babylon.math.js 75 KB

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  1. var BABYLON;
  2. (function (BABYLON) {
  3. var Color3 = (function () {
  4. function Color3(r, g, b) {
  5. if (typeof r === "undefined") { r = 0; }
  6. if (typeof g === "undefined") { g = 0; }
  7. if (typeof b === "undefined") { b = 0; }
  8. this.r = r;
  9. this.g = g;
  10. this.b = b;
  11. }
  12. Color3.prototype.toString = function () {
  13. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
  14. };
  15. // Operators
  16. Color3.prototype.toArray = function (array, index) {
  17. if (index === undefined) {
  18. index = 0;
  19. }
  20. array[index] = this.r;
  21. array[index + 1] = this.g;
  22. array[index + 2] = this.b;
  23. };
  24. Color3.prototype.toColor4 = function (alpha) {
  25. if (typeof alpha === "undefined") { alpha = 1; }
  26. return new Color4(this.r, this.g, this.b, alpha);
  27. };
  28. Color3.prototype.asArray = function () {
  29. var result = [];
  30. this.toArray(result, 0);
  31. return result;
  32. };
  33. Color3.prototype.toLuminance = function () {
  34. return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;
  35. };
  36. Color3.prototype.multiply = function (otherColor) {
  37. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  38. };
  39. Color3.prototype.multiplyToRef = function (otherColor, result) {
  40. result.r = this.r * otherColor.r;
  41. result.g = this.g * otherColor.g;
  42. result.b = this.b * otherColor.b;
  43. };
  44. Color3.prototype.equals = function (otherColor) {
  45. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  46. };
  47. Color3.prototype.scale = function (scale) {
  48. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  49. };
  50. Color3.prototype.scaleToRef = function (scale, result) {
  51. result.r = this.r * scale;
  52. result.g = this.g * scale;
  53. result.b = this.b * scale;
  54. };
  55. Color3.prototype.add = function (otherColor) {
  56. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  57. };
  58. Color3.prototype.addToRef = function (otherColor, result) {
  59. result.r = this.r + otherColor.r;
  60. result.g = this.g + otherColor.g;
  61. result.b = this.b + otherColor.b;
  62. };
  63. Color3.prototype.subtract = function (otherColor) {
  64. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  65. };
  66. Color3.prototype.subtractToRef = 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. };
  71. Color3.prototype.clone = function () {
  72. return new Color3(this.r, this.g, this.b);
  73. };
  74. Color3.prototype.copyFrom = function (source) {
  75. this.r = source.r;
  76. this.g = source.g;
  77. this.b = source.b;
  78. };
  79. Color3.prototype.copyFromFloats = function (r, g, b) {
  80. this.r = r;
  81. this.g = g;
  82. this.b = b;
  83. };
  84. // Statics
  85. Color3.FromArray = function (array) {
  86. return new Color3(array[0], array[1], array[2]);
  87. };
  88. Color3.FromInts = function (r, g, b) {
  89. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  90. };
  91. Color3.Lerp = function (start, end, amount) {
  92. var r = start.r + ((end.r - start.r) * amount);
  93. var g = start.g + ((end.g - start.g) * amount);
  94. var b = start.b + ((end.b - start.b) * amount);
  95. return new Color3(r, g, b);
  96. };
  97. Color3.Red = function () {
  98. return new Color3(1, 0, 0);
  99. };
  100. Color3.Green = function () {
  101. return new Color3(0, 1, 0);
  102. };
  103. Color3.Blue = function () {
  104. return new Color3(0, 0, 1);
  105. };
  106. Color3.Black = function () {
  107. return new Color3(0, 0, 0);
  108. };
  109. Color3.White = function () {
  110. return new Color3(1, 1, 1);
  111. };
  112. Color3.Purple = function () {
  113. return new Color3(0.5, 0, 0.5);
  114. };
  115. Color3.Magenta = function () {
  116. return new Color3(1, 0, 1);
  117. };
  118. Color3.Yellow = function () {
  119. return new Color3(1, 1, 0);
  120. };
  121. Color3.Gray = function () {
  122. return new Color3(0.5, 0.5, 0.5);
  123. };
  124. return Color3;
  125. })();
  126. BABYLON.Color3 = Color3;
  127. var Color4 = (function () {
  128. function Color4(r, g, b, a) {
  129. this.r = r;
  130. this.g = g;
  131. this.b = b;
  132. this.a = a;
  133. }
  134. // Operators
  135. Color4.prototype.addInPlace = function (right) {
  136. this.r += right.r;
  137. this.g += right.g;
  138. this.b += right.b;
  139. this.a += right.a;
  140. };
  141. Color4.prototype.asArray = function () {
  142. var result = [];
  143. this.toArray(result, 0);
  144. return result;
  145. };
  146. Color4.prototype.toArray = function (array, index) {
  147. if (index === undefined) {
  148. index = 0;
  149. }
  150. array[index] = this.r;
  151. array[index + 1] = this.g;
  152. array[index + 2] = this.b;
  153. array[index + 3] = this.a;
  154. };
  155. Color4.prototype.add = function (right) {
  156. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  157. };
  158. Color4.prototype.subtract = function (right) {
  159. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  160. };
  161. Color4.prototype.subtractToRef = function (right, result) {
  162. result.r = this.r - right.r;
  163. result.g = this.g - right.g;
  164. result.b = this.b - right.b;
  165. result.a = this.a - right.a;
  166. };
  167. Color4.prototype.scale = function (scale) {
  168. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  169. };
  170. Color4.prototype.scaleToRef = function (scale, result) {
  171. result.r = this.r * scale;
  172. result.g = this.g * scale;
  173. result.b = this.b * scale;
  174. result.a = this.a * scale;
  175. };
  176. Color4.prototype.toString = function () {
  177. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  178. };
  179. Color4.prototype.clone = function () {
  180. return new Color4(this.r, this.g, this.b, this.a);
  181. };
  182. // Statics
  183. Color4.Lerp = function (left, right, amount) {
  184. var result = new Color4(0, 0, 0, 0);
  185. BABYLON.Color4.LerpToRef(left, right, amount, result);
  186. return result;
  187. };
  188. Color4.LerpToRef = function (left, right, amount, result) {
  189. result.r = left.r + (right.r - left.r) * amount;
  190. result.g = left.g + (right.g - left.g) * amount;
  191. result.b = left.b + (right.b - left.b) * amount;
  192. result.a = left.a + (right.a - left.a) * amount;
  193. };
  194. Color4.FromArray = function (array, offset) {
