor;
  13840. },
  13841. set: function (value) {
  13842. this.groundColor = value;
  13843. this.updateShaderUniforms();
  13844. },
  13845. enumerable: true,
  13846. configurable: true
  13847. });
  13848. return GrassProceduralTexture;
  13849. })(BABYLON.ProceduralTexture);
  13850. BABYLON.GrassProceduralTexture = GrassProceduralTexture;
  13851. var RoadProceduralTexture = (function (_super) {
  13852. __extends(RoadProceduralTexture, _super);
  13853. function RoadProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  13854. _super.call(this, name, size, "road", scene, fallbackTexture, generateMipMaps);
  13855. this._roadColor = new BABYLON.Color3(0.53, 0.53, 0.53);
  13856. this.updateShaderUniforms();
  13857. this.refreshRate = 0;
  13858. }
  13859. RoadProceduralTexture.prototype.updateShaderUniforms = function () {
  13860. this.setColor3("roadColor", this._roadColor);
  13861. };
  13862. Object.defineProperty(RoadProceduralTexture.prototype, "roadColor", {
  13863. get: function () {
  13864. return this._roadColor;
  13865. },
  13866. set: function (value) {
  13867. this._roadColor = value;
  13868. this.updateShaderUniforms();
  13869. },
  13870. enumerable: true,
  13871. configurable: true
  13872. });
  13873. return RoadProceduralTexture;
  13874. })(BABYLON.ProceduralTexture);
  13875. BABYLON.RoadProceduralTexture = RoadProceduralTexture;
  13876. var BrickProceduralTexture = (function (_super) {
  13877. __extends(BrickProceduralTexture, _super);
  13878. function BrickProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  13879. _super.call(this, name, size, "brick", scene, fallbackTexture, generateMipMaps);
  13880. this._numberOfBricksHeight = 15;
  13881. this._numberOfBricksWidth = 5;
  13882. this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
  13883. this._brickColor = new BABYLON.Color3(0.77, 0.47, 0.40);
  13884. this.updateShaderUniforms();
  13885. this.refreshRate = 0;
  13886. }
  13887. BrickProceduralTexture.prototype.updateShaderUniforms = function () {
  13888. this.setFloat("numberOfBricksHeight", this._numberOfBricksHeight);
  13889. this.setFloat("numberOfBricksWidth", this._numberOfBricksWidth);
  13890. this.setColor3("brickColor", this._brickColor);
  13891. this.setColor3("jointColor", this._jointColor);
  13892. };
  13893. Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksHeight", {
  13894. get: function () {
  13895. return this._numberOfBricksHeight;
  13896. },
  13897. set: function (value) {
  13898. this._numberOfBricksHeight = value;
  13899. this.updateShaderUniforms();
  13900. },
  13901. enumerable: true,
  13902. configurable: true
  13903. });
  13904. Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksWidth", {
  13905. get: function () {
  13906. return this._numberOfBricksWidth;
  13907. },
  13908. set: function (value) {
  13909. this._numberOfBricksHeight = value;
  13910. this.updateShaderUniforms();
  13911. },
  13912. enumerable: true,
  13913. configurable: true
  13914. });
  13915. Object.defineProperty(BrickProceduralTexture.prototype, "jointColor", {
  13916. get: function () {
  13917. return this._jointColor;
  13918. },
  13919. set: function (value) {
  13920. this._jointColor = value;
  13921. this.updateShaderUniforms();
  13922. },
  13923. enumerable: true,
  13924. configurable: true
  13925. });
  13926. Object.defineProperty(BrickProceduralTexture.prototype, "brickColor", {
  13927. get: function () {
  13928. return this._brickColor;
  13929. },
  13930. set: function (value) {
  13931. this._brickColor = value;
  13932. this.updateShaderUniforms();
  13933. },
  13934. enumerable: true,
  13935. configurable: true
  13936. });
  13937. return BrickProceduralTexture;
  13938. })(BABYLON.ProceduralTexture);
  13939. BABYLON.BrickProceduralTexture = BrickProceduralTexture;
  13940. var MarbleProceduralTexture = (function (_super) {
  13941. __extends(MarbleProceduralTexture, _super);
  13942. function MarbleProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  13943. _super.call(this, name, size, "marble", scene, fallbackTexture, generateMipMaps);
  13944. this._numberOfTilesHeight = 3;
  13945. this._numberOfTilesWidth = 3;
  13946. this._amplitude = 9.0;
  13947. this._marbleColor = new BABYLON.Color3(0.77, 0.47, 0.40);
  13948. this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
  13949. this.updateShaderUniforms();
  13950. this.refreshRate = 0;
  13951. }
  13952. MarbleProceduralTexture.prototype.updateShaderUniforms = function () {
  13953. this.setFloat("numberOfTilesHeight", this._numberOfTilesHeight);
  13954. this.setFloat("numberOfTilesWidth", this._numberOfTilesWidth);
  13955. this.setFloat("amplitude", this._amplitude);
  13956. this.setColor3("marbleColor", this._marbleColor);
  13957. this.setColor3("jointColor", this._jointColor);
  13958. };
  13959. Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesHeight", {
  13960. get: function () {
  13961. return this._numberOfTilesHeight;
  13962. },
  13963. set: function (value) {
  13964. this._numberOfTilesHeight = value;
  13965. this.updateShaderUniforms();
  13966. },
  13967. enumerable: true,
  13968. configurable: true
  13969. });
  13970. Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesWidth", {
  13971. get: function () {
  13972. return this._numberOfTilesWidth;
  13973. },
  13974. set: function (value) {
  13975. this._numberOfTilesWidth = value;
  13976. this.updateShaderUniforms();
  13977. },
  13978. enumerable: true,
  13979. configurable: true
  13980. });
  13981. Object.defineProperty(MarbleProceduralTexture.prototype, "jointColor", {
  13982. get: function () {
  13983. return this._jointColor;
  13984. },
  13985. set: function (value) {
  13986. this._jointColor = value;
  13987. this.updateShaderUniforms();
  13988. },
  13989. enumerable: true,
  13990. configurable: true
  13991. });
  13992. Object.defineProperty(MarbleProceduralTexture.prototype, "marbleColor", {
  13993. get: function () {
  13994. return this._marbleColor;
  13995. },
  13996. set: function (value) {
  13997. this._marbleColor = value;
  13998. this.updateShaderUniforms();
  13999. },
  14000. enumerable: true,
  14001. configurable: true
  14002. });
  14003. return MarbleProceduralTexture;
  14004. })(BABYLON.ProceduralTexture);
  14005. BABYLON.MarbleProceduralTexture = MarbleProceduralTexture;
  14006. })(BABYLON || (BABYLON = {}));
  14007. //# sourceMappingURL=babylon.standardProceduralTexture.js.map
  14008. var BABYLON;
  14009. (function (BABYLON) {
  14010. var CustomProceduralTexture = (function (_super) {
  14011. __extends(CustomProceduralTexture, _super);
  14012. function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) {
  14013. _super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps);
  14014. this._animate = true;
  14015. this._time = 0;
  14016. this._texturePath = texturePath;
  14017. //Try to load json
  14018. this.loadJson(texturePath);
  14019. this.refreshRate = 1;
  14020. }
  14021. CustomProceduralTexture.prototype.loadJson = function (jsonUrl) {
  14022. var _this = this;
  14023. var that = this;
  14024. function noConfigFile() {
  14025. BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShadersStore or DOM element");
  14026. try {
  14027. that.setFragment(that._texturePath);
  14028. }
  14029. catch (ex) {
  14030. BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture");
  14031. }
  14032. }
  14033. var configFileUrl = jsonUrl + "/config.json";
  14034. var xhr = new XMLHttpRequest();
  14035. xhr.open("GET", configFileUrl, true);
  14036. xhr.addEventListener("load", function () {
  14037. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  14038. try {
  14039. _this._config = JSON.parse(xhr.response);
  14040. _this.updateShaderUniforms();
  14041. _this.updateTextures();
  14042. _this.setFragment(_this._texturePath + "/custom");
  14043. _this._animate = _this._config.animate;
  14044. _this.refreshRate = _this._config.refreshrate;
  14045. }
  14046. catch (ex) {
  14047. noConfigFile();
  14048. }
  14049. }
  14050. else {
  14051. noConfigFile();
  14052. }
  14053. }, false);
  14054. xhr.addEventListener("error", function () {
  14055. noConfigFile();
  14056. }, false);
  14057. try {
  14058. xhr.send();
  14059. }
  14060. catch (ex) {
  14061. BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request.");
  14062. }
  14063. };
  14064. CustomProceduralTexture.prototype.isReady = function () {
  14065. if (!_super.prototype.isReady.call(this)) {
  14066. return false;
  14067. }
  14068. for (var name in this._textures) {
  14069. var texture = this._textures[name];
  14070. if (!texture.isReady()) {
  14071. return false;
  14072. }
  14073. }
  14074. return true;
  14075. };
  14076. CustomProceduralTexture.prototype.render = function (useCameraPostProcess) {
  14077. if (this._animate) {
  14078. this._time += this.getScene().getAnimationRatio() * 0.03;
  14079. this.updateShaderUniforms();
  14080. }
  14081. _super.prototype.render.call(this, useCameraPostProcess);
  14082. };
  14083. CustomProceduralTexture.prototype.updateTextures = function () {
  14084. for (var i = 0; i < this._config.sampler2Ds.length; i++) {
  14085. this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));
  14086. }
  14087. };
  14088. CustomProceduralTexture.prototype.updateShaderUniforms = function () {
  14089. if (this._config) {
  14090. for (var j = 0; j < this._config.uniforms.length; j++) {
  14091. var uniform = this._config.uniforms[j];
  14092. switch (uniform.type) {
  14093. case "float":
  14094. this.setFloat(uniform.name, uniform.value);
  14095. break;
  14096. case "color3":
  14097. this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b));
  14098. break;
  14099. case "color4":
  14100. this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a));
  14101. break;
  14102. case "vector2":
  14103. this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y));
  14104. break;
  14105. case "vector3":
  14106. this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z));
  14107. break;
  14108. }
  14109. }
  14110. }
  14111. this.setFloat("time", this._time);
  14112. };
  14113. Object.defineProperty(CustomProceduralTexture.prototype, "animate", {
  14114. get: function () {
  14115. return this._animate;
  14116. },
  14117. set: function (value) {
  14118. this._animate = value;
  14119. },
  14120. enumerable: true,
  14121. configurable: true
  14122. });
  14123. return CustomProceduralTexture;
  14124. })(BABYLON.ProceduralTexture);
  14125. BABYLON.CustomProceduralTexture = CustomProceduralTexture;
  14126. })(BABYLON || (BABYLON = {}));
  14127. //# sourceMappingURL=babylon.customProceduralTexture.js.map
  14128. var BABYLON;
  14129. (function (BABYLON) {
  14130. var MirrorTexture = (function (_super) {
  14131. __extends(MirrorTexture, _super);
  14132. function MirrorTexture(name, size, scene, generateMipMaps) {
  14133. var _this = this;
  14134. _super.call(this, name, size, scene, generateMipMaps, true);
  14135. this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  14136. this._transformMatrix = BABYLON.Matrix.Zero();
  14137. this._mirrorMatrix = BABYLON.Matrix.Zero();
  14138. this.onBeforeRender = function () {
  14139. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  14140. _this._savedViewMatrix = scene.getViewMatrix();
  14141. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  14142. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  14143. scene.clipPlane = _this.mirrorPlane;
  14144. scene.getEngine().cullBackFaces = false;
  14145. };
  14146. this.onAfterRender = function () {
  14147. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  14148. scene.getEngine().cullBackFaces = true;
  14149. delete scene.clipPlane;
  14150. };
  14151. }
  14152. MirrorTexture.prototype.clone = function () {
  14153. var textureSize = this.getSize();
  14154. var newTexture = new BABYLON.MirrorTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
  14155. // Base texture
  14156. newTexture.hasAlpha = this.hasAlpha;
  14157. newTexture.level = this.level;
  14158. // Mirror Texture
  14159. newTexture.mirrorPlane = this.mirrorPlane.clone();
  14160. newTexture.renderList = this.renderList.slice(0);
  14161. return newTexture;
  14162. };
  14163. return MirrorTexture;
  14164. })(BABYLON.RenderTargetTexture);
  14165. BABYLON.MirrorTexture = MirrorTexture;
  14166. })(BABYLON || (BABYLON = {}));
  14167. //# sourceMappingURL=babylon.mirrorTexture.js.map
  14168. var BABYLON;
  14169. (function (BABYLON) {
  14170. var DynamicTexture = (function (_super) {
  14171. __extends(DynamicTexture, _super);
  14172. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode) {
  14173. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  14174. _super.call(this, null, scene, !generateMipMaps);
  14175. this.name = name;
  14176. this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  14177. this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  14178. this._generateMipMaps = generateMipMaps;
  14179. if (options.getContext) {
  14180. this._canvas = options;
  14181. this._texture = scene.getEngine().createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  14182. }
  14183. else {
  14184. this._canvas = document.createElement("canvas");
  14185. if (options.width) {
  14186. this._texture = scene.getEngine().createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  14187. }
  14188. else {
  14189. this._texture = scene.getEngine().createDynamicTexture(options, options, generateMipMaps, samplingMode);
  14190. }
  14191. }
  14192. var textureSize = this.getSize();
  14193. this._canvas.width = textureSize.width;
  14194. this._canvas.height = textureSize.height;
  14195. this._context = this._canvas.getContext("2d");
  14196. }
  14197. Object.defineProperty(DynamicTexture.prototype, "canRescale", {
  14198. get: function () {
  14199. return true;
  14200. },
  14201. enumerable: true,
  14202. configurable: true
  14203. });
  14204. DynamicTexture.prototype.scale = function (ratio) {
  14205. var textureSize = this.getSize();
  14206. textureSize.width *= ratio;
  14207. textureSize.height *= ratio;
  14208. this._canvas.width = textureSize.width;
  14209. this._canvas.height = textureSize.height;
  14210. this.releaseInternalTexture();
  14211. this._texture = this.getScene().getEngine().createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this._samplingMode);
  14212. };
  14213. DynamicTexture.prototype.getContext = function () {
  14214. return this._context;
  14215. };
  14216. DynamicTexture.prototype.clear = function () {
  14217. var size = this.getSize();
  14218. this._context.fillRect(0, 0, size.width, size.height);
  14219. };
  14220. DynamicTexture.prototype.update = function (invertY) {
  14221. this.getScene().getEngine().updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY);
  14222. };
  14223. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {
  14224. if (update === void 0) { update = true; }
  14225. var size = this.getSize();
  14226. if (clearColor) {
  14227. this._context.fillStyle = clearColor;
  14228. this._context.fillRect(0, 0, size.width, size.height);
  14229. }
  14230. this._context.font = font;
  14231. if (x === null) {
  14232. var textSize = this._context.measureText(text);
  14233. x = (size.width - textSize.width) / 2;
  14234. }
  14235. this._context.fillStyle = color;
  14236. this._context.fillText(text, x, y);
  14237. if (update) {
  14238. this.update(invertY);
  14239. }
  14240. };
  14241. DynamicTexture.prototype.clone = function () {
  14242. var textureSize = this.getSize();
  14243. var newTexture = new DynamicTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
  14244. // Base texture
  14245. newTexture.hasAlpha = this.hasAlpha;
  14246. newTexture.level = this.level;
  14247. // Dynamic Texture
  14248. newTexture.wrapU = this.wrapU;
  14249. newTexture.wrapV = this.wrapV;
  14250. return newTexture;
  14251. };
  14252. return DynamicTexture;
  14253. })(BABYLON.Texture);
  14254. BABYLON.DynamicTexture = DynamicTexture;
  14255. })(BABYLON || (BABYLON = {}));
  14256. //# sourceMappingURL=babylon.dynamicTexture.js.map
  14257. var BABYLON;
  14258. (function (BABYLON) {
  14259. var VideoTexture = (function (_super) {
  14260. __extends(VideoTexture, _super);
  14261. function VideoTexture(name, urls, size, scene, generateMipMaps, invertY, samplingMode) {
  14262. var _this = this;
  14263. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  14264. _super.call(this, null, scene, !generateMipMaps, invertY);
  14265. this._autoLaunch = true;
  14266. this.name = name;
  14267. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  14268. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  14269. var requiredWidth = size.width || size;
  14270. var requiredHeight = size.height || size;
  14271. this._texture = scene.getEngine().createDynamicTexture(requiredWidth, requiredHeight, generateMipMaps, samplingMode);
  14272. var textureSize = this.getSize();
  14273. this.video = document.createElement("video");
  14274. this.video.width = textureSize.width;
  14275. this.video.height = textureSize.height;
  14276. this.video.autoplay = false;
  14277. this.video.loop = true;
  14278. this.video.addEventListener("canplaythrough", function () {
  14279. if (_this._texture) {
  14280. _this._texture.isReady = true;
  14281. }
  14282. });
  14283. urls.forEach(function (url) {
  14284. //Backwards-compatibility for typescript 1. from 1.3 it should say "SOURCE". see here - https://github.com/Microsoft/TypeScript/issues/1850
  14285. var source = document.createElement("source");
  14286. source.src = url;
  14287. _this.video.appendChild(source);
  14288. });
  14289. this._lastUpdate = BABYLON.Tools.Now;
  14290. }
  14291. VideoTexture.prototype.update = function () {
  14292. if (this._autoLaunch) {
  14293. this._autoLaunch = false;
  14294. this.video.play();
  14295. }
  14296. var now = BABYLON.Tools.Now;
  14297. if (now - this._lastUpdate < 15) {
  14298. return false;
  14299. }
  14300. this._lastUpdate = now;
  14301. this.getScene().getEngine().updateVideoTexture(this._texture, this.video, this._invertY);
  14302. return true;
  14303. };
  14304. return VideoTexture;
  14305. })(BABYLON.Texture);
  14306. BABYLON.VideoTexture = VideoTexture;
  14307. })(BABYLON || (BABYLON = {}));
  14308. //# sourceMappingURL=babylon.videoTexture.js.mapvar BABYLON;
  14309. (function (BABYLON) {
  14310. var EffectFallbacks = (function () {
  14311. function EffectFallbacks() {
  14312. this._defines = {};
  14313. this._currentRank = 32;
  14314. this._maxRank = -1;
  14315. }
  14316. EffectFallbacks.prototype.addFallback = function (rank, define) {
  14317. if (!this._defines[rank]) {
  14318. if (rank < this._currentRank) {
  14319. this._currentRank = rank;
  14320. }
  14321. if (rank > this._maxRank) {
  14322. this._maxRank = rank;
  14323. }
  14324. this._defines[rank] = new Array();
  14325. }
  14326. this._defines[rank].push(define);
  14327. };
  14328. Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", {
  14329. get: function () {
  14330. return this._currentRank <= this._maxRank;
  14331. },
  14332. enumerable: true,
  14333. configurable: true
  14334. });
  14335. EffectFallbacks.prototype.reduce = function (currentDefines) {
  14336. var currentFallbacks = this._defines[this._currentRank];
  14337. for (var index = 0; index < currentFallbacks.length; index++) {
  14338. currentDefines = currentDefines.replace("#define " + currentFallbacks[index], "");
  14339. }
  14340. this._currentRank++;
  14341. return currentDefines;
  14342. };
  14343. return EffectFallbacks;
  14344. })();
  14345. BABYLON.EffectFallbacks = EffectFallbacks;
  14346. var Effect = (function () {
  14347. function Effect(baseName, attributesNames, uniformsNames, samplers, engine, defines, fallbacks, onCompiled, onError) {
  14348. var _this = this;
  14349. this._isReady = false;
  14350. this._compilationError = "";
  14351. this._valueCache = [];
  14352. this._engine = engine;
  14353. this.name = baseName;
  14354. this.defines = defines;
  14355. this._uniformsNames = uniformsNames.concat(samplers);
  14356. this._samplers = samplers;
  14357. this._attributesNames = attributesNames;
  14358. this.onError = onError;
  14359. this.onCompiled = onCompiled;
  14360. var vertexSource;
  14361. var fragmentSource;
  14362. if (baseName.vertexElement) {
  14363. vertexSource = document.getElementById(baseName.vertexElement);
  14364. if (!vertexSource) {
  14365. vertexSource = baseName.vertexElement;
  14366. }
  14367. }
  14368. else {
  14369. vertexSource = baseName.vertex || baseName;
  14370. }
  14371. if (baseName.fragmentElement) {
  14372. fragmentSource = document.getElementById(baseName.fragmentElement);
  14373. if (!fragmentSource) {
  14374. fragmentSource = baseName.fragmentElement;
  14375. }
  14376. }
  14377. else {
  14378. fragmentSource = baseName.fragment || baseName;
  14379. }
  14380. this._loadVertexShader(vertexSource, function (vertexCode) {
  14381. _this._loadFragmentShader(fragmentSource, function (fragmentCode) {
  14382. _this._prepareEffect(vertexCode, fragmentCode, attributesNames, defines, fallbacks);
  14383. });
  14384. });
  14385. }
  14386. // Properties
  14387. Effect.prototype.isReady = function () {
  14388. return this._isReady;
  14389. };
  14390. Effect.prototype.getProgram = function () {
  14391. return this._program;
  14392. };
  14393. Effect.prototype.getAttributesNames = function () {
  14394. return this._attributesNames;
  14395. };
  14396. Effect.prototype.getAttributeLocation = function (index) {
  14397. return this._attributes[index];
  14398. };
  14399. Effect.prototype.getAttributeLocationByName = function (name) {
  14400. var index = this._attributesNames.indexOf(name);
  14401. return this._attributes[index];
  14402. };
  14403. Effect.prototype.getAttributesCount = function () {
  14404. return this._attributes.length;
  14405. };
  14406. Effect.prototype.getUniformIndex = function (uniformName) {
  14407. return this._uniformsNames.indexOf(uniformName);
  14408. };
  14409. Effect.prototype.getUniform = function (uniformName) {
  14410. return this._uniforms[this._uniformsNames.indexOf(uniformName)];
  14411. };
  14412. Effect.prototype.getSamplers = function () {
  14413. return this._samplers;
  14414. };
  14415. Effect.prototype.getCompilationError = function () {
  14416. return this._compilationError;
  14417. };
  14418. // Methods
  14419. Effect.prototype._loadVertexShader = function (vertex, callback) {
  14420. // DOM element ?
  14421. if (vertex instanceof HTMLElement) {
  14422. var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex);
  14423. callback(vertexCode);
  14424. return;
  14425. }
  14426. // Is in local store ?
  14427. if (Effect.ShadersStore[vertex + "VertexShader"]) {
  14428. callback(Effect.ShadersStore[vertex + "VertexShader"]);
  14429. return;
  14430. }
  14431. var vertexShaderUrl;
  14432. if (vertex[0] === ".") {
  14433. vertexShaderUrl = vertex;
  14434. }
  14435. else {
  14436. vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex;
  14437. }
  14438. // Vertex shader
  14439. BABYLON.Tools.LoadFile(vertexShaderUrl + ".vertex.fx", callback);
  14440. };
  14441. Effect.prototype._loadFragmentShader = function (fragment, callback) {
  14442. // DOM element ?
  14443. if (fragment instanceof HTMLElement) {
  14444. var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment);
  14445. callback(fragmentCode);
  14446. return;
  14447. }
  14448. // Is in local store ?
  14449. if (Effect.ShadersStore[fragment + "PixelShader"]) {
  14450. callback(Effect.ShadersStore[fragment + "PixelShader"]);
  14451. return;
  14452. }
  14453. if (Effect.ShadersStore[fragment + "FragmentShader"]) {
  14454. callback(Effect.ShadersStore[fragment + "FragmentShader"]);
  14455. return;
  14456. }
  14457. var fragmentShaderUrl;
  14458. if (fragment[0] === ".") {
  14459. fragmentShaderUrl = fragment;
  14460. }
  14461. else {
  14462. fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment;
  14463. }
  14464. // Fragment shader
  14465. BABYLON.Tools.LoadFile(fragmentShaderUrl + ".fragment.fx", callback);
  14466. };
  14467. Effect.prototype._prepareEffect = function (vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks) {
  14468. try {
  14469. var engine = this._engine;
  14470. this._program = engine.createShaderProgram(vertexSourceCode, fragmentSourceCode, defines);
  14471. this._uniforms = engine.getUniforms(this._program, this._uniformsNames);
  14472. this._attributes = engine.getAttributes(this._program, attributesNames);
  14473. for (var index = 0; index < this._samplers.length; index++) {
  14474. var sampler = this.getUniform(this._samplers[index]);
  14475. if (sampler == null) {
  14476. this._samplers.splice(index, 1);
  14477. index--;
  14478. }
  14479. }
  14480. engine.bindSamplers(this);
  14481. this._isReady = true;
  14482. if (this.onCompiled) {
  14483. this.onCompiled(this);
  14484. }
  14485. }
  14486. catch (e) {
  14487. // Is it a problem with precision?
  14488. if (e.message.indexOf("highp") !== -1) {
  14489. vertexSourceCode = vertexSourceCode.replace("precision highp float", "precision mediump float");
  14490. fragmentSourceCode = fragmentSourceCode.replace("precision highp float", "precision mediump float");
  14491. this._prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks);
  14492. return;
  14493. }
  14494. // Let's go through fallbacks then
  14495. if (fallbacks && fallbacks.isMoreFallbacks) {
  14496. defines = fallbacks.reduce(defines);
  14497. this._prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks);
  14498. }
  14499. else {
  14500. BABYLON.Tools.Error("Unable to compile effect: " + this.name);
  14501. BABYLON.Tools.Error("Defines: " + defines);
  14502. BABYLON.Tools.Error("Error: " + e.message);
  14503. this._compilationError = e.message;
  14504. if (this.onError) {
  14505. this.onError(this, this._compilationError);
  14506. }
  14507. }
  14508. }
  14509. };
  14510. Effect.prototype._bindTexture = function (channel, texture) {
  14511. this._engine._bindTexture(this._samplers.indexOf(channel), texture);
  14512. };
  14513. Effect.prototype.setTexture = function (channel, texture) {
  14514. this._engine.setTexture(this._samplers.indexOf(channel), texture);
  14515. };
  14516. Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  14517. this._engine.setTextureFromPostProcess(this._samplers.indexOf(channel), postProcess);
  14518. };
  14519. //public _cacheMatrix(uniformName, matrix) {
  14520. // if (!this._valueCache[uniformName]) {
  14521. // this._valueCache[uniformName] = new BABYLON.Matrix();
  14522. // }
  14523. // for (var index = 0; index < 16; index++) {
  14524. // this._valueCache[uniformName].m[index] = matrix.m[index];
  14525. // }
  14526. //};
  14527. Effect.prototype._cacheFloat2 = function (uniformName, x, y) {
  14528. if (!this._valueCache[uniformName]) {
  14529. this._valueCache[uniformName] = [x, y];
  14530. return;
  14531. }
  14532. this._valueCache[uniformName][0] = x;
  14533. this._valueCache[uniformName][1] = y;
  14534. };
  14535. Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {
  14536. if (!this._valueCache[uniformName]) {
  14537. this._valueCache[uniformName] = [x, y, z];
  14538. return;
  14539. }
  14540. this._valueCache[uniformName][0] = x;
  14541. this._valueCache[uniformName][1] = y;
  14542. this._valueCache[uniformName][2] = z;
  14543. };
  14544. Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {
  14545. if (!this._valueCache[uniformName]) {
  14546. this._valueCache[uniformName] = [x, y, z, w];
  14547. return;
  14548. }
  14549. this._valueCache[uniformName][0] = x;
  14550. this._valueCache[uniformName][1] = y;
  14551. this._valueCache[uniformName][2] = z;
  14552. this._valueCache[uniformName][3] = w;
  14553. };
  14554. Effect.prototype.setArray = function (uniformName, array) {
  14555. this._engine.setArray(this.getUniform(uniformName), array);
  14556. return this;
  14557. };
  14558. Effect.prototype.setArray2 = function (uniformName, array) {
  14559. this._engine.setArray2(this.getUniform(uniformName), array);
  14560. return this;
  14561. };
  14562. Effect.prototype.setArray3 = function (uniformName, array) {
  14563. this._engine.setArray3(this.getUniform(uniformName), array);
  14564. return this;
  14565. };
  14566. Effect.prototype.setArray4 = function (uniformName, array) {
  14567. this._engine.setArray4(this.getUniform(uniformName), array);
  14568. return this;
  14569. };
  14570. Effect.prototype.setMatrices = function (uniformName, matrices) {
  14571. this._engine.setMatrices(this.getUniform(uniformName), matrices);
  14572. return this;
  14573. };
  14574. Effect.prototype.setMatrix = function (uniformName, matrix) {
  14575. //if (this._valueCache[uniformName] && this._valueCache[uniformName].equals(matrix))
  14576. // return;
  14577. //this._cacheMatrix(uniformName, matrix);
  14578. this._engine.setMatrix(this.getUniform(uniformName), matrix);
  14579. return this;
  14580. };
  14581. Effect.prototype.setFloat = function (uniformName, value) {
  14582. if (this._valueCache[uniformName] && this._valueCache[uniformName] === value)
  14583. return this;
  14584. this._valueCache[uniformName] = value;
  14585. this._engine.setFloat(this.getUniform(uniformName), value);
  14586. return this;
  14587. };
  14588. Effect.prototype.setBool = function (uniformName, bool) {
  14589. if (this._valueCache[uniformName] && this._valueCache[uniformName] === bool)
  14590. return this;
  14591. this._valueCache[uniformName] = bool;
  14592. this._engine.setBool(this.getUniform(uniformName), bool ? 1 : 0);
  14593. return this;
  14594. };
  14595. Effect.prototype.setVector2 = function (uniformName, vector2) {
  14596. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === vector2.x && this._valueCache[uniformName][1] === vector2.y)
  14597. return this;
  14598. this._cacheFloat2(uniformName, vector2.x, vector2.y);
  14599. this._engine.setFloat2(this.getUniform(uniformName), vector2.x, vector2.y);
  14600. return this;
  14601. };
  14602. Effect.prototype.setFloat2 = function (uniformName, x, y) {
  14603. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === x && this._valueCache[uniformName][1] === y)
  14604. return this;
  14605. this._cacheFloat2(uniformName, x, y);
  14606. this._engine.setFloat2(this.getUniform(uniformName), x, y);
  14607. return this;
  14608. };
  14609. Effect.prototype.setVector3 = function (uniformName, vector3) {
  14610. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === vector3.x && this._valueCache[uniformName][1] === vector3.y && this._valueCache[uniformName][2] === vector3.z)
  14611. return this;
  14612. this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z);
  14613. this._engine.setFloat3(this.getUniform(uniformName), vector3.x, vector3.y, vector3.z);
  14614. return this;
  14615. };
  14616. Effect.prototype.setFloat3 = function (uniformName, x, y, z) {
  14617. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === x && this._valueCache[uniformName][1] === y && this._valueCache[uniformName][2] === z)
  14618. return this;
  14619. this._cacheFloat3(uniformName, x, y, z);
  14620. this._engine.setFloat3(this.getUniform(uniformName), x, y, z);
  14621. return this;
  14622. };
  14623. Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {
  14624. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === x && this._valueCache[uniformName][1] === y && this._valueCache[uniformName][2] === z && this._valueCache[uniformName][3] === w)
  14625. return this;
  14626. this._cacheFloat4(uniformName, x, y, z, w);
  14627. this._engine.setFloat4(this.getUniform(uniformName), x, y, z, w);
  14628. return this;
  14629. };
  14630. Effect.prototype.setColor3 = function (uniformName, color3) {
  14631. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === color3.r && this._valueCache[uniformName][1] === color3.g && this._valueCache[uniformName][2] === color3.b)
  14632. return this;
  14633. this._cacheFloat3(uniformName, color3.r, color3.g, color3.b);
  14634. this._engine.setColor3(this.getUniform(uniformName), color3);
  14635. return this;
  14636. };
  14637. Effect.prototype.setColor4 = function (uniformName, color3, alpha) {
  14638. 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)
  14639. return this;
  14640. this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha);
  14641. this._engine.setColor4(this.getUniform(uniformName), color3, alpha);
  14642. return this;
  14643. };
  14644. // Statics
  14645. Effect.ShadersStore={anaglyphPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D leftSampler;\n\nvoid main(void)\n{\nvec4 leftFrag = texture2D(leftSampler, vUV);\nleftFrag = vec4(1.0, leftFrag.g, leftFrag.b, 1.0);\n\nvec4 rightFrag = texture2D(textureSampler, vUV);\nrightFrag = vec4(rightFrag.r, 1.0, 1.0, 1.0);\n\ngl_FragColor = vec4(rightFrag.rgb * leftFrag.rgb, 1.0);\n}",
  14646. blackAndWhitePixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nvoid main(void)\n{\nfloat luminance = dot(texture2D(textureSampler, vUV).rgb, vec3(0.3, 0.59, 0.11));\ngl_FragColor = vec4(luminance, luminance, luminance, 1.0);\n}",
  14647. blurPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nuniform vec2 direction;\nuniform float blurWidth;\n\nvoid main(void)\n{\nfloat weights[7];\nweights[0] = 0.05;\nweights[1] = 0.1;\nweights[2] = 0.2;\nweights[3] = 0.3;\nweights[4] = 0.2;\nweights[5] = 0.1;\nweights[6] = 0.05;\n\nvec2 texelSize = vec2(1.0 / screenSize.x, 1.0 / screenSize.y);\nvec2 texelStep = texelSize * direction * blurWidth;\nvec2 start = vUV - 3.0 * texelStep;\n\nvec4 baseColor = vec4(0., 0., 0., 0.);\nvec2 texelOffset = vec2(0., 0.);\n\nfor (int i = 0; i < 7; i++)\n{\nbaseColor += texture2D(textureSampler, start + texelOffset) * weights[i];\ntexelOffset += texelStep;\n}\n\ngl_FragColor = baseColor;\n}",
  14648. brickPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vPosition;\nvarying vec2 vUV;\n\nuniform float numberOfBricksHeight;\nuniform float numberOfBricksWidth;\nuniform vec3 brickColor;\nuniform vec3 jointColor;\n\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\nconst vec2 d = vec2(0.0, 1.0);\nvec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\nreturn mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\n}\n\nfloat fbm(vec2 n) {\nfloat total = 0.0, amplitude = 1.0;\nfor (int i = 0; i < 4; i++) {\ntotal += noise(n) * amplitude;\nn += n;\namplitude *= 0.5;\n}\nreturn total;\n}\n\nfloat round(float number){\nreturn sign(number)*floor(abs(number) + 0.5);\n}\n\nvoid main(void)\n{\nfloat brickW = 1.0 / numberOfBricksWidth;\nfloat brickH = 1.0 / numberOfBricksHeight;\nfloat jointWPercentage = 0.01;\nfloat jointHPercentage = 0.05;\nvec3 color = brickColor;\nfloat yi = vUV.y / brickH;\nfloat nyi = round(yi);\nfloat xi = vUV.x / brickW;\n\nif (mod(floor(yi), 2.0) == 0.0){\nxi = xi - 0.5;\n}\n\nfloat nxi = round(xi);\nvec2 brickvUV = vec2((xi - floor(xi)) / brickH, (yi - floor(yi)) / brickW);\n\nif (yi < nyi + jointHPercentage && yi > nyi - jointHPercentage){\ncolor = mix(jointColor, vec3(0.37, 0.25, 0.25), (yi - nyi) / jointHPercentage + 0.2);\n}\nelse if (xi < nxi + jointWPercentage && xi > nxi - jointWPercentage){\ncolor = mix(jointColor, vec3(0.44, 0.44, 0.44), (xi - nxi) / jointWPercentage + 0.2);\n}\nelse {\nfloat brickColorSwitch = mod(floor(yi) + floor(xi), 3.0);\n\nif (brickColorSwitch == 0.0)\ncolor = mix(color, vec3(0.33, 0.33, 0.33), 0.3);\nelse if (brickColorSwitch == 2.0)\ncolor = mix(color, vec3(0.11, 0.11, 0.11), 0.3);\n}\n\ngl_FragColor = vec4(color, 1.0);\n}",
  14649. chromaticAberrationPixelShader:"\n#ifdef GL_ES\nprecision highp float;\n#endif\n\nuniform sampler2D textureSampler; // original color\n\nuniform float chromatic_aberration;\nuniform float screen_width;\nuniform float screen_height;\n\nvarying vec2 vUV;\n\nvoid main(void)\n{\nvec2 centered_screen_pos = vec2(vUV.x - 0.5, vUV.y - 0.5);\nfloat radius2 = centered_screen_pos.x*centered_screen_pos.x\n+ centered_screen_pos.y*centered_screen_pos.y;\nfloat radius = sqrt(radius2);\n\nvec4 original = texture2D(textureSampler, vUV);\n\nif (chromatic_aberration > 0.0) {\nvec3 ref_indices = vec3(-0.3, 0.0, 0.3);\nfloat ref_shiftX = chromatic_aberration * radius * 17.0 / screen_width;\nfloat ref_shiftY = chromatic_aberration * radius * 17.0 / screen_height;\n\nvec2 ref_coords_r = vec2(vUV.x + ref_indices.r*ref_shiftX, vUV.y + ref_indices.r*ref_shiftY*0.5);\nvec2 ref_coords_g = vec2(vUV.x + ref_indices.g*ref_shiftX, vUV.y + ref_indices.g*ref_shiftY*0.5);\nvec2 ref_coords_b = vec2(vUV.x + ref_indices.b*ref_shiftX, vUV.y + ref_indices.b*ref_shiftY*0.5);\n\noriginal.r = texture2D(textureSampler, ref_coords_r).r;\noriginal.g = texture2D(textureSampler, ref_coords_g).g;\noriginal.b = texture2D(textureSampler, ref_coords_b).b;\n}\n\ngl_FragColor = original;\n}",
  14650. cloudPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV;\n\nuniform vec3 skyColor;\nuniform vec3 cloudColor;\n\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\nconst vec2 d = vec2(0.0, 1.0);\nvec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\nreturn mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\n}\n\nfloat fbm(vec2 n) {\nfloat total = 0.0, amplitude = 1.0;\nfor (int i = 0; i < 4; i++) {\ntotal += noise(n) * amplitude;\nn += n;\namplitude *= 0.5;\n}\nreturn total;\n}\n\nvoid main() {\n\nvec2 p = vUV * 12.0;\nvec3 c = mix(skyColor, cloudColor, fbm(p));\ngl_FragColor = vec4(c, 1);\n\n}",
  14651. colorPixelShader:"precision highp float;\n\nuniform vec4 color;\n\nvoid main(void) {\ngl_FragColor = color;\n}",
  14652. colorVertexShader:"precision highp float;\n\nattribute vec3 position;\n\nuniform mat4 worldViewProjection;\n\nvoid main(void) {\ngl_Position = worldViewProjection * vec4(position, 1.0);\n}",
  14653. colorCorrectionPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nuniform sampler2D textureSampler; // screen render\nuniform sampler2D colorTable; // color table with modified colors\n\nvarying vec2 vUV;\n\nconst float SLICE_COUNT = 16.0; // how many slices in the color cube; 1 slice = 1 pixel\n\nvec4 sampleAs3DTexture(sampler2D texture, vec3 uv, float width) {\nfloat sliceSize = 1.0 / width; // space of 1 slice\nfloat slicePixelSize = sliceSize / width; // space of 1 pixel\nfloat sliceInnerSize = slicePixelSize * (width - 1.0); // space of width pixels\nfloat zSlice0 = min(floor(uv.z * width), width - 1.0);\nfloat zSlice1 = min(zSlice0 + 1.0, width - 1.0);\nfloat xOffset = slicePixelSize * 0.5 + uv.x * sliceInnerSize;\nfloat s0 = xOffset + (zSlice0 * sliceSize);\nfloat s1 = xOffset + (zSlice1 * sliceSize);\nvec4 slice0Color = texture2D(texture, vec2(s0, uv.y));\nvec4 slice1Color = texture2D(texture, vec2(s1, uv.y));\nfloat zOffset = mod(uv.z * width, 1.0);\nvec4 result = mix(slice0Color, slice1Color, zOffset);\nreturn result;\n}\n\nvoid main(void)\n{\nvec4 screen_color = texture2D(textureSampler, vUV);\ngl_FragColor = sampleAs3DTexture(colorTable, screen_color.rgb, SLICE_COUNT);\n\n}",
  14654. convolutionPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nuniform float kernel[9];\n\nvoid main(void)\n{\nvec2 onePixel = vec2(1.0, 1.0) / screenSize;\nvec4 colorSum =\ntexture2D(textureSampler, vUV + onePixel * vec2(-1, -1)) * kernel[0] +\ntexture2D(textureSampler, vUV + onePixel * vec2(0, -1)) * kernel[1] +\ntexture2D(textureSampler, vUV + onePixel * vec2(1, -1)) * kernel[2] +\ntexture2D(textureSampler, vUV + onePixel * vec2(-1, 0)) * kernel[3] +\ntexture2D(textureSampler, vUV + onePixel * vec2(0, 0)) * kernel[4] +\ntexture2D(textureSampler, vUV + onePixel * vec2(1, 0)) * kernel[5] +\ntexture2D(textureSampler, vUV + onePixel * vec2(-1, 1)) * kernel[6] +\ntexture2D(textureSampler, vUV + onePixel * vec2(0, 1)) * kernel[7] +\ntexture2D(textureSampler, vUV + onePixel * vec2(1, 1)) * kernel[8];\n\nfloat kernelWeight =\nkernel[0] +\nkernel[1] +\nkernel[2] +\nkernel[3] +\nkernel[4] +\nkernel[5] +\nkernel[6] +\nkernel[7] +\nkernel[8];\n\nif (kernelWeight <= 0.0) {\nkernelWeight = 1.0;\n}\n\ngl_FragColor = vec4((colorSum / kernelWeight).rgb, 1);\n}",
  14655. 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\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\nvarying vec3 vPositionW;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform vec3 shadowsInfo0;\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 vec3 shadowsInfo1;\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 vec3 shadowsInfo2;\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 vec3 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\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#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\nfloat fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\nreturn 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#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{\nif (mode == MAP_SPHERICAL)\n{\nvec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\nreturn vec3(reflectionMatrix * vec4(coords, 1.0));\n}\nelse if (mode == MAP_PLANAR)\n{\nvec3 viewDir = worldPos.xyz - vEyePosition;\nvec3 coords = normalize(reflect(viewDir, worldNormal));\n\nreturn vec3(reflectionMatrix * vec4(coords, 1));\n}\nelse if (mode == MAP_CUBIC)\n{\nvec3 viewDir = worldPos.xyz - vEyePosition;\nvec3 coords = reflect(viewDir, worldNormal);\n\nreturn vec3(reflectionMatrix * vec4(coords, 0));\n}\nelse if (mode == MAP_PROJECTION)\n{\nreturn vec3(reflectionMatrix * (view * worldPos));\n}\nelse if (mode == MAP_SKYBOX)\n{\nreturn vPositionUVW;\n}\n\nreturn vec3(0, 0, 0);\n}\n#endif\n\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\nconst vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);\nreturn dot(color, bit_shift);\n}\n\nfloat unpackHalf(vec2 color)\n{\nreturn color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\nvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\ndepth = 0.5 * depth + vec3(0.5);\nvec2 uv = depth.xy;\n\nif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n{\nreturn 1.0;\n}\n\nfloat shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\nif (depth.z > shadow)\n{\nreturn darkness;\n}\nreturn 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias)\n{\nvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\ndepth = 0.5 * depth + vec3(0.5);\nvec2 uv = depth.xy;\n\nif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n{\nreturn 1.0;\n}\n\nfloat visibility = 1.;\n\nvec2 poissonDisk[4];\npoissonDisk[0] = vec2(-0.94201624, -0.39906216);\npoissonDisk[1] = vec2(0.94558609, -0.76890725);\npoissonDisk[2] = vec2(-0.094184101, -0.92938870);\npoissonDisk[3] = vec2(0.34495938, 0.29387760);\n\nfloat biasedDepth = depth.z - bias;\n\nif (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) < biasedDepth) visibility -= 0.25;\nif (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) < biasedDepth) visibility -= 0.25;\nif (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) < biasedDepth) visibility -= 0.25;\nif (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) < biasedDepth) visibility -= 0.25;\n\nreturn visibility;\n}\n\nfloat linstep(float low, float high, float v) {\nreturn clamp((v - low) / (high - low), 0.0, 1.0);\n}\n\nfloat ChebychevInequality(vec2 moments, float compare, float bias)\n{\nfloat p = smoothstep(compare - bias, compare, moments.x);\nfloat variance = max(moments.y - moments.x * moments.x, 0.02);\nfloat d = compare - moments.x;\nfloat p_max = linstep(0.2, 1.0, variance / (variance + d * d));\n\nreturn clamp(max(p, p_max), 0.0, 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float bias)\n{\nvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\ndepth = 0.5 * depth + vec3(0.5);\nvec2 uv = depth.xy;\n\nif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z >= 1.0)\n{\nreturn 1.0;\n}\n\nvec4 texel = texture2D(shadowSampler, uv);\n\nvec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\nreturn 1.0 - ChebychevInequality(moments, depth.z, bias);\n}\n#endif\n\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\nvec3 dp1 = dFdx(p);\nvec3 dp2 = dFdy(p);\nvec2 duv1 = dFdx(uv);\nvec2 duv2 = dFdy(uv);\n\nvec3 dp2perp = cross(dp2, normal);\nvec3 dp1perp = cross(normal, dp1);\nvec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\nvec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\nfloat invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\nreturn mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\nvec3 map = texture2D(bumpSampler, vBumpUV).xyz;\nmap = map * 255. / 127. - 128. / 127.;\nmat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\nreturn normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\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{\nfloat fogCoeff = 1.0;\nfloat fogStart = vFogInfos.y;\nfloat fogEnd = vFogInfos.z;\nfloat fogDensity = vFogInfos.w;\n\nif (FOGMODE_LINEAR == vFogInfos.x)\n{\nfogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n}\nelse if (FOGMODE_EXP == vFogInfos.x)\n{\nfogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n}\nelse if (FOGMODE_EXP2 == vFogInfos.x)\n{\nfogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n}\n\nreturn clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\nstruct lightingInfo\n{\nvec3 diffuse;\nvec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\nlightingInfo result;\n\nvec3 lightVectorW;\nfloat attenuation = 1.0;\nif (lightData.w == 0.)\n{\nvec3 direction = lightData.xyz - vPositionW;\n\nattenuation = max(0., 1.0 - length(direction) / range);\nlightVectorW = normalize(direction);\n}\nelse\n{\nlightVectorW = normalize(-lightData.xyz);\n}\n\nfloat ndl = max(0., dot(vNormal, lightVectorW));\n\nvec3 angleW = normalize(viewDirectionW + lightVectorW);\nfloat specComp = max(0., dot(vNormal, angleW));\nspecComp = pow(specComp, max(1., vSpecularColor.a));\n\nresult.diffuse = ndl * diffuseColor * attenuation;\nresult.specular = specComp * specularColor * attenuation;\n\nreturn result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\nlightingInfo result;\n\nvec3 direction = lightData.xyz - vPositionW;\nvec3 lightVectorW = normalize(direction);\nfloat attenuation = max(0., 1.0 - length(direction) / range);\n\nfloat cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\nfloat spotAtten = 0.0;\n\nif (cosAngle >= lightDirection.w)\n{\ncosAngle = max(0., pow(cosAngle, lightData.w));\nspotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\nfloat ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\nvec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\nfloat specComp = max(0., dot(vNormal, angleW));\nspecComp = pow(specComp, vSpecularColor.a);\n\nresult.diffuse = ndl * spotAtten * diffuseColor * attenuation;\nresult.specular = specComp * specularColor * spotAtten * attenuation;\n\nreturn result;\n}\n\nresult.diffuse = vec3(0.);\nresult.specular = vec3(0.);\n\nreturn result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\nlightingInfo result;\n\nfloat ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\nvec3 angleW = normalize(viewDirectionW + lightData.xyz);\nfloat specComp = max(0., dot(vNormal, angleW));\nspecComp = pow(specComp, vSpecularColor.a);\n\nresult.diffuse = mix(groundColor, diffuseColor, ndl);\nresult.specular = specComp * specularColor;\n\nreturn result;\n}\n\nvoid main(void) {\n#ifdef CLIPPLANE\nif (fClipDistance > 0.0)\ndiscard;\n#endif\n\nvec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\nvec4 baseColor = vec4(1., 1., 1., 1.);\nvec3 diffuseColor = vDiffuseColor.rgb;\n\nfloat alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\nbaseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\nbaseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\nif (baseColor.a < 0.4)\ndiscard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\nalpha *= baseColor.a;\n#endif\n\nbaseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n#ifdef NORMAL\nvec3 normalW = normalize(vNormalW);\n#else\nvec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\n#ifdef BUMP\nnormalW = perturbNormal(viewDirectionW);\n#endif\n\n\nvec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\nbaseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\nvec3 diffuseBase = vec3(0., 0., 0.);\nvec3 specularBase = vec3(0., 0., 0.);\nfloat shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\nlightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\nlightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\nlightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\nshadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z);\n#else\n#ifdef SHADOWPCF0\nshadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z);\n#else\nshadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n#endif\n#endif\n#else\nshadow = 1.;\n#endif\ndiffuseBase += info.diffuse * shadow;\nspecularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\ninfo = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\ninfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\ninfo = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\nshadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z);\n#else\n#ifdef SHADOWPCF1\nshadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z);\n#else\nshadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n#endif\n#endif\n#else\nshadow = 1.;\n#endif\ndiffuseBase += info.diffuse * shadow;\nspecularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\ninfo = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\ninfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\ninfo = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\nshadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z);\n#else\n#ifdef SHADOWPCF2\nshadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z);\n#else\nshadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n#endif\n#endif\n#else\nshadow = 1.;\n#endif\ndiffuseBase += info.diffuse * shadow;\nspecularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\ninfo = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\ninfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\ninfo = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\nshadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z);\n#else\n#ifdef SHADOWPCF3\nshadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z);\n#else\nshadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n#endif\n#endif\n#else\nshadow = 1.;\n#endif\ndiffuseBase += info.diffuse * shadow;\nspecularBase += info.specular * shadow;\n#endif\n\nvec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\nvec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\nif (vReflectionInfos.z != 0.0)\n{\nreflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n}\nelse\n{\nvec2 coords = vReflectionUVW.xy;\n\nif (vReflectionInfos.x == MAP_PROJECTION)\n{\ncoords /= vReflectionUVW.z;\n}\n\ncoords.y = 1.0 - coords.y;\n\nreflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n}\n\n#ifdef REFLECTIONFRESNEL\nfloat reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\nreflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\nvec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\nopacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\nalpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\nalpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\nalpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\nfloat opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\nalpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\nvec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nfloat emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\nemissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\nvec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\nspecularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n#ifdef DIFFUSEFRESNEL\nfloat diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\ndiffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\nvec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\nvec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\nalpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\nvec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\nfloat fog = CalcFogFactor();\ncolor.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\ngl_FragColor = color;\n}",
  14656. defaultVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\n\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#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 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) {\nmat4 finalWorld;\n\n#ifdef REFLECTION\nvPositionUVW = position;\n#endif\n\n#ifdef INSTANCES\nfinalWorld = mat4(world0, world1, world2, world3);\n#else\nfinalWorld = world;\n#endif\n\n#ifdef BONES\nmat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\nmat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\nmat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\n\n#ifdef BONES4\nmat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\nfinalWorld = finalWorld * (m0 + m1 + m2 + m3);\n#else\nfinalWorld = finalWorld * (m0 + m1 + m2);\n#endif\n\n#endif\ngl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n\nvec4 worldPos = finalWorld * vec4(position, 1.0);\nvPositionW = vec3(worldPos);\n\n#ifdef NORMAL\nvNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv = vec2(0., 0.);\n#endif\n#ifndef UV2\nvec2 uv2 = vec2(0., 0.);\n#endif\n\n#ifdef DIFFUSE\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n}\nelse\n{\nvDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n}\n#endif\n\n#ifdef AMBIENT\nif (vAmbientInfos.x == 0.)\n{\nvAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));\n}\nelse\n{\nvAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));\n}\n#endif\n\n#ifdef OPACITY\nif (vOpacityInfos.x == 0.)\n{\nvOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));\n}\nelse\n{\nvOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));\n}\n#endif\n\n#ifdef EMISSIVE\nif (vEmissiveInfos.x == 0.)\n{\nvEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));\n}\nelse\n{\nvEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));\n}\n#endif\n\n#ifdef SPECULAR\nif (vSpecularInfos.x == 0.)\n{\nvSpecularUV = vec2(specularMatrix * vec4(uv, 1.0, 0.0));\n}\nelse\n{\nvSpecularUV = vec2(specularMatrix * vec4(uv2, 1.0, 0.0));\n}\n#endif\n\n#ifdef BUMP\nif (vBumpInfos.x == 0.)\n{\nvBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));\n}\nelse\n{\nvBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));\n}\n#endif\n\n#ifdef CLIPPLANE\nfClipDistance = dot(worldPos, vClipPlane);\n#endif\n\n#ifdef FOG\nfFogDistance = (view * worldPos).z;\n#endif\n\n#ifdef SHADOWS\n#ifdef LIGHT0\nvPositionFromLight0 = lightMatrix0 * worldPos;\n#endif\n#ifdef LIGHT1\nvPositionFromLight1 = lightMatrix1 * worldPos;\n#endif\n#ifdef LIGHT2\nvPositionFromLight2 = lightMatrix2 * worldPos;\n#endif\n#ifdef LIGHT3\nvPositionFromLight3 = lightMatrix3 * worldPos;\n#endif\n#endif\n\n#ifdef VERTEXCOLOR\nvColor = color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize = pointSize;\n#endif\n}",
  14657. depthPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n\nuniform float far;\n\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler, vUV).a < 0.4)\ndiscard;\n#endif\n\nfloat depth = (gl_FragCoord.z / gl_FragCoord.w) / far;\ngl_FragColor = vec4(depth, depth * depth, 0.0, 1.0);\n}",
  14658. depthVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nattribute vec3 position;\n#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\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#if defined(ALPHATEST) || defined(NEED_UV)\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\nmat4 finalWorld = mat4(world0, world1, world2, world3);\n#else\nmat4 finalWorld = world;\n#endif\n\n#ifdef BONES\nmat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\nmat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\nmat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\nmat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\nfinalWorld = finalWorld * (m0 + m1 + m2 + m3);\ngl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n#else\ngl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n#endif\n\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n#endif\n#ifdef UV2\nvUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n#endif\n#endif\n}",
  14659. depthBoxBlurPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\n\nvoid main(void)\n{\nvec4 colorDepth = vec4(0.0);\n\nfor (int x = -OFFSET; x <= OFFSET; x++)\nfor (int y = -OFFSET; y <= OFFSET; y++)\ncolorDepth += texture2D(textureSampler, vUV + vec2(x, y) / screenSize);\n\ngl_FragColor = (colorDepth / float((OFFSET * 2 + 1) * (OFFSET * 2 + 1)));\n}",
  14660. depthOfFieldPixelShader:"\n#ifdef GL_ES\nprecision highp float;\n#endif\n\n\nuniform sampler2D textureSampler;\nuniform sampler2D highlightsSampler;\nuniform sampler2D depthSampler;\nuniform sampler2D grainSampler;\n\nuniform float grain_amount;\nuniform float maxZ;\nuniform bool blur_noise;\nuniform float screen_width;\nuniform float screen_height;\nuniform float distortion;\nuniform float focus_depth;\nuniform float aperture;\nuniform float edge_blur;\nuniform bool highlights;\n\nvarying vec2 vUV;\n\n#define PI 3.14159265\n\nvec2 centered_screen_pos;\nfloat radius2;\nfloat radius;\n\n\nvec2 getDistortedCoords(vec2 coords) {\n\nif (distortion == 0.0) { return coords; }\n\nvec2 direction = 1.0 * normalize(centered_screen_pos);\nvec2 dist_coords = vec2(0.5, 0.5);\ndist_coords.x = 0.5 + direction.x * radius2 * 1.0;\ndist_coords.y = 0.5 + direction.y * radius2 * 1.0;\nfloat dist_amount = clamp(distortion*0.23, 0.0, 1.0);\n\ndist_coords = mix(coords, dist_coords, dist_amount);\n\nreturn dist_coords;\n}\n\nvec4 getBlurColor(vec2 coords, float size) {\n\nvec4 col = texture2D(textureSampler, coords);\nif (size == 0.0) { return col; }\n\nfloat blur_level = min(3.0, ceil(size / 1.0));\n\nfloat w = (size / screen_width);\nfloat h = (size / screen_height);\nfloat total_weight = 1.0;\n\ncol += texture2D(textureSampler, coords + vec2(-0.53*w, 0.15*h))*0.93;\ncol += texture2D(textureSampler, coords + vec2(0.42*w, -0.69*h))*0.90;\ncol += texture2D(textureSampler, coords + vec2(0.20*w, 1.00*h))*0.87;\ncol += texture2D(textureSampler, coords + vec2(-0.97*w, -0.72*h))*0.85;\ncol += texture2D(textureSampler, coords + vec2(1.37*w, -0.14*h))*0.83;\ncol += texture2D(textureSampler, coords + vec2(-1.02*w, 1.16*h))*0.80;\ncol += texture2D(textureSampler, coords + vec2(-0.03*w, -1.69*h))*0.78;\ncol += texture2D(textureSampler, coords + vec2(1.27*w, 1.34*h))*0.76;\ncol += texture2D(textureSampler, coords + vec2(-1.98*w, -0.14*h))*0.74;\ncol += texture2D(textureSampler, coords + vec2(1.66*w, -1.32*h))*0.72;\ntotal_weight += 8.18;\n\nif (blur_level > 1.0) {\ncol += texture2D(textureSampler, coords + vec2(-0.35*w, 2.22*h))*0.70;\ncol += texture2D(textureSampler, coords + vec2(-1.31*w, -1.98*h))*0.67;\ncol += texture2D(textureSampler, coords + vec2(2.42*w, 0.61*h))*0.65;\ncol += texture2D(textureSampler, coords + vec2(-2.31*w, 1.25*h))*0.63;\ncol += texture2D(textureSampler, coords + vec2(0.90*w, -2.59*h))*0.61;\ncol += texture2D(textureSampler, coords + vec2(1.14*w, 2.62*h))*0.59;\ncol += texture2D(textureSampler, coords + vec2(-2.72*w, -1.21*h))*0.56;\ncol += texture2D(textureSampler, coords + vec2(2.93*w, -0.98*h))*0.54;\ncol += texture2D(textureSampler, coords + vec2(-1.56*w, 2.80*h))*0.52;\ncol += texture2D(textureSampler, coords + vec2(-0.77*w, -3.22*h))*0.49;\ntotal_weight += 5.96;\n}\n\nif (blur_level > 2.0) {\ncol += texture2D(textureSampler, coords + vec2(2.83*w, 1.92*h))*0.46;\ncol += texture2D(textureSampler, coords + vec2(-3.49*w, 0.51*h))*0.44;\ncol += texture2D(textureSampler, coords + vec2(2.30*w, -2.82*h))*0.41;\ncol += texture2D(textureSampler, coords + vec2(0.22*w, 3.74*h))*0.38;\ncol += texture2D(textureSampler, coords + vec2(-2.76*w, -2.68*h))*0.34;\ncol += texture2D(textureSampler, coords + vec2(3.95*w, 0.11*h))*0.31;\ncol += texture2D(textureSampler, coords + vec2(-3.07*w, 2.65*h))*0.26;\ncol += texture2D(textureSampler, coords + vec2(0.48*w, -4.13*h))*0.22;\ncol += texture2D(textureSampler, coords + vec2(2.49*w, 3.46*h))*0.15;\ntotal_weight += 2.97;\n}\n\ncol /= total_weight; // scales color according to weights\ncol.a = 1.0;\n\n\nreturn col;\n}\n\nvec2 rand(vec2 co)\n{\nfloat noise1 = (fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453));\nfloat noise2 = (fract(sin(dot(co, vec2(12.9898, 78.233)*2.0)) * 43758.5453));\nreturn clamp(vec2(noise1, noise2), 0.0, 1.0);\n}\n\nvoid main(void)\n{\n\ncentered_screen_pos = vec2(vUV.x - 0.5, vUV.y - 0.5);\nradius2 = centered_screen_pos.x*centered_screen_pos.x + centered_screen_pos.y*centered_screen_pos.y;\nradius = sqrt(radius2);\n\nvec4 final_color;\nvec2 distorted_coords = getDistortedCoords(vUV);\nvec2 texels_coords = vec2(vUV.x * screen_width, vUV.y * screen_height); // varies from 0 to SCREEN_WIDTH or _HEIGHT\n\nfloat dof_blur_amount = 0.0;\nfloat depth_bias = 0.0; // positive if the pixel is further than focus depth; negative if closer\nif (focus_depth != -1.0) {\nvec4 depth_sample = texture2D(depthSampler, distorted_coords);\nfloat depth = depth_sample.r;\ndepth_bias = depth - focus_depth;\n\nif (depth_bias > 0.0) { dof_blur_amount = depth_bias * aperture * 2.2; }\nelse { dof_blur_amount = depth_bias * depth_bias * aperture * 30.0; }\n\nif (dof_blur_amount < 0.05) { dof_blur_amount = 0.0; } // no blur at all\n}\n\nfloat edge_blur_amount = 0.0;\nif (edge_blur > 0.0) {\nedge_blur_amount = clamp((radius*2.0 - 1.0 + 0.15*edge_blur) * 1.5, 0.0, 1.0) * 1.3;\n}\n\nfloat blur_amount = max(edge_blur_amount, dof_blur_amount);\n\nif (blur_amount == 0.0) {\ngl_FragColor = texture2D(textureSampler, distorted_coords);\n}\nelse {\n\ngl_FragColor = getBlurColor(distorted_coords, blur_amount * 1.7);\n\nif (depth_bias > 0.0 && highlights) {\ngl_FragColor += clamp(dof_blur_amount, 0.0, 1.0)*texture2D(highlightsSampler, distorted_coords);\n}\n\nif (blur_noise) {\nvec2 noise = rand(distorted_coords) * 0.01 * blur_amount;\nvec2 blurred_coord = vec2(distorted_coords.x + noise.x, distorted_coords.y + noise.y);\ngl_FragColor = 0.04 * texture2D(textureSampler, blurred_coord) + 0.96 * gl_FragColor;\n}\n}\n\nif (grain_amount > 0.0) {\nvec4 grain_color = texture2D(grainSampler, texels_coords*0.003);\ngl_FragColor.rgb += (-0.5 + grain_color.rgb) * 0.20;\n}\n}",
  14661. displayPassPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D passSampler;\n\nvoid main(void)\n{\ngl_FragColor = texture2D(passSampler, vUV);\n}",
  14662. filterPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform mat4 kernelMatrix;\n\nvoid main(void)\n{\nvec3 baseColor = texture2D(textureSampler, vUV).rgb;\nvec3 updatedColor = (kernelMatrix * vec4(baseColor, 1.0)).rgb;\n\ngl_FragColor = vec4(updatedColor, 1.0);\n}",
  14663. firePixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nuniform float time;\nuniform vec3 c1;\nuniform vec3 c2;\nuniform vec3 c3;\nuniform vec3 c4;\nuniform vec3 c5;\nuniform vec3 c6;\nuniform vec2 speed;\nuniform float shift;\nuniform float alphaThreshold;\n\nvarying vec2 vUV;\n\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\nconst vec2 d = vec2(0.0, 1.0);\nvec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\nreturn mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\n}\n\nfloat fbm(vec2 n) {\nfloat total = 0.0, amplitude = 1.0;\nfor (int i = 0; i < 4; i++) {\ntotal += noise(n) * amplitude;\nn += n;\namplitude *= 0.5;\n}\nreturn total;\n}\n\nvoid main() {\nvec2 p = vUV * 8.0;\nfloat q = fbm(p - time * 0.1);\nvec2 r = vec2(fbm(p + q + time * speed.x - p.x - p.y), fbm(p + q - time * speed.y));\nvec3 c = mix(c1, c2, fbm(p + r)) + mix(c3, c4, r.x) - mix(c5, c6, r.y);\nvec3 color = c * cos(shift * vUV.y);\nfloat luminance = dot(color.rgb, vec3(0.3, 0.59, 0.11));\n\ngl_FragColor = vec4(color, luminance * alphaThreshold + (1.0 - alphaThreshold));\n}",
  14664. 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(){\nvec2 localTexelSize = texelSize;\nvec4 rgbNW = texture2D(textureSampler, (vUV + vec2(-1.0, -1.0) * localTexelSize));\nvec4 rgbNE = texture2D(textureSampler, (vUV + vec2(1.0, -1.0) * localTexelSize));\nvec4 rgbSW = texture2D(textureSampler, (vUV + vec2(-1.0, 1.0) * localTexelSize));\nvec4 rgbSE = texture2D(textureSampler, (vUV + vec2(1.0, 1.0) * localTexelSize));\nvec4 rgbM = texture2D(textureSampler, vUV);\nvec4 luma = vec4(0.299, 0.587, 0.114, 1.0);\nfloat lumaNW = dot(rgbNW, luma);\nfloat lumaNE = dot(rgbNE, luma);\nfloat lumaSW = dot(rgbSW, luma);\nfloat lumaSE = dot(rgbSE, luma);\nfloat lumaM = dot(rgbM, luma);\nfloat lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\nfloat lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n\nvec2 dir = vec2(-((lumaNW + lumaNE) - (lumaSW + lumaSE)), ((lumaNW + lumaSW) - (lumaNE + lumaSE)));\n\nfloat dirReduce = max(\n(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),\nFXAA_REDUCE_MIN);\n\nfloat rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\ndir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\nmax(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\ndir * rcpDirMin)) * localTexelSize;\n\nvec4 rgbA = 0.5 * (\ntexture2D(textureSampler, vUV + dir * (1.0 / 3.0 - 0.5)) +\ntexture2D(textureSampler, vUV + dir * (2.0 / 3.0 - 0.5)));\n\nvec4 rgbB = rgbA * 0.5 + 0.25 * (\ntexture2D(textureSampler, vUV + dir * -0.5) +\ntexture2D(textureSampler, vUV + dir * 0.5));\nfloat lumaB = dot(rgbB, luma);\nif ((lumaB < lumaMin) || (lumaB > lumaMax)) {\ngl_FragColor = rgbA;\n}\nelse {\ngl_FragColor = rgbB;\n}\n}",
  14665. grassPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vPosition;\nvarying vec2 vUV;\n\nuniform vec3 herb1Color;\nuniform vec3 herb2Color;\nuniform vec3 herb3Color;\nuniform vec3 groundColor;\n\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\nconst vec2 d = vec2(0.0, 1.0);\nvec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\nreturn mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\n}\n\nfloat fbm(vec2 n) {\nfloat total = 0.0, amplitude = 1.0;\nfor (int i = 0; i < 4; i++) {\ntotal += noise(n) * amplitude;\nn += n;\namplitude *= 0.5;\n}\nreturn total;\n}\n\nvoid main(void) {\nvec3 color = mix(groundColor, herb1Color, rand(gl_FragCoord.xy * 4.0));\ncolor = mix(color, herb2Color, rand(gl_FragCoord.xy * 8.0));\ncolor = mix(color, herb3Color, rand(gl_FragCoord.xy));\ncolor = mix(color, herb1Color, fbm(gl_FragCoord.xy * 16.0));\ngl_FragColor = vec4(color, 1.0);\n}",
  14666. layerPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\n\nvoid main(void) {\nvec4 baseColor = texture2D(textureSampler, vUV);\n\ngl_FragColor = baseColor * color;\n}",
  14667. layerVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nattribute vec2 position;\n\nuniform mat4 textureMatrix;\n\nvarying vec2 vUV;\n\nconst vec2 madd = vec2(0.5, 0.5);\n\nvoid main(void) {\n\nvUV = vec2(textureMatrix * vec4(position * madd + madd, 1.0, 0.0));\ngl_Position = vec4(position, 0.0, 1.0);\n}",
  14668. legacydefaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_PROJECTION 4.\n\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\nvarying vec3 vPositionW;\nvarying vec3 vNormalW;\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\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#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#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\nfloat fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\nreturn 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#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\nconst vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);\nreturn dot(color, bitShift);\n}\n\nfloat unpackHalf(vec2 color)\n{\nreturn color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\nvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\nvec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\nif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n{\nreturn 1.0;\n}\n\nfloat shadow = unpack(texture2D(shadowSampler, uv));\n\nif (depth.z > shadow)\n{\nreturn 0.;\n}\nreturn 1.;\n}\n\nfloat ChebychevInequality(vec2 moments, float t)\n{\nif (t <= moments.x)\n{\nreturn 1.0;\n}\n\nfloat variance = moments.y - (moments.x * moments.x);\nvariance = max(variance, 0.);\n\nfloat d = t - moments.x;\nreturn variance / (variance + d * d);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\nvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\nvec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\nif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n{\nreturn 1.0;\n}\n\nvec4 texel = texture2D(shadowSampler, uv);\n\nvec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\nreturn clamp(1.3 - ChebychevInequality(moments, depth.z), 0., 1.0);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\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{\nfloat fogCoeff = 1.0;\nfloat fogStart = vFogInfos.y;\nfloat fogEnd = vFogInfos.z;\nfloat fogDensity = vFogInfos.w;\n\nif (FOGMODE_LINEAR == vFogInfos.x)\n{\nfogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n}\nelse if (FOGMODE_EXP == vFogInfos.x)\n{\nfogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n}\nelse if (FOGMODE_EXP2 == vFogInfos.x)\n{\nfogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n}\n\nreturn clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\nmat3 computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 diffuseColor, vec3 specularColor) {\nmat3 result;\n\nvec3 lightVectorW;\nif (lightData.w == 0.)\n{\nlightVectorW = normalize(lightData.xyz - vPositionW);\n}\nelse\n{\nlightVectorW = normalize(-lightData.xyz);\n}\n\nfloat ndl = max(0., dot(vNormal, lightVectorW));\n\nvec3 angleW = normalize(viewDirectionW + lightVectorW);\nfloat specComp = max(0., dot(vNormal, angleW));\nspecComp = max(0., pow(specComp, max(1.0, vSpecularColor.a)));\n\nresult[0] = ndl * diffuseColor.rgb;\nresult[1] = specComp * specularColor;\nresult[2] = vec3(0.);\n\nreturn result;\n}\n\nmat3 computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec4 diffuseColor, vec3 specularColor) {\nmat3 result;\n\nvec3 lightVectorW = normalize(lightData.xyz - vPositionW);\n\nfloat cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\nfloat spotAtten = 0.0;\n\nif (cosAngle >= lightDirection.w)\n{\ncosAngle = max(0., pow(cosAngle, lightData.w));\nspotAtten = max(0., (cosAngle - lightDirection.w) / (1. - cosAngle));\n\nfloat ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\nvec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\nfloat specComp = max(0., dot(vNormal, angleW));\nspecComp = pow(specComp, vSpecularColor.a);\n\nresult[0] = ndl * spotAtten * diffuseColor.rgb;\nresult[1] = specComp * specularColor * spotAtten;\nresult[2] = vec3(0.);\n\nreturn result;\n}\n\nresult[0] = vec3(0.);\nresult[1] = vec3(0.);\nresult[2] = vec3(0.);\n\nreturn result;\n}\n\nmat3 computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 diffuseColor, vec3 specularColor, vec3 groundColor) {\nmat3 result;\n\nfloat ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\nvec3 angleW = normalize(viewDirectionW + lightData.xyz);\nfloat specComp = max(0., dot(vNormal, angleW));\nspecComp = pow(specComp, vSpecularColor.a);\n\nresult[0] = mix(groundColor, diffuseColor.rgb, ndl);\nresult[1] = specComp * specularColor;\nresult[2] = vec3(0.);\n\nreturn result;\n}\n\nvoid main(void) {\n#ifdef CLIPPLANE\nif (fClipDistance > 0.0)\ndiscard;\n#endif\n\nvec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\nvec4 baseColor = vec4(1., 1., 1., 1.);\nvec3 diffuseColor = vDiffuseColor.rgb;\n\n#ifdef VERTEXCOLOR\nbaseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\nbaseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\nif (baseColor.a < 0.4)\ndiscard;\n#endif\n\nbaseColor.rgb *= vDiffuseInfos.y;\n#endif\n\nvec3 normalW = normalize(vNormalW);\n\nvec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\nbaseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\nvec3 diffuseBase = vec3(0., 0., 0.);\nvec3 specularBase = vec3(0., 0., 0.);\nfloat shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\nmat3 info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0, vLightSpecular0);\n#endif\n#ifdef HEMILIGHT0\nmat3 info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\nmat3 info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0, vLightSpecular0);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\nshadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);\n#else\nshadow = computeShadow(vPositionFromLight0, shadowSampler0);\n#endif\n#else\nshadow = 1.;\n#endif\ndiffuseBase += info[0] * shadow;\nspecularBase += info[1] * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\ninfo = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1, vLightSpecular1);\n#endif\n#ifdef HEMILIGHT1\ninfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\ninfo = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1, vLightSpecular1);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\nshadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);\n#else\nshadow = computeShadow(vPositionFromLight1, shadowSampler1);\n#endif\n#else\nshadow = 1.;\n#endif\ndiffuseBase += info[0] * shadow;\nspecularBase += info[1] * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\ninfo = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2, vLightSpecular2);\n#endif\n#ifdef HEMILIGHT2\ninfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\ninfo = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2, vLightSpecular2);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\nshadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);\n#else\nshadow = computeShadow(vPositionFromLight2, shadowSampler2);\n#endif\n#else\nshadow = 1.;\n#endif\ndiffuseBase += info[0] * shadow;\nspecularBase += info[1] * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\ninfo = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3, vLightSpecular3);\n#endif\n#ifdef HEMILIGHT3\ninfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\ninfo = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3, vLightSpecular3);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\nshadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);\n#else\nshadow = computeShadow(vPositionFromLight3, shadowSampler3);\n#endif\n#else\nshadow = 1.;\n#endif\ndiffuseBase += info[0] * shadow;\nspecularBase += info[1] * shadow;\n#endif\n\nvec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\nif (vReflectionInfos.z != 0.0)\n{\nreflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y;\n}\nelse\n{\nvec2 coords = vReflectionUVW.xy;\n\nif (vReflectionInfos.x == MAP_PROJECTION)\n{\ncoords /= vReflectionUVW.z;\n}\n\ncoords.y = 1.0 - coords.y;\n\nreflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y;\n}\n\n#ifdef REFLECTIONFRESNEL\nfloat reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\nreflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\nfloat alpha = vDiffuseColor.a;\n\n#ifdef OPACITY\nvec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n#ifdef OPACITYRGB\nopacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\nalpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\nalpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n#endif\n\n#ifdef VERTEXALPHA\nalpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\nfloat opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\nalpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\nvec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nfloat emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\nemissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\nvec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\nspecularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n#ifdef DIFFUSEFRESNEL\nfloat diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\ndiffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\nvec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\nvec3 finalSpecular = specularBase * specularColor;\n\nvec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\nfloat fog = CalcFogFactor();\ncolor.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\ngl_FragColor = color;\n}",
  14669. 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\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 vec4 color;\n#endif\n#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\n\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\nvarying vec3 vPositionW;\nvarying vec3 vNormalW;\n\n#ifdef VERTEXCOLOR\nvarying vec4 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{\nif (mode == MAP_SPHERICAL)\n{\nvec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\nreturn vec3(reflectionMatrix * vec4(coords, 1.0));\n}\nelse if (mode == MAP_PLANAR)\n{\nvec3 viewDir = worldPos.xyz - vEyePosition;\nvec3 coords = normalize(reflect(viewDir, worldNormal));\n\nreturn vec3(reflectionMatrix * vec4(coords, 1));\n}\nelse if (mode == MAP_CUBIC)\n{\nvec3 viewDir = worldPos.xyz - vEyePosition;\nvec3 coords = reflect(viewDir, worldNormal);\n\nreturn vec3(reflectionMatrix * vec4(coords, 0));\n}\nelse if (mode == MAP_PROJECTION)\n{\nreturn vec3(reflectionMatrix * (view * worldPos));\n}\nelse if (mode == MAP_SKYBOX)\n{\nreturn position;\n}\n\nreturn vec3(0, 0, 0);\n}\n#endif\n\nvoid main(void) {\nmat4 finalWorld;\n\n#ifdef BONES\nmat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\nmat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\nmat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\n\n#ifdef BONES4\nmat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\nfinalWorld = world * (m0 + m1 + m2 + m3);\n#else\nfinalWorld = world * (m0 + m1 + m2);\n#endif\n\n#else\nfinalWorld = world;\n#endif\n\ngl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n\nvec4 worldPos = finalWorld * vec4(position, 1.0);\nvPositionW = vec3(worldPos);\nvNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\n\n#ifndef UV1\nvec2 uv = vec2(0., 0.);\n#endif\n#ifndef UV2\nvec2 uv2 = vec2(0., 0.);\n#endif\n\n#ifdef DIFFUSE\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n}\nelse\n{\nvDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n}\n#endif\n\n#ifdef AMBIENT\nif (vAmbientInfos.x == 0.)\n{\nvAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));\n}\nelse\n{\nvAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));\n}\n#endif\n\n#ifdef OPACITY\nif (vOpacityInfos.x == 0.)\n{\nvOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));\n}\nelse\n{\nvOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));\n}\n#endif\n\n#ifdef REFLECTION\nvReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), vNormalW);\n#endif\n\n#ifdef EMISSIVE\nif (vEmissiveInfos.x == 0.)\n{\nvEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));\n}\nelse\n{\nvEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));\n}\n#endif\n\n#ifdef SPECULAR\nif (vSpecularInfos.x == 0.)\n{\nvSpecularUV = vec2(specularMatrix * vec4(uv, 1.0, 0.0));\n}\nelse\n{\nvSpecularUV = vec2(specularMatrix * vec4(uv2, 1.0, 0.0));\n}\n#endif\n\n#ifdef BUMP\nif (vBumpInfos.x == 0.)\n{\nvBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));\n}\nelse\n{\nvBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));\n}\n#endif\n\n#ifdef CLIPPLANE\nfClipDistance = dot(worldPos, vClipPlane);\n#endif\n\n#ifdef FOG\nfFogDistance = (view * worldPos).z;\n#endif\n\n#ifdef SHADOWS\n#ifdef LIGHT0\nvPositionFromLight0 = lightMatrix0 * worldPos;\n#endif\n#ifdef LIGHT1\nvPositionFromLight1 = lightMatrix1 * worldPos;\n#endif\n#ifdef LIGHT2\nvPositionFromLight2 = lightMatrix2 * worldPos;\n#endif\n#ifdef LIGHT3\nvPositionFromLight3 = lightMatrix3 * worldPos;\n#endif\n#endif\n\n#ifdef VERTEXCOLOR\nvColor = color;\n#endif\n}",
  14670. lensFlarePixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\n\nvoid main(void) {\nvec4 baseColor = texture2D(textureSampler, vUV);\n\ngl_FragColor = baseColor * color;\n}",
  14671. lensFlareVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nattribute vec2 position;\n\nuniform mat4 viewportMatrix;\n\nvarying vec2 vUV;\n\nconst vec2 madd = vec2(0.5, 0.5);\n\nvoid main(void) {\n\nvUV = position * madd + madd;\ngl_Position = viewportMatrix * vec4(position, 0.0, 1.0);\n}",
  14672. lensHighlightsPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nuniform sampler2D textureSampler; // original color\n\nuniform float gain;\nuniform float threshold;\nuniform bool pentagon;\nuniform float screen_width;\nuniform float screen_height;\n\nvarying vec2 vUV;\n\nvec4 highlightColor(vec4 color) {\nvec4 highlight = color;\nfloat luminance = dot(highlight.rgb, vec3(0.2125, 0.7154, 0.0721));\nfloat lum_threshold;\nif (threshold > 1.0) { lum_threshold = 0.94 + 0.01 * threshold; }\nelse { lum_threshold = 0.5 + 0.44 * threshold; }\n\nluminance = clamp((luminance - lum_threshold) * (1.0 / (1.0 - lum_threshold)), 0.0, 1.0);\n\nhighlight *= luminance * gain;\nhighlight.a = 1.0;\n\nreturn highlight;\n}\n\nvoid main(void)\n{\nvec4 original = texture2D(textureSampler, vUV);\n\nif (gain == -1.0) {\ngl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\nreturn;\n}\n\nfloat w = 2.0 / screen_width;\nfloat h = 2.0 / screen_height;\n\nfloat weight = 1.0;\n\nvec4 blurred = vec4(0.0, 0.0, 0.0, 0.0);\n\nif (pentagon) {\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.84*w, 0.43*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.48*w, -1.29*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.61*w, 1.51*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.55*w, -0.74*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.71*w, -0.52*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.94*w, 1.59*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.40*w, -1.87*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.62*w, 1.16*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.09*w, 0.25*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.46*w, -1.71*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.08*w, 2.42*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.85*w, -1.89*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.89*w, 0.16*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.29*w, 1.88*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.40*w, -2.81*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.54*w, 2.26*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.60*w, -0.61*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.31*w, -1.30*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.83*w, 2.53*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.12*w, -2.48*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.60*w, 1.11*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.82*w, 0.99*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.50*w, -2.81*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.85*w, 3.33*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.94*w, -1.92*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(3.27*w, -0.53*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.95*w, 2.48*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.23*w, -3.04*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.17*w, 2.05*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.97*w, -0.04*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.25*w, -2.00*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.31*w, 3.08*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.94*w, -2.59*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(3.37*w, 0.64*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-3.13*w, 1.93*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.03*w, -3.65*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.60*w, 3.17*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-3.14*w, -1.19*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(3.00*w, -1.19*h)));\n}\nelse {\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.85*w, 0.36*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.52*w, -1.14*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.46*w, 1.42*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.46*w, -0.83*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.79*w, -0.42*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.11*w, 1.62*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.29*w, -2.07*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.69*w, 1.39*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.28*w, 0.12*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.65*w, -1.69*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.08*w, 2.44*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.63*w, -1.90*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.55*w, 0.31*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.13*w, 1.52*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.56*w, -2.61*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.38*w, 2.34*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.64*w, -0.81*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.53*w, -1.21*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.06*w, 2.63*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.00*w, -2.69*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.59*w, 1.32*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.82*w, 0.78*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.57*w, -2.50*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.54*w, 2.93*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.39*w, -1.81*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(3.01*w, -0.28*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.04*w, 2.25*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.02*w, -3.05*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.09*w, 2.25*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-3.07*w, -0.25*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.44*w, -1.90*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.52*w, 3.05*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.68*w, -2.61*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(3.01*w, 0.79*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.76*w, 1.46*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.05*w, -2.94*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.21*w, 2.88*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.84*w, -1.30*h)));\nblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.98*w, -0.96*h)));\n}\n\nblurred /= 39.0;\n\ngl_FragColor = blurred;\n\n}",
  14673. marblePixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vPosition;\nvarying vec2 vUV;\n\nuniform float numberOfTilesHeight;\nuniform float numberOfTilesWidth;\nuniform float amplitude;\nuniform vec3 brickColor;\nuniform vec3 jointColor;\n\nconst vec3 tileSize = vec3(1.1, 1.0, 1.1);\nconst vec3 tilePct = vec3(0.98, 1.0, 0.98);\n\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\nconst vec2 d = vec2(0.0, 1.0);\nvec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\nreturn mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\n}\n\nfloat turbulence(vec2 P)\n{\nfloat val = 0.0;\nfloat freq = 1.0;\nfor (int i = 0; i < 4; i++)\n{\nval += abs(noise(P*freq) / freq);\nfreq *= 2.07;\n}\nreturn val;\n}\n\nfloat round(float number){\nreturn sign(number)*floor(abs(number) + 0.5);\n}\n\nvec3 marble_color(float x)\n{\nvec3 col;\nx = 0.5*(x + 1.);\nx = sqrt(x);\nx = sqrt(x);\nx = sqrt(x);\ncol = vec3(.2 + .75*x);\ncol.b *= 0.95;\nreturn col;\n}\n\nvoid main()\n{\nfloat brickW = 1.0 / numberOfTilesWidth;\nfloat brickH = 1.0 / numberOfTilesHeight;\nfloat jointWPercentage = 0.01;\nfloat jointHPercentage = 0.01;\nvec3 color = brickColor;\nfloat yi = vUV.y / brickH;\nfloat nyi = round(yi);\nfloat xi = vUV.x / brickW;\n\nif (mod(floor(yi), 2.0) == 0.0){\nxi = xi - 0.5;\n}\n\nfloat nxi = round(xi);\nvec2 brickvUV = vec2((xi - floor(xi)) / brickH, (yi - floor(yi)) / brickW);\n\nif (yi < nyi + jointHPercentage && yi > nyi - jointHPercentage){\ncolor = mix(jointColor, vec3(0.37, 0.25, 0.25), (yi - nyi) / jointHPercentage + 0.2);\n}\nelse if (xi < nxi + jointWPercentage && xi > nxi - jointWPercentage){\ncolor = mix(jointColor, vec3(0.44, 0.44, 0.44), (xi - nxi) / jointWPercentage + 0.2);\n}\nelse {\nfloat t = 6.28 * brickvUV.x / (tileSize.x + noise(vec2(vUV)*6.0));\nt += amplitude * turbulence(brickvUV.xy);\nt = sin(t);\ncolor = marble_color(t);\n}\n\ngl_FragColor = vec4(color, 0.0);\n}",
  14674. oculusDistortionCorrectionPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 LensCenter;\nuniform vec2 Scale;\nuniform vec2 ScaleIn;\nuniform vec4 HmdWarpParam;\n\nvec2 HmdWarp(vec2 in01) {\n\nvec2 theta = (in01 - LensCenter) * ScaleIn; // Scales to [-1, 1]\nfloat rSq = theta.x * theta.x + theta.y * theta.y;\nvec2 rvector = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);\nreturn LensCenter + Scale * rvector;\n}\n\nvoid main(void)\n{\nvec2 tc = HmdWarp(vUV);\nif (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0)\ngl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\nelse{\ngl_FragColor = vec4(texture2D(textureSampler, tc).rgb, 1.0);\n}\n}",
  14675. outlinePixelShader:"precision highp float;\n\nuniform vec4 color;\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n\nvoid main(void) {\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler, vUV).a < 0.4)\ndiscard;\n#endif\n\ngl_FragColor = color;\n}",
  14676. outlineVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nattribute vec3 position;\nattribute vec3 normal;\n\n#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\n\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\nmat4 finalWorld = mat4(world0, world1, world2, world3);\n#else\nmat4 finalWorld = world;\n#endif\n\nvec3 offsetPosition = position + normal * offset;\n\n#ifdef BONES\nmat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\nmat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\nmat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\nmat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\nfinalWorld = finalWorld * (m0 + m1 + m2 + m3);\ngl_Position = viewProjection * finalWorld * vec4(offsetPosition, 1.0);\n#else\ngl_Position = viewProjection * finalWorld * vec4(offsetPosition, 1.0);\n#endif\n\n#ifdef ALPHATEST\n#ifdef UV1\nvUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n#endif\n#ifdef UV2\nvUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n#endif\n#endif\n}",
  14677. particlesPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\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\nif (fClipDistance > 0.0)\ndiscard;\n#endif\nvec4 baseColor = texture2D(diffuseSampler, vUV);\n\ngl_FragColor = (baseColor * textureMask + (vec4(1., 1., 1., 1.) - textureMask)) * vColor;\n}",
  14678. particlesVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nattribute vec3 position;\nattribute vec4 color;\nattribute vec4 options;\n\nuniform mat4 view;\nuniform mat4 projection;\n\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) {\nvec3 viewPos = (view * vec4(position, 1.0)).xyz;\nvec3 cornerPos;\nfloat size = options.y;\nfloat angle = options.x;\nvec2 offset = options.zw;\n\ncornerPos = vec3(offset.x - 0.5, offset.y - 0.5, 0.) * size;\n\nvec3 rotatedCorner;\nrotatedCorner.x = cornerPos.x * cos(angle) - cornerPos.y * sin(angle);\nrotatedCorner.y = cornerPos.x * sin(angle) + cornerPos.y * cos(angle);\nrotatedCorner.z = 0.;\n\nviewPos += rotatedCorner;\ngl_Position = projection * vec4(viewPos, 1.0);\n\nvColor = color;\nvUV = offset;\n\n#ifdef CLIPPLANE\nvec4 worldPos = invView * vec4(viewPos, 1.0);\nfClipDistance = dot(worldPos, vClipPlane);\n#endif\n}",
  14679. passPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nvoid main(void)\n{\ngl_FragColor = texture2D(textureSampler, vUV);\n}",
  14680. postprocessVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nattribute vec2 position;\n\nvarying vec2 vUV;\n\nconst vec2 madd = vec2(0.5, 0.5);\n\nvoid main(void) {\n\nvUV = position * madd + madd;\ngl_Position = vec4(position, 0.0, 1.0);\n}",
  14681. proceduralVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nattribute vec2 position;\n\nvarying vec2 vPosition;\nvarying vec2 vUV;\n\nconst vec2 madd = vec2(0.5, 0.5);\n\nvoid main(void) {\nvPosition = position;\nvUV = position * madd + madd;\ngl_Position = vec4(position, 0.0, 1.0);\n}",
  14682. refractionPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D refractionSampler;\n\nuniform vec3 baseColor;\nuniform float depth;\nuniform float colorLevel;\n\nvoid main() {\nfloat ref = 1.0 - texture2D(refractionSampler, vUV).r;\n\nvec2 uv = vUV - vec2(0.5);\nvec2 offset = uv * depth * ref;\nvec3 sourceColor = texture2D(textureSampler, vUV - offset).rgb;\n\ngl_FragColor = vec4(sourceColor + sourceColor * ref * colorLevel, 1.0);\n}",
  14683. roadPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV;\nuniform vec3 roadColor;\n\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\nconst vec2 d = vec2(0.0, 1.0);\nvec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\nreturn mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\n}\n\nfloat fbm(vec2 n) {\nfloat total = 0.0, amplitude = 1.0;\nfor (int i = 0; i < 4; i++) {\ntotal += noise(n) * amplitude;\nn += n;\namplitude *= 0.5;\n}\nreturn total;\n}\n\nvoid main(void) {\nfloat ratioy = mod(gl_FragCoord.y * 100.0 , fbm(vUV * 2.0));\nvec3 color = roadColor * ratioy;\ngl_FragColor = vec4(color, 1.0);\n}",
  14684. shadowMapPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvec4 pack(float depth)\n{\nconst vec4 bit_shift = vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0);\nconst vec4 bit_mask = vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);\n\nvec4 res = fract(depth * bit_shift);\nres -= res.xxyz * bit_mask;\n\nreturn res;\n}\n\nvec2 packHalf(float depth)\n{\nconst vec2 bitOffset = vec2(1.0 / 255., 0.);\nvec2 color = vec2(depth, fract(depth * 255.));\n\nreturn color - (color.yy * bitOffset);\n}\n\nvarying vec4 vPosition;\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler, vUV).a < 0.4)\ndiscard;\n#endif\nfloat depth = vPosition.z / vPosition.w;\ndepth = depth * 0.5 + 0.5;\n\n#ifdef VSM\nfloat moment1 = depth;\nfloat moment2 = moment1 * moment1;\n\ngl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\ngl_FragColor = pack(depth);\n#endif\n}",
  14685. shadowMapVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nattribute vec3 position;\n#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\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\nvarying vec4 vPosition;\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\nmat4 finalWorld = mat4(world0, world1, world2, world3);\n#else\nmat4 finalWorld = world;\n#endif\n\n#ifdef BONES\nmat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\nmat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\nmat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\nmat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\nfinalWorld = finalWorld * (m0 + m1 + m2 + m3);\n#endif\n\nvPosition = viewProjection * finalWorld * vec4(position, 1.0);\ngl_Position = vPosition;\n\n#ifdef ALPHATEST\n#ifdef UV1\nvUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n#endif\n#ifdef UV2\nvUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n#endif\n#endif\n}",
  14686. spritesPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nuniform bool alphaTest;\n\nvarying vec4 vColor;\n\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n\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{\nfloat fogCoeff = 1.0;\nfloat fogStart = vFogInfos.y;\nfloat fogEnd = vFogInfos.z;\nfloat fogDensity = vFogInfos.w;\n\nif (FOGMODE_LINEAR == vFogInfos.x)\n{\nfogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n}\nelse if (FOGMODE_EXP == vFogInfos.x)\n{\nfogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n}\nelse if (FOGMODE_EXP2 == vFogInfos.x)\n{\nfogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n}\n\nreturn min(1., max(0., fogCoeff));\n}\n#endif\n\n\nvoid main(void) {\nvec4 baseColor = texture2D(diffuseSampler, vUV);\n\nif (alphaTest)\n{\nif (baseColor.a < 0.95)\ndiscard;\n}\n\nbaseColor *= vColor;\n\n#ifdef FOG\nfloat fog = CalcFogFactor();\nbaseColor.rgb = fog * baseColor.rgb + (1.0 - fog) * vFogColor;\n#endif\n\ngl_FragColor = baseColor;\n}",
  14687. spritesVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nattribute vec4 position;\nattribute vec4 options;\nattribute vec4 cellInfo;\nattribute vec4 color;\n\nuniform vec2 textureInfos;\nuniform mat4 view;\nuniform mat4 projection;\n\nvarying vec2 vUV;\nvarying vec4 vColor;\n\n#ifdef FOG\nvarying float fFogDistance;\n#endif\n\nvoid main(void) {\nvec3 viewPos = (view * vec4(position.xyz, 1.0)).xyz;\nvec2 cornerPos;\n\nfloat angle = position.w;\nvec2 size = vec2(options.x, options.y);\nvec2 offset = options.zw;\nvec2 uvScale = textureInfos.xy;\n\ncornerPos = vec2(offset.x - 0.5, offset.y - 0.5) * size;\n\nvec3 rotatedCorner;\nrotatedCorner.x = cornerPos.x * cos(angle) - cornerPos.y * sin(angle);\nrotatedCorner.y = cornerPos.x * sin(angle) + cornerPos.y * cos(angle);\nrotatedCorner.z = 0.;\n\nviewPos += rotatedCorner;\ngl_Position = projection * vec4(viewPos, 1.0);\n\nvColor = color;\n\nvec2 uvOffset = vec2(abs(offset.x - cellInfo.x), 1.0 - abs(offset.y - cellInfo.y));\n\nvUV = (uvOffset + cellInfo.zw) * uvScale;\n\n#ifdef FOG\nfFogDistance = viewPos.z;\n#endif\n}",
  14688. ssaoPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define SAMPLES 16\n\nuniform sampler2D textureSampler;\nuniform sampler2D randomSampler;\n\nuniform float randTextureTiles;\nuniform float samplesFactor;\nuniform vec3 sampleSphere[16];\n\nuniform float totalStrength;\nuniform float radius;\nuniform float area;\nuniform float fallOff;\n\nvarying vec2 vUV;\n\nconst vec2 offset1 = vec2(0.0, 0.001);\nconst vec2 offset2 = vec2(0.001, 0.0);\n\nvec3 normalFromDepth(const float depth, const vec2 coords) {\nfloat depth1 = texture2D(textureSampler, coords + offset1).r;\nfloat depth2 = texture2D(textureSampler, coords + offset2).r;\n\nvec3 p1 = vec3(offset1, depth1 - depth);\nvec3 p2 = vec3(offset2, depth2 - depth);\n\nvec3 normal = cross(p1, p2);\nnormal.z = -normal.z;\n\nreturn normalize(normal);\n}\n\nvoid main(void)\n{\nconst float base = 0.2;\n\nvec3 random = texture2D(randomSampler, vUV * randTextureTiles).rgb;\nfloat depth = texture2D(textureSampler, vUV).r;\nvec3 position = vec3(vUV, depth);\nvec3 normal = normalFromDepth(depth, vUV);\nfloat radiusDepth = radius / depth;\nfloat occlusion = 0.0;\n\nvec3 ray;\nvec3 hemiRay;\nfloat occlusionDepth;\nfloat difference;\n\nfor (int i = 0; i < SAMPLES; i++)\n{\nray = radiusDepth * reflect(sampleSphere[i], random);\nhemiRay = position + sign(dot(ray, normal)) * ray;\n\nocclusionDepth = texture2D(textureSampler, clamp(hemiRay.xy, 0.0, 1.0)).r;\ndifference = depth - occlusionDepth;\n\nocclusion += step(fallOff, difference) * (1.0 - smoothstep(fallOff, area, difference));\n}\n\nfloat ao = 1.0 - totalStrength * occlusion * samplesFactor;\n\nfloat result = clamp(ao + base, 0.0, 1.0);\ngl_FragColor.r = result;\ngl_FragColor.g = result;\ngl_FragColor.b = result;\ngl_FragColor.a = 1.0;\n}",
  14689. ssaoCombinePixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nuniform sampler2D textureSampler;\nuniform sampler2D originalColor;\n\nvarying vec2 vUV;\n\nvoid main(void) {\ngl_FragColor = texture2D(originalColor, vUV) * texture2D(textureSampler, vUV);\n}",
  14690. volumetricLightScatteringPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nuniform sampler2D textureSampler;\nuniform sampler2D lightScatteringSampler;\n\nuniform float decay;\nuniform float exposure;\nuniform float weight;\nuniform float density;\nuniform vec2 meshPositionOnScreen;\n\nvarying vec2 vUV;\n\nvoid main(void) {\nvec2 tc = vUV;\nvec2 deltaTexCoord = (tc - meshPositionOnScreen.xy);\ndeltaTexCoord *= 1.0 / float(NUM_SAMPLES) * density;\n\nfloat illuminationDecay = 1.0;\n\nvec4 color = texture2D(lightScatteringSampler, tc) * 0.4;\n\nfor(int i=0; i < NUM_SAMPLES; i++) {\ntc -= deltaTexCoord;\nvec4 sample = texture2D(lightScatteringSampler, tc) * 0.4;\nsample *= illuminationDecay * weight;\ncolor += sample;\nilluminationDecay *= decay;\n}\n\nvec4 realColor = texture2D(textureSampler, vUV);\ngl_FragColor = ((vec4((vec3(color.r, color.g, color.b) * exposure), 1)) + (realColor * (1.5 - 0.4)));\n}",
  14691. volumetricLightScatteringPassPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#if defined(ALPHATEST) || defined(BASIC_RENDER) || defined(OPACITY)\nvarying vec2 vUV;\n#endif\n\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\nuniform sampler2D diffuseSampler;\n#endif\n\n#if defined(OPACITY)\nuniform sampler2D opacitySampler;\nuniform float opacityLevel;\n#endif\n\nvoid main(void)\n{\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\nvec4 diffuseColor = texture2D(diffuseSampler, vUV);\n#endif\n\n#ifdef ALPHATEST\nif (diffuseColor.a < 0.4)\ndiscard;\n#endif\n\n#ifdef OPACITY\nvec4 opacityColor = texture2D(opacitySampler, vUV);\nfloat alpha = 1.0;\n\n#ifdef OPACITYRGB\nopacityColor.rgb = opacityColor.rgb * vec3(0.3, 0.59, 0.11);\nalpha *= (opacityColor.x + opacityColor.y + opacityColor.z) * opacityLevel;\n#else\nalpha *= opacityColor.a * opacityLevel;\n#endif\n\n#if defined(BASIC_RENDER)\ngl_FragColor = vec4(diffuseColor.rgb, alpha);\n#else\ngl_FragColor = vec4(0.0, 0.0, 0.0, alpha);\n#endif\n\ngl_FragColor.a = alpha;\n#else\n#ifndef BASIC_RENDER\ngl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n#else\ngl_FragColor = diffuseColor;\n#endif\n#endif\n\n}",
  14692. woodPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vPosition;\nvarying vec2 vUV;\n\nuniform float ampScale;\nuniform vec3 woodColor;\n\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\nconst vec2 d = vec2(0.0, 1.0);\nvec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\nreturn mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\n}\n\nfloat fbm(vec2 n) {\nfloat total = 0.0, amplitude = 1.0;\nfor (int i = 0; i < 4; i++) {\ntotal += noise(n) * amplitude;\nn += n;\namplitude *= 0.5;\n}\nreturn total;\n}\n\nvoid main(void) {\nfloat ratioy = mod(vUV.x * ampScale, 2.0 + fbm(vUV * 0.8));\nvec3 wood = woodColor * ratioy;\ngl_FragColor = vec4(wood, 1.0);\n}",
  14693. };
  14694. return Effect;
  14695. })();
  14696. BABYLON.Effect = Effect;
  14697. })(BABYLON || (BABYLON = {}));
  14698. //# sourceMappingURL=babylon.effect.js.mapvar BABYLON;
  14699. (function (BABYLON) {
  14700. var Material = (function () {
  14701. function Material(name, scene, doNotAdd) {
  14702. this.name = name;
  14703. this.checkReadyOnEveryCall = true;
  14704. this.checkReadyOnlyOnce = false;
  14705. this.state = "";
  14706. this.alpha = 1.0;
  14707. this.backFaceCulling = true;
  14708. this._wasPreviouslyReady = false;
  14709. this._fillMode = Material.TriangleFillMode;
  14710. this.pointSize = 1.0;
  14711. this.zOffset = 0;
  14712. this.id = name;
  14713. this._scene = scene;
  14714. if (!doNotAdd) {
  14715. scene.materials.push(this);
  14716. }
  14717. }
  14718. Object.defineProperty(Material, "TriangleFillMode", {
  14719. get: function () {
  14720. return Material._TriangleFillMode;
  14721. },
  14722. enumerable: true,
  14723. configurable: true
  14724. });
  14725. Object.defineProperty(Material, "WireFrameFillMode", {
  14726. get: function () {
  14727. return Material._WireFrameFillMode;
  14728. },
  14729. enumerable: true,
  14730. configurable: true
  14731. });
  14732. Object.defineProperty(Material, "PointFillMode", {
  14733. get: function () {
  14734. return Material._PointFillMode;
  14735. },
  14736. enumerable: true,
  14737. configurable: true
  14738. });
  14739. Object.defineProperty(Material.prototype, "wireframe", {
  14740. get: function () {
  14741. return this._fillMode === Material.WireFrameFillMode;
  14742. },
  14743. set: function (value) {
  14744. this._fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);
  14745. },
  14746. enumerable: true,
  14747. configurable: true
  14748. });
  14749. Object.defineProperty(Material.prototype, "pointsCloud", {
  14750. get: function () {
  14751. return this._fillMode === Material.PointFillMode;
  14752. },
  14753. set: function (value) {
  14754. this._fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);
  14755. },
  14756. enumerable: true,
  14757. configurable: true
  14758. });
  14759. Object.defineProperty(Material.prototype, "fillMode", {
  14760. get: function () {
  14761. return this._fillMode;
  14762. },
  14763. set: function (value) {
  14764. this._fillMode = value;
  14765. },
  14766. enumerable: true,
  14767. configurable: true
  14768. });
  14769. Material.prototype.isReady = function (mesh, useInstances) {
  14770. return true;
  14771. };
  14772. Material.prototype.getEffect = function () {
  14773. return this._effect;
  14774. };
  14775. Material.prototype.getScene = function () {
  14776. return this._scene;
  14777. };
  14778. Material.prototype.needAlphaBlending = function () {
  14779. return (this.alpha < 1.0);
  14780. };
  14781. Material.prototype.needAlphaTesting = function () {
  14782. return false;
  14783. };
  14784. Material.prototype.getAlphaTestTexture = function () {
  14785. return null;
  14786. };
  14787. Material.prototype.trackCreation = function (onCompiled, onError) {
  14788. };
  14789. Material.prototype._preBind = function () {
  14790. var engine = this._scene.getEngine();
  14791. engine.enableEffect(this._effect);
  14792. engine.setState(this.backFaceCulling, this.zOffset);
  14793. };
  14794. Material.prototype.bind = function (world, mesh) {
  14795. this._scene._cachedMaterial = this;
  14796. if (this.onBind) {
  14797. this.onBind(this, mesh);
  14798. }
  14799. };
  14800. Material.prototype.bindOnlyWorldMatrix = function (world) {
  14801. };
  14802. Material.prototype.unbind = function () {
  14803. };
  14804. Material.prototype.dispose = function (forceDisposeEffect) {
  14805. // Remove from scene
  14806. var index = this._scene.materials.indexOf(this);
  14807. this._scene.materials.splice(index, 1);
  14808. // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
  14809. if (forceDisposeEffect && this._effect) {
  14810. this._scene.getEngine()._releaseEffect(this._effect);
  14811. this._effect = null;
  14812. }
  14813. // Callback
  14814. if (this.onDispose) {
  14815. this.onDispose();
  14816. }
  14817. };
  14818. Material._TriangleFillMode = 0;
  14819. Material._WireFrameFillMode = 1;
  14820. Material._PointFillMode = 2;
  14821. return Material;
  14822. })();
  14823. BABYLON.Material = Material;
  14824. })(BABYLON || (BABYLON = {}));
  14825. //# sourceMappingURL=babylon.material.js.map
  14826. var BABYLON;
  14827. (function (BABYLON) {
  14828. var maxSimultaneousLights = 4;
  14829. var FresnelParameters = (function () {
  14830. function FresnelParameters() {
  14831. this.isEnabled = true;
  14832. this.leftColor = BABYLON.Color3.White();
  14833. this.rightColor = BABYLON.Color3.Black();
  14834. this.bias = 0;
  14835. this.power = 1;
  14836. }
  14837. return FresnelParameters;
  14838. })();
  14839. BABYLON.FresnelParameters = FresnelParameters;
  14840. var StandardMaterial = (function (_super) {
  14841. __extends(StandardMaterial, _super);
  14842. function StandardMaterial(name, scene) {
  14843. var _this = this;
  14844. _super.call(this, name, scene);
  14845. this.ambientColor = new BABYLON.Color3(0, 0, 0);
  14846. this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  14847. this.specularColor = new BABYLON.Color3(1, 1, 1);
  14848. this.specularPower = 64;
  14849. this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  14850. this.useAlphaFromDiffuseTexture = false;
  14851. this.useSpecularOverAlpha = true;
  14852. this.fogEnabled = true;
  14853. this._cachedDefines = null;
  14854. this._renderTargets = new BABYLON.SmartArray(16);
  14855. this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  14856. this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  14857. this._scaledDiffuse = new BABYLON.Color3();
  14858. this._scaledSpecular = new BABYLON.Color3();
  14859. this.getRenderTargetTextures = function () {
  14860. _this._renderTargets.reset();
  14861. if (_this.reflectionTexture && _this.reflectionTexture.isRenderTarget) {
  14862. _this._renderTargets.push(_this.reflectionTexture);
  14863. }
  14864. return _this._renderTargets;
  14865. };
  14866. }
  14867. StandardMaterial.prototype.needAlphaBlending = function () {
  14868. return (this.alpha < 1.0) || (this.opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled;
  14869. };
  14870. StandardMaterial.prototype.needAlphaTesting = function () {
  14871. return this.diffuseTexture != null && this.diffuseTexture.hasAlpha && !this.diffuseTexture.getAlphaFromRGB;
  14872. };
  14873. StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
  14874. return this.diffuseTexture != null && this.diffuseTexture.hasAlpha && this.useAlphaFromDiffuseTexture;
  14875. };
  14876. StandardMaterial.prototype.getAlphaTestTexture = function () {
  14877. return this.diffuseTexture;
  14878. };
  14879. // Methods
  14880. StandardMaterial.prototype.isReady = function (mesh, useInstances) {
  14881. if (this.checkReadyOnlyOnce) {
  14882. if (this._wasPreviouslyReady) {
  14883. }
  14884. }
  14885. var scene = this.getScene();
  14886. if (!this.checkReadyOnEveryCall) {
  14887. if (this._renderId === scene.getRenderId()) {
  14888. }
  14889. }
  14890. var engine = scene.getEngine();
  14891. var defines = [];
  14892. var fallbacks = new BABYLON.EffectFallbacks();
  14893. var needNormals = false;
  14894. var needUVs = false;
  14895. // Textures
  14896. if (scene.texturesEnabled) {
  14897. if (this.diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  14898. if (!this.diffuseTexture.isReady()) {
  14899. return false;
  14900. }
  14901. else {
  14902. needUVs = true;
  14903. defines.push("#define DIFFUSE");
  14904. }
  14905. }
  14906. if (this.ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  14907. if (!this.ambientTexture.isReady()) {
  14908. return false;
  14909. }
  14910. else {
  14911. needUVs = true;
  14912. defines.push("#define AMBIENT");
  14913. }
  14914. }
  14915. if (this.opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  14916. if (!this.opacityTexture.isReady()) {
  14917. return false;
  14918. }
  14919. else {
  14920. needUVs = true;
  14921. defines.push("#define OPACITY");
  14922. if (this.opacityTexture.getAlphaFromRGB) {
  14923. defines.push("#define OPACITYRGB");
  14924. }
  14925. }
  14926. }
  14927. if (this.reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  14928. if (!this.reflectionTexture.isReady()) {
  14929. return false;
  14930. }
  14931. else {
  14932. needNormals = true;
  14933. needUVs = true;
  14934. defines.push("#define REFLECTION");
  14935. fallbacks.addFallback(0, "REFLECTION");
  14936. }
  14937. }
  14938. if (this.emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  14939. if (!this.emissiveTexture.isReady()) {
  14940. return false;
  14941. }
  14942. else {
  14943. needUVs = true;
  14944. defines.push("#define EMISSIVE");
  14945. }
  14946. }
  14947. if (this.specularTexture && StandardMaterial.SpecularTextureEnabled) {
  14948. if (!this.specularTexture.isReady()) {
  14949. return false;
  14950. }
  14951. else {
  14952. needUVs = true;
  14953. defines.push("#define SPECULAR");
  14954. fallbacks.addFallback(0, "SPECULAR");
  14955. }
  14956. }
  14957. }
  14958. if (scene.getEngine().getCaps().standardDerivatives && this.bumpTexture && StandardMaterial.BumpTextureEnabled) {
  14959. if (!this.bumpTexture.isReady()) {
  14960. return false;
  14961. }
  14962. else {
  14963. needUVs = true;
  14964. defines.push("#define BUMP");
  14965. fallbacks.addFallback(0, "BUMP");
  14966. }
  14967. }
  14968. // Effect
  14969. if (this.useSpecularOverAlpha) {
  14970. defines.push("#define SPECULAROVERALPHA");
  14971. fallbacks.addFallback(0, "SPECULAROVERALPHA");
  14972. }
  14973. if (scene.clipPlane) {
  14974. defines.push("#define CLIPPLANE");
  14975. }
  14976. if (engine.getAlphaTesting()) {
  14977. defines.push("#define ALPHATEST");
  14978. }
  14979. if (this._shouldUseAlphaFromDiffuseTexture()) {
  14980. defines.push("#define ALPHAFROMDIFFUSE");
  14981. }
  14982. // Point size
  14983. if (this.pointsCloud || scene.forcePointsCloud) {
  14984. defines.push("#define POINTSIZE");
  14985. }
  14986. // Fog
  14987. if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  14988. defines.push("#define FOG");
  14989. fallbacks.addFallback(1, "FOG");
  14990. }
  14991. var shadowsActivated = false;
  14992. var lightIndex = 0;
  14993. if (scene.lightsEnabled) {
  14994. for (var index = 0; index < scene.lights.length; index++) {
  14995. var light = scene.lights[index];
  14996. if (!light.isEnabled()) {
  14997. continue;
  14998. }
  14999. // Excluded check
  15000. if (light._excludedMeshesIds.length > 0) {
  15001. for (var excludedIndex = 0; excludedIndex < light._excludedMeshesIds.length; excludedIndex++) {
  15002. var excludedMesh = scene.getMeshByID(light._excludedMeshesIds[excludedIndex]);
  15003. if (excludedMesh) {
  15004. light.excludedMeshes.push(excludedMesh);
  15005. }
  15006. }
  15007. light._excludedMeshesIds = [];
  15008. }
  15009. // Included check
  15010. if (light._includedOnlyMeshesIds.length > 0) {
  15011. for (var includedOnlyIndex = 0; includedOnlyIndex < light._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  15012. var includedOnlyMesh = scene.getMeshByID(light._includedOnlyMeshesIds[includedOnlyIndex]);
  15013. if (includedOnlyMesh) {
  15014. light.includedOnlyMeshes.push(includedOnlyMesh);
  15015. }
  15016. }
  15017. light._includedOnlyMeshesIds = [];
  15018. }
  15019. if (!light.canAffectMesh(mesh)) {
  15020. continue;
  15021. }
  15022. needNormals = true;
  15023. defines.push("#define LIGHT" + lightIndex);
  15024. if (lightIndex > 0) {
  15025. fallbacks.addFallback(lightIndex, "LIGHT" + lightIndex);
  15026. }
  15027. var type;
  15028. if (light instanceof BABYLON.SpotLight) {
  15029. type = "#define SPOTLIGHT" + lightIndex;
  15030. }
  15031. else if (light instanceof BABYLON.HemisphericLight) {
  15032. type = "#define HEMILIGHT" + lightIndex;
  15033. }
  15034. else {
  15035. type = "#define POINTDIRLIGHT" + lightIndex;
  15036. }
  15037. defines.push(type);
  15038. if (lightIndex > 0) {
  15039. fallbacks.addFallback(lightIndex, type.replace("#define ", ""));
  15040. }
  15041. // Shadows
  15042. if (scene.shadowsEnabled) {
  15043. var shadowGenerator = light.getShadowGenerator();
  15044. if (mesh && mesh.receiveShadows && shadowGenerator) {
  15045. defines.push("#define SHADOW" + lightIndex);
  15046. fallbacks.addFallback(0, "SHADOW" + lightIndex);
  15047. if (!shadowsActivated) {
  15048. defines.push("#define SHADOWS");
  15049. shadowsActivated = true;
  15050. }
  15051. if (shadowGenerator.useVarianceShadowMap || shadowGenerator.useBlurVarianceShadowMap) {
  15052. defines.push("#define SHADOWVSM" + lightIndex);
  15053. if (lightIndex > 0) {
  15054. fallbacks.addFallback(0, "SHADOWVSM" + lightIndex);
  15055. }
  15056. }
  15057. if (shadowGenerator.usePoissonSampling) {
  15058. defines.push("#define SHADOWPCF" + lightIndex);
  15059. if (lightIndex > 0) {
  15060. fallbacks.addFallback(0, "SHADOWPCF" + lightIndex);
  15061. }
  15062. }
  15063. }
  15064. }
  15065. lightIndex++;
  15066. if (lightIndex === maxSimultaneousLights)
  15067. break;
  15068. }
  15069. }
  15070. if (StandardMaterial.FresnelEnabled) {
  15071. // Fresnel
  15072. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled || this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled || this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled || this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  15073. var fresnelRank = 1;
  15074. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  15075. defines.push("#define DIFFUSEFRESNEL");
  15076. fallbacks.addFallback(fresnelRank, "DIFFUSEFRESNEL");
  15077. fresnelRank++;
  15078. }
  15079. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  15080. defines.push("#define OPACITYFRESNEL");
  15081. fallbacks.addFallback(fresnelRank, "OPACITYFRESNEL");
  15082. fresnelRank++;
  15083. }
  15084. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  15085. defines.push("#define REFLECTIONFRESNEL");
  15086. fallbacks.addFallback(fresnelRank, "REFLECTIONFRESNEL");
  15087. fresnelRank++;
  15088. }
  15089. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  15090. defines.push("#define EMISSIVEFRESNEL");
  15091. fallbacks.addFallback(fresnelRank, "EMISSIVEFRESNEL");
  15092. fresnelRank++;
  15093. }
  15094. needNormals = true;
  15095. defines.push("#define FRESNEL");
  15096. fallbacks.addFallback(fresnelRank - 1, "FRESNEL");
  15097. }
  15098. }
  15099. // Attribs
  15100. var attribs = [BABYLON.VertexBuffer.PositionKind];
  15101. if (mesh) {
  15102. if (needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  15103. attribs.push(BABYLON.VertexBuffer.NormalKind);
  15104. defines.push("#define NORMAL");
  15105. }
  15106. if (needUVs) {
  15107. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  15108. attribs.push(BABYLON.VertexBuffer.UVKind);
  15109. defines.push("#define UV1");
  15110. }
  15111. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  15112. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  15113. defines.push("#define UV2");
  15114. }
  15115. }
  15116. if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  15117. attribs.push(BABYLON.VertexBuffer.ColorKind);
  15118. defines.push("#define VERTEXCOLOR");
  15119. if (mesh.hasVertexAlpha) {
  15120. defines.push("#define VERTEXALPHA");
  15121. }
  15122. }
  15123. if (mesh.useBones) {
  15124. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  15125. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  15126. defines.push("#define BONES");
  15127. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  15128. defines.push("#define BONES4");
  15129. fallbacks.addFallback(0, "BONES4");
  15130. }
  15131. // Instances
  15132. if (useInstances) {
  15133. defines.push("#define INSTANCES");
  15134. attribs.push("world0");
  15135. attribs.push("world1");
  15136. attribs.push("world2");
  15137. attribs.push("world3");
  15138. }
  15139. }
  15140. // Get correct effect
  15141. var join = defines.join("\n");
  15142. if (this._cachedDefines !== join) {
  15143. this._cachedDefines = join;
  15144. scene.resetCachedMaterial();
  15145. // Legacy browser patch
  15146. var shaderName = "default";
  15147. if (!scene.getEngine().getCaps().standardDerivatives) {
  15148. shaderName = "legacydefault";
  15149. }
  15150. this._effect = scene.getEngine().createEffect(shaderName, attribs, ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor", "vLightData0", "vLightDiffuse0", "vLightSpecular0", "vLightDirection0", "vLightGround0", "lightMatrix0", "vLightData1", "vLightDiffuse1", "vLightSpecular1", "vLightDirection1", "vLightGround1", "lightMatrix1", "vLightData2", "vLightDiffuse2", "vLightSpecular2", "vLightDirection2", "vLightGround2", "lightMatrix2", "vLightData3", "vLightDiffuse3", "vLightSpecular3", "vLightDirection3", "vLightGround3", "lightMatrix3", "vFogInfos", "vFogColor", "pointSize", "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos", "mBones", "vClipPlane", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix", "shadowsInfo0", "shadowsInfo1", "shadowsInfo2", "shadowsInfo3", "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor"], ["diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler", "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler", "shadowSampler0", "shadowSampler1", "shadowSampler2", "shadowSampler3"], join, fallbacks, this.onCompiled, this.onError);
  15151. }
  15152. if (!this._effect.isReady()) {
  15153. return false;
  15154. }
  15155. this._renderId = scene.getRenderId();
  15156. this._wasPreviouslyReady = true;
  15157. return true;
  15158. };
  15159. StandardMaterial.prototype.unbind = function () {
  15160. if (this.reflectionTexture && this.reflectionTexture.isRenderTarget) {
  15161. this._effect.setTexture("reflection2DSampler", null);
  15162. }
  15163. };
  15164. StandardMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  15165. this._effect.setMatrix("world", world);
  15166. };
  15167. StandardMaterial.prototype.bind = function (world, mesh) {
  15168. var scene = this.getScene();
  15169. // Matrices
  15170. this.bindOnlyWorldMatrix(world);
  15171. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  15172. // Bones
  15173. if (mesh && mesh.useBones) {
  15174. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  15175. }
  15176. if (scene.getCachedMaterial() !== this) {
  15177. if (StandardMaterial.FresnelEnabled) {
  15178. // Fresnel
  15179. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  15180. this._effect.setColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
  15181. this._effect.setColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
  15182. }
  15183. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  15184. this._effect.setColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
  15185. }
  15186. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  15187. this._effect.setColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
  15188. this._effect.setColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
  15189. }
  15190. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  15191. this._effect.setColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
  15192. this._effect.setColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
  15193. }
  15194. }
  15195. // Textures
  15196. if (this.diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  15197. this._effect.setTexture("diffuseSampler", this.diffuseTexture);
  15198. this._effect.setFloat2("vDiffuseInfos", this.diffuseTexture.coordinatesIndex, this.diffuseTexture.level);
  15199. this._effect.setMatrix("diffuseMatrix", this.diffuseTexture.getTextureMatrix());
  15200. }
  15201. if (this.ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  15202. this._effect.setTexture("ambientSampler", this.ambientTexture);
  15203. this._effect.setFloat2("vAmbientInfos", this.ambientTexture.coordinatesIndex, this.ambientTexture.level);
  15204. this._effect.setMatrix("ambientMatrix", this.ambientTexture.getTextureMatrix());
  15205. }
  15206. if (this.opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  15207. this._effect.setTexture("opacitySampler", this.opacityTexture);
  15208. this._effect.setFloat2("vOpacityInfos", this.opacityTexture.coordinatesIndex, this.opacityTexture.level);
  15209. this._effect.setMatrix("opacityMatrix", this.opacityTexture.getTextureMatrix());
  15210. }
  15211. if (this.reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  15212. if (this.reflectionTexture.isCube) {
  15213. this._effect.setTexture("reflectionCubeSampler", this.reflectionTexture);
  15214. }
  15215. else {
  15216. this._effect.setTexture("reflection2DSampler", this.reflectionTexture);
  15217. }
  15218. this._effect.setMatrix("reflectionMatrix", this.reflectionTexture.getReflectionTextureMatrix());
  15219. this._effect.setFloat3("vReflectionInfos", this.reflectionTexture.coordinatesMode, this.reflectionTexture.level, this.reflectionTexture.isCube ? 1 : 0);
  15220. }
  15221. if (this.emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  15222. this._effect.setTexture("emissiveSampler", this.emissiveTexture);
  15223. this._effect.setFloat2("vEmissiveInfos", this.emissiveTexture.coordinatesIndex, this.emissiveTexture.level);
  15224. this._effect.setMatrix("emissiveMatrix", this.emissiveTexture.getTextureMatrix());
  15225. }
  15226. if (this.specularTexture && StandardMaterial.SpecularTextureEnabled) {
  15227. this._effect.setTexture("specularSampler", this.specularTexture);
  15228. this._effect.setFloat2("vSpecularInfos", this.specularTexture.coordinatesIndex, this.specularTexture.level);
  15229. this._effect.setMatrix("specularMatrix", this.specularTexture.getTextureMatrix());
  15230. }
  15231. if (this.bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  15232. this._effect.setTexture("bumpSampler", this.bumpTexture);
  15233. this._effect.setFloat2("vBumpInfos", this.bumpTexture.coordinatesIndex, 1.0 / this.bumpTexture.level);
  15234. this._effect.setMatrix("bumpMatrix", this.bumpTexture.getTextureMatrix());
  15235. }
  15236. // Clip plane
  15237. if (scene.clipPlane) {
  15238. var clipPlane = scene.clipPlane;
  15239. this._effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  15240. }
  15241. // Point size
  15242. if (this.pointsCloud) {
  15243. this._effect.setFloat("pointSize", this.pointSize);
  15244. }
  15245. // Colors
  15246. scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
  15247. // Scaling down color according to emissive
  15248. this._scaledSpecular.r = this.specularColor.r * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.r);
  15249. this._scaledSpecular.g = this.specularColor.g * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.g);
  15250. this._scaledSpecular.b = this.specularColor.b * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.b);
  15251. this._effect.setVector3("vEyePosition", scene.activeCamera.position);
  15252. this._effect.setColor3("vAmbientColor", this._globalAmbientColor);
  15253. this._effect.setColor4("vSpecularColor", this._scaledSpecular, this.specularPower);
  15254. this._effect.setColor3("vEmissiveColor", this.emissiveColor);
  15255. }
  15256. // Scaling down color according to emissive
  15257. this._scaledDiffuse.r = this.diffuseColor.r * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.r);
  15258. this._scaledDiffuse.g = this.diffuseColor.g * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.g);
  15259. this._scaledDiffuse.b = this.diffuseColor.b * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.b);
  15260. this._effect.setColor4("vDiffuseColor", this._scaledDiffuse, this.alpha * mesh.visibility);
  15261. if (scene.lightsEnabled) {
  15262. var lightIndex = 0;
  15263. for (var index = 0; index < scene.lights.length; index++) {
  15264. var light = scene.lights[index];
  15265. if (!light.isEnabled()) {
  15266. continue;
  15267. }
  15268. if (!light.canAffectMesh(mesh)) {
  15269. continue;
  15270. }
  15271. if (light instanceof BABYLON.PointLight) {
  15272. // Point Light
  15273. light.transferToEffect(this._effect, "vLightData" + lightIndex);
  15274. }
  15275. else if (light instanceof BABYLON.DirectionalLight) {
  15276. // Directional Light
  15277. light.transferToEffect(this._effect, "vLightData" + lightIndex);
  15278. }
  15279. else if (light instanceof BABYLON.SpotLight) {
  15280. // Spot Light
  15281. light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightDirection" + lightIndex);
  15282. }
  15283. else if (light instanceof BABYLON.HemisphericLight) {
  15284. // Hemispheric Light
  15285. light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightGround" + lightIndex);
  15286. }
  15287. light.diffuse.scaleToRef(light.intensity, this._scaledDiffuse);
  15288. light.specular.scaleToRef(light.intensity, this._scaledSpecular);
  15289. this._effect.setColor4("vLightDiffuse" + lightIndex, this._scaledDiffuse, light.range);
  15290. this._effect.setColor3("vLightSpecular" + lightIndex, this._scaledSpecular);
  15291. // Shadows
  15292. if (scene.shadowsEnabled) {
  15293. var shadowGenerator = light.getShadowGenerator();
  15294. if (mesh.receiveShadows && shadowGenerator) {
  15295. this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.getTransformMatrix());
  15296. this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMapForRendering());
  15297. this._effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.bias);
  15298. }
  15299. }
  15300. lightIndex++;
  15301. if (lightIndex === maxSimultaneousLights)
  15302. break;
  15303. }
  15304. }
  15305. // View
  15306. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this.reflectionTexture) {
  15307. this._effect.setMatrix("view", scene.getViewMatrix());
  15308. }
  15309. // Fog
  15310. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  15311. this._effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  15312. this._effect.setColor3("vFogColor", scene.fogColor);
  15313. }
  15314. _super.prototype.bind.call(this, world, mesh);
  15315. };
  15316. StandardMaterial.prototype.getAnimatables = function () {
  15317. var results = [];
  15318. if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) {
  15319. results.push(this.diffuseTexture);
  15320. }
  15321. if (this.ambientTexture && this.ambientTexture.animations && this.ambientTexture.animations.length > 0) {
  15322. results.push(this.ambientTexture);
  15323. }
  15324. if (this.opacityTexture && this.opacityTexture.animations && this.opacityTexture.animations.length > 0) {
  15325. results.push(this.opacityTexture);
  15326. }
  15327. if (this.reflectionTexture && this.reflectionTexture.animations && this.reflectionTexture.animations.length > 0) {
  15328. results.push(this.reflectionTexture);
  15329. }
  15330. if (this.emissiveTexture && this.emissiveTexture.animations && this.emissiveTexture.animations.length > 0) {
  15331. results.push(this.emissiveTexture);
  15332. }
  15333. if (this.specularTexture && this.specularTexture.animations && this.specularTexture.animations.length > 0) {
  15334. results.push(this.specularTexture);
  15335. }
  15336. if (this.bumpTexture && this.bumpTexture.animations && this.bumpTexture.animations.length > 0) {
  15337. results.push(this.bumpTexture);
  15338. }
  15339. return results;
  15340. };
  15341. StandardMaterial.prototype.dispose = function (forceDisposeEffect) {
  15342. if (this.diffuseTexture) {
  15343. this.diffuseTexture.dispose();
  15344. }
  15345. if (this.ambientTexture) {
  15346. this.ambientTexture.dispose();
  15347. }
  15348. if (this.opacityTexture) {
  15349. this.opacityTexture.dispose();
  15350. }
  15351. if (this.reflectionTexture) {
  15352. this.reflectionTexture.dispose();
  15353. }
  15354. if (this.emissiveTexture) {
  15355. this.emissiveTexture.dispose();
  15356. }
  15357. if (this.specularTexture) {
  15358. this.specularTexture.dispose();
  15359. }
  15360. if (this.bumpTexture) {
  15361. this.bumpTexture.dispose();
  15362. }
  15363. _super.prototype.dispose.call(this, forceDisposeEffect);
  15364. };
  15365. StandardMaterial.prototype.clone = function (name) {
  15366. var newStandardMaterial = new StandardMaterial(name, this.getScene());
  15367. // Base material
  15368. newStandardMaterial.checkReadyOnEveryCall = this.checkReadyOnEveryCall;
  15369. newStandardMaterial.alpha = this.alpha;
  15370. newStandardMaterial.fillMode = this.fillMode;
  15371. newStandardMaterial.backFaceCulling = this.backFaceCulling;
  15372. // Standard material
  15373. if (this.diffuseTexture && this.diffuseTexture.clone) {
  15374. newStandardMaterial.diffuseTexture = this.diffuseTexture.clone();
  15375. }
  15376. if (this.ambientTexture && this.ambientTexture.clone) {
  15377. newStandardMaterial.ambientTexture = this.ambientTexture.clone();
  15378. }
  15379. if (this.opacityTexture && this.opacityTexture.clone) {
  15380. newStandardMaterial.opacityTexture = this.opacityTexture.clone();
  15381. }
  15382. if (this.reflectionTexture && this.reflectionTexture.clone) {
  15383. newStandardMaterial.reflectionTexture = this.reflectionTexture.clone();
  15384. }
  15385. if (this.emissiveTexture && this.emissiveTexture.clone) {
  15386. newStandardMaterial.emissiveTexture = this.emissiveTexture.clone();
  15387. }
  15388. if (this.specularTexture && this.specularTexture.clone) {
  15389. newStandardMaterial.specularTexture = this.specularTexture.clone();
  15390. }
  15391. if (this.bumpTexture && this.bumpTexture.clone) {
  15392. newStandardMaterial.bumpTexture = this.bumpTexture.clone();
  15393. }
  15394. newStandardMaterial.ambientColor = this.ambientColor.clone();
  15395. newStandardMaterial.diffuseColor = this.diffuseColor.clone();
  15396. newStandardMaterial.specularColor = this.specularColor.clone();
  15397. newStandardMaterial.specularPower = this.specularPower;
  15398. newStandardMaterial.emissiveColor = this.emissiveColor.clone();
  15399. return newStandardMaterial;
  15400. };
  15401. // Statics
  15402. // Flags used to enable or disable a type of texture for all Standard Materials
  15403. StandardMaterial.DiffuseTextureEnabled = true;
  15404. StandardMaterial.AmbientTextureEnabled = true;
  15405. StandardMaterial.OpacityTextureEnabled = true;
  15406. StandardMaterial.ReflectionTextureEnabled = true;
  15407. StandardMaterial.EmissiveTextureEnabled = true;
  15408. StandardMaterial.SpecularTextureEnabled = true;
  15409. StandardMaterial.BumpTextureEnabled = true;
  15410. StandardMaterial.FresnelEnabled = true;
  15411. return StandardMaterial;
  15412. })(BABYLON.Material);
  15413. BABYLON.StandardMaterial = StandardMaterial;
  15414. })(BABYLON || (BABYLON = {}));
  15415. //# sourceMappingURL=babylon.standardMaterial.js.map
  15416. var BABYLON;
  15417. (function (BABYLON) {
  15418. var MultiMaterial = (function (_super) {
  15419. __extends(MultiMaterial, _super);
  15420. function MultiMaterial(name, scene) {
  15421. _super.call(this, name, scene, true);
  15422. this.subMaterials = new Array();
  15423. scene.multiMaterials.push(this);
  15424. }
  15425. // Properties
  15426. MultiMaterial.prototype.getSubMaterial = function (index) {
  15427. if (index < 0 || index >= this.subMaterials.length) {
  15428. return this.getScene().defaultMaterial;
  15429. }
  15430. return this.subMaterials[index];
  15431. };
  15432. // Methods
  15433. MultiMaterial.prototype.isReady = function (mesh) {
  15434. for (var index = 0; index < this.subMaterials.length; index++) {
  15435. var subMaterial = this.subMaterials[index];
  15436. if (subMaterial) {
  15437. if (!this.subMaterials[index].isReady(mesh)) {
  15438. return false;
  15439. }
  15440. }
  15441. }
  15442. return true;
  15443. };
  15444. return MultiMaterial;
  15445. })(BABYLON.Material);
  15446. BABYLON.MultiMaterial = MultiMaterial;
  15447. })(BABYLON || (BABYLON = {}));
  15448. //# sourceMappingURL=babylon.multiMaterial.js.mapvar BABYLON;
  15449. (function (BABYLON) {
  15450. var Database = (function () {
  15451. function Database(urlToScene, callbackManifestChecked) {
  15452. // Handling various flavors of prefixed version of IndexedDB
  15453. this.idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
  15454. this.callbackManifestChecked = callbackManifestChecked;
  15455. this.currentSceneUrl = BABYLON.Database.ReturnFullUrlLocation(urlToScene);
  15456. this.db = null;
  15457. this.enableSceneOffline = false;
  15458. this.enableTexturesOffline = false;
  15459. this.manifestVersionFound = 0;
  15460. this.mustUpdateRessources = false;
  15461. this.hasReachedQuota = false;
  15462. this.checkManifestFile();
  15463. }
  15464. Database.prototype.checkManifestFile = function () {
  15465. var _this = this;
  15466. function noManifestFile() {
  15467. //BABYLON.Tools.Log("Valid manifest file not found. Scene & textures will be loaded directly from the web server.");
  15468. that.enableSceneOffline = false;
  15469. that.enableTexturesOffline = false;
  15470. that.callbackManifestChecked(false);
  15471. }
  15472. var that = this;
  15473. var manifestURL = this.currentSceneUrl + ".manifest";
  15474. var xhr = new XMLHttpRequest();
  15475. var manifestURLTimeStamped = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + (new Date()).getTime();
  15476. xhr.open("GET", manifestURLTimeStamped, true);
  15477. xhr.addEventListener("load", function () {
  15478. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  15479. try {
  15480. var manifestFile = JSON.parse(xhr.response);
  15481. _this.enableSceneOffline = manifestFile.enableSceneOffline;
  15482. _this.enableTexturesOffline = manifestFile.enableTexturesOffline;
  15483. if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
  15484. _this.manifestVersionFound = manifestFile.version;
  15485. }
  15486. if (_this.callbackManifestChecked) {
  15487. _this.callbackManifestChecked(true);
  15488. }
  15489. }
  15490. catch (ex) {
  15491. noManifestFile();
  15492. }
  15493. }
  15494. else {
  15495. noManifestFile();
  15496. }
  15497. }, false);
  15498. xhr.addEventListener("error", function (event) {
  15499. noManifestFile();
  15500. }, false);
  15501. try {
  15502. xhr.send();
  15503. }
  15504. catch (ex) {
  15505. BABYLON.Tools.Error("Error on XHR send request.");
  15506. that.callbackManifestChecked(false);
  15507. }
  15508. };
  15509. Database.prototype.openAsync = function (successCallback, errorCallback) {
  15510. var _this = this;
  15511. function handleError() {
  15512. that.isSupported = false;
  15513. if (errorCallback)
  15514. errorCallback();
  15515. }
  15516. var that = this;
  15517. if (!this.idbFactory || !(this.enableSceneOffline || this.enableTexturesOffline)) {
  15518. // Your browser doesn't support IndexedDB
  15519. this.isSupported = false;
  15520. if (errorCallback)
  15521. errorCallback();
  15522. }
  15523. else {
  15524. // If the DB hasn't been opened or created yet
  15525. if (!this.db) {
  15526. this.hasReachedQuota = false;
  15527. this.isSupported = true;
  15528. var request = this.idbFactory.open("babylonjs", 1);
  15529. // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB
  15530. request.onerror = function (event) {
  15531. handleError();
  15532. };
  15533. // executes when a version change transaction cannot complete due to other active transactions
  15534. request.onblocked = function (event) {
  15535. BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
  15536. handleError();
  15537. };
  15538. // DB has been opened successfully
  15539. request.onsuccess = function (event) {
  15540. _this.db = request.result;
  15541. successCallback();
  15542. };
  15543. // Initialization of the DB. Creating Scenes & Textures stores
  15544. request.onupgradeneeded = function (event) {
  15545. _this.db = (event.target).result;
  15546. try {
  15547. var scenesStore = _this.db.createObjectStore("scenes", { keyPath: "sceneUrl" });
  15548. var versionsStore = _this.db.createObjectStore("versions", { keyPath: "sceneUrl" });
  15549. var texturesStore = _this.db.createObjectStore("textures", { keyPath: "textureUrl" });
  15550. }
  15551. catch (ex) {
  15552. BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
  15553. handleError();
  15554. }
  15555. };
  15556. }
  15557. else {
  15558. if (successCallback)
  15559. successCallback();
  15560. }
  15561. }
  15562. };
  15563. Database.prototype.loadImageFromDB = function (url, image) {
  15564. var _this = this;
  15565. var completeURL = Database.ReturnFullUrlLocation(url);
  15566. var saveAndLoadImage = function () {
  15567. if (!_this.hasReachedQuota && _this.db !== null) {
  15568. // the texture is not yet in the DB, let's try to save it
  15569. _this._saveImageIntoDBAsync(completeURL, image);
  15570. }
  15571. else {
  15572. image.src = url;
  15573. }
  15574. };
  15575. if (!this.mustUpdateRessources) {
  15576. this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
  15577. }
  15578. else {
  15579. saveAndLoadImage();
  15580. }
  15581. };
  15582. Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
  15583. if (this.isSupported && this.db !== null) {
  15584. var texture;
  15585. var transaction = this.db.transaction(["textures"]);
  15586. transaction.onabort = function (event) {
  15587. image.src = url;
  15588. };
  15589. transaction.oncomplete = function (event) {
  15590. var blobTextureURL;
  15591. if (texture) {
  15592. var URL = window.URL || window.webkitURL;
  15593. blobTextureURL = URL.createObjectURL(texture.data, { oneTimeOnly: true });
  15594. image.onerror = function () {
  15595. BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
  15596. image.src = url;
  15597. };
  15598. image.src = blobTextureURL;
  15599. }
  15600. else {
  15601. notInDBCallback();
  15602. }
  15603. };
  15604. var getRequest = transaction.objectStore("textures").get(url);
  15605. getRequest.onsuccess = function (event) {
  15606. texture = (event.target).result;
  15607. };
  15608. getRequest.onerror = function (event) {
  15609. BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
  15610. image.src = url;
  15611. };
  15612. }
  15613. else {
  15614. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  15615. image.src = url;
  15616. }
  15617. };
  15618. Database.prototype._saveImageIntoDBAsync = function (url, image) {
  15619. var _this = this;
  15620. if (this.isSupported) {
  15621. // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on
  15622. var generateBlobUrl = function () {
  15623. var blobTextureURL;
  15624. if (blob) {
  15625. var URL = window.URL || window.webkitURL;
  15626. try {
  15627. blobTextureURL = URL.createObjectURL(blob, { oneTimeOnly: true });
  15628. }
  15629. catch (ex) {
  15630. blobTextureURL = URL.createObjectURL(blob);
  15631. }
  15632. }
  15633. image.src = blobTextureURL;
  15634. };
  15635. if (Database.isUASupportingBlobStorage) {
  15636. var xhr = new XMLHttpRequest(), blob;
  15637. xhr.open("GET", url, true);
  15638. xhr.responseType = "blob";
  15639. xhr.addEventListener("load", function () {
  15640. if (xhr.status === 200) {
  15641. // Blob as response (XHR2)
  15642. blob = xhr.response;
  15643. var transaction = _this.db.transaction(["textures"], "readwrite");
  15644. // the transaction could abort because of a QuotaExceededError error
  15645. transaction.onabort = function (event) {
  15646. try {
  15647. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  15648. if (event.srcElement['error'] && event.srcElement['error'].name === "QuotaExceededError") {
  15649. this.hasReachedQuota = true;
  15650. }
  15651. }
  15652. catch (ex) {
  15653. }
  15654. generateBlobUrl();
  15655. };
  15656. transaction.oncomplete = function (event) {
  15657. generateBlobUrl();
  15658. };
  15659. var newTexture = { textureUrl: url, data: blob };
  15660. try {
  15661. // Put the blob into the dabase
  15662. var addRequest = transaction.objectStore("textures").put(newTexture);
  15663. addRequest.onsuccess = function (event) {
  15664. };
  15665. addRequest.onerror = function (event) {
  15666. generateBlobUrl();
  15667. };
  15668. }
  15669. catch (ex) {
  15670. // "DataCloneError" generated by Chrome when you try to inject blob into IndexedDB
  15671. if (ex.code === 25) {
  15672. Database.isUASupportingBlobStorage = false;
  15673. }
  15674. image.src = url;
  15675. }
  15676. }
  15677. else {
  15678. image.src = url;
  15679. }
  15680. }, false);
  15681. xhr.addEventListener("error", function (event) {
  15682. BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
  15683. image.src = url;
  15684. }, false);
  15685. xhr.send();
  15686. }
  15687. else {
  15688. image.src = url;
  15689. }
  15690. }
  15691. else {
  15692. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  15693. image.src = url;
  15694. }
  15695. };
  15696. Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
  15697. var _this = this;
  15698. var updateVersion = function (event) {
  15699. // the version is not yet in the DB or we need to update it
  15700. _this._saveVersionIntoDBAsync(url, versionLoaded);
  15701. };
  15702. this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
  15703. };
  15704. Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
  15705. var _this = this;
  15706. if (this.isSupported) {
  15707. var version;
  15708. try {
  15709. var transaction = this.db.transaction(["versions"]);
  15710. transaction.oncomplete = function (event) {
  15711. if (version) {
  15712. // If the version in the JSON file is > than the version in DB
  15713. if (_this.manifestVersionFound > version.data) {
  15714. _this.mustUpdateRessources = true;
  15715. updateInDBCallback();
  15716. }
  15717. else {
  15718. callback(version.data);
  15719. }
  15720. }
  15721. else {
  15722. _this.mustUpdateRessources = true;
  15723. updateInDBCallback();
  15724. }
  15725. };
  15726. transaction.onabort = function (event) {
  15727. callback(-1);
  15728. };
  15729. var getRequest = transaction.objectStore("versions").get(url);
  15730. getRequest.onsuccess = function (event) {
  15731. version = (event.target).result;
  15732. };
  15733. getRequest.onerror = function (event) {
  15734. BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
  15735. callback(-1);
  15736. };
  15737. }
  15738. catch (ex) {
  15739. BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
  15740. callback(-1);
  15741. }
  15742. }
  15743. else {
  15744. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  15745. callback(-1);
  15746. }
  15747. };
  15748. Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
  15749. var _this = this;
  15750. if (this.isSupported && !this.hasReachedQuota) {
  15751. try {
  15752. // Open a transaction to the database
  15753. var transaction = this.db.transaction(["versions"], "readwrite");
  15754. // the transaction could abort because of a QuotaExceededError error
  15755. transaction.onabort = function (event) {
  15756. try {
  15757. if (event.srcElement['error'] && event.srcElement['error'].name === "QuotaExceededError") {
  15758. _this.hasReachedQuota = true;
  15759. }
  15760. }
  15761. catch (ex) {
  15762. }
  15763. callback(-1);
  15764. };
  15765. transaction.oncomplete = function (event) {
  15766. callback(_this.manifestVersionFound);
  15767. };
  15768. var newVersion = { sceneUrl: url, data: this.manifestVersionFound };
  15769. // Put the scene into the database
  15770. var addRequest = transaction.objectStore("versions").put(newVersion);
  15771. addRequest.onsuccess = function (event) {
  15772. };
  15773. addRequest.onerror = function (event) {
  15774. BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
  15775. };
  15776. }
  15777. catch (ex) {
  15778. BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
  15779. callback(-1);
  15780. }
  15781. }
  15782. else {
  15783. callback(-1);
  15784. }
  15785. };
  15786. Database.prototype.loadFileFromDB = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
  15787. var _this = this;
  15788. var completeUrl = Database.ReturnFullUrlLocation(url);
  15789. var saveAndLoadFile = function (event) {
  15790. // the scene is not yet in the DB, let's try to save it
  15791. _this._saveFileIntoDBAsync(completeUrl, sceneLoaded, progressCallBack);
  15792. };
  15793. this._checkVersionFromDB(completeUrl, function (version) {
  15794. if (version !== -1) {
  15795. if (!_this.mustUpdateRessources) {
  15796. _this._loadFileFromDBAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
  15797. }
  15798. else {
  15799. _this._saveFileIntoDBAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer);
  15800. }
  15801. }
  15802. else {
  15803. errorCallback();
  15804. }
  15805. });
  15806. };
  15807. Database.prototype._loadFileFromDBAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
  15808. if (this.isSupported) {
  15809. var targetStore;
  15810. if (url.indexOf(".babylon") !== -1) {
  15811. targetStore = "scenes";
  15812. }
  15813. else {
  15814. targetStore = "textures";
  15815. }
  15816. var file;
  15817. var transaction = this.db.transaction([targetStore]);
  15818. transaction.oncomplete = function (event) {
  15819. if (file) {
  15820. callback(file.data);
  15821. }
  15822. else {
  15823. notInDBCallback();
  15824. }
  15825. };
  15826. transaction.onabort = function (event) {
  15827. notInDBCallback();
  15828. };
  15829. var getRequest = transaction.objectStore(targetStore).get(url);
  15830. getRequest.onsuccess = function (event) {
  15831. file = (event.target).result;
  15832. };
  15833. getRequest.onerror = function (event) {
  15834. BABYLON.Tools.Error("Error loading file " + url + " from DB.");
  15835. notInDBCallback();
  15836. };
  15837. }
  15838. else {
  15839. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  15840. callback();
  15841. }
  15842. };
  15843. Database.prototype._saveFileIntoDBAsync = function (url, callback, progressCallback, useArrayBuffer) {
  15844. var _this = this;
  15845. if (this.isSupported) {
  15846. var targetStore;
  15847. if (url.indexOf(".babylon") !== -1) {
  15848. targetStore = "scenes";
  15849. }
  15850. else {
  15851. targetStore = "textures";
  15852. }
  15853. // Create XHR
  15854. var xhr = new XMLHttpRequest(), fileData;
  15855. xhr.open("GET", url, true);
  15856. if (useArrayBuffer) {
  15857. xhr.responseType = "arraybuffer";
  15858. }
  15859. xhr.onprogress = progressCallback;
  15860. xhr.addEventListener("load", function () {
  15861. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6)) {
  15862. // Blob as response (XHR2)
  15863. //fileData = xhr.responseText;
  15864. fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
  15865. if (!_this.hasReachedQuota) {
  15866. // Open a transaction to the database
  15867. var transaction = _this.db.transaction([targetStore], "readwrite");
  15868. // the transaction could abort because of a QuotaExceededError error
  15869. transaction.onabort = function (event) {
  15870. try {
  15871. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  15872. if (event.srcElement['error'] && event.srcElement['error'].name === "QuotaExceededError") {
  15873. this.hasReachedQuota = true;
  15874. }
  15875. }
  15876. catch (ex) {
  15877. }
  15878. callback(fileData);
  15879. };
  15880. transaction.oncomplete = function (event) {
  15881. callback(fileData);
  15882. };
  15883. var newFile;
  15884. if (targetStore === "scenes") {
  15885. newFile = { sceneUrl: url, data: fileData, version: _this.manifestVersionFound };
  15886. }
  15887. else {
  15888. newFile = { textureUrl: url, data: fileData };
  15889. }
  15890. try {
  15891. // Put the scene into the database
  15892. var addRequest = transaction.objectStore(targetStore).put(newFile);
  15893. addRequest.onsuccess = function (event) {
  15894. };
  15895. addRequest.onerror = function (event) {
  15896. BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
  15897. };
  15898. }
  15899. catch (ex) {
  15900. callback(fileData);
  15901. }
  15902. }
  15903. else {
  15904. callback(fileData);
  15905. }
  15906. }
  15907. else {
  15908. callback();
  15909. }
  15910. }, false);
  15911. xhr.addEventListener("error", function (event) {
  15912. BABYLON.Tools.Error("error on XHR request.");
  15913. callback();
  15914. }, false);
  15915. xhr.send();
  15916. }
  15917. else {
  15918. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  15919. callback();
  15920. }
  15921. };
  15922. Database.isUASupportingBlobStorage = true;
  15923. Database.parseURL = function (url) {
  15924. var a = document.createElement('a');
  15925. a.href = url;
  15926. var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
  15927. var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
  15928. var absLocation = url.substring(0, url.indexOf(fileName, 0));
  15929. return absLocation;
  15930. };
  15931. Database.ReturnFullUrlLocation = function (url) {
  15932. if (url.indexOf("http:/") === -1) {
  15933. return (BABYLON.Database.parseURL(window.location.href) + url);
  15934. }
  15935. else {
  15936. return url;
  15937. }
  15938. };
  15939. return Database;
  15940. })();
  15941. BABYLON.Database = Database;
  15942. })(BABYLON || (BABYLON = {}));
  15943. //# sourceMappingURL=babylon.database.js.mapvar BABYLON;
  15944. (function (BABYLON) {
  15945. var SpriteManager = (function () {
  15946. function SpriteManager(name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) {
  15947. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  15948. this.name = name;
  15949. this.cellSize = cellSize;
  15950. this.sprites = new Array();
  15951. this.renderingGroupId = 0;
  15952. this.fogEnabled = true;
  15953. this._vertexDeclaration = [4, 4, 4, 4];
  15954. this._vertexStrideSize = 16 * 4; // 15 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color)
  15955. this._capacity = capacity;
  15956. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
  15957. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  15958. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  15959. this._epsilon = epsilon === undefined ? 0.01 : epsilon;
  15960. this._scene = scene;
  15961. this._scene.spriteManagers.push(this);
  15962. // VBO
  15963. this._vertexBuffer = scene.getEngine().createDynamicVertexBuffer(capacity * this._vertexStrideSize * 4);
  15964. var indices = [];
  15965. var index = 0;
  15966. for (var count = 0; count < capacity; count++) {
  15967. indices.push(index);
  15968. indices.push(index + 1);
  15969. indices.push(index + 2);
  15970. indices.push(index);
  15971. indices.push(index + 2);
  15972. indices.push(index + 3);
  15973. index += 4;
  15974. }
  15975. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  15976. this._vertices = new Float32Array(capacity * this._vertexStrideSize);
  15977. // Effects
  15978. this._effectBase = this._scene.getEngine().createEffect("sprites", ["position", "options", "cellInfo", "color"], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  15979. this._effectFog = this._scene.getEngine().createEffect("sprites", ["position", "options", "cellInfo", "color"], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  15980. }
  15981. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  15982. var arrayOffset = index * 16;
  15983. if (offsetX === 0)
  15984. offsetX = this._epsilon;
  15985. else if (offsetX === 1)
  15986. offsetX = 1 - this._epsilon;
  15987. if (offsetY === 0)
  15988. offsetY = this._epsilon;
  15989. else if (offsetY === 1)
  15990. offsetY = 1 - this._epsilon;
  15991. this._vertices[arrayOffset] = sprite.position.x;
  15992. this._vertices[arrayOffset + 1] = sprite.position.y;
  15993. this._vertices[arrayOffset + 2] = sprite.position.z;
  15994. this._vertices[arrayOffset + 3] = sprite.angle;
  15995. this._vertices[arrayOffset + 4] = sprite.width;
  15996. this._vertices[arrayOffset + 5] = sprite.height;
  15997. this._vertices[arrayOffset + 6] = offsetX;
  15998. this._vertices[arrayOffset + 7] = offsetY;
  15999. this._vertices[arrayOffset + 8] = sprite.invertU ? 1 : 0;
  16000. this._vertices[arrayOffset + 9] = sprite.invertV ? 1 : 0;
  16001. var offset = (sprite.cellIndex / rowSize) >> 0;
  16002. this._vertices[arrayOffset + 10] = sprite.cellIndex - offset * rowSize;
  16003. this._vertices[arrayOffset + 11] = offset;
  16004. // Color
  16005. this._vertices[arrayOffset + 12] = sprite.color.r;
  16006. this._vertices[arrayOffset + 13] = sprite.color.g;
  16007. this._vertices[arrayOffset + 14] = sprite.color.b;
  16008. this._vertices[arrayOffset + 15] = sprite.color.a;
  16009. };
  16010. SpriteManager.prototype.render = function () {
  16011. // Check
  16012. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady())
  16013. return;
  16014. var engine = this._scene.getEngine();
  16015. var baseSize = this._spriteTexture.getBaseSize();
  16016. // Sprites
  16017. var deltaTime = engine.getDeltaTime();
  16018. var max = Math.min(this._capacity, this.sprites.length);
  16019. var rowSize = baseSize.width / this.cellSize;
  16020. var offset = 0;
  16021. for (var index = 0; index < max; index++) {
  16022. var sprite = this.sprites[index];
  16023. if (!sprite) {
  16024. continue;
  16025. }
  16026. sprite._animate(deltaTime);
  16027. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  16028. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  16029. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  16030. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  16031. }
  16032. engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices);
  16033. // Render
  16034. var effect = this._effectBase;
  16035. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  16036. effect = this._effectFog;
  16037. }
  16038. engine.enableEffect(effect);
  16039. var viewMatrix = this._scene.getViewMatrix();
  16040. effect.setTexture("diffuseSampler", this._spriteTexture);
  16041. effect.setMatrix("view", viewMatrix);
  16042. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  16043. effect.setFloat2("textureInfos", this.cellSize / baseSize.width, this.cellSize / baseSize.height);
  16044. // Fog
  16045. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  16046. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  16047. effect.setColor3("vFogColor", this._scene.fogColor);
  16048. }
  16049. // VBOs
  16050. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  16051. // Draw order
  16052. effect.setBool("alphaTest", true);
  16053. engine.setColorWrite(false);
  16054. engine.draw(true, 0, max * 6);
  16055. engine.setColorWrite(true);
  16056. effect.setBool("alphaTest", false);
  16057. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  16058. engine.draw(true, 0, max * 6);
  16059. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  16060. };
  16061. SpriteManager.prototype.dispose = function () {
  16062. if (this._vertexBuffer) {
  16063. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  16064. this._vertexBuffer = null;
  16065. }
  16066. if (this._indexBuffer) {
  16067. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  16068. this._indexBuffer = null;
  16069. }
  16070. if (this._spriteTexture) {
  16071. this._spriteTexture.dispose();
  16072. this._spriteTexture = null;
  16073. }
  16074. // Remove from scene
  16075. var index = this._scene.spriteManagers.indexOf(this);
  16076. this._scene.spriteManagers.splice(index, 1);
  16077. // Callback
  16078. if (this.onDispose) {
  16079. this.onDispose();
  16080. }
  16081. };
  16082. return SpriteManager;
  16083. })();
  16084. BABYLON.SpriteManager = SpriteManager;
  16085. })(BABYLON || (BABYLON = {}));
  16086. //# sourceMappingURL=babylon.spriteManager.js.mapvar BABYLON;
  16087. (function (BABYLON) {
  16088. var Sprite = (function () {
  16089. function Sprite(name, manager) {
  16090. this.name = name;
  16091. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  16092. this.width = 1.0;
  16093. this.height = 1.0;
  16094. this.angle = 0;
  16095. this.cellIndex = 0;
  16096. this.invertU = 0;
  16097. this.invertV = 0;
  16098. this.animations = new Array();
  16099. this._animationStarted = false;
  16100. this._loopAnimation = false;
  16101. this._fromIndex = 0;
  16102. this._toIndex = 0;
  16103. this._delay = 0;
  16104. this._direction = 1;
  16105. this._frameCount = 0;
  16106. this._time = 0;
  16107. this._manager = manager;
  16108. this._manager.sprites.push(this);
  16109. this.position = BABYLON.Vector3.Zero();
  16110. }
  16111. Object.defineProperty(Sprite.prototype, "size", {
  16112. get: function () {
  16113. return this.width;
  16114. },
  16115. set: function (value) {
  16116. this.width = value;
  16117. this.height = value;
  16118. },
  16119. enumerable: true,
  16120. configurable: true
  16121. });
  16122. Sprite.prototype.playAnimation = function (from, to, loop, delay) {
  16123. this._fromIndex = from;
  16124. this._toIndex = to;
  16125. this._loopAnimation = loop;
  16126. this._delay = delay;
  16127. this._animationStarted = true;
  16128. this._direction = from < to ? 1 : -1;
  16129. this.cellIndex = from;
  16130. this._time = 0;
  16131. };
  16132. Sprite.prototype.stopAnimation = function () {
  16133. this._animationStarted = false;
  16134. };
  16135. Sprite.prototype._animate = function (deltaTime) {
  16136. if (!this._animationStarted)
  16137. return;
  16138. this._time += deltaTime;
  16139. if (this._time > this._delay) {
  16140. this._time = this._time % this._delay;
  16141. this.cellIndex += this._direction;
  16142. if (this.cellIndex == this._toIndex) {
  16143. if (this._loopAnimation) {
  16144. this.cellIndex = this._fromIndex;
  16145. }
  16146. else {
  16147. this._animationStarted = false;
  16148. if (this.disposeWhenFinishedAnimating) {
  16149. this.dispose();
  16150. }
  16151. }
  16152. }
  16153. }
  16154. };
  16155. Sprite.prototype.dispose = function () {
  16156. for (var i = 0; i < this._manager.sprites.length; i++) {
  16157. if (this._manager.sprites[i] == this) {
  16158. this._manager.sprites.splice(i, 1);
  16159. }
  16160. }
  16161. };
  16162. return Sprite;
  16163. })();
  16164. BABYLON.Sprite = Sprite;
  16165. })(BABYLON || (BABYLON = {}));
  16166. //# sourceMappingURL=babylon.sprite.js.mapvar BABYLON;
  16167. (function (BABYLON) {
  16168. var Layer = (function () {
  16169. function Layer(name, imgUrl, scene, isBackground, color) {
  16170. this.name = name;
  16171. this._vertexDeclaration = [2];
  16172. this._vertexStrideSize = 2 * 4;
  16173. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
  16174. this.isBackground = isBackground === undefined ? true : isBackground;
  16175. this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
  16176. this._scene = scene;
  16177. this._scene.layers.push(this);
  16178. // VBO
  16179. var vertices = [];
  16180. vertices.push(1, 1);
  16181. vertices.push(-1, 1);
  16182. vertices.push(-1, -1);
  16183. vertices.push(1, -1);
  16184. this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
  16185. // Indices
  16186. var indices = [];
  16187. indices.push(0);
  16188. indices.push(1);
  16189. indices.push(2);
  16190. indices.push(0);
  16191. indices.push(2);
  16192. indices.push(3);
  16193. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  16194. // Effects
  16195. this._effect = this._scene.getEngine().createEffect("layer", ["position"], ["textureMatrix", "color"], ["textureSampler"], "");
  16196. }
  16197. Layer.prototype.render = function () {
  16198. // Check
  16199. if (!this._effect.isReady() || !this.texture || !this.texture.isReady())
  16200. return;
  16201. var engine = this._scene.getEngine();
  16202. // Render
  16203. engine.enableEffect(this._effect);
  16204. engine.setState(false);
  16205. // Texture
  16206. this._effect.setTexture("textureSampler", this.texture);
  16207. this._effect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
  16208. // Color
  16209. this._effect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
  16210. // VBOs
  16211. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, this._effect);
  16212. // Draw order
  16213. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  16214. engine.draw(true, 0, 6);
  16215. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  16216. };
  16217. Layer.prototype.dispose = function () {
  16218. if (this._vertexBuffer) {
  16219. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  16220. this._vertexBuffer = null;
  16221. }
  16222. if (this._indexBuffer) {
  16223. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  16224. this._indexBuffer = null;
  16225. }
  16226. if (this.texture) {
  16227. this.texture.dispose();
  16228. this.texture = null;
  16229. }
  16230. // Remove from scene
  16231. var index = this._scene.layers.indexOf(this);
  16232. this._scene.layers.splice(index, 1);
  16233. // Callback
  16234. if (this.onDispose) {
  16235. this.onDispose();
  16236. }
  16237. };
  16238. return Layer;
  16239. })();
  16240. BABYLON.Layer = Layer;
  16241. })(BABYLON || (BABYLON = {}));
  16242. //# sourceMappingURL=babylon.layer.js.mapvar BABYLON;
  16243. (function (BABYLON) {
  16244. var Particle = (function () {
  16245. function Particle() {
  16246. this.position = BABYLON.Vector3.Zero();
  16247. this.direction = BABYLON.Vector3.Zero();
  16248. this.color = new BABYLON.Color4(0, 0, 0, 0);
  16249. this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
  16250. this.lifeTime = 1.0;
  16251. this.age = 0;
  16252. this.size = 0;
  16253. this.angle = 0;
  16254. this.angularSpeed = 0;
  16255. }
  16256. Particle.prototype.copyTo = function (other) {
  16257. other.position.copyFrom(this.position);
  16258. other.direction.copyFrom(this.direction);
  16259. other.color.copyFrom(this.color);
  16260. other.colorStep.copyFrom(this.colorStep);
  16261. other.lifeTime = this.lifeTime;
  16262. other.age = this.age;
  16263. other.size = this.size;
  16264. other.angle = this.angle;
  16265. other.angularSpeed = this.angularSpeed;
  16266. };
  16267. return Particle;
  16268. })();
  16269. BABYLON.Particle = Particle;
  16270. })(BABYLON || (BABYLON = {}));
  16271. //# sourceMappingURL=babylon.particle.js.mapvar BABYLON;
  16272. (function (BABYLON) {
  16273. var randomNumber = function (min, max) {
  16274. if (min === max) {
  16275. return (min);
  16276. }
  16277. var random = Math.random();
  16278. return ((random * (max - min)) + min);
  16279. };
  16280. var ParticleSystem = (function () {
  16281. function ParticleSystem(name, capacity, scene, customEffect) {
  16282. var _this = this;
  16283. this.name = name;
  16284. this.renderingGroupId = 0;
  16285. this.emitter = null;
  16286. this.emitRate = 10;
  16287. this.manualEmitCount = -1;
  16288. this.updateSpeed = 0.01;
  16289. this.targetStopDuration = 0;
  16290. this.disposeOnStop = false;
  16291. this.minEmitPower = 1;
  16292. this.maxEmitPower = 1;
  16293. this.minLifeTime = 1;
  16294. this.maxLifeTime = 1;
  16295. this.minSize = 1;
  16296. this.maxSize = 1;
  16297. this.minAngularSpeed = 0;
  16298. this.maxAngularSpeed = 0;
  16299. this.blendMode = ParticleSystem.BLENDMODE_ONEONE;
  16300. this.forceDepthWrite = false;
  16301. this.gravity = BABYLON.Vector3.Zero();
  16302. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  16303. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  16304. this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
  16305. this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
  16306. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  16307. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  16308. this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
  16309. this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  16310. this.particles = new Array();
  16311. this._vertexDeclaration = [3, 4, 4];
  16312. this._vertexStrideSize = 11 * 4; // 11 floats per particle (x, y, z, r, g, b, a, angle, size, offsetX, offsetY)
  16313. this._stockParticles = new Array();
  16314. this._newPartsExcess = 0;
  16315. this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
  16316. this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
  16317. this._scaledDirection = BABYLON.Vector3.Zero();
  16318. this._scaledGravity = BABYLON.Vector3.Zero();
  16319. this._currentRenderId = -1;
  16320. this._started = false;
  16321. this._stopped = false;
  16322. this._actualFrame = 0;
  16323. this.id = name;
  16324. this._capacity = capacity;
  16325. this._scene = scene;
  16326. this._customEffect = customEffect;
  16327. scene.particleSystems.push(this);
  16328. // VBO
  16329. this._vertexBuffer = scene.getEngine().createDynamicVertexBuffer(capacity * this._vertexStrideSize * 4);
  16330. var indices = [];
  16331. var index = 0;
  16332. for (var count = 0; count < capacity; count++) {
  16333. indices.push(index);
  16334. indices.push(index + 1);
  16335. indices.push(index + 2);
  16336. indices.push(index);
  16337. indices.push(index + 2);
  16338. indices.push(index + 3);
  16339. index += 4;
  16340. }
  16341. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  16342. this._vertices = new Float32Array(capacity * this._vertexStrideSize);
  16343. // Default behaviors
  16344. this.startDirectionFunction = function (emitPower, worldMatrix, directionToUpdate) {
  16345. var randX = randomNumber(_this.direction1.x, _this.direction2.x);
  16346. var randY = randomNumber(_this.direction1.y, _this.direction2.y);
  16347. var randZ = randomNumber(_this.direction1.z, _this.direction2.z);
  16348. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX * emitPower, randY * emitPower, randZ * emitPower, worldMatrix, directionToUpdate);
  16349. };
  16350. this.startPositionFunction = function (worldMatrix, positionToUpdate) {
  16351. var randX = randomNumber(_this.minEmitBox.x, _this.maxEmitBox.x);
  16352. var randY = randomNumber(_this.minEmitBox.y, _this.maxEmitBox.y);
  16353. var randZ = randomNumber(_this.minEmitBox.z, _this.maxEmitBox.z);
  16354. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  16355. };
  16356. this.updateFunction = function (particles) {
  16357. for (var index = 0; index < particles.length; index++) {
  16358. var particle = particles[index];
  16359. particle.age += _this._scaledUpdateSpeed;
  16360. if (particle.age >= particle.lifeTime) {
  16361. _this.recycleParticle(particle);
  16362. index--;
  16363. continue;
  16364. }
  16365. else {
  16366. particle.colorStep.scaleToRef(_this._scaledUpdateSpeed, _this._scaledColorStep);
  16367. particle.color.addInPlace(_this._scaledColorStep);
  16368. if (particle.color.a < 0)
  16369. particle.color.a = 0;
  16370. particle.angle += particle.angularSpeed * _this._scaledUpdateSpeed;
  16371. particle.direction.scaleToRef(_this._scaledUpdateSpeed, _this._scaledDirection);
  16372. particle.position.addInPlace(_this._scaledDirection);
  16373. _this.gravity.scaleToRef(_this._scaledUpdateSpeed, _this._scaledGravity);
  16374. particle.direction.addInPlace(_this._scaledGravity);
  16375. }
  16376. }
  16377. };
  16378. }
  16379. ParticleSystem.prototype.recycleParticle = function (particle) {
  16380. var lastParticle = this.particles.pop();
  16381. if (lastParticle !== particle) {
  16382. lastParticle.copyTo(particle);
  16383. this._stockParticles.push(lastParticle);
  16384. }
  16385. };
  16386. ParticleSystem.prototype.getCapacity = function () {
  16387. return this._capacity;
  16388. };
  16389. ParticleSystem.prototype.isAlive = function () {
  16390. return this._alive;
  16391. };
  16392. ParticleSystem.prototype.isStarted = function () {
  16393. return this._started;
  16394. };
  16395. ParticleSystem.prototype.start = function () {
  16396. this._started = true;
  16397. this._stopped = false;
  16398. this._actualFrame = 0;
  16399. };
  16400. ParticleSystem.prototype.stop = function () {
  16401. this._stopped = true;
  16402. };
  16403. ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
  16404. var offset = index * 11;
  16405. this._vertices[offset] = particle.position.x;
  16406. this._vertices[offset + 1] = particle.position.y;
  16407. this._vertices[offset + 2] = particle.position.z;
  16408. this._vertices[offset + 3] = particle.color.r;
  16409. this._vertices[offset + 4] = particle.color.g;
  16410. this._vertices[offset + 5] = particle.color.b;
  16411. this._vertices[offset + 6] = particle.color.a;
  16412. this._vertices[offset + 7] = particle.angle;
  16413. this._vertices[offset + 8] = particle.size;
  16414. this._vertices[offset + 9] = offsetX;
  16415. this._vertices[offset + 10] = offsetY;
  16416. };
  16417. ParticleSystem.prototype._update = function (newParticles) {
  16418. // Update current
  16419. this._alive = this.particles.length > 0;
  16420. this.updateFunction(this.particles);
  16421. // Add new ones
  16422. var worldMatrix;
  16423. if (this.emitter.position) {
  16424. worldMatrix = this.emitter.getWorldMatrix();
  16425. }
  16426. else {
  16427. worldMatrix = BABYLON.Matrix.Translation(this.emitter.x, this.emitter.y, this.emitter.z);
  16428. }
  16429. for (var index = 0; index < newParticles; index++) {
  16430. if (this.particles.length === this._capacity) {
  16431. break;
  16432. }
  16433. if (this._stockParticles.length !== 0) {
  16434. var particle = this._stockParticles.pop();
  16435. particle.age = 0;
  16436. }
  16437. else {
  16438. particle = new BABYLON.Particle();
  16439. }
  16440. this.particles.push(particle);
  16441. var emitPower = randomNumber(this.minEmitPower, this.maxEmitPower);
  16442. this.startDirectionFunction(emitPower, worldMatrix, particle.direction);
  16443. particle.lifeTime = randomNumber(this.minLifeTime, this.maxLifeTime);
  16444. particle.size = randomNumber(this.minSize, this.maxSize);
  16445. particle.angularSpeed = randomNumber(this.minAngularSpeed, this.maxAngularSpeed);
  16446. this.startPositionFunction(worldMatrix, particle.position);
  16447. var step = randomNumber(0, 1.0);
  16448. BABYLON.Color4.LerpToRef(this.color1, this.color2, step, particle.color);
  16449. this.colorDead.subtractToRef(particle.color, this._colorDiff);
  16450. this._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  16451. }
  16452. };
  16453. ParticleSystem.prototype._getEffect = function () {
  16454. if (this._customEffect) {
  16455. return this._customEffect;
  16456. }
  16457. ;
  16458. var defines = [];
  16459. if (this._scene.clipPlane) {
  16460. defines.push("#define CLIPPLANE");
  16461. }
  16462. // Effect
  16463. var join = defines.join("\n");
  16464. if (this._cachedDefines !== join) {
  16465. this._cachedDefines = join;
  16466. this._effect = this._scene.getEngine().createEffect("particles", ["position", "color", "options"], ["invView", "view", "projection", "vClipPlane", "textureMask"], ["diffuseSampler"], join);
  16467. }
  16468. return this._effect;
  16469. };
  16470. ParticleSystem.prototype.animate = function () {
  16471. if (!this._started)
  16472. return;
  16473. var effect = this._getEffect();
  16474. // Check
  16475. if (!this.emitter || !effect.isReady() || !this.particleTexture || !this.particleTexture.isReady())
  16476. return;
  16477. if (this._currentRenderId === this._scene.getRenderId()) {
  16478. return;
  16479. }
  16480. this._currentRenderId = this._scene.getRenderId();
  16481. this._scaledUpdateSpeed = this.updateSpeed * this._scene.getAnimationRatio();
  16482. // determine the number of particles we need to create
  16483. var emitCout;
  16484. if (this.manualEmitCount > -1) {
  16485. emitCout = this.manualEmitCount;
  16486. this.manualEmitCount = 0;
  16487. }
  16488. else {
  16489. emitCout = this.emitRate;
  16490. }
  16491. var newParticles = ((emitCout * this._scaledUpdateSpeed) >> 0);
  16492. this._newPartsExcess += emitCout * this._scaledUpdateSpeed - newParticles;
  16493. if (this._newPartsExcess > 1.0) {
  16494. newParticles += this._newPartsExcess >> 0;
  16495. this._newPartsExcess -= this._newPartsExcess >> 0;
  16496. }
  16497. this._alive = false;
  16498. if (!this._stopped) {
  16499. this._actualFrame += this._scaledUpdateSpeed;
  16500. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration)
  16501. this.stop();
  16502. }
  16503. else {
  16504. newParticles = 0;
  16505. }
  16506. this._update(newParticles);
  16507. // Stopped?