  195. if (typeof offset === "undefined") { offset = 0; }
  196. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  197. };
  198. Color4.FromInts = function (r, g, b, a) {
  199. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  200. };
  201. return Color4;
  202. })();
  203. BABYLON.Color4 = Color4;
  204. var Vector2 = (function () {
  205. function Vector2(x, y) {
  206. this.x = x;
  207. this.y = y;
  208. }
  209. Vector2.prototype.toString = function () {
  210. return "{X: " + this.x + " Y:" + this.y + "}";
  211. };
  212. // Operators
  213. Vector2.prototype.toArray = function (array, index) {
  214. if (index === undefined) {
  215. index = 0;
  216. }
  217. array[index] = this.x;
  218. array[index + 1] = this.y;
  219. };
  220. Vector2.prototype.asArray = function () {
  221. var result = [];
  222. this.toArray(result, 0);
  223. return result;
  224. };
  225. Vector2.prototype.copyFrom = function (source) {
  226. this.x = source.x;
  227. this.y = source.y;
  228. };
  229. Vector2.prototype.copyFromFloats = function (x, y) {
  230. this.x = x;
  231. this.y = y;
  232. };
  233. Vector2.prototype.add = function (otherVector) {
  234. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  235. };
  236. Vector2.prototype.addVector3 = function (otherVector) {
  237. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  238. };
  239. Vector2.prototype.subtract = function (otherVector) {
  240. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  241. };
  242. Vector2.prototype.multiplyInPlace = function (otherVector) {
  243. this.x *= otherVector.x;
  244. this.y *= otherVector.y;
  245. };
  246. Vector2.prototype.multiply = function (otherVector) {
  247. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  248. };
  249. Vector2.prototype.multiplyToRef = function (otherVector, result) {
  250. result.x = this.x * otherVector.x;
  251. result.y = this.y * otherVector.y;
  252. };
  253. Vector2.prototype.multiplyByFloats = function (x, y) {
  254. return new Vector2(this.x * x, this.y * y);
  255. };
  256. Vector2.prototype.divide = function (otherVector) {
  257. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  258. };
  259. Vector2.prototype.divideToRef = function (otherVector, result) {
  260. result.x = this.x / otherVector.x;
  261. result.y = this.y / otherVector.y;
  262. };
  263. Vector2.prototype.negate = function () {
  264. return new Vector2(-this.x, -this.y);
  265. };
  266. Vector2.prototype.scaleInPlace = function (scale) {
  267. this.x *= scale;
  268. this.y *= scale;
  269. };
  270. Vector2.prototype.scale = function (scale) {
  271. return new Vector2(this.x * scale, this.y * scale);
  272. };
  273. Vector2.prototype.equals = function (otherVector) {
  274. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  275. };
  276. // Properties
  277. Vector2.prototype.length = function () {
  278. return Math.sqrt(this.x * this.x + this.y * this.y);
  279. };
  280. Vector2.prototype.lengthSquared = function () {
  281. return (this.x * this.x + this.y * this.y);
  282. };
  283. // Methods
  284. Vector2.prototype.normalize = function () {
  285. var len = this.length();
  286. if (len === 0)
  287. return;
  288. var num = 1.0 / len;
  289. this.x *= num;
  290. this.y *= num;
  291. };
  292. Vector2.prototype.clone = function () {
  293. return new Vector2(this.x, this.y);
  294. };
  295. // Statics
  296. Vector2.Zero = function () {
  297. return new Vector2(0, 0);
  298. };
  299. Vector2.FromArray = function (array, offset) {
  300. if (!offset) {
  301. offset = 0;
  302. }
  303. return new Vector2(array[offset], array[offset + 1]);
  304. };
  305. Vector2.FromArrayToRef = function (array, offset, result) {
  306. result.x = array[offset];
  307. result.y = array[offset + 1];
  308. };
  309. Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
  310. var squared = amount * amount;
  311. var cubed = amount * squared;
  312. 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));
  313. 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));
  314. return new Vector2(x, y);
  315. };
  316. Vector2.Clamp = function (value, min, max) {
  317. var x = value.x;
  318. x = (x > max.x) ? max.x : x;
  319. x = (x < min.x) ? min.x : x;
  320. var y = value.y;
  321. y = (y > max.y) ? max.y : y;
  322. y = (y < min.y) ? min.y : y;
  323. return new Vector2(x, y);
  324. };
  325. Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  326. var squared = amount * amount;
  327. var cubed = amount * squared;
  328. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  329. var part2 = (-2.0 * cubed) + (3.0 * squared);
  330. var part3 = (cubed - (2.0 * squared)) + amount;
  331. var part4 = cubed - squared;
  332. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  333. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  334. return new Vector2(x, y);
  335. };
  336. Vector2.Lerp = function (start, end, amount) {
  337. var x = start.x + ((end.x - start.x) * amount);
  338. var y = start.y + ((end.y - start.y) * amount);
  339. return new Vector2(x, y);
  340. };
  341. Vector2.Dot = function (left, right) {
  342. return left.x * right.x + left.y * right.y;
  343. };
  344. Vector2.Normalize = function (vector) {
  345. var newVector = vector.clone();
  346. newVector.normalize();
  347. return newVector;
  348. };
  349. Vector2.Minimize = function (left, right) {
  350. var x = (left.x < right.x) ? left.x : right.x;
  351. var y = (left.y < right.y) ? left.y : right.y;
  352. return new Vector2(x, y);
  353. };
  354. Vector2.Maximize = function (left, right) {
  355. var x = (left.x > right.x) ? left.x : right.x;
  356. var y = (left.y > right.y) ? left.y : right.y;
  357. return new Vector2(x, y);
  358. };
  359. Vector2.Transform = function (vector, transformation) {
  360. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]);
  361. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]);
  362. return new Vector2(x, y);
  363. };
  364. Vector2.Distance = function (value1, value2) {
  365. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  366. };
  367. Vector2.DistanceSquared = function (value1, value2) {
  368. var x = value1.x - value2.x;
  369. var y = value1.y - value2.y;
  370. return (x * x) + (y * y);
  371. };
  372. return Vector2;
  373. })();
  374. BABYLON.Vector2 = Vector2;