  16508. if (this._stopped) {
  16509. if (!this._alive) {
  16510. this._started = false;
  16511. if (this.disposeOnStop) {
  16512. this._scene._toBeDisposed.push(this);
  16513. }
  16514. }
  16515. }
  16516. // Update VBO
  16517. var offset = 0;
  16518. for (var index = 0; index < this.particles.length; index++) {
  16519. var particle = this.particles[index];
  16520. this._appendParticleVertex(offset++, particle, 0, 0);
  16521. this._appendParticleVertex(offset++, particle, 1, 0);
  16522. this._appendParticleVertex(offset++, particle, 1, 1);
  16523. this._appendParticleVertex(offset++, particle, 0, 1);
  16524. }
  16525. var engine = this._scene.getEngine();
  16526. engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices);
  16527. };
  16528. ParticleSystem.prototype.render = function () {
  16529. var effect = this._getEffect();
  16530. // Check
  16531. if (!this.emitter || !effect.isReady() || !this.particleTexture || !this.particleTexture.isReady() || !this.particles.length)
  16532. return 0;
  16533. var engine = this._scene.getEngine();
  16534. // Render
  16535. engine.enableEffect(effect);
  16536. engine.setState(false);
  16537. var viewMatrix = this._scene.getViewMatrix();
  16538. effect.setTexture("diffuseSampler", this.particleTexture);
  16539. effect.setMatrix("view", viewMatrix);
  16540. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  16541. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  16542. if (this._scene.clipPlane) {
  16543. var clipPlane = this._scene.clipPlane;
  16544. var invView = viewMatrix.clone();
  16545. invView.invert();
  16546. effect.setMatrix("invView", invView);
  16547. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  16548. }
  16549. // VBOs
  16550. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  16551. // Draw order
  16552. if (this.blendMode === ParticleSystem.BLENDMODE_ONEONE) {
  16553. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  16554. }
  16555. else {
  16556. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  16557. }
  16558. if (this.forceDepthWrite) {
  16559. engine.setDepthWrite(true);
  16560. }
  16561. engine.draw(true, 0, this.particles.length * 6);
  16562. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  16563. return this.particles.length;
  16564. };
  16565. ParticleSystem.prototype.dispose = function () {
  16566. if (this._vertexBuffer) {
  16567. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  16568. this._vertexBuffer = null;
  16569. }
  16570. if (this._indexBuffer) {
  16571. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  16572. this._indexBuffer = null;
  16573. }
  16574. if (this.particleTexture) {
  16575. this.particleTexture.dispose();
  16576. this.particleTexture = null;
  16577. }
  16578. // Remove from scene
  16579. var index = this._scene.particleSystems.indexOf(this);
  16580. this._scene.particleSystems.splice(index, 1);
  16581. // Callback
  16582. if (this.onDispose) {
  16583. this.onDispose();
  16584. }
  16585. };
  16586. // Clone
  16587. ParticleSystem.prototype.clone = function (name, newEmitter) {
  16588. var result = new ParticleSystem(name, this._capacity, this._scene);
  16589. BABYLON.Tools.DeepCopy(this, result, ["particles"], ["_vertexDeclaration", "_vertexStrideSize"]);
  16590. if (newEmitter === undefined) {
  16591. newEmitter = this.emitter;
  16592. }
  16593. result.emitter = newEmitter;
  16594. if (this.particleTexture) {
  16595. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  16596. }
  16597. result.start();
  16598. return result;
  16599. };
  16600. // Statics
  16601. ParticleSystem.BLENDMODE_ONEONE = 0;
  16602. ParticleSystem.BLENDMODE_STANDARD = 1;
  16603. return ParticleSystem;
  16604. })();
  16605. BABYLON.ParticleSystem = ParticleSystem;
  16606. })(BABYLON || (BABYLON = {}));
  16607. //# sourceMappingURL=babylon.particleSystem.js.mapvar BABYLON;
  16608. (function (BABYLON) {
  16609. var Animation = (function () {
  16610. function Animation(name, targetProperty, framePerSecond, dataType, loopMode) {
  16611. this.name = name;
  16612. this.targetProperty = targetProperty;
  16613. this.framePerSecond = framePerSecond;
  16614. this.dataType = dataType;
  16615. this.loopMode = loopMode;
  16616. this._offsetsCache = {};
  16617. this._highLimitsCache = {};
  16618. this._stopped = false;
  16619. this.targetPropertyPath = targetProperty.split(".");
  16620. this.dataType = dataType;
  16621. this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
  16622. }
  16623. Animation.CreateAndStartAnimation = function (name, mesh, tartgetProperty, framePerSecond, totalFrame, from, to, loopMode) {
  16624. var dataType = undefined;
  16625. if (!isNaN(parseFloat(from)) && isFinite(from)) {
  16626. dataType = Animation.ANIMATIONTYPE_FLOAT;
  16627. }
  16628. else if (from instanceof BABYLON.Quaternion) {
  16629. dataType = Animation.ANIMATIONTYPE_QUATERNION;
  16630. }
  16631. else if (from instanceof BABYLON.Vector3) {
  16632. dataType = Animation.ANIMATIONTYPE_VECTOR3;
  16633. }
  16634. else if (from instanceof BABYLON.Vector2) {
  16635. dataType = Animation.ANIMATIONTYPE_VECTOR2;
  16636. }
  16637. else if (from instanceof BABYLON.Color3) {
  16638. dataType = Animation.ANIMATIONTYPE_COLOR3;
  16639. }
  16640. if (dataType == undefined) {
  16641. return null;
  16642. }
  16643. var animation = new Animation(name, tartgetProperty, framePerSecond, dataType, loopMode);
  16644. var keys = [];
  16645. keys.push({ frame: 0, value: from });
  16646. keys.push({ frame: totalFrame, value: to });
  16647. animation.setKeys(keys);
  16648. mesh.animations.push(animation);
  16649. return mesh.getScene().beginAnimation(mesh, 0, totalFrame, (animation.loopMode === 1));
  16650. };
  16651. // Methods
  16652. Animation.prototype.isStopped = function () {
  16653. return this._stopped;
  16654. };
  16655. Animation.prototype.getKeys = function () {
  16656. return this._keys;
  16657. };
  16658. Animation.prototype.getEasingFunction = function () {
  16659. return this._easingFunction;
  16660. };
  16661. Animation.prototype.setEasingFunction = function (easingFunction) {
  16662. this._easingFunction = easingFunction;
  16663. };
  16664. Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
  16665. return startValue + (endValue - startValue) * gradient;
  16666. };
  16667. Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
  16668. return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
  16669. };
  16670. Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
  16671. return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
  16672. };
  16673. Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
  16674. return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
  16675. };
  16676. Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
  16677. return BABYLON.Color3.Lerp(startValue, endValue, gradient);
  16678. };
  16679. Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient) {
  16680. var startScale = new BABYLON.Vector3(0, 0, 0);
  16681. var startRotation = new BABYLON.Quaternion();
  16682. var startTranslation = new BABYLON.Vector3(0, 0, 0);
  16683. startValue.decompose(startScale, startRotation, startTranslation);
  16684. var endScale = new BABYLON.Vector3(0, 0, 0);
  16685. var endRotation = new BABYLON.Quaternion();
  16686. var endTranslation = new BABYLON.Vector3(0, 0, 0);
  16687. endValue.decompose(endScale, endRotation, endTranslation);
  16688. var resultScale = this.vector3InterpolateFunction(startScale, endScale, gradient);
  16689. var resultRotation = this.quaternionInterpolateFunction(startRotation, endRotation, gradient);
  16690. var resultTranslation = this.vector3InterpolateFunction(startTranslation, endTranslation, gradient);
  16691. var result = BABYLON.Matrix.Compose(resultScale, resultRotation, resultTranslation);
  16692. return result;
  16693. };
  16694. Animation.prototype.clone = function () {
  16695. var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
  16696. clone.setKeys(this._keys);
  16697. return clone;
  16698. };
  16699. Animation.prototype.setKeys = function (values) {
  16700. this._keys = values.slice(0);
  16701. this._offsetsCache = {};
  16702. this._highLimitsCache = {};
  16703. };
  16704. Animation.prototype._getKeyValue = function (value) {
  16705. if (typeof value === "function") {
  16706. return value();
  16707. }
  16708. return value;
  16709. };
  16710. Animation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
  16711. if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
  16712. return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
  16713. }
  16714. this.currentFrame = currentFrame;
  16715. // Try to get a hash to find the right key
  16716. var startKey = Math.max(0, Math.min(this._keys.length - 1, Math.floor(this._keys.length * (currentFrame - this._keys[0].frame) / (this._keys[this._keys.length - 1].frame - this._keys[0].frame)) - 1));
  16717. if (this._keys[startKey].frame >= currentFrame) {
  16718. while (startKey - 1 >= 0 && this._keys[startKey].frame >= currentFrame) {
  16719. startKey--;
  16720. }
  16721. }
  16722. for (var key = startKey; key < this._keys.length; key++) {
  16723. if (this._keys[key + 1].frame >= currentFrame) {
  16724. var startValue = this._getKeyValue(this._keys[key].value);
  16725. var endValue = this._getKeyValue(this._keys[key + 1].value);
  16726. // gradient : percent of currentFrame between the frame inf and the frame sup
  16727. var gradient = (currentFrame - this._keys[key].frame) / (this._keys[key + 1].frame - this._keys[key].frame);
  16728. // check for easingFunction and correction of gradient
  16729. if (this._easingFunction != null) {
  16730. gradient = this._easingFunction.ease(gradient);
  16731. }
  16732. switch (this.dataType) {
  16733. case Animation.ANIMATIONTYPE_FLOAT:
  16734. switch (loopMode) {
  16735. case Animation.ANIMATIONLOOPMODE_CYCLE:
  16736. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  16737. return this.floatInterpolateFunction(startValue, endValue, gradient);
  16738. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  16739. return offsetValue * repeatCount + this.floatInterpolateFunction(startValue, endValue, gradient);
  16740. }
  16741. break;
  16742. case Animation.ANIMATIONTYPE_QUATERNION:
  16743. var quaternion = null;
  16744. switch (loopMode) {
  16745. case Animation.ANIMATIONLOOPMODE_CYCLE:
  16746. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  16747. quaternion = this.quaternionInterpolateFunction(startValue, endValue, gradient);
  16748. break;
  16749. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  16750. quaternion = this.quaternionInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  16751. break;
  16752. }
  16753. return quaternion;
  16754. case Animation.ANIMATIONTYPE_VECTOR3:
  16755. switch (loopMode) {
  16756. case Animation.ANIMATIONLOOPMODE_CYCLE:
  16757. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  16758. return this.vector3InterpolateFunction(startValue, endValue, gradient);
  16759. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  16760. return this.vector3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  16761. }
  16762. case Animation.ANIMATIONTYPE_VECTOR2:
  16763. switch (loopMode) {
  16764. case Animation.ANIMATIONLOOPMODE_CYCLE:
  16765. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  16766. return this.vector2InterpolateFunction(startValue, endValue, gradient);
  16767. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  16768. return this.vector2InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  16769. }
  16770. case Animation.ANIMATIONTYPE_COLOR3:
  16771. switch (loopMode) {
  16772. case Animation.ANIMATIONLOOPMODE_CYCLE:
  16773. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  16774. return this.color3InterpolateFunction(startValue, endValue, gradient);
  16775. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  16776. return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  16777. }
  16778. case Animation.ANIMATIONTYPE_MATRIX:
  16779. switch (loopMode) {
  16780. case Animation.ANIMATIONLOOPMODE_CYCLE:
  16781. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  16782. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  16783. return startValue;
  16784. }
  16785. default:
  16786. break;
  16787. }
  16788. break;
  16789. }
  16790. }
  16791. return this._getKeyValue(this._keys[this._keys.length - 1].value);
  16792. };
  16793. Animation.prototype.animate = function (delay, from, to, loop, speedRatio) {
  16794. if (!this.targetPropertyPath || this.targetPropertyPath.length < 1) {
  16795. this._stopped = true;
  16796. return false;
  16797. }
  16798. var returnValue = true;
  16799. // Adding a start key at frame 0 if missing
  16800. if (this._keys[0].frame !== 0) {
  16801. var newKey = { frame: 0, value: this._keys[0].value };
  16802. this._keys.splice(0, 0, newKey);
  16803. }
  16804. // Check limits
  16805. if (from < this._keys[0].frame || from > this._keys[this._keys.length - 1].frame) {
  16806. from = this._keys[0].frame;
  16807. }
  16808. if (to < this._keys[0].frame || to > this._keys[this._keys.length - 1].frame) {
  16809. to = this._keys[this._keys.length - 1].frame;
  16810. }
  16811. // Compute ratio
  16812. var range = to - from;
  16813. var offsetValue;
  16814. // ratio represents the frame delta between from and to
  16815. var ratio = delay * (this.framePerSecond * speedRatio) / 1000.0;
  16816. var highLimitValue = 0;
  16817. if (ratio > range && !loop) {
  16818. returnValue = false;
  16819. highLimitValue = this._getKeyValue(this._keys[this._keys.length - 1].value);
  16820. }
  16821. else {
  16822. // Get max value if required
  16823. if (this.loopMode !== Animation.ANIMATIONLOOPMODE_CYCLE) {
  16824. var keyOffset = to.toString() + from.toString();
  16825. if (!this._offsetsCache[keyOffset]) {
  16826. var fromValue = this._interpolate(from, 0, Animation.ANIMATIONLOOPMODE_CYCLE);
  16827. var toValue = this._interpolate(to, 0, Animation.ANIMATIONLOOPMODE_CYCLE);
  16828. switch (this.dataType) {
  16829. case Animation.ANIMATIONTYPE_FLOAT:
  16830. this._offsetsCache[keyOffset] = toValue - fromValue;
  16831. break;
  16832. case Animation.ANIMATIONTYPE_QUATERNION:
  16833. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  16834. break;
  16835. case Animation.ANIMATIONTYPE_VECTOR3:
  16836. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  16837. case Animation.ANIMATIONTYPE_VECTOR2:
  16838. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  16839. case Animation.ANIMATIONTYPE_COLOR3:
  16840. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  16841. default:
  16842. break;
  16843. }
  16844. this._highLimitsCache[keyOffset] = toValue;
  16845. }
  16846. highLimitValue = this._highLimitsCache[keyOffset];
  16847. offsetValue = this._offsetsCache[keyOffset];
  16848. }
  16849. }
  16850. if (offsetValue === undefined) {
  16851. switch (this.dataType) {
  16852. case Animation.ANIMATIONTYPE_FLOAT:
  16853. offsetValue = 0;
  16854. break;
  16855. case Animation.ANIMATIONTYPE_QUATERNION:
  16856. offsetValue = new BABYLON.Quaternion(0, 0, 0, 0);
  16857. break;
  16858. case Animation.ANIMATIONTYPE_VECTOR3:
  16859. offsetValue = BABYLON.Vector3.Zero();
  16860. break;
  16861. case Animation.ANIMATIONTYPE_VECTOR2:
  16862. offsetValue = BABYLON.Vector2.Zero();
  16863. break;
  16864. case Animation.ANIMATIONTYPE_COLOR3:
  16865. offsetValue = BABYLON.Color3.Black();
  16866. }
  16867. }
  16868. // Compute value
  16869. var repeatCount = (ratio / range) >> 0;
  16870. var currentFrame = returnValue ? from + ratio % range : to;
  16871. var currentValue = this._interpolate(currentFrame, repeatCount, this.loopMode, offsetValue, highLimitValue);
  16872. // Set value
  16873. if (this.targetPropertyPath.length > 1) {
  16874. var property = this._target[this.targetPropertyPath[0]];
  16875. for (var index = 1; index < this.targetPropertyPath.length - 1; index++) {
  16876. property = property[this.targetPropertyPath[index]];
  16877. }
  16878. property[this.targetPropertyPath[this.targetPropertyPath.length - 1]] = currentValue;
  16879. }
  16880. else {
  16881. this._target[this.targetPropertyPath[0]] = currentValue;
  16882. }
  16883. if (this._target.markAsDirty) {
  16884. this._target.markAsDirty(this.targetProperty);
  16885. }
  16886. if (!returnValue) {
  16887. this._stopped = true;
  16888. }
  16889. return returnValue;
  16890. };
  16891. Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
  16892. get: function () {
  16893. return Animation._ANIMATIONTYPE_FLOAT;
  16894. },
  16895. enumerable: true,
  16896. configurable: true
  16897. });
  16898. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
  16899. get: function () {
  16900. return Animation._ANIMATIONTYPE_VECTOR3;
  16901. },
  16902. enumerable: true,
  16903. configurable: true
  16904. });
  16905. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
  16906. get: function () {
  16907. return Animation._ANIMATIONTYPE_VECTOR2;
  16908. },
  16909. enumerable: true,
  16910. configurable: true
  16911. });
  16912. Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
  16913. get: function () {
  16914. return Animation._ANIMATIONTYPE_QUATERNION;
  16915. },
  16916. enumerable: true,
  16917. configurable: true
  16918. });
  16919. Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
  16920. get: function () {
  16921. return Animation._ANIMATIONTYPE_MATRIX;
  16922. },
  16923. enumerable: true,
  16924. configurable: true
  16925. });
  16926. Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
  16927. get: function () {
  16928. return Animation._ANIMATIONTYPE_COLOR3;
  16929. },
  16930. enumerable: true,
  16931. configurable: true
  16932. });
  16933. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
  16934. get: function () {
  16935. return Animation._ANIMATIONLOOPMODE_RELATIVE;
  16936. },
  16937. enumerable: true,
  16938. configurable: true
  16939. });
  16940. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
  16941. get: function () {
  16942. return Animation._ANIMATIONLOOPMODE_CYCLE;
  16943. },
  16944. enumerable: true,
  16945. configurable: true
  16946. });
  16947. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
  16948. get: function () {
  16949. return Animation._ANIMATIONLOOPMODE_CONSTANT;
  16950. },
  16951. enumerable: true,
  16952. configurable: true
  16953. });
  16954. // Statics
  16955. Animation._ANIMATIONTYPE_FLOAT = 0;
  16956. Animation._ANIMATIONTYPE_VECTOR3 = 1;
  16957. Animation._ANIMATIONTYPE_QUATERNION = 2;
  16958. Animation._ANIMATIONTYPE_MATRIX = 3;
  16959. Animation._ANIMATIONTYPE_COLOR3 = 4;
  16960. Animation._ANIMATIONTYPE_VECTOR2 = 5;
  16961. Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
  16962. Animation._ANIMATIONLOOPMODE_CYCLE = 1;
  16963. Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
  16964. return Animation;
  16965. })();
  16966. BABYLON.Animation = Animation;
  16967. })(BABYLON || (BABYLON = {}));
  16968. //# sourceMappingURL=babylon.animation.js.mapvar BABYLON;
  16969. (function (BABYLON) {
  16970. var Animatable = (function () {
  16971. function Animatable(scene, target, fromFrame, toFrame, loopAnimation, speedRatio, onAnimationEnd, animations) {
  16972. if (fromFrame === void 0) { fromFrame = 0; }
  16973. if (toFrame === void 0) { toFrame = 100; }
  16974. if (loopAnimation === void 0) { loopAnimation = false; }
  16975. if (speedRatio === void 0) { speedRatio = 1.0; }
  16976. this.target = target;
  16977. this.fromFrame = fromFrame;
  16978. this.toFrame = toFrame;
  16979. this.loopAnimation = loopAnimation;
  16980. this.speedRatio = speedRatio;
  16981. this.onAnimationEnd = onAnimationEnd;
  16982. this._animations = new Array();
  16983. this._paused = false;
  16984. this.animationStarted = false;
  16985. if (animations) {
  16986. this.appendAnimations(target, animations);
  16987. }
  16988. this._scene = scene;
  16989. scene._activeAnimatables.push(this);
  16990. }
  16991. // Methods
  16992. Animatable.prototype.appendAnimations = function (target, animations) {
  16993. for (var index = 0; index < animations.length; index++) {
  16994. var animation = animations[index];
  16995. animation._target = target;
  16996. this._animations.push(animation);
  16997. }
  16998. };
  16999. Animatable.prototype.getAnimationByTargetProperty = function (property) {
  17000. var animations = this._animations;
  17001. for (var index = 0; index < animations.length; index++) {
  17002. if (animations[index].targetProperty === property) {
  17003. return animations[index];
  17004. }
  17005. }
  17006. return null;
  17007. };
  17008. Animatable.prototype.pause = function () {
  17009. if (this._paused) {
  17010. return;
  17011. }
  17012. this._paused = true;
  17013. };
  17014. Animatable.prototype.restart = function () {
  17015. this._paused = false;
  17016. };
  17017. Animatable.prototype.stop = function () {
  17018. var index = this._scene._activeAnimatables.indexOf(this);
  17019. if (index > -1) {
  17020. this._scene._activeAnimatables.splice(index, 1);
  17021. }
  17022. if (this.onAnimationEnd) {
  17023. this.onAnimationEnd();
  17024. }
  17025. };
  17026. Animatable.prototype._animate = function (delay) {
  17027. if (this._paused) {
  17028. if (!this._pausedDelay) {
  17029. this._pausedDelay = delay;
  17030. }
  17031. return true;
  17032. }
  17033. if (!this._localDelayOffset) {
  17034. this._localDelayOffset = delay;
  17035. }
  17036. else if (this._pausedDelay) {
  17037. this._localDelayOffset += delay - this._pausedDelay;
  17038. this._pausedDelay = null;
  17039. }
  17040. // Animating
  17041. var running = false;
  17042. var animations = this._animations;
  17043. for (var index = 0; index < animations.length; index++) {
  17044. var animation = animations[index];
  17045. var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this.speedRatio);
  17046. running = running || isRunning;
  17047. }
  17048. if (!running) {
  17049. // Remove from active animatables
  17050. index = this._scene._activeAnimatables.indexOf(this);
  17051. this._scene._activeAnimatables.splice(index, 1);
  17052. }
  17053. if (!running && this.onAnimationEnd) {
  17054. this.onAnimationEnd();
  17055. }
  17056. return running;
  17057. };
  17058. return Animatable;
  17059. })();
  17060. BABYLON.Animatable = Animatable;
  17061. })(BABYLON || (BABYLON = {}));
  17062. //# sourceMappingURL=babylon.animatable.js.map
  17063. var BABYLON;
  17064. (function (BABYLON) {
  17065. var EasingFunction = (function () {
  17066. function EasingFunction() {
  17067. // Properties
  17068. this._easingMode = EasingFunction.EASINGMODE_EASEIN;
  17069. }
  17070. Object.defineProperty(EasingFunction, "EASINGMODE_EASEIN", {
  17071. get: function () {
  17072. return EasingFunction._EASINGMODE_EASEIN;
  17073. },
  17074. enumerable: true,
  17075. configurable: true
  17076. });
  17077. Object.defineProperty(EasingFunction, "EASINGMODE_EASEOUT", {
  17078. get: function () {
  17079. return EasingFunction._EASINGMODE_EASEOUT;
  17080. },
  17081. enumerable: true,
  17082. configurable: true
  17083. });
  17084. Object.defineProperty(EasingFunction, "EASINGMODE_EASEINOUT", {
  17085. get: function () {
  17086. return EasingFunction._EASINGMODE_EASEINOUT;
  17087. },
  17088. enumerable: true,
  17089. configurable: true
  17090. });
  17091. EasingFunction.prototype.setEasingMode = function (easingMode) {
  17092. var n = Math.min(Math.max(easingMode, 0), 2);
  17093. this._easingMode = n;
  17094. };
  17095. EasingFunction.prototype.getEasingMode = function () {
  17096. return this._easingMode;
  17097. };
  17098. EasingFunction.prototype.easeInCore = function (gradient) {
  17099. throw new Error('You must implement this method');
  17100. };
  17101. EasingFunction.prototype.ease = function (gradient) {
  17102. switch (this._easingMode) {
  17103. case EasingFunction.EASINGMODE_EASEIN:
  17104. return this.easeInCore(gradient);
  17105. case EasingFunction.EASINGMODE_EASEOUT:
  17106. return (1 - this.easeInCore(1 - gradient));
  17107. }
  17108. if (gradient >= 0.5) {
  17109. return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);
  17110. }
  17111. return (this.easeInCore(gradient * 2) * 0.5);
  17112. };
  17113. //Statics
  17114. EasingFunction._EASINGMODE_EASEIN = 0;
  17115. EasingFunction._EASINGMODE_EASEOUT = 1;
  17116. EasingFunction._EASINGMODE_EASEINOUT = 2;
  17117. return EasingFunction;
  17118. })();
  17119. BABYLON.EasingFunction = EasingFunction;
  17120. var CircleEase = (function (_super) {
  17121. __extends(CircleEase, _super);
  17122. function CircleEase() {
  17123. _super.apply(this, arguments);
  17124. }
  17125. CircleEase.prototype.easeInCore = function (gradient) {
  17126. gradient = Math.max(0, Math.min(1, gradient));
  17127. return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
  17128. };
  17129. return CircleEase;
  17130. })(EasingFunction);
  17131. BABYLON.CircleEase = CircleEase;
  17132. var BackEase = (function (_super) {
  17133. __extends(BackEase, _super);
  17134. function BackEase(amplitude) {
  17135. if (amplitude === void 0) { amplitude = 1; }
  17136. _super.call(this);
  17137. this.amplitude = amplitude;
  17138. }
  17139. BackEase.prototype.easeInCore = function (gradient) {
  17140. var num = Math.max(0, this.amplitude);
  17141. return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
  17142. };
  17143. return BackEase;
  17144. })(EasingFunction);
  17145. BABYLON.BackEase = BackEase;
  17146. var BounceEase = (function (_super) {
  17147. __extends(BounceEase, _super);
  17148. function BounceEase(bounces, bounciness) {
  17149. if (bounces === void 0) { bounces = 3; }
  17150. if (bounciness === void 0) { bounciness = 2; }
  17151. _super.call(this);
  17152. this.bounces = bounces;
  17153. this.bounciness = bounciness;
  17154. }
  17155. BounceEase.prototype.easeInCore = function (gradient) {
  17156. var y = Math.max(0.0, this.bounces);
  17157. var bounciness = this.bounciness;
  17158. if (bounciness <= 1.0) {
  17159. bounciness = 1.001;
  17160. }
  17161. var num9 = Math.pow(bounciness, y);
  17162. var num5 = 1.0 - bounciness;
  17163. var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);
  17164. var num15 = gradient * num4;
  17165. var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);
  17166. var num3 = Math.floor(num65);
  17167. var num13 = num3 + 1.0;
  17168. var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);
  17169. var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);
  17170. var num7 = (num8 + num12) * 0.5;
  17171. var num6 = gradient - num7;
  17172. var num2 = num7 - num8;
  17173. return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
  17174. };
  17175. return BounceEase;
  17176. })(EasingFunction);
  17177. BABYLON.BounceEase = BounceEase;
  17178. var CubicEase = (function (_super) {
  17179. __extends(CubicEase, _super);
  17180. function CubicEase() {
  17181. _super.apply(this, arguments);
  17182. }
  17183. CubicEase.prototype.easeInCore = function (gradient) {
  17184. return (gradient * gradient * gradient);
  17185. };
  17186. return CubicEase;
  17187. })(EasingFunction);
  17188. BABYLON.CubicEase = CubicEase;
  17189. var ElasticEase = (function (_super) {
  17190. __extends(ElasticEase, _super);
  17191. function ElasticEase(oscillations, springiness) {
  17192. if (oscillations === void 0) { oscillations = 3; }
  17193. if (springiness === void 0) { springiness = 3; }
  17194. _super.call(this);
  17195. this.oscillations = oscillations;
  17196. this.springiness = springiness;
  17197. }
  17198. ElasticEase.prototype.easeInCore = function (gradient) {
  17199. var num2;
  17200. var num3 = Math.max(0.0, this.oscillations);
  17201. var num = Math.max(0.0, this.springiness);
  17202. if (num == 0) {
  17203. num2 = gradient;
  17204. }
  17205. else {
  17206. num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);
  17207. }
  17208. return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
  17209. };
  17210. return ElasticEase;
  17211. })(EasingFunction);
  17212. BABYLON.ElasticEase = ElasticEase;
  17213. var ExponentialEase = (function (_super) {
  17214. __extends(ExponentialEase, _super);
  17215. function ExponentialEase(exponent) {
  17216. if (exponent === void 0) { exponent = 2; }
  17217. _super.call(this);
  17218. this.exponent = exponent;
  17219. }
  17220. ExponentialEase.prototype.easeInCore = function (gradient) {
  17221. if (this.exponent <= 0) {
  17222. return gradient;
  17223. }
  17224. return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
  17225. };
  17226. return ExponentialEase;
  17227. })(EasingFunction);
  17228. BABYLON.ExponentialEase = ExponentialEase;
  17229. var PowerEase = (function (_super) {
  17230. __extends(PowerEase, _super);
  17231. function PowerEase(power) {
  17232. if (power === void 0) { power = 2; }
  17233. _super.call(this);
  17234. this.power = power;
  17235. }
  17236. PowerEase.prototype.easeInCore = function (gradient) {
  17237. var y = Math.max(0.0, this.power);
  17238. return Math.pow(gradient, y);
  17239. };
  17240. return PowerEase;
  17241. })(EasingFunction);
  17242. BABYLON.PowerEase = PowerEase;
  17243. var QuadraticEase = (function (_super) {
  17244. __extends(QuadraticEase, _super);
  17245. function QuadraticEase() {
  17246. _super.apply(this, arguments);
  17247. }
  17248. QuadraticEase.prototype.easeInCore = function (gradient) {
  17249. return (gradient * gradient);
  17250. };
  17251. return QuadraticEase;
  17252. })(EasingFunction);
  17253. BABYLON.QuadraticEase = QuadraticEase;
  17254. var QuarticEase = (function (_super) {
  17255. __extends(QuarticEase, _super);
  17256. function QuarticEase() {
  17257. _super.apply(this, arguments);
  17258. }
  17259. QuarticEase.prototype.easeInCore = function (gradient) {
  17260. return (gradient * gradient * gradient * gradient);
  17261. };
  17262. return QuarticEase;
  17263. })(EasingFunction);
  17264. BABYLON.QuarticEase = QuarticEase;
  17265. var QuinticEase = (function (_super) {
  17266. __extends(QuinticEase, _super);
  17267. function QuinticEase() {
  17268. _super.apply(this, arguments);
  17269. }
  17270. QuinticEase.prototype.easeInCore = function (gradient) {
  17271. return (gradient * gradient * gradient * gradient * gradient);
  17272. };
  17273. return QuinticEase;
  17274. })(EasingFunction);
  17275. BABYLON.QuinticEase = QuinticEase;
  17276. var SineEase = (function (_super) {
  17277. __extends(SineEase, _super);
  17278. function SineEase() {
  17279. _super.apply(this, arguments);
  17280. }
  17281. SineEase.prototype.easeInCore = function (gradient) {
  17282. return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
  17283. };
  17284. return SineEase;
  17285. })(EasingFunction);
  17286. BABYLON.SineEase = SineEase;
  17287. var BezierCurveEase = (function (_super) {
  17288. __extends(BezierCurveEase, _super);
  17289. function BezierCurveEase(x1, y1, x2, y2) {
  17290. if (x1 === void 0) { x1 = 0; }
  17291. if (y1 === void 0) { y1 = 0; }
  17292. if (x2 === void 0) { x2 = 1; }
  17293. if (y2 === void 0) { y2 = 1; }
  17294. _super.call(this);
  17295. this.x1 = x1;
  17296. this.y1 = y1;
  17297. this.x2 = x2;
  17298. this.y2 = y2;
  17299. }
  17300. BezierCurveEase.prototype.easeInCore = function (gradient) {
  17301. return BABYLON.BezierCurve.interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
  17302. };
  17303. return BezierCurveEase;
  17304. })(EasingFunction);
  17305. BABYLON.BezierCurveEase = BezierCurveEase;
  17306. })(BABYLON || (BABYLON = {}));
  17307. //# sourceMappingURL=babylon.easing.js.mapvar BABYLON;
  17308. (function (BABYLON) {
  17309. var Octree = (function () {
  17310. function Octree(creationFunc, maxBlockCapacity, maxDepth) {
  17311. if (maxDepth === void 0) { maxDepth = 2; }
  17312. this.maxDepth = maxDepth;
  17313. this.dynamicContent = new Array();
  17314. this._maxBlockCapacity = maxBlockCapacity || 64;
  17315. this._selectionContent = new BABYLON.SmartArray(1024);
  17316. this._creationFunc = creationFunc;
  17317. }
  17318. // Methods
  17319. Octree.prototype.update = function (worldMin, worldMax, entries) {
  17320. Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
  17321. };
  17322. Octree.prototype.addMesh = function (entry) {
  17323. for (var index = 0; index < this.blocks.length; index++) {
  17324. var block = this.blocks[index];
  17325. block.addEntry(entry);
  17326. }
  17327. };
  17328. Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
  17329. this._selectionContent.reset();
  17330. for (var index = 0; index < this.blocks.length; index++) {
  17331. var block = this.blocks[index];
  17332. block.select(frustumPlanes, this._selectionContent, allowDuplicate);
  17333. }
  17334. if (allowDuplicate) {
  17335. this._selectionContent.concat(this.dynamicContent);
  17336. }
  17337. else {
  17338. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  17339. }
  17340. return this._selectionContent;
  17341. };
  17342. Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
  17343. this._selectionContent.reset();
  17344. for (var index = 0; index < this.blocks.length; index++) {
  17345. var block = this.blocks[index];
  17346. block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
  17347. }
  17348. if (allowDuplicate) {
  17349. this._selectionContent.concat(this.dynamicContent);
  17350. }
  17351. else {
  17352. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  17353. }
  17354. return this._selectionContent;
  17355. };
  17356. Octree.prototype.intersectsRay = function (ray) {
  17357. this._selectionContent.reset();
  17358. for (var index = 0; index < this.blocks.length; index++) {
  17359. var block = this.blocks[index];
  17360. block.intersectsRay(ray, this._selectionContent);
  17361. }
  17362. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  17363. return this._selectionContent;
  17364. };
  17365. Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
  17366. target.blocks = new Array();
  17367. var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  17368. for (var x = 0; x < 2; x++) {
  17369. for (var y = 0; y < 2; y++) {
  17370. for (var z = 0; z < 2; z++) {
  17371. var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
  17372. var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
  17373. var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
  17374. block.addEntries(entries);
  17375. target.blocks.push(block);
  17376. }
  17377. }
  17378. }
  17379. };
  17380. Octree.CreationFuncForMeshes = function (entry, block) {
  17381. if (!entry.isBlocked && entry.getBoundingInfo().boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  17382. block.entries.push(entry);
  17383. }
  17384. };
  17385. Octree.CreationFuncForSubMeshes = function (entry, block) {
  17386. if (entry.getBoundingInfo().boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  17387. block.entries.push(entry);
  17388. }
  17389. };
  17390. return Octree;
  17391. })();
  17392. BABYLON.Octree = Octree;
  17393. })(BABYLON || (BABYLON = {}));
  17394. //# sourceMappingURL=babylon.octree.js.mapvar BABYLON;
  17395. (function (BABYLON) {
  17396. var OctreeBlock = (function () {
  17397. function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
  17398. this.entries = new Array();
  17399. this._boundingVectors = new Array();
  17400. this._capacity = capacity;
  17401. this._depth = depth;
  17402. this._maxDepth = maxDepth;
  17403. this._creationFunc = creationFunc;
  17404. this._minPoint = minPoint;
  17405. this._maxPoint = maxPoint;
  17406. this._boundingVectors.push(minPoint.clone());
  17407. this._boundingVectors.push(maxPoint.clone());
  17408. this._boundingVectors.push(minPoint.clone());
  17409. this._boundingVectors[2].x = maxPoint.x;
  17410. this._boundingVectors.push(minPoint.clone());
  17411. this._boundingVectors[3].y = maxPoint.y;
  17412. this._boundingVectors.push(minPoint.clone());
  17413. this._boundingVectors[4].z = maxPoint.z;
  17414. this._boundingVectors.push(maxPoint.clone());
  17415. this._boundingVectors[5].z = minPoint.z;
  17416. this._boundingVectors.push(maxPoint.clone());
  17417. this._boundingVectors[6].x = minPoint.x;
  17418. this._boundingVectors.push(maxPoint.clone());
  17419. this._boundingVectors[7].y = minPoint.y;
  17420. }
  17421. Object.defineProperty(OctreeBlock.prototype, "capacity", {
  17422. // Property
  17423. get: function () {
  17424. return this._capacity;
  17425. },
  17426. enumerable: true,
  17427. configurable: true
  17428. });
  17429. Object.defineProperty(OctreeBlock.prototype, "minPoint", {
  17430. get: function () {
  17431. return this._minPoint;
  17432. },
  17433. enumerable: true,
  17434. configurable: true
  17435. });
  17436. Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
  17437. get: function () {
  17438. return this._maxPoint;
  17439. },
  17440. enumerable: true,
  17441. configurable: true
  17442. });
  17443. // Methods
  17444. OctreeBlock.prototype.addEntry = function (entry) {
  17445. if (this.blocks) {
  17446. for (var index = 0; index < this.blocks.length; index++) {
  17447. var block = this.blocks[index];
  17448. block.addEntry(entry);
  17449. }
  17450. return;
  17451. }
  17452. this._creationFunc(entry, this);
  17453. if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
  17454. this.createInnerBlocks();
  17455. }
  17456. };
  17457. OctreeBlock.prototype.addEntries = function (entries) {
  17458. for (var index = 0; index < entries.length; index++) {
  17459. var mesh = entries[index];
  17460. this.addEntry(mesh);
  17461. }
  17462. };
  17463. OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
  17464. if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
  17465. if (this.blocks) {
  17466. for (var index = 0; index < this.blocks.length; index++) {
  17467. var block = this.blocks[index];
  17468. block.select(frustumPlanes, selection, allowDuplicate);
  17469. }
  17470. return;
  17471. }
  17472. if (allowDuplicate) {
  17473. selection.concat(this.entries);
  17474. }
  17475. else {
  17476. selection.concatWithNoDuplicate(this.entries);
  17477. }
  17478. }
  17479. };
  17480. OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
  17481. if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
  17482. if (this.blocks) {
  17483. for (var index = 0; index < this.blocks.length; index++) {
  17484. var block = this.blocks[index];
  17485. block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
  17486. }
  17487. return;
  17488. }
  17489. if (allowDuplicate) {
  17490. selection.concat(this.entries);
  17491. }
  17492. else {
  17493. selection.concatWithNoDuplicate(this.entries);
  17494. }
  17495. }
  17496. };
  17497. OctreeBlock.prototype.intersectsRay = function (ray, selection) {
  17498. if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
  17499. if (this.blocks) {
  17500. for (var index = 0; index < this.blocks.length; index++) {
  17501. var block = this.blocks[index];
  17502. block.intersectsRay(ray, selection);
  17503. }
  17504. return;
  17505. }
  17506. selection.concatWithNoDuplicate(this.entries);
  17507. }
  17508. };
  17509. OctreeBlock.prototype.createInnerBlocks = function () {
  17510. BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
  17511. };
  17512. return OctreeBlock;
  17513. })();
  17514. BABYLON.OctreeBlock = OctreeBlock;
  17515. })(BABYLON || (BABYLON = {}));
  17516. //# sourceMappingURL=babylon.octreeBlock.js.mapvar BABYLON;
  17517. (function (BABYLON) {
  17518. var Bone = (function () {
  17519. function Bone(name, skeleton, parentBone, matrix) {
  17520. this.name = name;
  17521. this.children = new Array();
  17522. this.animations = new Array();
  17523. this._worldTransform = new BABYLON.Matrix();
  17524. this._absoluteTransform = new BABYLON.Matrix();
  17525. this._invertedAbsoluteTransform = new BABYLON.Matrix();
  17526. this._skeleton = skeleton;
  17527. this._matrix = matrix;
  17528. this._baseMatrix = matrix;
  17529. skeleton.bones.push(this);
  17530. if (parentBone) {
  17531. this._parent = parentBone;
  17532. parentBone.children.push(this);
  17533. }
  17534. else {
  17535. this._parent = null;
  17536. }
  17537. this._updateDifferenceMatrix();
  17538. }
  17539. // Members
  17540. Bone.prototype.getParent = function () {
  17541. return this._parent;
  17542. };
  17543. Bone.prototype.getLocalMatrix = function () {
  17544. return this._matrix;
  17545. };
  17546. Bone.prototype.getBaseMatrix = function () {
  17547. return this._baseMatrix;
  17548. };
  17549. Bone.prototype.getWorldMatrix = function () {
  17550. return this._worldTransform;
  17551. };
  17552. Bone.prototype.getInvertedAbsoluteTransform = function () {
  17553. return this._invertedAbsoluteTransform;
  17554. };
  17555. Bone.prototype.getAbsoluteMatrix = function () {
  17556. var matrix = this._matrix.clone();
  17557. var parent = this._parent;
  17558. while (parent) {
  17559. matrix = matrix.multiply(parent.getLocalMatrix());
  17560. parent = parent.getParent();
  17561. }
  17562. return matrix;
  17563. };
  17564. // Methods
  17565. Bone.prototype.updateMatrix = function (matrix) {
  17566. this._matrix = matrix;
  17567. this._skeleton._markAsDirty();
  17568. this._updateDifferenceMatrix();
  17569. };
  17570. Bone.prototype._updateDifferenceMatrix = function () {
  17571. if (this._parent) {
  17572. this._matrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  17573. }
  17574. else {
  17575. this._absoluteTransform.copyFrom(this._matrix);
  17576. }
  17577. this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
  17578. for (var index = 0; index < this.children.length; index++) {
  17579. this.children[index]._updateDifferenceMatrix();
  17580. }
  17581. };
  17582. Bone.prototype.markAsDirty = function () {
  17583. this._skeleton._markAsDirty();
  17584. };
  17585. return Bone;
  17586. })();
  17587. BABYLON.Bone = Bone;
  17588. })(BABYLON || (BABYLON = {}));
  17589. //# sourceMappingURL=babylon.bone.js.mapvar BABYLON;
  17590. (function (BABYLON) {
  17591. var Skeleton = (function () {
  17592. function Skeleton(name, id, scene) {
  17593. this.name = name;
  17594. this.id = id;
  17595. this.bones = new Array();
  17596. this._isDirty = true;
  17597. this._identity = BABYLON.Matrix.Identity();
  17598. this.bones = [];
  17599. this._scene = scene;
  17600. scene.skeletons.push(this);
  17601. this.prepare();
  17602. //make sure it will recalculate the matrix next time prepare is called.
  17603. this._isDirty = true;
  17604. }
  17605. // Members
  17606. Skeleton.prototype.getTransformMatrices = function () {
  17607. return this._transformMatrices;
  17608. };
  17609. // Methods
  17610. Skeleton.prototype._markAsDirty = function () {
  17611. this._isDirty = true;
  17612. };
  17613. Skeleton.prototype.prepare = function () {
  17614. if (!this._isDirty) {
  17615. return;
  17616. }
  17617. if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
  17618. this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
  17619. }
  17620. for (var index = 0; index < this.bones.length; index++) {
  17621. var bone = this.bones[index];
  17622. var parentBone = bone.getParent();
  17623. if (parentBone) {
  17624. bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
  17625. }
  17626. else {
  17627. bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
  17628. }
  17629. bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), this._transformMatrices, index * 16);
  17630. }
  17631. this._identity.copyToArray(this._transformMatrices, this.bones.length * 16);
  17632. this._isDirty = false;
  17633. this._scene._activeBones += this.bones.length;
  17634. };
  17635. Skeleton.prototype.getAnimatables = function () {
  17636. if (!this._animatables || this._animatables.length !== this.bones.length) {
  17637. this._animatables = [];
  17638. for (var index = 0; index < this.bones.length; index++) {
  17639. this._animatables.push(this.bones[index]);
  17640. }
  17641. }
  17642. return this._animatables;
  17643. };
  17644. Skeleton.prototype.clone = function (name, id) {
  17645. var result = new Skeleton(name, id || name, this._scene);
  17646. for (var index = 0; index < this.bones.length; index++) {
  17647. var source = this.bones[index];
  17648. var parentBone = null;
  17649. if (source.getParent()) {
  17650. var parentIndex = this.bones.indexOf(source.getParent());
  17651. parentBone = result.bones[parentIndex];
  17652. }
  17653. var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix());
  17654. BABYLON.Tools.DeepCopy(source.animations, bone.animations);
  17655. }
  17656. return result;
  17657. };
  17658. return Skeleton;
  17659. })();
  17660. BABYLON.Skeleton = Skeleton;
  17661. })(BABYLON || (BABYLON = {}));
  17662. //# sourceMappingURL=babylon.skeleton.js.mapvar BABYLON;
  17663. (function (BABYLON) {
  17664. var PostProcess = (function () {
  17665. function PostProcess(name, fragmentUrl, parameters, samplers, ratio, camera, samplingMode, engine, reusable, defines) {
  17666. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; }
  17667. this.name = name;
  17668. this.width = -1;
  17669. this.height = -1;
  17670. this._reusable = false;
  17671. this._textures = new BABYLON.SmartArray(2);
  17672. this._currentRenderTextureInd = 0;
  17673. if (camera != null) {
  17674. this._camera = camera;
  17675. this._scene = camera.getScene();
  17676. camera.attachPostProcess(this);
  17677. this._engine = this._scene.getEngine();
  17678. }
  17679. else {
  17680. this._engine = engine;
  17681. }
  17682. this._renderRatio = ratio;
  17683. this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  17684. this._reusable = reusable || false;
  17685. samplers = samplers || [];
  17686. samplers.push("textureSampler");
  17687. this._effect = this._engine.createEffect({ vertex: "postprocess", fragment: fragmentUrl }, ["position"], parameters || [], samplers, defines !== undefined ? defines : "");
  17688. }
  17689. PostProcess.prototype.isReusable = function () {
  17690. return this._reusable;
  17691. };
  17692. PostProcess.prototype.activate = function (camera, sourceTexture) {
  17693. camera = camera || this._camera;
  17694. var scene = camera.getScene();
  17695. var maxSize = camera.getEngine().getCaps().maxTextureSize;
  17696. var desiredWidth = ((sourceTexture ? sourceTexture._width : this._engine.getRenderingCanvas().width) * this._renderRatio) | 0;
  17697. var desiredHeight = ((sourceTexture ? sourceTexture._height : this._engine.getRenderingCanvas().height) * this._renderRatio) | 0;
  17698. desiredWidth = BABYLON.Tools.GetExponantOfTwo(desiredWidth, maxSize);
  17699. desiredHeight = BABYLON.Tools.GetExponantOfTwo(desiredHeight, maxSize);
  17700. if (this.width !== desiredWidth || this.height !== desiredHeight) {
  17701. if (this._textures.length > 0) {
  17702. for (var i = 0; i < this._textures.length; i++) {
  17703. this._engine._releaseTexture(this._textures.data[i]);
  17704. }
  17705. this._textures.reset();
  17706. }
  17707. this.width = desiredWidth;
  17708. this.height = desiredHeight;
  17709. 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 }));
  17710. if (this._reusable) {
  17711. 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 }));
  17712. }
  17713. if (this.onSizeChanged) {
  17714. this.onSizeChanged();
  17715. }
  17716. }
  17717. this._engine.bindFramebuffer(this._textures.data[this._currentRenderTextureInd]);
  17718. if (this.onActivate) {
  17719. this.onActivate(camera);
  17720. }
  17721. // Clear
  17722. if (this.clearColor) {
  17723. this._engine.clear(this.clearColor, true, true);
  17724. }
  17725. else {
  17726. this._engine.clear(scene.clearColor, scene.autoClear || scene.forceWireframe, true);
  17727. }
  17728. if (this._reusable) {
  17729. this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
  17730. }
  17731. };
  17732. PostProcess.prototype.apply = function () {
  17733. // Check
  17734. if (!this._effect.isReady())
  17735. return null;
  17736. // States
  17737. this._engine.enableEffect(this._effect);
  17738. this._engine.setState(false);
  17739. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  17740. this._engine.setDepthBuffer(false);
  17741. this._engine.setDepthWrite(false);
  17742. // Texture
  17743. this._effect._bindTexture("textureSampler", this._textures.data[this._currentRenderTextureInd]);
  17744. // Parameters
  17745. if (this.onApply) {
  17746. this.onApply(this._effect);
  17747. }
  17748. return this._effect;
  17749. };
  17750. PostProcess.prototype.dispose = function (camera) {
  17751. camera = camera || this._camera;
  17752. if (this._textures.length > 0) {
  17753. for (var i = 0; i < this._textures.length; i++) {
  17754. this._engine._releaseTexture(this._textures.data[i]);
  17755. }
  17756. this._textures.reset();
  17757. }
  17758. if (!camera) {
  17759. return;
  17760. }
  17761. camera.detachPostProcess(this);
  17762. var index = camera._postProcesses.indexOf(this);
  17763. if (index === camera._postProcessesTakenIndices[0] && camera._postProcessesTakenIndices.length > 0) {
  17764. this._camera._postProcesses[camera._postProcessesTakenIndices[0]].width = -1; // invalidate frameBuffer to hint the postprocess to create a depth buffer
  17765. }
  17766. };
  17767. return PostProcess;
  17768. })();
  17769. BABYLON.PostProcess = PostProcess;
  17770. })(BABYLON || (BABYLON = {}));
  17771. //# sourceMappingURL=babylon.postProcess.js.mapvar BABYLON;
  17772. (function (BABYLON) {
  17773. var PostProcessManager = (function () {
  17774. function PostProcessManager(scene) {
  17775. this._vertexDeclaration = [2];
  17776. this._vertexStrideSize = 2 * 4;
  17777. this._scene = scene;
  17778. }
  17779. PostProcessManager.prototype._prepareBuffers = function () {
  17780. if (this._vertexBuffer) {
  17781. return;
  17782. }
  17783. // VBO
  17784. var vertices = [];
  17785. vertices.push(1, 1);
  17786. vertices.push(-1, 1);
  17787. vertices.push(-1, -1);
  17788. vertices.push(1, -1);
  17789. this._vertexBuffer = this._scene.getEngine().createVertexBuffer(vertices);
  17790. // Indices
  17791. var indices = [];
  17792. indices.push(0);
  17793. indices.push(1);
  17794. indices.push(2);
  17795. indices.push(0);
  17796. indices.push(2);
  17797. indices.push(3);
  17798. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  17799. };
  17800. // Methods
  17801. PostProcessManager.prototype._prepareFrame = function (sourceTexture) {
  17802. var postProcesses = this._scene.activeCamera._postProcesses;
  17803. var postProcessesTakenIndices = this._scene.activeCamera._postProcessesTakenIndices;
  17804. if (postProcessesTakenIndices.length === 0 || !this._scene.postProcessesEnabled) {
  17805. return false;
  17806. }
  17807. postProcesses[this._scene.activeCamera._postProcessesTakenIndices[0]].activate(this._scene.activeCamera, sourceTexture);
  17808. return true;
  17809. };
  17810. PostProcessManager.prototype.directRender = function (postProcesses, targetTexture) {
  17811. var engine = this._scene.getEngine();
  17812. for (var index = 0; index < postProcesses.length; index++) {
  17813. if (index < postProcesses.length - 1) {
  17814. postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
  17815. }
  17816. else {
  17817. if (targetTexture) {
  17818. engine.bindFramebuffer(targetTexture);
  17819. }
  17820. else {
  17821. engine.restoreDefaultFramebuffer();
  17822. }
  17823. }
  17824. var pp = postProcesses[index];
  17825. var effect = pp.apply();
  17826. if (effect) {
  17827. if (pp.onBeforeRender) {
  17828. pp.onBeforeRender(effect);
  17829. }
  17830. // VBOs
  17831. this._prepareBuffers();
  17832. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  17833. // Draw order
  17834. engine.draw(true, 0, 6);
  17835. }
  17836. }
  17837. // Restore depth buffer
  17838. engine.setDepthBuffer(true);
  17839. engine.setDepthWrite(true);
  17840. };
  17841. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, postProcesses) {
  17842. postProcesses = postProcesses || this._scene.activeCamera._postProcesses;
  17843. var postProcessesTakenIndices = this._scene.activeCamera._postProcessesTakenIndices;
  17844. if (postProcessesTakenIndices.length === 0 || !this._scene.postProcessesEnabled) {
  17845. return;
  17846. }
  17847. var engine = this._scene.getEngine();
  17848. for (var index = 0; index < postProcessesTakenIndices.length; index++) {
  17849. if (index < postProcessesTakenIndices.length - 1) {
  17850. postProcesses[postProcessesTakenIndices[index + 1]].activate(this._scene.activeCamera);
  17851. }
  17852. else {
  17853. if (targetTexture) {
  17854. engine.bindFramebuffer(targetTexture);
  17855. }
  17856. else {
  17857. engine.restoreDefaultFramebuffer();
  17858. }
  17859. }
  17860. if (doNotPresent) {
  17861. break;
  17862. }
  17863. var pp = postProcesses[postProcessesTakenIndices[index]];
  17864. var effect = pp.apply();
  17865. if (effect) {
  17866. if (pp.onBeforeRender) {
  17867. pp.onBeforeRender(effect);
  17868. }
  17869. // VBOs
  17870. this._prepareBuffers();
  17871. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  17872. // Draw order
  17873. engine.draw(true, 0, 6);
  17874. }
  17875. }
  17876. // Restore depth buffer
  17877. engine.setDepthBuffer(true);
  17878. engine.setDepthWrite(true);
  17879. };
  17880. PostProcessManager.prototype.dispose = function () {
  17881. if (this._vertexBuffer) {
  17882. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  17883. this._vertexBuffer = null;
  17884. }
  17885. if (this._indexBuffer) {
  17886. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  17887. this._indexBuffer = null;
  17888. }
  17889. };
  17890. return PostProcessManager;
  17891. })();
  17892. BABYLON.PostProcessManager = PostProcessManager;
  17893. })(BABYLON || (BABYLON = {}));
  17894. //# sourceMappingURL=babylon.postProcessManager.js.map
  17895. var BABYLON;
  17896. (function (BABYLON) {
  17897. var PassPostProcess = (function (_super) {
  17898. __extends(PassPostProcess, _super);
  17899. function PassPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  17900. _super.call(this, name, "pass", null, null, ratio, camera, samplingMode, engine, reusable);
  17901. }
  17902. return PassPostProcess;
  17903. })(BABYLON.PostProcess);
  17904. BABYLON.PassPostProcess = PassPostProcess;
  17905. })(BABYLON || (BABYLON = {}));
  17906. //# sourceMappingURL=babylon.passPostProcess.js.map
  17907. var BABYLON;
  17908. (function (BABYLON) {
  17909. var BlurPostProcess = (function (_super) {
  17910. __extends(BlurPostProcess, _super);
  17911. function BlurPostProcess(name, direction, blurWidth, ratio, camera, samplingMode, engine, reusable) {
  17912. var _this = this;
  17913. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  17914. _super.call(this, name, "blur", ["screenSize", "direction", "blurWidth"], null, ratio, camera, samplingMode, engine, reusable);
  17915. this.direction = direction;
  17916. this.blurWidth = blurWidth;
  17917. this.onApply = function (effect) {
  17918. effect.setFloat2("screenSize", _this.width, _this.height);
  17919. effect.setVector2("direction", _this.direction);
  17920. effect.setFloat("blurWidth", _this.blurWidth);
  17921. };
  17922. }
  17923. return BlurPostProcess;
  17924. })(BABYLON.PostProcess);
  17925. BABYLON.BlurPostProcess = BlurPostProcess;
  17926. })(BABYLON || (BABYLON = {}));
  17927. //# sourceMappingURL=babylon.blurPostProcess.js.map
  17928. var BABYLON;
  17929. (function (BABYLON) {
  17930. var FilterPostProcess = (function (_super) {
  17931. __extends(FilterPostProcess, _super);
  17932. function FilterPostProcess(name, kernelMatrix, ratio, camera, samplingMode, engine, reusable) {
  17933. var _this = this;
  17934. _super.call(this, name, "filter", ["kernelMatrix"], null, ratio, camera, samplingMode, engine, reusable);
  17935. this.kernelMatrix = kernelMatrix;
  17936. this.onApply = function (effect) {
  17937. effect.setMatrix("kernelMatrix", _this.kernelMatrix);
  17938. };
  17939. }
  17940. return FilterPostProcess;
  17941. })(BABYLON.PostProcess);
  17942. BABYLON.FilterPostProcess = FilterPostProcess;
  17943. })(BABYLON || (BABYLON = {}));
  17944. //# sourceMappingURL=babylon.filterPostProcess.js.map
  17945. var BABYLON;
  17946. (function (BABYLON) {
  17947. var RefractionPostProcess = (function (_super) {
  17948. __extends(RefractionPostProcess, _super);
  17949. function RefractionPostProcess(name, refractionTextureUrl, color, depth, colorLevel, ratio, camera, samplingMode, engine, reusable) {
  17950. var _this = this;
  17951. _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], ratio, camera, samplingMode, engine, reusable);
  17952. this.color = color;
  17953. this.depth = depth;
  17954. this.colorLevel = colorLevel;
  17955. this.onActivate = function (cam) {
  17956. _this._refRexture = _this._refRexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
  17957. };
  17958. this.onApply = function (effect) {
  17959. effect.setColor3("baseColor", _this.color);
  17960. effect.setFloat("depth", _this.depth);
  17961. effect.setFloat("colorLevel", _this.colorLevel);
  17962. effect.setTexture("refractionSampler", _this._refRexture);
  17963. };
  17964. }
  17965. // Methods
  17966. RefractionPostProcess.prototype.dispose = function (camera) {
  17967. if (this._refRexture) {
  17968. this._refRexture.dispose();
  17969. }
  17970. _super.prototype.dispose.call(this, camera);
  17971. };
  17972. return RefractionPostProcess;
  17973. })(BABYLON.PostProcess);
  17974. BABYLON.RefractionPostProcess = RefractionPostProcess;
  17975. })(BABYLON || (BABYLON = {}));
  17976. //# sourceMappingURL=babylon.refractionPostProcess.js.map
  17977. var BABYLON;
  17978. (function (BABYLON) {
  17979. var BlackAndWhitePostProcess = (function (_super) {
  17980. __extends(BlackAndWhitePostProcess, _super);
  17981. function BlackAndWhitePostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  17982. _super.call(this, name, "blackAndWhite", null, null, ratio, camera, samplingMode, engine, reusable);
  17983. }
  17984. return BlackAndWhitePostProcess;
  17985. })(BABYLON.PostProcess);
  17986. BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
  17987. })(BABYLON || (BABYLON = {}));
  17988. //# sourceMappingURL=babylon.blackAndWhitePostProcess.js.map
  17989. var BABYLON;
  17990. (function (BABYLON) {
  17991. var ConvolutionPostProcess = (function (_super) {
  17992. __extends(ConvolutionPostProcess, _super);
  17993. function ConvolutionPostProcess(name, kernel, ratio, camera, samplingMode, engine, reusable) {
  17994. var _this = this;
  17995. _super.call(this, name, "convolution", ["kernel", "screenSize"], null, ratio, camera, samplingMode, engine, reusable);
  17996. this.kernel = kernel;
  17997. this.onApply = function (effect) {
  17998. effect.setFloat2("screenSize", _this.width, _this.height);
  17999. effect.setArray("kernel", _this.kernel);
  18000. };
  18001. }
  18002. // Statics
  18003. // Based on http://en.wikipedia.org/wiki/Kernel_(image_processing)
  18004. ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
  18005. ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
  18006. ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
  18007. ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
  18008. ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
  18009. ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
  18010. return ConvolutionPostProcess;
  18011. })(BABYLON.PostProcess);
  18012. BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
  18013. })(BABYLON || (BABYLON = {}));
  18014. //# sourceMappingURL=babylon.convolutionPostProcess.js.map
  18015. var BABYLON;
  18016. (function (BABYLON) {
  18017. var FxaaPostProcess = (function (_super) {
  18018. __extends(FxaaPostProcess, _super);
  18019. function FxaaPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  18020. var _this = this;
  18021. _super.call(this, name, "fxaa", ["texelSize"], null, ratio, camera, samplingMode, engine, reusable);
  18022. this.onSizeChanged = function () {
  18023. _this.texelWidth = 1.0 / _this.width;
  18024. _this.texelHeight = 1.0 / _this.height;
  18025. };
  18026. this.onApply = function (effect) {
  18027. effect.setFloat2("texelSize", _this.texelWidth, _this.texelHeight);
  18028. };
  18029. }
  18030. return FxaaPostProcess;
  18031. })(BABYLON.PostProcess);
  18032. BABYLON.FxaaPostProcess = FxaaPostProcess;
  18033. })(BABYLON || (BABYLON = {}));
  18034. //# sourceMappingURL=babylon.fxaaPostProcess.js.mapvar BABYLON;
  18035. (function (BABYLON) {
  18036. var LensFlare = (function () {
  18037. function LensFlare(size, position, color, imgUrl, system) {
  18038. this.size = size;
  18039. this.position = position;
  18040. this.dispose = function () {
  18041. if (this.texture) {
  18042. this.texture.dispose();
  18043. }
  18044. // Remove from scene
  18045. var index = this._system.lensFlares.indexOf(this);
  18046. this._system.lensFlares.splice(index, 1);
  18047. };
  18048. this.color = color || new BABYLON.Color3(1, 1, 1);
  18049. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
  18050. this._system = system;
  18051. system.lensFlares.push(this);
  18052. }
  18053. return LensFlare;
  18054. })();
  18055. BABYLON.LensFlare = LensFlare;
  18056. })(BABYLON || (BABYLON = {}));
  18057. //# sourceMappingURL=babylon.lensFlare.js.mapvar BABYLON;
  18058. (function (BABYLON) {
  18059. var LensFlareSystem = (function () {
  18060. function LensFlareSystem(name, emitter, scene) {
  18061. this.name = name;
  18062. this.lensFlares = new Array();
  18063. this.borderLimit = 300;
  18064. this._vertexDeclaration = [2];
  18065. this._vertexStrideSize = 2 * 4;
  18066. this._isEnabled = true;
  18067. this._scene = scene;
  18068. this._emitter = emitter;
  18069. scene.lensFlareSystems.push(this);
  18070. this.meshesSelectionPredicate = function (m) { return m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0); };
  18071. // VBO
  18072. var vertices = [];
  18073. vertices.push(1, 1);
  18074. vertices.push(-1, 1);
  18075. vertices.push(-1, -1);
  18076. vertices.push(1, -1);
  18077. this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
  18078. // Indices
  18079. var indices = [];
  18080. indices.push(0);
  18081. indices.push(1);
  18082. indices.push(2);
  18083. indices.push(0);
  18084. indices.push(2);
  18085. indices.push(3);
  18086. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  18087. // Effects
  18088. this._effect = this._scene.getEngine().createEffect("lensFlare", ["position"], ["color", "viewportMatrix"], ["textureSampler"], "");
  18089. }
  18090. Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
  18091. get: function () {
  18092. return this._isEnabled;
  18093. },
  18094. set: function (value) {
  18095. this._isEnabled = value;
  18096. },
  18097. enumerable: true,
  18098. configurable: true
  18099. });
  18100. LensFlareSystem.prototype.getScene = function () {
  18101. return this._scene;
  18102. };
  18103. LensFlareSystem.prototype.getEmitter = function () {
  18104. return this._emitter;
  18105. };
  18106. LensFlareSystem.prototype.getEmitterPosition = function () {
  18107. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  18108. };
  18109. LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
  18110. var position = this.getEmitterPosition();
  18111. position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  18112. this._positionX = position.x;
  18113. this._positionY = position.y;
  18114. position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  18115. if (position.z > 0) {
  18116. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  18117. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height))
  18118. return true;
  18119. }
  18120. }
  18121. return false;
  18122. };
  18123. LensFlareSystem.prototype._isVisible = function () {
  18124. if (!this._isEnabled) {
  18125. return false;
  18126. }
  18127. var emitterPosition = this.getEmitterPosition();
  18128. var direction = emitterPosition.subtract(this._scene.activeCamera.position);
  18129. var distance = direction.length();
  18130. direction.normalize();
  18131. var ray = new BABYLON.Ray(this._scene.activeCamera.position, direction);
  18132. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  18133. return !pickInfo.hit || pickInfo.distance > distance;
  18134. };
  18135. LensFlareSystem.prototype.render = function () {
  18136. if (!this._effect.isReady())
  18137. return false;
  18138. var engine = this._scene.getEngine();
  18139. var viewport = this._scene.activeCamera.viewport;
  18140. var globalViewport = viewport.toGlobal(engine);
  18141. // Position
  18142. if (!this.computeEffectivePosition(globalViewport)) {
  18143. return false;
  18144. }
  18145. // Visibility
  18146. if (!this._isVisible()) {
  18147. return false;
  18148. }
  18149. // Intensity
  18150. var awayX;
  18151. var awayY;
  18152. if (this._positionX < this.borderLimit + globalViewport.x) {
  18153. awayX = this.borderLimit + globalViewport.x - this._positionX;
  18154. }
  18155. else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  18156. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  18157. }
  18158. else {
  18159. awayX = 0;
  18160. }
  18161. if (this._positionY < this.borderLimit + globalViewport.y) {
  18162. awayY = this.borderLimit + globalViewport.y - this._positionY;
  18163. }
  18164. else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  18165. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  18166. }
  18167. else {
  18168. awayY = 0;
  18169. }
  18170. var away = (awayX > awayY) ? awayX : awayY;
  18171. if (away > this.borderLimit) {
  18172. away = this.borderLimit;
  18173. }
  18174. var intensity = 1.0 - (away / this.borderLimit);
  18175. if (intensity < 0) {
  18176. return false;
  18177. }
  18178. if (intensity > 1.0) {
  18179. intensity = 1.0;
  18180. }
  18181. // Position
  18182. var centerX = globalViewport.x + globalViewport.width / 2;
  18183. var centerY = globalViewport.y + globalViewport.height / 2;
  18184. var distX = centerX - this._positionX;
  18185. var distY = centerY - this._positionY;
  18186. // Effects
  18187. engine.enableEffect(this._effect);
  18188. engine.setState(false);
  18189. engine.setDepthBuffer(false);
  18190. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  18191. // VBOs
  18192. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, this._effect);
  18193. for (var index = 0; index < this.lensFlares.length; index++) {
  18194. var flare = this.lensFlares[index];
  18195. var x = centerX - (distX * flare.position);
  18196. var y = centerY - (distY * flare.position);
  18197. var cw = flare.size;
  18198. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera);
  18199. var cx = 2 * (x / globalViewport.width) - 1.0;
  18200. var cy = 1.0 - 2 * (y / globalViewport.height);
  18201. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
  18202. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  18203. // Texture
  18204. this._effect.setTexture("textureSampler", flare.texture);
  18205. // Color
  18206. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  18207. // Draw order
  18208. engine.draw(true, 0, 6);
  18209. }
  18210. engine.setDepthBuffer(true);
  18211. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  18212. return true;
  18213. };
  18214. LensFlareSystem.prototype.dispose = function () {
  18215. if (this._vertexBuffer) {
  18216. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  18217. this._vertexBuffer = null;
  18218. }
  18219. if (this._indexBuffer) {
  18220. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  18221. this._indexBuffer = null;
  18222. }
  18223. while (this.lensFlares.length) {
  18224. this.lensFlares[0].dispose();
  18225. }
  18226. // Remove from scene
  18227. var index = this._scene.lensFlareSystems.indexOf(this);
  18228. this._scene.lensFlareSystems.splice(index, 1);
  18229. };
  18230. return LensFlareSystem;
  18231. })();
  18232. BABYLON.LensFlareSystem = LensFlareSystem;
  18233. })(BABYLON || (BABYLON = {}));
  18234. //# sourceMappingURL=babylon.lensFlareSystem.js.mapvar BABYLON;
  18235. (function (BABYLON) {
  18236. var IntersectionInfo = (function () {
  18237. function IntersectionInfo(bu, bv, distance) {
  18238. this.bu = bu;
  18239. this.bv = bv;
  18240. this.distance = distance;
  18241. this.faceId = 0;
  18242. this.subMeshId = 0;
  18243. }
  18244. return IntersectionInfo;
  18245. })();
  18246. BABYLON.IntersectionInfo = IntersectionInfo;
  18247. var PickingInfo = (function () {
  18248. function PickingInfo() {
  18249. this.hit = false;
  18250. this.distance = 0;
  18251. this.pickedPoint = null;
  18252. this.pickedMesh = null;
  18253. this.bu = 0;
  18254. this.bv = 0;
  18255. this.faceId = -1;
  18256. this.subMeshId = 0;
  18257. }
  18258. // Methods
  18259. PickingInfo.prototype.getNormal = function (useWorldCoordinates) {
  18260. if (useWorldCoordinates === void 0) { useWorldCoordinates = false; }
  18261. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  18262. return null;
  18263. }
  18264. var indices = this.pickedMesh.getIndices();
  18265. var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  18266. var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
  18267. var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
  18268. var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
  18269. normal0 = normal0.scale(this.bu);
  18270. normal1 = normal1.scale(this.bv);
  18271. normal2 = normal2.scale(1.0 - this.bu - this.bv);
  18272. var result = new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
  18273. if (useWorldCoordinates) {
  18274. result = BABYLON.Vector3.TransformNormal(result, this.pickedMesh.getWorldMatrix());
  18275. }
  18276. return result;
  18277. };
  18278. PickingInfo.prototype.getTextureCoordinates = function () {
  18279. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  18280. return null;
  18281. }
  18282. var indices = this.pickedMesh.getIndices();
  18283. var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  18284. var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
  18285. var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
  18286. var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
  18287. uv0 = uv0.scale(this.bu);
  18288. uv1 = uv1.scale(this.bv);
  18289. uv2 = uv2.scale(1.0 - this.bu - this.bv);
  18290. return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
  18291. };
  18292. return PickingInfo;
  18293. })();
  18294. BABYLON.PickingInfo = PickingInfo;
  18295. })(BABYLON || (BABYLON = {}));
  18296. //# sourceMappingURL=babylon.pickingInfo.js.mapvar BABYLON;
  18297. (function (BABYLON) {
  18298. var FilesInput = (function () {
  18299. /// Register to core BabylonJS object: engine, scene, rendering canvas, callback function when the scene will be loaded,
  18300. /// loading progress callback and optionnal addionnal logic to call in the rendering loop
  18301. function FilesInput(p_engine, p_scene, p_canvas, p_sceneLoadedCallback, p_progressCallback, p_additionnalRenderLoopLogicCallback, p_textureLoadingCallback, p_startingProcessingFilesCallback) {
  18302. this._engine = p_engine;
  18303. this._canvas = p_canvas;
  18304. this._currentScene = p_scene;
  18305. this._sceneLoadedCallback = p_sceneLoadedCallback;
  18306. this._progressCallback = p_progressCallback;
  18307. this._additionnalRenderLoopLogicCallback = p_additionnalRenderLoopLogicCallback;
  18308. this._textureLoadingCallback = p_textureLoadingCallback;
  18309. this._startingProcessingFilesCallback = p_startingProcessingFilesCallback;
  18310. }
  18311. FilesInput.prototype.monitorElementForDragNDrop = function (p_elementToMonitor) {
  18312. var _this = this;
  18313. if (p_elementToMonitor) {
  18314. this._elementToMonitor = p_elementToMonitor;
  18315. this._elementToMonitor.addEventListener("dragenter", function (e) {
  18316. _this.drag(e);
  18317. }, false);
  18318. this._elementToMonitor.addEventListener("dragover", function (e) {
  18319. _this.drag(e);
  18320. }, false);
  18321. this._elementToMonitor.addEventListener("drop", function (e) {
  18322. _this.drop(e);
  18323. }, false);
  18324. }
  18325. };
  18326. FilesInput.prototype.renderFunction = function () {
  18327. if (this._additionnalRenderLoopLogicCallback) {
  18328. this._additionnalRenderLoopLogicCallback();
  18329. }
  18330. if (this._currentScene) {
  18331. if (this._textureLoadingCallback) {
  18332. var remaining = this._currentScene.getWaitingItemsCount();
  18333. if (remaining > 0) {
  18334. this._textureLoadingCallback(remaining);
  18335. }
  18336. }
  18337. this._currentScene.render();
  18338. }
  18339. };
  18340. FilesInput.prototype.drag = function (e) {
  18341. e.stopPropagation();
  18342. e.preventDefault();
  18343. };
  18344. FilesInput.prototype.drop = function (eventDrop) {
  18345. eventDrop.stopPropagation();
  18346. eventDrop.preventDefault();
  18347. this.loadFiles(eventDrop);
  18348. };
  18349. FilesInput.prototype.loadFiles = function (event) {
  18350. if (this._startingProcessingFilesCallback)
  18351. this._startingProcessingFilesCallback();
  18352. // Handling data transfer via drag'n'drop
  18353. if (event && event.dataTransfer && event.dataTransfer.files) {
  18354. this._filesToLoad = event.dataTransfer.files;
  18355. }
  18356. // Handling files from input files
  18357. if (event && event.target && event.target.files) {
  18358. this._filesToLoad = event.target.files;
  18359. }
  18360. if (this._filesToLoad && this._filesToLoad.length > 0) {
  18361. for (var i = 0; i < this._filesToLoad.length; i++) {
  18362. switch (this._filesToLoad[i].type) {
  18363. case "image/jpeg":
  18364. case "image/png":
  18365. case "image/bmp":
  18366. FilesInput.FilesTextures[this._filesToLoad[i].name] = this._filesToLoad[i];
  18367. break;
  18368. case "image/targa":
  18369. case "image/vnd.ms-dds":
  18370. case "audio/wav":
  18371. case "audio/x-wav":
  18372. case "audio/mp3":
  18373. case "audio/mpeg":
  18374. case "audio/mpeg3":
  18375. case "audio/x-mpeg-3":
  18376. case "audio/ogg":
  18377. FilesInput.FilesToLoad[this._filesToLoad[i].name] = this._filesToLoad[i];
  18378. break;
  18379. default:
  18380. if (this._filesToLoad[i].name.indexOf(".babylon") !== -1 && this._filesToLoad[i].name.indexOf(".manifest") === -1 && this._filesToLoad[i].name.indexOf(".incremental") === -1 && this._filesToLoad[i].name.indexOf(".babylonmeshdata") === -1 && this._filesToLoad[i].name.indexOf(".babylongeometrydata") === -1) {
  18381. this._sceneFileToLoad = this._filesToLoad[i];
  18382. }
  18383. break;
  18384. }
  18385. }
  18386. this.reload();
  18387. }
  18388. };
  18389. FilesInput.prototype.reload = function () {
  18390. var _this = this;
  18391. var that = this;
  18392. // If a ".babylon" file has been provided
  18393. if (this._sceneFileToLoad) {
  18394. if (this._currentScene) {
  18395. this._engine.stopRenderLoop();
  18396. this._currentScene.dispose();
  18397. }
  18398. BABYLON.SceneLoader.Load("file:", this._sceneFileToLoad, this._engine, function (newScene) {
  18399. that._currentScene = newScene;
  18400. // Wait for textures and shaders to be ready
  18401. that._currentScene.executeWhenReady(function () {
  18402. // Attach camera to canvas inputs
  18403. if (!that._currentScene.activeCamera || that._currentScene.lights.length === 0) {
  18404. that._currentScene.createDefaultCameraOrLight();
  18405. }
  18406. that._currentScene.activeCamera.attachControl(that._canvas);
  18407. if (that._sceneLoadedCallback) {
  18408. that._sceneLoadedCallback(_this._sceneFileToLoad, that._currentScene);
  18409. }
  18410. that._engine.runRenderLoop(function () {
  18411. that.renderFunction();
  18412. });
  18413. });
  18414. }, function (progress) {
  18415. if (_this._progressCallback) {
  18416. _this._progressCallback(progress);
  18417. }
  18418. });
  18419. }
  18420. else {
  18421. BABYLON.Tools.Error("Please provide a valid .babylon file.");
  18422. }
  18423. };
  18424. FilesInput.FilesTextures = new Array();
  18425. FilesInput.FilesToLoad = new Array();
  18426. return FilesInput;
  18427. })();
  18428. BABYLON.FilesInput = FilesInput;
  18429. })(BABYLON || (BABYLON = {}));
  18430. //# sourceMappingURL=babylon.filesInput.js.mapvar BABYLON;
  18431. (function (BABYLON) {
  18432. var OimoJSPlugin = (function () {
  18433. function OimoJSPlugin() {
  18434. this._registeredMeshes = [];
  18435. /**
  18436. * Update the body position according to the mesh position
  18437. * @param mesh
  18438. */
  18439. this.updateBodyPosition = function (mesh) {
  18440. for (var index = 0; index < this._registeredMeshes.length; index++) {
  18441. var registeredMesh = this._registeredMeshes[index];
  18442. if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
  18443. var body = registeredMesh.body.body;
  18444. mesh.computeWorldMatrix(true);
  18445. var center = mesh.getBoundingInfo().boundingBox.center;
  18446. body.setPosition(center.x, center.y, center.z);
  18447. body.setRotation(mesh.rotation.x, mesh.rotation.y, mesh.rotation.z);
  18448. return;
  18449. }
  18450. // Case where the parent has been updated
  18451. if (registeredMesh.mesh.parent === mesh) {
  18452. mesh.computeWorldMatrix(true);
  18453. registeredMesh.mesh.computeWorldMatrix(true);
  18454. var absolutePosition = registeredMesh.mesh.getAbsolutePosition();
  18455. var absoluteRotation = mesh.rotation;
  18456. body = registeredMesh.body.body;
  18457. body.setPosition(absolutePosition.x, absolutePosition.y, absolutePosition.z);
  18458. body.setRotation(absoluteRotation.x, absoluteRotation.y, absoluteRotation.z);
  18459. return;
  18460. }
  18461. }
  18462. };
  18463. }
  18464. OimoJSPlugin.prototype._checkWithEpsilon = function (value) {
  18465. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  18466. };
  18467. OimoJSPlugin.prototype.initialize = function (iterations) {
  18468. this._world = new OIMO.World();
  18469. this._world.clear();
  18470. };
  18471. OimoJSPlugin.prototype.setGravity = function (gravity) {
  18472. this._world.gravity = gravity;
  18473. };
  18474. OimoJSPlugin.prototype.registerMesh = function (mesh, impostor, options) {
  18475. var body = null;
  18476. this.unregisterMesh(mesh);
  18477. mesh.computeWorldMatrix(true);
  18478. var initialRotation = null;
  18479. if (mesh.rotationQuaternion) {
  18480. initialRotation = mesh.rotationQuaternion.clone();
  18481. mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  18482. mesh.computeWorldMatrix(true);
  18483. }
  18484. var bbox = mesh.getBoundingInfo().boundingBox;
  18485. // The delta between the mesh position and the mesh bounding box center
  18486. var deltaPosition = mesh.position.subtract(bbox.center);
  18487. // Transform delta position with the rotation
  18488. if (initialRotation) {
  18489. var m = new BABYLON.Matrix();
  18490. initialRotation.toRotationMatrix(m);
  18491. deltaPosition = BABYLON.Vector3.TransformCoordinates(deltaPosition, m);
  18492. }
  18493. switch (impostor) {
  18494. case BABYLON.PhysicsEngine.SphereImpostor:
  18495. var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x;
  18496. var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y;
  18497. var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z;
  18498. var size = Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2;
  18499. body = new OIMO.Body({
  18500. type: 'sphere',
  18501. size: [size],
  18502. pos: [bbox.center.x, bbox.center.y, bbox.center.z],
  18503. rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD],
  18504. move: options.mass != 0,
  18505. config: [options.mass, options.friction, options.restitution],
  18506. world: this._world
  18507. });
  18508. break;
  18509. case BABYLON.PhysicsEngine.PlaneImpostor:
  18510. case BABYLON.PhysicsEngine.CylinderImpostor:
  18511. case BABYLON.PhysicsEngine.BoxImpostor:
  18512. var min = bbox.minimumWorld;
  18513. var max = bbox.maximumWorld;
  18514. var box = max.subtract(min);
  18515. var sizeX = this._checkWithEpsilon(box.x);
  18516. var sizeY = this._checkWithEpsilon(box.y);
  18517. var sizeZ = this._checkWithEpsilon(box.z);
  18518. body = new OIMO.Body({
  18519. type: 'box',
  18520. size: [sizeX, sizeY, sizeZ],
  18521. pos: [bbox.center.x, bbox.center.y, bbox.center.z],
  18522. rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD],
  18523. move: options.mass != 0,
  18524. config: [options.mass, options.friction, options.restitution],
  18525. world: this._world
  18526. });
  18527. break;
  18528. }
  18529. //If quaternion was set as the rotation of the object
  18530. if (initialRotation) {
  18531. //We have to access the rigid body's properties to set the quaternion.
  18532. //The setQuaternion function of Oimo only sets the newOrientation that is only set after an impulse is given or a collision.
  18533. body.body.orientation = new OIMO.Quat(initialRotation.w, initialRotation.x, initialRotation.y, initialRotation.z);
  18534. //update the internal rotation matrix
  18535. body.body.syncShapes();
  18536. }
  18537. this._registeredMeshes.push({
  18538. mesh: mesh,
  18539. body: body,
  18540. delta: deltaPosition
  18541. });
  18542. return body;
  18543. };
  18544. OimoJSPlugin.prototype.registerMeshesAsCompound = function (parts, options) {
  18545. var types = [], sizes = [], positions = [], rotations = [];
  18546. var initialMesh = parts[0].mesh;
  18547. for (var index = 0; index < parts.length; index++) {
  18548. var part = parts[index];
  18549. var bodyParameters = this._createBodyAsCompound(part, options, initialMesh);
  18550. types.push(bodyParameters.type);
  18551. sizes.push.apply(sizes, bodyParameters.size);
  18552. positions.push.apply(positions, bodyParameters.pos);
  18553. rotations.push.apply(rotations, bodyParameters.rot);
  18554. }
  18555. var body = new OIMO.Body({
  18556. type: types,
  18557. size: sizes,
  18558. pos: positions,
  18559. rot: rotations,
  18560. move: options.mass != 0,
  18561. config: [options.mass, options.friction, options.restitution],
  18562. world: this._world
  18563. });
  18564. this._registeredMeshes.push({
  18565. mesh: initialMesh,
  18566. body: body
  18567. });
  18568. return body;
  18569. };
  18570. OimoJSPlugin.prototype._createBodyAsCompound = function (part, options, initialMesh) {
  18571. var bodyParameters = null;
  18572. var mesh = part.mesh;
  18573. // We need the bounding box/sphere info to compute the physics body
  18574. mesh.computeWorldMatrix();
  18575. switch (part.impostor) {
  18576. case BABYLON.PhysicsEngine.SphereImpostor:
  18577. var bbox = mesh.getBoundingInfo().boundingBox;
  18578. var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x;
  18579. var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y;
  18580. var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z;
  18581. var size = Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2;
  18582. bodyParameters = {
  18583. type: 'sphere',
  18584. /* bug with oimo : sphere needs 3 sizes in this case */
  18585. size: [size, -1, -1],
  18586. pos: [mesh.position.x, mesh.position.y, mesh.position.z],
  18587. rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD]
  18588. };
  18589. break;
  18590. case BABYLON.PhysicsEngine.PlaneImpostor:
  18591. case BABYLON.PhysicsEngine.BoxImpostor:
  18592. bbox = mesh.getBoundingInfo().boundingBox;
  18593. var min = bbox.minimumWorld;
  18594. var max = bbox.maximumWorld;
  18595. var box = max.subtract(min);
  18596. var sizeX = this._checkWithEpsilon(box.x);
  18597. var sizeY = this._checkWithEpsilon(box.y);
  18598. var sizeZ = this._checkWithEpsilon(box.z);
  18599. var relativePosition = mesh.position;
  18600. bodyParameters = {
  18601. type: 'box',
  18602. size: [sizeX, sizeY, sizeZ],
  18603. pos: [relativePosition.x, relativePosition.y, relativePosition.z],
  18604. rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD]
  18605. };
  18606. break;
  18607. }
  18608. return bodyParameters;
  18609. };
  18610. OimoJSPlugin.prototype.unregisterMesh = function (mesh) {
  18611. for (var index = 0; index < this._registeredMeshes.length; index++) {
  18612. var registeredMesh = this._registeredMeshes[index];
  18613. if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
  18614. if (registeredMesh.body) {
  18615. this._world.removeRigidBody(registeredMesh.body.body);
  18616. this._unbindBody(registeredMesh.body);
  18617. }
  18618. this._registeredMeshes.splice(index, 1);
  18619. return;
  18620. }
  18621. }
  18622. };
  18623. OimoJSPlugin.prototype._unbindBody = function (body) {
  18624. for (var index = 0; index < this._registeredMeshes.length; index++) {
  18625. var registeredMesh = this._registeredMeshes[index];
  18626. if (registeredMesh.body === body) {
  18627. registeredMesh.body = null;
  18628. }
  18629. }
  18630. };
  18631. OimoJSPlugin.prototype.applyImpulse = function (mesh, force, contactPoint) {
  18632. for (var index = 0; index < this._registeredMeshes.length; index++) {
  18633. var registeredMesh = this._registeredMeshes[index];
  18634. if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
  18635. // Get object mass to have a behaviour similar to cannon.js
  18636. var mass = registeredMesh.body.body.massInfo.mass;
  18637. // The force is scaled with the mass of object
  18638. registeredMesh.body.body.applyImpulse(contactPoint.scale(OIMO.INV_SCALE), force.scale(OIMO.INV_SCALE * mass));
  18639. return;
  18640. }
  18641. }
  18642. };
  18643. OimoJSPlugin.prototype.createLink = function (mesh1, mesh2, pivot1, pivot2, options) {
  18644. var body1 = null, body2 = null;
  18645. for (var index = 0; index < this._registeredMeshes.length; index++) {
  18646. var registeredMesh = this._registeredMeshes[index];
  18647. if (registeredMesh.mesh === mesh1) {
  18648. body1 = registeredMesh.body.body;
  18649. }
  18650. else if (registeredMesh.mesh === mesh2) {
  18651. body2 = registeredMesh.body.body;
  18652. }
  18653. }
  18654. if (!body1 || !body2) {
  18655. return false;
  18656. }
  18657. if (!options) {
  18658. options = {};
  18659. }
  18660. new OIMO.Link({
  18661. type: options.type,
  18662. body1: body1,
  18663. body2: body2,
  18664. min: options.min,
  18665. max: options.max,
  18666. axe1: options.axe1,
  18667. axe2: options.axe2,
  18668. pos1: [pivot1.x, pivot1.y, pivot1.z],
  18669. pos2: [pivot2.x, pivot2.y, pivot2.z],
  18670. collision: options.collision,
  18671. spring: options.spring,
  18672. world: this._world
  18673. });
  18674. return true;
  18675. };
  18676. OimoJSPlugin.prototype.dispose = function () {
  18677. this._world.clear();
  18678. while (this._registeredMeshes.length) {
  18679. this.unregisterMesh(this._registeredMeshes[0].mesh);
  18680. }
  18681. };
  18682. OimoJSPlugin.prototype.isSupported = function () {
  18683. return OIMO !== undefined;
  18684. };
  18685. OimoJSPlugin.prototype._getLastShape = function (body) {
  18686. var lastShape = body.shapes;
  18687. while (lastShape.next) {
  18688. lastShape = lastShape.next;
  18689. }
  18690. return lastShape;
  18691. };
  18692. OimoJSPlugin.prototype.runOneStep = function (time) {
  18693. this._world.step();
  18694. // Update the position of all registered meshes
  18695. var i = this._registeredMeshes.length;
  18696. var m;
  18697. while (i--) {
  18698. var body = this._registeredMeshes[i].body.body;
  18699. var mesh = this._registeredMeshes[i].mesh;
  18700. var delta = this._registeredMeshes[i].delta;
  18701. if (!body.sleeping) {
  18702. if (body.shapes.next) {
  18703. var parentShape = this._getLastShape(body);
  18704. mesh.position.x = parentShape.position.x * OIMO.WORLD_SCALE;
  18705. mesh.position.y = parentShape.position.y * OIMO.WORLD_SCALE;
  18706. mesh.position.z = parentShape.position.z * OIMO.WORLD_SCALE;
  18707. var mtx = BABYLON.Matrix.FromArray(body.getMatrix());
  18708. if (!mesh.rotationQuaternion) {
  18709. mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  18710. }
  18711. mesh.rotationQuaternion.fromRotationMatrix(mtx);
  18712. mesh.computeWorldMatrix();
  18713. }
  18714. else {
  18715. m = body.getMatrix();
  18716. mtx = BABYLON.Matrix.FromArray(m);
  18717. // Body position
  18718. var bodyX = mtx.m[12], bodyY = mtx.m[13], bodyZ = mtx.m[14];
  18719. if (!delta) {
  18720. mesh.position.x = bodyX;
  18721. mesh.position.y = bodyY;
  18722. mesh.position.z = bodyZ;
  18723. }
  18724. else {
  18725. mesh.position.x = bodyX + delta.x;
  18726. mesh.position.y = bodyY + delta.y;
  18727. mesh.position.z = bodyZ + delta.z;
  18728. }
  18729. if (!mesh.rotationQuaternion) {
  18730. mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  18731. }
  18732. BABYLON.Quaternion.FromRotationMatrixToRef(mtx, mesh.rotationQuaternion);
  18733. mesh.computeWorldMatrix();
  18734. }
  18735. }
  18736. }
  18737. };
  18738. return OimoJSPlugin;
  18739. })();
  18740. BABYLON.OimoJSPlugin = OimoJSPlugin;
  18741. })(BABYLON || (BABYLON = {}));
  18742. //# sourceMappingURL=babylon.oimoJSPlugin.js.mapvar BABYLON;
  18743. (function (BABYLON) {
  18744. var PhysicsEngine = (function () {
  18745. function PhysicsEngine(plugin) {
  18746. this._currentPlugin = plugin || new BABYLON.OimoJSPlugin();
  18747. }
  18748. PhysicsEngine.prototype._initialize = function (gravity) {
  18749. this._currentPlugin.initialize();
  18750. this._setGravity(gravity);
  18751. };
  18752. PhysicsEngine.prototype._runOneStep = function (delta) {
  18753. if (delta > 0.1) {
  18754. delta = 0.1;
  18755. }
  18756. else if (delta <= 0) {
  18757. delta = 1.0 / 60.0;
  18758. }
  18759. this._currentPlugin.runOneStep(delta);
  18760. };
  18761. PhysicsEngine.prototype._setGravity = function (gravity) {
  18762. this.gravity = gravity || new BABYLON.Vector3(0, -9.82, 0);
  18763. this._currentPlugin.setGravity(this.gravity);
  18764. };
  18765. PhysicsEngine.prototype._registerMesh = function (mesh, impostor, options) {
  18766. return this._currentPlugin.registerMesh(mesh, impostor, options);
  18767. };
  18768. PhysicsEngine.prototype._registerMeshesAsCompound = function (parts, options) {
  18769. return this._currentPlugin.registerMeshesAsCompound(parts, options);
  18770. };
  18771. PhysicsEngine.prototype._unregisterMesh = function (mesh) {
  18772. this._currentPlugin.unregisterMesh(mesh);
  18773. };
  18774. PhysicsEngine.prototype._applyImpulse = function (mesh, force, contactPoint) {
  18775. this._currentPlugin.applyImpulse(mesh, force, contactPoint);
  18776. };
  18777. PhysicsEngine.prototype._createLink = function (mesh1, mesh2, pivot1, pivot2, options) {
  18778. return this._currentPlugin.createLink(mesh1, mesh2, pivot1, pivot2, options);
  18779. };
  18780. PhysicsEngine.prototype._updateBodyPosition = function (mesh) {
  18781. this._currentPlugin.updateBodyPosition(mesh);
  18782. };
  18783. PhysicsEngine.prototype.dispose = function () {
  18784. this._currentPlugin.dispose();
  18785. };
  18786. PhysicsEngine.prototype.isSupported = function () {
  18787. return this._currentPlugin.isSupported();
  18788. };
  18789. // Statics
  18790. PhysicsEngine.NoImpostor = 0;
  18791. PhysicsEngine.SphereImpostor = 1;
  18792. PhysicsEngine.BoxImpostor = 2;
  18793. PhysicsEngine.PlaneImpostor = 3;
  18794. PhysicsEngine.MeshImpostor = 4;
  18795. PhysicsEngine.CapsuleImpostor = 5;
  18796. PhysicsEngine.ConeImpostor = 6;
  18797. PhysicsEngine.CylinderImpostor = 7;
  18798. PhysicsEngine.ConvexHullImpostor = 8;
  18799. PhysicsEngine.Epsilon = 0.001;
  18800. return PhysicsEngine;
  18801. })();
  18802. BABYLON.PhysicsEngine = PhysicsEngine;
  18803. })(BABYLON || (BABYLON = {}));
  18804. //# sourceMappingURL=babylon.physicsEngine.js.mapvar BABYLON;
  18805. (function (BABYLON) {
  18806. var serializeLight = function (light) {
  18807. var serializationObject = {};
  18808. serializationObject.name = light.name;
  18809. serializationObject.id = light.id;
  18810. serializationObject.tags = BABYLON.Tags.GetTags(light);
  18811. if (light instanceof BABYLON.PointLight) {
  18812. serializationObject.type = 0;
  18813. serializationObject.position = light.position.asArray();
  18814. }
  18815. else if (light instanceof BABYLON.DirectionalLight) {
  18816. serializationObject.type = 1;
  18817. var directionalLight = light;
  18818. serializationObject.position = directionalLight.position.asArray();
  18819. serializationObject.direction = directionalLight.direction.asArray();
  18820. }
  18821. else if (light instanceof BABYLON.SpotLight) {
  18822. serializationObject.type = 2;
  18823. var spotLight = light;
  18824. serializationObject.position = spotLight.position.asArray();
  18825. serializationObject.direction = spotLight.position.asArray();
  18826. serializationObject.angle = spotLight.angle;
  18827. serializationObject.exponent = spotLight.exponent;
  18828. }
  18829. else if (light instanceof BABYLON.HemisphericLight) {
  18830. serializationObject.type = 3;
  18831. var hemisphericLight = light;
  18832. serializationObject.direction = hemisphericLight.direction.asArray();
  18833. serializationObject.groundColor = hemisphericLight.groundColor.asArray();
  18834. }
  18835. if (light.intensity) {
  18836. serializationObject.intensity = light.intensity;
  18837. }
  18838. serializationObject.range = light.range;
  18839. serializationObject.diffuse = light.diffuse.asArray();
  18840. serializationObject.specular = light.specular.asArray();
  18841. return serializationObject;
  18842. };
  18843. var serializeFresnelParameter = function (fresnelParameter) {
  18844. var serializationObject = {};
  18845. serializationObject.isEnabled = fresnelParameter.isEnabled;
  18846. serializationObject.leftColor = fresnelParameter.leftColor;
  18847. serializationObject.rightColor = fresnelParameter.rightColor;
  18848. serializationObject.bias = fresnelParameter.bias;
  18849. serializationObject.power = fresnelParameter.power;
  18850. return serializationObject;
  18851. };
  18852. var appendAnimations = function (source, destination) {
  18853. if (source.animations) {
  18854. destination.animations = [];
  18855. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  18856. var animation = source.animations[animationIndex];
  18857. destination.animations.push(serializeAnimation(animation));
  18858. }
  18859. }
  18860. };
  18861. var serializeCamera = function (camera) {
  18862. var serializationObject = {};
  18863. serializationObject.name = camera.name;
  18864. serializationObject.tags = BABYLON.Tags.GetTags(camera);
  18865. serializationObject.id = camera.id;
  18866. serializationObject.position = camera.position.asArray();
  18867. // Parent
  18868. if (camera.parent) {
  18869. serializationObject.parentId = camera.parent.id;
  18870. }
  18871. serializationObject.fov = camera.fov;
  18872. serializationObject.minZ = camera.minZ;
  18873. serializationObject.maxZ = camera.maxZ;
  18874. serializationObject.inertia = camera.inertia;
  18875. //setting the type
  18876. if (camera instanceof BABYLON.FreeCamera) {
  18877. serializationObject.type = "FreeCamera";
  18878. }
  18879. else if (camera instanceof BABYLON.ArcRotateCamera) {
  18880. serializationObject.type = "ArcRotateCamera";
  18881. }
  18882. else if (camera instanceof BABYLON.AnaglyphArcRotateCamera) {
  18883. serializationObject.type = "AnaglyphArcRotateCamera";
  18884. }
  18885. else if (camera instanceof BABYLON.GamepadCamera) {
  18886. serializationObject.type = "GamepadCamera";
  18887. }
  18888. else if (camera instanceof BABYLON.AnaglyphFreeCamera) {
  18889. serializationObject.type = "AnaglyphFreeCamera";
  18890. }
  18891. else if (camera instanceof BABYLON.DeviceOrientationCamera) {
  18892. serializationObject.type = "DeviceOrientationCamera";
  18893. }
  18894. else if (camera instanceof BABYLON.FollowCamera) {
  18895. serializationObject.type = "FollowCamera";
  18896. }
  18897. else if (camera instanceof BABYLON.OculusCamera) {
  18898. serializationObject.type = "OculusCamera";
  18899. }
  18900. else if (camera instanceof BABYLON.OculusGamepadCamera) {
  18901. serializationObject.type = "OculusGamepadCamera";
  18902. }
  18903. else if (camera instanceof BABYLON.TouchCamera) {
  18904. serializationObject.type = "TouchCamera";
  18905. }
  18906. else if (camera instanceof BABYLON.VirtualJoysticksCamera) {
  18907. serializationObject.type = "VirtualJoysticksCamera";
  18908. }
  18909. else if (camera instanceof BABYLON.WebVRCamera) {
  18910. serializationObject.type = "WebVRCamera";
  18911. }
  18912. else if (camera instanceof BABYLON.VRDeviceOrientationCamera) {
  18913. serializationObject.type = "VRDeviceOrientationCamera";
  18914. }
  18915. //special properties of specific cameras
  18916. if (camera instanceof BABYLON.ArcRotateCamera || camera instanceof BABYLON.AnaglyphArcRotateCamera) {
  18917. var arcCamera = camera;
  18918. serializationObject.alpha = arcCamera.alpha;
  18919. serializationObject.beta = arcCamera.beta;
  18920. serializationObject.radius = arcCamera.radius;
  18921. if (arcCamera.target && arcCamera.target.id) {
  18922. serializationObject.lockedTargetId = arcCamera.target.id;
  18923. }
  18924. }
  18925. else if (camera instanceof BABYLON.FollowCamera) {
  18926. var followCam = camera;
  18927. serializationObject.radius = followCam.radius;
  18928. serializationObject.heightOffset = followCam.heightOffset;
  18929. serializationObject.rotationOffset = followCam.rotationOffset;
  18930. }
  18931. else if (camera instanceof BABYLON.AnaglyphFreeCamera || camera instanceof BABYLON.AnaglyphArcRotateCamera) {
  18932. //eye space is a private member and can only be access like this. Without changing the implementation this is the best way to get it.
  18933. if (camera['_eyeSpace'] !== undefined) {
  18934. serializationObject.eye_space = BABYLON.Tools.ToDegrees(camera['_eyeSpace']);
  18935. }
  18936. }
  18937. //general properties that not all cameras have. The [] is due to typescript's type safety
  18938. if (camera['speed'] !== undefined) {
  18939. serializationObject.speed = camera['speed'];
  18940. }
  18941. if (camera['target'] && camera['target'] instanceof BABYLON.Vector3) {
  18942. serializationObject.target = camera['target'].asArray();
  18943. }
  18944. // Target
  18945. if (camera['rotation'] && camera['rotation'] instanceof BABYLON.Vector3) {
  18946. serializationObject.rotation = camera['rotation'].asArray();
  18947. }
  18948. // Locked target
  18949. if (camera['lockedTarget'] && camera['lockedTarget'].id) {
  18950. serializationObject.lockedTargetId = camera['lockedTarget'].id;
  18951. }
  18952. serializationObject.checkCollisions = camera['checkCollisions'] || false;
  18953. serializationObject.applyGravity = camera['applyGravity'] || false;
  18954. if (camera['ellipsoid']) {
  18955. serializationObject.ellipsoid = camera['ellipsoid'].asArray();
  18956. }
  18957. // Animations
  18958. appendAnimations(camera, serializationObject);
  18959. // Layer mask
  18960. serializationObject.layerMask = camera.layerMask;
  18961. return serializationObject;
  18962. };
  18963. var serializeAnimation = function (animation) {
  18964. var serializationObject = {};
  18965. serializationObject.name = animation.name;
  18966. serializationObject.property = animation.targetProperty;
  18967. serializationObject.framePerSecond = animation.framePerSecond;
  18968. serializationObject.dataType = animation.dataType;
  18969. serializationObject.loopBehavior = animation.loopMode;
  18970. var dataType = animation.dataType;
  18971. serializationObject.keys = [];
  18972. var keys = animation.getKeys();
  18973. for (var index = 0; index < keys.length; index++) {
  18974. var animationKey = keys[index];
  18975. var key = {};
  18976. key.frame = animationKey.frame;
  18977. switch (dataType) {
  18978. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  18979. key.values = [animationKey.value];
  18980. break;
  18981. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  18982. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  18983. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  18984. key.values = animationKey.value.asArray();
  18985. break;
  18986. }
  18987. serializationObject.keys.push(key);
  18988. }
  18989. return serializationObject;
  18990. };
  18991. var serializeMultiMaterial = function (material) {
  18992. var serializationObject = {};
  18993. serializationObject.name = material.name;
  18994. serializationObject.id = material.id;
  18995. serializationObject.tags = BABYLON.Tags.GetTags(material);
  18996. serializationObject.materials = [];
  18997. for (var matIndex = 0; matIndex < material.subMaterials.length; matIndex++) {
  18998. var subMat = material.subMaterials[matIndex];
  18999. if (subMat) {
  19000. serializationObject.materials.push(subMat.id);
  19001. }
  19002. else {
  19003. serializationObject.materials.push(null);
  19004. }
  19005. }
  19006. return serializationObject;
  19007. };
  19008. var serializeMaterial = function (material) {
  19009. var serializationObject = {};
  19010. serializationObject.name = material.name;
  19011. serializationObject.ambient = material.ambientColor.asArray();
  19012. serializationObject.diffuse = material.diffuseColor.asArray();
  19013. serializationObject.specular = material.specularColor.asArray();
  19014. serializationObject.specularPower = material.specularPower;
  19015. serializationObject.emissive = material.emissiveColor.asArray();
  19016. serializationObject.alpha = material.alpha;
  19017. serializationObject.id = material.id;
  19018. serializationObject.tags = BABYLON.Tags.GetTags(material);
  19019. serializationObject.backFaceCulling = material.backFaceCulling;
  19020. if (material.diffuseTexture) {
  19021. serializationObject.diffuseTexture = serializeTexture(material.diffuseTexture);
  19022. }
  19023. if (material.diffuseFresnelParameters) {
  19024. serializationObject.diffuseFresnelParameters = serializeFresnelParameter(material.diffuseFresnelParameters);
  19025. }
  19026. if (material.ambientTexture) {
  19027. serializationObject.ambientTexture = serializeTexture(material.ambientTexture);
  19028. }
  19029. if (material.opacityTexture) {
  19030. serializationObject.opacityTexture = serializeTexture(material.opacityTexture);
  19031. }
  19032. if (material.opacityFresnelParameters) {
  19033. serializationObject.opacityFresnelParameters = serializeFresnelParameter(material.opacityFresnelParameters);
  19034. }
  19035. if (material.reflectionTexture) {
  19036. serializationObject.reflectionTexture = serializeTexture(material.reflectionTexture);
  19037. }
  19038. if (material.reflectionFresnelParameters) {
  19039. serializationObject.reflectionFresnelParameters = serializeFresnelParameter(material.reflectionFresnelParameters);
  19040. }
  19041. if (material.emissiveTexture) {
  19042. serializationObject.emissiveTexture = serializeTexture(material.emissiveTexture);
  19043. }
  19044. if (material.emissiveFresnelParameters) {
  19045. serializationObject.emissiveFresnelParameters = serializeFresnelParameter(material.emissiveFresnelParameters);
  19046. }
  19047. if (material.specularTexture) {
  19048. serializationObject.specularTexture = serializeTexture(material.specularTexture);
  19049. }
  19050. if (material.bumpTexture) {
  19051. serializationObject.bumpTexture = serializeTexture(material.bumpTexture);
  19052. }
  19053. return serializationObject;
  19054. };
  19055. var serializeTexture = function (texture) {
  19056. var serializationObject = {};
  19057. if (!texture.name) {
  19058. return null;
  19059. }
  19060. if (texture instanceof BABYLON.CubeTexture) {
  19061. serializationObject.name = texture.name;
  19062. serializationObject.hasAlpha = texture.hasAlpha;
  19063. serializationObject.level = texture.level;
  19064. serializationObject.coordinatesMode = texture.coordinatesMode;
  19065. return serializationObject;
  19066. }
  19067. if (texture instanceof BABYLON.MirrorTexture) {
  19068. var mirrorTexture = texture;
  19069. serializationObject.renderTargetSize = mirrorTexture.getRenderSize();
  19070. serializationObject.renderList = [];
  19071. for (var index = 0; index < mirrorTexture.renderList.length; index++) {
  19072. serializationObject.renderList.push(mirrorTexture.renderList[index].id);
  19073. }
  19074. serializationObject.mirrorPlane = mirrorTexture.mirrorPlane.asArray();
  19075. }
  19076. else if (texture instanceof BABYLON.RenderTargetTexture) {
  19077. var renderTargetTexture = texture;
  19078. serializationObject.renderTargetSize = renderTargetTexture.getRenderSize();
  19079. serializationObject.renderList = [];
  19080. for (index = 0; index < renderTargetTexture.renderList.length; index++) {
  19081. serializationObject.renderList.push(renderTargetTexture.renderList[index].id);
  19082. }
  19083. }
  19084. var regularTexture = texture;
  19085. serializationObject.name = texture.name;
  19086. serializationObject.hasAlpha = texture.hasAlpha;
  19087. serializationObject.level = texture.level;
  19088. serializationObject.coordinatesIndex = texture.coordinatesIndex;
  19089. serializationObject.coordinatesMode = texture.coordinatesMode;
  19090. serializationObject.uOffset = regularTexture.uOffset;
  19091. serializationObject.vOffset = regularTexture.vOffset;
  19092. serializationObject.uScale = regularTexture.uScale;
  19093. serializationObject.vScale = regularTexture.vScale;
  19094. serializationObject.uAng = regularTexture.uAng;
  19095. serializationObject.vAng = regularTexture.vAng;
  19096. serializationObject.wAng = regularTexture.wAng;
  19097. serializationObject.wrapU = texture.wrapU;
  19098. serializationObject.wrapV = texture.wrapV;
  19099. // Animations
  19100. appendAnimations(texture, serializationObject);
  19101. return serializationObject;
  19102. };
  19103. var serializeSkeleton = function (skeleton) {
  19104. var serializationObject = {};
  19105. serializationObject.name = skeleton.name;
  19106. serializationObject.id = skeleton.id;
  19107. serializationObject.bones = [];
  19108. for (var index = 0; index < skeleton.bones.length; index++) {
  19109. var bone = skeleton.bones[index];
  19110. var serializedBone = {
  19111. parentBoneIndex: bone.getParent() ? skeleton.bones.indexOf(bone.getParent()) : -1,
  19112. name: bone.name,
  19113. matrix: bone.getLocalMatrix().toArray()
  19114. };
  19115. serializationObject.bones.push(serializedBone);
  19116. if (bone.animations && bone.animations.length > 0) {
  19117. serializedBone.animation = serializeAnimation(bone.animations[0]);
  19118. }
  19119. }
  19120. return serializationObject;
  19121. };
  19122. var serializeParticleSystem = function (particleSystem) {
  19123. var serializationObject = {};
  19124. serializationObject.emitterId = particleSystem.emitter.id;
  19125. serializationObject.capacity = particleSystem.getCapacity();
  19126. if (particleSystem.particleTexture) {
  19127. serializationObject.textureName = particleSystem.particleTexture.name;
  19128. }
  19129. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  19130. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  19131. serializationObject.minSize = particleSystem.minSize;
  19132. serializationObject.maxSize = particleSystem.maxSize;
  19133. serializationObject.minLifeTime = particleSystem.minLifeTime;
  19134. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  19135. serializationObject.emitRate = particleSystem.emitRate;
  19136. serializationObject.minEmitBox = particleSystem.minEmitBox.asArray();
  19137. serializationObject.maxEmitBox = particleSystem.maxEmitBox.asArray();
  19138. serializationObject.gravity = particleSystem.gravity.asArray();
  19139. serializationObject.direction1 = particleSystem.direction1.asArray();
  19140. serializationObject.direction2 = particleSystem.direction2.asArray();
  19141. serializationObject.color1 = particleSystem.color1.asArray();
  19142. serializationObject.color2 = particleSystem.color2.asArray();
  19143. serializationObject.colorDead = particleSystem.colorDead.asArray();
  19144. serializationObject.updateSpeed = particleSystem.updateSpeed;
  19145. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  19146. serializationObject.textureMask = particleSystem.textureMask.asArray();
  19147. serializationObject.blendMode = particleSystem.blendMode;
  19148. return serializationObject;
  19149. };
  19150. var serializeLensFlareSystem = function (lensFlareSystem) {
  19151. var serializationObject = {};
  19152. serializationObject.emitterId = lensFlareSystem.getEmitter().id;
  19153. serializationObject.borderLimit = lensFlareSystem.borderLimit;
  19154. serializationObject.flares = [];
  19155. for (var index = 0; index < lensFlareSystem.lensFlares.length; index++) {
  19156. var flare = lensFlareSystem.lensFlares[index];
  19157. serializationObject.flares.push({
  19158. size: flare.size,
  19159. position: flare.position,
  19160. color: flare.color.asArray(),
  19161. textureName: BABYLON.Tools.GetFilename(flare.texture.name)
  19162. });
  19163. }
  19164. return serializationObject;
  19165. };
  19166. var serializeShadowGenerator = function (light) {
  19167. var serializationObject = {};
  19168. var shadowGenerator = light.getShadowGenerator();
  19169. serializationObject.lightId = light.id;
  19170. serializationObject.mapSize = shadowGenerator.getShadowMap().getRenderSize();
  19171. serializationObject.useVarianceShadowMap = shadowGenerator.useVarianceShadowMap;
  19172. serializationObject.usePoissonSampling = shadowGenerator.usePoissonSampling;
  19173. serializationObject.renderList = [];
  19174. for (var meshIndex = 0; meshIndex < shadowGenerator.getShadowMap().renderList.length; meshIndex++) {
  19175. var mesh = shadowGenerator.getShadowMap().renderList[meshIndex];
  19176. serializationObject.renderList.push(mesh.id);
  19177. }
  19178. return serializationObject;
  19179. };
  19180. var serializedGeometries = [];
  19181. var serializeGeometry = function (geometry, serializationGeometries) {
  19182. if (serializedGeometries[geometry.id]) {
  19183. return;
  19184. }
  19185. if (geometry instanceof BABYLON.Geometry.Primitives.Box) {
  19186. serializationGeometries.boxes.push(serializeBox(geometry));
  19187. }
  19188. else if (geometry instanceof BABYLON.Geometry.Primitives.Sphere) {
  19189. serializationGeometries.spheres.push(serializeSphere(geometry));
  19190. }
  19191. else if (geometry instanceof BABYLON.Geometry.Primitives.Cylinder) {
  19192. serializationGeometries.cylinders.push(serializeCylinder(geometry));
  19193. }
  19194. else if (geometry instanceof BABYLON.Geometry.Primitives.Torus) {
  19195. serializationGeometries.toruses.push(serializeTorus(geometry));
  19196. }
  19197. else if (geometry instanceof BABYLON.Geometry.Primitives.Ground) {
  19198. serializationGeometries.grounds.push(serializeGround(geometry));
  19199. }
  19200. else if (geometry instanceof BABYLON.Geometry.Primitives.Plane) {
  19201. serializationGeometries.planes.push(serializePlane(geometry));
  19202. }
  19203. else if (geometry instanceof BABYLON.Geometry.Primitives.TorusKnot) {
  19204. serializationGeometries.torusKnots.push(serializeTorusKnot(geometry));
  19205. }
  19206. else if (geometry instanceof BABYLON.Geometry.Primitives._Primitive) {
  19207. throw new Error("Unknow primitive type");
  19208. }
  19209. else {
  19210. serializationGeometries.vertexData.push(serializeVertexData(geometry));
  19211. }
  19212. serializedGeometries[geometry.id] = true;
  19213. };
  19214. var serializeGeometryBase = function (geometry) {
  19215. var serializationObject = {};
  19216. serializationObject.id = geometry.id;
  19217. if (BABYLON.Tags.HasTags(geometry)) {
  19218. serializationObject.tags = BABYLON.Tags.GetTags(geometry);
  19219. }
  19220. return serializationObject;
  19221. };
  19222. var serializeVertexData = function (vertexData) {
  19223. var serializationObject = serializeGeometryBase(vertexData);
  19224. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  19225. serializationObject.positions = vertexData.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  19226. }
  19227. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  19228. serializationObject.normals = vertexData.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  19229. }
  19230. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  19231. serializationObject.uvs = vertexData.getVerticesData(BABYLON.VertexBuffer.UVKind);
  19232. }
  19233. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  19234. serializationObject.uvs2 = vertexData.getVerticesData(BABYLON.VertexBuffer.UV2Kind);
  19235. }
  19236. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  19237. serializationObject.colors = vertexData.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  19238. }
  19239. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  19240. serializationObject.matricesIndices = vertexData.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  19241. serializationObject.matricesIndices._isExpanded = true;
  19242. }
  19243. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  19244. serializationObject.matricesWeights = vertexData.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  19245. }
  19246. serializationObject.indices = vertexData.getIndices();
  19247. return serializationObject;
  19248. };
  19249. var serializePrimitive = function (primitive) {
  19250. var serializationObject = serializeGeometryBase(primitive);
  19251. serializationObject.canBeRegenerated = primitive.canBeRegenerated();
  19252. return serializationObject;
  19253. };
  19254. var serializeBox = function (box) {
  19255. var serializationObject = serializePrimitive(box);
  19256. serializationObject.size = box.size;
  19257. return serializationObject;
  19258. };
  19259. var serializeSphere = function (sphere) {
  19260. var serializationObject = serializePrimitive(sphere);
  19261. serializationObject.segments = sphere.segments;
  19262. serializationObject.diameter = sphere.diameter;
  19263. return serializationObject;
  19264. };
  19265. var serializeCylinder = function (cylinder) {
  19266. var serializationObject = serializePrimitive(cylinder);
  19267. serializationObject.height = cylinder.height;
  19268. serializationObject.diameterTop = cylinder.diameterTop;
  19269. serializationObject.diameterBottom = cylinder.diameterBottom;
  19270. serializationObject.tessellation = cylinder.tessellation;
  19271. return serializationObject;
  19272. };
  19273. var serializeTorus = function (torus) {
  19274. var serializationObject = serializePrimitive(torus);
  19275. serializationObject.diameter = torus.diameter;
  19276. serializationObject.thickness = torus.thickness;
  19277. serializationObject.tessellation = torus.tessellation;
  19278. return serializationObject;
  19279. };
  19280. var serializeGround = function (ground) {
  19281. var serializationObject = serializePrimitive(ground);
  19282. serializationObject.width = ground.width;
  19283. serializationObject.height = ground.height;
  19284. serializationObject.subdivisions = ground.subdivisions;
  19285. return serializationObject;
  19286. };
  19287. var serializePlane = function (plane) {
  19288. var serializationObject = serializePrimitive(plane);
  19289. serializationObject.size = plane.size;
  19290. return serializationObject;
  19291. };
  19292. var serializeTorusKnot = function (torusKnot) {
  19293. var serializationObject = serializePrimitive(torusKnot);
  19294. serializationObject.radius = torusKnot.radius;
  19295. serializationObject.tube = torusKnot.tube;
  19296. serializationObject.radialSegments = torusKnot.radialSegments;
  19297. serializationObject.tubularSegments = torusKnot.tubularSegments;
  19298. serializationObject.p = torusKnot.p;
  19299. serializationObject.q = torusKnot.q;
  19300. return serializationObject;
  19301. };
  19302. var serializeMesh = function (mesh, serializationScene) {
  19303. var serializationObject = {};
  19304. serializationObject.name = mesh.name;
  19305. serializationObject.id = mesh.id;
  19306. if (BABYLON.Tags.HasTags(mesh)) {
  19307. serializationObject.tags = BABYLON.Tags.GetTags(mesh);
  19308. }
  19309. serializationObject.position = mesh.position.asArray();
  19310. if (mesh.rotationQuaternion) {
  19311. serializationObject.rotationQuaternion = mesh.rotationQuaternion.asArray();
  19312. }
  19313. else if (mesh.rotation) {
  19314. serializationObject.rotation = mesh.rotation.asArray();
  19315. }
  19316. serializationObject.scaling = mesh.scaling.asArray();
  19317. serializationObject.localMatrix = mesh.getPivotMatrix().asArray();
  19318. serializationObject.isEnabled = mesh.isEnabled();
  19319. serializationObject.isVisible = mesh.isVisible;
  19320. serializationObject.infiniteDistance = mesh.infiniteDistance;
  19321. serializationObject.pickable = mesh.isPickable;
  19322. serializationObject.receiveShadows = mesh.receiveShadows;
  19323. serializationObject.billboardMode = mesh.billboardMode;
  19324. serializationObject.visibility = mesh.visibility;
  19325. serializationObject.checkCollisions = mesh.checkCollisions;
  19326. // Parent
  19327. if (mesh.parent) {
  19328. serializationObject.parentId = mesh.parent.id;
  19329. }
  19330. // Geometry
  19331. var geometry = mesh._geometry;
  19332. if (geometry) {
  19333. var geometryId = geometry.id;
  19334. serializationObject.geometryId = geometryId;
  19335. if (!mesh.getScene().getGeometryByID(geometryId)) {
  19336. // geometry was in the memory but not added to the scene, nevertheless it's better to serialize too be able to reload the mesh with its geometry
  19337. serializeGeometry(geometry, serializationScene.geometries);
  19338. }
  19339. // SubMeshes
  19340. serializationObject.subMeshes = [];
  19341. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  19342. var subMesh = mesh.subMeshes[subIndex];
  19343. serializationObject.subMeshes.push({
  19344. materialIndex: subMesh.materialIndex,
  19345. verticesStart: subMesh.verticesStart,
  19346. verticesCount: subMesh.verticesCount,
  19347. indexStart: subMesh.indexStart,
  19348. indexCount: subMesh.indexCount
  19349. });
  19350. }
  19351. }
  19352. // Material
  19353. if (mesh.material) {
  19354. serializationObject.materialId = mesh.material.id;
  19355. }
  19356. else {
  19357. mesh.material = null;
  19358. }
  19359. // Skeleton
  19360. if (mesh.skeleton) {
  19361. serializationObject.skeletonId = mesh.skeleton.id;
  19362. }
  19363. // Physics
  19364. if (mesh.getPhysicsImpostor() !== BABYLON.PhysicsEngine.NoImpostor) {
  19365. serializationObject.physicsMass = mesh.getPhysicsMass();
  19366. serializationObject.physicsFriction = mesh.getPhysicsFriction();
  19367. serializationObject.physicsRestitution = mesh.getPhysicsRestitution();
  19368. switch (mesh.getPhysicsImpostor()) {
  19369. case BABYLON.PhysicsEngine.BoxImpostor:
  19370. serializationObject.physicsImpostor = 1;
  19371. break;
  19372. case BABYLON.PhysicsEngine.SphereImpostor:
  19373. serializationObject.physicsImpostor = 2;
  19374. break;
  19375. }
  19376. }
  19377. // Instances
  19378. serializationObject.instances = [];
  19379. for (var index = 0; index < mesh.instances.length; index++) {
  19380. var instance = mesh.instances[index];
  19381. var serializationInstance = {
  19382. name: instance.name,
  19383. position: instance.position,
  19384. rotation: instance.rotation,
  19385. rotationQuaternion: instance.rotationQuaternion,
  19386. scaling: instance.scaling
  19387. };
  19388. serializationObject.instances.push(serializationInstance);
  19389. // Animations
  19390. appendAnimations(instance, serializationInstance);
  19391. }
  19392. // Animations
  19393. appendAnimations(mesh, serializationObject);
  19394. // Layer mask
  19395. serializationObject.layerMask = mesh.layerMask;
  19396. return serializationObject;
  19397. };
  19398. var SceneSerializer = (function () {
  19399. function SceneSerializer() {
  19400. }
  19401. SceneSerializer.Serialize = function (scene) {
  19402. var serializationObject = {};
  19403. // Scene
  19404. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  19405. serializationObject.autoClear = scene.autoClear;
  19406. serializationObject.clearColor = scene.clearColor.asArray();
  19407. serializationObject.ambientColor = scene.ambientColor.asArray();
  19408. serializationObject.gravity = scene.gravity.asArray();
  19409. // Fog
  19410. if (scene.fogMode && scene.fogMode !== 0) {
  19411. serializationObject.fogMode = scene.fogMode;
  19412. serializationObject.fogColor = scene.fogColor.asArray();
  19413. serializationObject.fogStart = scene.fogStart;
  19414. serializationObject.fogEnd = scene.fogEnd;
  19415. serializationObject.fogDensity = scene.fogDensity;
  19416. }
  19417. // Lights
  19418. serializationObject.lights = [];
  19419. for (var index = 0; index < scene.lights.length; index++) {
  19420. var light = scene.lights[index];
  19421. serializationObject.lights.push(serializeLight(light));
  19422. }
  19423. // Cameras
  19424. serializationObject.cameras = [];
  19425. for (index = 0; index < scene.cameras.length; index++) {
  19426. var camera = scene.cameras[index];
  19427. serializationObject.cameras.push(serializeCamera(camera));
  19428. }
  19429. if (scene.activeCamera) {
  19430. serializationObject.activeCameraID = scene.activeCamera.id;
  19431. }
  19432. // Materials
  19433. serializationObject.materials = [];
  19434. serializationObject.multiMaterials = [];
  19435. for (index = 0; index < scene.materials.length; index++) {
  19436. var material = scene.materials[index];
  19437. if (material instanceof BABYLON.StandardMaterial) {
  19438. serializationObject.materials.push(serializeMaterial(material));
  19439. }
  19440. else if (material instanceof BABYLON.MultiMaterial) {
  19441. serializationObject.multiMaterials.push(serializeMultiMaterial(material));
  19442. }
  19443. }
  19444. // Skeletons
  19445. serializationObject.skeletons = [];
  19446. for (index = 0; index < scene.skeletons.length; index++) {
  19447. serializationObject.skeletons.push(serializeSkeleton(scene.skeletons[index]));
  19448. }
  19449. // Geometries
  19450. serializationObject.geometries = {};
  19451. serializationObject.geometries.boxes = [];
  19452. serializationObject.geometries.spheres = [];
  19453. serializationObject.geometries.cylinders = [];
  19454. serializationObject.geometries.toruses = [];
  19455. serializationObject.geometries.grounds = [];
  19456. serializationObject.geometries.planes = [];
  19457. serializationObject.geometries.torusKnots = [];
  19458. serializationObject.geometries.vertexData = [];
  19459. serializedGeometries = [];
  19460. var geometries = scene.getGeometries();
  19461. for (index = 0; index < geometries.length; index++) {
  19462. var geometry = geometries[index];
  19463. if (geometry.isReady()) {
  19464. serializeGeometry(geometry, serializationObject.geometries);
  19465. }
  19466. }
  19467. // Meshes
  19468. serializationObject.meshes = [];
  19469. for (index = 0; index < scene.meshes.length; index++) {
  19470. var abstractMesh = scene.meshes[index];
  19471. if (abstractMesh instanceof BABYLON.Mesh) {
  19472. var mesh = abstractMesh;
  19473. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  19474. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  19475. }
  19476. }
  19477. }
  19478. // Particles Systems
  19479. serializationObject.particleSystems = [];
  19480. for (index = 0; index < scene.particleSystems.length; index++) {
  19481. serializationObject.particleSystems.push(serializeParticleSystem(scene.particleSystems[index]));
  19482. }
  19483. // Lens flares
  19484. serializationObject.lensFlareSystems = [];
  19485. for (index = 0; index < scene.lensFlareSystems.length; index++) {
  19486. serializationObject.lensFlareSystems.push(serializeLensFlareSystem(scene.lensFlareSystems[index]));
  19487. }
  19488. // Shadows
  19489. serializationObject.shadowGenerators = [];
  19490. for (index = 0; index < scene.lights.length; index++) {
  19491. light = scene.lights[index];
  19492. if (light.getShadowGenerator()) {
  19493. serializationObject.shadowGenerators.push(serializeShadowGenerator(light));
  19494. }
  19495. }
  19496. return serializationObject;
  19497. };
  19498. return SceneSerializer;
  19499. })();
  19500. BABYLON.SceneSerializer = SceneSerializer;
  19501. })(BABYLON || (BABYLON = {}));
  19502. //# sourceMappingURL=babylon.sceneSerializer.js.mapvar BABYLON;
  19503. (function (BABYLON) {
  19504. var SceneLoader = (function () {
  19505. function SceneLoader() {
  19506. }
  19507. Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
  19508. get: function () {
  19509. return SceneLoader._ForceFullSceneLoadingForIncremental;
  19510. },
  19511. set: function (value) {
  19512. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  19513. },
  19514. enumerable: true,
  19515. configurable: true
  19516. });
  19517. Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
  19518. get: function () {
  19519. return SceneLoader._ShowLoadingScreen;
  19520. },
  19521. set: function (value) {
  19522. SceneLoader._ShowLoadingScreen = value;
  19523. },
  19524. enumerable: true,
  19525. configurable: true
  19526. });
  19527. SceneLoader._getPluginForFilename = function (sceneFilename) {
  19528. var dotPosition = sceneFilename.lastIndexOf(".");
  19529. var queryStringPosition = sceneFilename.indexOf("?");
  19530. if (queryStringPosition === -1) {
  19531. queryStringPosition = sceneFilename.length;
  19532. }
  19533. var extension = sceneFilename.substring(dotPosition, queryStringPosition).toLowerCase();
  19534. for (var index = 0; index < this._registeredPlugins.length; index++) {
  19535. var plugin = this._registeredPlugins[index];
  19536. if (plugin.extensions.indexOf(extension) !== -1) {
  19537. return plugin;
  19538. }
  19539. }
  19540. return this._registeredPlugins[this._registeredPlugins.length - 1];
  19541. };
  19542. // Public functions
  19543. SceneLoader.RegisterPlugin = function (plugin) {
  19544. plugin.extensions = plugin.extensions.toLowerCase();
  19545. SceneLoader._registeredPlugins.push(plugin);
  19546. };
  19547. SceneLoader.ImportMesh = function (meshesNames, rootUrl, sceneFilename, scene, onsuccess, progressCallBack, onerror) {
  19548. if (sceneFilename.substr && sceneFilename.substr(0, 1) === "/") {
  19549. BABYLON.Tools.Error("Wrong sceneFilename parameter");
  19550. return;
  19551. }
  19552. var manifestChecked = function (success) {
  19553. scene.database = database;
  19554. var plugin = SceneLoader._getPluginForFilename(sceneFilename);
  19555. var importMeshFromData = function (data) {
  19556. var meshes = [];
  19557. var particleSystems = [];
  19558. var skeletons = [];
  19559. try {
  19560. if (!plugin.importMesh(meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons)) {
  19561. if (onerror) {
  19562. onerror(scene, 'unable to load the scene');
  19563. }
  19564. return;
  19565. }
  19566. }
  19567. catch (e) {
  19568. if (onerror) {
  19569. onerror(scene, e);
  19570. }
  19571. return;
  19572. }
  19573. if (onsuccess) {
  19574. scene.importedMeshesFiles.push(rootUrl + sceneFilename);
  19575. onsuccess(meshes, particleSystems, skeletons);
  19576. }
  19577. };
  19578. if (sceneFilename.substr && sceneFilename.substr(0, 5) === "data:") {
  19579. // Direct load
  19580. importMeshFromData(sceneFilename.substr(5));
  19581. return;
  19582. }
  19583. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, function (data) {
  19584. importMeshFromData(data);
  19585. }, progressCallBack, database);
  19586. };
  19587. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  19588. var database = new BABYLON.Database(rootUrl + sceneFilename, manifestChecked);
  19589. };
  19590. /**
  19591. * Load a scene
  19592. * @param rootUrl a string that defines the root url for scene and resources
  19593. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  19594. * @param engine is the instance of BABYLON.Engine to use to create the scene
  19595. */
  19596. SceneLoader.Load = function (rootUrl, sceneFilename, engine, onsuccess, progressCallBack, onerror) {
  19597. SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onsuccess, progressCallBack, onerror);
  19598. };
  19599. /**
  19600. * Append a scene
  19601. * @param rootUrl a string that defines the root url for scene and resources
  19602. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  19603. * @param scene is the instance of BABYLON.Scene to append to
  19604. */
  19605. SceneLoader.Append = function (rootUrl, sceneFilename, scene, onsuccess, progressCallBack, onerror) {
  19606. if (sceneFilename.substr && sceneFilename.substr(0, 1) === "/") {
  19607. BABYLON.Tools.Error("Wrong sceneFilename parameter");
  19608. return;
  19609. }
  19610. var plugin = this._getPluginForFilename(sceneFilename.name || sceneFilename);
  19611. var database;
  19612. if (SceneLoader.ShowLoadingScreen) {
  19613. scene.getEngine().displayLoadingUI();
  19614. }
  19615. var loadSceneFromData = function (data) {
  19616. scene.database = database;
  19617. if (!plugin.load(scene, data, rootUrl)) {
  19618. if (onerror) {
  19619. onerror(scene);
  19620. }
  19621. scene.getEngine().hideLoadingUI();
  19622. return;
  19623. }
  19624. if (onsuccess) {
  19625. onsuccess(scene);
  19626. }
  19627. if (SceneLoader.ShowLoadingScreen) {
  19628. scene.executeWhenReady(function () {
  19629. scene.getEngine().hideLoadingUI();
  19630. });
  19631. }
  19632. };
  19633. var manifestChecked = function (success) {
  19634. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, loadSceneFromData, progressCallBack, database);
  19635. };
  19636. if (sceneFilename.substr && sceneFilename.substr(0, 5) === "data:") {
  19637. // Direct load
  19638. loadSceneFromData(sceneFilename.substr(5));
  19639. return;
  19640. }
  19641. if (rootUrl.indexOf("file:") === -1) {
  19642. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  19643. database = new BABYLON.Database(rootUrl + sceneFilename, manifestChecked);
  19644. }
  19645. else {
  19646. BABYLON.Tools.ReadFile(sceneFilename, loadSceneFromData, progressCallBack);
  19647. }
  19648. };
  19649. // Flags
  19650. SceneLoader._ForceFullSceneLoadingForIncremental = false;
  19651. SceneLoader._ShowLoadingScreen = true;
  19652. // Members
  19653. SceneLoader._registeredPlugins = new Array();
  19654. return SceneLoader;
  19655. })();
  19656. BABYLON.SceneLoader = SceneLoader;
  19657. ;
  19658. })(BABYLON || (BABYLON = {}));
  19659. //# sourceMappingURL=babylon.sceneLoader.js.mapvar BABYLON;
  19660. (function (BABYLON) {
  19661. var Internals;
  19662. (function (Internals) {
  19663. var checkColors4 = function (colors, count) {
  19664. // Check if color3 was used
  19665. if (colors.length === count * 3) {
  19666. var colors4 = [];
  19667. for (var index = 0; index < colors.length; index += 3) {
  19668. var newIndex = (index / 3) * 4;
  19669. colors4[newIndex] = colors[index];
  19670. colors4[newIndex + 1] = colors[index + 1];
  19671. colors4[newIndex + 2] = colors[index + 2];
  19672. colors4[newIndex + 3] = 1.0;
  19673. }
  19674. return colors4;
  19675. }
  19676. return colors;
  19677. };
  19678. var loadCubeTexture = function (rootUrl, parsedTexture, scene) {
  19679. var texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene);
  19680. texture.name = parsedTexture.name;
  19681. texture.hasAlpha = parsedTexture.hasAlpha;
  19682. texture.level = parsedTexture.level;
  19683. texture.coordinatesMode = parsedTexture.coordinatesMode;
  19684. return texture;
  19685. };
  19686. var loadTexture = function (rootUrl, parsedTexture, scene) {
  19687. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  19688. return null;
  19689. }
  19690. if (parsedTexture.isCube) {
  19691. return loadCubeTexture(rootUrl, parsedTexture, scene);
  19692. }
  19693. var texture;
  19694. if (parsedTexture.mirrorPlane) {
  19695. texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  19696. texture._waitingRenderList = parsedTexture.renderList;
  19697. texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  19698. }
  19699. else if (parsedTexture.isRenderTarget) {
  19700. texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  19701. texture._waitingRenderList = parsedTexture.renderList;
  19702. }
  19703. else {
  19704. texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
  19705. }
  19706. texture.name = parsedTexture.name;
  19707. texture.hasAlpha = parsedTexture.hasAlpha;
  19708. texture.getAlphaFromRGB = parsedTexture.getAlphaFromRGB;
  19709. texture.level = parsedTexture.level;
  19710. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  19711. texture.coordinatesMode = parsedTexture.coordinatesMode;
  19712. texture.uOffset = parsedTexture.uOffset;
  19713. texture.vOffset = parsedTexture.vOffset;
  19714. texture.uScale = parsedTexture.uScale;
  19715. texture.vScale = parsedTexture.vScale;
  19716. texture.uAng = parsedTexture.uAng;
  19717. texture.vAng = parsedTexture.vAng;
  19718. texture.wAng = parsedTexture.wAng;
  19719. texture.wrapU = parsedTexture.wrapU;
  19720. texture.wrapV = parsedTexture.wrapV;
  19721. // Animations
  19722. if (parsedTexture.animations) {
  19723. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  19724. var parsedAnimation = parsedTexture.animations[animationIndex];
  19725. texture.animations.push(parseAnimation(parsedAnimation));
  19726. }
  19727. }
  19728. return texture;
  19729. };
  19730. var parseSkeleton = function (parsedSkeleton, scene) {
  19731. var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  19732. for (var index = 0; index < parsedSkeleton.bones.length; index++) {
  19733. var parsedBone = parsedSkeleton.bones[index];
  19734. var parentBone = null;
  19735. if (parsedBone.parentBoneIndex > -1) {
  19736. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  19737. }
  19738. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
  19739. if (parsedBone.animation) {
  19740. bone.animations.push(parseAnimation(parsedBone.animation));
  19741. }
  19742. }
  19743. return skeleton;
  19744. };
  19745. var parseFresnelParameters = function (parsedFresnelParameters) {
  19746. var fresnelParameters = new BABYLON.FresnelParameters();
  19747. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  19748. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  19749. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  19750. fresnelParameters.bias = parsedFresnelParameters.bias;
  19751. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  19752. return fresnelParameters;
  19753. };
  19754. var parseMaterial = function (parsedMaterial, scene, rootUrl) {
  19755. var material;
  19756. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  19757. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  19758. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  19759. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  19760. material.specularPower = parsedMaterial.specularPower;
  19761. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  19762. material.alpha = parsedMaterial.alpha;
  19763. material.id = parsedMaterial.id;
  19764. BABYLON.Tags.AddTagsTo(material, parsedMaterial.tags);
  19765. material.backFaceCulling = parsedMaterial.backFaceCulling;
  19766. material.wireframe = parsedMaterial.wireframe;
  19767. if (parsedMaterial.diffuseTexture) {
  19768. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  19769. }
  19770. if (parsedMaterial.diffuseFresnelParameters) {
  19771. material.diffuseFresnelParameters = parseFresnelParameters(parsedMaterial.diffuseFresnelParameters);
  19772. }
  19773. if (parsedMaterial.ambientTexture) {
  19774. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  19775. }
  19776. if (parsedMaterial.opacityTexture) {
  19777. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  19778. }
  19779. if (parsedMaterial.opacityFresnelParameters) {
  19780. material.opacityFresnelParameters = parseFresnelParameters(parsedMaterial.opacityFresnelParameters);
  19781. }
  19782. if (parsedMaterial.reflectionTexture) {
  19783. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  19784. }
  19785. if (parsedMaterial.reflectionFresnelParameters) {
  19786. material.reflectionFresnelParameters = parseFresnelParameters(parsedMaterial.reflectionFresnelParameters);
  19787. }
  19788. if (parsedMaterial.emissiveTexture) {
  19789. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  19790. }
  19791. if (parsedMaterial.emissiveFresnelParameters) {
  19792. material.emissiveFresnelParameters = parseFresnelParameters(parsedMaterial.emissiveFresnelParameters);
  19793. }
  19794. if (parsedMaterial.specularTexture) {
  19795. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  19796. }
  19797. if (parsedMaterial.bumpTexture) {
  19798. material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
  19799. }
  19800. return material;
  19801. };
  19802. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  19803. for (var index = 0; index < parsedData.materials.length; index++) {
  19804. var parsedMaterial = parsedData.materials[index];
  19805. if (parsedMaterial.id === id) {
  19806. return parseMaterial(parsedMaterial, scene, rootUrl);
  19807. }
  19808. }
  19809. return null;
  19810. };
  19811. var parseMultiMaterial = function (parsedMultiMaterial, scene) {
  19812. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  19813. multiMaterial.id = parsedMultiMaterial.id;
  19814. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  19815. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  19816. var subMatId = parsedMultiMaterial.materials[matIndex];
  19817. if (subMatId) {
  19818. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  19819. }
  19820. else {
  19821. multiMaterial.subMaterials.push(null);
  19822. }
  19823. }
  19824. return multiMaterial;
  19825. };
  19826. var parseLensFlareSystem = function (parsedLensFlareSystem, scene, rootUrl) {
  19827. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  19828. var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene);
  19829. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  19830. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  19831. var parsedFlare = parsedLensFlareSystem.flares[index];
  19832. var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
  19833. }
  19834. return lensFlareSystem;
  19835. };
  19836. var parseParticleSystem = function (parsedParticleSystem, scene, rootUrl) {
  19837. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  19838. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  19839. if (parsedParticleSystem.textureName) {
  19840. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  19841. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  19842. }
  19843. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  19844. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  19845. particleSystem.minSize = parsedParticleSystem.minSize;
  19846. particleSystem.maxSize = parsedParticleSystem.maxSize;
  19847. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  19848. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  19849. particleSystem.emitter = emitter;
  19850. particleSystem.emitRate = parsedParticleSystem.emitRate;
  19851. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  19852. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  19853. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  19854. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  19855. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  19856. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  19857. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  19858. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  19859. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  19860. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  19861. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  19862. particleSystem.blendMode = parsedParticleSystem.blendMode;
  19863. particleSystem.start();
  19864. return particleSystem;
  19865. };
  19866. var parseShadowGenerator = function (parsedShadowGenerator, scene) {
  19867. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  19868. var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
  19869. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  19870. var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
  19871. shadowGenerator.getShadowMap().renderList.push(mesh);
  19872. }
  19873. if (parsedShadowGenerator.usePoissonSampling) {
  19874. shadowGenerator.usePoissonSampling = true;
  19875. }
  19876. else if (parsedShadowGenerator.useVarianceShadowMap) {
  19877. shadowGenerator.useVarianceShadowMap = true;
  19878. }
  19879. else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  19880. shadowGenerator.useBlurVarianceShadowMap = true;
  19881. if (parsedShadowGenerator.blurScale) {
  19882. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  19883. }
  19884. if (parsedShadowGenerator.blurBoxOffset) {
  19885. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  19886. }
  19887. }
  19888. if (parsedShadowGenerator.bias !== undefined) {
  19889. shadowGenerator.bias = parsedShadowGenerator.bias;
  19890. }
  19891. return shadowGenerator;
  19892. };
  19893. var parseAnimation = function (parsedAnimation) {
  19894. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  19895. var dataType = parsedAnimation.dataType;
  19896. var keys = [];
  19897. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  19898. var key = parsedAnimation.keys[index];
  19899. var data;
  19900. switch (dataType) {
  19901. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  19902. data = key.values[0];
  19903. break;
  19904. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  19905. data = BABYLON.Quaternion.FromArray(key.values);
  19906. break;
  19907. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  19908. data = BABYLON.Matrix.FromArray(key.values);
  19909. break;
  19910. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  19911. default:
  19912. data = BABYLON.Vector3.FromArray(key.values);
  19913. break;
  19914. }
  19915. keys.push({
  19916. frame: key.frame,
  19917. value: data
  19918. });
  19919. }
  19920. animation.setKeys(keys);
  19921. return animation;
  19922. };
  19923. var parseLight = function (parsedLight, scene) {
  19924. var light;
  19925. switch (parsedLight.type) {
  19926. case 0:
  19927. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  19928. break;
  19929. case 1:
  19930. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  19931. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  19932. break;
  19933. case 2:
  19934. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  19935. break;
  19936. case 3:
  19937. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  19938. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  19939. break;
  19940. }
  19941. light.id = parsedLight.id;
  19942. BABYLON.Tags.AddTagsTo(light, parsedLight.tags);
  19943. if (parsedLight.intensity !== undefined) {
  19944. light.intensity = parsedLight.intensity;
  19945. }
  19946. if (parsedLight.range) {
  19947. light.range = parsedLight.range;
  19948. }
  19949. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  19950. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  19951. if (parsedLight.excludedMeshesIds) {
  19952. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  19953. }
  19954. // Parent
  19955. if (parsedLight.parentId) {
  19956. light._waitingParentId = parsedLight.parentId;
  19957. }
  19958. if (parsedLight.includedOnlyMeshesIds) {
  19959. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  19960. }
  19961. // Animations
  19962. if (parsedLight.animations) {
  19963. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  19964. var parsedAnimation = parsedLight.animations[animationIndex];
  19965. light.animations.push(parseAnimation(parsedAnimation));
  19966. }
  19967. }
  19968. if (parsedLight.autoAnimate) {
  19969. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, 1.0);
  19970. }
  19971. };
  19972. var parseCamera = function (parsedCamera, scene) {
  19973. var camera;
  19974. var position = BABYLON.Vector3.FromArray(parsedCamera.position);
  19975. var lockedTargetMesh = (parsedCamera.lockedTargetId) ? scene.getLastMeshByID(parsedCamera.lockedTargetId) : null;
  19976. if (parsedCamera.type === "AnaglyphArcRotateCamera" || parsedCamera.type === "ArcRotateCamera") {
  19977. var alpha = parsedCamera.alpha;
  19978. var beta = parsedCamera.beta;
  19979. var radius = parsedCamera.radius;
  19980. if (parsedCamera.type === "AnaglyphArcRotateCamera") {
  19981. var eye_space = parsedCamera.eye_space;
  19982. camera = new BABYLON.AnaglyphArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, eye_space, scene);
  19983. }
  19984. else {
  19985. camera = new BABYLON.ArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, scene);
  19986. }
  19987. }
  19988. else if (parsedCamera.type === "AnaglyphFreeCamera") {
  19989. eye_space = parsedCamera.eye_space;
  19990. camera = new BABYLON.AnaglyphFreeCamera(parsedCamera.name, position, eye_space, scene);
  19991. }
  19992. else if (parsedCamera.type === "DeviceOrientationCamera") {
  19993. camera = new BABYLON.DeviceOrientationCamera(parsedCamera.name, position, scene);
  19994. }
  19995. else if (parsedCamera.type === "FollowCamera") {
  19996. camera = new BABYLON.FollowCamera(parsedCamera.name, position, scene);
  19997. camera.heightOffset = parsedCamera.heightOffset;
  19998. camera.radius = parsedCamera.radius;
  19999. camera.rotationOffset = parsedCamera.rotationOffset;
  20000. if (lockedTargetMesh)
  20001. camera.target = lockedTargetMesh;
  20002. }
  20003. else if (parsedCamera.type === "GamepadCamera") {
  20004. camera = new BABYLON.GamepadCamera(parsedCamera.name, position, scene);
  20005. }
  20006. else if (parsedCamera.type === "OculusCamera") {
  20007. camera = new BABYLON.OculusCamera(parsedCamera.name, position, scene);
  20008. }
  20009. else if (parsedCamera.type === "OculusGamepadCamera") {
  20010. camera = new BABYLON.OculusGamepadCamera(parsedCamera.name, position, scene);
  20011. }
  20012. else if (parsedCamera.type === "TouchCamera") {
  20013. camera = new BABYLON.TouchCamera(parsedCamera.name, position, scene);
  20014. }
  20015. else if (parsedCamera.type === "VirtualJoysticksCamera") {
  20016. camera = new BABYLON.VirtualJoysticksCamera(parsedCamera.name, position, scene);
  20017. }
  20018. else if (parsedCamera.type === "WebVRCamera") {
  20019. camera = new BABYLON.WebVRCamera(parsedCamera.name, position, scene);
  20020. }
  20021. else if (parsedCamera.type === "VRDeviceOrientationCamera") {
  20022. camera = new BABYLON.VRDeviceOrientationCamera(parsedCamera.name, position, scene);
  20023. }
  20024. else {
  20025. // Free Camera is the default value
  20026. camera = new BABYLON.FreeCamera(parsedCamera.name, position, scene);
  20027. }
  20028. // Test for lockedTargetMesh & FreeCamera outside of if-else-if nest, since things like GamepadCamera extend FreeCamera
  20029. if (lockedTargetMesh && camera instanceof BABYLON.FreeCamera) {
  20030. camera.lockedTarget = lockedTargetMesh;
  20031. }
  20032. camera.id = parsedCamera.id;
  20033. BABYLON.Tags.AddTagsTo(camera, parsedCamera.tags);
  20034. // Parent
  20035. if (parsedCamera.parentId) {
  20036. camera._waitingParentId = parsedCamera.parentId;
  20037. }
  20038. // Target
  20039. if (parsedCamera.target) {
  20040. if (camera.setTarget) {
  20041. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  20042. }
  20043. else {
  20044. //For ArcRotate
  20045. camera.target = BABYLON.Vector3.FromArray(parsedCamera.target);
  20046. }
  20047. }
  20048. else {
  20049. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  20050. }
  20051. camera.fov = parsedCamera.fov;
  20052. camera.minZ = parsedCamera.minZ;
  20053. camera.maxZ = parsedCamera.maxZ;
  20054. camera.speed = parsedCamera.speed;
  20055. camera.inertia = parsedCamera.inertia;
  20056. camera.checkCollisions = parsedCamera.checkCollisions;
  20057. camera.applyGravity = parsedCamera.applyGravity;
  20058. if (parsedCamera.ellipsoid) {
  20059. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  20060. }
  20061. // Animations
  20062. if (parsedCamera.animations) {
  20063. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  20064. var parsedAnimation = parsedCamera.animations[animationIndex];
  20065. camera.animations.push(parseAnimation(parsedAnimation));
  20066. }
  20067. }
  20068. if (parsedCamera.autoAnimate) {
  20069. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
  20070. }
  20071. // Layer Mask
  20072. if (parsedCamera.layerMask && (!isNaN(parsedCamera.layerMask))) {
  20073. camera.layerMask = Math.abs(parseInt(parsedCamera.layerMask));
  20074. }
  20075. else {
  20076. camera.layerMask = 0xFFFFFFFF;
  20077. }
  20078. return camera;
  20079. };
  20080. var parseGeometry = function (parsedGeometry, scene) {
  20081. var id = parsedGeometry.id;
  20082. return scene.getGeometryByID(id);
  20083. };
  20084. var parseBox = function (parsedBox, scene) {
  20085. if (parseGeometry(parsedBox, scene)) {
  20086. return null; // null since geometry could be something else than a box...
  20087. }
  20088. var box = new BABYLON.Geometry.Primitives.Box(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  20089. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  20090. scene.pushGeometry(box, true);
  20091. return box;
  20092. };
  20093. var parseSphere = function (parsedSphere, scene) {
  20094. if (parseGeometry(parsedSphere, scene)) {
  20095. return null; // null since geometry could be something else than a sphere...
  20096. }
  20097. var sphere = new BABYLON.Geometry.Primitives.Sphere(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  20098. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  20099. scene.pushGeometry(sphere, true);
  20100. return sphere;
  20101. };
  20102. var parseCylinder = function (parsedCylinder, scene) {
  20103. if (parseGeometry(parsedCylinder, scene)) {
  20104. return null; // null since geometry could be something else than a cylinder...
  20105. }
  20106. var cylinder = new BABYLON.Geometry.Primitives.Cylinder(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  20107. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  20108. scene.pushGeometry(cylinder, true);
  20109. return cylinder;
  20110. };
  20111. var parseTorus = function (parsedTorus, scene) {
  20112. if (parseGeometry(parsedTorus, scene)) {
  20113. return null; // null since geometry could be something else than a torus...
  20114. }
  20115. var torus = new BABYLON.Geometry.Primitives.Torus(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  20116. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  20117. scene.pushGeometry(torus, true);
  20118. return torus;
  20119. };
  20120. var parseGround = function (parsedGround, scene) {
  20121. if (parseGeometry(parsedGround, scene)) {
  20122. return null; // null since geometry could be something else than a ground...
  20123. }
  20124. var ground = new BABYLON.Geometry.Primitives.Ground(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  20125. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  20126. scene.pushGeometry(ground, true);
  20127. return ground;
  20128. };
  20129. var parsePlane = function (parsedPlane, scene) {
  20130. if (parseGeometry(parsedPlane, scene)) {
  20131. return null; // null since geometry could be something else than a plane...
  20132. }
  20133. var plane = new BABYLON.Geometry.Primitives.Plane(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  20134. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  20135. scene.pushGeometry(plane, true);
  20136. return plane;
  20137. };
  20138. var parseTorusKnot = function (parsedTorusKnot, scene) {
  20139. if (parseGeometry(parsedTorusKnot, scene)) {
  20140. return null; // null since geometry could be something else than a torusKnot...
  20141. }
  20142. 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);
  20143. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  20144. scene.pushGeometry(torusKnot, true);
  20145. return torusKnot;
  20146. };
  20147. var parseVertexData = function (parsedVertexData, scene, rootUrl) {
  20148. if (parseGeometry(parsedVertexData, scene)) {
  20149. return null; // null since geometry could be a primitive
  20150. }
  20151. var geometry = new BABYLON.Geometry(parsedVertexData.id, scene);
  20152. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  20153. if (parsedVertexData.delayLoadingFile) {
  20154. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  20155. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  20156. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  20157. geometry._delayInfo = [];
  20158. if (parsedVertexData.hasUVs) {
  20159. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  20160. }
  20161. if (parsedVertexData.hasUVs2) {
  20162. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  20163. }
  20164. if (parsedVertexData.hasColors) {
  20165. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  20166. }
  20167. if (parsedVertexData.hasMatricesIndices) {
  20168. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  20169. }
  20170. if (parsedVertexData.hasMatricesWeights) {
  20171. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  20172. }
  20173. geometry._delayLoadingFunction = importVertexData;
  20174. }
  20175. else {
  20176. importVertexData(parsedVertexData, geometry);
  20177. }
  20178. scene.pushGeometry(geometry, true);
  20179. return geometry;
  20180. };
  20181. var parseMesh = function (parsedMesh, scene, rootUrl) {
  20182. var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  20183. mesh.id = parsedMesh.id;
  20184. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  20185. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  20186. if (parsedMesh.rotationQuaternion) {
  20187. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  20188. }
  20189. else if (parsedMesh.rotation) {
  20190. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  20191. }
  20192. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  20193. if (parsedMesh.localMatrix) {
  20194. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  20195. }
  20196. else if (parsedMesh.pivotMatrix) {
  20197. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  20198. }
  20199. mesh.setEnabled(parsedMesh.isEnabled);
  20200. mesh.isVisible = parsedMesh.isVisible;
  20201. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  20202. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  20203. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  20204. if (parsedMesh.applyFog !== undefined) {
  20205. mesh.applyFog = parsedMesh.applyFog;
  20206. }
  20207. if (parsedMesh.pickable !== undefined) {
  20208. mesh.isPickable = parsedMesh.pickable;
  20209. }
  20210. if (parsedMesh.alphaIndex !== undefined) {
  20211. mesh.alphaIndex = parsedMesh.alphaIndex;
  20212. }
  20213. mesh.receiveShadows = parsedMesh.receiveShadows;
  20214. mesh.billboardMode = parsedMesh.billboardMode;
  20215. if (parsedMesh.visibility !== undefined) {
  20216. mesh.visibility = parsedMesh.visibility;
  20217. }
  20218. mesh.checkCollisions = parsedMesh.checkCollisions;
  20219. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  20220. // Parent
  20221. if (parsedMesh.parentId) {
  20222. mesh._waitingParentId = parsedMesh.parentId;
  20223. }
  20224. // Actions
  20225. if (parsedMesh.actions !== undefined) {
  20226. mesh._waitingActions = parsedMesh.actions;
  20227. }
  20228. // Geometry
  20229. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  20230. if (parsedMesh.delayLoadingFile) {
  20231. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  20232. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  20233. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  20234. if (parsedMesh._binaryInfo) {
  20235. mesh._binaryInfo = parsedMesh._binaryInfo;
  20236. }
  20237. mesh._delayInfo = [];
  20238. if (parsedMesh.hasUVs) {
  20239. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  20240. }
  20241. if (parsedMesh.hasUVs2) {
  20242. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  20243. }
  20244. if (parsedMesh.hasColors) {
  20245. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  20246. }
  20247. if (parsedMesh.hasMatricesIndices) {
  20248. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  20249. }
  20250. if (parsedMesh.hasMatricesWeights) {
  20251. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  20252. }
  20253. mesh._delayLoadingFunction = importGeometry;
  20254. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  20255. mesh._checkDelayState();
  20256. }
  20257. }
  20258. else {
  20259. importGeometry(parsedMesh, mesh);
  20260. }
  20261. // Material
  20262. if (parsedMesh.materialId) {
  20263. mesh.setMaterialByID(parsedMesh.materialId);
  20264. }
  20265. else {
  20266. mesh.material = null;
  20267. }
  20268. // Skeleton
  20269. if (parsedMesh.skeletonId > -1) {
  20270. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  20271. }
  20272. // Physics
  20273. if (parsedMesh.physicsImpostor) {
  20274. if (!scene.isPhysicsEnabled()) {
  20275. scene.enablePhysics();
  20276. }
  20277. mesh.setPhysicsState({ impostor: parsedMesh.physicsImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  20278. }
  20279. // Animations
  20280. if (parsedMesh.animations) {
  20281. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  20282. var parsedAnimation = parsedMesh.animations[animationIndex];
  20283. mesh.animations.push(parseAnimation(parsedAnimation));
  20284. }
  20285. }
  20286. if (parsedMesh.autoAnimate) {
  20287. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  20288. }
  20289. // Layer Mask
  20290. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  20291. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  20292. }
  20293. else {
  20294. mesh.layerMask = 0xFFFFFFFF;
  20295. }
  20296. // Instances
  20297. if (parsedMesh.instances) {
  20298. for (var index = 0; index < parsedMesh.instances.length; index++) {
  20299. var parsedInstance = parsedMesh.instances[index];
  20300. var instance = mesh.createInstance(parsedInstance.name);
  20301. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  20302. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  20303. if (parsedInstance.rotationQuaternion) {
  20304. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  20305. }
  20306. else if (parsedInstance.rotation) {
  20307. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  20308. }
  20309. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  20310. instance.checkCollisions = mesh.checkCollisions;
  20311. if (parsedMesh.animations) {
  20312. for (animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  20313. parsedAnimation = parsedMesh.animations[animationIndex];
  20314. instance.animations.push(parseAnimation(parsedAnimation));
  20315. }
  20316. }
  20317. }
  20318. }
  20319. return mesh;
  20320. };
  20321. var parseActions = function (parsedActions, object, scene) {
  20322. var actionManager = new BABYLON.ActionManager(scene);
  20323. if (object === null)
  20324. scene.actionManager = actionManager;
  20325. else
  20326. object.actionManager = actionManager;
  20327. // instanciate a new object
  20328. var instanciate = function (name, params) {
  20329. var newInstance = Object.create(BABYLON[name].prototype);
  20330. newInstance.constructor.apply(newInstance, params);
  20331. return newInstance;
  20332. };
  20333. var parseParameter = function (name, value, target, propertyPath) {
  20334. if (propertyPath === null) {
  20335. // String, boolean or float
  20336. var floatValue = parseFloat(value);
  20337. if (value === "true" || value === "false")
  20338. return value === "true";
  20339. else
  20340. return isNaN(floatValue) ? value : floatValue;
  20341. }
  20342. var effectiveTarget = propertyPath.split(".");
  20343. var values = value.split(",");
  20344. for (var i = 0; i < effectiveTarget.length; i++) {
  20345. target = target[effectiveTarget[i]];
  20346. }
  20347. // Return appropriate value with its type
  20348. if (target instanceof Boolean)
  20349. return values[0] === "true";
  20350. if (target instanceof String)
  20351. return values[0];
  20352. // Parameters with multiple values such as Vector3 etc.
  20353. var split = new Array();
  20354. for (var i = 0; i < values.length; i++)
  20355. split.push(parseFloat(values[i]));
  20356. if (target instanceof BABYLON.Vector3)
  20357. return BABYLON.Vector3.FromArray(split);
  20358. if (target instanceof BABYLON.Vector4)
  20359. return BABYLON.Vector4.FromArray(split);
  20360. if (target instanceof BABYLON.Color3)
  20361. return BABYLON.Color3.FromArray(split);
  20362. if (target instanceof BABYLON.Color4)
  20363. return BABYLON.Color4.FromArray(split);
  20364. return parseFloat(values[0]);
  20365. };
  20366. // traverse graph per trigger
  20367. var traverse = function (parsedAction, trigger, condition, action, combineArray) {
  20368. if (combineArray === void 0) { combineArray = null; }
  20369. if (parsedAction.detached)
  20370. return;
  20371. var parameters = new Array();
  20372. var target = null;
  20373. var propertyPath = null;
  20374. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  20375. // Parameters
  20376. if (parsedAction.type === 2)
  20377. parameters.push(actionManager);
  20378. else
  20379. parameters.push(trigger);
  20380. if (combine) {
  20381. var actions = new Array();
  20382. for (var j = 0; j < parsedAction.combine.length; j++) {
  20383. traverse(parsedAction.combine[j], BABYLON.ActionManager.NothingTrigger, condition, action, actions);
  20384. }
  20385. parameters.push(actions);
  20386. }
  20387. else {
  20388. for (var i = 0; i < parsedAction.properties.length; i++) {
  20389. var value = parsedAction.properties[i].value;
  20390. var name = parsedAction.properties[i].name;
  20391. if (name === "target")
  20392. value = target = scene.getNodeByName(value);
  20393. else if (name === "parent")
  20394. value = scene.getNodeByName(value);
  20395. else if (name === "sound")
  20396. value = scene.getSoundByName(value);
  20397. else if (name !== "propertyPath") {
  20398. if (parsedAction.type === 2 && name === "operator")
  20399. value = BABYLON.ValueCondition[value];
  20400. else
  20401. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  20402. }
  20403. else {
  20404. propertyPath = value;
  20405. }
  20406. parameters.push(value);
  20407. }
  20408. }
  20409. parameters.push(condition);
  20410. // If interpolate value action
  20411. if (parsedAction.name === "InterpolateValueAction") {
  20412. var param = parameters[parameters.length - 2];
  20413. parameters[parameters.length - 1] = param;
  20414. parameters[parameters.length - 2] = condition;
  20415. }
  20416. // Action or condition(s) and not CombineAction
  20417. var newAction = instanciate(parsedAction.name, parameters);
  20418. if (combineArray === null) {
  20419. if (newAction instanceof BABYLON.Condition) {
  20420. condition = newAction;
  20421. newAction = action;
  20422. }
  20423. else {
  20424. condition = null;
  20425. if (action)
  20426. action.then(newAction);
  20427. else
  20428. actionManager.registerAction(newAction);
  20429. }
  20430. }
  20431. else {
  20432. combineArray.push(newAction);
  20433. }
  20434. for (var i = 0; i < parsedAction.children.length; i++)
  20435. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  20436. };
  20437. for (var i = 0; i < parsedActions.children.length; i++) {
  20438. var triggerParams;
  20439. var trigger = parsedActions.children[i];
  20440. if (trigger.properties.length > 0) {
  20441. var param = trigger.properties[0].value;
  20442. var value = trigger.properties[0].targetType == null ? param : scene.getMeshByName(param);
  20443. triggerParams = { trigger: BABYLON.ActionManager[trigger.name], parameter: value };
  20444. }
  20445. else
  20446. triggerParams = BABYLON.ActionManager[trigger.name];
  20447. for (var j = 0; j < trigger.children.length; j++) {
  20448. if (!trigger.detached)
  20449. traverse(trigger.children[j], triggerParams, null, null);
  20450. }
  20451. }
  20452. };
  20453. var parseSound = function (parsedSound, scene, rootUrl) {
  20454. var soundName = parsedSound.name;
  20455. var soundUrl = rootUrl + soundName;
  20456. var options = {
  20457. autoplay: parsedSound.autoplay,
  20458. loop: parsedSound.loop,
  20459. volume: parsedSound.volume,
  20460. spatialSound: parsedSound.spatialSound,
  20461. maxDistance: parsedSound.maxDistance,
  20462. rolloffFactor: parsedSound.rolloffFactor,
  20463. refDistance: parsedSound.refDistance,
  20464. distanceModel: parsedSound.distanceModel,
  20465. playbackRate: parsedSound.playbackRate
  20466. };
  20467. var newSound = new BABYLON.Sound(soundName, soundUrl, scene, function () {
  20468. scene._removePendingData(newSound);
  20469. }, options);
  20470. scene._addPendingData(newSound);
  20471. if (parsedSound.position) {
  20472. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  20473. newSound.setPosition(soundPosition);
  20474. }
  20475. if (parsedSound.isDirectional) {
  20476. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  20477. if (parsedSound.localDirectionToMesh) {
  20478. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  20479. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  20480. }
  20481. }
  20482. if (parsedSound.connectedMeshId) {
  20483. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  20484. if (connectedMesh) {
  20485. newSound.attachToMesh(connectedMesh);
  20486. }
  20487. }
  20488. };
  20489. var isDescendantOf = function (mesh, names, hierarchyIds) {
  20490. names = (names instanceof Array) ? names : [names];
  20491. for (var i in names) {
  20492. if (mesh.name === names[i]) {
  20493. hierarchyIds.push(mesh.id);
  20494. return true;
  20495. }
  20496. }
  20497. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  20498. hierarchyIds.push(mesh.id);
  20499. return true;
  20500. }
  20501. return false;
  20502. };
  20503. var importVertexData = function (parsedVertexData, geometry) {
  20504. var vertexData = new BABYLON.VertexData();
  20505. // positions
  20506. var positions = parsedVertexData.positions;
  20507. if (positions) {
  20508. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  20509. }
  20510. // normals
  20511. var normals = parsedVertexData.normals;
  20512. if (normals) {
  20513. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  20514. }
  20515. // uvs
  20516. var uvs = parsedVertexData.uvs;
  20517. if (uvs) {
  20518. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  20519. }
  20520. // uv2s
  20521. var uv2s = parsedVertexData.uv2s;
  20522. if (uv2s) {
  20523. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  20524. }
  20525. // colors
  20526. var colors = parsedVertexData.colors;
  20527. if (colors) {
  20528. vertexData.set(checkColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  20529. }
  20530. // matricesIndices
  20531. var matricesIndices = parsedVertexData.matricesIndices;
  20532. if (matricesIndices) {
  20533. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  20534. }
  20535. // matricesWeights
  20536. var matricesWeights = parsedVertexData.matricesWeights;
  20537. if (matricesWeights) {
  20538. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  20539. }
  20540. // indices
  20541. var indices = parsedVertexData.indices;
  20542. if (indices) {
  20543. vertexData.indices = indices;
  20544. }
  20545. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  20546. };
  20547. var importGeometry = function (parsedGeometry, mesh) {
  20548. var scene = mesh.getScene();
  20549. // Geometry
  20550. var geometryId = parsedGeometry.geometryId;
  20551. if (geometryId) {
  20552. var geometry = scene.getGeometryByID(geometryId);
  20553. if (geometry) {
  20554. geometry.applyToMesh(mesh);
  20555. }
  20556. }
  20557. else if (parsedGeometry instanceof ArrayBuffer) {
  20558. var binaryInfo = mesh._binaryInfo;
  20559. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  20560. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  20561. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  20562. }
  20563. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  20564. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  20565. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  20566. }
  20567. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  20568. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  20569. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  20570. }
  20571. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  20572. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  20573. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  20574. }
  20575. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  20576. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  20577. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false);
  20578. }
  20579. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  20580. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  20581. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndicesData, false);
  20582. }
  20583. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  20584. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  20585. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  20586. }
  20587. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  20588. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  20589. mesh.setIndices(indicesData);
  20590. }
  20591. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  20592. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  20593. mesh.subMeshes = [];
  20594. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  20595. var materialIndex = subMeshesData[(i * 5) + 0];
  20596. var verticesStart = subMeshesData[(i * 5) + 1];
  20597. var verticesCount = subMeshesData[(i * 5) + 2];
  20598. var indexStart = subMeshesData[(i * 5) + 3];
  20599. var indexCount = subMeshesData[(i * 5) + 4];
  20600. var subMesh = new BABYLON.SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  20601. }
  20602. }
  20603. }
  20604. else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  20605. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, false);
  20606. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, false);
  20607. if (parsedGeometry.uvs) {
  20608. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, false);
  20609. }
  20610. if (parsedGeometry.uvs2) {
  20611. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, false);
  20612. }
  20613. if (parsedGeometry.colors) {
  20614. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, checkColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), false);
  20615. }
  20616. if (parsedGeometry.matricesIndices) {
  20617. if (!parsedGeometry.matricesIndices._isExpanded) {
  20618. var floatIndices = [];
  20619. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  20620. var matricesIndex = parsedGeometry.matricesIndices[i];
  20621. floatIndices.push(matricesIndex & 0x000000FF);
  20622. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  20623. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  20624. floatIndices.push(matricesIndex >> 24);
  20625. }
  20626. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  20627. }
  20628. else {
  20629. delete parsedGeometry.matricesIndices._isExpanded;
  20630. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, false);
  20631. }
  20632. }
  20633. if (parsedGeometry.matricesWeights) {
  20634. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, false);
  20635. }
  20636. mesh.setIndices(parsedGeometry.indices);
  20637. // SubMeshes
  20638. if (parsedGeometry.subMeshes) {
  20639. mesh.subMeshes = [];
  20640. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  20641. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  20642. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  20643. }
  20644. }
  20645. }
  20646. // Flat shading
  20647. if (mesh._shouldGenerateFlatShading) {
  20648. mesh.convertToFlatShadedMesh();
  20649. delete mesh._shouldGenerateFlatShading;
  20650. }
  20651. // Update
  20652. mesh.computeWorldMatrix(true);
  20653. // Octree
  20654. if (scene._selectionOctree) {
  20655. scene._selectionOctree.addMesh(mesh);
  20656. }
  20657. };
  20658. BABYLON.SceneLoader.RegisterPlugin({
  20659. extensions: ".babylon",
  20660. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
  20661. var parsedData = JSON.parse(data);
  20662. var loadedSkeletonsIds = [];
  20663. var loadedMaterialsIds = [];
  20664. var hierarchyIds = [];
  20665. for (var index = 0; index < parsedData.meshes.length; index++) {
  20666. var parsedMesh = parsedData.meshes[index];
  20667. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  20668. if (meshesNames instanceof Array) {
  20669. // Remove found mesh name from list.
  20670. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  20671. }
  20672. // Material ?
  20673. if (parsedMesh.materialId) {
  20674. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  20675. if (!materialFound) {
  20676. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  20677. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  20678. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  20679. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  20680. var subMatId = parsedMultiMaterial.materials[matIndex];
  20681. loadedMaterialsIds.push(subMatId);
  20682. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  20683. }
  20684. loadedMaterialsIds.push(parsedMultiMaterial.id);
  20685. parseMultiMaterial(parsedMultiMaterial, scene);
  20686. materialFound = true;
  20687. break;
  20688. }
  20689. }
  20690. }
  20691. if (!materialFound) {
  20692. loadedMaterialsIds.push(parsedMesh.materialId);
  20693. parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  20694. }
  20695. }
  20696. // Skeleton ?
  20697. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  20698. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  20699. if (!skeletonAlreadyLoaded) {
  20700. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  20701. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  20702. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  20703. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  20704. loadedSkeletonsIds.push(parsedSkeleton.id);
  20705. }
  20706. }
  20707. }
  20708. }
  20709. var mesh = parseMesh(parsedMesh, scene, rootUrl);
  20710. meshes.push(mesh);
  20711. }
  20712. }
  20713. for (index = 0; index < scene.meshes.length; index++) {
  20714. var currentMesh = scene.meshes[index];
  20715. if (currentMesh._waitingParentId) {
  20716. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  20717. currentMesh._waitingParentId = undefined;
  20718. }
  20719. }
  20720. // Particles
  20721. if (parsedData.particleSystems) {
  20722. for (index = 0; index < parsedData.particleSystems.length; index++) {
  20723. var parsedParticleSystem = parsedData.particleSystems[index];
  20724. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  20725. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  20726. }
  20727. }
  20728. }
  20729. return true;
  20730. },
  20731. load: function (scene, data, rootUrl) {
  20732. var parsedData = JSON.parse(data);
  20733. // Scene
  20734. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  20735. scene.autoClear = parsedData.autoClear;
  20736. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  20737. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  20738. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  20739. // Fog
  20740. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  20741. scene.fogMode = parsedData.fogMode;
  20742. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  20743. scene.fogStart = parsedData.fogStart;
  20744. scene.fogEnd = parsedData.fogEnd;
  20745. scene.fogDensity = parsedData.fogDensity;
  20746. }
  20747. for (var index = 0; index < parsedData.lights.length; index++) {
  20748. var parsedLight = parsedData.lights[index];
  20749. parseLight(parsedLight, scene);
  20750. }
  20751. // Materials
  20752. if (parsedData.materials) {
  20753. for (index = 0; index < parsedData.materials.length; index++) {
  20754. var parsedMaterial = parsedData.materials[index];
  20755. parseMaterial(parsedMaterial, scene, rootUrl);
  20756. }
  20757. }
  20758. if (parsedData.multiMaterials) {
  20759. for (index = 0; index < parsedData.multiMaterials.length; index++) {
  20760. var parsedMultiMaterial = parsedData.multiMaterials[index];
  20761. parseMultiMaterial(parsedMultiMaterial, scene);
  20762. }
  20763. }
  20764. // Skeletons
  20765. if (parsedData.skeletons) {
  20766. for (index = 0; index < parsedData.skeletons.length; index++) {
  20767. var parsedSkeleton = parsedData.skeletons[index];
  20768. parseSkeleton(parsedSkeleton, scene);
  20769. }
  20770. }
  20771. // Geometries
  20772. var geometries = parsedData.geometries;
  20773. if (geometries) {
  20774. // Boxes
  20775. var boxes = geometries.boxes;
  20776. if (boxes) {
  20777. for (index = 0; index < boxes.length; index++) {
  20778. var parsedBox = boxes[index];
  20779. parseBox(parsedBox, scene);
  20780. }
  20781. }
  20782. // Spheres
  20783. var spheres = geometries.spheres;
  20784. if (spheres) {
  20785. for (index = 0; index < spheres.length; index++) {
  20786. var parsedSphere = spheres[index];
  20787. parseSphere(parsedSphere, scene);
  20788. }
  20789. }
  20790. // Cylinders
  20791. var cylinders = geometries.cylinders;
  20792. if (cylinders) {
  20793. for (index = 0; index < cylinders.length; index++) {
  20794. var parsedCylinder = cylinders[index];
  20795. parseCylinder(parsedCylinder, scene);
  20796. }
  20797. }
  20798. // Toruses
  20799. var toruses = geometries.toruses;
  20800. if (toruses) {
  20801. for (index = 0; index < toruses.length; index++) {
  20802. var parsedTorus = toruses[index];
  20803. parseTorus(parsedTorus, scene);
  20804. }
  20805. }
  20806. // Grounds
  20807. var grounds = geometries.grounds;
  20808. if (grounds) {
  20809. for (index = 0; index < grounds.length; index++) {
  20810. var parsedGround = grounds[index];
  20811. parseGround(parsedGround, scene);
  20812. }
  20813. }
  20814. // Planes
  20815. var planes = geometries.planes;
  20816. if (planes) {
  20817. for (index = 0; index < planes.length; index++) {
  20818. var parsedPlane = planes[index];
  20819. parsePlane(parsedPlane, scene);
  20820. }
  20821. }
  20822. // TorusKnots
  20823. var torusKnots = geometries.torusKnots;
  20824. if (torusKnots) {
  20825. for (index = 0; index < torusKnots.length; index++) {
  20826. var parsedTorusKnot = torusKnots[index];
  20827. parseTorusKnot(parsedTorusKnot, scene);
  20828. }
  20829. }
  20830. // VertexData
  20831. var vertexData = geometries.vertexData;
  20832. if (vertexData) {
  20833. for (index = 0; index < vertexData.length; index++) {
  20834. var parsedVertexData = vertexData[index];
  20835. parseVertexData(parsedVertexData, scene, rootUrl);
  20836. }
  20837. }
  20838. }
  20839. for (index = 0; index < parsedData.meshes.length; index++) {
  20840. var parsedMesh = parsedData.meshes[index];
  20841. parseMesh(parsedMesh, scene, rootUrl);
  20842. }
  20843. for (index = 0; index < parsedData.cameras.length; index++) {
  20844. var parsedCamera = parsedData.cameras[index];
  20845. parseCamera(parsedCamera, scene);
  20846. }
  20847. if (parsedData.activeCameraID) {
  20848. scene.setActiveCameraByID(parsedData.activeCameraID);
  20849. }
  20850. for (index = 0; index < scene.cameras.length; index++) {
  20851. var camera = scene.cameras[index];
  20852. if (camera._waitingParentId) {
  20853. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  20854. camera._waitingParentId = undefined;
  20855. }
  20856. }
  20857. for (index = 0; index < scene.lights.length; index++) {
  20858. var light = scene.lights[index];
  20859. if (light._waitingParentId) {
  20860. light.parent = scene.getLastEntryByID(light._waitingParentId);
  20861. light._waitingParentId = undefined;
  20862. }
  20863. }
  20864. // Sounds
  20865. if (parsedData.sounds) {
  20866. for (index = 0; index < parsedData.sounds.length; index++) {
  20867. var parsedSound = parsedData.sounds[index];
  20868. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  20869. parseSound(parsedSound, scene, rootUrl);
  20870. }
  20871. else {
  20872. var emptySound = new BABYLON.Sound(parsedSound.name, null, scene);
  20873. }
  20874. }
  20875. }
  20876. for (index = 0; index < scene.meshes.length; index++) {
  20877. var mesh = scene.meshes[index];
  20878. if (mesh._waitingParentId) {
  20879. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  20880. mesh._waitingParentId = undefined;
  20881. }
  20882. if (mesh._waitingActions) {
  20883. parseActions(mesh._waitingActions, mesh, scene);
  20884. mesh._waitingActions = undefined;
  20885. }
  20886. }
  20887. // Particles Systems
  20888. if (parsedData.particleSystems) {
  20889. for (index = 0; index < parsedData.particleSystems.length; index++) {
  20890. var parsedParticleSystem = parsedData.particleSystems[index];
  20891. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  20892. }
  20893. }
  20894. // Lens flares
  20895. if (parsedData.lensFlareSystems) {
  20896. for (index = 0; index < parsedData.lensFlareSystems.length; index++) {
  20897. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  20898. parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
  20899. }
  20900. }
  20901. // Shadows
  20902. if (parsedData.shadowGenerators) {
  20903. for (index = 0; index < parsedData.shadowGenerators.length; index++) {
  20904. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  20905. parseShadowGenerator(parsedShadowGenerator, scene);
  20906. }
  20907. }
  20908. // Actions (scene)
  20909. if (parsedData.actions) {
  20910. parseActions(parsedData.actions, null, scene);
  20911. }
  20912. // Finish
  20913. return true;
  20914. }
  20915. });
  20916. })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
  20917. })(BABYLON || (BABYLON = {}));
  20918. //# sourceMappingURL=babylon.babylonFileLoader.js.mapvar BABYLON;
  20919. (function (BABYLON) {
  20920. // Unique ID when we import meshes from Babylon to CSG
  20921. var currentCSGMeshId = 0;
  20922. // # class Vertex
  20923. // Represents a vertex of a polygon. Use your own vertex class instead of this
  20924. // one to provide additional features like texture coordinates and vertex
  20925. // colors. Custom vertex classes need to provide a `pos` property and `clone()`,
  20926. // `flip()`, and `interpolate()` methods that behave analogous to the ones
  20927. // defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
  20928. // functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
  20929. // is not used anywhere else.
  20930. // Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
  20931. var Vertex = (function () {
  20932. function Vertex(pos, normal, uv) {
  20933. this.pos = pos;
  20934. this.normal = normal;
  20935. this.uv = uv;
  20936. }
  20937. Vertex.prototype.clone = function () {
  20938. return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
  20939. };
  20940. // Invert all orientation-specific data (e.g. vertex normal). Called when the
  20941. // orientation of a polygon is flipped.
  20942. Vertex.prototype.flip = function () {
  20943. this.normal = this.normal.scale(-1);
  20944. };
  20945. // Create a new vertex between this vertex and `other` by linearly
  20946. // interpolating all properties using a parameter of `t`. Subclasses should
  20947. // override this to interpolate additional properties.
  20948. Vertex.prototype.interpolate = function (other, t) {
  20949. 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));
  20950. };
  20951. return Vertex;
  20952. })();
  20953. // # class Plane
  20954. // Represents a plane in 3D space.
  20955. var Plane = (function () {
  20956. function Plane(normal, w) {
  20957. this.normal = normal;
  20958. this.w = w;
  20959. }
  20960. Plane.FromPoints = function (a, b, c) {
  20961. var v0 = c.subtract(a);
  20962. var v1 = b.subtract(a);
  20963. if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
  20964. return null;
  20965. }
  20966. var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
  20967. return new Plane(n, BABYLON.Vector3.Dot(n, a));
  20968. };
  20969. Plane.prototype.clone = function () {
  20970. return new Plane(this.normal.clone(), this.w);
  20971. };
  20972. Plane.prototype.flip = function () {
  20973. this.normal.scaleInPlace(-1);
  20974. this.w = -this.w;
  20975. };
  20976. // Split `polygon` by this plane if needed, then put the polygon or polygon
  20977. // fragments in the appropriate lists. Coplanar polygons go into either
  20978. // `coplanarFront` or `coplanarBack` depending on their orientation with
  20979. // respect to this plane. Polygons in front or in back of this plane go into
  20980. // either `front` or `back`.
  20981. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
  20982. var COPLANAR = 0;
  20983. var FRONT = 1;
  20984. var BACK = 2;
  20985. var SPANNING = 3;
  20986. // Classify each point as well as the entire polygon into one of the above
  20987. // four classes.
  20988. var polygonType = 0;
  20989. var types = [];
  20990. for (var i = 0; i < polygon.vertices.length; i++) {
  20991. var t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
  20992. var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
  20993. polygonType |= type;
  20994. types.push(type);
  20995. }
  20996. switch (polygonType) {
  20997. case COPLANAR:
  20998. (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
  20999. break;
  21000. case FRONT:
  21001. front.push(polygon);
  21002. break;
  21003. case BACK:
  21004. back.push(polygon);
  21005. break;
  21006. case SPANNING:
  21007. var f = [], b = [];
  21008. for (i = 0; i < polygon.vertices.length; i++) {
  21009. var j = (i + 1) % polygon.vertices.length;
  21010. var ti = types[i], tj = types[j];
  21011. var vi = polygon.vertices[i], vj = polygon.vertices[j];
  21012. if (ti != BACK)
  21013. f.push(vi);
  21014. if (ti != FRONT)
  21015. b.push(ti != BACK ? vi.clone() : vi);
  21016. if ((ti | tj) == SPANNING) {
  21017. t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
  21018. var v = vi.interpolate(vj, t);
  21019. f.push(v);
  21020. b.push(v.clone());
  21021. }
  21022. }
  21023. if (f.length >= 3) {
  21024. var poly = new Polygon(f, polygon.shared);
  21025. if (poly.plane)
  21026. front.push(poly);
  21027. }
  21028. if (b.length >= 3) {
  21029. poly = new Polygon(b, polygon.shared);
  21030. if (poly.plane)
  21031. back.push(poly);
  21032. }
  21033. break;
  21034. }
  21035. };
  21036. // `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
  21037. // point is on the plane.
  21038. Plane.EPSILON = 1e-5;
  21039. return Plane;
  21040. })();
  21041. // # class Polygon
  21042. // Represents a convex polygon. The vertices used to initialize a polygon must
  21043. // be coplanar and form a convex loop.
  21044. //
  21045. // Each convex polygon has a `shared` property, which is shared between all
  21046. // polygons that are clones of each other or were split from the same polygon.
  21047. // This can be used to define per-polygon properties (such as surface color).
  21048. var Polygon = (function () {
  21049. function Polygon(vertices, shared) {
  21050. this.vertices = vertices;
  21051. this.shared = shared;
  21052. this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
  21053. }
  21054. Polygon.prototype.clone = function () {
  21055. var vertices = this.vertices.map(function (v) { return v.clone(); });
  21056. return new Polygon(vertices, this.shared);
  21057. };
  21058. Polygon.prototype.flip = function () {
  21059. this.vertices.reverse().map(function (v) {
  21060. v.flip();
  21061. });
  21062. this.plane.flip();
  21063. };
  21064. return Polygon;
  21065. })();
  21066. // # class Node
  21067. // Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
  21068. // by picking a polygon to split along. That polygon (and all other coplanar
  21069. // polygons) are added directly to that node and the other polygons are added to
  21070. // the front and/or back subtrees. This is not a leafy BSP tree since there is
  21071. // no distinction between internal and leaf nodes.
  21072. var Node = (function () {
  21073. function Node(polygons) {
  21074. this.plane = null;
  21075. this.front = null;
  21076. this.back = null;
  21077. this.polygons = [];
  21078. if (polygons) {
  21079. this.build(polygons);
  21080. }
  21081. }
  21082. Node.prototype.clone = function () {
  21083. var node = new Node();
  21084. node.plane = this.plane && this.plane.clone();
  21085. node.front = this.front && this.front.clone();
  21086. node.back = this.back && this.back.clone();
  21087. node.polygons = this.polygons.map(function (p) { return p.clone(); });
  21088. return node;
  21089. };
  21090. // Convert solid space to empty space and empty space to solid space.
  21091. Node.prototype.invert = function () {
  21092. for (var i = 0; i < this.polygons.length; i++) {
  21093. this.polygons[i].flip();
  21094. }
  21095. if (this.plane) {
  21096. this.plane.flip();
  21097. }
  21098. if (this.front) {
  21099. this.front.invert();
  21100. }
  21101. if (this.back) {
  21102. this.back.invert();
  21103. }
  21104. var temp = this.front;
  21105. this.front = this.back;
  21106. this.back = temp;
  21107. };
  21108. // Recursively remove all polygons in `polygons` that are inside this BSP
  21109. // tree.
  21110. Node.prototype.clipPolygons = function (polygons) {
  21111. if (!this.plane)
  21112. return polygons.slice();
  21113. var front = [], back = [];
  21114. for (var i = 0; i < polygons.length; i++) {
  21115. this.plane.splitPolygon(polygons[i], front, back, front, back);
  21116. }
  21117. if (this.front) {
  21118. front = this.front.clipPolygons(front);
  21119. }
  21120. if (this.back) {
  21121. back = this.back.clipPolygons(back);
  21122. }
  21123. else {
  21124. back = [];
  21125. }
  21126. return front.concat(back);
  21127. };
  21128. // Remove all polygons in this BSP tree that are inside the other BSP tree
  21129. // `bsp`.
  21130. Node.prototype.clipTo = function (bsp) {
  21131. this.polygons = bsp.clipPolygons(this.polygons);
  21132. if (this.front)
  21133. this.front.clipTo(bsp);
  21134. if (this.back)
  21135. this.back.clipTo(bsp);
  21136. };
  21137. // Return a list of all polygons in this BSP tree.
  21138. Node.prototype.allPolygons = function () {
  21139. var polygons = this.polygons.slice();
  21140. if (this.front)
  21141. polygons = polygons.concat(this.front.allPolygons());
  21142. if (this.back)
  21143. polygons = polygons.concat(this.back.allPolygons());
  21144. return polygons;
  21145. };
  21146. // Build a BSP tree out of `polygons`. When called on an existing tree, the
  21147. // new polygons are filtered down to the bottom of the tree and become new
  21148. // nodes there. Each set of polygons is partitioned using the first polygon
  21149. // (no heuristic is used to pick a good split).
  21150. Node.prototype.build = function (polygons) {
  21151. if (!polygons.length)
  21152. return;
  21153. if (!this.plane)
  21154. this.plane = polygons[0].plane.clone();
  21155. var front = [], back = [];
  21156. for (var i = 0; i < polygons.length; i++) {
  21157. this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
  21158. }
  21159. if (front.length) {
  21160. if (!this.front)
  21161. this.front = new Node();
  21162. this.front.build(front);
  21163. }
  21164. if (back.length) {
  21165. if (!this.back)
  21166. this.back = new Node();
  21167. this.back.build(back);
  21168. }
  21169. };
  21170. return Node;
  21171. })();
  21172. var CSG = (function () {
  21173. function CSG() {
  21174. this.polygons = new Array();
  21175. }
  21176. // Convert BABYLON.Mesh to BABYLON.CSG
  21177. CSG.FromMesh = function (mesh) {
  21178. var vertex, normal, uv, position, polygon, polygons = [], vertices;
  21179. if (mesh instanceof BABYLON.Mesh) {
  21180. mesh.computeWorldMatrix(true);
  21181. var matrix = mesh.getWorldMatrix();
  21182. var meshPosition = mesh.position.clone();
  21183. var meshRotation = mesh.rotation.clone();
  21184. var meshScaling = mesh.scaling.clone();
  21185. }
  21186. else {
  21187. throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
  21188. }
  21189. var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  21190. var subMeshes = mesh.subMeshes;
  21191. for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
  21192. for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
  21193. vertices = [];
  21194. for (var j = 0; j < 3; j++) {
  21195. var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
  21196. uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
  21197. var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
  21198. position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix);
  21199. normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix);
  21200. vertex = new Vertex(position, normal, uv);
  21201. vertices.push(vertex);
  21202. }
  21203. polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
  21204. // To handle the case of degenerated triangle
  21205. // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
  21206. if (polygon.plane)
  21207. polygons.push(polygon);
  21208. }
  21209. }
  21210. var csg = CSG.FromPolygons(polygons);
  21211. csg.matrix = matrix;
  21212. csg.position = meshPosition;
  21213. csg.rotation = meshRotation;
  21214. csg.scaling = meshScaling;
  21215. currentCSGMeshId++;
  21216. return csg;
  21217. };
  21218. // Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
  21219. CSG.FromPolygons = function (polygons) {
  21220. var csg = new BABYLON.CSG();
  21221. csg.polygons = polygons;
  21222. return csg;
  21223. };
  21224. CSG.prototype.clone = function () {
  21225. var csg = new BABYLON.CSG();
  21226. csg.polygons = this.polygons.map(function (p) { return p.clone(); });
  21227. csg.copyTransformAttributes(this);
  21228. return csg;
  21229. };
  21230. CSG.prototype.toPolygons = function () {
  21231. return this.polygons;
  21232. };
  21233. CSG.prototype.union = function (csg) {
  21234. var a = new Node(this.clone().polygons);
  21235. var b = new Node(csg.clone().polygons);
  21236. a.clipTo(b);
  21237. b.clipTo(a);
  21238. b.invert();
  21239. b.clipTo(a);
  21240. b.invert();
  21241. a.build(b.allPolygons());
  21242. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  21243. };
  21244. CSG.prototype.unionInPlace = function (csg) {
  21245. var a = new Node(this.polygons);
  21246. var b = new Node(csg.polygons);
  21247. a.clipTo(b);
  21248. b.clipTo(a);
  21249. b.invert();
  21250. b.clipTo(a);
  21251. b.invert();
  21252. a.build(b.allPolygons());
  21253. this.polygons = a.allPolygons();
  21254. };
  21255. CSG.prototype.subtract = function (csg) {
  21256. var a = new Node(this.clone().polygons);
  21257. var b = new Node(csg.clone().polygons);
  21258. a.invert();
  21259. a.clipTo(b);
  21260. b.clipTo(a);
  21261. b.invert();
  21262. b.clipTo(a);
  21263. b.invert();
  21264. a.build(b.allPolygons());
  21265. a.invert();
  21266. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  21267. };
  21268. CSG.prototype.subtractInPlace = function (csg) {
  21269. var a = new Node(this.polygons);
  21270. var b = new Node(csg.polygons);
  21271. a.invert();
  21272. a.clipTo(b);
  21273. b.clipTo(a);
  21274. b.invert();
  21275. b.clipTo(a);
  21276. b.invert();
  21277. a.build(b.allPolygons());
  21278. a.invert();
  21279. this.polygons = a.allPolygons();
  21280. };
  21281. CSG.prototype.intersect = function (csg) {
  21282. var a = new Node(this.clone().polygons);
  21283. var b = new Node(csg.clone().polygons);
  21284. a.invert();
  21285. b.clipTo(a);
  21286. b.invert();
  21287. a.clipTo(b);
  21288. b.clipTo(a);
  21289. a.build(b.allPolygons());
  21290. a.invert();
  21291. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  21292. };
  21293. CSG.prototype.intersectInPlace = function (csg) {
  21294. var a = new Node(this.polygons);
  21295. var b = new Node(csg.polygons);
  21296. a.invert();
  21297. b.clipTo(a);
  21298. b.invert();
  21299. a.clipTo(b);
  21300. b.clipTo(a);
  21301. a.build(b.allPolygons());
  21302. a.invert();
  21303. this.polygons = a.allPolygons();
  21304. };
  21305. // Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
  21306. // not modified.