  375. var Vector3 = (function () {
  376. function Vector3(x, y, z) {
  377. this.x = x;
  378. this.y = y;
  379. this.z = z;
  380. }
  381. Vector3.prototype.toString = function () {
  382. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  383. };
  384. // Operators
  385. Vector3.prototype.asArray = function () {
  386. var result = [];
  387. this.toArray(result, 0);
  388. return result;
  389. };
  390. Vector3.prototype.toArray = function (array, index) {
  391. if (index === undefined) {
  392. index = 0;
  393. }
  394. array[index] = this.x;
  395. array[index + 1] = this.y;
  396. array[index + 2] = this.z;
  397. };
  398. Vector3.prototype.addInPlace = function (otherVector) {
  399. this.x += otherVector.x;
  400. this.y += otherVector.y;
  401. this.z += otherVector.z;
  402. };
  403. Vector3.prototype.add = function (otherVector) {
  404. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  405. };
  406. Vector3.prototype.addToRef = function (otherVector, result) {
  407. result.x = this.x + otherVector.x;
  408. result.y = this.y + otherVector.y;
  409. result.z = this.z + otherVector.z;
  410. };
  411. Vector3.prototype.subtractInPlace = function (otherVector) {
  412. this.x -= otherVector.x;
  413. this.y -= otherVector.y;
  414. this.z -= otherVector.z;
  415. };
  416. Vector3.prototype.subtract = function (otherVector) {
  417. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  418. };
  419. Vector3.prototype.subtractToRef = function (otherVector, result) {
  420. result.x = this.x - otherVector.x;
  421. result.y = this.y - otherVector.y;
  422. result.z = this.z - otherVector.z;
  423. };
  424. Vector3.prototype.subtractFromFloats = function (x, y, z) {
  425. return new Vector3(this.x - x, this.y - y, this.z - z);
  426. };
  427. Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
  428. result.x = this.x - x;
  429. result.y = this.y - y;
  430. result.z = this.z - z;
  431. };
  432. Vector3.prototype.negate = function () {
  433. return new Vector3(-this.x, -this.y, -this.z);
  434. };
  435. Vector3.prototype.scaleInPlace = function (scale) {
  436. this.x *= scale;
  437. this.y *= scale;
  438. this.z *= scale;
  439. };
  440. Vector3.prototype.scale = function (scale) {
  441. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  442. };
  443. Vector3.prototype.scaleToRef = function (scale, result) {
  444. result.x = this.x * scale;
  445. result.y = this.y * scale;
  446. result.z = this.z * scale;
  447. };
  448. Vector3.prototype.equals = function (otherVector) {
  449. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  450. };
  451. Vector3.prototype.equalsWithEpsilon = function (otherVector) {
  452. 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;
  453. };
  454. Vector3.prototype.equalsToFloats = function (x, y, z) {
  455. return this.x === x && this.y === y && this.z === z;
  456. };
  457. Vector3.prototype.multiplyInPlace = function (otherVector) {
  458. this.x *= otherVector.x;
  459. this.y *= otherVector.y;
  460. this.z *= otherVector.z;
  461. };
  462. Vector3.prototype.multiply = function (otherVector) {
  463. return new Vector3(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  464. };
  465. Vector3.prototype.multiplyToRef = function (otherVector, result) {
  466. result.x = this.x * otherVector.x;
  467. result.y = this.y * otherVector.y;
  468. result.z = this.z * otherVector.z;
  469. };
  470. Vector3.prototype.multiplyByFloats = function (x, y, z) {
  471. return new Vector3(this.x * x, this.y * y, this.z * z);
  472. };
  473. Vector3.prototype.divide = function (otherVector) {
  474. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  475. };
  476. Vector3.prototype.divideToRef = function (otherVector, result) {
  477. result.x = this.x / otherVector.x;
  478. result.y = this.y / otherVector.y;
  479. result.z = this.z / otherVector.z;
  480. };
  481. Vector3.prototype.MinimizeInPlace = function (other) {
  482. if (other.x < this.x)
  483. this.x = other.x;
  484. if (other.y < this.y)
  485. this.y = other.y;
  486. if (other.z < this.z)
  487. this.z = other.z;
  488. };
  489. Vector3.prototype.MaximizeInPlace = function (other) {
  490. if (other.x > this.x)
  491. this.x = other.x;
  492. if (other.y > this.y)
  493. this.y = other.y;
  494. if (other.z > this.z)
  495. this.z = other.z;
  496. };
  497. // Properties
  498. Vector3.prototype.length = function () {
  499. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  500. };
  501. Vector3.prototype.lengthSquared = function () {
  502. return (this.x * this.x + this.y * this.y + this.z * this.z);
  503. };
  504. // Methods
  505. Vector3.prototype.normalize = function () {
  506. var len = this.length();
  507. if (len === 0)
  508. return;
  509. var num = 1.0 / len;
  510. this.x *= num;
  511. this.y *= num;
  512. this.z *= num;
  513. };
  514. Vector3.prototype.clone = function () {
  515. return new Vector3(this.x, this.y, this.z);
  516. };
  517. Vector3.prototype.copyFrom = function (source) {
  518. this.x = source.x;
  519. this.y = source.y;
  520. this.z = source.z;
  521. };
  522. Vector3.prototype.copyFromFloats = function (x, y, z) {
  523. this.x = x;
  524. this.y = y;
  525. this.z = z;
  526. };
  527. // Statics
  528. Vector3.FromArray = function (array, offset) {
  529. if (!offset) {
  530. offset = 0;
  531. }
  532. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  533. };
  534. Vector3.FromArrayToRef = function (array, offset, result) {
  535. result.x = array[offset];
  536. result.y = array[offset + 1];
  537. result.z = array[offset + 2];
  538. };
  539. Vector3.FromFloatArrayToRef = function (array, offset, result) {
  540. result.x = array[offset];
  541. result.y = array[offset + 1];
  542. result.z = array[offset + 2];
  543. };
  544. Vector3.FromFloatsToRef = function (x, y, z, result) {
  545. result.x = x;
  546. result.y = y;
  547. result.z = z;
  548. };
  549. Vector3.Zero = function () {
  550. return new Vector3(0, 0, 0);
  551. };
  552. Vector3.Up = function () {
  553. return new Vector3(0, 1.0, 0);
  554. };
  555. Vector3.TransformCoordinates = function (vector, transformation) {
  556. var result = Vector3.Zero();
  557. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  558. return result;
  559. };
  560. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  561. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]) + transformation.m[12];