  21307. CSG.prototype.inverse = function () {
  21308. var csg = this.clone();
  21309. csg.inverseInPlace();
  21310. return csg;
  21311. };
  21312. CSG.prototype.inverseInPlace = function () {
  21313. this.polygons.map(function (p) {
  21314. p.flip();
  21315. });
  21316. };
  21317. // This is used to keep meshes transformations so they can be restored
  21318. // when we build back a Babylon Mesh
  21319. // NB : All CSG operations are performed in world coordinates
  21320. CSG.prototype.copyTransformAttributes = function (csg) {
  21321. this.matrix = csg.matrix;
  21322. this.position = csg.position;
  21323. this.rotation = csg.rotation;
  21324. this.scaling = csg.scaling;
  21325. return this;
  21326. };
  21327. // Build Raw mesh from CSG
  21328. // Coordinates here are in world space
  21329. CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
  21330. var matrix = this.matrix.clone();
  21331. matrix.invert();
  21332. 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;
  21333. if (keepSubMeshes) {
  21334. // Sort Polygons, since subMeshes are indices range
  21335. polygons.sort(function (a, b) {
  21336. if (a.shared.meshId === b.shared.meshId) {
  21337. return a.shared.subMeshId - b.shared.subMeshId;
  21338. }
  21339. else {
  21340. return a.shared.meshId - b.shared.meshId;
  21341. }
  21342. });
  21343. }
  21344. for (var i = 0, il = polygons.length; i < il; i++) {
  21345. polygon = polygons[i];
  21346. // Building SubMeshes
  21347. if (!subMesh_dict[polygon.shared.meshId]) {
  21348. subMesh_dict[polygon.shared.meshId] = {};
  21349. }
  21350. if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
  21351. subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
  21352. indexStart: +Infinity,
  21353. indexEnd: -Infinity,
  21354. materialIndex: polygon.shared.materialIndex
  21355. };
  21356. }
  21357. subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
  21358. for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
  21359. polygonIndices[0] = 0;
  21360. polygonIndices[1] = j - 1;
  21361. polygonIndices[2] = j;
  21362. for (var k = 0; k < 3; k++) {
  21363. vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
  21364. normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
  21365. uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
  21366. var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
  21367. var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix);
  21368. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
  21369. // Check if 2 points can be merged
  21370. if (!(typeof vertex_idx !== 'undefined' && normals[vertex_idx * 3] === localNormal.x && normals[vertex_idx * 3 + 1] === localNormal.y && normals[vertex_idx * 3 + 2] === localNormal.z && uvs[vertex_idx * 2] === uv.x && uvs[vertex_idx * 2 + 1] === uv.y)) {
  21371. vertices.push(localVertex.x, localVertex.y, localVertex.z);
  21372. uvs.push(uv.x, uv.y);
  21373. normals.push(normal.x, normal.y, normal.z);
  21374. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
  21375. }
  21376. indices.push(vertex_idx);
  21377. subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
  21378. subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
  21379. currentIndex++;
  21380. }
  21381. }
  21382. }
  21383. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
  21384. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  21385. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
  21386. mesh.setIndices(indices);
  21387. if (keepSubMeshes) {
  21388. // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
  21389. var materialIndexOffset = 0, materialMaxIndex;
  21390. mesh.subMeshes.length = 0;
  21391. for (var m in subMesh_dict) {
  21392. materialMaxIndex = -1;
  21393. for (var sm in subMesh_dict[m]) {
  21394. subMesh_obj = subMesh_dict[m][sm];
  21395. BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
  21396. materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
  21397. }
  21398. materialIndexOffset += ++materialMaxIndex;
  21399. }
  21400. }
  21401. return mesh;
  21402. };
  21403. // Build Mesh from CSG taking material and transforms into account
  21404. CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
  21405. var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
  21406. mesh.material = material;
  21407. mesh.position.copyFrom(this.position);
  21408. mesh.rotation.copyFrom(this.rotation);
  21409. mesh.scaling.copyFrom(this.scaling);
  21410. mesh.computeWorldMatrix(true);
  21411. return mesh;
  21412. };
  21413. return CSG;
  21414. })();
  21415. BABYLON.CSG = CSG;
  21416. })(BABYLON || (BABYLON = {}));
  21417. //# sourceMappingURL=babylon.csg.js.map
  21418. var BABYLON;
  21419. (function (BABYLON) {
  21420. var OculusDistortionCorrectionPostProcess = (function (_super) {
  21421. __extends(OculusDistortionCorrectionPostProcess, _super);
  21422. //ANY
  21423. function OculusDistortionCorrectionPostProcess(name, camera, isRightEye, cameraSettings) {
  21424. var _this = this;
  21425. _super.call(this, name, "oculusDistortionCorrection", [
  21426. 'LensCenter',
  21427. 'Scale',
  21428. 'ScaleIn',
  21429. 'HmdWarpParam'
  21430. ], null, cameraSettings.PostProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE, null, null);
  21431. this._isRightEye = isRightEye;
  21432. this._distortionFactors = cameraSettings.DistortionK;
  21433. this._postProcessScaleFactor = cameraSettings.PostProcessScaleFactor;
  21434. this._lensCenterOffset = cameraSettings.LensCenterOffset;
  21435. this.onSizeChanged = function () {
  21436. _this.aspectRatio = _this.width * .5 / _this.height;
  21437. _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
  21438. _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
  21439. _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
  21440. };
  21441. this.onApply = function (effect) {
  21442. effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
  21443. effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
  21444. effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
  21445. effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
  21446. };
  21447. }
  21448. return OculusDistortionCorrectionPostProcess;
  21449. })(BABYLON.PostProcess);
  21450. BABYLON.OculusDistortionCorrectionPostProcess = OculusDistortionCorrectionPostProcess;
  21451. })(BABYLON || (BABYLON = {}));
  21452. //# sourceMappingURL=babylon.oculusDistortionCorrectionPostProcess.js.map// Mainly based on these 2 articles :
  21453. // Creating an universal virtual touch joystick working for all Touch models thanks to Hand.JS : http://blogs.msdn.com/b/davrous/archive/2013/02/22/creating-an-universal-virtual-touch-joystick-working-for-all-touch-models-thanks-to-hand-js.aspx
  21454. // & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/
  21455. var BABYLON;
  21456. (function (BABYLON) {
  21457. (function (JoystickAxis) {
  21458. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  21459. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  21460. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  21461. })(BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  21462. var JoystickAxis = BABYLON.JoystickAxis;
  21463. var VirtualJoystick = (function () {
  21464. function VirtualJoystick(leftJoystick) {
  21465. var _this = this;
  21466. if (leftJoystick) {
  21467. this._leftJoystick = true;
  21468. }
  21469. else {
  21470. this._leftJoystick = false;
  21471. }
  21472. this._joystickIndex = VirtualJoystick._globalJoystickIndex;
  21473. VirtualJoystick._globalJoystickIndex++;
  21474. // By default left & right arrow keys are moving the X
  21475. // and up & down keys are moving the Y
  21476. this._axisTargetedByLeftAndRight = 0 /* X */;
  21477. this._axisTargetedByUpAndDown = 1 /* Y */;
  21478. this.reverseLeftRight = false;
  21479. this.reverseUpDown = false;
  21480. // collections of pointers
  21481. this._touches = new BABYLON.SmartCollection();
  21482. this.deltaPosition = BABYLON.Vector3.Zero();
  21483. this._joystickSensibility = 25;
  21484. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  21485. this._rotationSpeed = 25;
  21486. this._inverseRotationSpeed = 1 / (this._rotationSpeed / 1000);
  21487. this._rotateOnAxisRelativeToMesh = false;
  21488. // injecting a canvas element on top of the canvas 3D game
  21489. if (!VirtualJoystick.vjCanvas) {
  21490. window.addEventListener("resize", function () {
  21491. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  21492. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  21493. VirtualJoystick.vjCanvas.width = VirtualJoystick.vjCanvasWidth;
  21494. VirtualJoystick.vjCanvas.height = VirtualJoystick.vjCanvasHeight;
  21495. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  21496. VirtualJoystick.halfHeight = VirtualJoystick.vjCanvasHeight / 2;
  21497. }, false);
  21498. VirtualJoystick.vjCanvas = document.createElement("canvas");
  21499. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  21500. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  21501. VirtualJoystick.vjCanvas.width = window.innerWidth;
  21502. VirtualJoystick.vjCanvas.height = window.innerHeight;
  21503. VirtualJoystick.vjCanvas.style.width = "100%";
  21504. VirtualJoystick.vjCanvas.style.height = "100%";
  21505. VirtualJoystick.vjCanvas.style.position = "absolute";
  21506. VirtualJoystick.vjCanvas.style.backgroundColor = "transparent";
  21507. VirtualJoystick.vjCanvas.style.top = "0px";
  21508. VirtualJoystick.vjCanvas.style.left = "0px";
  21509. VirtualJoystick.vjCanvas.style.zIndex = "5";
  21510. VirtualJoystick.vjCanvas.style.msTouchAction = "none";
  21511. VirtualJoystick.vjCanvasContext = VirtualJoystick.vjCanvas.getContext('2d');
  21512. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  21513. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  21514. document.body.appendChild(VirtualJoystick.vjCanvas);
  21515. }
  21516. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvas.width / 2;
  21517. VirtualJoystick.halfHeight = VirtualJoystick.vjCanvas.height / 2;
  21518. this.pressed = false;
  21519. // default joystick color
  21520. this._joystickColor = "cyan";
  21521. this._joystickPointerID = -1;
  21522. // current joystick position
  21523. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  21524. // origin joystick position
  21525. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  21526. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  21527. VirtualJoystick.vjCanvas.addEventListener('pointerdown', function (evt) {
  21528. _this._onPointerDown(evt);
  21529. }, false);
  21530. VirtualJoystick.vjCanvas.addEventListener('pointermove', function (evt) {
  21531. _this._onPointerMove(evt);
  21532. }, false);
  21533. VirtualJoystick.vjCanvas.addEventListener('pointerup', function (evt) {
  21534. _this._onPointerUp(evt);
  21535. }, false);
  21536. VirtualJoystick.vjCanvas.addEventListener('pointerout', function (evt) {
  21537. _this._onPointerUp(evt);
  21538. }, false);
  21539. VirtualJoystick.vjCanvas.addEventListener("contextmenu", function (evt) {
  21540. evt.preventDefault(); // Disables system menu
  21541. }, false);
  21542. requestAnimationFrame(function () {
  21543. _this._drawVirtualJoystick();
  21544. });
  21545. }
  21546. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  21547. this._joystickSensibility = newJoystickSensibility;
  21548. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  21549. };
  21550. VirtualJoystick.prototype._onPointerDown = function (e) {
  21551. var positionOnScreenCondition;
  21552. e.preventDefault();
  21553. if (this._leftJoystick === true) {
  21554. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  21555. }
  21556. else {
  21557. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  21558. }
  21559. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  21560. // First contact will be dedicated to the virtual joystick
  21561. this._joystickPointerID = e.pointerId;
  21562. this._joystickPointerStartPos.x = e.clientX;
  21563. this._joystickPointerStartPos.y = e.clientY;
  21564. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  21565. this._deltaJoystickVector.x = 0;
  21566. this._deltaJoystickVector.y = 0;
  21567. this.pressed = true;
  21568. this._touches.add(e.pointerId.toString(), e);
  21569. }
  21570. else {
  21571. // You can only trigger the action buttons with a joystick declared
  21572. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  21573. this._action();
  21574. this._touches.add(e.pointerId.toString(), e);
  21575. }
  21576. }
  21577. };
  21578. VirtualJoystick.prototype._onPointerMove = function (e) {
  21579. // If the current pointer is the one associated to the joystick (first touch contact)
  21580. if (this._joystickPointerID == e.pointerId) {
  21581. this._joystickPointerPos.x = e.clientX;
  21582. this._joystickPointerPos.y = e.clientY;
  21583. this._deltaJoystickVector = this._joystickPointerPos.clone();
  21584. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  21585. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  21586. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  21587. switch (this._axisTargetedByLeftAndRight) {
  21588. case 0 /* X */:
  21589. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  21590. break;
  21591. case 1 /* Y */:
  21592. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  21593. break;
  21594. case 2 /* Z */:
  21595. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  21596. break;
  21597. }
  21598. var directionUpDown = this.reverseUpDown ? 1 : -1;
  21599. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  21600. switch (this._axisTargetedByUpAndDown) {
  21601. case 0 /* X */:
  21602. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  21603. break;
  21604. case 1 /* Y */:
  21605. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  21606. break;
  21607. case 2 /* Z */:
  21608. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  21609. break;
  21610. }
  21611. }
  21612. else {
  21613. if (this._touches.item(e.pointerId.toString())) {
  21614. this._touches.item(e.pointerId.toString()).x = e.clientX;
  21615. this._touches.item(e.pointerId.toString()).y = e.clientY;
  21616. }
  21617. }
  21618. };
  21619. VirtualJoystick.prototype._onPointerUp = function (e) {
  21620. this._clearCanvas();
  21621. if (this._joystickPointerID == e.pointerId) {
  21622. this._joystickPointerID = -1;
  21623. this.pressed = false;
  21624. }
  21625. this._deltaJoystickVector.x = 0;
  21626. this._deltaJoystickVector.y = 0;
  21627. this._touches.remove(e.pointerId.toString());
  21628. };
  21629. /**
  21630. * Change the color of the virtual joystick
  21631. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  21632. */
  21633. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  21634. this._joystickColor = newColor;
  21635. };
  21636. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  21637. this._action = action;
  21638. };
  21639. // Define which axis you'd like to control for left & right
  21640. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  21641. switch (axis) {
  21642. case 0 /* X */:
  21643. case 1 /* Y */:
  21644. case 2 /* Z */:
  21645. this._axisTargetedByLeftAndRight = axis;
  21646. break;
  21647. default:
  21648. this._axisTargetedByLeftAndRight = 0 /* X */;
  21649. break;
  21650. }
  21651. };
  21652. // Define which axis you'd like to control for up & down
  21653. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  21654. switch (axis) {
  21655. case 0 /* X */:
  21656. case 1 /* Y */:
  21657. case 2 /* Z */:
  21658. this._axisTargetedByUpAndDown = axis;
  21659. break;
  21660. default:
  21661. this._axisTargetedByUpAndDown = 1 /* Y */;
  21662. break;
  21663. }
  21664. };
  21665. VirtualJoystick.prototype._clearCanvas = function () {
  21666. if (this._leftJoystick) {
  21667. VirtualJoystick.vjCanvasContext.clearRect(0, 0, VirtualJoystick.vjCanvasWidth / 2, VirtualJoystick.vjCanvasHeight);
  21668. }
  21669. else {
  21670. VirtualJoystick.vjCanvasContext.clearRect(VirtualJoystick.vjCanvasWidth / 2, 0, VirtualJoystick.vjCanvasWidth, VirtualJoystick.vjCanvasHeight);
  21671. }
  21672. };
  21673. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  21674. var _this = this;
  21675. if (this.pressed) {
  21676. this._clearCanvas();
  21677. this._touches.forEach(function (touch) {
  21678. if (touch.pointerId === _this._joystickPointerID) {
  21679. VirtualJoystick.vjCanvasContext.beginPath();
  21680. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  21681. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  21682. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  21683. VirtualJoystick.vjCanvasContext.stroke();
  21684. VirtualJoystick.vjCanvasContext.beginPath();
  21685. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  21686. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  21687. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  21688. VirtualJoystick.vjCanvasContext.stroke();
  21689. VirtualJoystick.vjCanvasContext.beginPath();
  21690. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  21691. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  21692. VirtualJoystick.vjCanvasContext.stroke();
  21693. }
  21694. else {
  21695. VirtualJoystick.vjCanvasContext.beginPath();
  21696. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  21697. VirtualJoystick.vjCanvasContext.beginPath();
  21698. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  21699. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  21700. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  21701. VirtualJoystick.vjCanvasContext.stroke();
  21702. }
  21703. ;
  21704. });
  21705. }
  21706. requestAnimationFrame(function () {
  21707. _this._drawVirtualJoystick();
  21708. });
  21709. };
  21710. VirtualJoystick.prototype.releaseCanvas = function () {
  21711. if (VirtualJoystick.vjCanvas) {
  21712. document.body.removeChild(VirtualJoystick.vjCanvas);
  21713. VirtualJoystick.vjCanvas = null;
  21714. }
  21715. };
  21716. // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas
  21717. VirtualJoystick._globalJoystickIndex = 0;
  21718. return VirtualJoystick;
  21719. })();
  21720. BABYLON.VirtualJoystick = VirtualJoystick;
  21721. })(BABYLON || (BABYLON = {}));
  21722. //# sourceMappingURL=babylon.virtualJoystick.js.map
  21723. var BABYLON;
  21724. (function (BABYLON) {
  21725. var OculusRiftDevKit2013_Metric = {
  21726. HResolution: 1280,
  21727. VResolution: 800,
  21728. HScreenSize: 0.149759993,
  21729. VScreenSize: 0.0935999975,
  21730. VScreenCenter: 0.0467999987,
  21731. EyeToScreenDistance: 0.0410000011,
  21732. LensSeparationDistance: 0.0635000020,
  21733. InterpupillaryDistance: 0.0640000030,
  21734. DistortionK: [1.0, 0.219999999, 0.239999995, 0.0],
  21735. ChromaAbCorrection: [0.995999992, -0.00400000019, 1.01400006, 0.0],
  21736. PostProcessScaleFactor: 1.714605507808412,
  21737. LensCenterOffset: 0.151976421
  21738. };
  21739. var _OculusInnerCamera = (function (_super) {
  21740. __extends(_OculusInnerCamera, _super);
  21741. function _OculusInnerCamera(name, position, scene, isLeftEye) {
  21742. _super.call(this, name, position, scene);
  21743. this._workMatrix = new BABYLON.Matrix();
  21744. this._actualUp = new BABYLON.Vector3(0, 0, 0);
  21745. // Constants
  21746. this._aspectRatioAspectRatio = OculusRiftDevKit2013_Metric.HResolution / (2 * OculusRiftDevKit2013_Metric.VResolution);
  21747. this._aspectRatioFov = (2 * Math.atan((OculusRiftDevKit2013_Metric.PostProcessScaleFactor * OculusRiftDevKit2013_Metric.VScreenSize) / (2 * OculusRiftDevKit2013_Metric.EyeToScreenDistance)));
  21748. var hMeters = (OculusRiftDevKit2013_Metric.HScreenSize / 4) - (OculusRiftDevKit2013_Metric.LensSeparationDistance / 2);
  21749. var h = (4 * hMeters) / OculusRiftDevKit2013_Metric.HScreenSize;
  21750. this._hMatrix = BABYLON.Matrix.Translation(isLeftEye ? h : -h, 0, 0);
  21751. this.viewport = new BABYLON.Viewport(isLeftEye ? 0 : 0.5, 0, 0.5, 1.0);
  21752. this._preViewMatrix = BABYLON.Matrix.Translation(isLeftEye ? .5 * OculusRiftDevKit2013_Metric.InterpupillaryDistance : -.5 * OculusRiftDevKit2013_Metric.InterpupillaryDistance, 0, 0);
  21753. // Postprocess
  21754. var postProcess = new BABYLON.OculusDistortionCorrectionPostProcess("Oculus Distortion", this, !isLeftEye, OculusRiftDevKit2013_Metric);
  21755. }
  21756. _OculusInnerCamera.prototype.getProjectionMatrix = function () {
  21757. BABYLON.Matrix.PerspectiveFovLHToRef(this._aspectRatioFov, this._aspectRatioAspectRatio, this.minZ, this.maxZ, this._workMatrix);
  21758. this._workMatrix.multiplyToRef(this._hMatrix, this._projectionMatrix);
  21759. return this._projectionMatrix;
  21760. };
  21761. _OculusInnerCamera.prototype._getViewMatrix = function () {
  21762. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  21763. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  21764. BABYLON.Vector3.TransformNormalToRef(this.upVector, this._cameraRotationMatrix, this._actualUp);
  21765. // Computing target and final matrix
  21766. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  21767. BABYLON.Matrix.LookAtLHToRef(this.position, this._currentTarget, this._actualUp, this._workMatrix);
  21768. this._workMatrix.multiplyToRef(this._preViewMatrix, this._viewMatrix);
  21769. return this._viewMatrix;
  21770. };
  21771. return _OculusInnerCamera;
  21772. })(BABYLON.FreeCamera);
  21773. var OculusCamera = (function (_super) {
  21774. __extends(OculusCamera, _super);
  21775. function OculusCamera(name, position, scene) {
  21776. _super.call(this, name, position, scene);
  21777. this._leftCamera = new _OculusInnerCamera(name + "_left", position.clone(), scene, true);
  21778. this._rightCamera = new _OculusInnerCamera(name + "_right", position.clone(), scene, false);
  21779. this.subCameras.push(this._leftCamera);
  21780. this.subCameras.push(this._rightCamera);
  21781. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  21782. }
  21783. OculusCamera.prototype._update = function () {
  21784. this._leftCamera.position.copyFrom(this.position);
  21785. this._rightCamera.position.copyFrom(this.position);
  21786. this._updateCamera(this._leftCamera);
  21787. this._updateCamera(this._rightCamera);
  21788. _super.prototype._update.call(this);
  21789. };
  21790. OculusCamera.prototype._updateCamera = function (camera) {
  21791. camera.minZ = this.minZ;
  21792. camera.maxZ = this.maxZ;
  21793. camera.rotation.x = this.rotation.x;
  21794. camera.rotation.y = this.rotation.y;
  21795. camera.rotation.z = this.rotation.z;
  21796. };
  21797. // Oculus events
  21798. OculusCamera.prototype._onOrientationEvent = function (evt) {
  21799. var yaw = evt.alpha / 180 * Math.PI;
  21800. var pitch = evt.beta / 180 * Math.PI;
  21801. var roll = evt.gamma / 180 * Math.PI;
  21802. if (!this._offsetOrientation) {
  21803. this._offsetOrientation = {
  21804. yaw: yaw,
  21805. pitch: pitch,
  21806. roll: roll
  21807. };
  21808. return;
  21809. }
  21810. else {
  21811. this.rotation.y += yaw - this._offsetOrientation.yaw;
  21812. this.rotation.x += pitch - this._offsetOrientation.pitch;
  21813. this.rotation.z += this._offsetOrientation.roll - roll;
  21814. this._offsetOrientation.yaw = yaw;
  21815. this._offsetOrientation.pitch = pitch;
  21816. this._offsetOrientation.roll = roll;
  21817. }
  21818. };
  21819. OculusCamera.prototype.attachControl = function (element, noPreventDefault) {
  21820. _super.prototype.attachControl.call(this, element, noPreventDefault);
  21821. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  21822. };
  21823. OculusCamera.prototype.detachControl = function (element) {
  21824. _super.prototype.detachControl.call(this, element);
  21825. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  21826. };
  21827. return OculusCamera;
  21828. })(BABYLON.FreeCamera);
  21829. BABYLON.OculusCamera = OculusCamera;
  21830. })(BABYLON || (BABYLON = {}));
  21831. //# sourceMappingURL=babylon.oculusCamera.js.map
  21832. var BABYLON;
  21833. (function (BABYLON) {
  21834. var OculusRiftDevKit2013_Metric = {
  21835. HResolution: 1280,
  21836. VResolution: 800,
  21837. HScreenSize: 0.149759993,
  21838. VScreenSize: 0.0935999975,
  21839. VScreenCenter: 0.0467999987,
  21840. EyeToScreenDistance: 0.0410000011,
  21841. LensSeparationDistance: 0.0635000020,
  21842. InterpupillaryDistance: 0.0640000030,
  21843. DistortionK: [1.0, 0.219999999, 0.239999995, 0.0],
  21844. ChromaAbCorrection: [0.995999992, -0.00400000019, 1.01400006, 0.0],
  21845. PostProcessScaleFactor: 1.714605507808412,
  21846. LensCenterOffset: 0.151976421
  21847. };
  21848. var _OculusInnerGamepadCamera = (function (_super) {
  21849. __extends(_OculusInnerGamepadCamera, _super);
  21850. function _OculusInnerGamepadCamera(name, position, scene, isLeftEye) {
  21851. _super.call(this, name, position, scene);
  21852. this._workMatrix = new BABYLON.Matrix();
  21853. this._actualUp = new BABYLON.Vector3(0, 0, 0);
  21854. // Constants
  21855. this._aspectRatioAspectRatio = OculusRiftDevKit2013_Metric.HResolution / (2 * OculusRiftDevKit2013_Metric.VResolution);
  21856. this._aspectRatioFov = (2 * Math.atan((OculusRiftDevKit2013_Metric.PostProcessScaleFactor * OculusRiftDevKit2013_Metric.VScreenSize) / (2 * OculusRiftDevKit2013_Metric.EyeToScreenDistance)));
  21857. var hMeters = (OculusRiftDevKit2013_Metric.HScreenSize / 4) - (OculusRiftDevKit2013_Metric.LensSeparationDistance / 2);
  21858. var h = (4 * hMeters) / OculusRiftDevKit2013_Metric.HScreenSize;
  21859. this._hMatrix = BABYLON.Matrix.Translation(isLeftEye ? h : -h, 0, 0);
  21860. this.viewport = new BABYLON.Viewport(isLeftEye ? 0 : 0.5, 0, 0.5, 1.0);
  21861. this._preViewMatrix = BABYLON.Matrix.Translation(isLeftEye ? .5 * OculusRiftDevKit2013_Metric.InterpupillaryDistance : -.5 * OculusRiftDevKit2013_Metric.InterpupillaryDistance, 0, 0);
  21862. // Postprocess
  21863. var postProcess = new BABYLON.OculusDistortionCorrectionPostProcess("Oculus Distortion", this, !isLeftEye, OculusRiftDevKit2013_Metric);
  21864. }
  21865. _OculusInnerGamepadCamera.prototype.getProjectionMatrix = function () {
  21866. BABYLON.Matrix.PerspectiveFovLHToRef(this._aspectRatioFov, this._aspectRatioAspectRatio, this.minZ, this.maxZ, this._workMatrix);
  21867. this._workMatrix.multiplyToRef(this._hMatrix, this._projectionMatrix);
  21868. return this._projectionMatrix;
  21869. };
  21870. _OculusInnerGamepadCamera.prototype._getViewMatrix = function () {
  21871. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  21872. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  21873. BABYLON.Vector3.TransformNormalToRef(this.upVector, this._cameraRotationMatrix, this._actualUp);
  21874. // Computing target and final matrix
  21875. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  21876. BABYLON.Matrix.LookAtLHToRef(this.position, this._currentTarget, this._actualUp, this._workMatrix);
  21877. this._workMatrix.multiplyToRef(this._preViewMatrix, this._viewMatrix);
  21878. return this._viewMatrix;
  21879. };
  21880. return _OculusInnerGamepadCamera;
  21881. })(BABYLON.FreeCamera);
  21882. var OculusGamepadCamera = (function (_super) {
  21883. __extends(OculusGamepadCamera, _super);
  21884. function OculusGamepadCamera(name, position, scene) {
  21885. var _this = this;
  21886. _super.call(this, name, position, scene);
  21887. this.angularSensibility = 200;
  21888. this.moveSensibility = 75;
  21889. this._leftCamera = new _OculusInnerGamepadCamera(name + "_left", position.clone(), scene, true);
  21890. this._rightCamera = new _OculusInnerGamepadCamera(name + "_right", position.clone(), scene, false);
  21891. this.subCameras.push(this._leftCamera);
  21892. this.subCameras.push(this._rightCamera);
  21893. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  21894. this._gamepads = new BABYLON.Gamepads(function (gamepad) {
  21895. _this._onNewGameConnected(gamepad);
  21896. });
  21897. }
  21898. OculusGamepadCamera.prototype._onNewGameConnected = function (gamepad) {
  21899. // Only the first gamepad can control the camera
  21900. if (gamepad.index === 0) {
  21901. this._gamepad = gamepad;
  21902. }
  21903. };
  21904. OculusGamepadCamera.prototype._update = function () {
  21905. this._leftCamera.position.copyFrom(this.position);
  21906. this._rightCamera.position.copyFrom(this.position);
  21907. this._updateCamera(this._leftCamera);
  21908. this._updateCamera(this._rightCamera);
  21909. _super.prototype._update.call(this);
  21910. };
  21911. OculusGamepadCamera.prototype._checkInputs = function () {
  21912. if (!this._gamepad) {
  21913. return;
  21914. }
  21915. var LSValues = this._gamepad.leftStick;
  21916. var normalizedLX = LSValues.x / this.moveSensibility;
  21917. var normalizedLY = LSValues.y / this.moveSensibility;
  21918. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  21919. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  21920. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(this.rotation.y, this.rotation.x, 0);
  21921. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(LSValues.x, 0, -LSValues.y), cameraTransform);
  21922. this.cameraDirection = this.cameraDirection.add(deltaTransform);
  21923. };
  21924. OculusGamepadCamera.prototype._updateCamera = function (camera) {
  21925. camera.minZ = this.minZ;
  21926. camera.maxZ = this.maxZ;
  21927. camera.rotation.x = this.rotation.x;
  21928. camera.rotation.y = this.rotation.y;
  21929. camera.rotation.z = this.rotation.z;
  21930. };
  21931. // Oculus events
  21932. OculusGamepadCamera.prototype._onOrientationEvent = function (evt) {
  21933. var yaw = evt.alpha / 180 * Math.PI;
  21934. var pitch = evt.beta / 180 * Math.PI;
  21935. var roll = evt.gamma / 180 * Math.PI;
  21936. if (!this._offsetOrientation) {
  21937. this._offsetOrientation = {
  21938. yaw: yaw,
  21939. pitch: pitch,
  21940. roll: roll
  21941. };
  21942. return;
  21943. }
  21944. else {
  21945. this.rotation.y += yaw - this._offsetOrientation.yaw;
  21946. this.rotation.x += pitch - this._offsetOrientation.pitch;
  21947. this.rotation.z += this._offsetOrientation.roll - roll;
  21948. this._offsetOrientation.yaw = yaw;
  21949. this._offsetOrientation.pitch = pitch;
  21950. this._offsetOrientation.roll = roll;
  21951. }
  21952. };
  21953. OculusGamepadCamera.prototype.attachControl = function (element, noPreventDefault) {
  21954. _super.prototype.attachControl.call(this, element, noPreventDefault);
  21955. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  21956. };
  21957. OculusGamepadCamera.prototype.detachControl = function (element) {
  21958. _super.prototype.detachControl.call(this, element);
  21959. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  21960. };
  21961. OculusGamepadCamera.prototype.dispose = function () {
  21962. this._gamepads.dispose();
  21963. _super.prototype.dispose.call(this);
  21964. };
  21965. return OculusGamepadCamera;
  21966. })(BABYLON.FreeCamera);
  21967. BABYLON.OculusGamepadCamera = OculusGamepadCamera;
  21968. })(BABYLON || (BABYLON = {}));
  21969. //# sourceMappingURL=babylon.oculusGamepadCamera.js.map
  21970. var BABYLON;
  21971. (function (BABYLON) {
  21972. // We're mainly based on the logic defined into the FreeCamera code
  21973. var VirtualJoysticksCamera = (function (_super) {
  21974. __extends(VirtualJoysticksCamera, _super);
  21975. function VirtualJoysticksCamera(name, position, scene) {
  21976. _super.call(this, name, position, scene);
  21977. this._leftjoystick = new BABYLON.VirtualJoystick(true);
  21978. this._leftjoystick.setAxisForUpDown(2 /* Z */);
  21979. this._leftjoystick.setAxisForLeftRight(0 /* X */);
  21980. this._leftjoystick.setJoystickSensibility(0.15);
  21981. this._rightjoystick = new BABYLON.VirtualJoystick(false);
  21982. this._rightjoystick.setAxisForUpDown(0 /* X */);
  21983. this._rightjoystick.setAxisForLeftRight(1 /* Y */);
  21984. this._rightjoystick.reverseUpDown = true;
  21985. this._rightjoystick.setJoystickSensibility(0.05);
  21986. this._rightjoystick.setJoystickColor("yellow");
  21987. }
  21988. VirtualJoysticksCamera.prototype._checkInputs = function () {
  21989. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(this.rotation.y, this.rotation.x, 0);
  21990. var deltaTransform = BABYLON.Vector3.TransformCoordinates(this._leftjoystick.deltaPosition, cameraTransform);
  21991. this.cameraDirection = this.cameraDirection.add(deltaTransform);
  21992. this.cameraRotation = this.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
  21993. if (!this._leftjoystick.pressed) {
  21994. this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
  21995. }
  21996. if (!this._rightjoystick.pressed) {
  21997. this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
  21998. }
  21999. };
  22000. VirtualJoysticksCamera.prototype.dispose = function () {
  22001. this._leftjoystick.releaseCanvas();
  22002. _super.prototype.dispose.call(this);
  22003. };
  22004. return VirtualJoysticksCamera;
  22005. })(BABYLON.FreeCamera);
  22006. BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
  22007. })(BABYLON || (BABYLON = {}));
  22008. //# sourceMappingURL=babylon.virtualJoysticksCamera.js.map
  22009. var BABYLON;
  22010. (function (BABYLON) {
  22011. var ShaderMaterial = (function (_super) {
  22012. __extends(ShaderMaterial, _super);
  22013. function ShaderMaterial(name, scene, shaderPath, options) {
  22014. _super.call(this, name, scene);
  22015. this._textures = new Array();
  22016. this._floats = new Array();
  22017. this._floatsArrays = {};
  22018. this._colors3 = new Array();
  22019. this._colors4 = new Array();
  22020. this._vectors2 = new Array();
  22021. this._vectors3 = new Array();
  22022. this._matrices = new Array();
  22023. this._cachedWorldViewMatrix = new BABYLON.Matrix();
  22024. this._shaderPath = shaderPath;
  22025. options.needAlphaBlending = options.needAlphaBlending || false;
  22026. options.needAlphaTesting = options.needAlphaTesting || false;
  22027. options.attributes = options.attributes || ["position", "normal", "uv"];
  22028. options.uniforms = options.uniforms || ["worldViewProjection"];
  22029. options.samplers = options.samplers || [];
  22030. this._options = options;
  22031. }
  22032. ShaderMaterial.prototype.needAlphaBlending = function () {
  22033. return this._options.needAlphaBlending;
  22034. };
  22035. ShaderMaterial.prototype.needAlphaTesting = function () {
  22036. return this._options.needAlphaTesting;
  22037. };
  22038. ShaderMaterial.prototype._checkUniform = function (uniformName) {
  22039. if (this._options.uniforms.indexOf(uniformName) === -1) {
  22040. this._options.uniforms.push(uniformName);
  22041. }
  22042. };
  22043. ShaderMaterial.prototype.setTexture = function (name, texture) {
  22044. if (this._options.samplers.indexOf(name) === -1) {
  22045. this._options.samplers.push(name);
  22046. }
  22047. this._textures[name] = texture;
  22048. return this;
  22049. };
  22050. ShaderMaterial.prototype.setFloat = function (name, value) {
  22051. this._checkUniform(name);
  22052. this._floats[name] = value;
  22053. return this;
  22054. };
  22055. ShaderMaterial.prototype.setFloats = function (name, value) {
  22056. this._checkUniform(name);
  22057. this._floatsArrays[name] = value;
  22058. return this;
  22059. };
  22060. ShaderMaterial.prototype.setColor3 = function (name, value) {
  22061. this._checkUniform(name);
  22062. this._colors3[name] = value;
  22063. return this;
  22064. };
  22065. ShaderMaterial.prototype.setColor4 = function (name, value) {
  22066. this._checkUniform(name);
  22067. this._colors4[name] = value;
  22068. return this;
  22069. };
  22070. ShaderMaterial.prototype.setVector2 = function (name, value) {
  22071. this._checkUniform(name);
  22072. this._vectors2[name] = value;
  22073. return this;
  22074. };
  22075. ShaderMaterial.prototype.setVector3 = function (name, value) {
  22076. this._checkUniform(name);
  22077. this._vectors3[name] = value;
  22078. return this;
  22079. };
  22080. ShaderMaterial.prototype.setMatrix = function (name, value) {
  22081. this._checkUniform(name);
  22082. this._matrices[name] = value;
  22083. return this;
  22084. };
  22085. ShaderMaterial.prototype.isReady = function (mesh, useInstances) {
  22086. var scene = this.getScene();
  22087. var engine = scene.getEngine();
  22088. if (!this.checkReadyOnEveryCall) {
  22089. if (this._renderId === scene.getRenderId()) {
  22090. return true;
  22091. }
  22092. }
  22093. // Instances
  22094. var defines = [];
  22095. var fallbacks = new BABYLON.EffectFallbacks();
  22096. if (useInstances) {
  22097. defines.push("#define INSTANCES");
  22098. }
  22099. // Bones
  22100. if (mesh && mesh.useBones) {
  22101. defines.push("#define BONES");
  22102. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  22103. defines.push("#define BONES4");
  22104. fallbacks.addFallback(0, "BONES4");
  22105. }
  22106. // Alpha test
  22107. if (engine.getAlphaTesting()) {
  22108. defines.push("#define ALPHATEST");
  22109. }
  22110. var previousEffect = this._effect;
  22111. var join = defines.join("\n");
  22112. this._effect = engine.createEffect(this._shaderPath, this._options.attributes, this._options.uniforms, this._options.samplers, join, fallbacks, this.onCompiled, this.onError);
  22113. if (!this._effect.isReady()) {
  22114. return false;
  22115. }
  22116. if (previousEffect !== this._effect) {
  22117. scene.resetCachedMaterial();
  22118. }
  22119. this._renderId = scene.getRenderId();
  22120. return true;
  22121. };
  22122. ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  22123. var scene = this.getScene();
  22124. if (this._options.uniforms.indexOf("world") !== -1) {
  22125. this._effect.setMatrix("world", world);
  22126. }
  22127. if (this._options.uniforms.indexOf("worldView") !== -1) {
  22128. world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
  22129. this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
  22130. }
  22131. if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
  22132. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  22133. }
  22134. };
  22135. ShaderMaterial.prototype.bind = function (world, mesh) {
  22136. // Std values
  22137. this.bindOnlyWorldMatrix(world);
  22138. if (this.getScene().getCachedMaterial() !== this) {
  22139. if (this._options.uniforms.indexOf("view") !== -1) {
  22140. this._effect.setMatrix("view", this.getScene().getViewMatrix());
  22141. }
  22142. if (this._options.uniforms.indexOf("projection") !== -1) {
  22143. this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
  22144. }
  22145. if (this._options.uniforms.indexOf("viewProjection") !== -1) {
  22146. this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  22147. }
  22148. // Bones
  22149. if (mesh && mesh.useBones) {
  22150. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  22151. }
  22152. for (var name in this._textures) {
  22153. this._effect.setTexture(name, this._textures[name]);
  22154. }
  22155. for (name in this._floats) {
  22156. this._effect.setFloat(name, this._floats[name]);
  22157. }
  22158. for (name in this._floatsArrays) {
  22159. this._effect.setArray(name, this._floatsArrays[name]);
  22160. }
  22161. for (name in this._colors3) {
  22162. this._effect.setColor3(name, this._colors3[name]);
  22163. }
  22164. for (name in this._colors4) {
  22165. var color = this._colors4[name];
  22166. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  22167. }
  22168. for (name in this._vectors2) {
  22169. this._effect.setVector2(name, this._vectors2[name]);
  22170. }
  22171. for (name in this._vectors3) {
  22172. this._effect.setVector3(name, this._vectors3[name]);
  22173. }
  22174. for (name in this._matrices) {
  22175. this._effect.setMatrix(name, this._matrices[name]);
  22176. }
  22177. }
  22178. _super.prototype.bind.call(this, world, mesh);
  22179. };
  22180. ShaderMaterial.prototype.dispose = function (forceDisposeEffect) {
  22181. for (var name in this._textures) {
  22182. this._textures[name].dispose();
  22183. }
  22184. this._textures = [];
  22185. _super.prototype.dispose.call(this, forceDisposeEffect);
  22186. };
  22187. return ShaderMaterial;
  22188. })(BABYLON.Material);
  22189. BABYLON.ShaderMaterial = ShaderMaterial;
  22190. })(BABYLON || (BABYLON = {}));
  22191. //# sourceMappingURL=babylon.shaderMaterial.js.mapvar BABYLON;
  22192. (function (BABYLON) {
  22193. var VertexData = (function () {
  22194. function VertexData() {
  22195. }
  22196. VertexData.prototype.set = function (data, kind) {
  22197. switch (kind) {
  22198. case BABYLON.VertexBuffer.PositionKind:
  22199. this.positions = data;
  22200. break;
  22201. case BABYLON.VertexBuffer.NormalKind:
  22202. this.normals = data;
  22203. break;
  22204. case BABYLON.VertexBuffer.UVKind:
  22205. this.uvs = data;
  22206. break;
  22207. case BABYLON.VertexBuffer.UV2Kind:
  22208. this.uv2s = data;
  22209. break;
  22210. case BABYLON.VertexBuffer.ColorKind:
  22211. this.colors = data;
  22212. break;
  22213. case BABYLON.VertexBuffer.MatricesIndicesKind:
  22214. this.matricesIndices = data;
  22215. break;
  22216. case BABYLON.VertexBuffer.MatricesWeightsKind:
  22217. this.matricesWeights = data;
  22218. break;
  22219. }
  22220. };
  22221. VertexData.prototype.applyToMesh = function (mesh, updatable) {
  22222. this._applyTo(mesh, updatable);
  22223. };
  22224. VertexData.prototype.applyToGeometry = function (geometry, updatable) {
  22225. this._applyTo(geometry, updatable);
  22226. };
  22227. VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
  22228. this._update(mesh);
  22229. };
  22230. VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
  22231. this._update(geometry);
  22232. };
  22233. VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
  22234. if (this.positions) {
  22235. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
  22236. }
  22237. if (this.normals) {
  22238. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
  22239. }
  22240. if (this.uvs) {
  22241. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
  22242. }
  22243. if (this.uv2s) {
  22244. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uv2s, updatable);
  22245. }
  22246. if (this.colors) {
  22247. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
  22248. }
  22249. if (this.matricesIndices) {
  22250. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  22251. }
  22252. if (this.matricesWeights) {
  22253. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  22254. }
  22255. if (this.indices) {
  22256. meshOrGeometry.setIndices(this.indices);
  22257. }
  22258. };
  22259. VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
  22260. if (this.positions) {
  22261. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  22262. }
  22263. if (this.normals) {
  22264. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  22265. }
  22266. if (this.uvs) {
  22267. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  22268. }
  22269. if (this.uv2s) {
  22270. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uv2s, updateExtends, makeItUnique);
  22271. }
  22272. if (this.colors) {
  22273. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  22274. }
  22275. if (this.matricesIndices) {
  22276. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  22277. }
  22278. if (this.matricesWeights) {
  22279. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  22280. }
  22281. if (this.indices) {
  22282. meshOrGeometry.setIndices(this.indices);
  22283. }
  22284. };
  22285. VertexData.prototype.transform = function (matrix) {
  22286. var transformed = BABYLON.Vector3.Zero();
  22287. if (this.positions) {
  22288. var position = BABYLON.Vector3.Zero();
  22289. for (var index = 0; index < this.positions.length; index += 3) {
  22290. BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
  22291. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  22292. this.positions[index] = transformed.x;
  22293. this.positions[index + 1] = transformed.y;
  22294. this.positions[index + 2] = transformed.z;
  22295. }
  22296. }
  22297. if (this.normals) {
  22298. var normal = BABYLON.Vector3.Zero();
  22299. for (index = 0; index < this.normals.length; index += 3) {
  22300. BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
  22301. BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
  22302. this.normals[index] = transformed.x;
  22303. this.normals[index + 1] = transformed.y;
  22304. this.normals[index + 2] = transformed.z;
  22305. }
  22306. }
  22307. };
  22308. VertexData.prototype.merge = function (other) {
  22309. if (other.indices) {
  22310. if (!this.indices) {
  22311. this.indices = [];
  22312. }
  22313. var offset = this.positions ? this.positions.length / 3 : 0;
  22314. for (var index = 0; index < other.indices.length; index++) {
  22315. this.indices.push(other.indices[index] + offset);
  22316. }
  22317. }
  22318. if (other.positions) {
  22319. if (!this.positions) {
  22320. this.positions = [];
  22321. }
  22322. for (index = 0; index < other.positions.length; index++) {
  22323. this.positions.push(other.positions[index]);
  22324. }
  22325. }
  22326. if (other.normals) {
  22327. if (!this.normals) {
  22328. this.normals = [];
  22329. }
  22330. for (index = 0; index < other.normals.length; index++) {
  22331. this.normals.push(other.normals[index]);
  22332. }
  22333. }
  22334. if (other.uvs) {
  22335. if (!this.uvs) {
  22336. this.uvs = [];
  22337. }
  22338. for (index = 0; index < other.uvs.length; index++) {
  22339. this.uvs.push(other.uvs[index]);
  22340. }
  22341. }
  22342. if (other.uv2s) {
  22343. if (!this.uv2s) {
  22344. this.uv2s = [];
  22345. }
  22346. for (index = 0; index < other.uv2s.length; index++) {
  22347. this.uv2s.push(other.uv2s[index]);
  22348. }
  22349. }
  22350. if (other.matricesIndices) {
  22351. if (!this.matricesIndices) {
  22352. this.matricesIndices = [];
  22353. }
  22354. for (index = 0; index < other.matricesIndices.length; index++) {
  22355. this.matricesIndices.push(other.matricesIndices[index]);
  22356. }
  22357. }
  22358. if (other.matricesWeights) {
  22359. if (!this.matricesWeights) {
  22360. this.matricesWeights = [];
  22361. }
  22362. for (index = 0; index < other.matricesWeights.length; index++) {
  22363. this.matricesWeights.push(other.matricesWeights[index]);
  22364. }
  22365. }
  22366. if (other.colors) {
  22367. if (!this.colors) {
  22368. this.colors = [];
  22369. }
  22370. for (index = 0; index < other.colors.length; index++) {
  22371. this.colors.push(other.colors[index]);
  22372. }
  22373. }
  22374. };
  22375. // Statics
  22376. VertexData.ExtractFromMesh = function (mesh) {
  22377. return VertexData._ExtractFrom(mesh);
  22378. };
  22379. VertexData.ExtractFromGeometry = function (geometry) {
  22380. return VertexData._ExtractFrom(geometry);
  22381. };
  22382. VertexData._ExtractFrom = function (meshOrGeometry) {
  22383. var result = new VertexData();
  22384. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  22385. result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22386. }
  22387. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  22388. result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22389. }
  22390. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  22391. result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind);
  22392. }
  22393. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  22394. result.uv2s = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind);
  22395. }
  22396. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  22397. result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  22398. }
  22399. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  22400. result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  22401. }
  22402. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  22403. result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  22404. }
  22405. result.indices = meshOrGeometry.getIndices();
  22406. return result;
  22407. };
  22408. VertexData.CreateRibbon = function (pathArray, closeArray, closePath, offset, sideOrientation) {
  22409. if (sideOrientation === void 0) { sideOrientation = BABYLON.Mesh.DEFAULTSIDE; }
  22410. closeArray = closeArray || false;
  22411. closePath = closePath || false;
  22412. var defaultOffset = Math.floor(pathArray[0].length / 2);
  22413. offset = offset || defaultOffset;
  22414. offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset
  22415. var positions = [];
  22416. var indices = [];
  22417. var normals = [];
  22418. var uvs = [];
  22419. var us = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id
  22420. var vs = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray
  22421. var uTotalDistance = []; // uTotalDistance[p] : total distance of path p
  22422. var vTotalDistance = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray
  22423. var minlg; // minimal length among all paths from pathArray
  22424. var lg = []; // array of path lengths : nb of vertex per path
  22425. var idx = []; // array of path indexes : index of each path (first vertex) in positions array
  22426. var p; // path iterator
  22427. var i; // point iterator
  22428. var j; // point iterator
  22429. // if single path in pathArray
  22430. if (pathArray.length < 2) {
  22431. var ar1 = [];
  22432. var ar2 = [];
  22433. for (i = 0; i < pathArray[0].length - offset; i++) {
  22434. ar1.push(pathArray[0][i]);
  22435. ar2.push(pathArray[0][i + offset]);
  22436. }
  22437. pathArray = [ar1, ar2];
  22438. }
  22439. // positions and horizontal distances (u)
  22440. var idc = 0;
  22441. minlg = pathArray[0].length;
  22442. for (p = 0; p < pathArray.length; p++) {
  22443. uTotalDistance[p] = 0;
  22444. us[p] = [0];
  22445. var path = pathArray[p];
  22446. var l = path.length;
  22447. minlg = (minlg < l) ? minlg : l;
  22448. lg[p] = l;
  22449. idx[p] = idc;
  22450. j = 0;
  22451. while (j < l) {
  22452. positions.push(path[j].x, path[j].y, path[j].z);
  22453. if (j > 0) {
  22454. var vectlg = path[j].subtract(path[j - 1]).length();
  22455. var dist = vectlg + uTotalDistance[p];
  22456. us[p].push(dist);
  22457. uTotalDistance[p] = dist;
  22458. }
  22459. j++;
  22460. }
  22461. if (closePath) {
  22462. vectlg = path[0].subtract(path[j - 1]).length();
  22463. dist = vectlg + uTotalDistance[p];
  22464. uTotalDistance[p] = dist;
  22465. }
  22466. idc += l;
  22467. }
  22468. for (i = 0; i < minlg; i++) {
  22469. vTotalDistance[i] = 0;
  22470. vs[i] = [0];
  22471. var path1;
  22472. var path2;
  22473. for (p = 0; p < pathArray.length - 1; p++) {
  22474. path1 = pathArray[p];
  22475. path2 = pathArray[p + 1];
  22476. vectlg = path2[i].subtract(path1[i]).length();
  22477. dist = vectlg + vTotalDistance[i];
  22478. vs[i].push(dist);
  22479. vTotalDistance[i] = dist;
  22480. }
  22481. if (closeArray) {
  22482. path1 = pathArray[p];
  22483. path2 = pathArray[0];
  22484. vectlg = path2[i].subtract(path1[i]).length();
  22485. dist = vectlg + vTotalDistance[i];
  22486. vTotalDistance[i] = dist;
  22487. }
  22488. }
  22489. // uvs
  22490. var u;
  22491. var v;
  22492. for (p = 0; p < pathArray.length; p++) {
  22493. for (i = 0; i < minlg; i++) {
  22494. u = us[p][i] / uTotalDistance[p];
  22495. v = vs[i][p] / vTotalDistance[i];
  22496. uvs.push(u, v);
  22497. }
  22498. }
  22499. // indices
  22500. p = 0; // path index
  22501. var pi = 0; // positions array index
  22502. var l1 = lg[p] - 1; // path1 length
  22503. var l2 = lg[p + 1] - 1; // path2 length
  22504. var min = (l1 < l2) ? l1 : l2; // current path stop index
  22505. var shft = idx[1] - idx[0]; // shift
  22506. var path1nb = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate
  22507. var t1; // two consecutive triangles, so 4 points : point1
  22508. var t2; // point2
  22509. var t3; // point3
  22510. var t4; // point4
  22511. while (pi <= min && p < path1nb) {
  22512. // draw two triangles between path1 (p1) and path2 (p2) : (p1.pi, p2.pi, p1.pi+1) and (p2.pi+1, p1.pi+1, p2.pi) clockwise
  22513. t1 = pi;
  22514. t2 = pi + shft;
  22515. t3 = pi + 1;
  22516. t4 = pi + shft + 1;
  22517. indices.push(pi, pi + shft, pi + 1);
  22518. indices.push(pi + shft + 1, pi + 1, pi + shft);
  22519. pi += 1;
  22520. if (pi === min) {
  22521. if (closePath) {
  22522. indices.push(pi, pi + shft, idx[p]);
  22523. indices.push(idx[p] + shft, idx[p], pi + shft);
  22524. t3 = idx[p];
  22525. t4 = idx[p] + shft;
  22526. }
  22527. p++;
  22528. if (p === lg.length - 1) {
  22529. shft = idx[0] - idx[p];
  22530. l1 = lg[p] - 1;
  22531. l2 = lg[0] - 1;
  22532. }
  22533. else {
  22534. shft = idx[p + 1] - idx[p];
  22535. l1 = lg[p] - 1;
  22536. l2 = lg[p + 1] - 1;
  22537. }
  22538. pi = idx[p];
  22539. min = (l1 < l2) ? l1 + pi : l2 + pi;
  22540. }
  22541. }
  22542. // normals
  22543. VertexData.ComputeNormals(positions, indices, normals);
  22544. // sides
  22545. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  22546. // Result
  22547. var vertexData = new VertexData();
  22548. vertexData.indices = indices;
  22549. vertexData.positions = positions;
  22550. vertexData.normals = normals;
  22551. vertexData.uvs = uvs;
  22552. return vertexData;
  22553. };
  22554. VertexData.CreateBox = function (size, sideOrientation) {
  22555. if (sideOrientation === void 0) { sideOrientation = BABYLON.Mesh.DEFAULTSIDE; }
  22556. var normalsSource = [
  22557. new BABYLON.Vector3(0, 0, 1),
  22558. new BABYLON.Vector3(0, 0, -1),
  22559. new BABYLON.Vector3(1, 0, 0),
  22560. new BABYLON.Vector3(-1, 0, 0),
  22561. new BABYLON.Vector3(0, 1, 0),
  22562. new BABYLON.Vector3(0, -1, 0)
  22563. ];
  22564. var indices = [];
  22565. var positions = [];
  22566. var normals = [];
  22567. var uvs = [];
  22568. size = size || 1;
  22569. for (var index = 0; index < normalsSource.length; index++) {
  22570. var normal = normalsSource[index];
  22571. // Get two vectors perpendicular to the face normal and to each other.
  22572. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
  22573. var side2 = BABYLON.Vector3.Cross(normal, side1);
  22574. // Six indices (two triangles) per face.
  22575. var verticesLength = positions.length / 3;
  22576. indices.push(verticesLength);
  22577. indices.push(verticesLength + 1);
  22578. indices.push(verticesLength + 2);
  22579. indices.push(verticesLength);
  22580. indices.push(verticesLength + 2);
  22581. indices.push(verticesLength + 3);
  22582. // Four vertices per face.
  22583. var vertex = normal.subtract(side1).subtract(side2).scale(size / 2);
  22584. positions.push(vertex.x, vertex.y, vertex.z);
  22585. normals.push(normal.x, normal.y, normal.z);
  22586. uvs.push(1.0, 1.0);
  22587. vertex = normal.subtract(side1).add(side2).scale(size / 2);
  22588. positions.push(vertex.x, vertex.y, vertex.z);
  22589. normals.push(normal.x, normal.y, normal.z);
  22590. uvs.push(0.0, 1.0);
  22591. vertex = normal.add(side1).add(side2).scale(size / 2);
  22592. positions.push(vertex.x, vertex.y, vertex.z);
  22593. normals.push(normal.x, normal.y, normal.z);
  22594. uvs.push(0.0, 0.0);
  22595. vertex = normal.add(side1).subtract(side2).scale(size / 2);
  22596. positions.push(vertex.x, vertex.y, vertex.z);
  22597. normals.push(normal.x, normal.y, normal.z);
  22598. uvs.push(1.0, 0.0);
  22599. }
  22600. // sides
  22601. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  22602. // Result
  22603. var vertexData = new VertexData();
  22604. vertexData.indices = indices;
  22605. vertexData.positions = positions;
  22606. vertexData.normals = normals;
  22607. vertexData.uvs = uvs;
  22608. return vertexData;
  22609. };
  22610. VertexData.CreateSphere = function (segments, diameter, sideOrientation) {
  22611. if (sideOrientation === void 0) { sideOrientation = BABYLON.Mesh.DEFAULTSIDE; }
  22612. segments = segments || 32;
  22613. diameter = diameter || 1;
  22614. var radius = diameter / 2;
  22615. var totalZRotationSteps = 2 + segments;
  22616. var totalYRotationSteps = 2 * totalZRotationSteps;
  22617. var indices = [];
  22618. var positions = [];
  22619. var normals = [];
  22620. var uvs = [];
  22621. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  22622. var normalizedZ = zRotationStep / totalZRotationSteps;
  22623. var angleZ = (normalizedZ * Math.PI);
  22624. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  22625. var normalizedY = yRotationStep / totalYRotationSteps;
  22626. var angleY = normalizedY * Math.PI * 2;
  22627. var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
  22628. var rotationY = BABYLON.Matrix.RotationY(angleY);
  22629. var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
  22630. var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
  22631. var vertex = complete.scale(radius);
  22632. var normal = BABYLON.Vector3.Normalize(vertex);
  22633. positions.push(vertex.x, vertex.y, vertex.z);
  22634. normals.push(normal.x, normal.y, normal.z);
  22635. uvs.push(normalizedZ, normalizedY);
  22636. }
  22637. if (zRotationStep > 0) {
  22638. var verticesCount = positions.length / 3;
  22639. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  22640. indices.push((firstIndex));
  22641. indices.push((firstIndex + 1));
  22642. indices.push(firstIndex + totalYRotationSteps + 1);
  22643. indices.push((firstIndex + totalYRotationSteps + 1));
  22644. indices.push((firstIndex + 1));
  22645. indices.push((firstIndex + totalYRotationSteps + 2));
  22646. }
  22647. }
  22648. }
  22649. // Sides
  22650. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  22651. // Result
  22652. var vertexData = new VertexData();
  22653. vertexData.indices = indices;
  22654. vertexData.positions = positions;
  22655. vertexData.normals = normals;
  22656. vertexData.uvs = uvs;
  22657. return vertexData;
  22658. };
  22659. VertexData.CreateCylinder = function (height, diameterTop, diameterBottom, tessellation, subdivisions, sideOrientation) {
  22660. if (subdivisions === void 0) { subdivisions = 1; }
  22661. if (sideOrientation === void 0) { sideOrientation = BABYLON.Mesh.DEFAULTSIDE; }
  22662. var radiusTop = diameterTop / 2;
  22663. var radiusBottom = diameterBottom / 2;
  22664. var indices = [];
  22665. var positions = [];
  22666. var normals = [];
  22667. var uvs = [];
  22668. height = height || 1;
  22669. diameterTop = diameterTop || 0.5;
  22670. diameterBottom = diameterBottom || 1;
  22671. tessellation = tessellation || 16;
  22672. subdivisions = subdivisions || 1;
  22673. subdivisions = (subdivisions < 1) ? 1 : subdivisions;
  22674. var getCircleVector = function (i) {
  22675. var angle = (i * 2.0 * Math.PI / tessellation);
  22676. var dx = Math.cos(angle);
  22677. var dz = Math.sin(angle);
  22678. return new BABYLON.Vector3(dx, 0, dz);
  22679. };
  22680. var createCylinderCap = function (isTop) {
  22681. var radius = isTop ? radiusTop : radiusBottom;
  22682. if (radius === 0) {
  22683. return;
  22684. }
  22685. var vbase = positions.length / 3;
  22686. var offset = new BABYLON.Vector3(0, height / 2, 0);
  22687. var textureScale = new BABYLON.Vector2(0.5, 0.5);
  22688. if (!isTop) {
  22689. offset.scaleInPlace(-1);
  22690. textureScale.x = -textureScale.x;
  22691. }
  22692. for (var i = 0; i < tessellation; i++) {
  22693. var circleVector = getCircleVector(i);
  22694. var position = circleVector.scale(radius).add(offset);
  22695. var textureCoordinate = new BABYLON.Vector2(circleVector.x * textureScale.x + 0.5, circleVector.z * textureScale.y + 0.5);
  22696. positions.push(position.x, position.y, position.z);
  22697. uvs.push(textureCoordinate.x, textureCoordinate.y);
  22698. }
  22699. for (i = 0; i < tessellation - 2; i++) {
  22700. if (!isTop) {
  22701. indices.push(vbase);
  22702. indices.push(vbase + (i + 2) % tessellation);
  22703. indices.push(vbase + (i + 1) % tessellation);
  22704. }
  22705. else {
  22706. indices.push(vbase);
  22707. indices.push(vbase + (i + 1) % tessellation);
  22708. indices.push(vbase + (i + 2) % tessellation);
  22709. }
  22710. }
  22711. };
  22712. var base = new BABYLON.Vector3(0, -1, 0).scale(height / 2);
  22713. var offset = new BABYLON.Vector3(0, 1, 0).scale(height / subdivisions);
  22714. var stride = tessellation + 1;
  22715. for (var i = 0; i <= tessellation; i++) {
  22716. var circleVector = getCircleVector(i);
  22717. var textureCoordinate = new BABYLON.Vector2(i / tessellation, 0);
  22718. var position, radius = radiusBottom;
  22719. for (var s = 0; s <= subdivisions; s++) {
  22720. // Update variables
  22721. position = circleVector.scale(radius);
  22722. position.addInPlace(base.add(offset.scale(s)));
  22723. textureCoordinate.y += 1 / subdivisions;
  22724. radius += (radiusTop - radiusBottom) / subdivisions;
  22725. // Push in arrays
  22726. positions.push(position.x, position.y, position.z);
  22727. uvs.push(textureCoordinate.x, textureCoordinate.y);
  22728. }
  22729. }
  22730. subdivisions += 1;
  22731. for (s = 0; s < subdivisions - 1; s++) {
  22732. for (i = 0; i <= tessellation; i++) {
  22733. indices.push(i * subdivisions + s);
  22734. indices.push((i * subdivisions + (s + subdivisions)) % (stride * subdivisions));
  22735. indices.push(i * subdivisions + (s + 1));
  22736. indices.push(i * subdivisions + (s + 1));
  22737. indices.push((i * subdivisions + (s + subdivisions)) % (stride * subdivisions));
  22738. indices.push((i * subdivisions + (s + subdivisions + 1)) % (stride * subdivisions));
  22739. }
  22740. }
  22741. // Create flat triangle fan caps to seal the top and bottom.
  22742. createCylinderCap(true);
  22743. createCylinderCap(false);
  22744. // Normals
  22745. VertexData.ComputeNormals(positions, indices, normals);
  22746. // Sides
  22747. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  22748. // Result
  22749. var vertexData = new VertexData();
  22750. vertexData.indices = indices;
  22751. vertexData.positions = positions;
  22752. vertexData.normals = normals;
  22753. vertexData.uvs = uvs;
  22754. return vertexData;
  22755. };
  22756. VertexData.CreateTorus = function (diameter, thickness, tessellation, sideOrientation) {
  22757. if (sideOrientation === void 0) { sideOrientation = BABYLON.Mesh.DEFAULTSIDE; }
  22758. var indices = [];
  22759. var positions = [];
  22760. var normals = [];
  22761. var uvs = [];
  22762. diameter = diameter || 1;
  22763. thickness = thickness || 0.5;
  22764. tessellation = tessellation || 16;
  22765. var stride = tessellation + 1;
  22766. for (var i = 0; i <= tessellation; i++) {
  22767. var u = i / tessellation;
  22768. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  22769. var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
  22770. for (var j = 0; j <= tessellation; j++) {
  22771. var v = 1 - j / tessellation;
  22772. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  22773. var dx = Math.cos(innerAngle);
  22774. var dy = Math.sin(innerAngle);
  22775. // Create a vertex.
  22776. var normal = new BABYLON.Vector3(dx, dy, 0);
  22777. var position = normal.scale(thickness / 2);
  22778. var textureCoordinate = new BABYLON.Vector2(u, v);
  22779. position = BABYLON.Vector3.TransformCoordinates(position, transform);
  22780. normal = BABYLON.Vector3.TransformNormal(normal, transform);
  22781. positions.push(position.x, position.y, position.z);
  22782. normals.push(normal.x, normal.y, normal.z);
  22783. uvs.push(textureCoordinate.x, textureCoordinate.y);
  22784. // And create indices for two triangles.
  22785. var nextI = (i + 1) % stride;
  22786. var nextJ = (j + 1) % stride;
  22787. indices.push(i * stride + j);
  22788. indices.push(i * stride + nextJ);
  22789. indices.push(nextI * stride + j);
  22790. indices.push(i * stride + nextJ);
  22791. indices.push(nextI * stride + nextJ);
  22792. indices.push(nextI * stride + j);
  22793. }
  22794. }
  22795. // Sides
  22796. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  22797. // Result
  22798. var vertexData = new VertexData();
  22799. vertexData.indices = indices;
  22800. vertexData.positions = positions;
  22801. vertexData.normals = normals;
  22802. vertexData.uvs = uvs;
  22803. return vertexData;
  22804. };
  22805. VertexData.CreateLines = function (points) {
  22806. var indices = [];
  22807. var positions = [];
  22808. for (var index = 0; index < points.length; index++) {
  22809. positions.push(points[index].x, points[index].y, points[index].z);
  22810. if (index > 0) {
  22811. indices.push(index - 1);
  22812. indices.push(index);
  22813. }
  22814. }
  22815. // Result
  22816. var vertexData = new VertexData();
  22817. vertexData.indices = indices;
  22818. vertexData.positions = positions;
  22819. return vertexData;
  22820. };
  22821. VertexData.CreateGround = function (width, height, subdivisions) {
  22822. var indices = [];
  22823. var positions = [];
  22824. var normals = [];
  22825. var uvs = [];
  22826. var row, col;
  22827. width = width || 1;
  22828. height = height || 1;
  22829. subdivisions = subdivisions || 1;
  22830. for (row = 0; row <= subdivisions; row++) {
  22831. for (col = 0; col <= subdivisions; col++) {
  22832. var position = new BABYLON.Vector3((col * width) / subdivisions - (width / 2.0), 0, ((subdivisions - row) * height) / subdivisions - (height / 2.0));
  22833. var normal = new BABYLON.Vector3(0, 1.0, 0);
  22834. positions.push(position.x, position.y, position.z);
  22835. normals.push(normal.x, normal.y, normal.z);
  22836. uvs.push(col / subdivisions, 1.0 - row / subdivisions);
  22837. }
  22838. }
  22839. for (row = 0; row < subdivisions; row++) {
  22840. for (col = 0; col < subdivisions; col++) {
  22841. indices.push(col + 1 + (row + 1) * (subdivisions + 1));
  22842. indices.push(col + 1 + row * (subdivisions + 1));
  22843. indices.push(col + row * (subdivisions + 1));
  22844. indices.push(col + (row + 1) * (subdivisions + 1));
  22845. indices.push(col + 1 + (row + 1) * (subdivisions + 1));
  22846. indices.push(col + row * (subdivisions + 1));
  22847. }
  22848. }
  22849. // Result
  22850. var vertexData = new VertexData();
  22851. vertexData.indices = indices;
  22852. vertexData.positions = positions;
  22853. vertexData.normals = normals;
  22854. vertexData.uvs = uvs;
  22855. return vertexData;
  22856. };
  22857. VertexData.CreateTiledGround = function (xmin, zmin, xmax, zmax, subdivisions, precision) {
  22858. if (subdivisions === void 0) { subdivisions = { w: 1, h: 1 }; }
  22859. if (precision === void 0) { precision = { w: 1, h: 1 }; }
  22860. var indices = [];
  22861. var positions = [];
  22862. var normals = [];
  22863. var uvs = [];
  22864. var row, col, tileRow, tileCol;
  22865. subdivisions.h = (subdivisions.w < 1) ? 1 : subdivisions.h;
  22866. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  22867. precision.w = (precision.w < 1) ? 1 : precision.w;
  22868. precision.h = (precision.h < 1) ? 1 : precision.h;
  22869. var tileSize = {
  22870. 'w': (xmax - xmin) / subdivisions.w,
  22871. 'h': (zmax - zmin) / subdivisions.h
  22872. };
  22873. function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
  22874. // Indices
  22875. var base = positions.length / 3;
  22876. var rowLength = precision.w + 1;
  22877. for (row = 0; row < precision.h; row++) {
  22878. for (col = 0; col < precision.w; col++) {
  22879. var square = [
  22880. base + col + row * rowLength,
  22881. base + (col + 1) + row * rowLength,
  22882. base + (col + 1) + (row + 1) * rowLength,
  22883. base + col + (row + 1) * rowLength
  22884. ];
  22885. indices.push(square[1]);
  22886. indices.push(square[2]);
  22887. indices.push(square[3]);
  22888. indices.push(square[0]);
  22889. indices.push(square[1]);
  22890. indices.push(square[3]);
  22891. }
  22892. }
  22893. // Position, normals and uvs
  22894. var position = BABYLON.Vector3.Zero();
  22895. var normal = new BABYLON.Vector3(0, 1.0, 0);
  22896. for (row = 0; row <= precision.h; row++) {
  22897. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  22898. for (col = 0; col <= precision.w; col++) {
  22899. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  22900. position.y = 0;
  22901. positions.push(position.x, position.y, position.z);
  22902. normals.push(normal.x, normal.y, normal.z);
  22903. uvs.push(col / precision.w, row / precision.h);
  22904. }
  22905. }
  22906. }
  22907. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  22908. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  22909. applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
  22910. }
  22911. }
  22912. // Result
  22913. var vertexData = new VertexData();
  22914. vertexData.indices = indices;
  22915. vertexData.positions = positions;
  22916. vertexData.normals = normals;
  22917. vertexData.uvs = uvs;
  22918. return vertexData;
  22919. };
  22920. VertexData.CreateGroundFromHeightMap = function (width, height, subdivisions, minHeight, maxHeight, buffer, bufferWidth, bufferHeight) {
  22921. var indices = [];
  22922. var positions = [];
  22923. var normals = [];
  22924. var uvs = [];
  22925. var row, col;
  22926. for (row = 0; row <= subdivisions; row++) {
  22927. for (col = 0; col <= subdivisions; col++) {
  22928. var position = new BABYLON.Vector3((col * width) / subdivisions - (width / 2.0), 0, ((subdivisions - row) * height) / subdivisions - (height / 2.0));
  22929. // Compute height
  22930. var heightMapX = (((position.x + width / 2) / width) * (bufferWidth - 1)) | 0;
  22931. var heightMapY = ((1.0 - (position.z + height / 2) / height) * (bufferHeight - 1)) | 0;
  22932. var pos = (heightMapX + heightMapY * bufferWidth) * 4;
  22933. var r = buffer[pos] / 255.0;
  22934. var g = buffer[pos + 1] / 255.0;
  22935. var b = buffer[pos + 2] / 255.0;
  22936. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  22937. position.y = minHeight + (maxHeight - minHeight) * gradient;
  22938. // Add vertex
  22939. positions.push(position.x, position.y, position.z);
  22940. normals.push(0, 0, 0);
  22941. uvs.push(col / subdivisions, 1.0 - row / subdivisions);
  22942. }
  22943. }
  22944. for (row = 0; row < subdivisions; row++) {
  22945. for (col = 0; col < subdivisions; col++) {
  22946. indices.push(col + 1 + (row + 1) * (subdivisions + 1));
  22947. indices.push(col + 1 + row * (subdivisions + 1));
  22948. indices.push(col + row * (subdivisions + 1));
  22949. indices.push(col + (row + 1) * (subdivisions + 1));
  22950. indices.push(col + 1 + (row + 1) * (subdivisions + 1));
  22951. indices.push(col + row * (subdivisions + 1));
  22952. }
  22953. }
  22954. // Normals
  22955. VertexData.ComputeNormals(positions, indices, normals);
  22956. // Result
  22957. var vertexData = new VertexData();
  22958. vertexData.indices = indices;
  22959. vertexData.positions = positions;
  22960. vertexData.normals = normals;
  22961. vertexData.uvs = uvs;
  22962. return vertexData;
  22963. };
  22964. VertexData.CreatePlane = function (size, sideOrientation) {
  22965. if (sideOrientation === void 0) { sideOrientation = BABYLON.Mesh.DEFAULTSIDE; }
  22966. var indices = [];
  22967. var positions = [];
  22968. var normals = [];
  22969. var uvs = [];
  22970. size = size || 1;
  22971. // Vertices
  22972. var halfSize = size / 2.0;
  22973. positions.push(-halfSize, -halfSize, 0);
  22974. normals.push(0, 0, -1.0);
  22975. uvs.push(0.0, 0.0);
  22976. positions.push(halfSize, -halfSize, 0);
  22977. normals.push(0, 0, -1.0);
  22978. uvs.push(1.0, 0.0);
  22979. positions.push(halfSize, halfSize, 0);
  22980. normals.push(0, 0, -1.0);
  22981. uvs.push(1.0, 1.0);
  22982. positions.push(-halfSize, halfSize, 0);
  22983. normals.push(0, 0, -1.0);
  22984. uvs.push(0.0, 1.0);
  22985. // Indices
  22986. indices.push(0);
  22987. indices.push(1);
  22988. indices.push(2);
  22989. indices.push(0);
  22990. indices.push(2);
  22991. indices.push(3);
  22992. // Sides
  22993. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  22994. // Result
  22995. var vertexData = new VertexData();
  22996. vertexData.indices = indices;
  22997. vertexData.positions = positions;
  22998. vertexData.normals = normals;
  22999. vertexData.uvs = uvs;
  23000. return vertexData;
  23001. };
  23002. VertexData.CreateDisc = function (radius, tessellation, sideOrientation) {
  23003. if (sideOrientation === void 0) { sideOrientation = BABYLON.Mesh.DEFAULTSIDE; }
  23004. var positions = [];
  23005. var indices = [];
  23006. var normals = [];
  23007. var uvs = [];
  23008. // positions and uvs
  23009. positions.push(0, 0, 0); // disc center first
  23010. uvs.push(0.5, 0.5);
  23011. var step = Math.PI * 2 / tessellation;
  23012. for (var a = 0; a < Math.PI * 2; a += step) {
  23013. var x = Math.cos(a);
  23014. var y = Math.sin(a);
  23015. var u = (x + 1) / 2;
  23016. var v = (1 - y) / 2;
  23017. positions.push(radius * x, radius * y, 0);
  23018. uvs.push(u, v);
  23019. }
  23020. positions.push(positions[3], positions[4], positions[5]); // close the circle
  23021. uvs.push(uvs[2], uvs[3]);
  23022. //indices
  23023. var vertexNb = positions.length / 3;
  23024. for (var i = 1; i < vertexNb - 1; i++) {
  23025. indices.push(i + 1, 0, i);
  23026. }
  23027. // result
  23028. VertexData.ComputeNormals(positions, indices, normals);
  23029. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  23030. var vertexData = new VertexData();
  23031. vertexData.indices = indices;
  23032. vertexData.positions = positions;
  23033. vertexData.normals = normals;
  23034. vertexData.uvs = uvs;
  23035. return vertexData;
  23036. };
  23037. // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  23038. VertexData.CreateTorusKnot = function (radius, tube, radialSegments, tubularSegments, p, q, sideOrientation) {
  23039. if (sideOrientation === void 0) { sideOrientation = BABYLON.Mesh.DEFAULTSIDE; }
  23040. var indices = [];
  23041. var positions = [];
  23042. var normals = [];
  23043. var uvs = [];
  23044. radius = radius || 2;
  23045. tube = tube || 0.5;
  23046. radialSegments = radialSegments || 32;
  23047. tubularSegments = tubularSegments || 32;
  23048. p = p || 2;
  23049. q = q || 3;
  23050. // Helper
  23051. var getPos = function (angle) {
  23052. var cu = Math.cos(angle);
  23053. var su = Math.sin(angle);
  23054. var quOverP = q / p * angle;
  23055. var cs = Math.cos(quOverP);
  23056. var tx = radius * (2 + cs) * 0.5 * cu;
  23057. var ty = radius * (2 + cs) * su * 0.5;
  23058. var tz = radius * Math.sin(quOverP) * 0.5;
  23059. return new BABYLON.Vector3(tx, ty, tz);
  23060. };
  23061. for (var i = 0; i <= radialSegments; i++) {
  23062. var modI = i % radialSegments;
  23063. var u = modI / radialSegments * 2 * p * Math.PI;
  23064. var p1 = getPos(u);
  23065. var p2 = getPos(u + 0.01);
  23066. var tang = p2.subtract(p1);
  23067. var n = p2.add(p1);
  23068. var bitan = BABYLON.Vector3.Cross(tang, n);
  23069. n = BABYLON.Vector3.Cross(bitan, tang);
  23070. bitan.normalize();
  23071. n.normalize();
  23072. for (var j = 0; j < tubularSegments; j++) {
  23073. var modJ = j % tubularSegments;
  23074. var v = modJ / tubularSegments * 2 * Math.PI;
  23075. var cx = -tube * Math.cos(v);
  23076. var cy = tube * Math.sin(v);
  23077. positions.push(p1.x + cx * n.x + cy * bitan.x);
  23078. positions.push(p1.y + cx * n.y + cy * bitan.y);
  23079. positions.push(p1.z + cx * n.z + cy * bitan.z);
  23080. uvs.push(i / radialSegments);
  23081. uvs.push(j / tubularSegments);
  23082. }
  23083. }
  23084. for (i = 0; i < radialSegments; i++) {
  23085. for (j = 0; j < tubularSegments; j++) {
  23086. var jNext = (j + 1) % tubularSegments;
  23087. var a = i * tubularSegments + j;
  23088. var b = (i + 1) * tubularSegments + j;
  23089. var c = (i + 1) * tubularSegments + jNext;
  23090. var d = i * tubularSegments + jNext;
  23091. indices.push(d);
  23092. indices.push(b);
  23093. indices.push(a);
  23094. indices.push(d);
  23095. indices.push(c);
  23096. indices.push(b);
  23097. }
  23098. }
  23099. // Normals
  23100. VertexData.ComputeNormals(positions, indices, normals);
  23101. // Sides
  23102. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  23103. // Result
  23104. var vertexData = new VertexData();
  23105. vertexData.indices = indices;
  23106. vertexData.positions = positions;
  23107. vertexData.normals = normals;
  23108. vertexData.uvs = uvs;
  23109. return vertexData;
  23110. };
  23111. // Tools
  23112. /**
  23113. * @param {any} - positions (number[] or Float32Array)
  23114. * @param {any} - indices (number[] or Uint16Array)
  23115. * @param {any} - normals (number[] or Float32Array)
  23116. */
  23117. VertexData.ComputeNormals = function (positions, indices, normals) {
  23118. var positionVectors = [];
  23119. var facesOfVertices = [];
  23120. var index;
  23121. for (index = 0; index < positions.length; index += 3) {
  23122. var vector3 = new BABYLON.Vector3(positions[index], positions[index + 1], positions[index + 2]);
  23123. positionVectors.push(vector3);
  23124. facesOfVertices.push([]);
  23125. }
  23126. // Compute normals
  23127. var facesNormals = [];
  23128. for (index = 0; index < indices.length / 3; index++) {
  23129. var i1 = indices[index * 3];
  23130. var i2 = indices[index * 3 + 1];
  23131. var i3 = indices[index * 3 + 2];
  23132. var p1 = positionVectors[i1];
  23133. var p2 = positionVectors[i2];
  23134. var p3 = positionVectors[i3];
  23135. var p1p2 = p1.subtract(p2);
  23136. var p3p2 = p3.subtract(p2);
  23137. facesNormals[index] = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  23138. facesOfVertices[i1].push(index);
  23139. facesOfVertices[i2].push(index);
  23140. facesOfVertices[i3].push(index);
  23141. }
  23142. for (index = 0; index < positionVectors.length; index++) {
  23143. var faces = facesOfVertices[index];
  23144. var normal = BABYLON.Vector3.Zero();
  23145. for (var faceIndex = 0; faceIndex < faces.length; faceIndex++) {
  23146. normal.addInPlace(facesNormals[faces[faceIndex]]);
  23147. }
  23148. normal = BABYLON.Vector3.Normalize(normal.scale(1.0 / faces.length));
  23149. normals[index * 3] = normal.x;
  23150. normals[index * 3 + 1] = normal.y;
  23151. normals[index * 3 + 2] = normal.z;
  23152. }
  23153. };
  23154. VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs) {
  23155. var li = indices.length;
  23156. var ln = normals.length;
  23157. var i;
  23158. var n;
  23159. sideOrientation = sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  23160. switch (sideOrientation) {
  23161. case BABYLON.Mesh.FRONTSIDE:
  23162. break;
  23163. case BABYLON.Mesh.BACKSIDE:
  23164. var tmp;
  23165. for (i = 0; i < li; i += 3) {
  23166. tmp = indices[i];
  23167. indices[i] = indices[i + 2];
  23168. indices[i + 2] = tmp;
  23169. }
  23170. for (n = 0; n < ln; n++) {
  23171. normals[n] = -normals[n];
  23172. }
  23173. break;
  23174. case BABYLON.Mesh.DOUBLESIDE:
  23175. // positions
  23176. var lp = positions.length;
  23177. var l = lp / 3;
  23178. for (var p = 0; p < lp; p++) {
  23179. positions[lp + p] = positions[p];
  23180. }
  23181. for (i = 0; i < li; i += 3) {
  23182. indices[i + li] = indices[i + 2] + l;
  23183. indices[i + 1 + li] = indices[i + 1] + l;
  23184. indices[i + 2 + li] = indices[i] + l;
  23185. }
  23186. for (n = 0; n < ln; n++) {
  23187. normals[ln + n] = -normals[n];
  23188. }
  23189. // uvs
  23190. var lu = uvs.length;
  23191. for (var u = 0; u < lu; u++) {
  23192. uvs[u + lu] = uvs[u];
  23193. }
  23194. break;
  23195. }
  23196. };
  23197. return VertexData;
  23198. })();
  23199. BABYLON.VertexData = VertexData;
  23200. })(BABYLON || (BABYLON = {}));
  23201. //# sourceMappingURL=babylon.mesh.vertexData.js.map
  23202. var BABYLON;
  23203. (function (BABYLON) {
  23204. var buildCamera = function (that, name) {
  23205. that._leftCamera.isIntermediate = true;
  23206. that.subCameras.push(that._leftCamera);
  23207. that.subCameras.push(that._rightCamera);
  23208. that._leftTexture = new BABYLON.PassPostProcess(name + "_leftTexture", 1.0, that._leftCamera);
  23209. that._anaglyphPostProcess = new BABYLON.AnaglyphPostProcess(name + "_anaglyph", 1.0, that._rightCamera);
  23210. that._anaglyphPostProcess.onApply = function (effect) {
  23211. effect.setTextureFromPostProcess("leftSampler", that._leftTexture);
  23212. };
  23213. that._update();
  23214. };
  23215. var AnaglyphArcRotateCamera = (function (_super) {
  23216. __extends(AnaglyphArcRotateCamera, _super);
  23217. // ANY
  23218. function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, eyeSpace, scene) {
  23219. _super.call(this, name, alpha, beta, radius, target, scene);
  23220. this._eyeSpace = BABYLON.Tools.ToRadians(eyeSpace);
  23221. this._leftCamera = new BABYLON.ArcRotateCamera(name + "_left", alpha - this._eyeSpace, beta, radius, target, scene);
  23222. this._rightCamera = new BABYLON.ArcRotateCamera(name + "_right", alpha + this._eyeSpace, beta, radius, target, scene);
  23223. buildCamera(this, name);
  23224. }
  23225. AnaglyphArcRotateCamera.prototype._update = function () {
  23226. this._updateCamera(this._leftCamera);
  23227. this._updateCamera(this._rightCamera);
  23228. this._leftCamera.alpha = this.alpha - this._eyeSpace;
  23229. this._rightCamera.alpha = this.alpha + this._eyeSpace;
  23230. _super.prototype._update.call(this);
  23231. };
  23232. AnaglyphArcRotateCamera.prototype._updateCamera = function (camera) {
  23233. camera.beta = this.beta;
  23234. camera.radius = this.radius;
  23235. camera.minZ = this.minZ;
  23236. camera.maxZ = this.maxZ;
  23237. camera.fov = this.fov;
  23238. camera.target = this.target;
  23239. };
  23240. return AnaglyphArcRotateCamera;
  23241. })(BABYLON.ArcRotateCamera);
  23242. BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
  23243. var AnaglyphFreeCamera = (function (_super) {
  23244. __extends(AnaglyphFreeCamera, _super);
  23245. function AnaglyphFreeCamera(name, position, eyeSpace, scene) {
  23246. _super.call(this, name, position, scene);
  23247. this._eyeSpace = BABYLON.Tools.ToRadians(eyeSpace);
  23248. this._transformMatrix = new BABYLON.Matrix();
  23249. this._leftCamera = new BABYLON.FreeCamera(name + "_left", position.clone(), scene);
  23250. this._rightCamera = new BABYLON.FreeCamera(name + "_right", position.clone(), scene);
  23251. buildCamera(this, name);
  23252. }
  23253. AnaglyphFreeCamera.prototype._getSubCameraPosition = function (eyeSpace, result) {
  23254. var target = this.getTarget();
  23255. BABYLON.Matrix.Translation(-target.x, -target.y, -target.z).multiplyToRef(BABYLON.Matrix.RotationY(eyeSpace), this._transformMatrix);
  23256. this._transformMatrix = this._transformMatrix.multiply(BABYLON.Matrix.Translation(target.x, target.y, target.z));
  23257. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this._transformMatrix, result);
  23258. };
  23259. AnaglyphFreeCamera.prototype._update = function () {
  23260. this._getSubCameraPosition(-this._eyeSpace, this._leftCamera.position);
  23261. this._getSubCameraPosition(this._eyeSpace, this._rightCamera.position);
  23262. this._updateCamera(this._leftCamera);
  23263. this._updateCamera(this._rightCamera);
  23264. _super.prototype._update.call(this);
  23265. };
  23266. AnaglyphFreeCamera.prototype._updateCamera = function (camera) {
  23267. camera.minZ = this.minZ;
  23268. camera.maxZ = this.maxZ;
  23269. camera.fov = this.fov;
  23270. camera.viewport = this.viewport;
  23271. camera.setTarget(this.getTarget());
  23272. };
  23273. return AnaglyphFreeCamera;
  23274. })(BABYLON.FreeCamera);
  23275. BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
  23276. })(BABYLON || (BABYLON = {}));
  23277. //# sourceMappingURL=babylon.anaglyphCamera.js.map
  23278. var BABYLON;
  23279. (function (BABYLON) {
  23280. var AnaglyphPostProcess = (function (_super) {
  23281. __extends(AnaglyphPostProcess, _super);
  23282. function AnaglyphPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  23283. _super.call(this, name, "anaglyph", null, ["leftSampler"], ratio, camera, samplingMode, engine, reusable);
  23284. }
  23285. return AnaglyphPostProcess;
  23286. })(BABYLON.PostProcess);
  23287. BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
  23288. })(BABYLON || (BABYLON = {}));
  23289. //# sourceMappingURL=babylon.anaglyphPostProcess.js.mapvar BABYLON;
  23290. (function (BABYLON) {
  23291. var Tags = (function () {
  23292. function Tags() {
  23293. }
  23294. Tags.EnableFor = function (obj) {
  23295. obj._tags = obj._tags || {};
  23296. obj.hasTags = function () {
  23297. return Tags.HasTags(obj);
  23298. };
  23299. obj.addTags = function (tagsString) {
  23300. return Tags.AddTagsTo(obj, tagsString);
  23301. };
  23302. obj.removeTags = function (tagsString) {
  23303. return Tags.RemoveTagsFrom(obj, tagsString);
  23304. };
  23305. obj.matchesTagsQuery = function (tagsQuery) {
  23306. return Tags.MatchesQuery(obj, tagsQuery);
  23307. };
  23308. };
  23309. Tags.DisableFor = function (obj) {
  23310. delete obj._tags;
  23311. delete obj.hasTags;
  23312. delete obj.addTags;
  23313. delete obj.removeTags;
  23314. delete obj.matchesTagsQuery;
  23315. };
  23316. Tags.HasTags = function (obj) {
  23317. if (!obj._tags) {
  23318. return false;
  23319. }
  23320. return !BABYLON.Tools.IsEmpty(obj._tags);
  23321. };
  23322. Tags.GetTags = function (obj) {
  23323. if (!obj._tags) {
  23324. return null;
  23325. }
  23326. return obj._tags;
  23327. };
  23328. // the tags 'true' and 'false' are reserved and cannot be used as tags
  23329. // a tag cannot start with '||', '&&', and '!'
  23330. // it cannot contain whitespaces
  23331. Tags.AddTagsTo = function (obj, tagsString) {
  23332. if (!tagsString) {
  23333. return;
  23334. }
  23335. var tags = tagsString.split(" ");
  23336. for (var t in tags) {
  23337. Tags._AddTagTo(obj, tags[t]);
  23338. }
  23339. };
  23340. Tags._AddTagTo = function (obj, tag) {
  23341. tag = tag.trim();
  23342. if (tag === "" || tag === "true" || tag === "false") {
  23343. return;
  23344. }
  23345. if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
  23346. return;
  23347. }
  23348. Tags.EnableFor(obj);
  23349. obj._tags[tag] = true;
  23350. };
  23351. Tags.RemoveTagsFrom = function (obj, tagsString) {
  23352. if (!Tags.HasTags(obj)) {
  23353. return;
  23354. }
  23355. var tags = tagsString.split(" ");
  23356. for (var t in tags) {
  23357. Tags._RemoveTagFrom(obj, tags[t]);
  23358. }
  23359. };
  23360. Tags._RemoveTagFrom = function (obj, tag) {
  23361. delete obj._tags[tag];
  23362. };
  23363. Tags.MatchesQuery = function (obj, tagsQuery) {
  23364. if (tagsQuery === undefined) {
  23365. return true;
  23366. }
  23367. if (tagsQuery === "") {
  23368. return Tags.HasTags(obj);
  23369. }
  23370. return BABYLON.Internals.AndOrNotEvaluator.Eval(tagsQuery, function (r) { return Tags.HasTags(obj) && obj._tags[r]; });
  23371. };
  23372. return Tags;
  23373. })();
  23374. BABYLON.Tags = Tags;
  23375. })(BABYLON || (BABYLON = {}));
  23376. //# sourceMappingURL=babylon.tags.js.mapvar BABYLON;
  23377. (function (BABYLON) {
  23378. var Internals;
  23379. (function (Internals) {
  23380. var AndOrNotEvaluator = (function () {
  23381. function AndOrNotEvaluator() {
  23382. }
  23383. AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
  23384. if (!query.match(/\([^\(\)]*\)/g)) {
  23385. query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
  23386. }
  23387. else {
  23388. query = query.replace(/\([^\(\)]*\)/g, function (r) {
  23389. // remove parenthesis
  23390. r = r.slice(1, r.length - 1);
  23391. return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
  23392. });
  23393. }
  23394. if (query === "true") {
  23395. return true;
  23396. }
  23397. if (query === "false") {
  23398. return false;
  23399. }
  23400. return AndOrNotEvaluator.Eval(query, evaluateCallback);
  23401. };
  23402. AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
  23403. evaluateCallback = evaluateCallback || (function (r) {
  23404. return r === "true" ? true : false;
  23405. });
  23406. var result;
  23407. var or = parenthesisContent.split("||");
  23408. for (var i in or) {
  23409. var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
  23410. var and = ori.split("&&");
  23411. if (and.length > 1) {
  23412. for (var j = 0; j < and.length; ++j) {
  23413. var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
  23414. if (andj !== "true" && andj !== "false") {
  23415. if (andj[0] === "!") {
  23416. result = !evaluateCallback(andj.substring(1));
  23417. }
  23418. else {
  23419. result = evaluateCallback(andj);
  23420. }
  23421. }
  23422. else {
  23423. result = andj === "true" ? true : false;
  23424. }
  23425. if (!result) {
  23426. ori = "false";
  23427. break;
  23428. }
  23429. }
  23430. }
  23431. if (result || ori === "true") {
  23432. result = true;
  23433. break;
  23434. }
  23435. // result equals false (or undefined)
  23436. if (ori !== "true" && ori !== "false") {
  23437. if (ori[0] === "!") {
  23438. result = !evaluateCallback(ori.substring(1));
  23439. }
  23440. else {
  23441. result = evaluateCallback(ori);
  23442. }
  23443. }
  23444. else {
  23445. result = ori === "true" ? true : false;
  23446. }
  23447. }
  23448. // the whole parenthesis scope is replaced by 'true' or 'false'
  23449. return result ? "true" : "false";
  23450. };
  23451. AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
  23452. booleanString = booleanString.replace(/^[\s!]+/, function (r) {
  23453. // remove whitespaces
  23454. r = r.replace(/[\s]/g, function () { return ""; });
  23455. return r.length % 2 ? "!" : "";
  23456. });
  23457. booleanString = booleanString.trim();
  23458. if (booleanString === "!true") {
  23459. booleanString = "false";
  23460. }
  23461. else if (booleanString === "!false") {
  23462. booleanString = "true";
  23463. }
  23464. return booleanString;
  23465. };
  23466. return AndOrNotEvaluator;
  23467. })();
  23468. Internals.AndOrNotEvaluator = AndOrNotEvaluator;
  23469. })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
  23470. })(BABYLON || (BABYLON = {}));
  23471. //# sourceMappingURL=babylon.andOrNotEvaluator.js.mapvar BABYLON;
  23472. (function (BABYLON) {
  23473. var PostProcessRenderPass = (function () {
  23474. function PostProcessRenderPass(scene, name, size, renderList, beforeRender, afterRender) {
  23475. this._enabled = true;
  23476. this._refCount = 0;
  23477. this._name = name;
  23478. this._renderTexture = new BABYLON.RenderTargetTexture(name, size, scene);
  23479. this.setRenderList(renderList);
  23480. this._renderTexture.onBeforeRender = beforeRender;
  23481. this._renderTexture.onAfterRender = afterRender;
  23482. this._scene = scene;
  23483. this._renderList = renderList;
  23484. }
  23485. // private
  23486. PostProcessRenderPass.prototype._incRefCount = function () {
  23487. if (this._refCount === 0) {
  23488. this._scene.customRenderTargets.push(this._renderTexture);
  23489. }
  23490. return ++this._refCount;
  23491. };
  23492. PostProcessRenderPass.prototype._decRefCount = function () {
  23493. this._refCount--;
  23494. if (this._refCount <= 0) {
  23495. this._scene.customRenderTargets.splice(this._scene.customRenderTargets.indexOf(this._renderTexture), 1);
  23496. }
  23497. return this._refCount;
  23498. };
  23499. PostProcessRenderPass.prototype._update = function () {
  23500. this.setRenderList(this._renderList);
  23501. };
  23502. // public
  23503. PostProcessRenderPass.prototype.setRenderList = function (renderList) {
  23504. this._renderTexture.renderList = renderList;
  23505. };
  23506. PostProcessRenderPass.prototype.getRenderTexture = function () {
  23507. return this._renderTexture;
  23508. };
  23509. return PostProcessRenderPass;
  23510. })();
  23511. BABYLON.PostProcessRenderPass = PostProcessRenderPass;
  23512. })(BABYLON || (BABYLON = {}));
  23513. //# sourceMappingURL=babylon.postProcessRenderPass.js.mapvar BABYLON;
  23514. (function (BABYLON) {
  23515. var PostProcessRenderEffect = (function () {
  23516. function PostProcessRenderEffect(engine, name, getPostProcess, singleInstance) {
  23517. this._engine = engine;
  23518. this._name = name;
  23519. this._singleInstance = singleInstance || true;
  23520. this._getPostProcess = getPostProcess;
  23521. this._cameras = [];
  23522. this._indicesForCamera = [];
  23523. this._postProcesses = {};
  23524. this._renderPasses = {};
  23525. this._renderEffectAsPasses = {};
  23526. }
  23527. PostProcessRenderEffect.prototype._update = function () {
  23528. for (var renderPassName in this._renderPasses) {
  23529. this._renderPasses[renderPassName]._update();
  23530. }
  23531. };
  23532. PostProcessRenderEffect.prototype.addPass = function (renderPass) {
  23533. this._renderPasses[renderPass._name] = renderPass;
  23534. this._linkParameters();
  23535. };
  23536. PostProcessRenderEffect.prototype.removePass = function (renderPass) {
  23537. delete this._renderPasses[renderPass._name];
  23538. this._linkParameters();
  23539. };
  23540. PostProcessRenderEffect.prototype.addRenderEffectAsPass = function (renderEffect) {
  23541. this._renderEffectAsPasses[renderEffect._name] = renderEffect;
  23542. this._linkParameters();
  23543. };
  23544. PostProcessRenderEffect.prototype.getPass = function (passName) {
  23545. for (var renderPassName in this._renderPasses) {
  23546. if (renderPassName === passName) {
  23547. return this._renderPasses[passName];
  23548. }
  23549. }
  23550. };
  23551. PostProcessRenderEffect.prototype.emptyPasses = function () {
  23552. this._renderPasses = {};
  23553. this._linkParameters();
  23554. };
  23555. PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
  23556. var cameraKey;
  23557. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  23558. for (var i = 0; i < _cam.length; i++) {
  23559. var camera = _cam[i];
  23560. var cameraName = camera.name;
  23561. if (this._singleInstance) {
  23562. cameraKey = 0;
  23563. }
  23564. else {
  23565. cameraKey = cameraName;
  23566. }
  23567. this._postProcesses[cameraKey] = this._postProcesses[cameraKey] || this._getPostProcess();
  23568. var index = camera.attachPostProcess(this._postProcesses[cameraKey]);
  23569. if (!this._indicesForCamera[cameraName]) {
  23570. this._indicesForCamera[cameraName] = [];
  23571. }
  23572. this._indicesForCamera[cameraName].push(index);
  23573. if (this._cameras.indexOf(camera) === -1) {
  23574. this._cameras[cameraName] = camera;
  23575. }
  23576. for (var passName in this._renderPasses) {
  23577. this._renderPasses[passName]._incRefCount();
  23578. }
  23579. }
  23580. this._linkParameters();
  23581. };
  23582. PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
  23583. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  23584. for (var i = 0; i < _cam.length; i++) {
  23585. var camera = _cam[i];
  23586. var cameraName = camera.name;
  23587. camera.detachPostProcess(this._postProcesses[this._singleInstance ? 0 : cameraName], this._indicesForCamera[cameraName]);
  23588. var index = this._cameras.indexOf(cameraName);
  23589. this._indicesForCamera.splice(index, 1);
  23590. this._cameras.splice(index, 1);
  23591. for (var passName in this._renderPasses) {
  23592. this._renderPasses[passName]._decRefCount();
  23593. }
  23594. }
  23595. };
  23596. PostProcessRenderEffect.prototype._enable = function (cameras) {
  23597. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  23598. for (var i = 0; i < _cam.length; i++) {
  23599. var camera = _cam[i];
  23600. var cameraName = camera.name;
  23601. for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
  23602. if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined) {
  23603. cameras[i].attachPostProcess(this._postProcesses[this._singleInstance ? 0 : cameraName], this._indicesForCamera[cameraName][j]);
  23604. }
  23605. }
  23606. for (var passName in this._renderPasses) {
  23607. this._renderPasses[passName]._incRefCount();
  23608. }
  23609. }
  23610. };
  23611. PostProcessRenderEffect.prototype._disable = function (cameras) {
  23612. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  23613. for (var i = 0; i < _cam.length; i++) {
  23614. var camera = _cam[i];
  23615. var cameraName = camera.Name;
  23616. camera.detachPostProcess(this._postProcesses[this._singleInstance ? 0 : cameraName], this._indicesForCamera[cameraName]);
  23617. for (var passName in this._renderPasses) {
  23618. this._renderPasses[passName]._decRefCount();
  23619. }
  23620. }
  23621. };
  23622. PostProcessRenderEffect.prototype.getPostProcess = function (camera) {
  23623. if (this._singleInstance) {
  23624. return this._postProcesses[0];
  23625. }
  23626. else {
  23627. return this._postProcesses[camera.name];
  23628. }
  23629. };
  23630. PostProcessRenderEffect.prototype._linkParameters = function () {
  23631. var _this = this;
  23632. for (var index in this._postProcesses) {
  23633. if (this.applyParameters) {
  23634. this.applyParameters(this._postProcesses[index]);
  23635. }
  23636. this._postProcesses[index].onBeforeRender = function (effect) {
  23637. _this._linkTextures(effect);
  23638. };
  23639. }
  23640. };
  23641. PostProcessRenderEffect.prototype._linkTextures = function (effect) {
  23642. for (var renderPassName in this._renderPasses) {
  23643. effect.setTexture(renderPassName, this._renderPasses[renderPassName].getRenderTexture());
  23644. }
  23645. for (var renderEffectName in this._renderEffectAsPasses) {
  23646. effect.setTextureFromPostProcess(renderEffectName + "Sampler", this._renderEffectAsPasses[renderEffectName].getPostProcess());
  23647. }
  23648. };
  23649. return PostProcessRenderEffect;
  23650. })();
  23651. BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
  23652. })(BABYLON || (BABYLON = {}));
  23653. //# sourceMappingURL=babylon.postProcessRenderEffect.js.mapvar BABYLON;
  23654. (function (BABYLON) {
  23655. var PostProcessRenderPipeline = (function () {
  23656. function PostProcessRenderPipeline(engine, name) {
  23657. this._engine = engine;
  23658. this._name = name;
  23659. this._renderEffects = {};
  23660. this._renderEffectsForIsolatedPass = {};
  23661. this._cameras = [];
  23662. }
  23663. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  23664. this._renderEffects[renderEffect._name] = renderEffect;
  23665. };
  23666. PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
  23667. var renderEffects = this._renderEffects[renderEffectName];
  23668. if (!renderEffects) {
  23669. return;
  23670. }
  23671. renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  23672. };
  23673. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  23674. var renderEffects = this._renderEffects[renderEffectName];
  23675. if (!renderEffects) {
  23676. return;
  23677. }
  23678. renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  23679. };
  23680. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  23681. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  23682. var indicesToDelete = [];
  23683. for (var i = 0; i < _cam.length; i++) {
  23684. var camera = _cam[i];
  23685. var cameraName = camera.name;
  23686. if (this._cameras.indexOf(camera) === -1) {
  23687. this._cameras[cameraName] = camera;
  23688. }
  23689. else if (unique) {
  23690. indicesToDelete.push(i);
  23691. }
  23692. }
  23693. for (var i = 0; i < indicesToDelete.length; i++) {
  23694. cameras.splice(indicesToDelete[i], 1);
  23695. }
  23696. for (var renderEffectName in this._renderEffects) {
  23697. this._renderEffects[renderEffectName]._attachCameras(_cam);
  23698. }
  23699. };
  23700. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  23701. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  23702. for (var renderEffectName in this._renderEffects) {
  23703. this._renderEffects[renderEffectName]._detachCameras(_cam);
  23704. }
  23705. for (var i = 0; i < _cam.length; i++) {
  23706. this._cameras.splice(this._cameras.indexOf(_cam[i]), 1);
  23707. }
  23708. };
  23709. PostProcessRenderPipeline.prototype._enableDisplayOnlyPass = function (passName, cameras) {
  23710. var _this = this;
  23711. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  23712. var pass = null;
  23713. for (var renderEffectName in this._renderEffects) {
  23714. pass = this._renderEffects[renderEffectName].getPass(passName);
  23715. if (pass != null) {
  23716. break;
  23717. }
  23718. }
  23719. if (pass === null) {
  23720. return;
  23721. }
  23722. for (var renderEffectName in this._renderEffects) {
  23723. this._renderEffects[renderEffectName]._disable(_cam);
  23724. }
  23725. pass._name = PostProcessRenderPipeline.PASS_SAMPLER_NAME;
  23726. for (var i = 0; i < _cam.length; i++) {
  23727. var camera = _cam[i];
  23728. var cameraName = camera.name;
  23729. this._renderEffectsForIsolatedPass[cameraName] = this._renderEffectsForIsolatedPass[cameraName] || new BABYLON.PostProcessRenderEffect(this._engine, PostProcessRenderPipeline.PASS_EFFECT_NAME, function () {
  23730. return new BABYLON.DisplayPassPostProcess(PostProcessRenderPipeline.PASS_EFFECT_NAME, 1.0, null, null, _this._engine, true);
  23731. });
  23732. this._renderEffectsForIsolatedPass[cameraName].emptyPasses();
  23733. this._renderEffectsForIsolatedPass[cameraName].addPass(pass);
  23734. this._renderEffectsForIsolatedPass[cameraName]._attachCameras(camera);
  23735. }
  23736. };
  23737. PostProcessRenderPipeline.prototype._disableDisplayOnlyPass = function (cameras) {
  23738. var _this = this;
  23739. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  23740. for (var i = 0; i < _cam.length; i++) {
  23741. var camera = _cam[i];
  23742. var cameraName = camera.name;
  23743. this._renderEffectsForIsolatedPass[cameraName] = this._renderEffectsForIsolatedPass[cameraName] || new BABYLON.PostProcessRenderEffect(this._engine, PostProcessRenderPipeline.PASS_EFFECT_NAME, function () {
  23744. return new BABYLON.DisplayPassPostProcess(PostProcessRenderPipeline.PASS_EFFECT_NAME, 1.0, null, null, _this._engine, true);
  23745. });
  23746. this._renderEffectsForIsolatedPass[cameraName]._disable(camera);
  23747. }
  23748. for (var renderEffectName in this._renderEffects) {
  23749. this._renderEffects[renderEffectName]._enable(_cam);
  23750. }
  23751. };
  23752. PostProcessRenderPipeline.prototype._update = function () {
  23753. for (var renderEffectName in this._renderEffects) {
  23754. this._renderEffects[renderEffectName]._update();
  23755. }
  23756. for (var i = 0; i < this._cameras.length; i++) {
  23757. var cameraName = this._cameras[i].name;
  23758. if (this._renderEffectsForIsolatedPass[cameraName]) {
  23759. this._renderEffectsForIsolatedPass[cameraName]._update();
  23760. }
  23761. }
  23762. };
  23763. PostProcessRenderPipeline.PASS_EFFECT_NAME = "passEffect";
  23764. PostProcessRenderPipeline.PASS_SAMPLER_NAME = "passSampler";
  23765. return PostProcessRenderPipeline;
  23766. })();
  23767. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  23768. })(BABYLON || (BABYLON = {}));
  23769. //# sourceMappingURL=babylon.postProcessRenderPipeline.js.mapvar BABYLON;
  23770. (function (BABYLON) {
  23771. var PostProcessRenderPipelineManager = (function () {
  23772. function PostProcessRenderPipelineManager() {
  23773. this._renderPipelines = {};
  23774. }
  23775. PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
  23776. this._renderPipelines[renderPipeline._name] = renderPipeline;
  23777. };
  23778. PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
  23779. var renderPipeline = this._renderPipelines[renderPipelineName];
  23780. if (!renderPipeline) {
  23781. return;
  23782. }
  23783. renderPipeline._attachCameras(cameras, unique);
  23784. };
  23785. PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
  23786. var renderPipeline = this._renderPipelines[renderPipelineName];
  23787. if (!renderPipeline) {
  23788. return;
  23789. }
  23790. renderPipeline._detachCameras(cameras);
  23791. };
  23792. PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  23793. var renderPipeline = this._renderPipelines[renderPipelineName];
  23794. if (!renderPipeline) {
  23795. return;
  23796. }
  23797. renderPipeline._enableEffect(renderEffectName, cameras);
  23798. };
  23799. PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  23800. var renderPipeline = this._renderPipelines[renderPipelineName];
  23801. if (!renderPipeline) {
  23802. return;
  23803. }
  23804. renderPipeline._disableEffect(renderEffectName, cameras);
  23805. };
  23806. PostProcessRenderPipelineManager.prototype.enableDisplayOnlyPassInPipeline = function (renderPipelineName, passName, cameras) {
  23807. var renderPipeline = this._renderPipelines[renderPipelineName];
  23808. if (!renderPipeline) {
  23809. return;
  23810. }
  23811. renderPipeline._enableDisplayOnlyPass(passName, cameras);
  23812. };
  23813. PostProcessRenderPipelineManager.prototype.disableDisplayOnlyPassInPipeline = function (renderPipelineName, cameras) {
  23814. var renderPipeline = this._renderPipelines[renderPipelineName];
  23815. if (!renderPipeline) {
  23816. return;
  23817. }
  23818. renderPipeline._disableDisplayOnlyPass(cameras);
  23819. };
  23820. PostProcessRenderPipelineManager.prototype.update = function () {
  23821. for (var renderPipelineName in this._renderPipelines) {
  23822. this._renderPipelines[renderPipelineName]._update();
  23823. }
  23824. };
  23825. return PostProcessRenderPipelineManager;
  23826. })();
  23827. BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
  23828. })(BABYLON || (BABYLON = {}));
  23829. //# sourceMappingURL=babylon.postProcessRenderPipelineManager.js.map
  23830. var BABYLON;
  23831. (function (BABYLON) {
  23832. var DisplayPassPostProcess = (function (_super) {
  23833. __extends(DisplayPassPostProcess, _super);
  23834. function DisplayPassPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  23835. _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], ratio, camera, samplingMode, engine, reusable);
  23836. }
  23837. return DisplayPassPostProcess;
  23838. })(BABYLON.PostProcess);
  23839. BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
  23840. })(BABYLON || (BABYLON = {}));
  23841. //# sourceMappingURL=babylon.displayPassPostProcess.js.mapvar BABYLON;
  23842. (function (BABYLON) {
  23843. var BoundingBoxRenderer = (function () {
  23844. function BoundingBoxRenderer(scene) {
  23845. this.frontColor = new BABYLON.Color3(1, 1, 1);
  23846. this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
  23847. this.showBackLines = true;
  23848. this.renderList = new BABYLON.SmartArray(32);
  23849. this._scene = scene;
  23850. }
  23851. BoundingBoxRenderer.prototype._prepareRessources = function () {
  23852. if (this._colorShader) {
  23853. return;
  23854. }
  23855. this._colorShader = new BABYLON.ShaderMaterial("colorShader", this._scene, "color", {
  23856. attributes: ["position"],
  23857. uniforms: ["worldViewProjection", "color"]
  23858. });
  23859. var engine = this._scene.getEngine();
  23860. var boxdata = BABYLON.VertexData.CreateBox(1.0);
  23861. this._vb = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
  23862. 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]);
  23863. };
  23864. BoundingBoxRenderer.prototype.reset = function () {
  23865. this.renderList.reset();
  23866. };
  23867. BoundingBoxRenderer.prototype.render = function () {
  23868. if (this.renderList.length === 0) {
  23869. return;
  23870. }
  23871. this._prepareRessources();
  23872. if (!this._colorShader.isReady()) {
  23873. return;
  23874. }
  23875. var engine = this._scene.getEngine();
  23876. engine.setDepthWrite(false);
  23877. this._colorShader._preBind();
  23878. for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
  23879. var boundingBox = this.renderList.data[boundingBoxIndex];
  23880. var min = boundingBox.minimum;
  23881. var max = boundingBox.maximum;
  23882. var diff = max.subtract(min);
  23883. var median = min.add(diff.scale(0.5));
  23884. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z).multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z)).multiply(boundingBox.getWorldMatrix());
  23885. // VBOs
  23886. engine.bindBuffers(this._vb.getBuffer(), this._ib, [3], 3 * 4, this._colorShader.getEffect());
  23887. if (this.showBackLines) {
  23888. // Back
  23889. engine.setDepthFunctionToGreaterOrEqual();
  23890. this._scene.resetCachedMaterial();
  23891. this._colorShader.setColor4("color", this.backColor.toColor4());
  23892. this._colorShader.bind(worldMatrix);
  23893. // Draw order
  23894. engine.draw(false, 0, 24);
  23895. }
  23896. // Front
  23897. engine.setDepthFunctionToLess();
  23898. this._scene.resetCachedMaterial();
  23899. this._colorShader.setColor4("color", this.frontColor.toColor4());
  23900. this._colorShader.bind(worldMatrix);
  23901. // Draw order
  23902. engine.draw(false, 0, 24);
  23903. }
  23904. this._colorShader.unbind();
  23905. engine.setDepthFunctionToLessOrEqual();
  23906. engine.setDepthWrite(true);
  23907. };
  23908. BoundingBoxRenderer.prototype.dispose = function () {
  23909. if (!this._colorShader) {
  23910. return;
  23911. }
  23912. this._colorShader.dispose();
  23913. this._vb.dispose();
  23914. this._scene.getEngine()._releaseBuffer(this._ib);
  23915. };
  23916. return BoundingBoxRenderer;
  23917. })();
  23918. BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
  23919. })(BABYLON || (BABYLON = {}));
  23920. //# sourceMappingURL=babylon.boundingBoxRenderer.js.mapvar BABYLON;
  23921. (function (BABYLON) {
  23922. var Internals;
  23923. (function (Internals) {
  23924. /*
  23925. * Based on jsTGALoader - Javascript loader for TGA file
  23926. * By Vincent Thibault
  23927. * @blog http://blog.robrowser.com/javascript-tga-loader.html
  23928. */
  23929. var TGATools = (function () {
  23930. function TGATools() {
  23931. }
  23932. TGATools.GetTGAHeader = function (data) {
  23933. var offset = 0;
  23934. var header = {
  23935. id_length: data[offset++],
  23936. colormap_type: data[offset++],
  23937. image_type: data[offset++],
  23938. colormap_index: data[offset++] | data[offset++] << 8,
  23939. colormap_length: data[offset++] | data[offset++] << 8,
  23940. colormap_size: data[offset++],
  23941. origin: [
  23942. data[offset++] | data[offset++] << 8,
  23943. data[offset++] | data[offset++] << 8
  23944. ],
  23945. width: data[offset++] | data[offset++] << 8,
  23946. height: data[offset++] | data[offset++] << 8,
  23947. pixel_size: data[offset++],
  23948. flags: data[offset++]
  23949. };
  23950. return header;
  23951. };
  23952. TGATools.UploadContent = function (gl, data) {
  23953. // Not enough data to contain header ?
  23954. if (data.length < 19) {
  23955. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  23956. return;
  23957. }
  23958. // Read Header
  23959. var offset = 18;
  23960. var header = TGATools.GetTGAHeader(data);
  23961. // Assume it's a valid Targa file.
  23962. if (header.id_length + offset > data.length) {
  23963. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  23964. return;
  23965. }
  23966. // Skip not needed data
  23967. offset += header.id_length;
  23968. var use_rle = false;
  23969. var use_pal = false;
  23970. var use_rgb = false;
  23971. var use_grey = false;
  23972. switch (header.image_type) {
  23973. case TGATools._TYPE_RLE_INDEXED:
  23974. use_rle = true;
  23975. case TGATools._TYPE_INDEXED:
  23976. use_pal = true;
  23977. break;
  23978. case TGATools._TYPE_RLE_RGB:
  23979. use_rle = true;
  23980. case TGATools._TYPE_RGB:
  23981. use_rgb = true;
  23982. break;
  23983. case TGATools._TYPE_RLE_GREY:
  23984. use_rle = true;
  23985. case TGATools._TYPE_GREY:
  23986. use_grey = true;
  23987. break;
  23988. }
  23989. var pixel_data;
  23990. var numAlphaBits = header.flags & 0xf;
  23991. var pixel_size = header.pixel_size >> 3;
  23992. var pixel_total = header.width * header.height * pixel_size;
  23993. // Read palettes
  23994. var palettes;
  23995. if (use_pal) {
  23996. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  23997. }
  23998. // Read LRE
  23999. if (use_rle) {
  24000. pixel_data = new Uint8Array(pixel_total);
  24001. var c, count, i;
  24002. var localOffset = 0;
  24003. var pixels = new Uint8Array(pixel_size);
  24004. while (offset < pixel_total && localOffset < pixel_total) {
  24005. c = data[offset++];
  24006. count = (c & 0x7f) + 1;
  24007. // RLE pixels
  24008. if (c & 0x80) {
  24009. for (i = 0; i < pixel_size; ++i) {
  24010. pixels[i] = data[offset++];
  24011. }
  24012. for (i = 0; i < count; ++i) {
  24013. pixel_data.set(pixels, localOffset + i * pixel_size);
  24014. }
  24015. localOffset += pixel_size * count;
  24016. }
  24017. else {
  24018. count *= pixel_size;
  24019. for (i = 0; i < count; ++i) {
  24020. pixel_data[localOffset + i] = data[offset++];
  24021. }
  24022. localOffset += count;
  24023. }
  24024. }
  24025. }
  24026. else {
  24027. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  24028. }
  24029. // Load to texture
  24030. var x_start, y_start, x_step, y_step, y_end, x_end;
  24031. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  24032. default:
  24033. case TGATools._ORIGIN_UL:
  24034. x_start = 0;
  24035. x_step = 1;
  24036. x_end = header.width;
  24037. y_start = 0;
  24038. y_step = 1;
  24039. y_end = header.height;
  24040. break;
  24041. case TGATools._ORIGIN_BL:
  24042. x_start = 0;
  24043. x_step = 1;
  24044. x_end = header.width;
  24045. y_start = header.height - 1;
  24046. y_step = -1;
  24047. y_end = -1;
  24048. break;
  24049. case TGATools._ORIGIN_UR:
  24050. x_start = header.width - 1;
  24051. x_step = -1;
  24052. x_end = -1;
  24053. y_start = 0;
  24054. y_step = 1;
  24055. y_end = header.height;
  24056. break;
  24057. case TGATools._ORIGIN_BR:
  24058. x_start = header.width - 1;
  24059. x_step = -1;
  24060. x_end = -1;
  24061. y_start = header.height - 1;
  24062. y_step = -1;
  24063. y_end = -1;
  24064. break;
  24065. }
  24066. // Load the specify method
  24067. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  24068. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  24069. gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, header.width, header.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, imageData);
  24070. };
  24071. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  24072. var image = pixel_data, colormap = palettes;
  24073. var width = header.width, height = header.height;
  24074. var color, i = 0, x, y;
  24075. var imageData = new Uint8Array(width * height * 4);
  24076. for (y = y_start; y !== y_end; y += y_step) {
  24077. for (x = x_start; x !== x_end; x += x_step, i++) {
  24078. color = image[i];
  24079. imageData[(x + width * y) * 4 + 3] = 255;
  24080. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  24081. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  24082. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  24083. }
  24084. }
  24085. return imageData;
  24086. };
  24087. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  24088. var image = pixel_data;
  24089. var width = header.width, height = header.height;
  24090. var color, i = 0, x, y;
  24091. var imageData = new Uint8Array(width * height * 4);
  24092. for (y = y_start; y !== y_end; y += y_step) {
  24093. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  24094. color = image[i + 0] + (image[i + 1] << 8); // Inversed ?
  24095. imageData[(x + width * y) * 4 + 0] = (color & 0x7C00) >> 7;
  24096. imageData[(x + width * y) * 4 + 1] = (color & 0x03E0) >> 2;
  24097. imageData[(x + width * y) * 4 + 2] = (color & 0x001F) >> 3;
  24098. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  24099. }
  24100. }
  24101. return imageData;
  24102. };
  24103. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  24104. var image = pixel_data;
  24105. var width = header.width, height = header.height;
  24106. var i = 0, x, y;
  24107. var imageData = new Uint8Array(width * height * 4);
  24108. for (y = y_start; y !== y_end; y += y_step) {
  24109. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  24110. imageData[(x + width * y) * 4 + 3] = 255;
  24111. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  24112. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  24113. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  24114. }
  24115. }
  24116. return imageData;
  24117. };
  24118. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  24119. var image = pixel_data;
  24120. var width = header.width, height = header.height;
  24121. var i = 0, x, y;
  24122. var imageData = new Uint8Array(width * height * 4);
  24123. for (y = y_start; y !== y_end; y += y_step) {
  24124. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  24125. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  24126. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  24127. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  24128. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  24129. }
  24130. }
  24131. return imageData;
  24132. };
  24133. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  24134. var image = pixel_data;
  24135. var width = header.width, height = header.height;
  24136. var color, i = 0, x, y;
  24137. var imageData = new Uint8Array(width * height * 4);
  24138. for (y = y_start; y !== y_end; y += y_step) {
  24139. for (x = x_start; x !== x_end; x += x_step, i++) {
  24140. color = image[i];
  24141. imageData[(x + width * y) * 4 + 0] = color;
  24142. imageData[(x + width * y) * 4 + 1] = color;
  24143. imageData[(x + width * y) * 4 + 2] = color;
  24144. imageData[(x + width * y) * 4 + 3] = 255;
  24145. }
  24146. }
  24147. return imageData;
  24148. };
  24149. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  24150. var image = pixel_data;
  24151. var width = header.width, height = header.height;
  24152. var i = 0, x, y;
  24153. var imageData = new Uint8Array(width * height * 4);
  24154. for (y = y_start; y !== y_end; y += y_step) {
  24155. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  24156. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  24157. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  24158. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  24159. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  24160. }
  24161. }
  24162. return imageData;
  24163. };
  24164. TGATools._TYPE_NO_DATA = 0;
  24165. TGATools._TYPE_INDEXED = 1;
  24166. TGATools._TYPE_RGB = 2;
  24167. TGATools._TYPE_GREY = 3;
  24168. TGATools._TYPE_RLE_INDEXED = 9;
  24169. TGATools._TYPE_RLE_RGB = 10;
  24170. TGATools._TYPE_RLE_GREY = 11;
  24171. TGATools._ORIGIN_MASK = 0x30;
  24172. TGATools._ORIGIN_SHIFT = 0x04;
  24173. TGATools._ORIGIN_BL = 0x00;
  24174. TGATools._ORIGIN_BR = 0x01;
  24175. TGATools._ORIGIN_UL = 0x02;
  24176. TGATools._ORIGIN_UR = 0x03;
  24177. return TGATools;
  24178. })();
  24179. Internals.TGATools = TGATools;
  24180. })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
  24181. })(BABYLON || (BABYLON = {}));
  24182. //# sourceMappingURL=babylon.tools.tga.js.mapvar BABYLON;
  24183. (function (BABYLON) {
  24184. var Internals;
  24185. (function (Internals) {
  24186. // Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html
  24187. // All values and structures referenced from:
  24188. // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
  24189. var DDS_MAGIC = 0x20534444;
  24190. 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;
  24191. var DDSCAPS_COMPLEX = 0x8, DDSCAPS_MIPMAP = 0x400000, DDSCAPS_TEXTURE = 0x1000;
  24192. 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;
  24193. var DDPF_ALPHAPIXELS = 0x1, DDPF_ALPHA = 0x2, DDPF_FOURCC = 0x4, DDPF_RGB = 0x40, DDPF_YUV = 0x200, DDPF_LUMINANCE = 0x20000;
  24194. function FourCCToInt32(value) {
  24195. return value.charCodeAt(0) + (value.charCodeAt(1) << 8) + (value.charCodeAt(2) << 16) + (value.charCodeAt(3) << 24);
  24196. }
  24197. function Int32ToFourCC(value) {
  24198. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  24199. }
  24200. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  24201. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  24202. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  24203. var headerLengthInt = 31; // The header length in 32 bit ints
  24204. // Offsets into the header array
  24205. var off_magic = 0;
  24206. var off_size = 1;
  24207. var off_flags = 2;
  24208. var off_height = 3;
  24209. var off_width = 4;
  24210. var off_mipmapCount = 7;
  24211. var off_pfFlags = 20;
  24212. var off_pfFourCC = 21;
  24213. var off_RGBbpp = 22;
  24214. var off_RMask = 23;
  24215. var off_GMask = 24;
  24216. var off_BMask = 25;
  24217. var off_AMask = 26;
  24218. var off_caps1 = 27;
  24219. var off_caps2 = 28;
  24220. ;
  24221. var DDSTools = (function () {
  24222. function DDSTools() {
  24223. }
  24224. DDSTools.GetDDSInfo = function (arrayBuffer) {
  24225. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  24226. var mipmapCount = 1;
  24227. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  24228. mipmapCount = Math.max(1, header[off_mipmapCount]);
  24229. }
  24230. return {
  24231. width: header[off_width],
  24232. height: header[off_height],
  24233. mipmapCount: mipmapCount,
  24234. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  24235. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  24236. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  24237. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP
  24238. };
  24239. };
  24240. DDSTools.GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  24241. var byteArray = new Uint8Array(dataLength);
  24242. var srcData = new Uint8Array(arrayBuffer);
  24243. var index = 0;
  24244. for (var y = height - 1; y >= 0; y--) {
  24245. for (var x = 0; x < width; x++) {
  24246. var srcPos = dataOffset + (x + y * width) * 4;
  24247. byteArray[index + 2] = srcData[srcPos];
  24248. byteArray[index + 1] = srcData[srcPos + 1];
  24249. byteArray[index] = srcData[srcPos + 2];
  24250. byteArray[index + 3] = srcData[srcPos + 3];
  24251. index += 4;
  24252. }
  24253. }
  24254. return byteArray;
  24255. };
  24256. DDSTools.GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  24257. var byteArray = new Uint8Array(dataLength);
  24258. var srcData = new Uint8Array(arrayBuffer);
  24259. var index = 0;
  24260. for (var y = height - 1; y >= 0; y--) {
  24261. for (var x = 0; x < width; x++) {
  24262. var srcPos = dataOffset + (x + y * width) * 3;
  24263. byteArray[index + 2] = srcData[srcPos];
  24264. byteArray[index + 1] = srcData[srcPos + 1];
  24265. byteArray[index] = srcData[srcPos + 2];
  24266. index += 3;
  24267. }
  24268. }
  24269. return byteArray;
  24270. };
  24271. DDSTools.GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  24272. var byteArray = new Uint8Array(dataLength);
  24273. var srcData = new Uint8Array(arrayBuffer);
  24274. var index = 0;
  24275. for (var y = height - 1; y >= 0; y--) {
  24276. for (var x = 0; x < width; x++) {
  24277. var srcPos = dataOffset + (x + y * width);
  24278. byteArray[index] = srcData[srcPos];
  24279. index++;
  24280. }
  24281. }
  24282. return byteArray;
  24283. };
  24284. DDSTools.UploadDDSLevels = function (gl, ext, arrayBuffer, info, loadMipmaps, faces) {
  24285. var header = new Int32Array(arrayBuffer, 0, headerLengthInt), fourCC, blockBytes, internalFormat, width, height, dataLength, dataOffset, byteArray, mipmapCount, i;
  24286. if (header[off_magic] != DDS_MAGIC) {
  24287. BABYLON.Tools.Error("Invalid magic number in DDS header");
  24288. return;
  24289. }
  24290. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  24291. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  24292. return;
  24293. }
  24294. if (info.isFourCC) {
  24295. fourCC = header[off_pfFourCC];
  24296. switch (fourCC) {
  24297. case FOURCC_DXT1:
  24298. blockBytes = 8;
  24299. internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  24300. break;
  24301. case FOURCC_DXT3:
  24302. blockBytes = 16;
  24303. internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  24304. break;
  24305. case FOURCC_DXT5:
  24306. blockBytes = 16;
  24307. internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  24308. break;
  24309. default:
  24310. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  24311. return;
  24312. }
  24313. }
  24314. mipmapCount = 1;
  24315. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  24316. mipmapCount = Math.max(1, header[off_mipmapCount]);
  24317. }
  24318. var bpp = header[off_RGBbpp];
  24319. for (var face = 0; face < faces; face++) {
  24320. var sampler = faces == 1 ? gl.TEXTURE_2D : (gl.TEXTURE_CUBE_MAP_POSITIVE_X + face);
  24321. width = header[off_width];
  24322. height = header[off_height];
  24323. dataOffset = header[off_size] + 4;
  24324. for (i = 0; i < mipmapCount; ++i) {
  24325. if (info.isRGB) {
  24326. if (bpp == 24) {
  24327. dataLength = width * height * 3;
  24328. byteArray = DDSTools.GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  24329. gl.texImage2D(sampler, i, gl.RGB, width, height, 0, gl.RGB, gl.UNSIGNED_BYTE, byteArray);
  24330. }
  24331. else {
  24332. dataLength = width * height * 4;
  24333. byteArray = DDSTools.GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  24334. gl.texImage2D(sampler, i, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, byteArray);
  24335. }
  24336. }
  24337. else if (info.isLuminance) {
  24338. var unpackAlignment = gl.getParameter(gl.UNPACK_ALIGNMENT);
  24339. var unpaddedRowSize = width;
  24340. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  24341. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  24342. byteArray = DDSTools.GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  24343. gl.texImage2D(sampler, i, gl.LUMINANCE, width, height, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, byteArray);
  24344. }
  24345. else {
  24346. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  24347. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  24348. gl.compressedTexImage2D(sampler, i, internalFormat, width, height, 0, byteArray);
  24349. }
  24350. dataOffset += dataLength;
  24351. width *= 0.5;
  24352. height *= 0.5;
  24353. width = Math.max(1.0, width);
  24354. height = Math.max(1.0, height);
  24355. }
  24356. }
  24357. };
  24358. return DDSTools;
  24359. })();
  24360. Internals.DDSTools = DDSTools;
  24361. })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
  24362. })(BABYLON || (BABYLON = {}));
  24363. //# sourceMappingURL=babylon.tools.dds.js.mapvar BABYLON;
  24364. (function (BABYLON) {
  24365. var SmartArray = (function () {
  24366. function SmartArray(capacity) {
  24367. this.length = 0;
  24368. this._duplicateId = 0;
  24369. this.data = new Array(capacity);
  24370. this._id = SmartArray._GlobalId++;
  24371. }
  24372. SmartArray.prototype.push = function (value) {
  24373. this.data[this.length++] = value;
  24374. if (this.length > this.data.length) {
  24375. this.data.length *= 2;
  24376. }
  24377. if (!value.__smartArrayFlags) {
  24378. value.__smartArrayFlags = {};
  24379. }
  24380. value.__smartArrayFlags[this._id] = this._duplicateId;
  24381. };
  24382. SmartArray.prototype.pushNoDuplicate = function (value) {
  24383. if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
  24384. return;
  24385. }
  24386. this.push(value);
  24387. };
  24388. SmartArray.prototype.sort = function (compareFn) {
  24389. this.data.sort(compareFn);
  24390. };
  24391. SmartArray.prototype.reset = function () {
  24392. this.length = 0;
  24393. this._duplicateId++;
  24394. };
  24395. SmartArray.prototype.concat = function (array) {
  24396. if (array.length === 0) {
  24397. return;
  24398. }
  24399. if (this.length + array.length > this.data.length) {
  24400. this.data.length = (this.length + array.length) * 2;
  24401. }
  24402. for (var index = 0; index < array.length; index++) {
  24403. this.data[this.length++] = (array.data || array)[index];
  24404. }
  24405. };
  24406. SmartArray.prototype.concatWithNoDuplicate = function (array) {
  24407. if (array.length === 0) {
  24408. return;
  24409. }
  24410. if (this.length + array.length > this.data.length) {
  24411. this.data.length = (this.length + array.length) * 2;
  24412. }
  24413. for (var index = 0; index < array.length; index++) {
  24414. var item = (array.data || array)[index];
  24415. this.pushNoDuplicate(item);
  24416. }
  24417. };
  24418. SmartArray.prototype.indexOf = function (value) {
  24419. var position = this.data.indexOf(value);
  24420. if (position >= this.length) {
  24421. return -1;
  24422. }
  24423. return position;
  24424. };
  24425. // Statics
  24426. SmartArray._GlobalId = 0;
  24427. return SmartArray;
  24428. })();
  24429. BABYLON.SmartArray = SmartArray;
  24430. })(BABYLON || (BABYLON = {}));
  24431. //# sourceMappingURL=babylon.smartArray.js.mapvar BABYLON;
  24432. (function (BABYLON) {
  24433. var CannonJSPlugin = (function () {
  24434. function CannonJSPlugin() {
  24435. this._registeredMeshes = [];
  24436. this._physicsMaterials = [];
  24437. this.updateBodyPosition = function (mesh) {
  24438. for (var index = 0; index < this._registeredMeshes.length; index++) {
  24439. var registeredMesh = this._registeredMeshes[index];
  24440. if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
  24441. var body = registeredMesh.body;
  24442. var center = mesh.getBoundingInfo().boundingBox.center;
  24443. body.position.set(center.x, center.z, center.y);
  24444. body.quaternion.x = mesh.rotationQuaternion.x;
  24445. body.quaternion.z = mesh.rotationQuaternion.y;
  24446. body.quaternion.y = mesh.rotationQuaternion.z;
  24447. body.quaternion.w = -mesh.rotationQuaternion.w;
  24448. return;
  24449. }
  24450. }
  24451. };
  24452. }
  24453. CannonJSPlugin.prototype.initialize = function (iterations) {
  24454. if (iterations === void 0) { iterations = 10; }
  24455. this._world = new CANNON.World();
  24456. this._world.broadphase = new CANNON.NaiveBroadphase();
  24457. this._world.solver.iterations = iterations;
  24458. };
  24459. CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
  24460. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  24461. };
  24462. CannonJSPlugin.prototype.runOneStep = function (delta) {
  24463. this._world.step(delta);
  24464. for (var index = 0; index < this._registeredMeshes.length; index++) {
  24465. var registeredMesh = this._registeredMeshes[index];
  24466. if (registeredMesh.isChild) {
  24467. continue;
  24468. }
  24469. // Body position
  24470. var bodyX = registeredMesh.body.position.x, bodyY = registeredMesh.body.position.y, bodyZ = registeredMesh.body.position.z;
  24471. var deltaPos = registeredMesh.delta;
  24472. if (deltaPos) {
  24473. registeredMesh.mesh.position.x = bodyX + deltaPos.x;
  24474. registeredMesh.mesh.position.y = bodyZ + deltaPos.y;
  24475. registeredMesh.mesh.position.z = bodyY + deltaPos.z;
  24476. }
  24477. else {
  24478. registeredMesh.mesh.position.x = bodyX;
  24479. registeredMesh.mesh.position.y = bodyZ;
  24480. registeredMesh.mesh.position.z = bodyY;
  24481. }
  24482. if (!registeredMesh.mesh.rotationQuaternion) {
  24483. registeredMesh.mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  24484. }
  24485. registeredMesh.mesh.rotationQuaternion.x = registeredMesh.body.quaternion.x;
  24486. registeredMesh.mesh.rotationQuaternion.y = registeredMesh.body.quaternion.z;
  24487. registeredMesh.mesh.rotationQuaternion.z = registeredMesh.body.quaternion.y;
  24488. registeredMesh.mesh.rotationQuaternion.w = -registeredMesh.body.quaternion.w;
  24489. }
  24490. };
  24491. CannonJSPlugin.prototype.setGravity = function (gravity) {
  24492. this._world.gravity.set(gravity.x, gravity.z, gravity.y);
  24493. };
  24494. CannonJSPlugin.prototype.registerMesh = function (mesh, impostor, options) {
  24495. this.unregisterMesh(mesh);
  24496. mesh.computeWorldMatrix(true);
  24497. switch (impostor) {
  24498. case BABYLON.PhysicsEngine.SphereImpostor:
  24499. var bbox = mesh.getBoundingInfo().boundingBox;
  24500. var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x;
  24501. var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y;
  24502. var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z;
  24503. return this._createSphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2, mesh, options);
  24504. case BABYLON.PhysicsEngine.BoxImpostor:
  24505. bbox = mesh.getBoundingInfo().boundingBox;
  24506. var min = bbox.minimumWorld;
  24507. var max = bbox.maximumWorld;
  24508. var box = max.subtract(min).scale(0.5);
  24509. return this._createBox(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z), mesh, options);
  24510. case BABYLON.PhysicsEngine.PlaneImpostor:
  24511. return this._createPlane(mesh, options);
  24512. case BABYLON.PhysicsEngine.MeshImpostor:
  24513. var rawVerts = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  24514. var rawFaces = mesh.getIndices();
  24515. return this._createConvexPolyhedron(rawVerts, rawFaces, mesh, options);
  24516. }
  24517. return null;
  24518. };
  24519. CannonJSPlugin.prototype._createSphere = function (radius, mesh, options) {
  24520. var shape = new CANNON.Sphere(radius);
  24521. if (!options) {
  24522. return shape;
  24523. }
  24524. return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
  24525. };
  24526. CannonJSPlugin.prototype._createBox = function (x, y, z, mesh, options) {
  24527. var shape = new CANNON.Box(new CANNON.Vec3(x, z, y));
  24528. if (!options) {
  24529. return shape;
  24530. }
  24531. return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
  24532. };
  24533. CannonJSPlugin.prototype._createPlane = function (mesh, options) {
  24534. var shape = new CANNON.Plane();
  24535. if (!options) {
  24536. return shape;
  24537. }
  24538. return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
  24539. };
  24540. CannonJSPlugin.prototype._createConvexPolyhedron = function (rawVerts, rawFaces, mesh, options) {
  24541. var verts = [], faces = [];
  24542. mesh.computeWorldMatrix(true);
  24543. for (var i = 0; i < rawVerts.length; i += 3) {
  24544. var transformed = BABYLON.Vector3.Zero();
  24545. BABYLON.Vector3.TransformNormalFromFloatsToRef(rawVerts[i], rawVerts[i + 1], rawVerts[i + 2], mesh.getWorldMatrix(), transformed);
  24546. verts.push(new CANNON.Vec3(transformed.x, transformed.z, transformed.y));
  24547. }
  24548. for (var j = 0; j < rawFaces.length; j += 3) {
  24549. faces.push([rawFaces[j], rawFaces[j + 2], rawFaces[j + 1]]);
  24550. }
  24551. var shape = new CANNON.ConvexPolyhedron(verts, faces);
  24552. if (!options) {
  24553. return shape;
  24554. }
  24555. return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
  24556. };
  24557. CannonJSPlugin.prototype._addMaterial = function (friction, restitution) {
  24558. var index;
  24559. var mat;
  24560. for (index = 0; index < this._physicsMaterials.length; index++) {
  24561. mat = this._physicsMaterials[index];
  24562. if (mat.friction === friction && mat.restitution === restitution) {
  24563. return mat;
  24564. }
  24565. }
  24566. var currentMat = new CANNON.Material();
  24567. currentMat.friction = friction;
  24568. currentMat.restitution = restitution;
  24569. this._physicsMaterials.push(currentMat);
  24570. for (index = 0; index < this._physicsMaterials.length; index++) {
  24571. mat = this._physicsMaterials[index];
  24572. var contactMaterial = new CANNON.ContactMaterial(mat, currentMat, mat.friction * currentMat.friction, mat.restitution * currentMat.restitution);
  24573. contactMaterial.contactEquationStiffness = 1e10;
  24574. contactMaterial.contactEquationRegularizationTime = 10;
  24575. this._world.addContactMaterial(contactMaterial);
  24576. }
  24577. return currentMat;
  24578. };
  24579. CannonJSPlugin.prototype._createRigidBodyFromShape = function (shape, mesh, mass, friction, restitution) {
  24580. var initialRotation = null;
  24581. if (mesh.rotationQuaternion) {
  24582. initialRotation = mesh.rotationQuaternion.clone();
  24583. mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  24584. }
  24585. // The delta between the mesh position and the mesh bounding box center
  24586. var bbox = mesh.getBoundingInfo().boundingBox;
  24587. var deltaPosition = mesh.position.subtract(bbox.center);
  24588. var material = this._addMaterial(friction, restitution);
  24589. var body = new CANNON.RigidBody(mass, shape, material);
  24590. if (initialRotation) {
  24591. body.quaternion.x = initialRotation.x;
  24592. body.quaternion.z = initialRotation.y;
  24593. body.quaternion.y = initialRotation.z;
  24594. body.quaternion.w = -initialRotation.w;
  24595. }
  24596. body.position.set(bbox.center.x, bbox.center.z, bbox.center.y);
  24597. this._world.add(body);
  24598. this._registeredMeshes.push({ mesh: mesh, body: body, material: material, delta: deltaPosition });
  24599. return body;
  24600. };
  24601. CannonJSPlugin.prototype.registerMeshesAsCompound = function (parts, options) {
  24602. var compoundShape = new CANNON.Compound();
  24603. for (var index = 0; index < parts.length; index++) {
  24604. var mesh = parts[index].mesh;
  24605. var shape = this.registerMesh(mesh, parts[index].impostor);
  24606. if (index == 0) {
  24607. compoundShape.addChild(shape, new CANNON.Vec3(0, 0, 0));
  24608. }
  24609. else {
  24610. compoundShape.addChild(shape, new CANNON.Vec3(mesh.position.x, mesh.position.z, mesh.position.y));
  24611. }
  24612. }
  24613. var initialMesh = parts[0].mesh;
  24614. var body = this._createRigidBodyFromShape(compoundShape, initialMesh, options.mass, options.friction, options.restitution);
  24615. body.parts = parts;
  24616. return body;
  24617. };
  24618. CannonJSPlugin.prototype._unbindBody = function (body) {
  24619. for (var index = 0; index < this._registeredMeshes.length; index++) {
  24620. var registeredMesh = this._registeredMeshes[index];
  24621. if (registeredMesh.body === body) {
  24622. registeredMesh.body = null;
  24623. registeredMesh.delta = 0;
  24624. }
  24625. }
  24626. };
  24627. CannonJSPlugin.prototype.unregisterMesh = function (mesh) {
  24628. for (var index = 0; index < this._registeredMeshes.length; index++) {
  24629. var registeredMesh = this._registeredMeshes[index];
  24630. if (registeredMesh.mesh === mesh) {
  24631. // Remove body
  24632. if (registeredMesh.body) {
  24633. this._world.remove(registeredMesh.body);
  24634. this._unbindBody(registeredMesh.body);
  24635. }
  24636. this._registeredMeshes.splice(index, 1);
  24637. return;
  24638. }
  24639. }
  24640. };
  24641. CannonJSPlugin.prototype.applyImpulse = function (mesh, force, contactPoint) {
  24642. var worldPoint = new CANNON.Vec3(contactPoint.x, contactPoint.z, contactPoint.y);
  24643. var impulse = new CANNON.Vec3(force.x, force.z, force.y);
  24644. for (var index = 0; index < this._registeredMeshes.length; index++) {
  24645. var registeredMesh = this._registeredMeshes[index];
  24646. if (registeredMesh.mesh === mesh) {
  24647. registeredMesh.body.applyImpulse(impulse, worldPoint);
  24648. return;
  24649. }
  24650. }
  24651. };
  24652. CannonJSPlugin.prototype.createLink = function (mesh1, mesh2, pivot1, pivot2) {
  24653. var body1 = null, body2 = null;
  24654. for (var index = 0; index < this._registeredMeshes.length; index++) {
  24655. var registeredMesh = this._registeredMeshes[index];
  24656. if (registeredMesh.mesh === mesh1) {
  24657. body1 = registeredMesh.body;
  24658. }
  24659. else if (registeredMesh.mesh === mesh2) {
  24660. body2 = registeredMesh.body;
  24661. }
  24662. }
  24663. if (!body1 || !body2) {
  24664. return false;
  24665. }
  24666. 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));
  24667. this._world.addConstraint(constraint);
  24668. return true;
  24669. };
  24670. CannonJSPlugin.prototype.dispose = function () {
  24671. while (this._registeredMeshes.length) {
  24672. this.unregisterMesh(this._registeredMeshes[0].mesh);
  24673. }
  24674. };
  24675. CannonJSPlugin.prototype.isSupported = function () {
  24676. return window.CANNON !== undefined;
  24677. };
  24678. return CannonJSPlugin;
  24679. })();
  24680. BABYLON.CannonJSPlugin = CannonJSPlugin;
  24681. })(BABYLON || (BABYLON = {}));
  24682. //# sourceMappingURL=babylon.cannonJSPlugin.js.map
  24683. var BABYLON;
  24684. (function (BABYLON) {
  24685. var Condition = (function () {
  24686. function Condition(actionManager) {
  24687. this._actionManager = actionManager;
  24688. }
  24689. Condition.prototype.isValid = function () {
  24690. return true;
  24691. };
  24692. Condition.prototype._getProperty = function (propertyPath) {
  24693. return this._actionManager._getProperty(propertyPath);
  24694. };
  24695. Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
  24696. return this._actionManager._getEffectiveTarget(target, propertyPath);
  24697. };
  24698. return Condition;
  24699. })();
  24700. BABYLON.Condition = Condition;
  24701. var ValueCondition = (function (_super) {
  24702. __extends(ValueCondition, _super);
  24703. function ValueCondition(actionManager, target, propertyPath, value, operator) {
  24704. if (operator === void 0) { operator = ValueCondition.IsEqual; }
  24705. _super.call(this, actionManager);
  24706. this.propertyPath = propertyPath;
  24707. this.value = value;
  24708. this.operator = operator;
  24709. this._target = this._getEffectiveTarget(target, this.propertyPath);
  24710. this._property = this._getProperty(this.propertyPath);
  24711. }
  24712. Object.defineProperty(ValueCondition, "IsEqual", {
  24713. get: function () {
  24714. return ValueCondition._IsEqual;
  24715. },
  24716. enumerable: true,
  24717. configurable: true
  24718. });
  24719. Object.defineProperty(ValueCondition, "IsDifferent", {
  24720. get: function () {
  24721. return ValueCondition._IsDifferent;
  24722. },
  24723. enumerable: true,
  24724. configurable: true
  24725. });
  24726. Object.defineProperty(ValueCondition, "IsGreater", {
  24727. get: function () {
  24728. return ValueCondition._IsGreater;
  24729. },
  24730. enumerable: true,
  24731. configurable: true
  24732. });
  24733. Object.defineProperty(ValueCondition, "IsLesser", {
  24734. get: function () {
  24735. return ValueCondition._IsLesser;
  24736. },
  24737. enumerable: true,
  24738. configurable: true
  24739. });
  24740. // Methods
  24741. ValueCondition.prototype.isValid = function () {
  24742. switch (this.operator) {
  24743. case ValueCondition.IsGreater:
  24744. return this._target[this._property] > this.value;
  24745. case ValueCondition.IsLesser:
  24746. return this._target[this._property] < this.value;
  24747. case ValueCondition.IsEqual:
  24748. case ValueCondition.IsDifferent:
  24749. var check;
  24750. if (this.value.equals) {
  24751. check = this.value.equals(this._target[this._property]);
  24752. }
  24753. else {
  24754. check = this.value === this._target[this._property];
  24755. }
  24756. return this.operator === ValueCondition.IsEqual ? check : !check;
  24757. }
  24758. return false;
  24759. };
  24760. // Statics
  24761. ValueCondition._IsEqual = 0;
  24762. ValueCondition._IsDifferent = 1;
  24763. ValueCondition._IsGreater = 2;
  24764. ValueCondition._IsLesser = 3;
  24765. return ValueCondition;
  24766. })(Condition);
  24767. BABYLON.ValueCondition = ValueCondition;
  24768. var PredicateCondition = (function (_super) {
  24769. __extends(PredicateCondition, _super);
  24770. function PredicateCondition(actionManager, predicate) {
  24771. _super.call(this, actionManager);
  24772. this.predicate = predicate;
  24773. }
  24774. PredicateCondition.prototype.isValid = function () {
  24775. return this.predicate();
  24776. };
  24777. return PredicateCondition;
  24778. })(Condition);
  24779. BABYLON.PredicateCondition = PredicateCondition;
  24780. var StateCondition = (function (_super) {
  24781. __extends(StateCondition, _super);
  24782. function StateCondition(actionManager, target, value) {
  24783. _super.call(this, actionManager);
  24784. this.value = value;
  24785. this._target = target;
  24786. }
  24787. // Methods
  24788. StateCondition.prototype.isValid = function () {
  24789. return this._target.state === this.value;
  24790. };
  24791. return StateCondition;
  24792. })(Condition);
  24793. BABYLON.StateCondition = StateCondition;
  24794. })(BABYLON || (BABYLON = {}));
  24795. //# sourceMappingURL=babylon.condition.js.mapvar BABYLON;
  24796. (function (BABYLON) {
  24797. var Action = (function () {
  24798. function Action(triggerOptions, condition) {
  24799. this.triggerOptions = triggerOptions;
  24800. if (triggerOptions.parameter) {
  24801. this.trigger = triggerOptions.trigger;
  24802. this._triggerParameter = triggerOptions.parameter;
  24803. }
  24804. else {
  24805. this.trigger = triggerOptions;
  24806. }
  24807. this._nextActiveAction = this;
  24808. this._condition = condition;
  24809. }
  24810. // Methods
  24811. Action.prototype._prepare = function () {
  24812. };
  24813. Action.prototype.getTriggerParameter = function () {
  24814. return this._triggerParameter;
  24815. };
  24816. Action.prototype._executeCurrent = function (evt) {
  24817. if (this._nextActiveAction._condition) {
  24818. var condition = this._nextActiveAction._condition;
  24819. var currentRenderId = this._actionManager.getScene().getRenderId();
  24820. // We cache the current evaluation for the current frame
  24821. if (condition._evaluationId === currentRenderId) {
  24822. if (!condition._currentResult) {
  24823. return;
  24824. }
  24825. }
  24826. else {
  24827. condition._evaluationId = currentRenderId;
  24828. if (!condition.isValid()) {
  24829. condition._currentResult = false;
  24830. return;
  24831. }
  24832. condition._currentResult = true;
  24833. }
  24834. }
  24835. this._nextActiveAction.execute(evt);
  24836. if (this._nextActiveAction._child) {
  24837. if (!this._nextActiveAction._child._actionManager) {
  24838. this._nextActiveAction._child._actionManager = this._actionManager;
  24839. }
  24840. this._nextActiveAction = this._nextActiveAction._child;
  24841. }
  24842. else {
  24843. this._nextActiveAction = this;
  24844. }
  24845. };
  24846. Action.prototype.execute = function (evt) {
  24847. };
  24848. Action.prototype.then = function (action) {
  24849. this._child = action;
  24850. action._actionManager = this._actionManager;
  24851. action._prepare();
  24852. return action;
  24853. };
  24854. Action.prototype._getProperty = function (propertyPath) {
  24855. return this._actionManager._getProperty(propertyPath);
  24856. };
  24857. Action.prototype._getEffectiveTarget = function (target, propertyPath) {
  24858. return this._actionManager._getEffectiveTarget(target, propertyPath);
  24859. };
  24860. return Action;
  24861. })();
  24862. BABYLON.Action = Action;
  24863. })(BABYLON || (BABYLON = {}));
  24864. //# sourceMappingURL=babylon.action.js.mapvar BABYLON;
  24865. (function (BABYLON) {
  24866. /**
  24867. * ActionEvent is the event beint sent when an action is triggered.
  24868. */
  24869. var ActionEvent = (function () {
  24870. /**
  24871. * @constructor
  24872. * @param source The mesh that triggered the action.
  24873. * @param pointerX the X mouse cursor position at the time of the event
  24874. * @param pointerY the Y mouse cursor position at the time of the event
  24875. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  24876. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  24877. */
  24878. function ActionEvent(source, pointerX, pointerY, meshUnderPointer, sourceEvent) {
  24879. this.source = source;
  24880. this.pointerX = pointerX;
  24881. this.pointerY = pointerY;
  24882. this.meshUnderPointer = meshUnderPointer;
  24883. this.sourceEvent = sourceEvent;
  24884. }
  24885. /**
  24886. * Helper function to auto-create an ActionEvent from a source mesh.
  24887. * @param source the source mesh that triggered the event
  24888. * @param evt {Event} The original (browser) event
  24889. */
  24890. ActionEvent.CreateNew = function (source, evt) {
  24891. var scene = source.getScene();
  24892. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  24893. };
  24894. /**
  24895. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  24896. * @param scene the scene where the event occurred
  24897. * @param evt {Event} The original (browser) event
  24898. */
  24899. ActionEvent.CreateNewFromScene = function (scene, evt) {
  24900. return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  24901. };
  24902. return ActionEvent;
  24903. })();
  24904. BABYLON.ActionEvent = ActionEvent;
  24905. /**
  24906. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  24907. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  24908. */
  24909. var ActionManager = (function () {
  24910. function ActionManager(scene) {
  24911. // Members
  24912. this.actions = new Array();
  24913. this._scene = scene;
  24914. scene._actionManagers.push(this);
  24915. }
  24916. Object.defineProperty(ActionManager, "NothingTrigger", {
  24917. get: function () {
  24918. return ActionManager._NothingTrigger;
  24919. },
  24920. enumerable: true,
  24921. configurable: true
  24922. });
  24923. Object.defineProperty(ActionManager, "OnPickTrigger", {
  24924. get: function () {
  24925. return ActionManager._OnPickTrigger;
  24926. },
  24927. enumerable: true,
  24928. configurable: true
  24929. });
  24930. Object.defineProperty(ActionManager, "OnLeftPickTrigger", {
  24931. get: function () {
  24932. return ActionManager._OnLeftPickTrigger;
  24933. },
  24934. enumerable: true,
  24935. configurable: true
  24936. });
  24937. Object.defineProperty(ActionManager, "OnRightPickTrigger", {
  24938. get: function () {
  24939. return ActionManager._OnRightPickTrigger;
  24940. },
  24941. enumerable: true,
  24942. configurable: true
  24943. });
  24944. Object.defineProperty(ActionManager, "OnCenterPickTrigger", {
  24945. get: function () {
  24946. return ActionManager._OnCenterPickTrigger;
  24947. },
  24948. enumerable: true,
  24949. configurable: true
  24950. });
  24951. Object.defineProperty(ActionManager, "OnPointerOverTrigger", {
  24952. get: function () {
  24953. return ActionManager._OnPointerOverTrigger;
  24954. },
  24955. enumerable: true,
  24956. configurable: true
  24957. });
  24958. Object.defineProperty(ActionManager, "OnPointerOutTrigger", {
  24959. get: function () {
  24960. return ActionManager._OnPointerOutTrigger;
  24961. },
  24962. enumerable: true,
  24963. configurable: true
  24964. });
  24965. Object.defineProperty(ActionManager, "OnEveryFrameTrigger", {
  24966. get: function () {
  24967. return ActionManager._OnEveryFrameTrigger;
  24968. },
  24969. enumerable: true,
  24970. configurable: true
  24971. });
  24972. Object.defineProperty(ActionManager, "OnIntersectionEnterTrigger", {
  24973. get: function () {
  24974. return ActionManager._OnIntersectionEnterTrigger;
  24975. },
  24976. enumerable: true,
  24977. configurable: true
  24978. });
  24979. Object.defineProperty(ActionManager, "OnIntersectionExitTrigger", {
  24980. get: function () {
  24981. return ActionManager._OnIntersectionExitTrigger;
  24982. },
  24983. enumerable: true,
  24984. configurable: true
  24985. });
  24986. Object.defineProperty(ActionManager, "OnKeyDownTrigger", {
  24987. get: function () {
  24988. return ActionManager._OnKeyDownTrigger;
  24989. },
  24990. enumerable: true,
  24991. configurable: true
  24992. });
  24993. Object.defineProperty(ActionManager, "OnKeyUpTrigger", {
  24994. get: function () {
  24995. return ActionManager._OnKeyUpTrigger;
  24996. },
  24997. enumerable: true,
  24998. configurable: true
  24999. });
  25000. // Methods
  25001. ActionManager.prototype.dispose = function () {
  25002. var index = this._scene._actionManagers.indexOf(this);
  25003. if (index > -1) {
  25004. this._scene._actionManagers.splice(index, 1);
  25005. }
  25006. };
  25007. ActionManager.prototype.getScene = function () {
  25008. return this._scene;
  25009. };
  25010. /**
  25011. * Does this action manager handles actions of any of the given triggers
  25012. * @param {number[]} triggers - the triggers to be tested
  25013. * @return {boolean} whether one (or more) of the triggers is handeled
  25014. */
  25015. ActionManager.prototype.hasSpecificTriggers = function (triggers) {
  25016. for (var index = 0; index < this.actions.length; index++) {
  25017. var action = this.actions[index];
  25018. if (triggers.indexOf(action.trigger) > -1) {
  25019. return true;
  25020. }
  25021. }
  25022. return false;
  25023. };
  25024. Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
  25025. /**
  25026. * Does this action manager has pointer triggers
  25027. * @return {boolean} whether or not it has pointer triggers
  25028. */
  25029. get: function () {
  25030. for (var index = 0; index < this.actions.length; index++) {
  25031. var action = this.actions[index];
  25032. if (action.trigger >= ActionManager._OnPickTrigger && action.trigger <= ActionManager._OnPointerOutTrigger) {
  25033. return true;
  25034. }
  25035. }
  25036. return false;
  25037. },
  25038. enumerable: true,
  25039. configurable: true
  25040. });
  25041. Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
  25042. /**
  25043. * Does this action manager has pick triggers
  25044. * @return {boolean} whether or not it has pick triggers
  25045. */
  25046. get: function () {
  25047. for (var index = 0; index < this.actions.length; index++) {
  25048. var action = this.actions[index];
  25049. if (action.trigger >= ActionManager._OnPickTrigger && action.trigger <= ActionManager._OnCenterPickTrigger) {
  25050. return true;
  25051. }
  25052. }
  25053. return false;
  25054. },
  25055. enumerable: true,
  25056. configurable: true
  25057. });
  25058. /**
  25059. * Registers an action to this action manager
  25060. * @param {BABYLON.Action} action - the action to be registered
  25061. * @return {BABYLON.Action} the action amended (prepared) after registration
  25062. */
  25063. ActionManager.prototype.registerAction = function (action) {
  25064. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  25065. if (this.getScene().actionManager !== this) {
  25066. BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  25067. return null;
  25068. }
  25069. }
  25070. this.actions.push(action);
  25071. action._actionManager = this;
  25072. action._prepare();
  25073. return action;
  25074. };
  25075. /**
  25076. * Process a specific trigger
  25077. * @param {number} trigger - the trigger to process
  25078. * @param evt {BABYLON.ActionEvent} the event details to be processed
  25079. */
  25080. ActionManager.prototype.processTrigger = function (trigger, evt) {
  25081. for (var index = 0; index < this.actions.length; index++) {
  25082. var action = this.actions[index];
  25083. if (action.trigger === trigger) {
  25084. if (trigger === ActionManager.OnKeyUpTrigger || trigger === ActionManager.OnKeyDownTrigger) {
  25085. var parameter = action.getTriggerParameter();
  25086. if (parameter) {
  25087. var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;
  25088. var actualkey = String.fromCharCode(unicode).toLowerCase();
  25089. if (actualkey !== parameter.toLowerCase()) {
  25090. continue;
  25091. }
  25092. }
  25093. }
  25094. action._executeCurrent(evt);
  25095. }
  25096. }
  25097. };
  25098. ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
  25099. var properties = propertyPath.split(".");
  25100. for (var index = 0; index < properties.length - 1; index++) {
  25101. target = target[properties[index]];
  25102. }
  25103. return target;
  25104. };
  25105. ActionManager.prototype._getProperty = function (propertyPath) {
  25106. var properties = propertyPath.split(".");
  25107. return properties[properties.length - 1];
  25108. };
  25109. // Statics
  25110. ActionManager._NothingTrigger = 0;
  25111. ActionManager._OnPickTrigger = 1;
  25112. ActionManager._OnLeftPickTrigger = 2;
  25113. ActionManager._OnRightPickTrigger = 3;
  25114. ActionManager._OnCenterPickTrigger = 4;
  25115. ActionManager._OnPointerOverTrigger = 5;
  25116. ActionManager._OnPointerOutTrigger = 6;
  25117. ActionManager._OnEveryFrameTrigger = 7;
  25118. ActionManager._OnIntersectionEnterTrigger = 8;
  25119. ActionManager._OnIntersectionExitTrigger = 9;
  25120. ActionManager._OnKeyDownTrigger = 10;
  25121. ActionManager._OnKeyUpTrigger = 11;
  25122. return ActionManager;
  25123. })();
  25124. BABYLON.ActionManager = ActionManager;
  25125. })(BABYLON || (BABYLON = {}));
  25126. //# sourceMappingURL=babylon.actionManager.js.map
  25127. var BABYLON;
  25128. (function (BABYLON) {
  25129. var InterpolateValueAction = (function (_super) {
  25130. __extends(InterpolateValueAction, _super);
  25131. function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations) {
  25132. if (duration === void 0) { duration = 1000; }
  25133. _super.call(this, triggerOptions, condition);
  25134. this.propertyPath = propertyPath;
  25135. this.value = value;
  25136. this.duration = duration;
  25137. this.stopOtherAnimations = stopOtherAnimations;
  25138. this._target = target;
  25139. }
  25140. InterpolateValueAction.prototype._prepare = function () {
  25141. this._target = this._getEffectiveTarget(this._target, this.propertyPath);
  25142. this._property = this._getProperty(this.propertyPath);
  25143. };
  25144. InterpolateValueAction.prototype.execute = function () {
  25145. var scene = this._actionManager.getScene();
  25146. var keys = [
  25147. {
  25148. frame: 0,
  25149. value: this._target[this._property]
  25150. },
  25151. {
  25152. frame: 100,
  25153. value: this.value
  25154. }
  25155. ];
  25156. var dataType;
  25157. if (typeof this.value === "number") {
  25158. dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  25159. }
  25160. else if (this.value instanceof BABYLON.Color3) {
  25161. dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
  25162. }
  25163. else if (this.value instanceof BABYLON.Vector3) {
  25164. dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  25165. }
  25166. else if (this.value instanceof BABYLON.Matrix) {
  25167. dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  25168. }
  25169. else if (this.value instanceof BABYLON.Quaternion) {
  25170. dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  25171. }
  25172. else {
  25173. BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
  25174. return;
  25175. }
  25176. var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  25177. animation.setKeys(keys);
  25178. if (this.stopOtherAnimations) {
  25179. scene.stopAnimation(this._target);
  25180. }
  25181. scene.beginDirectAnimation(this._target, [animation], 0, 100);
  25182. };
  25183. return InterpolateValueAction;
  25184. })(BABYLON.Action);
  25185. BABYLON.InterpolateValueAction = InterpolateValueAction;
  25186. })(BABYLON || (BABYLON = {}));
  25187. //# sourceMappingURL=babylon.interpolateValueAction.js.map
  25188. var BABYLON;
  25189. (function (BABYLON) {
  25190. var SwitchBooleanAction = (function (_super) {
  25191. __extends(SwitchBooleanAction, _super);
  25192. function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
  25193. _super.call(this, triggerOptions, condition);
  25194. this.propertyPath = propertyPath;
  25195. this._target = target;
  25196. }
  25197. SwitchBooleanAction.prototype._prepare = function () {
  25198. this._target = this._getEffectiveTarget(this._target, this.propertyPath);
  25199. this._property = this._getProperty(this.propertyPath);
  25200. };
  25201. SwitchBooleanAction.prototype.execute = function () {
  25202. this._target[this._property] = !this._target[this._property];
  25203. };
  25204. return SwitchBooleanAction;
  25205. })(BABYLON.Action);
  25206. BABYLON.SwitchBooleanAction = SwitchBooleanAction;
  25207. var SetStateAction = (function (_super) {
  25208. __extends(SetStateAction, _super);
  25209. function SetStateAction(triggerOptions, target, value, condition) {
  25210. _super.call(this, triggerOptions, condition);
  25211. this.value = value;
  25212. this._target = target;
  25213. }
  25214. SetStateAction.prototype.execute = function () {
  25215. this._target.state = this.value;
  25216. };
  25217. return SetStateAction;
  25218. })(BABYLON.Action);
  25219. BABYLON.SetStateAction = SetStateAction;
  25220. var SetValueAction = (function (_super) {
  25221. __extends(SetValueAction, _super);
  25222. function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
  25223. _super.call(this, triggerOptions, condition);
  25224. this.propertyPath = propertyPath;
  25225. this.value = value;
  25226. this._target = target;
  25227. }
  25228. SetValueAction.prototype._prepare = function () {
  25229. this._target = this._getEffectiveTarget(this._target, this.propertyPath);
  25230. this._property = this._getProperty(this.propertyPath);
  25231. };
  25232. SetValueAction.prototype.execute = function () {
  25233. this._target[this._property] = this.value;
  25234. };
  25235. return SetValueAction;
  25236. })(BABYLON.Action);
  25237. BABYLON.SetValueAction = SetValueAction;
  25238. var IncrementValueAction = (function (_super) {
  25239. __extends(IncrementValueAction, _super);
  25240. function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
  25241. _super.call(this, triggerOptions, condition);
  25242. this.propertyPath = propertyPath;
  25243. this.value = value;
  25244. this._target = target;
  25245. }
  25246. IncrementValueAction.prototype._prepare = function () {
  25247. this._target = this._getEffectiveTarget(this._target, this.propertyPath);
  25248. this._property = this._getProperty(this.propertyPath);
  25249. if (typeof this._target[this._property] !== "number") {
  25250. BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
  25251. }
  25252. };
  25253. IncrementValueAction.prototype.execute = function () {
  25254. this._target[this._property] += this.value;
  25255. };
  25256. return IncrementValueAction;
  25257. })(BABYLON.Action);
  25258. BABYLON.IncrementValueAction = IncrementValueAction;
  25259. var PlayAnimationAction = (function (_super) {
  25260. __extends(PlayAnimationAction, _super);
  25261. function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
  25262. _super.call(this, triggerOptions, condition);
  25263. this.from = from;
  25264. this.to = to;
  25265. this.loop = loop;
  25266. this._target = target;
  25267. }
  25268. PlayAnimationAction.prototype._prepare = function () {
  25269. };
  25270. PlayAnimationAction.prototype.execute = function () {
  25271. var scene = this._actionManager.getScene();
  25272. scene.beginAnimation(this._target, this.from, this.to, this.loop);
  25273. };
  25274. return PlayAnimationAction;
  25275. })(BABYLON.Action);
  25276. BABYLON.PlayAnimationAction = PlayAnimationAction;
  25277. var StopAnimationAction = (function (_super) {
  25278. __extends(StopAnimationAction, _super);
  25279. function StopAnimationAction(triggerOptions, target, condition) {
  25280. _super.call(this, triggerOptions, condition);
  25281. this._target = target;
  25282. }
  25283. StopAnimationAction.prototype._prepare = function () {
  25284. };
  25285. StopAnimationAction.prototype.execute = function () {
  25286. var scene = this._actionManager.getScene();
  25287. scene.stopAnimation(this._target);
  25288. };
  25289. return StopAnimationAction;
  25290. })(BABYLON.Action);
  25291. BABYLON.StopAnimationAction = StopAnimationAction;
  25292. var DoNothingAction = (function (_super) {
  25293. __extends(DoNothingAction, _super);
  25294. function DoNothingAction(triggerOptions, condition) {
  25295. if (triggerOptions === void 0) { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
  25296. _super.call(this, triggerOptions, condition);
  25297. }
  25298. DoNothingAction.prototype.execute = function () {
  25299. };
  25300. return DoNothingAction;
  25301. })(BABYLON.Action);
  25302. BABYLON.DoNothingAction = DoNothingAction;
  25303. var CombineAction = (function (_super) {
  25304. __extends(CombineAction, _super);
  25305. function CombineAction(triggerOptions, children, condition) {
  25306. _super.call(this, triggerOptions, condition);
  25307. this.children = children;
  25308. }
  25309. CombineAction.prototype._prepare = function () {
  25310. for (var index = 0; index < this.children.length; index++) {
  25311. this.children[index]._actionManager = this._actionManager;
  25312. this.children[index]._prepare();
  25313. }
  25314. };
  25315. CombineAction.prototype.execute = function (evt) {
  25316. for (var index = 0; index < this.children.length; index++) {
  25317. this.children[index].execute(evt);
  25318. }
  25319. };
  25320. return CombineAction;
  25321. })(BABYLON.Action);
  25322. BABYLON.CombineAction = CombineAction;
  25323. var ExecuteCodeAction = (function (_super) {
  25324. __extends(ExecuteCodeAction, _super);
  25325. function ExecuteCodeAction(triggerOptions, func, condition) {
  25326. _super.call(this, triggerOptions, condition);
  25327. this.func = func;
  25328. }
  25329. ExecuteCodeAction.prototype.execute = function (evt) {
  25330. this.func(evt);
  25331. };
  25332. return ExecuteCodeAction;
  25333. })(BABYLON.Action);
  25334. BABYLON.ExecuteCodeAction = ExecuteCodeAction;
  25335. var SetParentAction = (function (_super) {
  25336. __extends(SetParentAction, _super);
  25337. function SetParentAction(triggerOptions, target, parent, condition) {
  25338. _super.call(this, triggerOptions, condition);
  25339. this._target = target;
  25340. this._parent = parent;
  25341. }
  25342. SetParentAction.prototype._prepare = function () {
  25343. };
  25344. SetParentAction.prototype.execute = function () {
  25345. if (this._target.parent === this._parent) {
  25346. return;
  25347. }
  25348. var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
  25349. invertParentWorldMatrix.invert();
  25350. this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
  25351. this._target.parent = this._parent;
  25352. };
  25353. return SetParentAction;
  25354. })(BABYLON.Action);
  25355. BABYLON.SetParentAction = SetParentAction;
  25356. var PlaySoundAction = (function (_super) {
  25357. __extends(PlaySoundAction, _super);
  25358. function PlaySoundAction(triggerOptions, sound, condition) {
  25359. _super.call(this, triggerOptions, condition);
  25360. this._sound = sound;
  25361. }
  25362. PlaySoundAction.prototype._prepare = function () {
  25363. };
  25364. PlaySoundAction.prototype.execute = function () {
  25365. if (this._sound !== undefined)
  25366. this._sound.play();
  25367. };
  25368. return PlaySoundAction;
  25369. })(BABYLON.Action);
  25370. BABYLON.PlaySoundAction = PlaySoundAction;
  25371. var StopSoundAction = (function (_super) {
  25372. __extends(StopSoundAction, _super);
  25373. function StopSoundAction(triggerOptions, sound, condition) {
  25374. _super.call(this, triggerOptions, condition);
  25375. this._sound = sound;
  25376. }
  25377. StopSoundAction.prototype._prepare = function () {
  25378. };
  25379. StopSoundAction.prototype.execute = function () {
  25380. if (this._sound !== undefined)
  25381. this._sound.stop();
  25382. };
  25383. return StopSoundAction;
  25384. })(BABYLON.Action);
  25385. BABYLON.StopSoundAction = StopSoundAction;
  25386. })(BABYLON || (BABYLON = {}));
  25387. //# sourceMappingURL=babylon.directActions.js.map
  25388. var BABYLON;
  25389. (function (BABYLON) {
  25390. var Geometry = (function () {
  25391. function Geometry(id, scene, vertexData, updatable, mesh) {
  25392. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  25393. this._totalVertices = 0;
  25394. this._indices = [];
  25395. this._isDisposed = false;
  25396. this.id = id;
  25397. this._engine = scene.getEngine();
  25398. this._meshes = [];
  25399. this._scene = scene;
  25400. // vertexData
  25401. if (vertexData) {
  25402. this.setAllVerticesData(vertexData, updatable);
  25403. }
  25404. else {
  25405. this._totalVertices = 0;
  25406. this._indices = [];
  25407. }
  25408. // applyToMesh
  25409. if (mesh) {
  25410. this.applyToMesh(mesh);
  25411. mesh.computeWorldMatrix(true);
  25412. }
  25413. }
  25414. Geometry.prototype.getScene = function () {
  25415. return this._scene;
  25416. };
  25417. Geometry.prototype.getEngine = function () {
  25418. return this._engine;
  25419. };
  25420. Geometry.prototype.isReady = function () {
  25421. return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
  25422. };
  25423. Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  25424. vertexData.applyToGeometry(this, updatable);
  25425. this.notifyUpdate();
  25426. };
  25427. Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
  25428. this._vertexBuffers = this._vertexBuffers || {};
  25429. if (this._vertexBuffers[kind]) {
  25430. this._vertexBuffers[kind].dispose();
  25431. }
  25432. this._vertexBuffers[kind] = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);
  25433. if (kind === BABYLON.VertexBuffer.PositionKind) {
  25434. stride = this._vertexBuffers[kind].getStrideSize();
  25435. this._totalVertices = data.length / stride;
  25436. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices);
  25437. var meshes = this._meshes;
  25438. var numOfMeshes = meshes.length;
  25439. for (var index = 0; index < numOfMeshes; index++) {
  25440. var mesh = meshes[index];
  25441. mesh._resetPointsArrayCache();
  25442. mesh._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  25443. mesh._createGlobalSubMesh();
  25444. mesh.computeWorldMatrix(true);
  25445. }
  25446. }
  25447. this.notifyUpdate(kind);
  25448. };
  25449. Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset) {
  25450. var vertexBuffer = this.getVertexBuffer(kind);
  25451. if (!vertexBuffer) {
  25452. return;
  25453. }
  25454. vertexBuffer.updateDirectly(data, offset);
  25455. this.notifyUpdate(kind);
  25456. };
  25457. Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
  25458. var vertexBuffer = this.getVertexBuffer(kind);
  25459. if (!vertexBuffer) {
  25460. return;
  25461. }
  25462. vertexBuffer.update(data);
  25463. if (kind === BABYLON.VertexBuffer.PositionKind) {
  25464. var extend;
  25465. var stride = vertexBuffer.getStrideSize();
  25466. this._totalVertices = data.length / stride;
  25467. if (updateExtends) {
  25468. extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices);
  25469. }
  25470. var meshes = this._meshes;
  25471. var numOfMeshes = meshes.length;
  25472. for (var index = 0; index < numOfMeshes; index++) {
  25473. var mesh = meshes[index];
  25474. mesh._resetPointsArrayCache();
  25475. if (updateExtends) {
  25476. mesh._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  25477. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  25478. var subMesh = mesh.subMeshes[subIndex];
  25479. subMesh.refreshBoundingInfo();
  25480. }
  25481. }
  25482. }
  25483. }
  25484. this.notifyUpdate(kind);
  25485. };
  25486. Geometry.prototype.getTotalVertices = function () {
  25487. if (!this.isReady()) {
  25488. return 0;
  25489. }
  25490. return this._totalVertices;
  25491. };
  25492. Geometry.prototype.getVerticesData = function (kind) {
  25493. var vertexBuffer = this.getVertexBuffer(kind);
  25494. if (!vertexBuffer) {
  25495. return null;
  25496. }
  25497. return vertexBuffer.getData();
  25498. };
  25499. Geometry.prototype.getVertexBuffer = function (kind) {
  25500. if (!this.isReady()) {
  25501. return null;
  25502. }
  25503. return this._vertexBuffers[kind];
  25504. };
  25505. Geometry.prototype.getVertexBuffers = function () {
  25506. if (!this.isReady()) {
  25507. return null;
  25508. }
  25509. return this._vertexBuffers;
  25510. };
  25511. Geometry.prototype.isVerticesDataPresent = function (kind) {
  25512. if (!this._vertexBuffers) {
  25513. if (this._delayInfo) {
  25514. return this._delayInfo.indexOf(kind) !== -1;
  25515. }
  25516. return false;
  25517. }
  25518. return this._vertexBuffers[kind] !== undefined;
  25519. };
  25520. Geometry.prototype.getVerticesDataKinds = function () {
  25521. var result = [];
  25522. if (!this._vertexBuffers && this._delayInfo) {
  25523. for (var kind in this._delayInfo) {
  25524. result.push(kind);
  25525. }
  25526. }
  25527. else {
  25528. for (kind in this._vertexBuffers) {
  25529. result.push(kind);
  25530. }
  25531. }
  25532. return result;
  25533. };
  25534. Geometry.prototype.setIndices = function (indices, totalVertices) {
  25535. if (this._indexBuffer) {
  25536. this._engine._releaseBuffer(this._indexBuffer);
  25537. }
  25538. this._indices = indices;
  25539. if (this._meshes.length !== 0 && this._indices) {
  25540. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  25541. }
  25542. if (totalVertices !== undefined) {
  25543. this._totalVertices = totalVertices;
  25544. }
  25545. var meshes = this._meshes;
  25546. var numOfMeshes = meshes.length;
  25547. for (var index = 0; index < numOfMeshes; index++) {
  25548. meshes[index]._createGlobalSubMesh();
  25549. }
  25550. this.notifyUpdate();
  25551. };
  25552. Geometry.prototype.getTotalIndices = function () {
  25553. if (!this.isReady()) {
  25554. return 0;
  25555. }
  25556. return this._indices.length;
  25557. };
  25558. Geometry.prototype.getIndices = function () {
  25559. if (!this.isReady()) {
  25560. return null;
  25561. }
  25562. return this._indices;
  25563. };
  25564. Geometry.prototype.getIndexBuffer = function () {
  25565. if (!this.isReady()) {
  25566. return null;
  25567. }
  25568. return this._indexBuffer;
  25569. };
  25570. Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
  25571. var meshes = this._meshes;
  25572. var index = meshes.indexOf(mesh);
  25573. if (index === -1) {
  25574. return;
  25575. }
  25576. for (var kind in this._vertexBuffers) {
  25577. this._vertexBuffers[kind].dispose();
  25578. }
  25579. if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
  25580. this._indexBuffer = null;
  25581. }
  25582. meshes.splice(index, 1);
  25583. mesh._geometry = null;
  25584. if (meshes.length === 0 && shouldDispose) {
  25585. this.dispose();
  25586. }
  25587. };
  25588. Geometry.prototype.applyToMesh = function (mesh) {
  25589. if (mesh._geometry === this) {
  25590. return;
  25591. }
  25592. var previousGeometry = mesh._geometry;
  25593. if (previousGeometry) {
  25594. previousGeometry.releaseForMesh(mesh);
  25595. }
  25596. var meshes = this._meshes;
  25597. // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()
  25598. mesh._geometry = this;
  25599. this._scene.pushGeometry(this);
  25600. meshes.push(mesh);
  25601. if (this.isReady()) {
  25602. this._applyToMesh(mesh);
  25603. }
  25604. else {
  25605. mesh._boundingInfo = this._boundingInfo;
  25606. }
  25607. };
  25608. Geometry.prototype._applyToMesh = function (mesh) {
  25609. var numOfMeshes = this._meshes.length;
  25610. for (var kind in this._vertexBuffers) {
  25611. if (numOfMeshes === 1) {
  25612. this._vertexBuffers[kind].create();
  25613. }
  25614. this._vertexBuffers[kind]._buffer.references = numOfMeshes;
  25615. if (kind === BABYLON.VertexBuffer.PositionKind) {
  25616. mesh._resetPointsArrayCache();
  25617. var extend = BABYLON.Tools.ExtractMinAndMax(this._vertexBuffers[kind].getData(), 0, this._totalVertices);
  25618. mesh._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  25619. mesh._createGlobalSubMesh();
  25620. //bounding info was just created again, world matrix should be applied again.
  25621. mesh._updateBoundingInfo();
  25622. }
  25623. }
  25624. // indexBuffer
  25625. if (numOfMeshes === 1 && this._indices) {
  25626. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  25627. }
  25628. if (this._indexBuffer) {
  25629. this._indexBuffer.references = numOfMeshes;
  25630. }
  25631. };
  25632. Geometry.prototype.notifyUpdate = function (kind) {
  25633. if (this.onGeometryUpdated) {
  25634. this.onGeometryUpdated(this, kind);
  25635. }
  25636. };
  25637. Geometry.prototype.load = function (scene, onLoaded) {
  25638. var _this = this;
  25639. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  25640. return;
  25641. }
  25642. if (this.isReady()) {
  25643. if (onLoaded) {
  25644. onLoaded();
  25645. }
  25646. return;
  25647. }
  25648. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  25649. scene._addPendingData(this);
  25650. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  25651. _this._delayLoadingFunction(JSON.parse(data), _this);
  25652. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  25653. _this._delayInfo = [];
  25654. scene._removePendingData(_this);
  25655. var meshes = _this._meshes;
  25656. var numOfMeshes = meshes.length;
  25657. for (var index = 0; index < numOfMeshes; index++) {
  25658. _this._applyToMesh(meshes[index]);
  25659. }
  25660. if (onLoaded) {
  25661. onLoaded();
  25662. }
  25663. }, function () {
  25664. }, scene.database);
  25665. };
  25666. Geometry.prototype.isDisposed = function () {
  25667. return this._isDisposed;
  25668. };
  25669. Geometry.prototype.dispose = function () {
  25670. var meshes = this._meshes;
  25671. var numOfMeshes = meshes.length;
  25672. var index;
  25673. for (index = 0; index < numOfMeshes; index++) {
  25674. this.releaseForMesh(meshes[index]);
  25675. }
  25676. this._meshes = [];
  25677. for (var kind in this._vertexBuffers) {
  25678. this._vertexBuffers[kind].dispose();
  25679. }
  25680. this._vertexBuffers = [];
  25681. this._totalVertices = 0;
  25682. if (this._indexBuffer) {
  25683. this._engine._releaseBuffer(this._indexBuffer);
  25684. }
  25685. this._indexBuffer = null;
  25686. this._indices = [];
  25687. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  25688. this.delayLoadingFile = null;
  25689. this._delayLoadingFunction = null;
  25690. this._delayInfo = [];
  25691. this._boundingInfo = null; // todo: .dispose()
  25692. this._scene.removeGeometry(this);
  25693. this._isDisposed = true;
  25694. };
  25695. Geometry.prototype.copy = function (id) {
  25696. var vertexData = new BABYLON.VertexData();
  25697. vertexData.indices = [];
  25698. var indices = this.getIndices();
  25699. for (var index = 0; index < indices.length; index++) {
  25700. vertexData.indices.push(indices[index]);
  25701. }
  25702. var updatable = false;
  25703. var stopChecking = false;
  25704. for (var kind in this._vertexBuffers) {
  25705. // using slice() to make a copy of the array and not just reference it
  25706. vertexData.set(this.getVerticesData(kind).slice(0), kind);
  25707. if (!stopChecking) {
  25708. updatable = this.getVertexBuffer(kind).isUpdatable();
  25709. stopChecking = !updatable;
  25710. }
  25711. }
  25712. var geometry = new Geometry(id, this._scene, vertexData, updatable, null);
  25713. geometry.delayLoadState = this.delayLoadState;
  25714. geometry.delayLoadingFile = this.delayLoadingFile;
  25715. geometry._delayLoadingFunction = this._delayLoadingFunction;
  25716. for (kind in this._delayInfo) {
  25717. geometry._delayInfo = geometry._delayInfo || [];
  25718. geometry._delayInfo.push(kind);
  25719. }
  25720. // Bounding info
  25721. var extend = BABYLON.Tools.ExtractMinAndMax(this.getVerticesData(BABYLON.VertexBuffer.PositionKind), 0, this.getTotalVertices());
  25722. geometry._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  25723. return geometry;
  25724. };
  25725. // Statics
  25726. Geometry.ExtractFromMesh = function (mesh, id) {
  25727. var geometry = mesh._geometry;
  25728. if (!geometry) {
  25729. return null;
  25730. }
  25731. return geometry.copy(id);
  25732. };
  25733. // from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  25734. // be aware Math.random() could cause collisions
  25735. Geometry.RandomId = function () {
  25736. return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
  25737. var r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8);
  25738. return v.toString(16);
  25739. });
  25740. };
  25741. return Geometry;
  25742. })();
  25743. BABYLON.Geometry = Geometry;
  25744. /////// Primitives //////////////////////////////////////////////
  25745. var Geometry;
  25746. (function (Geometry) {
  25747. var Primitives;
  25748. (function (Primitives) {
  25749. /// Abstract class
  25750. var _Primitive = (function (_super) {
  25751. __extends(_Primitive, _super);
  25752. function _Primitive(id, scene, vertexData, canBeRegenerated, mesh) {
  25753. this._beingRegenerated = true;
  25754. this._canBeRegenerated = canBeRegenerated;
  25755. _super.call(this, id, scene, vertexData, false, mesh); // updatable = false to be sure not to update vertices
  25756. this._beingRegenerated = false;
  25757. }
  25758. _Primitive.prototype.canBeRegenerated = function () {
  25759. return this._canBeRegenerated;
  25760. };
  25761. _Primitive.prototype.regenerate = function () {
  25762. if (!this._canBeRegenerated) {
  25763. return;
  25764. }
  25765. this._beingRegenerated = true;
  25766. this.setAllVerticesData(this._regenerateVertexData(), false);
  25767. this._beingRegenerated = false;
  25768. };
  25769. _Primitive.prototype.asNewGeometry = function (id) {
  25770. return _super.prototype.copy.call(this, id);
  25771. };
  25772. // overrides
  25773. _Primitive.prototype.setAllVerticesData = function (vertexData, updatable) {
  25774. if (!this._beingRegenerated) {
  25775. return;
  25776. }
  25777. _super.prototype.setAllVerticesData.call(this, vertexData, false);
  25778. };
  25779. _Primitive.prototype.setVerticesData = function (kind, data, updatable) {
  25780. if (!this._beingRegenerated) {
  25781. return;
  25782. }
  25783. _super.prototype.setVerticesData.call(this, kind, data, false);
  25784. };
  25785. // to override
  25786. // protected
  25787. _Primitive.prototype._regenerateVertexData = function () {
  25788. throw new Error("Abstract method");
  25789. };
  25790. _Primitive.prototype.copy = function (id) {
  25791. throw new Error("Must be overriden in sub-classes.");
  25792. };
  25793. return _Primitive;
  25794. })(Geometry);
  25795. Primitives._Primitive = _Primitive;
  25796. var Ribbon = (function (_super) {
  25797. __extends(Ribbon, _super);
  25798. function Ribbon(id, scene, pathArray, closeArray, closePath, offset, canBeRegenerated, mesh, side) {
  25799. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  25800. this.pathArray = pathArray;
  25801. this.closeArray = closeArray;
  25802. this.closePath = closePath;
  25803. this.offset = offset;
  25804. this.side = side;
  25805. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  25806. }
  25807. Ribbon.prototype._regenerateVertexData = function () {
  25808. return BABYLON.VertexData.CreateRibbon(this.pathArray, this.closeArray, this.closePath, this.offset, this.side);
  25809. };
  25810. Ribbon.prototype.copy = function (id) {
  25811. return new Ribbon(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), null, this.side);
  25812. };
  25813. return Ribbon;
  25814. })(_Primitive);
  25815. Primitives.Ribbon = Ribbon;
  25816. var Box = (function (_super) {
  25817. __extends(Box, _super);
  25818. function Box(id, scene, size, canBeRegenerated, mesh, side) {
  25819. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  25820. this.size = size;
  25821. this.side = side;
  25822. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  25823. }
  25824. Box.prototype._regenerateVertexData = function () {
  25825. return BABYLON.VertexData.CreateBox(this.size, this.side);
  25826. };
  25827. Box.prototype.copy = function (id) {
  25828. return new Box(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
  25829. };
  25830. return Box;
  25831. })(_Primitive);
  25832. Primitives.Box = Box;
  25833. var Sphere = (function (_super) {
  25834. __extends(Sphere, _super);
  25835. function Sphere(id, scene, segments, diameter, canBeRegenerated, mesh, side) {
  25836. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  25837. this.segments = segments;
  25838. this.diameter = diameter;
  25839. this.side = side;
  25840. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  25841. }
  25842. Sphere.prototype._regenerateVertexData = function () {
  25843. return BABYLON.VertexData.CreateSphere(this.segments, this.diameter, this.side);
  25844. };
  25845. Sphere.prototype.copy = function (id) {
  25846. return new Sphere(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null, this.side);
  25847. };
  25848. return Sphere;
  25849. })(_Primitive);
  25850. Primitives.Sphere = Sphere;
  25851. var Cylinder = (function (_super) {
  25852. __extends(Cylinder, _super);
  25853. function Cylinder(id, scene, height, diameterTop, diameterBottom, tessellation, subdivisions, canBeRegenerated, mesh, side) {
  25854. if (subdivisions === void 0) { subdivisions = 1; }
  25855. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  25856. this.height = height;
  25857. this.diameterTop = diameterTop;
  25858. this.diameterBottom = diameterBottom;
  25859. this.tessellation = tessellation;
  25860. this.subdivisions = subdivisions;
  25861. this.side = side;
  25862. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  25863. }
  25864. Cylinder.prototype._regenerateVertexData = function () {
  25865. return BABYLON.VertexData.CreateCylinder(this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.side);
  25866. };
  25867. Cylinder.prototype.copy = function (id) {
  25868. return new Cylinder(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null, this.side);
  25869. };
  25870. return Cylinder;
  25871. })(_Primitive);
  25872. Primitives.Cylinder = Cylinder;
  25873. var Torus = (function (_super) {
  25874. __extends(Torus, _super);
  25875. function Torus(id, scene, diameter, thickness, tessellation, canBeRegenerated, mesh, side) {
  25876. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  25877. this.diameter = diameter;
  25878. this.thickness = thickness;
  25879. this.tessellation = tessellation;
  25880. this.side = side;
  25881. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  25882. }
  25883. Torus.prototype._regenerateVertexData = function () {
  25884. return BABYLON.VertexData.CreateTorus(this.diameter, this.thickness, this.tessellation, this.side);
  25885. };
  25886. Torus.prototype.copy = function (id) {
  25887. return new Torus(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null, this.side);
  25888. };
  25889. return Torus;
  25890. })(_Primitive);
  25891. Primitives.Torus = Torus;
  25892. var Ground = (function (_super) {
  25893. __extends(Ground, _super);
  25894. function Ground(id, scene, width, height, subdivisions, canBeRegenerated, mesh) {
  25895. this.width = width;
  25896. this.height = height;
  25897. this.subdivisions = subdivisions;
  25898. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  25899. }
  25900. Ground.prototype._regenerateVertexData = function () {
  25901. return BABYLON.VertexData.CreateGround(this.width, this.height, this.subdivisions);
  25902. };
  25903. Ground.prototype.copy = function (id) {
  25904. return new Ground(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
  25905. };
  25906. return Ground;
  25907. })(_Primitive);
  25908. Primitives.Ground = Ground;
  25909. var TiledGround = (function (_super) {
  25910. __extends(TiledGround, _super);
  25911. function TiledGround(id, scene, xmin, zmin, xmax, zmax, subdivisions, precision, canBeRegenerated, mesh) {
  25912. this.xmin = xmin;
  25913. this.zmin = zmin;
  25914. this.xmax = xmax;
  25915. this.zmax = zmax;
  25916. this.subdivisions = subdivisions;
  25917. this.precision = precision;
  25918. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  25919. }
  25920. TiledGround.prototype._regenerateVertexData = function () {
  25921. return BABYLON.VertexData.CreateTiledGround(this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision);
  25922. };
  25923. TiledGround.prototype.copy = function (id) {
  25924. return new TiledGround(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
  25925. };
  25926. return TiledGround;
  25927. })(_Primitive);
  25928. Primitives.TiledGround = TiledGround;
  25929. var Plane = (function (_super) {
  25930. __extends(Plane, _super);
  25931. function Plane(id, scene, size, canBeRegenerated, mesh, side) {
  25932. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  25933. this.size = size;
  25934. this.side = side;
  25935. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  25936. }
  25937. Plane.prototype._regenerateVertexData = function () {
  25938. return BABYLON.VertexData.CreatePlane(this.size, this.side);
  25939. };
  25940. Plane.prototype.copy = function (id) {
  25941. return new Plane(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
  25942. };
  25943. return Plane;
  25944. })(_Primitive);
  25945. Primitives.Plane = Plane;
  25946. var TorusKnot = (function (_super) {
  25947. __extends(TorusKnot, _super);
  25948. function TorusKnot(id, scene, radius, tube, radialSegments, tubularSegments, p, q, canBeRegenerated, mesh, side) {
  25949. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  25950. this.radius = radius;
  25951. this.tube = tube;
  25952. this.radialSegments = radialSegments;
  25953. this.tubularSegments = tubularSegments;
  25954. this.p = p;
  25955. this.q = q;
  25956. this.side = side;
  25957. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  25958. }
  25959. TorusKnot.prototype._regenerateVertexData = function () {
  25960. return BABYLON.VertexData.CreateTorusKnot(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.side);
  25961. };
  25962. TorusKnot.prototype.copy = function (id) {
  25963. return new TorusKnot(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null, this.side);
  25964. };
  25965. return TorusKnot;
  25966. })(_Primitive);
  25967. Primitives.TorusKnot = TorusKnot;
  25968. })(Primitives = Geometry.Primitives || (Geometry.Primitives = {}));
  25969. })(Geometry = BABYLON.Geometry || (BABYLON.Geometry = {}));
  25970. })(BABYLON || (BABYLON = {}));
  25971. //# sourceMappingURL=babylon.geometry.js.map
  25972. var BABYLON;
  25973. (function (BABYLON) {
  25974. var Gamepads = (function () {
  25975. function Gamepads(ongamedpadconnected) {
  25976. var _this = this;
  25977. this.babylonGamepads = [];
  25978. this.oneGamepadConnected = false;
  25979. this.isMonitoring = false;
  25980. this.gamepadEventSupported = 'GamepadEvent' in window;
  25981. this.gamepadSupportAvailable = (navigator.getGamepads || !!navigator.webkitGetGamepads || !!navigator.msGetGamepads || !!navigator.webkitGamepads);
  25982. this.buttonADataURL = "data:image/png;base64,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";
  25983. this._callbackGamepadConnected = ongamedpadconnected;
  25984. if (this.gamepadSupportAvailable) {
  25985. // Checking if the gamepad connected event is supported (like in Firefox)
  25986. if (this.gamepadEventSupported) {
  25987. window.addEventListener('gamepadconnected', function (evt) {
  25988. _this._onGamepadConnected(evt);
  25989. }, false);
  25990. window.addEventListener('gamepaddisconnected', function (evt) {
  25991. _this._onGamepadDisconnected(evt);
  25992. }, false);
  25993. }
  25994. else {
  25995. this._startMonitoringGamepads();
  25996. }
  25997. if (!this.oneGamepadConnected) {
  25998. this._insertGamepadDOMInstructions();
  25999. }
  26000. }
  26001. else {
  26002. this._insertGamepadDOMNotSupported();
  26003. }
  26004. }
  26005. Gamepads.prototype._insertGamepadDOMInstructions = function () {
  26006. Gamepads.gamepadDOMInfo = document.createElement("div");
  26007. var buttonAImage = document.createElement("img");
  26008. buttonAImage.src = this.buttonADataURL;
  26009. var spanMessage = document.createElement("span");
  26010. spanMessage.innerHTML = "<strong>to activate gamepad</strong>";
  26011. Gamepads.gamepadDOMInfo.appendChild(buttonAImage);
  26012. Gamepads.gamepadDOMInfo.appendChild(spanMessage);
  26013. Gamepads.gamepadDOMInfo.style.position = "absolute";
  26014. Gamepads.gamepadDOMInfo.style.width = "100%";
  26015. Gamepads.gamepadDOMInfo.style.height = "48px";
  26016. Gamepads.gamepadDOMInfo.style.bottom = "0px";
  26017. Gamepads.gamepadDOMInfo.style.backgroundColor = "rgba(1, 1, 1, 0.15)";
  26018. Gamepads.gamepadDOMInfo.style.textAlign = "center";
  26019. Gamepads.gamepadDOMInfo.style.zIndex = "10";
  26020. buttonAImage.style.position = "relative";
  26021. buttonAImage.style.bottom = "8px";
  26022. spanMessage.style.position = "relative";
  26023. spanMessage.style.fontSize = "32px";
  26024. spanMessage.style.bottom = "32px";
  26025. spanMessage.style.color = "green";
  26026. document.body.appendChild(Gamepads.gamepadDOMInfo);
  26027. };
  26028. Gamepads.prototype._insertGamepadDOMNotSupported = function () {
  26029. Gamepads.gamepadDOMInfo = document.createElement("div");
  26030. var spanMessage = document.createElement("span");
  26031. spanMessage.innerHTML = "<strong>gamepad not supported</strong>";
  26032. Gamepads.gamepadDOMInfo.appendChild(spanMessage);
  26033. Gamepads.gamepadDOMInfo.style.position = "absolute";
  26034. Gamepads.gamepadDOMInfo.style.width = "100%";
  26035. Gamepads.gamepadDOMInfo.style.height = "40px";
  26036. Gamepads.gamepadDOMInfo.style.bottom = "0px";
  26037. Gamepads.gamepadDOMInfo.style.backgroundColor = "rgba(1, 1, 1, 0.15)";
  26038. Gamepads.gamepadDOMInfo.style.textAlign = "center";
  26039. Gamepads.gamepadDOMInfo.style.zIndex = "10";
  26040. spanMessage.style.position = "relative";
  26041. spanMessage.style.fontSize = "32px";
  26042. spanMessage.style.color = "red";
  26043. document.body.appendChild(Gamepads.gamepadDOMInfo);
  26044. };
  26045. Gamepads.prototype.dispose = function () {
  26046. if (Gamepads.gamepadDOMInfo) {
  26047. document.body.removeChild(Gamepads.gamepadDOMInfo);
  26048. }
  26049. };
  26050. Gamepads.prototype._onGamepadConnected = function (evt) {
  26051. var newGamepad = this._addNewGamepad(evt.gamepad);
  26052. if (this._callbackGamepadConnected)
  26053. this._callbackGamepadConnected(newGamepad);
  26054. this._startMonitoringGamepads();
  26055. };
  26056. Gamepads.prototype._addNewGamepad = function (gamepad) {
  26057. if (!this.oneGamepadConnected) {
  26058. this.oneGamepadConnected = true;
  26059. if (Gamepads.gamepadDOMInfo) {
  26060. document.body.removeChild(Gamepads.gamepadDOMInfo);
  26061. Gamepads.gamepadDOMInfo = null;
  26062. }
  26063. }
  26064. var newGamepad;
  26065. if (gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
  26066. newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad);
  26067. }
  26068. else {
  26069. newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
  26070. }
  26071. this.babylonGamepads.push(newGamepad);
  26072. return newGamepad;
  26073. };
  26074. Gamepads.prototype._onGamepadDisconnected = function (evt) {
  26075. for (var i in this.babylonGamepads) {
  26076. if (this.babylonGamepads[i].index == evt.gamepad.index) {
  26077. this.babylonGamepads.splice(i, 1);
  26078. break;
  26079. }
  26080. }
  26081. // If no gamepads are left, stop the polling loop.
  26082. if (this.babylonGamepads.length == 0) {
  26083. this._stopMonitoringGamepads();
  26084. }
  26085. };
  26086. Gamepads.prototype._startMonitoringGamepads = function () {
  26087. if (!this.isMonitoring) {
  26088. this.isMonitoring = true;
  26089. this._checkGamepadsStatus();
  26090. }
  26091. };
  26092. Gamepads.prototype._stopMonitoringGamepads = function () {
  26093. this.isMonitoring = false;
  26094. };
  26095. Gamepads.prototype._checkGamepadsStatus = function () {
  26096. var _this = this;
  26097. // updating gamepad objects
  26098. this._updateGamepadObjects();
  26099. for (var i in this.babylonGamepads) {
  26100. this.babylonGamepads[i].update();
  26101. }
  26102. if (this.isMonitoring) {
  26103. if (window.requestAnimationFrame) {
  26104. window.requestAnimationFrame(function () {
  26105. _this._checkGamepadsStatus();
  26106. });
  26107. }
  26108. else if (window.mozRequestAnimationFrame) {
  26109. window.mozRequestAnimationFrame(function () {
  26110. _this._checkGamepadsStatus();
  26111. });
  26112. }
  26113. else if (window.webkitRequestAnimationFrame) {
  26114. window.webkitRequestAnimationFrame(function () {
  26115. _this._checkGamepadsStatus();
  26116. });
  26117. }
  26118. }
  26119. };
  26120. // This function is called only on Chrome, which does not yet support
  26121. // connection/disconnection events, but requires you to monitor
  26122. // an array for changes.