  562. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]) + transformation.m[13];
  563. var z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]) + transformation.m[14];
  564. var w = (vector.x * transformation.m[3]) + (vector.y * transformation.m[7]) + (vector.z * transformation.m[11]) + transformation.m[15];
  565. result.x = x / w;
  566. result.y = y / w;
  567. result.z = z / w;
  568. };
  569. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  570. var rx = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]) + transformation.m[12];
  571. var ry = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]) + transformation.m[13];
  572. var rz = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]) + transformation.m[14];
  573. var rw = (x * transformation.m[3]) + (y * transformation.m[7]) + (z * transformation.m[11]) + transformation.m[15];
  574. result.x = rx / rw;
  575. result.y = ry / rw;
  576. result.z = rz / rw;
  577. };
  578. Vector3.TransformNormal = function (vector, transformation) {
  579. var result = Vector3.Zero();
  580. Vector3.TransformNormalToRef(vector, transformation, result);
  581. return result;
  582. };
  583. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  584. result.x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]);
  585. result.y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]);
  586. result.z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]);
  587. };
  588. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  589. result.x = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]);
  590. result.y = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]);
  591. result.z = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]);
  592. };
  593. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  594. var squared = amount * amount;
  595. var cubed = amount * squared;
  596. 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));
  597. 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));
  598. 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));
  599. return new Vector3(x, y, z);
  600. };
  601. Vector3.Clamp = function (value, min, max) {
  602. var x = value.x;
  603. x = (x > max.x) ? max.x : x;
  604. x = (x < min.x) ? min.x : x;
  605. var y = value.y;
  606. y = (y > max.y) ? max.y : y;
  607. y = (y < min.y) ? min.y : y;
  608. var z = value.z;
  609. z = (z > max.z) ? max.z : z;
  610. z = (z < min.z) ? min.z : z;
  611. return new Vector3(x, y, z);
  612. };
  613. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  614. var squared = amount * amount;
  615. var cubed = amount * squared;
  616. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  617. var part2 = (-2.0 * cubed) + (3.0 * squared);
  618. var part3 = (cubed - (2.0 * squared)) + amount;
  619. var part4 = cubed - squared;
  620. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  621. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  622. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  623. return new Vector3(x, y, z);
  624. };
  625. Vector3.Lerp = function (start, end, amount) {
  626. var x = start.x + ((end.x - start.x) * amount);
  627. var y = start.y + ((end.y - start.y) * amount);
  628. var z = start.z + ((end.z - start.z) * amount);
  629. return new Vector3(x, y, z);
  630. };
  631. Vector3.Dot = function (left, right) {
  632. return (left.x * right.x + left.y * right.y + left.z * right.z);
  633. };
  634. Vector3.Cross = function (left, right) {
  635. var result = Vector3.Zero();
  636. Vector3.CrossToRef(left, right, result);
  637. return result;
  638. };
  639. Vector3.CrossToRef = function (left, right, result) {
  640. result.x = left.y * right.z - left.z * right.y;
  641. result.y = left.z * right.x - left.x * right.z;
  642. result.z = left.x * right.y - left.y * right.x;
  643. };
  644. Vector3.Normalize = function (vector) {
  645. var result = Vector3.Zero();
  646. Vector3.NormalizeToRef(vector, result);
  647. return result;
  648. };
  649. Vector3.NormalizeToRef = function (vector, result) {
  650. result.copyFrom(vector);
  651. result.normalize();
  652. };
  653. Vector3.Project = function (vector, world, transform, viewport) {
  654. var cw = viewport.width;
  655. var ch = viewport.height;
  656. var cx = viewport.x;
  657. var cy = viewport.y;
  658. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2.0, 0, 0, 0, 0, -ch / 2.0, 0, 0, 0, 0, 1, 0, cx + cw / 2.0, ch / 2.0 + cy, 0, 1);
  659. var finalMatrix = world.multiply(transform).multiply(viewportMatrix);
  660. return Vector3.TransformCoordinates(vector, finalMatrix);
  661. };
  662. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  663. var matrix = world.multiply(view).multiply(projection);
  664. matrix.invert();
  665. source.x = source.x / viewportWidth * 2 - 1;
  666. source.y = -(source.y / viewportHeight * 2 - 1);
  667. var vector = BABYLON.Vector3.TransformCoordinates(source, matrix);
  668. var num = source.x * matrix.m[3] + source.y * matrix.m[7] + source.z * matrix.m[11] + matrix.m[15];
  669. if (BABYLON.Tools.WithinEpsilon(num, 1.0)) {
  670. vector = vector.scale(1.0 / num);
  671. }
  672. return vector;
  673. };
  674. Vector3.Minimize = function (left, right) {
  675. var min = left.clone();
  676. min.MinimizeInPlace(right);
  677. return min;
  678. };
  679. Vector3.Maximize = function (left, right) {
  680. var max = left.clone();
  681. max.MaximizeInPlace(right);
  682. return max;
  683. };
  684. Vector3.Distance = function (value1, value2) {
  685. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  686. };
  687. Vector3.DistanceSquared = function (value1, value2) {
  688. var x = value1.x - value2.x;
  689. var y = value1.y - value2.y;
  690. var z = value1.z - value2.z;
  691. return (x * x) + (y * y) + (z * z);
  692. };
  693. Vector3.Center = function (value1, value2) {
  694. var center = value1.add(value2);
  695. center.scaleInPlace(0.5);
  696. return center;
  697. };
  698. return Vector3;
  699. })();
  700. BABYLON.Vector3 = Vector3;
  701. var Quaternion = (function () {
  702. function Quaternion(x, y, z, w) {
  703. if (typeof x === "undefined") { x = 0; }
  704. if (typeof y === "undefined") { y = 0; }
  705. if (typeof z === "undefined") { z = 0; }
  706. if (typeof w === "undefined") { w = 1; }
  707. this.x = x;
  708. this.y = y;
  709. this.z = z;
  710. this.w = w;
  711. }
  712. Quaternion.prototype.toString = function () {
  713. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  714. };
  715. Quaternion.prototype.asArray = function () {
  716. return [this.x, this.y, this.z, this.w];
  717. };
  718. Quaternion.prototype.equals = function (otherQuaternion) {
  719. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  720. };
  721. Quaternion.prototype.clone = function () {
  722. return new Quaternion(this.x, this.y, this.z, this.w);
  723. };
  724. Quaternion.prototype.copyFrom = function (other) {
  725. this.x = other.x;
  726. this.y = other.y;
  727. this.z = other.z;
  728. this.w = other.w;
  729. };
  730. Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
  731. this.x = x;
  732. this.y = y;
  733. this.z = z;
  734. this.w = w;
  735. };
  736. Quaternion.prototype.add = function (other) {
  737. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  738. };
  739. Quaternion.prototype.subtract = function (other) {
  740. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  741. };
  742. Quaternion.prototype.scale = function (value) {
  743. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  744. };
  745. Quaternion.prototype.multiply = function (q1) {
  746. var result = new Quaternion(0, 0, 0, 1.0);
  747. this.multiplyToRef(q1, result);
  748. return result;
  749. };
  750. Quaternion.prototype.multiplyToRef = function (q1, result) {
  751. result.x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  752. result.y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  753. result.z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  754. result.w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  755. };
  756. Quaternion.prototype.length = function () {
  757. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  758. };
  759. Quaternion.prototype.normalize = function () {
  760. var length = 1.0 / this.length();
  761. this.x *= length;
  762. this.y *= length;
  763. this.z *= length;
  764. this.w *= length;
  765. };
  766. Quaternion.prototype.toEulerAngles = function () {
  767. var result = BABYLON.Vector3.Zero();
  768. Quaternion.toEulerAnglesToRef(result);
  769. return result;
  770. };
  771. Quaternion.prototype.toEulerAnglesToRef = function (result) {
  772. var qx = this.x;
  773. var qy = this.y;
  774. var qz = this.z;
  775. var qw = this.w;
  776. var sqx = qx * qx;
  777. var sqy = qy * qy;
  778. var sqz = qz * qz;
  779. var yaw = Math.atan2(2.0 * (qy * qw - qx * qz), 1.0 - 2.0 * (sqy + sqz));
  780. var pitch = Math.asin(2.0 * (qx * qy + qz * qw));
  781. var roll = Math.atan2(2.0 * (qx * qw - qy * qz), 1.0 - 2.0 * (sqx + sqz));
  782. var gimbaLockTest = qx * qy + qz * qw;
  783. if (gimbaLockTest > 0.499) {
  784. yaw = 2.0 * Math.atan2(qx, qw);
  785. roll = 0;
  786. } else if (gimbaLockTest < -0.499) {
  787. yaw = -2.0 * Math.atan2(qx, qw);
  788. roll = 0;
  789. }
  790. result.x = pitch;
  791. result.y = yaw;
  792. result.z = roll;
  793. };
  794. Quaternion.prototype.toRotationMatrix = function (result) {
  795. var xx = this.x * this.x;
  796. var yy = this.y * this.y;
  797. var zz = this.z * this.z;
  798. var xy = this.x * this.y;
  799. var zw = this.z * this.w;
  800. var zx = this.z * this.x;
  801. var yw = this.y * this.w;
  802. var yz = this.y * this.z;
  803. var xw = this.x * this.w;
  804. result.m[0] = 1.0 - (2.0 * (yy + zz));
  805. result.m[1] = 2.0 * (xy + zw);
  806. result.m[2] = 2.0 * (zx - yw);
  807. result.m[3] = 0;
  808. result.m[4] = 2.0 * (xy - zw);
  809. result.m[5] = 1.0 - (2.0 * (zz + xx));
  810. result.m[6] = 2.0 * (yz + xw);
  811. result.m[7] = 0;
  812. result.m[8] = 2.0 * (zx + yw);
  813. result.m[9] = 2.0 * (yz - xw);
  814. result.m[10] = 1.0 - (2.0 * (yy + xx));
  815. result.m[11] = 0;
  816. result.m[12] = 0;
  817. result.m[13] = 0;
  818. result.m[14] = 0;
  819. result.m[15] = 1.0;
  820. };
  821. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  822. var data = matrix.m;
  823. var m11 = data[0], m12 = data[4], m13 = data[8];
  824. var m21 = data[1], m22 = data[5], m23 = data[9];
  825. var m31 = data[2], m32 = data[6], m33 = data[10];
  826. var trace = m11 + m22 + m33;
  827. var s;
  828. if (trace > 0) {
  829. s = 0.5 / Math.sqrt(trace + 1.0);
  830. this.w = 0.25 / s;
  831. this.x = (m32 - m23) * s;
  832. this.y = (m13 - m31) * s;
  833. this.z = (m21 - m12) * s;
  834. return;
  835. }
  836. if (m11 > m22 && m11 > m33) {
  837. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  838. this.w = (m32 - m23) / s;
  839. this.x = 0.25 * s;
  840. this.y = (m12 + m21) / s;
  841. this.z = (m13 + m31) / s;
  842. return;
  843. }
  844. if (m22 > m33) {
  845. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  846. this.w = (m13 - m31) / s;
  847. this.x = (m12 + m21) / s;
  848. this.y = 0.25 * s;
  849. this.z = (m23 + m32) / s;
  850. return;
  851. }
  852. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  853. this.w = (m21 - m12) / s;
  854. this.x = (m13 + m31) / s;
  855. this.y = (m23 + m32) / s;
  856. this.z = 0.25 * s;
  857. };
  858. // Statics
  859. Quaternion.Inverse = function (q) {
  860. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  861. };
  862. Quaternion.RotationAxis = function (axis, angle) {
  863. var result = new Quaternion();
  864. var sin = Math.sin(angle / 2);
  865. result.w = Math.cos(angle / 2);
  866. result.x = axis.x * sin;
  867. result.y = axis.y * sin;
  868. result.z = axis.z * sin;
  869. return result;
  870. };
  871. Quaternion.FromArray = function (array, offset) {
  872. if (!offset) {
  873. offset = 0;
  874. }
  875. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  876. };
  877. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  878. var result = new Quaternion();
  879. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  880. return result;
  881. };
  882. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  883. var halfRoll = roll * 0.5;
  884. var halfPitch = pitch * 0.5;
  885. var halfYaw = yaw * 0.5;
  886. var sinRoll = Math.sin(halfRoll);
  887. var cosRoll = Math.cos(halfRoll);
  888. var sinPitch = Math.sin(halfPitch);
  889. var cosPitch = Math.cos(halfPitch);
  890. var sinYaw = Math.sin(halfYaw);
  891. var cosYaw = Math.cos(halfYaw);