  26123. Gamepads.prototype._updateGamepadObjects = function () {
  26124. var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
  26125. for (var i = 0; i < gamepads.length; i++) {
  26126. if (gamepads[i]) {
  26127. if (!(gamepads[i].index in this.babylonGamepads)) {
  26128. var newGamepad = this._addNewGamepad(gamepads[i]);
  26129. if (this._callbackGamepadConnected) {
  26130. this._callbackGamepadConnected(newGamepad);
  26131. }
  26132. }
  26133. else {
  26134. this.babylonGamepads[i].browserGamepad = gamepads[i];
  26135. }
  26136. }
  26137. }
  26138. };
  26139. return Gamepads;
  26140. })();
  26141. BABYLON.Gamepads = Gamepads;
  26142. var StickValues = (function () {
  26143. function StickValues(x, y) {
  26144. this.x = x;
  26145. this.y = y;
  26146. }
  26147. return StickValues;
  26148. })();
  26149. BABYLON.StickValues = StickValues;
  26150. var Gamepad = (function () {
  26151. function Gamepad(id, index, browserGamepad) {
  26152. this.id = id;
  26153. this.index = index;
  26154. this.browserGamepad = browserGamepad;
  26155. if (this.browserGamepad.axes.length >= 2) {
  26156. this._leftStick = { x: this.browserGamepad.axes[0], y: this.browserGamepad.axes[1] };
  26157. }
  26158. if (this.browserGamepad.axes.length >= 4) {
  26159. this._rightStick = { x: this.browserGamepad.axes[2], y: this.browserGamepad.axes[3] };
  26160. }
  26161. }
  26162. Gamepad.prototype.onleftstickchanged = function (callback) {
  26163. this._onleftstickchanged = callback;
  26164. };
  26165. Gamepad.prototype.onrightstickchanged = function (callback) {
  26166. this._onrightstickchanged = callback;
  26167. };
  26168. Object.defineProperty(Gamepad.prototype, "leftStick", {
  26169. get: function () {
  26170. return this._leftStick;
  26171. },
  26172. set: function (newValues) {
  26173. if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
  26174. this._onleftstickchanged(newValues);
  26175. }
  26176. this._leftStick = newValues;
  26177. },
  26178. enumerable: true,
  26179. configurable: true
  26180. });
  26181. Object.defineProperty(Gamepad.prototype, "rightStick", {
  26182. get: function () {
  26183. return this._rightStick;
  26184. },
  26185. set: function (newValues) {
  26186. if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
  26187. this._onrightstickchanged(newValues);
  26188. }
  26189. this._rightStick = newValues;
  26190. },
  26191. enumerable: true,
  26192. configurable: true
  26193. });
  26194. Gamepad.prototype.update = function () {
  26195. if (this._leftStick) {
  26196. this.leftStick = { x: this.browserGamepad.axes[0], y: this.browserGamepad.axes[1] };
  26197. }
  26198. if (this._rightStick) {
  26199. this.rightStick = { x: this.browserGamepad.axes[2], y: this.browserGamepad.axes[3] };
  26200. }
  26201. };
  26202. return Gamepad;
  26203. })();
  26204. BABYLON.Gamepad = Gamepad;
  26205. var GenericPad = (function (_super) {
  26206. __extends(GenericPad, _super);
  26207. function GenericPad(id, index, gamepad) {
  26208. _super.call(this, id, index, gamepad);
  26209. this.id = id;
  26210. this.index = index;
  26211. this.gamepad = gamepad;
  26212. this._buttons = new Array(gamepad.buttons.length);
  26213. }
  26214. GenericPad.prototype.onbuttondown = function (callback) {
  26215. this._onbuttondown = callback;
  26216. };
  26217. GenericPad.prototype.onbuttonup = function (callback) {
  26218. this._onbuttonup = callback;
  26219. };
  26220. GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
  26221. if (newValue !== currentValue) {
  26222. if (this._onbuttondown && newValue === 1) {
  26223. this._onbuttondown(buttonIndex);
  26224. }
  26225. if (this._onbuttonup && newValue === 0) {
  26226. this._onbuttonup(buttonIndex);
  26227. }
  26228. }
  26229. return newValue;
  26230. };
  26231. GenericPad.prototype.update = function () {
  26232. _super.prototype.update.call(this);
  26233. for (var index = 0; index < this._buttons.length; index++) {
  26234. this._buttons[index] = this._setButtonValue(this.gamepad.buttons[index].value, this._buttons[index], index);
  26235. }
  26236. };
  26237. return GenericPad;
  26238. })(Gamepad);
  26239. BABYLON.GenericPad = GenericPad;
  26240. (function (Xbox360Button) {
  26241. Xbox360Button[Xbox360Button["A"] = 0] = "A";
  26242. Xbox360Button[Xbox360Button["B"] = 1] = "B";
  26243. Xbox360Button[Xbox360Button["X"] = 2] = "X";
  26244. Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
  26245. Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
  26246. Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
  26247. Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
  26248. Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
  26249. Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
  26250. Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
  26251. })(BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
  26252. var Xbox360Button = BABYLON.Xbox360Button;
  26253. (function (Xbox360Dpad) {
  26254. Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
  26255. Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
  26256. Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
  26257. Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
  26258. })(BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
  26259. var Xbox360Dpad = BABYLON.Xbox360Dpad;
  26260. var Xbox360Pad = (function (_super) {
  26261. __extends(Xbox360Pad, _super);
  26262. function Xbox360Pad() {
  26263. _super.apply(this, arguments);
  26264. this._leftTrigger = 0;
  26265. this._rightTrigger = 0;
  26266. this._buttonA = 0;
  26267. this._buttonB = 0;
  26268. this._buttonX = 0;
  26269. this._buttonY = 0;
  26270. this._buttonBack = 0;
  26271. this._buttonStart = 0;
  26272. this._buttonLB = 0;
  26273. this._buttonRB = 0;
  26274. this._buttonLeftStick = 0;
  26275. this._buttonRightStick = 0;
  26276. this._dPadUp = 0;
  26277. this._dPadDown = 0;
  26278. this._dPadLeft = 0;
  26279. this._dPadRight = 0;
  26280. }
  26281. Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
  26282. this._onlefttriggerchanged = callback;
  26283. };
  26284. Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
  26285. this._onrighttriggerchanged = callback;
  26286. };
  26287. Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
  26288. get: function () {
  26289. return this._leftTrigger;
  26290. },
  26291. set: function (newValue) {
  26292. if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
  26293. this._onlefttriggerchanged(newValue);
  26294. }
  26295. this._leftTrigger = newValue;
  26296. },
  26297. enumerable: true,
  26298. configurable: true
  26299. });
  26300. Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
  26301. get: function () {
  26302. return this._rightTrigger;
  26303. },
  26304. set: function (newValue) {
  26305. if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
  26306. this._onrighttriggerchanged(newValue);
  26307. }
  26308. this._rightTrigger = newValue;
  26309. },
  26310. enumerable: true,
  26311. configurable: true
  26312. });
  26313. Xbox360Pad.prototype.onbuttondown = function (callback) {
  26314. this._onbuttondown = callback;
  26315. };
  26316. Xbox360Pad.prototype.onbuttonup = function (callback) {
  26317. this._onbuttonup = callback;
  26318. };
  26319. Xbox360Pad.prototype.ondpaddown = function (callback) {
  26320. this._ondpaddown = callback;
  26321. };
  26322. Xbox360Pad.prototype.ondpadup = function (callback) {
  26323. this._ondpadup = callback;
  26324. };
  26325. Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
  26326. if (newValue !== currentValue) {
  26327. if (this._onbuttondown && newValue === 1) {
  26328. this._onbuttondown(buttonType);
  26329. }
  26330. if (this._onbuttonup && newValue === 0) {
  26331. this._onbuttonup(buttonType);
  26332. }
  26333. }
  26334. return newValue;
  26335. };
  26336. Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
  26337. if (newValue !== currentValue) {
  26338. if (this._ondpaddown && newValue === 1) {
  26339. this._ondpaddown(buttonType);
  26340. }
  26341. if (this._ondpadup && newValue === 0) {
  26342. this._ondpadup(buttonType);
  26343. }
  26344. }
  26345. return newValue;
  26346. };
  26347. Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
  26348. get: function () {
  26349. return this._buttonA;
  26350. },
  26351. set: function (value) {
  26352. this._buttonA = this._setButtonValue(value, this._buttonA, 0 /* A */);
  26353. },
  26354. enumerable: true,
  26355. configurable: true
  26356. });
  26357. Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
  26358. get: function () {
  26359. return this._buttonB;
  26360. },
  26361. set: function (value) {
  26362. this._buttonB = this._setButtonValue(value, this._buttonB, 1 /* B */);
  26363. },
  26364. enumerable: true,
  26365. configurable: true
  26366. });
  26367. Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
  26368. get: function () {
  26369. return this._buttonX;
  26370. },
  26371. set: function (value) {
  26372. this._buttonX = this._setButtonValue(value, this._buttonX, 2 /* X */);
  26373. },
  26374. enumerable: true,
  26375. configurable: true
  26376. });
  26377. Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
  26378. get: function () {
  26379. return this._buttonY;
  26380. },
  26381. set: function (value) {
  26382. this._buttonY = this._setButtonValue(value, this._buttonY, 3 /* Y */);
  26383. },
  26384. enumerable: true,
  26385. configurable: true
  26386. });
  26387. Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
  26388. get: function () {
  26389. return this._buttonStart;
  26390. },
  26391. set: function (value) {
  26392. this._buttonStart = this._setButtonValue(value, this._buttonStart, 4 /* Start */);
  26393. },
  26394. enumerable: true,
  26395. configurable: true
  26396. });
  26397. Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
  26398. get: function () {
  26399. return this._buttonBack;
  26400. },
  26401. set: function (value) {
  26402. this._buttonBack = this._setButtonValue(value, this._buttonBack, 5 /* Back */);
  26403. },
  26404. enumerable: true,
  26405. configurable: true
  26406. });
  26407. Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
  26408. get: function () {
  26409. return this._buttonLB;
  26410. },
  26411. set: function (value) {
  26412. this._buttonLB = this._setButtonValue(value, this._buttonLB, 6 /* LB */);
  26413. },
  26414. enumerable: true,
  26415. configurable: true
  26416. });
  26417. Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
  26418. get: function () {
  26419. return this._buttonRB;
  26420. },
  26421. set: function (value) {
  26422. this._buttonRB = this._setButtonValue(value, this._buttonRB, 7 /* RB */);
  26423. },
  26424. enumerable: true,
  26425. configurable: true
  26426. });
  26427. Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
  26428. get: function () {
  26429. return this._buttonLeftStick;
  26430. },
  26431. set: function (value) {
  26432. this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, 8 /* LeftStick */);
  26433. },
  26434. enumerable: true,
  26435. configurable: true
  26436. });
  26437. Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
  26438. get: function () {
  26439. return this._buttonRightStick;
  26440. },
  26441. set: function (value) {
  26442. this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, 9 /* RightStick */);
  26443. },
  26444. enumerable: true,
  26445. configurable: true
  26446. });
  26447. Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
  26448. get: function () {
  26449. return this._dPadUp;
  26450. },
  26451. set: function (value) {
  26452. this._dPadUp = this._setDPadValue(value, this._dPadUp, 0 /* Up */);
  26453. },
  26454. enumerable: true,
  26455. configurable: true
  26456. });
  26457. Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
  26458. get: function () {
  26459. return this._dPadDown;
  26460. },
  26461. set: function (value) {
  26462. this._dPadDown = this._setDPadValue(value, this._dPadDown, 1 /* Down */);
  26463. },
  26464. enumerable: true,
  26465. configurable: true
  26466. });
  26467. Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
  26468. get: function () {
  26469. return this._dPadLeft;
  26470. },
  26471. set: function (value) {
  26472. this._dPadLeft = this._setDPadValue(value, this._dPadLeft, 2 /* Left */);
  26473. },
  26474. enumerable: true,
  26475. configurable: true
  26476. });
  26477. Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
  26478. get: function () {
  26479. return this._dPadRight;
  26480. },
  26481. set: function (value) {
  26482. this._dPadRight = this._setDPadValue(value, this._dPadRight, 3 /* Right */);
  26483. },
  26484. enumerable: true,
  26485. configurable: true
  26486. });
  26487. Xbox360Pad.prototype.update = function () {
  26488. _super.prototype.update.call(this);
  26489. this.buttonA = this.browserGamepad.buttons[0].value;
  26490. this.buttonB = this.browserGamepad.buttons[1].value;
  26491. this.buttonX = this.browserGamepad.buttons[2].value;
  26492. this.buttonY = this.browserGamepad.buttons[3].value;
  26493. this.buttonLB = this.browserGamepad.buttons[4].value;
  26494. this.buttonRB = this.browserGamepad.buttons[5].value;
  26495. this.leftTrigger = this.browserGamepad.buttons[6].value;
  26496. this.rightTrigger = this.browserGamepad.buttons[7].value;
  26497. this.buttonBack = this.browserGamepad.buttons[8].value;
  26498. this.buttonStart = this.browserGamepad.buttons[9].value;
  26499. this.buttonLeftStick = this.browserGamepad.buttons[10].value;
  26500. this.buttonRightStick = this.browserGamepad.buttons[11].value;
  26501. this.dPadUp = this.browserGamepad.buttons[12].value;
  26502. this.dPadDown = this.browserGamepad.buttons[13].value;
  26503. this.dPadLeft = this.browserGamepad.buttons[14].value;
  26504. this.dPadRight = this.browserGamepad.buttons[15].value;
  26505. };
  26506. return Xbox360Pad;
  26507. })(Gamepad);
  26508. BABYLON.Xbox360Pad = Xbox360Pad;
  26509. })(BABYLON || (BABYLON = {}));
  26510. //# sourceMappingURL=babylon.gamepads.js.map
  26511. var BABYLON;
  26512. (function (BABYLON) {
  26513. // We're mainly based on the logic defined into the FreeCamera code
  26514. var GamepadCamera = (function (_super) {
  26515. __extends(GamepadCamera, _super);
  26516. function GamepadCamera(name, position, scene) {
  26517. var _this = this;
  26518. _super.call(this, name, position, scene);
  26519. this.angularSensibility = 200;
  26520. this.moveSensibility = 75;
  26521. this._gamepads = new BABYLON.Gamepads(function (gamepad) {
  26522. _this._onNewGameConnected(gamepad);
  26523. });
  26524. }
  26525. GamepadCamera.prototype._onNewGameConnected = function (gamepad) {
  26526. // Only the first gamepad can control the camera
  26527. if (gamepad.index === 0) {
  26528. this._gamepad = gamepad;
  26529. }
  26530. };
  26531. GamepadCamera.prototype._checkInputs = function () {
  26532. if (!this._gamepad) {
  26533. return;
  26534. }
  26535. var LSValues = this._gamepad.leftStick;
  26536. var normalizedLX = LSValues.x / this.moveSensibility;
  26537. var normalizedLY = LSValues.y / this.moveSensibility;
  26538. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  26539. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  26540. var RSValues = this._gamepad.rightStick;
  26541. var normalizedRX = RSValues.x / this.angularSensibility;
  26542. var normalizedRY = RSValues.y / this.angularSensibility;
  26543. RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
  26544. RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
  26545. ;
  26546. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(this.rotation.y, this.rotation.x, 0);
  26547. var speed = this._computeLocalCameraSpeed() * 50.0;
  26548. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(LSValues.x * speed, 0, -LSValues.y * speed), cameraTransform);
  26549. this.cameraDirection = this.cameraDirection.add(deltaTransform);
  26550. this.cameraRotation = this.cameraRotation.add(new BABYLON.Vector2(RSValues.y, RSValues.x));
  26551. };
  26552. GamepadCamera.prototype.dispose = function () {
  26553. this._gamepads.dispose();
  26554. _super.prototype.dispose.call(this);
  26555. };
  26556. return GamepadCamera;
  26557. })(BABYLON.FreeCamera);
  26558. BABYLON.GamepadCamera = GamepadCamera;
  26559. })(BABYLON || (BABYLON = {}));
  26560. //# sourceMappingURL=babylon.gamepadCamera.js.map
  26561. var BABYLON;
  26562. (function (BABYLON) {
  26563. var LinesMesh = (function (_super) {
  26564. __extends(LinesMesh, _super);
  26565. function LinesMesh(name, scene, updatable) {
  26566. if (updatable === void 0) { updatable = false; }
  26567. _super.call(this, name, scene);
  26568. this.color = new BABYLON.Color3(1, 1, 1);
  26569. this.alpha = 1;
  26570. this._indices = new Array();
  26571. this._colorShader = new BABYLON.ShaderMaterial("colorShader", scene, "color", {
  26572. attributes: ["position"],
  26573. uniforms: ["worldViewProjection", "color"],
  26574. needAlphaBlending: true
  26575. });
  26576. }
  26577. Object.defineProperty(LinesMesh.prototype, "material", {
  26578. get: function () {
  26579. return this._colorShader;
  26580. },
  26581. enumerable: true,
  26582. configurable: true
  26583. });
  26584. Object.defineProperty(LinesMesh.prototype, "isPickable", {
  26585. get: function () {
  26586. return false;
  26587. },
  26588. enumerable: true,
  26589. configurable: true
  26590. });
  26591. Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
  26592. get: function () {
  26593. return false;
  26594. },
  26595. enumerable: true,
  26596. configurable: true
  26597. });
  26598. LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {
  26599. var engine = this.getScene().getEngine();
  26600. var indexToBind = this._geometry.getIndexBuffer();
  26601. // VBOs
  26602. engine.bindBuffers(this._geometry.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).getBuffer(), indexToBind, [3], 3 * 4, this._colorShader.getEffect());
  26603. // Color
  26604. this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
  26605. };
  26606. LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  26607. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  26608. return;
  26609. }
  26610. var engine = this.getScene().getEngine();
  26611. // Draw order
  26612. engine.draw(false, subMesh.indexStart, subMesh.indexCount);
  26613. };
  26614. LinesMesh.prototype.intersects = function (ray, fastCheck) {
  26615. return null;
  26616. };
  26617. LinesMesh.prototype.dispose = function (doNotRecurse) {
  26618. this._colorShader.dispose();
  26619. _super.prototype.dispose.call(this, doNotRecurse);
  26620. };
  26621. return LinesMesh;
  26622. })(BABYLON.Mesh);
  26623. BABYLON.LinesMesh = LinesMesh;
  26624. })(BABYLON || (BABYLON = {}));
  26625. //# sourceMappingURL=babylon.linesMesh.js.mapvar BABYLON;
  26626. (function (BABYLON) {
  26627. var OutlineRenderer = (function () {
  26628. function OutlineRenderer(scene) {
  26629. this._scene = scene;
  26630. }
  26631. OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) {
  26632. var _this = this;
  26633. if (useOverlay === void 0) { useOverlay = false; }
  26634. var scene = this._scene;
  26635. var engine = this._scene.getEngine();
  26636. var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  26637. if (!this.isReady(subMesh, hardwareInstancedRendering)) {
  26638. return;
  26639. }
  26640. var mesh = subMesh.getRenderingMesh();
  26641. var material = subMesh.getMaterial();
  26642. engine.enableEffect(this._effect);
  26643. this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth);
  26644. this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : 1.0);
  26645. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  26646. // Bones
  26647. if (mesh.useBones) {
  26648. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  26649. }
  26650. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  26651. // Alpha test
  26652. if (material && material.needAlphaTesting()) {
  26653. var alphaTexture = material.getAlphaTestTexture();
  26654. this._effect.setTexture("diffuseSampler", alphaTexture);
  26655. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  26656. }
  26657. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) {
  26658. _this._effect.setMatrix("world", world);
  26659. });
  26660. };
  26661. OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
  26662. var defines = [];
  26663. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  26664. var mesh = subMesh.getMesh();
  26665. var material = subMesh.getMaterial();
  26666. // Alpha test
  26667. if (material && material.needAlphaTesting()) {
  26668. defines.push("#define ALPHATEST");
  26669. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  26670. attribs.push(BABYLON.VertexBuffer.UVKind);
  26671. defines.push("#define UV1");
  26672. }
  26673. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  26674. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  26675. defines.push("#define UV2");
  26676. }
  26677. }
  26678. // Bones
  26679. if (mesh.useBones) {
  26680. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  26681. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  26682. defines.push("#define BONES");
  26683. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  26684. }
  26685. // Instances
  26686. if (useInstances) {
  26687. defines.push("#define INSTANCES");
  26688. attribs.push("world0");
  26689. attribs.push("world1");
  26690. attribs.push("world2");
  26691. attribs.push("world3");
  26692. }
  26693. // Get correct effect
  26694. var join = defines.join("\n");
  26695. if (this._cachedDefines !== join) {
  26696. this._cachedDefines = join;
  26697. this._effect = this._scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color"], ["diffuseSampler"], join);
  26698. }
  26699. return this._effect.isReady();
  26700. };
  26701. return OutlineRenderer;
  26702. })();
  26703. BABYLON.OutlineRenderer = OutlineRenderer;
  26704. })(BABYLON || (BABYLON = {}));
  26705. //# sourceMappingURL=babylon.outlineRenderer.js.mapvar BABYLON;
  26706. (function (BABYLON) {
  26707. var MeshAssetTask = (function () {
  26708. function MeshAssetTask(name, meshesNames, rootUrl, sceneFilename) {
  26709. this.name = name;
  26710. this.meshesNames = meshesNames;
  26711. this.rootUrl = rootUrl;
  26712. this.sceneFilename = sceneFilename;
  26713. this.isCompleted = false;
  26714. }
  26715. MeshAssetTask.prototype.run = function (scene, onSuccess, onError) {
  26716. var _this = this;
  26717. BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
  26718. _this.loadedMeshes = meshes;
  26719. _this.loadedParticleSystems = particleSystems;
  26720. _this.loadedSkeletons = skeletons;
  26721. _this.isCompleted = true;
  26722. if (_this.onSuccess) {
  26723. _this.onSuccess(_this);
  26724. }
  26725. onSuccess();
  26726. }, null, function () {
  26727. if (_this.onError) {
  26728. _this.onError(_this);
  26729. }
  26730. onError();
  26731. });
  26732. };
  26733. return MeshAssetTask;
  26734. })();
  26735. BABYLON.MeshAssetTask = MeshAssetTask;
  26736. var TextFileAssetTask = (function () {
  26737. function TextFileAssetTask(name, url) {
  26738. this.name = name;
  26739. this.url = url;
  26740. this.isCompleted = false;
  26741. }
  26742. TextFileAssetTask.prototype.run = function (scene, onSuccess, onError) {
  26743. var _this = this;
  26744. BABYLON.Tools.LoadFile(this.url, function (data) {
  26745. _this.text = data;
  26746. _this.isCompleted = true;
  26747. if (_this.onSuccess) {
  26748. _this.onSuccess(_this);
  26749. }
  26750. onSuccess();
  26751. }, null, scene.database, false, function () {
  26752. if (_this.onError) {
  26753. _this.onError(_this);
  26754. }
  26755. onError();
  26756. });
  26757. };
  26758. return TextFileAssetTask;
  26759. })();
  26760. BABYLON.TextFileAssetTask = TextFileAssetTask;
  26761. var BinaryFileAssetTask = (function () {
  26762. function BinaryFileAssetTask(name, url) {
  26763. this.name = name;
  26764. this.url = url;
  26765. this.isCompleted = false;
  26766. }
  26767. BinaryFileAssetTask.prototype.run = function (scene, onSuccess, onError) {
  26768. var _this = this;
  26769. BABYLON.Tools.LoadFile(this.url, function (data) {
  26770. _this.data = data;
  26771. _this.isCompleted = true;
  26772. if (_this.onSuccess) {
  26773. _this.onSuccess(_this);
  26774. }
  26775. onSuccess();
  26776. }, null, scene.database, true, function () {
  26777. if (_this.onError) {
  26778. _this.onError(_this);
  26779. }
  26780. onError();
  26781. });
  26782. };
  26783. return BinaryFileAssetTask;
  26784. })();
  26785. BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
  26786. var ImageAssetTask = (function () {
  26787. function ImageAssetTask(name, url) {
  26788. this.name = name;
  26789. this.url = url;
  26790. this.isCompleted = false;
  26791. }
  26792. ImageAssetTask.prototype.run = function (scene, onSuccess, onError) {
  26793. var _this = this;
  26794. var img = new Image();
  26795. img.onload = function () {
  26796. _this.image = img;
  26797. _this.isCompleted = true;
  26798. if (_this.onSuccess) {
  26799. _this.onSuccess(_this);
  26800. }
  26801. onSuccess();
  26802. };
  26803. img.onerror = function () {
  26804. if (_this.onError) {
  26805. _this.onError(_this);
  26806. }
  26807. onError();
  26808. };
  26809. img.src = this.url;
  26810. };
  26811. return ImageAssetTask;
  26812. })();
  26813. BABYLON.ImageAssetTask = ImageAssetTask;
  26814. var TextureAssetTask = (function () {
  26815. function TextureAssetTask(name, url, noMipmap, invertY, samplingMode) {
  26816. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  26817. this.name = name;
  26818. this.url = url;
  26819. this.noMipmap = noMipmap;
  26820. this.invertY = invertY;
  26821. this.samplingMode = samplingMode;
  26822. this.isCompleted = false;
  26823. }
  26824. TextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
  26825. var _this = this;
  26826. var onload = function () {
  26827. _this.isCompleted = true;
  26828. if (_this.onSuccess) {
  26829. _this.onSuccess(_this);
  26830. }
  26831. onSuccess();
  26832. };
  26833. var onerror = function () {
  26834. if (_this.onError) {
  26835. _this.onError(_this);
  26836. }
  26837. onError();
  26838. };
  26839. this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onError);
  26840. };
  26841. return TextureAssetTask;
  26842. })();
  26843. BABYLON.TextureAssetTask = TextureAssetTask;
  26844. var AssetsManager = (function () {
  26845. function AssetsManager(scene) {
  26846. this._tasks = new Array();
  26847. this._waitingTasksCount = 0;
  26848. this.useDefaultLoadingScreen = true;
  26849. this._scene = scene;
  26850. }
  26851. AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
  26852. var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
  26853. this._tasks.push(task);
  26854. return task;
  26855. };
  26856. AssetsManager.prototype.addTextFileTask = function (taskName, url) {
  26857. var task = new TextFileAssetTask(taskName, url);
  26858. this._tasks.push(task);
  26859. return task;
  26860. };
  26861. AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
  26862. var task = new BinaryFileAssetTask(taskName, url);
  26863. this._tasks.push(task);
  26864. return task;
  26865. };
  26866. AssetsManager.prototype.addImageTask = function (taskName, url) {
  26867. var task = new ImageAssetTask(taskName, url);
  26868. this._tasks.push(task);
  26869. return task;
  26870. };
  26871. AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
  26872. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  26873. var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
  26874. this._tasks.push(task);
  26875. return task;
  26876. };
  26877. AssetsManager.prototype._decreaseWaitingTasksCount = function () {
  26878. this._waitingTasksCount--;
  26879. if (this._waitingTasksCount === 0) {
  26880. if (this.onFinish) {
  26881. this.onFinish(this._tasks);
  26882. }
  26883. this._scene.getEngine().hideLoadingUI();
  26884. }
  26885. };
  26886. AssetsManager.prototype._runTask = function (task) {
  26887. var _this = this;
  26888. task.run(this._scene, function () {
  26889. if (_this.onTaskSuccess) {
  26890. _this.onTaskSuccess(task);
  26891. }
  26892. _this._decreaseWaitingTasksCount();
  26893. }, function () {
  26894. if (_this.onTaskError) {
  26895. _this.onTaskError(task);
  26896. }
  26897. _this._decreaseWaitingTasksCount();
  26898. });
  26899. };
  26900. AssetsManager.prototype.reset = function () {
  26901. this._tasks = new Array();
  26902. return this;
  26903. };
  26904. AssetsManager.prototype.load = function () {
  26905. this._waitingTasksCount = this._tasks.length;
  26906. if (this._waitingTasksCount === 0) {
  26907. if (this.onFinish) {
  26908. this.onFinish(this._tasks);
  26909. }
  26910. return this;
  26911. }
  26912. if (this.useDefaultLoadingScreen) {
  26913. this._scene.getEngine().displayLoadingUI();
  26914. }
  26915. for (var index = 0; index < this._tasks.length; index++) {
  26916. var task = this._tasks[index];
  26917. this._runTask(task);
  26918. }
  26919. return this;
  26920. };
  26921. return AssetsManager;
  26922. })();
  26923. BABYLON.AssetsManager = AssetsManager;
  26924. })(BABYLON || (BABYLON = {}));
  26925. //# sourceMappingURL=babylon.assetsManager.js.map
  26926. var BABYLON;
  26927. (function (BABYLON) {
  26928. var VRDeviceOrientationCamera = (function (_super) {
  26929. __extends(VRDeviceOrientationCamera, _super);
  26930. function VRDeviceOrientationCamera(name, position, scene) {
  26931. _super.call(this, name, position, scene);
  26932. this._alpha = 0;
  26933. this._beta = 0;
  26934. this._gamma = 0;
  26935. }
  26936. VRDeviceOrientationCamera.prototype._onOrientationEvent = function (evt) {
  26937. this._alpha = +evt.alpha | 0;
  26938. this._beta = +evt.beta | 0;
  26939. this._gamma = +evt.gamma | 0;
  26940. if (this._gamma < 0) {
  26941. this._gamma = 90 + this._gamma;
  26942. }
  26943. else {
  26944. // Incline it in the correct angle.
  26945. this._gamma = 270 - this._gamma;
  26946. }
  26947. this.rotation.x = this._gamma / 180.0 * Math.PI;
  26948. this.rotation.y = -this._alpha / 180.0 * Math.PI;
  26949. this.rotation.z = this._beta / 180.0 * Math.PI;
  26950. };
  26951. return VRDeviceOrientationCamera;
  26952. })(BABYLON.OculusCamera);
  26953. BABYLON.VRDeviceOrientationCamera = VRDeviceOrientationCamera;
  26954. })(BABYLON || (BABYLON = {}));
  26955. //# sourceMappingURL=babylon.vrDeviceOrientationCamera.js.map
  26956. var BABYLON;
  26957. (function (BABYLON) {
  26958. var WebVRCamera = (function (_super) {
  26959. __extends(WebVRCamera, _super);
  26960. function WebVRCamera(name, position, scene) {
  26961. _super.call(this, name, position, scene);
  26962. this._hmdDevice = null;
  26963. this._sensorDevice = null;
  26964. this._cacheState = null;
  26965. this._cacheQuaternion = new BABYLON.Quaternion();
  26966. this._cacheRotation = BABYLON.Vector3.Zero();
  26967. this._vrEnabled = false;
  26968. this._getWebVRDevices = this._getWebVRDevices.bind(this);
  26969. }
  26970. WebVRCamera.prototype._getWebVRDevices = function (devices) {
  26971. var size = devices.length;
  26972. var i = 0;
  26973. // Reset devices.
  26974. this._sensorDevice = null;
  26975. this._hmdDevice = null;
  26976. while (i < size && this._hmdDevice === null) {
  26977. if (devices[i] instanceof HMDVRDevice) {
  26978. this._hmdDevice = devices[i];
  26979. }
  26980. i++;
  26981. }
  26982. i = 0;
  26983. while (i < size && this._sensorDevice === null) {
  26984. if (devices[i] instanceof PositionSensorVRDevice && (!this._hmdDevice || devices[i].hardwareUnitId === this._hmdDevice.hardwareUnitId)) {
  26985. this._sensorDevice = devices[i];
  26986. }
  26987. i++;
  26988. }
  26989. this._vrEnabled = this._sensorDevice && this._hmdDevice ? true : false;
  26990. };
  26991. WebVRCamera.prototype._update = function () {
  26992. if (this._vrEnabled) {
  26993. this._cacheState = this._sensorDevice.getState();
  26994. this._cacheQuaternion.copyFromFloats(this._cacheState.orientation.x, this._cacheState.orientation.y, this._cacheState.orientation.z, this._cacheState.orientation.w);
  26995. this._cacheQuaternion.toEulerAnglesToRef(this._cacheRotation);
  26996. this.rotation.x = -this._cacheRotation.z;
  26997. this.rotation.y = -this._cacheRotation.y;
  26998. this.rotation.z = this._cacheRotation.x;
  26999. }
  27000. _super.prototype._update.call(this);
  27001. };
  27002. WebVRCamera.prototype.attachControl = function (element, noPreventDefault) {
  27003. _super.prototype.attachControl.call(this, element, noPreventDefault);
  27004. if (navigator.getVRDevices) {
  27005. navigator.getVRDevices().then(this._getWebVRDevices);
  27006. }
  27007. else if (navigator.mozGetVRDevices) {
  27008. navigator.mozGetVRDevices(this._getWebVRDevices);
  27009. }
  27010. };
  27011. WebVRCamera.prototype.detachControl = function (element) {
  27012. _super.prototype.detachControl.call(this, element);
  27013. this._vrEnabled = false;
  27014. };
  27015. return WebVRCamera;
  27016. })(BABYLON.OculusCamera);
  27017. BABYLON.WebVRCamera = WebVRCamera;
  27018. })(BABYLON || (BABYLON = {}));
  27019. //# sourceMappingURL=babylon.webVRCamera.js.map
  27020. var BABYLON;
  27021. (function (BABYLON) {
  27022. // Standard optimizations
  27023. var SceneOptimization = (function () {
  27024. function SceneOptimization(priority) {
  27025. if (priority === void 0) { priority = 0; }
  27026. this.priority = priority;
  27027. this.apply = function (scene) {
  27028. return true; // Return true if everything that can be done was applied
  27029. };
  27030. }
  27031. return SceneOptimization;
  27032. })();
  27033. BABYLON.SceneOptimization = SceneOptimization;
  27034. var TextureOptimization = (function (_super) {
  27035. __extends(TextureOptimization, _super);
  27036. function TextureOptimization(priority, maximumSize) {
  27037. var _this = this;
  27038. if (priority === void 0) { priority = 0; }
  27039. if (maximumSize === void 0) { maximumSize = 1024; }
  27040. _super.call(this, priority);
  27041. this.priority = priority;
  27042. this.maximumSize = maximumSize;
  27043. this.apply = function (scene) {
  27044. var allDone = true;
  27045. for (var index = 0; index < scene.textures.length; index++) {
  27046. var texture = scene.textures[index];
  27047. if (!texture.canRescale) {
  27048. continue;
  27049. }
  27050. var currentSize = texture.getSize();
  27051. var maxDimension = Math.max(currentSize.width, currentSize.height);
  27052. if (maxDimension > _this.maximumSize) {
  27053. texture.scale(0.5);
  27054. allDone = false;
  27055. }
  27056. }
  27057. return allDone;
  27058. };
  27059. }
  27060. return TextureOptimization;
  27061. })(SceneOptimization);
  27062. BABYLON.TextureOptimization = TextureOptimization;
  27063. var HardwareScalingOptimization = (function (_super) {
  27064. __extends(HardwareScalingOptimization, _super);
  27065. function HardwareScalingOptimization(priority, maximumScale) {
  27066. var _this = this;
  27067. if (priority === void 0) { priority = 0; }
  27068. if (maximumScale === void 0) { maximumScale = 2; }
  27069. _super.call(this, priority);
  27070. this.priority = priority;
  27071. this.maximumScale = maximumScale;
  27072. this._currentScale = 1;
  27073. this.apply = function (scene) {
  27074. _this._currentScale++;
  27075. scene.getEngine().setHardwareScalingLevel(_this._currentScale);
  27076. return _this._currentScale >= _this.maximumScale;
  27077. };
  27078. }
  27079. return HardwareScalingOptimization;
  27080. })(SceneOptimization);
  27081. BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
  27082. var ShadowsOptimization = (function (_super) {
  27083. __extends(ShadowsOptimization, _super);
  27084. function ShadowsOptimization() {
  27085. _super.apply(this, arguments);
  27086. this.apply = function (scene) {
  27087. scene.shadowsEnabled = false;
  27088. return true;
  27089. };
  27090. }
  27091. return ShadowsOptimization;
  27092. })(SceneOptimization);
  27093. BABYLON.ShadowsOptimization = ShadowsOptimization;
  27094. var PostProcessesOptimization = (function (_super) {
  27095. __extends(PostProcessesOptimization, _super);
  27096. function PostProcessesOptimization() {
  27097. _super.apply(this, arguments);
  27098. this.apply = function (scene) {
  27099. scene.postProcessesEnabled = false;
  27100. return true;
  27101. };
  27102. }
  27103. return PostProcessesOptimization;
  27104. })(SceneOptimization);
  27105. BABYLON.PostProcessesOptimization = PostProcessesOptimization;
  27106. var LensFlaresOptimization = (function (_super) {
  27107. __extends(LensFlaresOptimization, _super);
  27108. function LensFlaresOptimization() {
  27109. _super.apply(this, arguments);
  27110. this.apply = function (scene) {
  27111. scene.lensFlaresEnabled = false;
  27112. return true;
  27113. };
  27114. }
  27115. return LensFlaresOptimization;
  27116. })(SceneOptimization);
  27117. BABYLON.LensFlaresOptimization = LensFlaresOptimization;
  27118. var ParticlesOptimization = (function (_super) {
  27119. __extends(ParticlesOptimization, _super);
  27120. function ParticlesOptimization() {
  27121. _super.apply(this, arguments);
  27122. this.apply = function (scene) {
  27123. scene.particlesEnabled = false;
  27124. return true;
  27125. };
  27126. }
  27127. return ParticlesOptimization;
  27128. })(SceneOptimization);
  27129. BABYLON.ParticlesOptimization = ParticlesOptimization;
  27130. var RenderTargetsOptimization = (function (_super) {
  27131. __extends(RenderTargetsOptimization, _super);
  27132. function RenderTargetsOptimization() {
  27133. _super.apply(this, arguments);
  27134. this.apply = function (scene) {
  27135. scene.renderTargetsEnabled = false;
  27136. return true;
  27137. };
  27138. }
  27139. return RenderTargetsOptimization;
  27140. })(SceneOptimization);
  27141. BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
  27142. var MergeMeshesOptimization = (function (_super) {
  27143. __extends(MergeMeshesOptimization, _super);
  27144. function MergeMeshesOptimization() {
  27145. var _this = this;
  27146. _super.apply(this, arguments);
  27147. this._canBeMerged = function (abstractMesh) {
  27148. if (!(abstractMesh instanceof BABYLON.Mesh)) {
  27149. return false;
  27150. }
  27151. var mesh = abstractMesh;
  27152. if (!mesh.isVisible || !mesh.isEnabled()) {
  27153. return false;
  27154. }
  27155. if (mesh.instances.length > 0) {
  27156. return false;
  27157. }
  27158. if (mesh.skeleton || mesh.hasLODLevels) {
  27159. return false;
  27160. }
  27161. return true;
  27162. };
  27163. this.apply = function (scene) {
  27164. var globalPool = scene.meshes.slice(0);
  27165. var globalLength = globalPool.length;
  27166. for (var index = 0; index < globalLength; index++) {
  27167. var currentPool = new Array();
  27168. var current = globalPool[index];
  27169. // Checks
  27170. if (!_this._canBeMerged(current)) {
  27171. continue;
  27172. }
  27173. currentPool.push(current);
  27174. for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
  27175. var otherMesh = globalPool[subIndex];
  27176. if (!_this._canBeMerged(otherMesh)) {
  27177. continue;
  27178. }
  27179. if (otherMesh.material !== current.material) {
  27180. continue;
  27181. }
  27182. if (otherMesh.checkCollisions !== current.checkCollisions) {
  27183. continue;
  27184. }
  27185. currentPool.push(otherMesh);
  27186. globalLength--;
  27187. globalPool.splice(subIndex, 1);
  27188. subIndex--;
  27189. }
  27190. if (currentPool.length < 2) {
  27191. continue;
  27192. }
  27193. // Merge meshes
  27194. BABYLON.Mesh.MergeMeshes(currentPool);
  27195. }
  27196. return true;
  27197. };
  27198. }
  27199. return MergeMeshesOptimization;
  27200. })(SceneOptimization);
  27201. BABYLON.MergeMeshesOptimization = MergeMeshesOptimization;
  27202. // Options
  27203. var SceneOptimizerOptions = (function () {
  27204. function SceneOptimizerOptions(targetFrameRate, trackerDuration) {
  27205. if (targetFrameRate === void 0) { targetFrameRate = 60; }
  27206. if (trackerDuration === void 0) { trackerDuration = 2000; }
  27207. this.targetFrameRate = targetFrameRate;
  27208. this.trackerDuration = trackerDuration;
  27209. this.optimizations = new Array();
  27210. }
  27211. SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
  27212. var result = new SceneOptimizerOptions(targetFrameRate);
  27213. var priority = 0;
  27214. result.optimizations.push(new MergeMeshesOptimization(priority));
  27215. result.optimizations.push(new ShadowsOptimization(priority));
  27216. result.optimizations.push(new LensFlaresOptimization(priority));
  27217. // Next priority
  27218. priority++;
  27219. result.optimizations.push(new PostProcessesOptimization(priority));
  27220. result.optimizations.push(new ParticlesOptimization(priority));
  27221. // Next priority
  27222. priority++;
  27223. result.optimizations.push(new TextureOptimization(priority, 1024));
  27224. return result;
  27225. };
  27226. SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
  27227. var result = new SceneOptimizerOptions(targetFrameRate);
  27228. var priority = 0;
  27229. result.optimizations.push(new MergeMeshesOptimization(priority));
  27230. result.optimizations.push(new ShadowsOptimization(priority));
  27231. result.optimizations.push(new LensFlaresOptimization(priority));
  27232. // Next priority
  27233. priority++;
  27234. result.optimizations.push(new PostProcessesOptimization(priority));
  27235. result.optimizations.push(new ParticlesOptimization(priority));
  27236. // Next priority
  27237. priority++;
  27238. result.optimizations.push(new TextureOptimization(priority, 512));
  27239. // Next priority
  27240. priority++;
  27241. result.optimizations.push(new RenderTargetsOptimization(priority));
  27242. // Next priority
  27243. priority++;
  27244. result.optimizations.push(new HardwareScalingOptimization(priority, 2));
  27245. return result;
  27246. };
  27247. SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
  27248. var result = new SceneOptimizerOptions(targetFrameRate);
  27249. var priority = 0;
  27250. result.optimizations.push(new MergeMeshesOptimization(priority));
  27251. result.optimizations.push(new ShadowsOptimization(priority));
  27252. result.optimizations.push(new LensFlaresOptimization(priority));
  27253. // Next priority
  27254. priority++;
  27255. result.optimizations.push(new PostProcessesOptimization(priority));
  27256. result.optimizations.push(new ParticlesOptimization(priority));
  27257. // Next priority
  27258. priority++;
  27259. result.optimizations.push(new TextureOptimization(priority, 256));
  27260. // Next priority
  27261. priority++;
  27262. result.optimizations.push(new RenderTargetsOptimization(priority));
  27263. // Next priority
  27264. priority++;
  27265. result.optimizations.push(new HardwareScalingOptimization(priority, 4));
  27266. return result;
  27267. };
  27268. return SceneOptimizerOptions;
  27269. })();
  27270. BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
  27271. // Scene optimizer tool
  27272. var SceneOptimizer = (function () {
  27273. function SceneOptimizer() {
  27274. }
  27275. SceneOptimizer._CheckCurrentState = function (scene, options, currentPriorityLevel, onSuccess, onFailure) {
  27276. // TODO: add an epsilon
  27277. if (scene.getEngine().getFps() >= options.targetFrameRate) {
  27278. if (onSuccess) {
  27279. onSuccess();
  27280. }
  27281. return;
  27282. }
  27283. // Apply current level of optimizations
  27284. var allDone = true;
  27285. var noOptimizationApplied = true;
  27286. for (var index = 0; index < options.optimizations.length; index++) {
  27287. var optimization = options.optimizations[index];
  27288. if (optimization.priority === currentPriorityLevel) {
  27289. noOptimizationApplied = false;
  27290. allDone = allDone && optimization.apply(scene);
  27291. }
  27292. }
  27293. // If no optimization was applied, this is a failure :(
  27294. if (noOptimizationApplied) {
  27295. if (onFailure) {
  27296. onFailure();
  27297. }
  27298. return;
  27299. }
  27300. // If all optimizations were done, move to next level
  27301. if (allDone) {
  27302. currentPriorityLevel++;
  27303. }
  27304. // Let's the system running for a specific amount of time before checking FPS
  27305. scene.executeWhenReady(function () {
  27306. setTimeout(function () {
  27307. SceneOptimizer._CheckCurrentState(scene, options, currentPriorityLevel, onSuccess, onFailure);
  27308. }, options.trackerDuration);
  27309. });
  27310. };
  27311. SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
  27312. if (!options) {
  27313. options = SceneOptimizerOptions.ModerateDegradationAllowed();
  27314. }
  27315. // Let's the system running for a specific amount of time before checking FPS
  27316. scene.executeWhenReady(function () {
  27317. setTimeout(function () {
  27318. SceneOptimizer._CheckCurrentState(scene, options, 0, onSuccess, onFailure);
  27319. }, options.trackerDuration);
  27320. });
  27321. };
  27322. return SceneOptimizer;
  27323. })();
  27324. BABYLON.SceneOptimizer = SceneOptimizer;
  27325. })(BABYLON || (BABYLON = {}));
  27326. //# sourceMappingURL=babylon.sceneOptimizer.js.mapvar BABYLON;
  27327. (function (BABYLON) {
  27328. var Internals;
  27329. (function (Internals) {
  27330. var MeshLODLevel = (function () {
  27331. function MeshLODLevel(distance, mesh) {
  27332. this.distance = distance;
  27333. this.mesh = mesh;
  27334. }
  27335. return MeshLODLevel;
  27336. })();
  27337. Internals.MeshLODLevel = MeshLODLevel;
  27338. })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
  27339. })(BABYLON || (BABYLON = {}));
  27340. //# sourceMappingURL=babylon.meshLODLevel.js.mapvar BABYLON;
  27341. (function (BABYLON) {
  27342. var AudioEngine = (function () {
  27343. function AudioEngine() {
  27344. this._audioContext = null;
  27345. this._audioContextInitialized = false;
  27346. this.canUseWebAudio = false;
  27347. this.WarnedWebAudioUnsupported = false;
  27348. if (typeof AudioContext !== 'undefined' || typeof webkitAudioContext !== 'undefined') {
  27349. window.AudioContext = window.AudioContext || window.webkitAudioContext;
  27350. this.canUseWebAudio = true;
  27351. }
  27352. }
  27353. Object.defineProperty(AudioEngine.prototype, "audioContext", {
  27354. get: function () {
  27355. if (!this._audioContextInitialized) {
  27356. this._initializeAudioContext();
  27357. }
  27358. return this._audioContext;
  27359. },
  27360. enumerable: true,
  27361. configurable: true
  27362. });
  27363. AudioEngine.prototype._initializeAudioContext = function () {
  27364. try {
  27365. if (this.canUseWebAudio) {
  27366. this._audioContext = new AudioContext();
  27367. // create a global volume gain node
  27368. this.masterGain = this._audioContext.createGain();
  27369. this.masterGain.gain.value = 1;
  27370. this.masterGain.connect(this._audioContext.destination);
  27371. this._audioContextInitialized = true;
  27372. }
  27373. }
  27374. catch (e) {
  27375. this.canUseWebAudio = false;
  27376. BABYLON.Tools.Error("Web Audio: " + e.message);
  27377. }
  27378. };
  27379. AudioEngine.prototype.dispose = function () {
  27380. if (this.canUseWebAudio && this._audioContextInitialized) {
  27381. if (this._connectedAnalyser) {
  27382. this._connectedAnalyser.stopDebugCanvas();
  27383. this._connectedAnalyser.dispose();
  27384. this.masterGain.disconnect();
  27385. this.masterGain.connect(this._audioContext.destination);
  27386. this._connectedAnalyser = null;
  27387. }
  27388. this.masterGain.gain.value = 1;
  27389. }
  27390. this.WarnedWebAudioUnsupported = false;
  27391. };
  27392. AudioEngine.prototype.getGlobalVolume = function () {
  27393. if (this.canUseWebAudio && this._audioContextInitialized) {
  27394. return this.masterGain.gain.value;
  27395. }
  27396. else {
  27397. return -1;
  27398. }
  27399. };
  27400. AudioEngine.prototype.setGlobalVolume = function (newVolume) {
  27401. if (this.canUseWebAudio && this._audioContextInitialized) {
  27402. this.masterGain.gain.value = newVolume;
  27403. }
  27404. };
  27405. AudioEngine.prototype.connectToAnalyser = function (analyser) {
  27406. if (this._connectedAnalyser) {
  27407. this._connectedAnalyser.stopDebugCanvas();
  27408. }
  27409. if (this.canUseWebAudio && this._audioContextInitialized) {
  27410. this._connectedAnalyser = analyser;
  27411. this.masterGain.disconnect();
  27412. this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);
  27413. }
  27414. };
  27415. return AudioEngine;
  27416. })();
  27417. BABYLON.AudioEngine = AudioEngine;
  27418. })(BABYLON || (BABYLON = {}));
  27419. //# sourceMappingURL=babylon.audioEngine.js.mapvar BABYLON;
  27420. (function (BABYLON) {
  27421. var Sound = (function () {
  27422. /**
  27423. * Create a sound and attach it to a scene
  27424. * @param name Name of your sound
  27425. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
  27426. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  27427. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel
  27428. */
  27429. function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) {
  27430. var _this = this;
  27431. this.autoplay = false;
  27432. this.loop = false;
  27433. this.useCustomAttenuation = false;
  27434. this.spatialSound = false;
  27435. this.refDistance = 1;
  27436. this.rolloffFactor = 1;
  27437. this.maxDistance = 100;
  27438. this.distanceModel = "linear";
  27439. this._panningModel = "equalpower";
  27440. this._playbackRate = 1;
  27441. this._startTime = 0;
  27442. this._startOffset = 0;
  27443. this._position = BABYLON.Vector3.Zero();
  27444. this._localDirection = new BABYLON.Vector3(1, 0, 0);
  27445. this._volume = 1;
  27446. this._isLoaded = false;
  27447. this._isReadyToPlay = false;
  27448. this.isPlaying = false;
  27449. this.isPaused = false;
  27450. this._isDirectional = false;
  27451. // Used if you'd like to create a directional sound.
  27452. // If not set, the sound will be omnidirectional
  27453. this._coneInnerAngle = 360;
  27454. this._coneOuterAngle = 360;
  27455. this._coneOuterGain = 0;
  27456. this.name = name;
  27457. this._scene = scene;
  27458. this._readyToPlayCallback = readyToPlayCallback;
  27459. // Default custom attenuation function is a linear attenuation
  27460. this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) {
  27461. if (currentDistance < maxDistance) {
  27462. return currentVolume * (1 - currentDistance / maxDistance);
  27463. }
  27464. else {
  27465. return 0;
  27466. }
  27467. };
  27468. if (options) {
  27469. this.autoplay = options.autoplay || false;
  27470. this.loop = options.loop || false;
  27471. // if volume === 0, we need another way to check this option
  27472. if (options.volume !== undefined) {
  27473. this._volume = options.volume;
  27474. }
  27475. this.spatialSound = options.spatialSound || false;
  27476. this.maxDistance = options.maxDistance || 100;
  27477. this.useCustomAttenuation = options.useCustomAttenuation || false;
  27478. this.rolloffFactor = options.rolloffFactor || 1;
  27479. this.refDistance = options.refDistance || 1;
  27480. this.distanceModel = options.distanceModel || "linear";
  27481. this._playbackRate = options.playbackRate || 1;
  27482. }
  27483. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  27484. this._soundGain = BABYLON.Engine.audioEngine.audioContext.createGain();
  27485. this._soundGain.gain.value = this._volume;
  27486. this._inputAudioNode = this._soundGain;
  27487. this._ouputAudioNode = this._soundGain;
  27488. if (this.spatialSound) {
  27489. this._createSpatialParameters();
  27490. }
  27491. this._scene.mainSoundTrack.AddSound(this);
  27492. // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound
  27493. if (urlOrArrayBuffer) {
  27494. // If it's an URL
  27495. if (typeof (urlOrArrayBuffer) === "string") {
  27496. BABYLON.Tools.LoadFile(urlOrArrayBuffer, function (data) {
  27497. _this._soundLoaded(data);
  27498. }, null, null, true);
  27499. }
  27500. else {
  27501. if (urlOrArrayBuffer instanceof ArrayBuffer) {
  27502. this._soundLoaded(urlOrArrayBuffer);
  27503. }
  27504. else {
  27505. BABYLON.Tools.Error("Parameter must be a URL to the sound or an ArrayBuffer of the sound.");
  27506. }
  27507. }
  27508. }
  27509. }
  27510. else {
  27511. // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers
  27512. this._scene.mainSoundTrack.AddSound(this);
  27513. if (!BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported) {
  27514. BABYLON.Tools.Error("Web Audio is not supported by your browser.");
  27515. BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported = true;
  27516. }
  27517. // Simulating a ready to play event to avoid breaking code for non web audio browsers
  27518. if (this._readyToPlayCallback) {
  27519. window.setTimeout(function () {
  27520. _this._readyToPlayCallback();
  27521. }, 1000);
  27522. }
  27523. }
  27524. }
  27525. Sound.prototype.dispose = function () {
  27526. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isReadyToPlay) {
  27527. if (this.isPlaying) {
  27528. this.stop();
  27529. }
  27530. this._isReadyToPlay = false;
  27531. if (this.soundTrackId === -1) {
  27532. this._scene.mainSoundTrack.RemoveSound(this);
  27533. }
  27534. else {
  27535. this._scene.soundTracks[this.soundTrackId].RemoveSound(this);
  27536. }
  27537. if (this._soundGain) {
  27538. this._soundGain.disconnect();
  27539. this._soundGain = null;
  27540. }
  27541. if (this._soundPanner) {
  27542. this._soundPanner.disconnect();
  27543. this._soundPanner = null;
  27544. }
  27545. if (this._soundSource) {
  27546. this._soundSource.disconnect();
  27547. this._soundSource = null;
  27548. }
  27549. this._audioBuffer = null;
  27550. if (this._connectedMesh) {
  27551. this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  27552. this._connectedMesh = null;
  27553. }
  27554. }
  27555. };
  27556. Sound.prototype._soundLoaded = function (audioData) {
  27557. var _this = this;
  27558. this._isLoaded = true;
  27559. BABYLON.Engine.audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
  27560. _this._audioBuffer = buffer;
  27561. _this._isReadyToPlay = true;
  27562. if (_this.autoplay) {
  27563. _this.play();
  27564. }
  27565. if (_this._readyToPlayCallback) {
  27566. _this._readyToPlayCallback();
  27567. }
  27568. }, function (error) {
  27569. BABYLON.Tools.Error("Error while decoding audio data: " + error.err);
  27570. });
  27571. };
  27572. Sound.prototype.setAudioBuffer = function (audioBuffer) {
  27573. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  27574. this._audioBuffer = audioBuffer;
  27575. this._isReadyToPlay = true;
  27576. }
  27577. };
  27578. Sound.prototype.updateOptions = function (options) {
  27579. if (options) {
  27580. this.loop = options.loop || this.loop;
  27581. this.maxDistance = options.maxDistance || this.maxDistance;
  27582. this.useCustomAttenuation = options.useCustomAttenuation || this.useCustomAttenuation;
  27583. this.rolloffFactor = options.rolloffFactor || this.rolloffFactor;
  27584. this.refDistance = options.refDistance || this.refDistance;
  27585. this.distanceModel = options.distanceModel || this.distanceModel;
  27586. this._playbackRate = options.playbackRate || this._playbackRate;
  27587. }
  27588. };
  27589. Sound.prototype._createSpatialParameters = function () {
  27590. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  27591. if (this._scene.headphone) {
  27592. this._panningModel = "HRTF";
  27593. }
  27594. this._soundPanner = BABYLON.Engine.audioEngine.audioContext.createPanner();
  27595. if (this.useCustomAttenuation) {
  27596. // Tricks to disable in a way embedded Web Audio attenuation
  27597. this._soundPanner.distanceModel = "linear";
  27598. this._soundPanner.maxDistance = Number.MAX_VALUE;
  27599. this._soundPanner.refDistance = 1;
  27600. this._soundPanner.rolloffFactor = 1;
  27601. this._soundPanner.panningModel = this._panningModel;
  27602. }
  27603. else {
  27604. this._soundPanner.distanceModel = this.distanceModel;
  27605. this._soundPanner.maxDistance = this.maxDistance;
  27606. this._soundPanner.refDistance = this.refDistance;
  27607. this._soundPanner.rolloffFactor = this.rolloffFactor;
  27608. this._soundPanner.panningModel = this._panningModel;
  27609. }
  27610. this._soundPanner.connect(this._ouputAudioNode);
  27611. this._inputAudioNode = this._soundPanner;
  27612. }
  27613. };
  27614. Sound.prototype.switchPanningModelToHRTF = function () {
  27615. this._panningModel = "HRTF";
  27616. this._switchPanningModel();
  27617. };
  27618. Sound.prototype.switchPanningModelToEqualPower = function () {
  27619. this._panningModel = "equalpower";
  27620. this._switchPanningModel();
  27621. };
  27622. Sound.prototype._switchPanningModel = function () {
  27623. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound) {
  27624. this._soundPanner.panningModel = this._panningModel;
  27625. }
  27626. };
  27627. Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
  27628. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  27629. this._ouputAudioNode.disconnect();
  27630. this._ouputAudioNode.connect(soundTrackAudioNode);
  27631. }
  27632. };
  27633. /**
  27634. * Transform this sound into a directional source
  27635. * @param coneInnerAngle Size of the inner cone in degree
  27636. * @param coneOuterAngle Size of the outer cone in degree
  27637. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  27638. */
  27639. Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
  27640. if (coneOuterAngle < coneInnerAngle) {
  27641. BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
  27642. return;
  27643. }
  27644. this._coneInnerAngle = coneInnerAngle;
  27645. this._coneOuterAngle = coneOuterAngle;
  27646. this._coneOuterGain = coneOuterGain;
  27647. this._isDirectional = true;
  27648. if (this.isPlaying && this.loop) {
  27649. this.stop();
  27650. this.play();
  27651. }
  27652. };
  27653. Sound.prototype.setPosition = function (newPosition) {
  27654. this._position = newPosition;
  27655. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound) {
  27656. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  27657. }
  27658. };
  27659. Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
  27660. this._localDirection = newLocalDirection;
  27661. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedMesh && this.isPlaying) {
  27662. this._updateDirection();
  27663. }
  27664. };
  27665. Sound.prototype._updateDirection = function () {
  27666. var mat = this._connectedMesh.getWorldMatrix();
  27667. var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
  27668. direction.normalize();
  27669. this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
  27670. };
  27671. Sound.prototype.updateDistanceFromListener = function () {
  27672. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedMesh && this.useCustomAttenuation) {
  27673. var distance = this._connectedMesh.getDistanceToCamera(this._scene.activeCamera);
  27674. this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);
  27675. }
  27676. };
  27677. Sound.prototype.setAttenuationFunction = function (callback) {
  27678. this._customAttenuationFunction = callback;
  27679. };
  27680. /**
  27681. * Play the sound
  27682. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  27683. */
  27684. Sound.prototype.play = function (time) {
  27685. var _this = this;
  27686. if (this._isReadyToPlay && this._scene.audioEnabled) {
  27687. try {
  27688. var startTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  27689. if (!this._soundSource) {
  27690. if (this.spatialSound) {
  27691. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  27692. if (this._isDirectional) {
  27693. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  27694. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  27695. this._soundPanner.coneOuterGain = this._coneOuterGain;
  27696. if (this._connectedMesh) {
  27697. this._updateDirection();
  27698. }
  27699. else {
  27700. this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
  27701. }
  27702. }
  27703. }
  27704. }
  27705. this._soundSource = BABYLON.Engine.audioEngine.audioContext.createBufferSource();
  27706. this._soundSource.buffer = this._audioBuffer;
  27707. this._soundSource.connect(this._inputAudioNode);
  27708. this._soundSource.loop = this.loop;
  27709. this._soundSource.playbackRate.value = this._playbackRate;
  27710. this._startTime = startTime;
  27711. this._soundSource.onended = function () {
  27712. _this._onended();
  27713. };
  27714. this._soundSource.start(this._startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : 0);
  27715. this.isPlaying = true;
  27716. this.isPaused = false;
  27717. }
  27718. catch (ex) {
  27719. BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
  27720. }
  27721. }
  27722. };
  27723. Sound.prototype._onended = function () {
  27724. this.isPlaying = false;
  27725. if (this.onended) {
  27726. this.onended();
  27727. }
  27728. };
  27729. /**
  27730. * Stop the sound
  27731. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  27732. */
  27733. Sound.prototype.stop = function (time) {
  27734. if (this.isPlaying) {
  27735. var stopTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  27736. this._soundSource.stop(stopTime);
  27737. this.isPlaying = false;
  27738. }
  27739. };
  27740. Sound.prototype.pause = function () {
  27741. if (this.isPlaying) {
  27742. this.stop(0);
  27743. this._startOffset += BABYLON.Engine.audioEngine.audioContext.currentTime - this._startTime;
  27744. this.isPaused = true;
  27745. }
  27746. };
  27747. Sound.prototype.setVolume = function (newVolume, time) {
  27748. if (BABYLON.Engine.audioEngine.canUseWebAudio && !this.spatialSound) {
  27749. if (time) {
  27750. this._soundGain.gain.linearRampToValueAtTime(this._volume, BABYLON.Engine.audioEngine.audioContext.currentTime);
  27751. this._soundGain.gain.linearRampToValueAtTime(newVolume, time);
  27752. }
  27753. else {
  27754. this._soundGain.gain.value = newVolume;
  27755. }
  27756. }
  27757. this._volume = newVolume;
  27758. };
  27759. Sound.prototype.setPlaybackRate = function (newPlaybackRate) {
  27760. this._playbackRate = newPlaybackRate;
  27761. if (this.isPlaying) {
  27762. this._soundSource.playbackRate.value = this._playbackRate;
  27763. }
  27764. };
  27765. Sound.prototype.getVolume = function () {
  27766. return this._volume;
  27767. };
  27768. Sound.prototype.attachToMesh = function (meshToConnectTo) {
  27769. var _this = this;
  27770. this._connectedMesh = meshToConnectTo;
  27771. if (!this.spatialSound) {
  27772. this._createSpatialParameters();
  27773. this.spatialSound = true;
  27774. if (this.isPlaying && this.loop) {
  27775. this.stop();
  27776. this.play();
  27777. }
  27778. }
  27779. this._onRegisterAfterWorldMatrixUpdate(this._connectedMesh);
  27780. this._registerFunc = function (connectedMesh) { return _this._onRegisterAfterWorldMatrixUpdate(connectedMesh); };
  27781. meshToConnectTo.registerAfterWorldMatrixUpdate(this._registerFunc);
  27782. };
  27783. Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (connectedMesh) {
  27784. this.setPosition(connectedMesh.getBoundingInfo().boundingSphere.centerWorld);
  27785. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) {
  27786. this._updateDirection();
  27787. }
  27788. };
  27789. return Sound;
  27790. })();
  27791. BABYLON.Sound = Sound;
  27792. })(BABYLON || (BABYLON = {}));
  27793. //# sourceMappingURL=babylon.sound.js.mapvar BABYLON;
  27794. (function (BABYLON) {
  27795. var SoundTrack = (function () {
  27796. function SoundTrack(scene, options) {
  27797. this.id = -1;
  27798. this._isMainTrack = false;
  27799. this._scene = scene;
  27800. this._audioEngine = BABYLON.Engine.audioEngine;
  27801. this.soundCollection = new Array();
  27802. if (this._audioEngine.canUseWebAudio) {
  27803. this._trackGain = this._audioEngine.audioContext.createGain();
  27804. this._trackGain.connect(this._audioEngine.masterGain);
  27805. if (options) {
  27806. if (options.volume) {
  27807. this._trackGain.gain.value = options.volume;
  27808. }
  27809. if (options.mainTrack) {
  27810. this._isMainTrack = options.mainTrack;
  27811. }
  27812. }
  27813. }
  27814. if (!this._isMainTrack) {
  27815. this._scene.soundTracks.push(this);
  27816. this.id = this._scene.soundTracks.length - 1;
  27817. }
  27818. }
  27819. SoundTrack.prototype.dispose = function () {
  27820. if (this._audioEngine.canUseWebAudio) {
  27821. if (this._connectedAnalyser) {
  27822. this._connectedAnalyser.stopDebugCanvas();
  27823. }
  27824. while (this.soundCollection.length) {
  27825. this.soundCollection[0].dispose();
  27826. }
  27827. this._trackGain.disconnect();
  27828. this._trackGain = null;
  27829. }
  27830. };
  27831. SoundTrack.prototype.AddSound = function (sound) {
  27832. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  27833. sound.connectToSoundTrackAudioNode(this._trackGain);
  27834. }
  27835. if (sound.soundTrackId) {
  27836. if (sound.soundTrackId === -1) {
  27837. this._scene.mainSoundTrack.RemoveSound(sound);
  27838. }
  27839. else {
  27840. this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
  27841. }
  27842. }
  27843. this.soundCollection.push(sound);
  27844. sound.soundTrackId = this.id;
  27845. };
  27846. SoundTrack.prototype.RemoveSound = function (sound) {
  27847. var index = this.soundCollection.indexOf(sound);
  27848. if (index !== -1) {
  27849. this.soundCollection.splice(index, 1);
  27850. }
  27851. };
  27852. SoundTrack.prototype.setVolume = function (newVolume) {
  27853. if (this._audioEngine.canUseWebAudio) {
  27854. this._trackGain.gain.value = newVolume;
  27855. }
  27856. };
  27857. SoundTrack.prototype.switchPanningModelToHRTF = function () {
  27858. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  27859. for (var i = 0; i < this.soundCollection.length; i++) {
  27860. this.soundCollection[i].switchPanningModelToHRTF();
  27861. }
  27862. }
  27863. };
  27864. SoundTrack.prototype.switchPanningModelToEqualPower = function () {
  27865. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  27866. for (var i = 0; i < this.soundCollection.length; i++) {
  27867. this.soundCollection[i].switchPanningModelToEqualPower();
  27868. }
  27869. }
  27870. };
  27871. SoundTrack.prototype.connectToAnalyser = function (analyser) {
  27872. if (this._connectedAnalyser) {
  27873. this._connectedAnalyser.stopDebugCanvas();
  27874. }
  27875. this._connectedAnalyser = analyser;
  27876. if (this._audioEngine.canUseWebAudio) {
  27877. this._trackGain.disconnect();
  27878. this._connectedAnalyser.connectAudioNodes(this._trackGain, this._audioEngine.masterGain);
  27879. }
  27880. };
  27881. return SoundTrack;
  27882. })();
  27883. BABYLON.SoundTrack = SoundTrack;
  27884. })(BABYLON || (BABYLON = {}));
  27885. //# sourceMappingURL=babylon.soundtrack.js.mapvar BABYLON;
  27886. (function (BABYLON) {
  27887. var DebugLayer = (function () {
  27888. function DebugLayer(scene) {
  27889. var _this = this;
  27890. this._transformationMatrix = BABYLON.Matrix.Identity();
  27891. this._enabled = false;
  27892. this._labelsEnabled = false;
  27893. this._displayStatistics = true;
  27894. this._displayTree = false;
  27895. this._displayLogs = false;
  27896. this._identityMatrix = BABYLON.Matrix.Identity();
  27897. this.axisRatio = 0.02;
  27898. this.accentColor = "orange";
  27899. this._scene = scene;
  27900. this._syncPositions = function () {
  27901. var engine = _this._scene.getEngine();
  27902. var canvasRect = engine.getRenderingCanvasClientRect();
  27903. if (_this._showUI) {
  27904. _this._statsDiv.style.left = (canvasRect.width - 410) + "px";
  27905. _this._statsDiv.style.top = (canvasRect.height - 290) + "px";
  27906. _this._statsDiv.style.width = "400px";
  27907. _this._statsDiv.style.height = "auto";
  27908. _this._statsSubsetDiv.style.maxHeight = "240px";
  27909. _this._optionsDiv.style.left = "0px";
  27910. _this._optionsDiv.style.top = "10px";
  27911. _this._optionsDiv.style.width = "200px";
  27912. _this._optionsDiv.style.height = "auto";
  27913. _this._optionsSubsetDiv.style.maxHeight = (canvasRect.height - 225) + "px";
  27914. _this._logDiv.style.left = "0px";
  27915. _this._logDiv.style.top = (canvasRect.height - 170) + "px";
  27916. _this._logDiv.style.width = "600px";
  27917. _this._logDiv.style.height = "160px";
  27918. _this._treeDiv.style.left = (canvasRect.width - 310) + "px";
  27919. _this._treeDiv.style.top = "10px";
  27920. _this._treeDiv.style.width = "300px";
  27921. _this._treeDiv.style.height = "auto";
  27922. _this._treeSubsetDiv.style.maxHeight = (canvasRect.height - 340) + "px";
  27923. }
  27924. _this._globalDiv.style.left = canvasRect.left + "px";
  27925. _this._globalDiv.style.top = canvasRect.top + "px";
  27926. _this._drawingCanvas.style.left = "0px";
  27927. _this._drawingCanvas.style.top = "0px";
  27928. _this._drawingCanvas.style.width = engine.getRenderWidth() + "px";
  27929. _this._drawingCanvas.style.height = engine.getRenderHeight() + "px";
  27930. var devicePixelRatio = window.devicePixelRatio || 1;
  27931. var context = _this._drawingContext;
  27932. var backingStoreRatio = context.webkitBackingStorePixelRatio || context.mozBackingStorePixelRatio || context.msBackingStorePixelRatio || context.oBackingStorePixelRatio || context.backingStorePixelRatio || 1;
  27933. _this._ratio = devicePixelRatio / backingStoreRatio;
  27934. _this._drawingCanvas.width = engine.getRenderWidth() * _this._ratio;
  27935. _this._drawingCanvas.height = engine.getRenderHeight() * _this._ratio;
  27936. };
  27937. this._onCanvasClick = function (evt) {
  27938. _this._clickPosition = {
  27939. x: evt.clientX * _this._ratio,
  27940. y: evt.clientY * _this._ratio
  27941. };
  27942. };
  27943. this._syncUI = function () {
  27944. if (_this._showUI) {
  27945. if (_this._displayStatistics) {
  27946. _this._displayStats();
  27947. _this._statsDiv.style.display = "";
  27948. }
  27949. else {
  27950. _this._statsDiv.style.display = "none";
  27951. }
  27952. if (_this._displayLogs) {
  27953. _this._logDiv.style.display = "";
  27954. }
  27955. else {
  27956. _this._logDiv.style.display = "none";
  27957. }
  27958. if (_this._displayTree) {
  27959. _this._treeDiv.style.display = "";
  27960. if (_this._needToRefreshMeshesTree) {
  27961. _this._needToRefreshMeshesTree = false;
  27962. _this._refreshMeshesTreeContent();
  27963. }
  27964. }
  27965. else {
  27966. _this._treeDiv.style.display = "none";
  27967. }
  27968. }
  27969. };
  27970. this._syncData = function () {
  27971. if (_this._labelsEnabled || !_this._showUI) {
  27972. _this._camera.getViewMatrix().multiplyToRef(_this._camera.getProjectionMatrix(), _this._transformationMatrix);
  27973. _this._drawingContext.clearRect(0, 0, _this._drawingCanvas.width, _this._drawingCanvas.height);
  27974. var engine = _this._scene.getEngine();
  27975. var viewport = _this._camera.viewport;
  27976. var globalViewport = viewport.toGlobal(engine);
  27977. // Meshes
  27978. var meshes = _this._camera.getActiveMeshes();
  27979. for (var index = 0; index < meshes.length; index++) {
  27980. var mesh = meshes.data[index];
  27981. var position = mesh.getBoundingInfo().boundingSphere.center;
  27982. var projectedPosition = BABYLON.Vector3.Project(position, mesh.getWorldMatrix(), _this._transformationMatrix, globalViewport);
  27983. if (mesh.renderOverlay || _this.shouldDisplayAxis && _this.shouldDisplayAxis(mesh)) {
  27984. _this._renderAxis(projectedPosition, mesh, globalViewport);
  27985. }
  27986. if (!_this.shouldDisplayLabel || _this.shouldDisplayLabel(mesh)) {
  27987. _this._renderLabel(mesh.name, projectedPosition, 12, function () {
  27988. mesh.renderOverlay = !mesh.renderOverlay;
  27989. }, function () {
  27990. return mesh.renderOverlay ? 'red' : 'black';
  27991. });
  27992. }
  27993. }
  27994. // Cameras
  27995. var cameras = _this._scene.cameras;
  27996. for (index = 0; index < cameras.length; index++) {
  27997. var camera = cameras[index];
  27998. if (camera === _this._camera) {
  27999. continue;
  28000. }
  28001. projectedPosition = BABYLON.Vector3.Project(BABYLON.Vector3.Zero(), camera.getWorldMatrix(), _this._transformationMatrix, globalViewport);
  28002. if (!_this.shouldDisplayLabel || _this.shouldDisplayLabel(camera)) {
  28003. _this._renderLabel(camera.name, projectedPosition, 12, function () {
  28004. _this._camera.detachControl(engine.getRenderingCanvas());
  28005. _this._camera = camera;
  28006. _this._camera.attachControl(engine.getRenderingCanvas());
  28007. }, function () {
  28008. return "purple";
  28009. });
  28010. }
  28011. }
  28012. // Lights
  28013. var lights = _this._scene.lights;
  28014. for (index = 0; index < lights.length; index++) {
  28015. var light = lights[index];
  28016. if (light.position) {
  28017. projectedPosition = BABYLON.Vector3.Project(light.getAbsolutePosition(), _this._identityMatrix, _this._transformationMatrix, globalViewport);
  28018. if (!_this.shouldDisplayLabel || _this.shouldDisplayLabel(light)) {
  28019. _this._renderLabel(light.name, projectedPosition, -20, function () {
  28020. light.setEnabled(!light.isEnabled());
  28021. }, function () {
  28022. return light.isEnabled() ? "orange" : "gray";
  28023. });
  28024. }
  28025. }
  28026. }
  28027. }
  28028. _this._clickPosition = undefined;
  28029. };
  28030. }
  28031. DebugLayer.prototype._refreshMeshesTreeContent = function () {
  28032. while (this._treeSubsetDiv.hasChildNodes()) {
  28033. this._treeSubsetDiv.removeChild(this._treeSubsetDiv.lastChild);
  28034. }
  28035. // Add meshes
  28036. var sortedArray = this._scene.meshes.slice(0, this._scene.meshes.length);
  28037. sortedArray.sort(function (a, b) {
  28038. if (a.name === b.name) {
  28039. return 0;
  28040. }
  28041. return (a.name > b.name) ? 1 : -1;
  28042. });
  28043. for (var index = 0; index < sortedArray.length; index++) {
  28044. var mesh = sortedArray[index];
  28045. if (!mesh.isEnabled()) {
  28046. continue;
  28047. }
  28048. this._generateAdvancedCheckBox(this._treeSubsetDiv, mesh.name, mesh.getTotalVertices() + " verts", mesh.isVisible, function (element, m) {
  28049. m.isVisible = element.checked;
  28050. }, mesh);
  28051. }
  28052. };
  28053. DebugLayer.prototype._renderSingleAxis = function (zero, unit, unitText, label, color) {
  28054. this._drawingContext.beginPath();
  28055. this._drawingContext.moveTo(zero.x, zero.y);
  28056. this._drawingContext.lineTo(unit.x, unit.y);
  28057. this._drawingContext.strokeStyle = color;
  28058. this._drawingContext.lineWidth = 4;
  28059. this._drawingContext.stroke();
  28060. this._drawingContext.font = "normal 14px Segoe UI";
  28061. this._drawingContext.fillStyle = color;
  28062. this._drawingContext.fillText(label, unitText.x, unitText.y);
  28063. };
  28064. DebugLayer.prototype._renderAxis = function (projectedPosition, mesh, globalViewport) {
  28065. var position = mesh.getBoundingInfo().boundingSphere.center;
  28066. var worldMatrix = mesh.getWorldMatrix();
  28067. var unprojectedVector = BABYLON.Vector3.UnprojectFromTransform(projectedPosition.add(new BABYLON.Vector3(this._drawingCanvas.width * this.axisRatio, 0, 0)), globalViewport.width, globalViewport.height, worldMatrix, this._transformationMatrix);
  28068. var unit = (unprojectedVector.subtract(position)).length();
  28069. var xAxis = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(unit, 0, 0)), worldMatrix, this._transformationMatrix, globalViewport);
  28070. var xAxisText = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(unit * 1.5, 0, 0)), worldMatrix, this._transformationMatrix, globalViewport);
  28071. this._renderSingleAxis(projectedPosition, xAxis, xAxisText, "x", "#FF0000");
  28072. var yAxis = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, unit, 0)), worldMatrix, this._transformationMatrix, globalViewport);
  28073. var yAxisText = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, unit * 1.5, 0)), worldMatrix, this._transformationMatrix, globalViewport);
  28074. this._renderSingleAxis(projectedPosition, yAxis, yAxisText, "y", "#00FF00");
  28075. var zAxis = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, 0, unit)), worldMatrix, this._transformationMatrix, globalViewport);
  28076. var zAxisText = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, 0, unit * 1.5)), worldMatrix, this._transformationMatrix, globalViewport);
  28077. this._renderSingleAxis(projectedPosition, zAxis, zAxisText, "z", "#0000FF");
  28078. };
  28079. DebugLayer.prototype._renderLabel = function (text, projectedPosition, labelOffset, onClick, getFillStyle) {
  28080. if (projectedPosition.z > 0 && projectedPosition.z < 1.0) {
  28081. this._drawingContext.font = "normal 12px Segoe UI";
  28082. var textMetrics = this._drawingContext.measureText(text);
  28083. var centerX = projectedPosition.x - textMetrics.width / 2;
  28084. var centerY = projectedPosition.y;
  28085. var clientRect = this._drawingCanvas.getBoundingClientRect();
  28086. if (this._showUI && this._isClickInsideRect(clientRect.left * this._ratio + centerX - 5, clientRect.top * this._ratio + centerY - labelOffset - 12, textMetrics.width + 10, 17)) {
  28087. onClick();
  28088. }
  28089. this._drawingContext.beginPath();
  28090. this._drawingContext.rect(centerX - 5, centerY - labelOffset - 12, textMetrics.width + 10, 17);
  28091. this._drawingContext.fillStyle = getFillStyle();
  28092. this._drawingContext.globalAlpha = 0.5;
  28093. this._drawingContext.fill();
  28094. this._drawingContext.globalAlpha = 1.0;
  28095. this._drawingContext.strokeStyle = '#FFFFFF';
  28096. this._drawingContext.lineWidth = 1;
  28097. this._drawingContext.stroke();
  28098. this._drawingContext.fillStyle = "#FFFFFF";
  28099. this._drawingContext.fillText(text, centerX, centerY - labelOffset);
  28100. this._drawingContext.beginPath();
  28101. this._drawingContext.arc(projectedPosition.x, centerY, 5, 0, 2 * Math.PI, false);
  28102. this._drawingContext.fill();
  28103. }
  28104. };
  28105. DebugLayer.prototype._isClickInsideRect = function (x, y, width, height) {
  28106. if (!this._clickPosition) {
  28107. return false;
  28108. }
  28109. if (this._clickPosition.x < x || this._clickPosition.x > x + width) {
  28110. return false;
  28111. }
  28112. if (this._clickPosition.y < y || this._clickPosition.y > y + height) {
  28113. return false;
  28114. }
  28115. return true;
  28116. };
  28117. DebugLayer.prototype.isVisible = function () {
  28118. return this._enabled;
  28119. };
  28120. DebugLayer.prototype.hide = function () {
  28121. if (!this._enabled) {
  28122. return;
  28123. }
  28124. this._enabled = false;
  28125. var engine = this._scene.getEngine();
  28126. this._scene.unregisterBeforeRender(this._syncData);
  28127. this._scene.unregisterAfterRender(this._syncUI);
  28128. document.body.removeChild(this._globalDiv);
  28129. window.removeEventListener("resize", this._syncPositions);
  28130. this._scene.forceShowBoundingBoxes = false;
  28131. this._scene.forceWireframe = false;
  28132. BABYLON.StandardMaterial.DiffuseTextureEnabled = true;
  28133. BABYLON.StandardMaterial.AmbientTextureEnabled = true;
  28134. BABYLON.StandardMaterial.SpecularTextureEnabled = true;
  28135. BABYLON.StandardMaterial.EmissiveTextureEnabled = true;
  28136. BABYLON.StandardMaterial.BumpTextureEnabled = true;
  28137. BABYLON.StandardMaterial.OpacityTextureEnabled = true;
  28138. BABYLON.StandardMaterial.ReflectionTextureEnabled = true;
  28139. this._scene.shadowsEnabled = true;
  28140. this._scene.particlesEnabled = true;
  28141. this._scene.postProcessesEnabled = true;
  28142. this._scene.collisionsEnabled = true;
  28143. this._scene.lightsEnabled = true;
  28144. this._scene.texturesEnabled = true;
  28145. this._scene.lensFlaresEnabled = true;
  28146. this._scene.proceduralTexturesEnabled = true;
  28147. this._scene.renderTargetsEnabled = true;
  28148. engine.getRenderingCanvas().removeEventListener("click", this._onCanvasClick);
  28149. };
  28150. DebugLayer.prototype.show = function (showUI, camera) {
  28151. if (showUI === void 0) { showUI = true; }
  28152. if (camera === void 0) { camera = null; }
  28153. if (this._enabled) {
  28154. return;
  28155. }
  28156. this._enabled = true;
  28157. if (camera) {
  28158. this._camera = camera;
  28159. }
  28160. else {
  28161. this._camera = this._scene.activeCamera;
  28162. }
  28163. this._showUI = showUI;
  28164. var engine = this._scene.getEngine();
  28165. this._globalDiv = document.createElement("div");
  28166. document.body.appendChild(this._globalDiv);
  28167. this._generateDOMelements();
  28168. window.addEventListener("resize", this._syncPositions);
  28169. engine.getRenderingCanvas().addEventListener("click", this._onCanvasClick);
  28170. this._syncPositions();
  28171. this._scene.registerBeforeRender(this._syncData);
  28172. this._scene.registerAfterRender(this._syncUI);
  28173. };
  28174. DebugLayer.prototype._clearLabels = function () {
  28175. this._drawingContext.clearRect(0, 0, this._drawingCanvas.width, this._drawingCanvas.height);
  28176. for (var index = 0; index < this._scene.meshes.length; index++) {
  28177. var mesh = this._scene.meshes[index];
  28178. mesh.renderOverlay = false;
  28179. }
  28180. };
  28181. DebugLayer.prototype._generateheader = function (root, text) {
  28182. var header = document.createElement("div");
  28183. header.innerHTML = text + "&nbsp;";
  28184. header.style.textAlign = "right";
  28185. header.style.width = "100%";
  28186. header.style.color = "white";
  28187. header.style.backgroundColor = "Black";
  28188. header.style.padding = "5px 5px 4px 0px";
  28189. header.style.marginLeft = "-5px";
  28190. header.style.fontWeight = "bold";
  28191. root.appendChild(header);
  28192. };
  28193. DebugLayer.prototype._generateTexBox = function (root, title, color) {
  28194. var label = document.createElement("label");
  28195. label.innerHTML = title;
  28196. label.style.color = color;
  28197. root.appendChild(label);
  28198. root.appendChild(document.createElement("br"));
  28199. };
  28200. DebugLayer.prototype._generateAdvancedCheckBox = function (root, leftTitle, rightTitle, initialState, task, tag) {
  28201. if (tag === void 0) { tag = null; }
  28202. var label = document.createElement("label");
  28203. var boundingBoxesCheckbox = document.createElement("input");
  28204. boundingBoxesCheckbox.type = "checkbox";
  28205. boundingBoxesCheckbox.checked = initialState;
  28206. boundingBoxesCheckbox.addEventListener("change", function (evt) {
  28207. task(evt.target, tag);
  28208. });
  28209. label.appendChild(boundingBoxesCheckbox);
  28210. var container = document.createElement("span");
  28211. var leftPart = document.createElement("span");
  28212. var rightPart = document.createElement("span");
  28213. rightPart.style.cssFloat = "right";
  28214. leftPart.innerHTML = leftTitle;
  28215. rightPart.innerHTML = rightTitle;
  28216. rightPart.style.fontSize = "12px";
  28217. rightPart.style.maxWidth = "200px";
  28218. container.appendChild(leftPart);
  28219. container.appendChild(rightPart);
  28220. label.appendChild(container);
  28221. root.appendChild(label);
  28222. root.appendChild(document.createElement("br"));
  28223. };
  28224. DebugLayer.prototype._generateCheckBox = function (root, title, initialState, task, tag) {
  28225. if (tag === void 0) { tag = null; }
  28226. var label = document.createElement("label");
  28227. var checkBox = document.createElement("input");
  28228. checkBox.type = "checkbox";
  28229. checkBox.checked = initialState;
  28230. checkBox.addEventListener("change", function (evt) {
  28231. task(evt.target, tag);
  28232. });
  28233. label.appendChild(checkBox);
  28234. label.appendChild(document.createTextNode(title));
  28235. root.appendChild(label);
  28236. root.appendChild(document.createElement("br"));
  28237. };
  28238. DebugLayer.prototype._generateButton = function (root, title, task, tag) {
  28239. if (tag === void 0) { tag = null; }
  28240. var button = document.createElement("button");
  28241. button.innerHTML = title;
  28242. button.style.height = "24px";
  28243. button.style.color = "#444444";
  28244. button.style.border = "1px solid white";
  28245. button.className = "debugLayerButton";
  28246. button.addEventListener("click", function (evt) {
  28247. task(evt.target, tag);
  28248. });
  28249. root.appendChild(button);
  28250. root.appendChild(document.createElement("br"));
  28251. };
  28252. DebugLayer.prototype._generateRadio = function (root, title, name, initialState, task, tag) {
  28253. if (tag === void 0) { tag = null; }
  28254. var label = document.createElement("label");
  28255. var boundingBoxesRadio = document.createElement("input");
  28256. boundingBoxesRadio.type = "radio";
  28257. boundingBoxesRadio.name = name;
  28258. boundingBoxesRadio.checked = initialState;
  28259. boundingBoxesRadio.addEventListener("change", function (evt) {
  28260. task(evt.target, tag);
  28261. });
  28262. label.appendChild(boundingBoxesRadio);
  28263. label.appendChild(document.createTextNode(title));
  28264. root.appendChild(label);
  28265. root.appendChild(document.createElement("br"));
  28266. };
  28267. DebugLayer.prototype._generateDOMelements = function () {
  28268. var _this = this;
  28269. this._globalDiv.id = "DebugLayer";
  28270. this._globalDiv.style.position = "absolute";
  28271. this._globalDiv.style.fontFamily = "Segoe UI, Arial";
  28272. this._globalDiv.style.fontSize = "14px";
  28273. this._globalDiv.style.color = "white";
  28274. // Drawing canvas
  28275. this._drawingCanvas = document.createElement("canvas");
  28276. this._drawingCanvas.id = "DebugLayerDrawingCanvas";
  28277. this._drawingCanvas.style.position = "absolute";
  28278. this._drawingCanvas.style.pointerEvents = "none";
  28279. this._drawingContext = this._drawingCanvas.getContext("2d");
  28280. this._globalDiv.appendChild(this._drawingCanvas);
  28281. if (this._showUI) {
  28282. var background = "rgba(128, 128, 128, 0.4)";
  28283. var border = "rgb(180, 180, 180) solid 1px";
  28284. // Stats
  28285. this._statsDiv = document.createElement("div");
  28286. this._statsDiv.id = "DebugLayerStats";
  28287. this._statsDiv.style.border = border;
  28288. this._statsDiv.style.position = "absolute";
  28289. this._statsDiv.style.background = background;
  28290. this._statsDiv.style.padding = "0px 0px 0px 5px";
  28291. this._generateheader(this._statsDiv, "STATISTICS");
  28292. this._statsSubsetDiv = document.createElement("div");
  28293. this._statsSubsetDiv.style.paddingTop = "5px";
  28294. this._statsSubsetDiv.style.paddingBottom = "5px";
  28295. this._statsSubsetDiv.style.overflowY = "auto";
  28296. this._statsDiv.appendChild(this._statsSubsetDiv);
  28297. // Tree
  28298. this._treeDiv = document.createElement("div");
  28299. this._treeDiv.id = "DebugLayerTree";
  28300. this._treeDiv.style.border = border;
  28301. this._treeDiv.style.position = "absolute";
  28302. this._treeDiv.style.background = background;
  28303. this._treeDiv.style.padding = "0px 0px 0px 5px";
  28304. this._treeDiv.style.display = "none";
  28305. this._generateheader(this._treeDiv, "MESHES TREE");
  28306. this._treeSubsetDiv = document.createElement("div");
  28307. this._treeSubsetDiv.style.paddingTop = "5px";
  28308. this._treeSubsetDiv.style.paddingRight = "5px";
  28309. this._treeSubsetDiv.style.overflowY = "auto";
  28310. this._treeSubsetDiv.style.maxHeight = "300px";
  28311. this._treeDiv.appendChild(this._treeSubsetDiv);
  28312. this._needToRefreshMeshesTree = true;
  28313. // Logs
  28314. this._logDiv = document.createElement("div");
  28315. this._logDiv.style.border = border;
  28316. this._logDiv.id = "DebugLayerLogs";
  28317. this._logDiv.style.position = "absolute";
  28318. this._logDiv.style.background = background;
  28319. this._logDiv.style.padding = "0px 0px 0px 5px";
  28320. this._logDiv.style.display = "none";
  28321. this._generateheader(this._logDiv, "LOGS");
  28322. this._logSubsetDiv = document.createElement("div");
  28323. this._logSubsetDiv.style.height = "127px";
  28324. this._logSubsetDiv.style.paddingTop = "5px";
  28325. this._logSubsetDiv.style.overflowY = "auto";
  28326. this._logSubsetDiv.style.fontSize = "12px";
  28327. this._logSubsetDiv.style.fontFamily = "consolas";
  28328. this._logSubsetDiv.innerHTML = BABYLON.Tools.LogCache;
  28329. this._logDiv.appendChild(this._logSubsetDiv);
  28330. BABYLON.Tools.OnNewCacheEntry = function (entry) {
  28331. _this._logSubsetDiv.innerHTML = entry + _this._logSubsetDiv.innerHTML;
  28332. };
  28333. // Options
  28334. this._optionsDiv = document.createElement("div");
  28335. this._optionsDiv.id = "DebugLayerOptions";
  28336. this._optionsDiv.style.border = border;
  28337. this._optionsDiv.style.position = "absolute";
  28338. this._optionsDiv.style.background = background;
  28339. this._optionsDiv.style.padding = "0px 0px 0px 5px";
  28340. this._optionsDiv.style.overflowY = "auto";
  28341. this._generateheader(this._optionsDiv, "OPTIONS");
  28342. this._optionsSubsetDiv = document.createElement("div");
  28343. this._optionsSubsetDiv.style.paddingTop = "5px";
  28344. this._optionsSubsetDiv.style.paddingBottom = "5px";
  28345. this._optionsSubsetDiv.style.overflowY = "auto";
  28346. this._optionsSubsetDiv.style.maxHeight = "200px";
  28347. this._optionsDiv.appendChild(this._optionsSubsetDiv);
  28348. this._generateTexBox(this._optionsSubsetDiv, "<b>Windows:</b>", this.accentColor);
  28349. this._generateCheckBox(this._optionsSubsetDiv, "Statistics", this._displayStatistics, function (element) {
  28350. _this._displayStatistics = element.checked;
  28351. });
  28352. this._generateCheckBox(this._optionsSubsetDiv, "Logs", this._displayLogs, function (element) {
  28353. _this._displayLogs = element.checked;
  28354. });
  28355. this._generateCheckBox(this._optionsSubsetDiv, "Meshes tree", this._displayTree, function (element) {
  28356. _this._displayTree = element.checked;
  28357. _this._needToRefreshMeshesTree = true;
  28358. });
  28359. this._optionsSubsetDiv.appendChild(document.createElement("br"));
  28360. this._generateTexBox(this._optionsSubsetDiv, "<b>General:</b>", this.accentColor);
  28361. this._generateCheckBox(this._optionsSubsetDiv, "Bounding boxes", this._scene.forceShowBoundingBoxes, function (element) {
  28362. _this._scene.forceShowBoundingBoxes = element.checked;
  28363. });
  28364. this._generateCheckBox(this._optionsSubsetDiv, "Clickable labels", this._labelsEnabled, function (element) {
  28365. _this._labelsEnabled = element.checked;
  28366. if (!_this._labelsEnabled) {
  28367. _this._clearLabels();
  28368. }
  28369. });
  28370. this._generateCheckBox(this._optionsSubsetDiv, "Generate user marks (F12)", BABYLON.Tools.PerformanceLogLevel === BABYLON.Tools.PerformanceUserMarkLogLevel, function (element) {
  28371. if (element.checked) {
  28372. BABYLON.Tools.PerformanceLogLevel = BABYLON.Tools.PerformanceUserMarkLogLevel;
  28373. }
  28374. else {
  28375. BABYLON.Tools.PerformanceLogLevel = BABYLON.Tools.PerformanceNoneLogLevel;
  28376. }
  28377. });
  28378. ;
  28379. this._optionsSubsetDiv.appendChild(document.createElement("br"));
  28380. this._generateTexBox(this._optionsSubsetDiv, "<b>Rendering mode:</b>", this.accentColor);
  28381. this._generateRadio(this._optionsSubsetDiv, "Solid", "renderMode", !this._scene.forceWireframe && !this._scene.forcePointsCloud, function (element) {
  28382. if (element.checked) {
  28383. _this._scene.forceWireframe = false;
  28384. _this._scene.forcePointsCloud = false;
  28385. }
  28386. });
  28387. this._generateRadio(this._optionsSubsetDiv, "Wireframe", "renderMode", this._scene.forceWireframe, function (element) {
  28388. if (element.checked) {
  28389. _this._scene.forceWireframe = true;
  28390. _this._scene.forcePointsCloud = false;
  28391. }
  28392. });
  28393. this._generateRadio(this._optionsSubsetDiv, "Point", "renderMode", this._scene.forcePointsCloud, function (element) {
  28394. if (element.checked) {
  28395. _this._scene.forceWireframe = false;
  28396. _this._scene.forcePointsCloud = true;
  28397. }
  28398. });
  28399. this._optionsSubsetDiv.appendChild(document.createElement("br"));
  28400. this._generateTexBox(this._optionsSubsetDiv, "<b>Texture channels:</b>", this.accentColor);
  28401. this._generateCheckBox(this._optionsSubsetDiv, "Diffuse", BABYLON.StandardMaterial.DiffuseTextureEnabled, function (element) {
  28402. BABYLON.StandardMaterial.DiffuseTextureEnabled = element.checked;
  28403. });
  28404. this._generateCheckBox(this._optionsSubsetDiv, "Ambient", BABYLON.StandardMaterial.AmbientTextureEnabled, function (element) {
  28405. BABYLON.StandardMaterial.AmbientTextureEnabled = element.checked;
  28406. });
  28407. this._generateCheckBox(this._optionsSubsetDiv, "Specular", BABYLON.StandardMaterial.SpecularTextureEnabled, function (element) {
  28408. BABYLON.StandardMaterial.SpecularTextureEnabled = element.checked;
  28409. });
  28410. this._generateCheckBox(this._optionsSubsetDiv, "Emissive", BABYLON.StandardMaterial.EmissiveTextureEnabled, function (element) {
  28411. BABYLON.StandardMaterial.EmissiveTextureEnabled = element.checked;
  28412. });
  28413. this._generateCheckBox(this._optionsSubsetDiv, "Bump", BABYLON.StandardMaterial.BumpTextureEnabled, function (element) {
  28414. BABYLON.StandardMaterial.BumpTextureEnabled = element.checked;
  28415. });
  28416. this._generateCheckBox(this._optionsSubsetDiv, "Opacity", BABYLON.StandardMaterial.OpacityTextureEnabled, function (element) {
  28417. BABYLON.StandardMaterial.OpacityTextureEnabled = element.checked;
  28418. });
  28419. this._generateCheckBox(this._optionsSubsetDiv, "Reflection", BABYLON.StandardMaterial.ReflectionTextureEnabled, function (element) {
  28420. BABYLON.StandardMaterial.ReflectionTextureEnabled = element.checked;
  28421. });
  28422. this._generateCheckBox(this._optionsSubsetDiv, "Fresnel", BABYLON.StandardMaterial.FresnelEnabled, function (element) {
  28423. BABYLON.StandardMaterial.FresnelEnabled = element.checked;
  28424. });
  28425. this._optionsSubsetDiv.appendChild(document.createElement("br"));
  28426. this._generateTexBox(this._optionsSubsetDiv, "<b>Options:</b>", this.accentColor);
  28427. this._generateCheckBox(this._optionsSubsetDiv, "Animations", this._scene.animationsEnabled, function (element) {
  28428. _this._scene.animationsEnabled = element.checked;
  28429. });
  28430. this._generateCheckBox(this._optionsSubsetDiv, "Collisions", this._scene.collisionsEnabled, function (element) {
  28431. _this._scene.collisionsEnabled = element.checked;
  28432. });
  28433. this._generateCheckBox(this._optionsSubsetDiv, "Fog", this._scene.fogEnabled, function (element) {
  28434. _this._scene.fogEnabled = element.checked;
  28435. });
  28436. this._generateCheckBox(this._optionsSubsetDiv, "Lens flares", this._scene.lensFlaresEnabled, function (element) {
  28437. _this._scene.lensFlaresEnabled = element.checked;
  28438. });
  28439. this._generateCheckBox(this._optionsSubsetDiv, "Lights", this._scene.lightsEnabled, function (element) {
  28440. _this._scene.lightsEnabled = element.checked;
  28441. });
  28442. this._generateCheckBox(this._optionsSubsetDiv, "Particles", this._scene.particlesEnabled, function (element) {
  28443. _this._scene.particlesEnabled = element.checked;
  28444. });
  28445. this._generateCheckBox(this._optionsSubsetDiv, "Post-processes", this._scene.postProcessesEnabled, function (element) {
  28446. _this._scene.postProcessesEnabled = element.checked;
  28447. });
  28448. this._generateCheckBox(this._optionsSubsetDiv, "Procedural textures", this._scene.proceduralTexturesEnabled, function (element) {
  28449. _this._scene.proceduralTexturesEnabled = element.checked;
  28450. });
  28451. this._generateCheckBox(this._optionsSubsetDiv, "Render targets", this._scene.renderTargetsEnabled, function (element) {
  28452. _this._scene.renderTargetsEnabled = element.checked;
  28453. });
  28454. this._generateCheckBox(this._optionsSubsetDiv, "Shadows", this._scene.shadowsEnabled, function (element) {
  28455. _this._scene.shadowsEnabled = element.checked;
  28456. });
  28457. this._generateCheckBox(this._optionsSubsetDiv, "Skeletons", this._scene.skeletonsEnabled, function (element) {
  28458. _this._scene.skeletonsEnabled = element.checked;
  28459. });
  28460. this._generateCheckBox(this._optionsSubsetDiv, "Sprites", this._scene.spritesEnabled, function (element) {
  28461. _this._scene.spritesEnabled = element.checked;
  28462. });
  28463. this._generateCheckBox(this._optionsSubsetDiv, "Textures", this._scene.texturesEnabled, function (element) {
  28464. _this._scene.texturesEnabled = element.checked;
  28465. });
  28466. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  28467. this._optionsSubsetDiv.appendChild(document.createElement("br"));
  28468. this._generateTexBox(this._optionsSubsetDiv, "<b>Audio:</b>", this.accentColor);
  28469. this._generateRadio(this._optionsSubsetDiv, "Headphones", "panningModel", this._scene.headphone, function (element) {
  28470. if (element.checked) {
  28471. _this._scene.headphone = true;
  28472. }
  28473. });
  28474. this._generateRadio(this._optionsSubsetDiv, "Normal Speakers", "panningModel", !this._scene.headphone, function (element) {
  28475. if (element.checked) {
  28476. _this._scene.headphone = false;
  28477. }
  28478. });
  28479. this._generateCheckBox(this._optionsSubsetDiv, "Disable audio", !this._scene.audioEnabled, function (element) {
  28480. _this._scene.audioEnabled = !element.checked;
  28481. });
  28482. }
  28483. this._optionsSubsetDiv.appendChild(document.createElement("br"));
  28484. this._generateTexBox(this._optionsSubsetDiv, "<b>Tools:</b>", this.accentColor);
  28485. this._generateButton(this._optionsSubsetDiv, "Dump rendertargets", function (element) {
  28486. _this._scene.dumpNextRenderTargets = true;
  28487. });
  28488. this._optionsSubsetDiv.appendChild(document.createElement("br"));
  28489. this._globalDiv.appendChild(this._statsDiv);
  28490. this._globalDiv.appendChild(this._logDiv);
  28491. this._globalDiv.appendChild(this._optionsDiv);
  28492. this._globalDiv.appendChild(this._treeDiv);
  28493. }
  28494. };
  28495. DebugLayer.prototype._displayStats = function () {
  28496. var scene = this._scene;
  28497. var engine = scene.getEngine();
  28498. var glInfo = engine.getGlInfo();
  28499. this._statsSubsetDiv.innerHTML = "Babylon.js v" + BABYLON.Engine.Version + " - <b>" + BABYLON.Tools.Format(engine.getFps(), 0) + " fps</b><br><br>" + "<div style='column-count: 2;-moz-column-count:2;-webkit-column-count:2'>" + "<b>Count</b><br>" + "Total meshes: " + scene.meshes.length + "<br>" + "Total vertices: " + scene.getTotalVertices() + "<br>" + "Total materials: " + scene.materials.length + "<br>" + "Total textures: " + scene.textures.length + "<br>" + "Active meshes: " + scene.getActiveMeshes().length + "<br>" + "Active vertices: " + scene.getActiveVertices() + "<br>" + "Active bones: " + scene.getActiveBones() + "<br>" + "Active particles: " + scene.getActiveParticles() + "<br>" + "<b>Draw calls: " + engine.drawCalls + "</b><br><br>" + "<b>Duration</b><br>" + "Meshes selection:</i> " + BABYLON.Tools.Format(scene.getEvaluateActiveMeshesDuration()) + " ms<br>" + "Render Targets: " + BABYLON.Tools.Format(scene.getRenderTargetsDuration()) + " ms<br>" + "Particles: " + BABYLON.Tools.Format(scene.getParticlesDuration()) + " ms<br>" + "Sprites: " + BABYLON.Tools.Format(scene.getSpritesDuration()) + " ms<br><br>" + "Render: <b>" + BABYLON.Tools.Format(scene.getRenderDuration()) + " ms</b><br>" + "Frame: " + BABYLON.Tools.Format(scene.getLastFrameDuration()) + " ms<br>" + "Potential FPS: " + BABYLON.Tools.Format(1000.0 / scene.getLastFrameDuration(), 0) + "<br><br>" + "</div>" + "<div style='column-count: 2;-moz-column-count:2;-webkit-column-count:2'>" + "<b>Extensions</b><br>" + "Std derivatives: " + (engine.getCaps().standardDerivatives ? "Yes" : "No") + "<br>" + "Compressed textures: " + (engine.getCaps().s3tc ? "Yes" : "No") + "<br>" + "Hardware instances: " + (engine.getCaps().instancedArrays ? "Yes" : "No") + "<br>" + "Texture float: " + (engine.getCaps().textureFloat ? "Yes" : "No") + "<br>" + "32bits indices: " + (engine.getCaps().uintIndices ? "Yes" : "No") + "<br>" + "<b>Caps.</b><br>" + "Max textures units: " + engine.getCaps().maxTexturesImageUnits + "<br>" + "Max textures size: " + engine.getCaps().maxTextureSize + "<br>" + "Max anisotropy: " + engine.getCaps().maxAnisotropy + "<br><br><br>" + "</div><br>" + "<b>Info</b><br>" + glInfo.version + "<br>" + glInfo.renderer + "<br>";
  28500. if (this.customStatsFunction) {
  28501. this._statsSubsetDiv.innerHTML += this._statsSubsetDiv.innerHTML;
  28502. }
  28503. };
  28504. return DebugLayer;
  28505. })();
  28506. BABYLON.DebugLayer = DebugLayer;
  28507. })(BABYLON || (BABYLON = {}));
  28508. //# sourceMappingURL=babylon.debugLayer.js.map
  28509. var BABYLON;
  28510. (function (BABYLON) {
  28511. var RawTexture = (function (_super) {
  28512. __extends(RawTexture, _super);
  28513. function RawTexture(data, width, height, format, scene, generateMipMaps, invertY, samplingMode) {
  28514. if (generateMipMaps === void 0) { generateMipMaps = true; }
  28515. if (invertY === void 0) { invertY = false; }
  28516. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  28517. _super.call(this, null, scene, !generateMipMaps, invertY);
  28518. this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode);
  28519. this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  28520. this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  28521. }
  28522. // Statics
  28523. RawTexture.CreateLuminanceTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  28524. if (generateMipMaps === void 0) { generateMipMaps = true; }
  28525. if (invertY === void 0) { invertY = false; }
  28526. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  28527. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);
  28528. };
  28529. RawTexture.CreateLuminanceAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  28530. if (generateMipMaps === void 0) { generateMipMaps = true; }
  28531. if (invertY === void 0) { invertY = false; }
  28532. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  28533. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  28534. };
  28535. RawTexture.CreateAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  28536. if (generateMipMaps === void 0) { generateMipMaps = true; }
  28537. if (invertY === void 0) { invertY = false; }
  28538. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  28539. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  28540. };
  28541. RawTexture.CreateRGBTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  28542. if (generateMipMaps === void 0) { generateMipMaps = true; }
  28543. if (invertY === void 0) { invertY = false; }
  28544. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  28545. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode);
  28546. };
  28547. RawTexture.CreateRGBATexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  28548. if (generateMipMaps === void 0) { generateMipMaps = true; }
  28549. if (invertY === void 0) { invertY = false; }
  28550. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  28551. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode);
  28552. };
  28553. return RawTexture;
  28554. })(BABYLON.Texture);
  28555. BABYLON.RawTexture = RawTexture;
  28556. })(BABYLON || (BABYLON = {}));
  28557. //# sourceMappingURL=babylon.rawTexture.js.map
  28558. var BABYLON;
  28559. (function (BABYLON) {
  28560. var IndexedVector2 = (function (_super) {
  28561. __extends(IndexedVector2, _super);
  28562. function IndexedVector2(original, index) {
  28563. _super.call(this, original.x, original.y);
  28564. this.index = index;
  28565. }
  28566. return IndexedVector2;
  28567. })(BABYLON.Vector2);
  28568. var PolygonPoints = (function () {
  28569. function PolygonPoints() {
  28570. this.elements = new Array();
  28571. }
  28572. PolygonPoints.prototype.add = function (originalPoints) {
  28573. var _this = this;
  28574. var result = new Array();
  28575. originalPoints.forEach(function (point) {
  28576. if (result.length === 0 || !(BABYLON.Tools.WithinEpsilon(point.x, result[0].x, 0.00001) && BABYLON.Tools.WithinEpsilon(point.y, result[0].y, 0.00001))) {
  28577. var newPoint = new IndexedVector2(point, _this.elements.length);
  28578. result.push(newPoint);
  28579. _this.elements.push(newPoint);
  28580. }
  28581. });
  28582. return result;
  28583. };
  28584. PolygonPoints.prototype.computeBounds = function () {
  28585. var lmin = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  28586. var lmax = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  28587. this.elements.forEach(function (point) {
  28588. // x
  28589. if (point.x < lmin.x) {
  28590. lmin.x = point.x;
  28591. }
  28592. else if (point.x > lmax.x) {
  28593. lmax.x = point.x;
  28594. }
  28595. // y
  28596. if (point.y < lmin.y) {
  28597. lmin.y = point.y;
  28598. }
  28599. else if (point.y > lmax.y) {
  28600. lmax.y = point.y;
  28601. }
  28602. });
  28603. return {
  28604. min: lmin,
  28605. max: lmax,
  28606. width: lmax.x - lmin.x,
  28607. height: lmax.y - lmin.y
  28608. };
  28609. };
  28610. return PolygonPoints;
  28611. })();
  28612. var Polygon = (function () {
  28613. function Polygon() {
  28614. }
  28615. Polygon.Rectangle = function (xmin, ymin, xmax, ymax) {
  28616. return [
  28617. new BABYLON.Vector2(xmin, ymin),
  28618. new BABYLON.Vector2(xmax, ymin),
  28619. new BABYLON.Vector2(xmax, ymax),
  28620. new BABYLON.Vector2(xmin, ymax)
  28621. ];
  28622. };
  28623. Polygon.Circle = function (radius, cx, cy, numberOfSides) {
  28624. if (cx === void 0) { cx = 0; }
  28625. if (cy === void 0) { cy = 0; }
  28626. if (numberOfSides === void 0) { numberOfSides = 32; }
  28627. var result = new Array();
  28628. var angle = 0;
  28629. var increment = (Math.PI * 2) / numberOfSides;
  28630. for (var i = 0; i < numberOfSides; i++) {
  28631. result.push(new BABYLON.Vector2(cx + Math.cos(angle) * radius, cy + Math.sin(angle) * radius));
  28632. angle -= increment;
  28633. }
  28634. return result;
  28635. };
  28636. Polygon.Parse = function (input) {
  28637. var floats = input.split(/[^-+eE\.\d]+/).map(parseFloat).filter(function (val) { return (!isNaN(val)); });
  28638. var i, result = [];
  28639. for (i = 0; i < (floats.length & 0x7FFFFFFE); i += 2) {
  28640. result.push(new poly2tri.Point(floats[i], floats[i + 1]));
  28641. }
  28642. return result;
  28643. };
  28644. Polygon.StartingAt = function (x, y) {
  28645. return BABYLON.Path2.StartingAt(x, y);
  28646. };
  28647. return Polygon;
  28648. })();
  28649. BABYLON.Polygon = Polygon;
  28650. var PolygonMeshBuilder = (function () {
  28651. function PolygonMeshBuilder(name, contours, scene) {
  28652. this._points = new PolygonPoints();
  28653. if (!("poly2tri" in window)) {
  28654. throw "PolygonMeshBuilder cannot be used because poly2tri is not referenced";
  28655. }
  28656. this._name = name;
  28657. this._scene = scene;
  28658. var points;
  28659. if (contours instanceof BABYLON.Path2) {
  28660. points = contours.getPoints();
  28661. }
  28662. else {
  28663. points = contours;
  28664. }
  28665. this._swctx = new poly2tri.SweepContext(this._points.add(points));
  28666. }
  28667. PolygonMeshBuilder.prototype.addHole = function (hole) {
  28668. this._swctx.addHole(this._points.add(hole));
  28669. return this;
  28670. };
  28671. PolygonMeshBuilder.prototype.build = function (updatable) {
  28672. if (updatable === void 0) { updatable = false; }
  28673. var result = new BABYLON.Mesh(this._name, this._scene);
  28674. var normals = [];
  28675. var positions = [];
  28676. var uvs = [];
  28677. var bounds = this._points.computeBounds();
  28678. this._points.elements.forEach(function (p) {
  28679. normals.push(0, 1.0, 0);
  28680. positions.push(p.x, 0, p.y);
  28681. uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
  28682. });
  28683. var indices = [];
  28684. this._swctx.triangulate();
  28685. this._swctx.getTriangles().forEach(function (triangle) {
  28686. triangle.getPoints().forEach(function (point) {
  28687. indices.push(point.index);
  28688. });
  28689. });
  28690. result.setVerticesData(positions, BABYLON.VertexBuffer.PositionKind, updatable);
  28691. result.setVerticesData(normals, BABYLON.VertexBuffer.NormalKind, updatable);
  28692. result.setVerticesData(uvs, BABYLON.VertexBuffer.UVKind, updatable);
  28693. result.setIndices(indices);
  28694. return result;
  28695. };
  28696. return PolygonMeshBuilder;
  28697. })();
  28698. BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
  28699. })(BABYLON || (BABYLON = {}));
  28700. //# sourceMappingURL=babylon.polygonMesh.js.mapvar BABYLON;
  28701. (function (BABYLON) {
  28702. var SimplificationSettings = (function () {
  28703. function SimplificationSettings(quality, distance, optimizeMesh) {
  28704. this.quality = quality;
  28705. this.distance = distance;
  28706. this.optimizeMesh = optimizeMesh;
  28707. }
  28708. return SimplificationSettings;
  28709. })();
  28710. BABYLON.SimplificationSettings = SimplificationSettings;
  28711. var SimplificationQueue = (function () {
  28712. function SimplificationQueue() {
  28713. this.running = false;
  28714. this._simplificationArray = [];
  28715. }
  28716. SimplificationQueue.prototype.addTask = function (task) {
  28717. this._simplificationArray.push(task);
  28718. };
  28719. SimplificationQueue.prototype.executeNext = function () {
  28720. var task = this._simplificationArray.pop();
  28721. if (task) {
  28722. this.running = true;
  28723. this.runSimplification(task);
  28724. }
  28725. else {
  28726. this.running = false;
  28727. }
  28728. };
  28729. SimplificationQueue.prototype.runSimplification = function (task) {
  28730. var _this = this;
  28731. if (task.parallelProcessing) {
  28732. //parallel simplifier
  28733. task.settings.forEach(function (setting) {
  28734. var simplifier = _this.getSimplifier(task);
  28735. simplifier.simplify(setting, function (newMesh) {
  28736. task.mesh.addLODLevel(setting.distance, newMesh);
  28737. newMesh.isVisible = true;
  28738. //check if it is the last
  28739. if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {
  28740. //all done, run the success callback.