  892. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  893. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  894. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  895. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  896. };
  897. Quaternion.Slerp = function (left, right, amount) {
  898. var num2;
  899. var num3;
  900. var num = amount;
  901. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  902. var flag = false;
  903. if (num4 < 0) {
  904. flag = true;
  905. num4 = -num4;
  906. }
  907. if (num4 > 0.999999) {
  908. num3 = 1 - num;
  909. num2 = flag ? -num : num;
  910. } else {
  911. var num5 = Math.acos(num4);
  912. var num6 = (1.0 / Math.sin(num5));
  913. num3 = (Math.sin((1.0 - num) * num5)) * num6;
  914. num2 = flag ? ((-Math.sin(num * num5)) * num6) : ((Math.sin(num * num5)) * num6);
  915. }
  916. 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));
  917. };
  918. return Quaternion;
  919. })();
  920. BABYLON.Quaternion = Quaternion;
  921. var Matrix = (function () {
  922. function Matrix() {
  923. this.m = new Float32Array(16);
  924. }
  925. // Properties
  926. Matrix.prototype.isIdentity = function () {
  927. if (this.m[0] != 1.0 || this.m[5] != 1.0 || this.m[10] != 1.0 || this.m[15] != 1.0)
  928. return false;
  929. 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)
  930. return false;
  931. return true;
  932. };
  933. Matrix.prototype.determinant = function () {
  934. var temp1 = (this.m[10] * this.m[15]) - (this.m[11] * this.m[14]);
  935. var temp2 = (this.m[9] * this.m[15]) - (this.m[11] * this.m[13]);
  936. var temp3 = (this.m[9] * this.m[14]) - (this.m[10] * this.m[13]);
  937. var temp4 = (this.m[8] * this.m[15]) - (this.m[11] * this.m[12]);
  938. var temp5 = (this.m[8] * this.m[14]) - (this.m[10] * this.m[12]);
  939. var temp6 = (this.m[8] * this.m[13]) - (this.m[9] * this.m[12]);
  940. 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))));
  941. };
  942. // Methods
  943. Matrix.prototype.toArray = function () {
  944. return this.m;
  945. };
  946. Matrix.prototype.asArray = function () {
  947. return this.toArray();
  948. };
  949. Matrix.prototype.invert = function () {
  950. this.invertToRef(this);
  951. };
  952. Matrix.prototype.invertToRef = function (other) {
  953. var l1 = this.m[0];
  954. var l2 = this.m[1];
  955. var l3 = this.m[2];
  956. var l4 = this.m[3];
  957. var l5 = this.m[4];
  958. var l6 = this.m[5];
  959. var l7 = this.m[6];
  960. var l8 = this.m[7];
  961. var l9 = this.m[8];
  962. var l10 = this.m[9];
  963. var l11 = this.m[10];
  964. var l12 = this.m[11];
  965. var l13 = this.m[12];
  966. var l14 = this.m[13];
  967. var l15 = this.m[14];
  968. var l16 = this.m[15];
  969. var l17 = (l11 * l16) - (l12 * l15);
  970. var l18 = (l10 * l16) - (l12 * l14);
  971. var l19 = (l10 * l15) - (l11 * l14);
  972. var l20 = (l9 * l16) - (l12 * l13);
  973. var l21 = (l9 * l15) - (l11 * l13);
  974. var l22 = (l9 * l14) - (l10 * l13);
  975. var l23 = ((l6 * l17) - (l7 * l18)) + (l8 * l19);
  976. var l24 = -(((l5 * l17) - (l7 * l20)) + (l8 * l21));
  977. var l25 = ((l5 * l18) - (l6 * l20)) + (l8 * l22);
  978. var l26 = -(((l5 * l19) - (l6 * l21)) + (l7 * l22));
  979. var l27 = 1.0 / ((((l1 * l23) + (l2 * l24)) + (l3 * l25)) + (l4 * l26));
  980. var l28 = (l7 * l16) - (l8 * l15);
  981. var l29 = (l6 * l16) - (l8 * l14);
  982. var l30 = (l6 * l15) - (l7 * l14);
  983. var l31 = (l5 * l16) - (l8 * l13);
  984. var l32 = (l5 * l15) - (l7 * l13);
  985. var l33 = (l5 * l14) - (l6 * l13);
  986. var l34 = (l7 * l12) - (l8 * l11);
  987. var l35 = (l6 * l12) - (l8 * l10);
  988. var l36 = (l6 * l11) - (l7 * l10);
  989. var l37 = (l5 * l12) - (l8 * l9);
  990. var l38 = (l5 * l11) - (l7 * l9);
  991. var l39 = (l5 * l10) - (l6 * l9);
  992. other.m[0] = l23 * l27;
  993. other.m[4] = l24 * l27;
  994. other.m[8] = l25 * l27;
  995. other.m[12] = l26 * l27;
  996. other.m[1] = -(((l2 * l17) - (l3 * l18)) + (l4 * l19)) * l27;
  997. other.m[5] = (((l1 * l17) - (l3 * l20)) + (l4 * l21)) * l27;
  998. other.m[9] = -(((l1 * l18) - (l2 * l20)) + (l4 * l22)) * l27;
  999. other.m[13] = (((l1 * l19) - (l2 * l21)) + (l3 * l22)) * l27;
  1000. other.m[2] = (((l2 * l28) - (l3 * l29)) + (l4 * l30)) * l27;
  1001. other.m[6] = -(((l1 * l28) - (l3 * l31)) + (l4 * l32)) * l27;
  1002. other.m[10] = (((l1 * l29) - (l2 * l31)) + (l4 * l33)) * l27;
  1003. other.m[14] = -(((l1 * l30) - (l2 * l32)) + (l3 * l33)) * l27;
  1004. other.m[3] = -(((l2 * l34) - (l3 * l35)) + (l4 * l36)) * l27;
  1005. other.m[7] = (((l1 * l34) - (l3 * l37)) + (l4 * l38)) * l27;
  1006. other.m[11] = -(((l1 * l35) - (l2 * l37)) + (l4 * l39)) * l27;
  1007. other.m[15] = (((l1 * l36) - (l2 * l38)) + (l3 * l39)) * l27;
  1008. };
  1009. Matrix.prototype.setTranslation = function (vector3) {
  1010. this.m[12] = vector3.x;
  1011. this.m[13] = vector3.y;
  1012. this.m[14] = vector3.z;
  1013. };
  1014. Matrix.prototype.multiply = function (other) {
  1015. var result = new Matrix();
  1016. this.multiplyToRef(other, result);
  1017. return result;
  1018. };
  1019. Matrix.prototype.copyFrom = function (other) {
  1020. for (var index = 0; index < 16; index++) {
  1021. this.m[index] = other.m[index];
  1022. }
  1023. };
  1024. Matrix.prototype.copyToArray = function (array, offset) {
  1025. if (typeof offset === "undefined") { offset = 0; }
  1026. for (var index = 0; index < 16; index++) {
  1027. array[offset + index] = this.m[index];
  1028. }
  1029. };
  1030. Matrix.prototype.multiplyToRef = function (other, result) {
  1031. this.multiplyToArray(other, result.m, 0);
  1032. };
  1033. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  1034. var tm0 = this.m[0];
  1035. var tm1 = this.m[1];
  1036. var tm2 = this.m[2];
  1037. var tm3 = this.m[3];
  1038. var tm4 = this.m[4];
  1039. var tm5 = this.m[5];
  1040. var tm6 = this.m[6];
  1041. var tm7 = this.m[7];
  1042. var tm8 = this.m[8];
  1043. var tm9 = this.m[9];
  1044. var tm10 = this.m[10];
  1045. var tm11 = this.m[11];
  1046. var tm12 = this.m[12];
  1047. var tm13 = this.m[13];
  1048. var tm14 = this.m[14];
  1049. var tm15 = this.m[15];
  1050. var om0 = other.m[0];
  1051. var om1 = other.m[1];
  1052. var om2 = other.m[2];
  1053. var om3 = other.m[3];
  1054. var om4 = other.m[4];
  1055. var om5 = other.m[5];
  1056. var om6 = other.m[6];
  1057. var om7 = other.m[7];
  1058. var om8 = other.m[8];
  1059. var om9 = other.m[9];
  1060. var om10 = other.m[10];
  1061. var om11 = other.m[11];
  1062. var om12 = other.m[12];
  1063. var om13 = other.m[13];
  1064. var om14 = other.m[14];
  1065. var om15 = other.m[15];
  1066. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  1067. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  1068. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  1069. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  1070. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  1071. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  1072. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  1073. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  1074. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  1075. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  1076. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  1077. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  1078. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  1079. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  1080. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  1081. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  1082. };
  1083. Matrix.prototype.equals = function (value) {
  1084. 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]);
  1085. };
  1086. Matrix.prototype.clone = function () {
  1087. 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]);
  1088. };
  1089. // Statics
  1090. Matrix.FromArray = function (array, offset) {
  1091. var result = new Matrix();
  1092. if (!offset) {
  1093. offset = 0;
  1094. }
  1095. Matrix.FromArrayToRef(array, offset, result);
  1096. return result;
  1097. };
  1098. Matrix.FromArrayToRef = function (array, offset, result) {
  1099. for (var index = 0; index < 16; index++) {
  1100. result.m[index] = array[index + offset];
  1101. }
  1102. };
  1103. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  1104. result.m[0] = initialM11;
  1105. result.m[1] = initialM12;
  1106. result.m[2] = initialM13;
  1107. result.m[3] = initialM14;
  1108. result.m[4] = initialM21;
  1109. result.m[5] = initialM22;
  1110. result.m[6] = initialM23;
  1111. result.m[7] = initialM24;
  1112. result.m[8] = initialM31;
  1113. result.m[9] = initialM32;
  1114. result.m[10] = initialM33;
  1115. result.m[11] = initialM34;
  1116. result.m[12] = initialM41;
  1117. result.m[13] = initialM42;
  1118. result.m[14] = initialM43;
  1119. result.m[15] = initialM44;
  1120. };
  1121. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  1122. var result = new Matrix();
  1123. result.m[0] = initialM11;
  1124. result.m[1] = initialM12;
  1125. result.m[2] = initialM13;
  1126. result.m[3] = initialM14;
  1127. result.m[4] = initialM21;
  1128. result.m[5] = initialM22;
  1129. result.m[6] = initialM23;
  1130. result.m[7] = initialM24;
  1131. result.m[8] = initialM31;
  1132. result.m[9] = initialM32;
  1133. result.m[10] = initialM33;
  1134. result.m[11] = initialM34;
  1135. result.m[12] = initialM41;
  1136. result.m[13] = initialM42;
  1137. result.m[14] = initialM43;
  1138. result.m[15] = initialM44;
  1139. return result;
  1140. };
  1141. Matrix.Identity = function () {
  1142. return Matrix.FromValues(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0);
  1143. };
  1144. Matrix.IdentityToRef = function (result) {
  1145. Matrix.FromValuesToRef(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, result);
  1146. };
  1147. Matrix.Zero = function () {
  1148. return Matrix.FromValues(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
  1149. };
  1150. Matrix.RotationX = function (angle) {
  1151. var result = new Matrix();
  1152. Matrix.RotationXToRef(angle, result);
  1153. return result;
  1154. };
  1155. Matrix.RotationXToRef = function (angle, result) {
  1156. var s = Math.sin(angle);
  1157. var c = Math.cos(angle);
  1158. result.m[0] = 1.0;
  1159. result.m[15] = 1.0;
  1160. result.m[5] = c;
  1161. result.m[10] = c;
  1162. result.m[9] = -s;
  1163. result.m[6] = s;
  1164. result.m[1] = 0;
  1165. result.m[2] = 0;
  1166. result.m[3] = 0;
  1167. result.m[4] = 0;
  1168. result.m[7] = 0;
  1169. result.m[8] = 0;
  1170. result.m[11] = 0;
  1171. result.m[12] = 0;
  1172. result.m[13] = 0;
  1173. result.m[14] = 0;
  1174. };
  1175. Matrix.RotationY = function (angle) {
  1176. var result = new Matrix();
  1177. Matrix.RotationYToRef(angle, result);
  1178. return result;
  1179. };
  1180. Matrix.RotationYToRef = function (angle, result) {
  1181. var s = Math.sin(angle);
  1182. var c = Math.cos(angle);
  1183. result.m[5] = 1.0;
  1184. result.m[15] = 1.0;
  1185. result.m[0] = c;
  1186. result.m[2] = -s;
  1187. result.m[8] = s;
  1188. result.m[10] = c;
  1189. result.m[1] = 0;
  1190. result.m[3] = 0;
  1191. result.m[4] = 0;
  1192. result.m[6] = 0;
  1193. result.m[7] = 0;
  1194. result.m[9] = 0;
  1195. result.m[11] = 0;
  1196. result.m[12] = 0;
  1197. result.m[13] = 0;
  1198. result.m[14] = 0;
  1199. };
  1200. Matrix.RotationZ = function (angle) {
  1201. var result = new Matrix();
  1202. Matrix.RotationZToRef(angle, result);
  1203. return result;
  1204. };
  1205. Matrix.RotationZToRef = function (angle, result) {
  1206. var s = Math.sin(angle);
  1207. var c = Math.cos(angle);
  1208. result.m[10] = 1.0;
  1209. result.m[15] = 1.0;
  1210. result.m[0] = c;
  1211. result.m[1] = s;
  1212. result.m[4] = -s;
  1213. result.m[5] = c;
  1214. result.m[2] = 0;
  1215. result.m[3] = 0;
  1216. result.m[6] = 0;
  1217. result.m[7] = 0;
  1218. result.m[8] = 0;
  1219. result.m[9] = 0;
  1220. result.m[11] = 0;
  1221. result.m[12] = 0;
  1222. result.m[13] = 0;
  1223. result.m[14] = 0;
  1224. };
  1225. Matrix.RotationAxis = function (axis, angle) {
  1226. var s = Math.sin(-angle);
  1227. var c = Math.cos(-angle);
  1228. var c1 = 1 - c;
  1229. axis.normalize();
  1230. var result = Matrix.Zero();
  1231. result.m[0] = (axis.x * axis.x) * c1 + c;
  1232. result.m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  1233. result.m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  1234. result.m[3] = 0.0;
  1235. result.m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  1236. result.m[5] = (axis.y * axis.y) * c1 + c;
  1237. result.m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  1238. result.m[7] = 0.0;