  28741. task.successCallback();
  28742. }
  28743. _this.executeNext();
  28744. });
  28745. });
  28746. }
  28747. else {
  28748. //single simplifier.
  28749. var simplifier = this.getSimplifier(task);
  28750. var runDecimation = function (setting, callback) {
  28751. simplifier.simplify(setting, function (newMesh) {
  28752. task.mesh.addLODLevel(setting.distance, newMesh);
  28753. newMesh.isVisible = true;
  28754. //run the next quality level
  28755. callback();
  28756. });
  28757. };
  28758. BABYLON.AsyncLoop.Run(task.settings.length, function (loop) {
  28759. runDecimation(task.settings[loop.index], function () {
  28760. loop.executeNext();
  28761. });
  28762. }, function () {
  28763. //execution ended, run the success callback.
  28764. if (task.successCallback) {
  28765. task.successCallback();
  28766. }
  28767. _this.executeNext();
  28768. });
  28769. }
  28770. };
  28771. SimplificationQueue.prototype.getSimplifier = function (task) {
  28772. switch (task.simplificationType) {
  28773. case 0 /* QUADRATIC */:
  28774. default:
  28775. return new QuadraticErrorSimplification(task.mesh);
  28776. }
  28777. };
  28778. return SimplificationQueue;
  28779. })();
  28780. BABYLON.SimplificationQueue = SimplificationQueue;
  28781. /**
  28782. * The implemented types of simplification.
  28783. * At the moment only Quadratic Error Decimation is implemented.
  28784. */
  28785. (function (SimplificationType) {
  28786. SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC";
  28787. })(BABYLON.SimplificationType || (BABYLON.SimplificationType = {}));
  28788. var SimplificationType = BABYLON.SimplificationType;
  28789. var DecimationTriangle = (function () {
  28790. function DecimationTriangle(vertices) {
  28791. this.vertices = vertices;
  28792. this.error = new Array(4);
  28793. this.deleted = false;
  28794. this.isDirty = false;
  28795. this.deletePending = false;
  28796. this.borderFactor = 0;
  28797. }
  28798. return DecimationTriangle;
  28799. })();
  28800. BABYLON.DecimationTriangle = DecimationTriangle;
  28801. var DecimationVertex = (function () {
  28802. function DecimationVertex(position, id) {
  28803. this.position = position;
  28804. this.id = id;
  28805. this.isBorder = true;
  28806. this.q = new QuadraticMatrix();
  28807. this.triangleCount = 0;
  28808. this.triangleStart = 0;
  28809. this.originalOffsets = [];
  28810. }
  28811. DecimationVertex.prototype.updatePosition = function (newPosition) {
  28812. this.position.copyFrom(newPosition);
  28813. };
  28814. return DecimationVertex;
  28815. })();
  28816. BABYLON.DecimationVertex = DecimationVertex;
  28817. var QuadraticMatrix = (function () {
  28818. function QuadraticMatrix(data) {
  28819. this.data = new Array(10);
  28820. for (var i = 0; i < 10; ++i) {
  28821. if (data && data[i]) {
  28822. this.data[i] = data[i];
  28823. }
  28824. else {
  28825. this.data[i] = 0;
  28826. }
  28827. }
  28828. }
  28829. QuadraticMatrix.prototype.det = function (a11, a12, a13, a21, a22, a23, a31, a32, a33) {
  28830. var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] + this.data[a12] * this.data[a23] * this.data[a31] - this.data[a13] * this.data[a22] * this.data[a31] - this.data[a11] * this.data[a23] * this.data[a32] - this.data[a12] * this.data[a21] * this.data[a33];
  28831. return det;
  28832. };
  28833. QuadraticMatrix.prototype.addInPlace = function (matrix) {
  28834. for (var i = 0; i < 10; ++i) {
  28835. this.data[i] += matrix.data[i];
  28836. }
  28837. };
  28838. QuadraticMatrix.prototype.addArrayInPlace = function (data) {
  28839. for (var i = 0; i < 10; ++i) {
  28840. this.data[i] += data[i];
  28841. }
  28842. };
  28843. QuadraticMatrix.prototype.add = function (matrix) {
  28844. var m = new QuadraticMatrix();
  28845. for (var i = 0; i < 10; ++i) {
  28846. m.data[i] = this.data[i] + matrix.data[i];
  28847. }
  28848. return m;
  28849. };
  28850. QuadraticMatrix.FromData = function (a, b, c, d) {
  28851. return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
  28852. };
  28853. //returning an array to avoid garbage collection
  28854. QuadraticMatrix.DataFromNumbers = function (a, b, c, d) {
  28855. return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
  28856. };
  28857. return QuadraticMatrix;
  28858. })();
  28859. BABYLON.QuadraticMatrix = QuadraticMatrix;
  28860. var Reference = (function () {
  28861. function Reference(vertexId, triangleId) {
  28862. this.vertexId = vertexId;
  28863. this.triangleId = triangleId;
  28864. }
  28865. return Reference;
  28866. })();
  28867. BABYLON.Reference = Reference;
  28868. /**
  28869. * An implementation of the Quadratic Error simplification algorithm.
  28870. * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
  28871. * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
  28872. * @author RaananW
  28873. */
  28874. var QuadraticErrorSimplification = (function () {
  28875. function QuadraticErrorSimplification(_mesh) {
  28876. this._mesh = _mesh;
  28877. this.initialized = false;
  28878. this.syncIterations = 5000;
  28879. this.aggressiveness = 7;
  28880. this.decimationIterations = 100;
  28881. this.boundingBoxEpsilon = BABYLON.Engine.Epsilon;
  28882. }
  28883. QuadraticErrorSimplification.prototype.simplify = function (settings, successCallback) {
  28884. var _this = this;
  28885. this.initDecimatedMesh();
  28886. //iterating through the submeshes array, one after the other.
  28887. BABYLON.AsyncLoop.Run(this._mesh.subMeshes.length, function (loop) {
  28888. _this.initWithMesh(loop.index, function () {
  28889. _this.runDecimation(settings, loop.index, function () {
  28890. loop.executeNext();
  28891. });
  28892. }, settings.optimizeMesh);
  28893. }, function () {
  28894. setTimeout(function () {
  28895. successCallback(_this._reconstructedMesh);
  28896. }, 0);
  28897. });
  28898. };
  28899. QuadraticErrorSimplification.prototype.isTriangleOnBoundingBox = function (triangle) {
  28900. var _this = this;
  28901. var gCount = 0;
  28902. triangle.vertices.forEach(function (vertex) {
  28903. var count = 0;
  28904. var vPos = vertex.position;
  28905. var bbox = _this._mesh.getBoundingInfo().boundingBox;
  28906. if (bbox.maximum.x - vPos.x < _this.boundingBoxEpsilon || vPos.x - bbox.minimum.x > _this.boundingBoxEpsilon)
  28907. ++count;
  28908. if (bbox.maximum.y == vPos.y || vPos.y == bbox.minimum.y)
  28909. ++count;
  28910. if (bbox.maximum.z == vPos.z || vPos.z == bbox.minimum.z)
  28911. ++count;
  28912. if (count > 1) {
  28913. ++gCount;
  28914. }
  28915. ;
  28916. });
  28917. if (gCount > 1) {
  28918. console.log(triangle, gCount);
  28919. }
  28920. return gCount > 1;
  28921. };
  28922. QuadraticErrorSimplification.prototype.runDecimation = function (settings, submeshIndex, successCallback) {
  28923. var _this = this;
  28924. var targetCount = ~~(this.triangles.length * settings.quality);
  28925. var deletedTriangles = 0;
  28926. var triangleCount = this.triangles.length;
  28927. var iterationFunction = function (iteration, callback) {
  28928. setTimeout(function () {
  28929. if (iteration % 5 === 0) {
  28930. _this.updateMesh(iteration === 0);
  28931. }
  28932. for (var i = 0; i < _this.triangles.length; ++i) {
  28933. _this.triangles[i].isDirty = false;
  28934. }
  28935. var threshold = 0.000000001 * Math.pow((iteration + 3), _this.aggressiveness);
  28936. var trianglesIterator = function (i) {
  28937. var tIdx = ~~(((_this.triangles.length / 2) + i) % _this.triangles.length);
  28938. var t = _this.triangles[tIdx];
  28939. if (!t)
  28940. return;
  28941. if (t.error[3] > threshold || t.deleted || t.isDirty) {
  28942. return;
  28943. }
  28944. for (var j = 0; j < 3; ++j) {
  28945. if (t.error[j] < threshold) {
  28946. var deleted0 = [];
  28947. var deleted1 = [];
  28948. var v0 = t.vertices[j];
  28949. var v1 = t.vertices[(j + 1) % 3];
  28950. if (v0.isBorder !== v1.isBorder)
  28951. continue;
  28952. var p = BABYLON.Vector3.Zero();
  28953. var n = BABYLON.Vector3.Zero();
  28954. var uv = BABYLON.Vector2.Zero();
  28955. var color = new BABYLON.Color4(0, 0, 0, 1);
  28956. _this.calculateError(v0, v1, p, n, uv, color);
  28957. var delTr = [];
  28958. if (_this.isFlipped(v0, v1, p, deleted0, t.borderFactor, delTr))
  28959. continue;
  28960. if (_this.isFlipped(v1, v0, p, deleted1, t.borderFactor, delTr))
  28961. continue;
  28962. if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0)
  28963. continue;
  28964. var uniqueArray = [];
  28965. delTr.forEach(function (deletedT) {
  28966. if (uniqueArray.indexOf(deletedT) === -1) {
  28967. deletedT.deletePending = true;
  28968. uniqueArray.push(deletedT);
  28969. }
  28970. });
  28971. if (uniqueArray.length % 2 != 0) {
  28972. continue;
  28973. }
  28974. v0.q = v1.q.add(v0.q);
  28975. v0.updatePosition(p);
  28976. var tStart = _this.references.length;
  28977. deletedTriangles = _this.updateTriangles(v0, v0, deleted0, deletedTriangles);
  28978. deletedTriangles = _this.updateTriangles(v0, v1, deleted1, deletedTriangles);
  28979. var tCount = _this.references.length - tStart;
  28980. if (tCount <= v0.triangleCount) {
  28981. if (tCount) {
  28982. for (var c = 0; c < tCount; c++) {
  28983. _this.references[v0.triangleStart + c] = _this.references[tStart + c];
  28984. }
  28985. }
  28986. }
  28987. else {
  28988. v0.triangleStart = tStart;
  28989. }
  28990. v0.triangleCount = tCount;
  28991. break;
  28992. }
  28993. }
  28994. };
  28995. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, trianglesIterator, callback, function () {
  28996. return (triangleCount - deletedTriangles <= targetCount);
  28997. });
  28998. }, 0);
  28999. };
  29000. BABYLON.AsyncLoop.Run(this.decimationIterations, function (loop) {
  29001. if (triangleCount - deletedTriangles <= targetCount)
  29002. loop.breakLoop();
  29003. else {
  29004. iterationFunction(loop.index, function () {
  29005. loop.executeNext();
  29006. });
  29007. }
  29008. }, function () {
  29009. setTimeout(function () {
  29010. //reconstruct this part of the mesh
  29011. _this.reconstructMesh(submeshIndex);
  29012. successCallback();
  29013. }, 0);
  29014. });
  29015. };
  29016. QuadraticErrorSimplification.prototype.initWithMesh = function (submeshIndex, callback, optimizeMesh) {
  29017. var _this = this;
  29018. this.vertices = [];
  29019. this.triangles = [];
  29020. var positionData = this._mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  29021. var indices = this._mesh.getIndices();
  29022. var submesh = this._mesh.subMeshes[submeshIndex];
  29023. var findInVertices = function (positionToSearch) {
  29024. if (optimizeMesh) {
  29025. for (var ii = 0; ii < _this.vertices.length; ++ii) {
  29026. if (_this.vertices[ii].position.equals(positionToSearch)) {
  29027. return _this.vertices[ii];
  29028. }
  29029. }
  29030. }
  29031. return null;
  29032. };
  29033. var vertexReferences = [];
  29034. var vertexInit = function (i) {
  29035. var offset = i + submesh.verticesStart;
  29036. var position = BABYLON.Vector3.FromArray(positionData, offset * 3);
  29037. var vertex = findInVertices(position) || new DecimationVertex(position, _this.vertices.length);
  29038. vertex.originalOffsets.push(offset);
  29039. if (vertex.id == _this.vertices.length) {
  29040. _this.vertices.push(vertex);
  29041. }
  29042. vertexReferences.push(vertex.id);
  29043. };
  29044. //var totalVertices = mesh.getTotalVertices();
  29045. var totalVertices = submesh.verticesCount;
  29046. BABYLON.AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, function () {
  29047. var indicesInit = function (i) {
  29048. var offset = (submesh.indexStart / 3) + i;
  29049. var pos = (offset * 3);
  29050. var i0 = indices[pos + 0];
  29051. var i1 = indices[pos + 1];
  29052. var i2 = indices[pos + 2];
  29053. var v0 = _this.vertices[vertexReferences[i0 - submesh.verticesStart]];
  29054. var v1 = _this.vertices[vertexReferences[i1 - submesh.verticesStart]];
  29055. var v2 = _this.vertices[vertexReferences[i2 - submesh.verticesStart]];
  29056. var triangle = new DecimationTriangle([v0, v1, v2]);
  29057. triangle.originalOffset = pos;
  29058. _this.triangles.push(triangle);
  29059. };
  29060. BABYLON.AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, _this.syncIterations, indicesInit, function () {
  29061. _this.init(callback);
  29062. });
  29063. });
  29064. };
  29065. QuadraticErrorSimplification.prototype.init = function (callback) {
  29066. var _this = this;
  29067. var triangleInit1 = function (i) {
  29068. var t = _this.triangles[i];
  29069. t.normal = BABYLON.Vector3.Cross(t.vertices[1].position.subtract(t.vertices[0].position), t.vertices[2].position.subtract(t.vertices[0].position)).normalize();
  29070. for (var j = 0; j < 3; j++) {
  29071. t.vertices[j].q.addArrayInPlace(QuadraticMatrix.DataFromNumbers(t.normal.x, t.normal.y, t.normal.z, -(BABYLON.Vector3.Dot(t.normal, t.vertices[0].position))));
  29072. }
  29073. };
  29074. BABYLON.AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, function () {
  29075. var triangleInit2 = function (i) {
  29076. var t = _this.triangles[i];
  29077. for (var j = 0; j < 3; ++j) {
  29078. t.error[j] = _this.calculateError(t.vertices[j], t.vertices[(j + 1) % 3]);
  29079. }
  29080. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  29081. };
  29082. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, triangleInit2, function () {
  29083. _this.initialized = true;
  29084. callback();
  29085. });
  29086. });
  29087. };
  29088. QuadraticErrorSimplification.prototype.reconstructMesh = function (submeshIndex) {
  29089. var newTriangles = [];
  29090. var i;
  29091. for (i = 0; i < this.vertices.length; ++i) {
  29092. this.vertices[i].triangleCount = 0;
  29093. }
  29094. var t;
  29095. var j;
  29096. for (i = 0; i < this.triangles.length; ++i) {
  29097. if (!this.triangles[i].deleted) {
  29098. t = this.triangles[i];
  29099. for (j = 0; j < 3; ++j) {
  29100. t.vertices[j].triangleCount = 1;
  29101. }
  29102. newTriangles.push(t);
  29103. }
  29104. }
  29105. var newPositionData = this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) || [];
  29106. var newNormalData = this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind) || [];
  29107. var newUVsData = this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind) || [];
  29108. var newColorsData = this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.ColorKind) || [];
  29109. var normalData = this._mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  29110. var uvs = this._mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  29111. var colorsData = this._mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  29112. var vertexCount = 0;
  29113. for (i = 0; i < this.vertices.length; ++i) {
  29114. var vertex = this.vertices[i];
  29115. vertex.id = vertexCount;
  29116. if (vertex.triangleCount) {
  29117. vertex.originalOffsets.forEach(function (originalOffset) {
  29118. newPositionData.push(vertex.position.x);
  29119. newPositionData.push(vertex.position.y);
  29120. newPositionData.push(vertex.position.z);
  29121. newNormalData.push(normalData[originalOffset * 3]);
  29122. newNormalData.push(normalData[(originalOffset * 3) + 1]);
  29123. newNormalData.push(normalData[(originalOffset * 3) + 2]);
  29124. if (uvs && uvs.length) {
  29125. newUVsData.push(uvs[(originalOffset * 2)]);
  29126. newUVsData.push(uvs[(originalOffset * 2) + 1]);
  29127. }
  29128. else if (colorsData && colorsData.length) {
  29129. newColorsData.push(colorsData[(originalOffset * 4)]);
  29130. newColorsData.push(colorsData[(originalOffset * 4) + 1]);
  29131. newColorsData.push(colorsData[(originalOffset * 4) + 2]);
  29132. newColorsData.push(colorsData[(originalOffset * 4) + 3]);
  29133. }
  29134. ++vertexCount;
  29135. });
  29136. }
  29137. }
  29138. var startingIndex = this._reconstructedMesh.getTotalIndices();
  29139. var startingVertex = this._reconstructedMesh.getTotalVertices();
  29140. var submeshesArray = this._reconstructedMesh.subMeshes;
  29141. this._reconstructedMesh.subMeshes = [];
  29142. var newIndicesArray = this._reconstructedMesh.getIndices(); //[];
  29143. var originalIndices = this._mesh.getIndices();
  29144. for (i = 0; i < newTriangles.length; ++i) {
  29145. var t = newTriangles[i];
  29146. //now get the new referencing point for each vertex
  29147. [0, 1, 2].forEach(function (idx) {
  29148. var id = originalIndices[t.originalOffset + idx];
  29149. var offset = t.vertices[idx].originalOffsets.indexOf(id);
  29150. if (offset < 0)
  29151. offset = 0;
  29152. newIndicesArray.push(t.vertices[idx].id + offset + startingVertex);
  29153. });
  29154. }
  29155. //overwriting the old vertex buffers and indices.
  29156. this._reconstructedMesh.setIndices(newIndicesArray);
  29157. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, newPositionData);
  29158. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, newNormalData);
  29159. if (newUVsData.length > 0)
  29160. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.UVKind, newUVsData);
  29161. if (newColorsData.length > 0)
  29162. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, newColorsData);
  29163. //create submesh
  29164. var originalSubmesh = this._mesh.subMeshes[submeshIndex];
  29165. if (submeshIndex > 0) {
  29166. this._reconstructedMesh.subMeshes = [];
  29167. submeshesArray.forEach(function (submesh) {
  29168. new BABYLON.SubMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount, submesh.indexStart, submesh.indexCount, submesh.getMesh());
  29169. });
  29170. var newSubmesh = new BABYLON.SubMesh(originalSubmesh.materialIndex, startingVertex, vertexCount, startingIndex, newTriangles.length * 3, this._reconstructedMesh);
  29171. }
  29172. };
  29173. QuadraticErrorSimplification.prototype.initDecimatedMesh = function () {
  29174. this._reconstructedMesh = new BABYLON.Mesh(this._mesh.name + "Decimated", this._mesh.getScene());
  29175. this._reconstructedMesh.material = this._mesh.material;
  29176. this._reconstructedMesh.parent = this._mesh.parent;
  29177. this._reconstructedMesh.isVisible = false;
  29178. };
  29179. QuadraticErrorSimplification.prototype.isFlipped = function (vertex1, vertex2, point, deletedArray, borderFactor, delTr) {
  29180. for (var i = 0; i < vertex1.triangleCount; ++i) {
  29181. var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId];
  29182. if (t.deleted)
  29183. continue;
  29184. var s = this.references[vertex1.triangleStart + i].vertexId;
  29185. var v1 = t.vertices[(s + 1) % 3];
  29186. var v2 = t.vertices[(s + 2) % 3];
  29187. if ((v1 === vertex2 || v2 === vertex2)) {
  29188. deletedArray[i] = true;
  29189. delTr.push(t);
  29190. continue;
  29191. }
  29192. var d1 = v1.position.subtract(point);
  29193. d1 = d1.normalize();
  29194. var d2 = v2.position.subtract(point);
  29195. d2 = d2.normalize();
  29196. if (Math.abs(BABYLON.Vector3.Dot(d1, d2)) > 0.999)
  29197. return true;
  29198. var normal = BABYLON.Vector3.Cross(d1, d2).normalize();
  29199. deletedArray[i] = false;
  29200. if (BABYLON.Vector3.Dot(normal, t.normal) < 0.2)
  29201. return true;
  29202. }
  29203. return false;
  29204. };
  29205. QuadraticErrorSimplification.prototype.updateTriangles = function (origVertex, vertex, deletedArray, deletedTriangles) {
  29206. var newDeleted = deletedTriangles;
  29207. for (var i = 0; i < vertex.triangleCount; ++i) {
  29208. var ref = this.references[vertex.triangleStart + i];
  29209. var t = this.triangles[ref.triangleId];
  29210. if (t.deleted)
  29211. continue;
  29212. if (deletedArray[i] && t.deletePending) {
  29213. t.deleted = true;
  29214. newDeleted++;
  29215. continue;
  29216. }
  29217. t.vertices[ref.vertexId] = origVertex;
  29218. t.isDirty = true;
  29219. t.error[0] = this.calculateError(t.vertices[0], t.vertices[1]) + (t.borderFactor / 2);
  29220. t.error[1] = this.calculateError(t.vertices[1], t.vertices[2]) + (t.borderFactor / 2);
  29221. t.error[2] = this.calculateError(t.vertices[2], t.vertices[0]) + (t.borderFactor / 2);
  29222. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  29223. this.references.push(ref);
  29224. }
  29225. return newDeleted;
  29226. };
  29227. QuadraticErrorSimplification.prototype.identifyBorder = function () {
  29228. for (var i = 0; i < this.vertices.length; ++i) {
  29229. var vCount = [];
  29230. var vId = [];
  29231. var v = this.vertices[i];
  29232. var j;
  29233. for (j = 0; j < v.triangleCount; ++j) {
  29234. var triangle = this.triangles[this.references[v.triangleStart + j].triangleId];
  29235. for (var ii = 0; ii < 3; ii++) {
  29236. var ofs = 0;
  29237. var vv = triangle.vertices[ii];
  29238. while (ofs < vCount.length) {
  29239. if (vId[ofs] === vv.id)
  29240. break;
  29241. ++ofs;
  29242. }
  29243. if (ofs === vCount.length) {
  29244. vCount.push(1);
  29245. vId.push(vv.id);
  29246. }
  29247. else {
  29248. vCount[ofs]++;
  29249. }
  29250. }
  29251. }
  29252. for (j = 0; j < vCount.length; ++j) {
  29253. if (vCount[j] === 1) {
  29254. this.vertices[vId[j]].isBorder = true;
  29255. }
  29256. else {
  29257. this.vertices[vId[j]].isBorder = false;
  29258. }
  29259. }
  29260. }
  29261. };
  29262. QuadraticErrorSimplification.prototype.updateMesh = function (identifyBorders) {
  29263. if (identifyBorders === void 0) { identifyBorders = false; }
  29264. var i;
  29265. if (!identifyBorders) {
  29266. var newTrianglesVector = [];
  29267. for (i = 0; i < this.triangles.length; ++i) {
  29268. if (!this.triangles[i].deleted) {
  29269. newTrianglesVector.push(this.triangles[i]);
  29270. }
  29271. }
  29272. this.triangles = newTrianglesVector;
  29273. }
  29274. for (i = 0; i < this.vertices.length; ++i) {
  29275. this.vertices[i].triangleCount = 0;
  29276. this.vertices[i].triangleStart = 0;
  29277. }
  29278. var t;
  29279. var j;
  29280. var v;
  29281. for (i = 0; i < this.triangles.length; ++i) {
  29282. t = this.triangles[i];
  29283. for (j = 0; j < 3; ++j) {
  29284. v = t.vertices[j];
  29285. v.triangleCount++;
  29286. }
  29287. }
  29288. var tStart = 0;
  29289. for (i = 0; i < this.vertices.length; ++i) {
  29290. this.vertices[i].triangleStart = tStart;
  29291. tStart += this.vertices[i].triangleCount;
  29292. this.vertices[i].triangleCount = 0;
  29293. }
  29294. var newReferences = new Array(this.triangles.length * 3);
  29295. for (i = 0; i < this.triangles.length; ++i) {
  29296. t = this.triangles[i];
  29297. for (j = 0; j < 3; ++j) {
  29298. v = t.vertices[j];
  29299. newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);
  29300. v.triangleCount++;
  29301. }
  29302. }
  29303. this.references = newReferences;
  29304. if (identifyBorders) {
  29305. this.identifyBorder();
  29306. }
  29307. };
  29308. QuadraticErrorSimplification.prototype.vertexError = function (q, point) {
  29309. var x = point.x;
  29310. var y = point.y;
  29311. var z = point.z;
  29312. return q.data[0] * x * x + 2 * q.data[1] * x * y + 2 * q.data[2] * x * z + 2 * q.data[3] * x + q.data[4] * y * y + 2 * q.data[5] * y * z + 2 * q.data[6] * y + q.data[7] * z * z + 2 * q.data[8] * z + q.data[9];
  29313. };
  29314. QuadraticErrorSimplification.prototype.calculateError = function (vertex1, vertex2, pointResult, normalResult, uvResult, colorResult) {
  29315. var q = vertex1.q.add(vertex2.q);
  29316. var border = vertex1.isBorder && vertex2.isBorder;
  29317. var error = 0;
  29318. var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
  29319. if (qDet !== 0 && !border) {
  29320. if (!pointResult) {
  29321. pointResult = BABYLON.Vector3.Zero();
  29322. }
  29323. pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8));
  29324. pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8));
  29325. pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8));
  29326. error = this.vertexError(q, pointResult);
  29327. }
  29328. else {
  29329. var p3 = (vertex1.position.add(vertex2.position)).divide(new BABYLON.Vector3(2, 2, 2));
  29330. //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();
  29331. var error1 = this.vertexError(q, vertex1.position);
  29332. var error2 = this.vertexError(q, vertex2.position);
  29333. var error3 = this.vertexError(q, p3);
  29334. error = Math.min(error1, error2, error3);
  29335. if (error === error1) {
  29336. if (pointResult) {
  29337. pointResult.copyFrom(vertex1.position);
  29338. }
  29339. }
  29340. else if (error === error2) {
  29341. if (pointResult) {
  29342. pointResult.copyFrom(vertex2.position);
  29343. }
  29344. }
  29345. else {
  29346. if (pointResult) {
  29347. pointResult.copyFrom(p3);
  29348. }
  29349. }
  29350. }
  29351. return error;
  29352. };
  29353. return QuadraticErrorSimplification;
  29354. })();
  29355. BABYLON.QuadraticErrorSimplification = QuadraticErrorSimplification;
  29356. })(BABYLON || (BABYLON = {}));
  29357. //# sourceMappingURL=babylon.meshSimplification.js.mapvar BABYLON;
  29358. (function (BABYLON) {
  29359. var Analyser = (function () {
  29360. function Analyser(scene) {
  29361. this.SMOOTHING = 0.75;
  29362. this.FFT_SIZE = 512;
  29363. this.BARGRAPHAMPLITUDE = 256;
  29364. this.DEBUGCANVASPOS = { x: 20, y: 20 };
  29365. this.DEBUGCANVASSIZE = { width: 320, height: 200 };
  29366. this._scene = scene;
  29367. this._audioEngine = BABYLON.Engine.audioEngine;
  29368. if (this._audioEngine.canUseWebAudio) {
  29369. this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();
  29370. this._webAudioAnalyser.minDecibels = -140;
  29371. this._webAudioAnalyser.maxDecibels = 0;
  29372. this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  29373. this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  29374. this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);
  29375. }
  29376. }
  29377. Analyser.prototype.getFrequencyBinCount = function () {
  29378. if (this._audioEngine.canUseWebAudio) {
  29379. return this._webAudioAnalyser.frequencyBinCount;
  29380. }
  29381. else {
  29382. return 0;
  29383. }
  29384. };
  29385. Analyser.prototype.getByteFrequencyData = function () {
  29386. if (this._audioEngine.canUseWebAudio) {
  29387. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  29388. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  29389. this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);
  29390. }
  29391. return this._byteFreqs;
  29392. };
  29393. Analyser.prototype.getByteTimeDomainData = function () {
  29394. if (this._audioEngine.canUseWebAudio) {
  29395. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  29396. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  29397. this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);
  29398. }
  29399. return this._byteTime;
  29400. };
  29401. Analyser.prototype.getFloatFrequencyData = function () {
  29402. if (this._audioEngine.canUseWebAudio) {
  29403. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  29404. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  29405. this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);
  29406. }
  29407. return this._floatFreqs;
  29408. };
  29409. Analyser.prototype.drawDebugCanvas = function () {
  29410. var _this = this;
  29411. if (this._audioEngine.canUseWebAudio) {
  29412. if (!this._debugCanvas) {
  29413. this._debugCanvas = document.createElement("canvas");
  29414. this._debugCanvas.width = this.DEBUGCANVASSIZE.width;
  29415. this._debugCanvas.height = this.DEBUGCANVASSIZE.height;
  29416. this._debugCanvas.style.position = "absolute";
  29417. this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px";
  29418. this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px";
  29419. this._debugCanvasContext = this._debugCanvas.getContext("2d");
  29420. document.body.appendChild(this._debugCanvas);
  29421. this._registerFunc = function () {
  29422. _this.drawDebugCanvas();
  29423. };
  29424. this._scene.registerBeforeRender(this._registerFunc);
  29425. }
  29426. if (this._registerFunc) {
  29427. var workingArray = this.getByteFrequencyData();
  29428. this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)';
  29429. this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);
  29430. for (var i = 0; i < this.getFrequencyBinCount(); i++) {
  29431. var value = workingArray[i];
  29432. var percent = value / this.BARGRAPHAMPLITUDE;
  29433. var height = this.DEBUGCANVASSIZE.height * percent;
  29434. var offset = this.DEBUGCANVASSIZE.height - height - 1;
  29435. var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();
  29436. var hue = i / this.getFrequencyBinCount() * 360;
  29437. this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)';
  29438. this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);
  29439. }
  29440. }
  29441. }
  29442. };
  29443. Analyser.prototype.stopDebugCanvas = function () {
  29444. if (this._debugCanvas) {
  29445. this._scene.unregisterBeforeRender(this._registerFunc);
  29446. this._registerFunc = null;
  29447. document.body.removeChild(this._debugCanvas);
  29448. this._debugCanvas = null;
  29449. this._debugCanvasContext = null;
  29450. }
  29451. };
  29452. Analyser.prototype.connectAudioNodes = function (inputAudioNode, outputAudioNode) {
  29453. if (this._audioEngine.canUseWebAudio) {
  29454. inputAudioNode.connect(this._webAudioAnalyser);
  29455. this._webAudioAnalyser.connect(outputAudioNode);
  29456. }
  29457. };
  29458. Analyser.prototype.dispose = function () {
  29459. if (this._audioEngine.canUseWebAudio) {
  29460. this._webAudioAnalyser.disconnect();
  29461. }
  29462. };
  29463. return Analyser;
  29464. })();
  29465. BABYLON.Analyser = Analyser;
  29466. })(BABYLON || (BABYLON = {}));
  29467. //# sourceMappingURL=babylon.analyser.js.mapvar BABYLON;
  29468. (function (BABYLON) {
  29469. var DepthRenderer = (function () {
  29470. function DepthRenderer(scene, type) {
  29471. var _this = this;
  29472. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  29473. this._viewMatrix = BABYLON.Matrix.Zero();
  29474. this._projectionMatrix = BABYLON.Matrix.Zero();
  29475. this._transformMatrix = BABYLON.Matrix.Zero();
  29476. this._worldViewProjection = BABYLON.Matrix.Zero();
  29477. this._scene = scene;
  29478. var engine = scene.getEngine();
  29479. // Render target
  29480. this._depthMap = new BABYLON.RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type);
  29481. this._depthMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  29482. this._depthMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  29483. this._depthMap.refreshRate = 1;
  29484. this._depthMap.renderParticles = false;
  29485. this._depthMap.renderList = null;
  29486. // Custom render function
  29487. var renderSubMesh = function (subMesh) {
  29488. var mesh = subMesh.getRenderingMesh();
  29489. var scene = _this._scene;
  29490. var engine = scene.getEngine();
  29491. // Culling
  29492. engine.setState(subMesh.getMaterial().backFaceCulling);
  29493. // Managing instances
  29494. var batch = mesh._getInstancesRenderList(subMesh._id);
  29495. if (batch.mustReturn) {
  29496. return;
  29497. }
  29498. var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null);
  29499. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  29500. engine.enableEffect(_this._effect);
  29501. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  29502. var material = subMesh.getMaterial();
  29503. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  29504. _this._effect.setFloat("far", scene.activeCamera.maxZ);
  29505. // Alpha test
  29506. if (material && material.needAlphaTesting()) {
  29507. var alphaTexture = material.getAlphaTestTexture();
  29508. _this._effect.setTexture("diffuseSampler", alphaTexture);
  29509. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  29510. }
  29511. // Bones
  29512. if (mesh.useBones) {
  29513. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  29514. }
  29515. // Draw
  29516. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  29517. }
  29518. };
  29519. this._depthMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes) {
  29520. var index;
  29521. for (index = 0; index < opaqueSubMeshes.length; index++) {
  29522. renderSubMesh(opaqueSubMeshes.data[index]);
  29523. }
  29524. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  29525. renderSubMesh(alphaTestSubMeshes.data[index]);
  29526. }
  29527. };
  29528. }
  29529. DepthRenderer.prototype.isReady = function (subMesh, useInstances) {
  29530. var defines = [];
  29531. var attribs = [BABYLON.VertexBuffer.PositionKind];
  29532. var mesh = subMesh.getMesh();
  29533. var scene = mesh.getScene();
  29534. var material = subMesh.getMaterial();
  29535. // Alpha test
  29536. if (material && material.needAlphaTesting()) {
  29537. defines.push("#define ALPHATEST");
  29538. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  29539. attribs.push(BABYLON.VertexBuffer.UVKind);
  29540. defines.push("#define UV1");
  29541. }
  29542. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  29543. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  29544. defines.push("#define UV2");
  29545. }
  29546. }
  29547. // Bones
  29548. if (mesh.useBones) {
  29549. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  29550. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  29551. defines.push("#define BONES");
  29552. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  29553. }
  29554. // Instances
  29555. if (useInstances) {
  29556. defines.push("#define INSTANCES");
  29557. attribs.push("world0");
  29558. attribs.push("world1");
  29559. attribs.push("world2");
  29560. attribs.push("world3");
  29561. }
  29562. // Get correct effect
  29563. var join = defines.join("\n");
  29564. if (this._cachedDefines !== join) {
  29565. this._cachedDefines = join;
  29566. this._effect = this._scene.getEngine().createEffect("depth", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "far"], ["diffuseSampler"], join);
  29567. }
  29568. return this._effect.isReady();
  29569. };
  29570. DepthRenderer.prototype.getDepthMap = function () {
  29571. return this._depthMap;
  29572. };
  29573. // Methods
  29574. DepthRenderer.prototype.dispose = function () {
  29575. this._depthMap.dispose();
  29576. };
  29577. return DepthRenderer;
  29578. })();
  29579. BABYLON.DepthRenderer = DepthRenderer;
  29580. })(BABYLON || (BABYLON = {}));
  29581. //# sourceMappingURL=babylon.depthRenderer.js.map
  29582. var BABYLON;
  29583. (function (BABYLON) {
  29584. var SSAORenderingPipeline = (function (_super) {
  29585. __extends(SSAORenderingPipeline, _super);
  29586. /**
  29587. * @constructor
  29588. * @param {string} name - The rendering pipeline name
  29589. * @param {BABYLON.Scene} scene - The scene linked to this pipeline
  29590. * @param {any} ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 }
  29591. * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
  29592. */
  29593. function SSAORenderingPipeline(name, scene, ratio, cameras) {
  29594. var _this = this;
  29595. _super.call(this, scene.getEngine(), name);
  29596. // Members
  29597. /**
  29598. * The PassPostProcess id in the pipeline that contains the original scene color
  29599. * @type {string}
  29600. */
  29601. this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  29602. /**
  29603. * The SSAO PostProcess id in the pipeline
  29604. * @type {string}
  29605. */
  29606. this.SSAORenderEffect = "SSAORenderEffect";
  29607. /**
  29608. * The horizontal blur PostProcess id in the pipeline
  29609. * @type {string}
  29610. */
  29611. this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  29612. /**
  29613. * The vertical blur PostProcess id in the pipeline
  29614. * @type {string}
  29615. */
  29616. this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  29617. /**
  29618. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  29619. * @type {string}
  29620. */
  29621. this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  29622. /**
  29623. * The output strength of the SSAO post-process. Default value is 1.0.
  29624. * @type {number}
  29625. */
  29626. this.totalStrength = 1.0;
  29627. /**
  29628. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0002
  29629. * @type {number}
  29630. */
  29631. this.radius = 0.0002;
  29632. /**
  29633. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  29634. * Must not be equal to fallOff and superior to fallOff.
  29635. * Default value is 0.0075
  29636. * @type {number}
  29637. */
  29638. this.area = 0.0075;
  29639. /**
  29640. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  29641. * Must not be equal to area and inferior to area.
  29642. * Default value is 0.0002
  29643. * @type {number}
  29644. */
  29645. this.fallOff = 0.0002;
  29646. this._firstUpdate = true;
  29647. this._scene = scene;
  29648. // Set up assets
  29649. this._createRandomTexture();
  29650. this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  29651. var ssaoRatio = ratio.ssaoRatio || ratio;
  29652. var combineRatio = ratio.combineRatio || ratio;
  29653. this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  29654. this._createSSAOPostProcess(ssaoRatio);
  29655. this._blurHPostProcess = new BABYLON.BlurPostProcess("SSAOBlurH", new BABYLON.Vector2(2.0, 0.0), 2.0, ssaoRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  29656. this._blurVPostProcess = new BABYLON.BlurPostProcess("SSAOBlurV", new BABYLON.Vector2(0.0, 2.0), 2.0, ssaoRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  29657. this._createSSAOCombinePostProcess(combineRatio);
  29658. // Set up pipeline
  29659. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.SSAOOriginalSceneColorEffect, function () {
  29660. return _this._originalColorPostProcess;
  29661. }, true));
  29662. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.SSAORenderEffect, function () {
  29663. return _this._ssaoPostProcess;
  29664. }, true));
  29665. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.SSAOBlurHRenderEffect, function () {
  29666. return _this._blurHPostProcess;
  29667. }, true));
  29668. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.SSAOBlurVRenderEffect, function () {
  29669. return _this._blurVPostProcess;
  29670. }, true));
  29671. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.SSAOCombineRenderEffect, function () {
  29672. return _this._ssaoCombinePostProcess;
  29673. }, true));
  29674. // Finish
  29675. scene.postProcessRenderPipelineManager.addPipeline(this);
  29676. if (cameras)
  29677. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  29678. }
  29679. // Public Methods
  29680. /**
  29681. * Returns the horizontal blur PostProcess
  29682. * @return {BABYLON.BlurPostProcess} The horizontal blur post-process
  29683. */
  29684. SSAORenderingPipeline.prototype.getBlurHPostProcess = function () {
  29685. return this._blurHPostProcess;
  29686. };
  29687. /**
  29688. * Returns the vertical blur PostProcess
  29689. * @return {BABYLON.BlurPostProcess} The vertical blur post-process
  29690. */
  29691. SSAORenderingPipeline.prototype.getBlurVPostProcess = function () {
  29692. return this._blurVPostProcess;
  29693. };
  29694. /**
  29695. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  29696. */
  29697. SSAORenderingPipeline.prototype.dispose = function (disableDepthRender) {
  29698. if (disableDepthRender === void 0) { disableDepthRender = false; }
  29699. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  29700. this._originalColorPostProcess = undefined;
  29701. this._ssaoPostProcess = undefined;
  29702. this._blurHPostProcess = undefined;
  29703. this._blurVPostProcess = undefined;
  29704. this._ssaoCombinePostProcess = undefined;
  29705. this._randomTexture.dispose();
  29706. if (disableDepthRender)
  29707. this._scene.disableDepthRenderer();
  29708. };
  29709. // Private Methods
  29710. SSAORenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  29711. var _this = this;
  29712. var sampleSphere = [
  29713. 0.5381,
  29714. 0.1856,
  29715. -0.4319,
  29716. 0.1379,
  29717. 0.2486,
  29718. 0.4430,
  29719. 0.3371,
  29720. 0.5679,
  29721. -0.0057,
  29722. -0.6999,
  29723. -0.0451,
  29724. -0.0019,
  29725. 0.0689,
  29726. -0.1598,
  29727. -0.8547,
  29728. 0.0560,
  29729. 0.0069,
  29730. -0.1843,
  29731. -0.0146,
  29732. 0.1402,
  29733. 0.0762,
  29734. 0.0100,
  29735. -0.1924,
  29736. -0.0344,
  29737. -0.3577,
  29738. -0.5301,
  29739. -0.4358,
  29740. -0.3169,
  29741. 0.1063,
  29742. 0.0158,
  29743. 0.0103,
  29744. -0.5869,
  29745. 0.0046,
  29746. -0.0897,
  29747. -0.4940,
  29748. 0.3287,
  29749. 0.7119,
  29750. -0.0154,
  29751. -0.0918,
  29752. -0.0533,
  29753. 0.0596,
  29754. -0.5411,
  29755. 0.0352,
  29756. -0.0631,
  29757. 0.5460,
  29758. -0.4776,
  29759. 0.2847,
  29760. -0.0271
  29761. ];
  29762. var samplesFactor = 1.0 / 16.0;
  29763. this._ssaoPostProcess = new BABYLON.PostProcess("ssao", "ssao", ["sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius", "area", "fallOff"], ["randomSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  29764. this._ssaoPostProcess.onApply = function (effect) {
  29765. if (_this._firstUpdate) {
  29766. effect.setArray3("sampleSphere", sampleSphere);
  29767. effect.setFloat("samplesFactor", samplesFactor);
  29768. effect.setFloat("randTextureTiles", 4.0 / ratio);
  29769. _this._firstUpdate = false;
  29770. }
  29771. effect.setFloat("totalStrength", _this.totalStrength);
  29772. effect.setFloat("radius", _this.radius);
  29773. effect.setFloat("area", _this.area);
  29774. effect.setFloat("fallOff", _this.fallOff);
  29775. effect.setTexture("textureSampler", _this._depthTexture);
  29776. effect.setTexture("randomSampler", _this._randomTexture);
  29777. };
  29778. };
  29779. SSAORenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  29780. var _this = this;
  29781. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  29782. this._ssaoCombinePostProcess.onApply = function (effect) {
  29783. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  29784. };
  29785. };
  29786. SSAORenderingPipeline.prototype._createRandomTexture = function () {
  29787. var size = 512;
  29788. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  29789. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  29790. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  29791. var context = this._randomTexture.getContext();
  29792. var rand = function (min, max) {
  29793. return Math.random() * (max - min) + min;
  29794. };
  29795. for (var x = 0; x < size; x++) {
  29796. for (var y = 0; y < size; y++) {
  29797. var randVector = BABYLON.Vector3.Zero();
  29798. randVector.x = Math.floor(rand(0.0, 1.0) * 255);
  29799. randVector.y = Math.floor(rand(0.0, 1.0) * 255);
  29800. randVector.z = Math.floor(rand(0.0, 1.0) * 255);
  29801. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  29802. context.fillRect(x, y, 1, 1);
  29803. }
  29804. }
  29805. this._randomTexture.update(false);
  29806. };
  29807. return SSAORenderingPipeline;
  29808. })(BABYLON.PostProcessRenderPipeline);
  29809. BABYLON.SSAORenderingPipeline = SSAORenderingPipeline;
  29810. })(BABYLON || (BABYLON = {}));
  29811. //# sourceMappingURL=babylon.ssaoRenderingPipeline.js.map
  29812. var BABYLON;
  29813. (function (BABYLON) {
  29814. // Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  29815. var VolumetricLightScatteringPostProcess = (function (_super) {
  29816. __extends(VolumetricLightScatteringPostProcess, _super);
  29817. /**
  29818. * @constructor
  29819. * @param {string} name - The post-process name
  29820. * @param {any} ratio - The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  29821. * @param {BABYLON.Camera} camera - The camera that the post-process will be attached to
  29822. * @param {BABYLON.Mesh} mesh - The mesh used to create the light scattering
  29823. * @param {number} samples - The post-process quality, default 100
  29824. * @param {number} samplingMode - The post-process filtering mode
  29825. * @param {BABYLON.Engine} engine - The babylon engine
  29826. * @param {boolean} reusable - If the post-process is reusable
  29827. */
  29828. function VolumetricLightScatteringPostProcess(name, ratio, camera, mesh, samples, samplingMode, engine, reusable) {
  29829. var _this = this;
  29830. if (samples === void 0) { samples = 100; }
  29831. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  29832. _super.call(this, name, "volumetricLightScattering", ["decay", "exposure", "weight", "meshPositionOnScreen", "density"], ["lightScatteringSampler"], ratio.postProcessRatio || ratio, camera, samplingMode, engine, reusable, "#define NUM_SAMPLES " + samples);
  29833. this._screenCoordinates = BABYLON.Vector2.Zero();
  29834. /**
  29835. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  29836. * @type {boolean}
  29837. */
  29838. this.useCustomMeshPosition = false;
  29839. /**
  29840. * If the post-process should inverse the light scattering direction
  29841. * @type {boolean}
  29842. */
  29843. this.invert = true;
  29844. /**
  29845. * Array containing the excluded meshes not rendered in the internal pass
  29846. */
  29847. this.excludedMeshes = new Array();
  29848. this.exposure = 0.3;
  29849. this.decay = 0.96815;
  29850. this.weight = 0.58767;
  29851. this.density = 0.926;
  29852. var scene = camera.getScene();
  29853. this._viewPort = new BABYLON.Viewport(0, 0, 1, 1).toGlobal(scene.getEngine());
  29854. // Configure mesh
  29855. this.mesh = (mesh !== null) ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene);
  29856. // Configure
  29857. this._createPass(scene, ratio.passRatio || ratio);
  29858. this.onApply = function (effect) {
  29859. _this._updateMeshScreenCoordinates(scene);
  29860. effect.setTexture("lightScatteringSampler", _this._volumetricLightScatteringRTT);
  29861. effect.setFloat("exposure", _this.exposure);
  29862. effect.setFloat("decay", _this.decay);
  29863. effect.setFloat("weight", _this.weight);
  29864. effect.setFloat("density", _this.density);
  29865. effect.setVector2("meshPositionOnScreen", _this._screenCoordinates);
  29866. };
  29867. }
  29868. VolumetricLightScatteringPostProcess.prototype.isReady = function (subMesh, useInstances) {
  29869. var mesh = subMesh.getMesh();
  29870. var defines = [];
  29871. var attribs = [BABYLON.VertexBuffer.PositionKind];
  29872. var material = subMesh.getMaterial();
  29873. var needUV = false;
  29874. // Render this.mesh as default
  29875. if (mesh === this.mesh) {
  29876. defines.push("#define BASIC_RENDER");
  29877. defines.push("#define NEED_UV");
  29878. needUV = true;
  29879. }
  29880. // Alpha test
  29881. if (material) {
  29882. if (material.needAlphaTesting() || mesh === this.mesh)
  29883. defines.push("#define ALPHATEST");
  29884. if (material.opacityTexture !== undefined) {
  29885. defines.push("#define OPACITY");
  29886. if (material.opacityTexture.getAlphaFromRGB)
  29887. defines.push("#define OPACITYRGB");
  29888. if (!needUV)
  29889. defines.push("#define NEED_UV");
  29890. }
  29891. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  29892. attribs.push(BABYLON.VertexBuffer.UVKind);
  29893. defines.push("#define UV1");
  29894. }
  29895. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  29896. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  29897. defines.push("#define UV2");
  29898. }
  29899. }
  29900. // Bones
  29901. if (mesh.useBones) {
  29902. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  29903. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  29904. defines.push("#define BONES");
  29905. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  29906. }
  29907. // Instances
  29908. if (useInstances) {
  29909. defines.push("#define INSTANCES");
  29910. attribs.push("world0");
  29911. attribs.push("world1");
  29912. attribs.push("world2");
  29913. attribs.push("world3");
  29914. }
  29915. // Get correct effect
  29916. var join = defines.join("\n");
  29917. if (this._cachedDefines !== join) {
  29918. this._cachedDefines = join;
  29919. this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "opacityLevel"], ["diffuseSampler", "opacitySampler"], join);
  29920. }
  29921. return this._volumetricLightScatteringPass.isReady();
  29922. };
  29923. /**
  29924. * Sets the new light position for light scattering effect
  29925. * @param {BABYLON.Vector3} The new custom light position
  29926. */
  29927. VolumetricLightScatteringPostProcess.prototype.setCustomMeshPosition = function (position) {
  29928. this._customMeshPosition = position;
  29929. };
  29930. /**
  29931. * Returns the light position for light scattering effect
  29932. * @return {BABYLON.Vector3} The custom light position
  29933. */
  29934. VolumetricLightScatteringPostProcess.prototype.getCustomMeshPosition = function () {
  29935. return this._customMeshPosition;
  29936. };
  29937. /**
  29938. * Disposes the internal assets and detaches the post-process from the camera
  29939. */
  29940. VolumetricLightScatteringPostProcess.prototype.dispose = function (camera) {
  29941. var rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);
  29942. if (rttIndex !== -1) {
  29943. camera.getScene().customRenderTargets.splice(rttIndex, 1);
  29944. }
  29945. this._volumetricLightScatteringRTT.dispose();
  29946. _super.prototype.dispose.call(this, camera);
  29947. };
  29948. /**
  29949. * Returns the render target texture used by the post-process
  29950. * @return {BABYLON.RenderTargetTexture} The render target texture used by the post-process
  29951. */
  29952. VolumetricLightScatteringPostProcess.prototype.getPass = function () {
  29953. return this._volumetricLightScatteringRTT;
  29954. };
  29955. // Private methods
  29956. VolumetricLightScatteringPostProcess.prototype._meshExcluded = function (mesh) {
  29957. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  29958. return true;
  29959. }
  29960. return false;
  29961. };
  29962. VolumetricLightScatteringPostProcess.prototype._createPass = function (scene, ratio) {
  29963. var _this = this;
  29964. var engine = scene.getEngine();
  29965. this._volumetricLightScatteringRTT = new BABYLON.RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  29966. this._volumetricLightScatteringRTT.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  29967. this._volumetricLightScatteringRTT.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  29968. this._volumetricLightScatteringRTT.renderList = null;
  29969. this._volumetricLightScatteringRTT.renderParticles = false;
  29970. scene.customRenderTargets.push(this._volumetricLightScatteringRTT);
  29971. // Custom render function for submeshes
  29972. var renderSubMesh = function (subMesh) {
  29973. var mesh = subMesh.getRenderingMesh();
  29974. if (_this._meshExcluded(mesh)) {
  29975. return;
  29976. }
  29977. var scene = mesh.getScene();
  29978. var engine = scene.getEngine();
  29979. // Culling
  29980. engine.setState(subMesh.getMaterial().backFaceCulling);
  29981. // Managing instances
  29982. var batch = mesh._getInstancesRenderList(subMesh._id);
  29983. if (batch.mustReturn) {
  29984. return;
  29985. }
  29986. var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null);
  29987. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  29988. engine.enableEffect(_this._volumetricLightScatteringPass);
  29989. mesh._bind(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode);
  29990. var material = subMesh.getMaterial();
  29991. _this._volumetricLightScatteringPass.setMatrix("viewProjection", scene.getTransformMatrix());
  29992. // Alpha test
  29993. if (material && (mesh === _this.mesh || material.needAlphaTesting() || material.opacityTexture !== undefined)) {
  29994. var alphaTexture = material.getAlphaTestTexture();
  29995. _this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
  29996. if (alphaTexture) {
  29997. _this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  29998. }
  29999. if (material.opacityTexture !== undefined) {
  30000. _this._volumetricLightScatteringPass.setTexture("opacitySampler", material.opacityTexture);
  30001. _this._volumetricLightScatteringPass.setFloat("opacityLevel", material.opacityTexture.level);
  30002. }
  30003. }
  30004. // Bones
  30005. if (mesh.useBones) {
  30006. _this._volumetricLightScatteringPass.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  30007. }
  30008. // Draw
  30009. mesh._processRendering(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._volumetricLightScatteringPass.setMatrix("world", world); });
  30010. }
  30011. };
  30012. // Render target texture callbacks
  30013. var savedSceneClearColor;
  30014. var sceneClearColor = new BABYLON.Color4(0.0, 0.0, 0.0, 1.0);
  30015. this._volumetricLightScatteringRTT.onBeforeRender = function () {
  30016. savedSceneClearColor = scene.clearColor;
  30017. scene.clearColor = sceneClearColor;
  30018. };
  30019. this._volumetricLightScatteringRTT.onAfterRender = function () {
  30020. scene.clearColor = savedSceneClearColor;
  30021. };
  30022. this._volumetricLightScatteringRTT.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes) {
  30023. var engine = scene.getEngine();
  30024. var index;
  30025. for (index = 0; index < opaqueSubMeshes.length; index++) {
  30026. renderSubMesh(opaqueSubMeshes.data[index]);
  30027. }
  30028. engine.setAlphaTesting(true);
  30029. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  30030. renderSubMesh(alphaTestSubMeshes.data[index]);
  30031. }
  30032. engine.setAlphaTesting(false);
  30033. if (transparentSubMeshes.length) {
  30034. for (index = 0; index < transparentSubMeshes.length; index++) {
  30035. var submesh = transparentSubMeshes.data[index];
  30036. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  30037. submesh._distanceToCamera = submesh.getBoundingInfo().boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();
  30038. }
  30039. var sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);
  30040. sortedArray.sort(function (a, b) {
  30041. // Alpha index first
  30042. if (a._alphaIndex > b._alphaIndex) {
  30043. return 1;
  30044. }
  30045. if (a._alphaIndex < b._alphaIndex) {
  30046. return -1;
  30047. }
  30048. // Then distance to camera
  30049. if (a._distanceToCamera < b._distanceToCamera) {
  30050. return 1;
  30051. }
  30052. if (a._distanceToCamera > b._distanceToCamera) {
  30053. return -1;
  30054. }
  30055. return 0;
  30056. });
  30057. // Render sub meshes
  30058. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  30059. for (index = 0; index < sortedArray.length; index++) {
  30060. renderSubMesh(sortedArray[index]);
  30061. }
  30062. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  30063. }
  30064. };
  30065. };
  30066. VolumetricLightScatteringPostProcess.prototype._updateMeshScreenCoordinates = function (scene) {
  30067. var transform = scene.getTransformMatrix();
  30068. var pos = BABYLON.Vector3.Project(this.useCustomMeshPosition ? this._customMeshPosition : this.mesh.position, BABYLON.Matrix.Identity(), transform, this._viewPort);
  30069. this._screenCoordinates.x = pos.x / this._viewPort.width;
  30070. this._screenCoordinates.y = pos.y / this._viewPort.height;
  30071. if (this.invert)
  30072. this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;
  30073. };
  30074. // Static methods
  30075. /**
  30076. * Creates a default mesh for the Volumeric Light Scattering post-process
  30077. * @param {string} The mesh name
  30078. * @param {BABYLON.Scene} The scene where to create the mesh
  30079. * @return {BABYLON.Mesh} the default mesh
  30080. */
  30081. VolumetricLightScatteringPostProcess.CreateDefaultMesh = function (name, scene) {
  30082. var mesh = BABYLON.Mesh.CreatePlane(name, 1, scene);
  30083. mesh.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_ALL;
  30084. mesh.material = new BABYLON.StandardMaterial(name + "Material", scene);
  30085. return mesh;
  30086. };
  30087. return VolumetricLightScatteringPostProcess;
  30088. })(BABYLON.PostProcess);
  30089. BABYLON.VolumetricLightScatteringPostProcess = VolumetricLightScatteringPostProcess;
  30090. })(BABYLON || (BABYLON = {}));
  30091. //# sourceMappingURL=babylon.volumetricLightScatteringPostProcess.js.map
  30092. var BABYLON;
  30093. (function (BABYLON) {
  30094. var LensRenderingPipeline = (function (_super) {
  30095. __extends(LensRenderingPipeline, _super);
  30096. /**
  30097. * @constructor
  30098. *
  30099. * Effect parameters are as follow:
  30100. * {
  30101. * chromatic_aberration: number; // from 0 to x (1 for realism)
  30102. * edge_blur: number; // from 0 to x (1 for realism)
  30103. * distortion: number; // from 0 to x (1 for realism)
  30104. * grain_amount: number; // from 0 to 1
  30105. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  30106. * dof_focus_depth: number; // depth-of-field: focus depth; unset to disable (disabled by default)
  30107. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  30108. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  30109. * dof_gain: number; // depth-of-field: depthOfField gain; unset to disable (disabled by default)
  30110. * dof_threshold: number; // depth-of-field: depthOfField threshold (default: 1)
  30111. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  30112. * }
  30113. * Note: if an effect parameter is unset, effect is disabled
  30114. *
  30115. * @param {string} name - The rendering pipeline name
  30116. * @param {object} parameters - An object containing all parameters (see above)
  30117. * @param {BABYLON.Scene} scene - The scene linked to this pipeline
  30118. * @param {number} ratio - The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  30119. * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
  30120. */
  30121. function LensRenderingPipeline(name, parameters, scene, ratio, cameras) {
  30122. var _this = this;
  30123. if (ratio === void 0) { ratio = 1.0; }
  30124. _super.call(this, scene.getEngine(), name);
  30125. // Lens effects can be of the following:
  30126. // - chromatic aberration (slight shift of RGB colors)
  30127. // - blur on the edge of the lens
  30128. // - lens distortion
  30129. // - depth-of-field blur & highlights enhancing
  30130. // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)
  30131. // - grain effect (noise or custom texture)
  30132. // Two additional texture samplers are needed:
  30133. // - depth map (for depth-of-field)
  30134. // - grain texture
  30135. /**
  30136. * The chromatic aberration PostProcess id in the pipeline
  30137. * @type {string}
  30138. */
  30139. this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
  30140. /**
  30141. * The highlights enhancing PostProcess id in the pipeline
  30142. * @type {string}
  30143. */
  30144. this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect";
  30145. /**
  30146. * The depth-of-field PostProcess id in the pipeline
  30147. * @type {string}
  30148. */
  30149. this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
  30150. this._scene = scene;
  30151. // Fetch texture samplers
  30152. this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  30153. if (parameters.grain_texture) {
  30154. this._grainTexture = parameters.grain_texture;
  30155. }
  30156. else {
  30157. this._createGrainTexture();
  30158. }
  30159. // save parameters
  30160. this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;
  30161. this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;
  30162. this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;
  30163. this._distortion = parameters.distortion ? parameters.distortion : 0;
  30164. this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;
  30165. this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;
  30166. this._dofDepth = parameters.dof_focus_depth !== undefined ? parameters.dof_focus_depth : -1;
  30167. this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;
  30168. this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;
  30169. this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;
  30170. // Create effects
  30171. this._createChromaticAberrationPostProcess(ratio);
  30172. this._createHighlightsPostProcess(ratio);
  30173. this._createDepthOfFieldPostProcess(ratio);
  30174. // Set up pipeline
  30175. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.LensChromaticAberrationEffect, function () {
  30176. return _this._chromaticAberrationPostProcess;
  30177. }, true));
  30178. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.HighlightsEnhancingEffect, function () {
  30179. return _this._highlightsPostProcess;
  30180. }, true));
  30181. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.LensDepthOfFieldEffect, function () {
  30182. return _this._depthOfFieldPostProcess;
  30183. }, true));
  30184. if (this._highlightsGain == -1) {
  30185. this._disableEffect(this.HighlightsEnhancingEffect, null);
  30186. }
  30187. // Finish
  30188. scene.postProcessRenderPipelineManager.addPipeline(this);
  30189. if (cameras) {
  30190. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  30191. }
  30192. }
  30193. // public methods (self explanatory)
  30194. LensRenderingPipeline.prototype.setEdgeBlur = function (amount) {
  30195. this._edgeBlur = amount;
  30196. };
  30197. LensRenderingPipeline.prototype.disableEdgeBlur = function () {
  30198. this._edgeBlur = 0;
  30199. };
  30200. LensRenderingPipeline.prototype.setGrainAmount = function (amount) {
  30201. this._grainAmount = amount;
  30202. };
  30203. LensRenderingPipeline.prototype.disableGrain = function () {
  30204. this._grainAmount = 0;
  30205. };
  30206. LensRenderingPipeline.prototype.setChromaticAberration = function (amount) {
  30207. this._chromaticAberration = amount;
  30208. };
  30209. LensRenderingPipeline.prototype.disableChromaticAberration = function () {
  30210. this._chromaticAberration = 0;
  30211. };
  30212. LensRenderingPipeline.prototype.setEdgeDistortion = function (amount) {
  30213. this._distortion = amount;
  30214. };
  30215. LensRenderingPipeline.prototype.disableEdgeDistortion = function () {
  30216. this._distortion = 0;
  30217. };
  30218. LensRenderingPipeline.prototype.setFocusDepth = function (amount) {
  30219. this._dofDepth = amount;
  30220. };
  30221. LensRenderingPipeline.prototype.disableDepthOfField = function () {
  30222. this._dofDepth = -1;
  30223. };
  30224. LensRenderingPipeline.prototype.setAperture = function (amount) {
  30225. this._dofAperture = amount;
  30226. };
  30227. LensRenderingPipeline.prototype.enablePentagonBokeh = function () {
  30228. this._dofPentagon = true;
  30229. };
  30230. LensRenderingPipeline.prototype.disablePentagonBokeh = function () {
  30231. this._dofPentagon = false;
  30232. };
  30233. LensRenderingPipeline.prototype.enableNoiseBlur = function () {
  30234. this._blurNoise = true;
  30235. };
  30236. LensRenderingPipeline.prototype.disableNoiseBlur = function () {
  30237. this._blurNoise = false;
  30238. };
  30239. LensRenderingPipeline.prototype.setHighlightsGain = function (amount) {
  30240. this._highlightsGain = amount;
  30241. };
  30242. LensRenderingPipeline.prototype.setHighlightsThreshold = function (amount) {
  30243. if (this._highlightsGain == -1) {
  30244. this._highlightsGain = 1.0;
  30245. }
  30246. this._highlightsThreshold = amount;
  30247. };
  30248. LensRenderingPipeline.prototype.disableHighlights = function () {
  30249. this._highlightsGain = -1;
  30250. };
  30251. /**
  30252. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  30253. */
  30254. LensRenderingPipeline.prototype.dispose = function (disableDepthRender) {
  30255. if (disableDepthRender === void 0) { disableDepthRender = false; }
  30256. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  30257. this._chromaticAberrationPostProcess = undefined;
  30258. this._highlightsPostProcess = undefined;
  30259. this._depthOfFieldPostProcess = undefined;
  30260. this._grainTexture.dispose();
  30261. if (disableDepthRender)
  30262. this._scene.disableDepthRenderer();
  30263. };
  30264. // colors shifting and distortion
  30265. LensRenderingPipeline.prototype._createChromaticAberrationPostProcess = function (ratio) {
  30266. var _this = this;
  30267. this._chromaticAberrationPostProcess = new BABYLON.PostProcess("LensChromaticAberration", "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height"], [], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  30268. this._chromaticAberrationPostProcess.onApply = function (effect) {
  30269. effect.setFloat('chromatic_aberration', _this._chromaticAberration);
  30270. effect.setFloat('screen_width', _this._scene.getEngine().getRenderingCanvas().width);
  30271. effect.setFloat('screen_height', _this._scene.getEngine().getRenderingCanvas().height);
  30272. };
  30273. };
  30274. // highlights enhancing
  30275. LensRenderingPipeline.prototype._createHighlightsPostProcess = function (ratio) {
  30276. var _this = this;
  30277. this._highlightsPostProcess = new BABYLON.PostProcess("LensHighlights", "lensHighlights", ["pentagon", "gain", "threshold", "screen_width", "screen_height"], [], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  30278. this._highlightsPostProcess.onApply = function (effect) {
  30279. effect.setFloat('gain', _this._highlightsGain);
  30280. effect.setFloat('threshold', _this._highlightsThreshold);
  30281. effect.setBool('pentagon', _this._dofPentagon);
  30282. effect.setTextureFromPostProcess("textureSampler", _this._chromaticAberrationPostProcess);
  30283. effect.setFloat('screen_width', _this._scene.getEngine().getRenderingCanvas().width);
  30284. effect.setFloat('screen_height', _this._scene.getEngine().getRenderingCanvas().height);
  30285. };
  30286. };
  30287. // colors shifting and distortion
  30288. LensRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (ratio) {
  30289. var _this = this;
  30290. this._depthOfFieldPostProcess = new BABYLON.PostProcess("LensDepthOfField", "depthOfField", [
  30291. "focus_depth",
  30292. "aperture",
  30293. "pentagon",
  30294. "maxZ",
  30295. "edge_blur",
  30296. "chromatic_aberration",
  30297. "distortion",
  30298. "blur_noise",
  30299. "grain_amount",
  30300. "screen_width",
  30301. "screen_height",
  30302. "highlights"
  30303. ], ["depthSampler", "grainSampler", "highlightsSampler"], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  30304. this._depthOfFieldPostProcess.onApply = function (effect) {
  30305. effect.setBool('blur_noise', _this._blurNoise);
  30306. effect.setFloat('maxZ', _this._scene.activeCamera.maxZ);
  30307. effect.setFloat('grain_amount', _this._grainAmount);
  30308. effect.setTexture("depthSampler", _this._depthTexture);
  30309. effect.setTexture("grainSampler", _this._grainTexture);
  30310. effect.setTextureFromPostProcess("textureSampler", _this._highlightsPostProcess);
  30311. effect.setTextureFromPostProcess("highlightsSampler", _this._depthOfFieldPostProcess);
  30312. effect.setFloat('screen_width', _this._scene.getEngine().getRenderingCanvas().width);
  30313. effect.setFloat('screen_height', _this._scene.getEngine().getRenderingCanvas().height);
  30314. effect.setFloat('distortion', _this._distortion);
  30315. effect.setFloat('focus_depth', _this._dofDepth);
  30316. effect.setFloat('aperture', _this._dofAperture);
  30317. effect.setFloat('edge_blur', _this._edgeBlur);
  30318. effect.setBool('highlights', (_this._highlightsGain != -1));
  30319. };
  30320. };
  30321. // creates a black and white random noise texture, 512x512
  30322. LensRenderingPipeline.prototype._createGrainTexture = function () {
  30323. var size = 512;
  30324. this._grainTexture = new BABYLON.DynamicTexture("LensNoiseTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  30325. this._grainTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  30326. this._grainTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  30327. var context = this._grainTexture.getContext();
  30328. var rand = function (min, max) {
  30329. return Math.random() * (max - min) + min;
  30330. };
  30331. var value;
  30332. for (var x = 0; x < size; x++) {
  30333. for (var y = 0; y < size; y++) {
  30334. value = Math.floor(rand(0.42, 0.58) * 255);
  30335. context.fillStyle = 'rgb(' + value + ', ' + value + ', ' + value + ')';
  30336. context.fillRect(x, y, 1, 1);
  30337. }
  30338. }
  30339. this._grainTexture.update(false);
  30340. };
  30341. return LensRenderingPipeline;
  30342. })(BABYLON.PostProcessRenderPipeline);
  30343. BABYLON.LensRenderingPipeline = LensRenderingPipeline;
  30344. })(BABYLON || (BABYLON = {}));
  30345. //# sourceMappingURL=babylon.lensRenderingPipeline.js.map//
  30346. // This post-process allows the modification of rendered colors by using
  30347. // a 'look-up table' (LUT). This effect is also called Color Grading.
  30348. //
  30349. // The object needs to be provided an url to a texture containing the color
  30350. // look-up table: the texture must be 256 pixels wide and 16 pixels high.
  30351. // Use an image editing software to tweak the LUT to match your needs.
  30352. //
  30353. // For an example of a color LUT, see here:
  30354. // http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  30355. // For explanations on color grading, see here:
  30356. // http://udn.epicgames.com/Three/ColorGrading.html
  30357. //
  30358. var BABYLON;
  30359. (function (BABYLON) {
  30360. var ColorCorrectionPostProcess = (function (_super) {
  30361. __extends(ColorCorrectionPostProcess, _super);
  30362. function ColorCorrectionPostProcess(name, colorTableUrl, ratio, camera, samplingMode, engine, reusable) {
  30363. var _this = this;
  30364. _super.call(this, name, 'colorCorrection', null, ['colorTable'], ratio, camera, samplingMode, engine, reusable);
  30365. this._colorTableTexture = new BABYLON.Texture(colorTableUrl, camera.getScene(), true, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  30366. this._colorTableTexture.anisotropicFilteringLevel = 1;
  30367. this._colorTableTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  30368. this._colorTableTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  30369. this.onApply = function (effect) {
  30370. effect.setTexture("colorTable", _this._colorTableTexture);
  30371. };
  30372. }
  30373. return ColorCorrectionPostProcess;
  30374. })(BABYLON.PostProcess);
  30375. BABYLON.ColorCorrectionPostProcess = ColorCorrectionPostProcess;
  30376. })(BABYLON || (BABYLON = {}));
  30377. //# sourceMappingURL=babylon.colorCorrectionPostProcess.js.mapvar BABYLON;
  30378. (function (BABYLON) {
  30379. var SmartCollection = (function () {
  30380. function SmartCollection(capacity) {
  30381. if (capacity === void 0) { capacity = 10; }
  30382. this.count = 0;
  30383. this._initialCapacity = capacity;
  30384. this.items = {};
  30385. this._keys = new Array(this._initialCapacity);
  30386. }
  30387. SmartCollection.prototype.add = function (key, item) {
  30388. if (this.items[key] != undefined) {
  30389. return -1;
  30390. }
  30391. this.items[key] = item;
  30392. //literal keys are always strings, but we keep source type of key in _keys array
  30393. this._keys[this.count++] = key;
  30394. if (this.count > this._keys.length) {
  30395. this._keys.length *= 2;
  30396. }
  30397. return this.count;
  30398. };
  30399. SmartCollection.prototype.remove = function (key) {
  30400. if (this.items[key] == undefined) {
  30401. return -1;
  30402. }
  30403. return this.removeItemOfIndex(this.indexOf(key));
  30404. };
  30405. SmartCollection.prototype.removeItemOfIndex = function (index) {
  30406. if (index < this.count && index > -1) {
  30407. delete this.items[this._keys[index]];
  30408. while (index < this.count) {
  30409. this._keys[index] = this._keys[index + 1];
  30410. index++;
  30411. }
  30412. }
  30413. else {
  30414. return -1;
  30415. }
  30416. return --this.count;
  30417. };
  30418. SmartCollection.prototype.indexOf = function (key) {
  30419. for (var i = 0; i !== this.count; i++) {
  30420. if (this._keys[i] === key) {
  30421. return i;
  30422. }
  30423. }
  30424. return -1;
  30425. };
  30426. SmartCollection.prototype.item = function (key) {
  30427. return this.items[key];
  30428. };
  30429. SmartCollection.prototype.getAllKeys = function () {
  30430. if (this.count > 0) {
  30431. var keys = new Array(this.count);
  30432. for (var i = 0; i < this.count; i++) {
  30433. keys[i] = this._keys[i];
  30434. }
  30435. return keys;
  30436. }
  30437. else {
  30438. return undefined;
  30439. }
  30440. };
  30441. SmartCollection.prototype.getKeyByIndex = function (index) {
  30442. if (index < this.count && index > -1) {
  30443. return this._keys[index];
  30444. }
  30445. else {
  30446. return undefined;
  30447. }
  30448. };
  30449. SmartCollection.prototype.getItemByIndex = function (index) {
  30450. if (index < this.count && index > -1) {
  30451. return this.items[this._keys[index]];
  30452. }
  30453. else {
  30454. return undefined;
  30455. }
  30456. };
  30457. SmartCollection.prototype.empty = function () {
  30458. if (this.count > 0) {
  30459. this.count = 0;
  30460. this.items = {};
  30461. this._keys = new Array(this._initialCapacity);
  30462. }
  30463. };
  30464. SmartCollection.prototype.forEach = function (block) {
  30465. var key;
  30466. for (key in this.items) {
  30467. if (this.items.hasOwnProperty(key)) {
  30468. block(this.items[key]);
  30469. }
  30470. }
  30471. };
  30472. return SmartCollection;
  30473. })();
  30474. BABYLON.SmartCollection = SmartCollection;
  30475. })(BABYLON || (BABYLON = {}));
  30476. //# sourceMappingURL=babylon.smartCollection.js.map