  1239. result.m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  1240. result.m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  1241. result.m[10] = (axis.z * axis.z) * c1 + c;
  1242. result.m[11] = 0.0;
  1243. result.m[15] = 1.0;
  1244. return result;
  1245. };
  1246. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  1247. var result = new Matrix();
  1248. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  1249. return result;
  1250. };
  1251. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  1252. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, this._tempQuaternion);
  1253. this._tempQuaternion.toRotationMatrix(result);
  1254. };
  1255. Matrix.Scaling = function (x, y, z) {
  1256. var result = Matrix.Zero();
  1257. Matrix.ScalingToRef(x, y, z, result);
  1258. return result;
  1259. };
  1260. Matrix.ScalingToRef = function (x, y, z, result) {
  1261. result.m[0] = x;
  1262. result.m[1] = 0;
  1263. result.m[2] = 0;
  1264. result.m[3] = 0;
  1265. result.m[4] = 0;
  1266. result.m[5] = y;
  1267. result.m[6] = 0;
  1268. result.m[7] = 0;
  1269. result.m[8] = 0;
  1270. result.m[9] = 0;
  1271. result.m[10] = z;
  1272. result.m[11] = 0;
  1273. result.m[12] = 0;
  1274. result.m[13] = 0;
  1275. result.m[14] = 0;
  1276. result.m[15] = 1.0;
  1277. };
  1278. Matrix.Translation = function (x, y, z) {
  1279. var result = Matrix.Identity();
  1280. Matrix.TranslationToRef(x, y, z, result);
  1281. return result;
  1282. };
  1283. Matrix.TranslationToRef = function (x, y, z, result) {
  1284. Matrix.FromValuesToRef(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, x, y, z, 1.0, result);
  1285. };
  1286. Matrix.LookAtLH = function (eye, target, up) {
  1287. var result = Matrix.Zero();
  1288. Matrix.LookAtLHToRef(eye, target, up, result);
  1289. return result;
  1290. };
  1291. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  1292. // Z axis
  1293. target.subtractToRef(eye, this._zAxis);
  1294. this._zAxis.normalize();
  1295. // X axis
  1296. Vector3.CrossToRef(up, this._zAxis, this._xAxis);
  1297. this._xAxis.normalize();
  1298. // Y axis
  1299. Vector3.CrossToRef(this._zAxis, this._xAxis, this._yAxis);
  1300. this._yAxis.normalize();
  1301. // Eye angles
  1302. var ex = -Vector3.Dot(this._xAxis, eye);
  1303. var ey = -Vector3.Dot(this._yAxis, eye);
  1304. var ez = -Vector3.Dot(this._zAxis, eye);
  1305. 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);
  1306. };
  1307. Matrix.OrthoLH = function (width, height, znear, zfar) {
  1308. var hw = 2.0 / width;
  1309. var hh = 2.0 / height;
  1310. var id = 1.0 / (zfar - znear);
  1311. var nid = znear / (znear - zfar);
  1312. return Matrix.FromValues(hw, 0, 0, 0, 0, hh, 0, 0, 0, 0, id, 0, 0, 0, nid, 1);
  1313. };
  1314. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  1315. var matrix = Matrix.Zero();
  1316. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  1317. return matrix;
  1318. };
  1319. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  1320. result.m[0] = 2.0 / (right - left);
  1321. result.m[1] = result.m[2] = result.m[3] = 0;
  1322. result.m[5] = 2.0 / (top - bottom);
  1323. result.m[4] = result.m[6] = result.m[7] = 0;
  1324. result.m[10] = -1.0 / (znear - zfar);
  1325. result.m[8] = result.m[9] = result.m[11] = 0;
  1326. result.m[12] = (left + right) / (left - right);
  1327. result.m[13] = (top + bottom) / (bottom - top);
  1328. result.m[14] = znear / (znear - zfar);
  1329. result.m[15] = 1.0;
  1330. };
  1331. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  1332. var matrix = Matrix.Zero();
  1333. matrix.m[0] = (2.0 * znear) / width;
  1334. matrix.m[1] = matrix.m[2] = matrix.m[3] = 0.0;
  1335. matrix.m[5] = (2.0 * znear) / height;
  1336. matrix.m[4] = matrix.m[6] = matrix.m[7] = 0.0;
  1337. matrix.m[10] = -zfar / (znear - zfar);
  1338. matrix.m[8] = matrix.m[9] = 0.0;
  1339. matrix.m[11] = 1.0;
  1340. matrix.m[12] = matrix.m[13] = matrix.m[15] = 0.0;
  1341. matrix.m[14] = (znear * zfar) / (znear - zfar);
  1342. return matrix;
  1343. };
  1344. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  1345. var matrix = Matrix.Zero();
  1346. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  1347. return matrix;
  1348. };
  1349. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result) {
  1350. var tan = 1.0 / (Math.tan(fov * 0.5));
  1351. result.m[0] = tan / aspect;
  1352. result.m[1] = result.m[2] = result.m[3] = 0.0;
  1353. result.m[5] = tan;
  1354. result.m[4] = result.m[6] = result.m[7] = 0.0;
  1355. result.m[8] = result.m[9] = 0.0;
  1356. result.m[10] = -zfar / (znear - zfar);
  1357. result.m[11] = 1.0;
  1358. result.m[12] = result.m[13] = result.m[15] = 0.0;
  1359. result.m[14] = (znear * zfar) / (znear - zfar);
  1360. };
  1361. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  1362. var cw = viewport.width;
  1363. var ch = viewport.height;
  1364. var cx = viewport.x;
  1365. var cy = viewport.y;
  1366. 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);
  1367. return world.multiply(view).multiply(projection).multiply(viewportMatrix);
  1368. };
  1369. Matrix.Transpose = function (matrix) {
  1370. var result = new Matrix();
  1371. result.m[0] = matrix.m[0];
  1372. result.m[1] = matrix.m[4];
  1373. result.m[2] = matrix.m[8];
  1374. result.m[3] = matrix.m[12];
  1375. result.m[4] = matrix.m[1];
  1376. result.m[5] = matrix.m[5];
  1377. result.m[6] = matrix.m[9];
  1378. result.m[7] = matrix.m[13];
  1379. result.m[8] = matrix.m[2];
  1380. result.m[9] = matrix.m[6];
  1381. result.m[10] = matrix.m[10];
  1382. result.m[11] = matrix.m[14];
  1383. result.m[12] = matrix.m[3];
  1384. result.m[13] = matrix.m[7];
  1385. result.m[14] = matrix.m[11];
  1386. result.m[15] = matrix.m[15];
  1387. return result;
  1388. };
  1389. Matrix.Reflection = function (plane) {
  1390. var matrix = new Matrix();
  1391. Matrix.ReflectionToRef(plane, matrix);
  1392. return matrix;
  1393. };
  1394. Matrix.ReflectionToRef = function (plane, result) {
  1395. plane.normalize();
  1396. var x = plane.normal.x;
  1397. var y = plane.normal.y;
  1398. var z = plane.normal.z;
  1399. var temp = -2 * x;
  1400. var temp2 = -2 * y;
  1401. var temp3 = -2 * z;
  1402. result.m[0] = (temp * x) + 1;
  1403. result.m[1] = temp2 * x;
  1404. result.m[2] = temp3 * x;
  1405. result.m[3] = 0.0;
  1406. result.m[4] = temp * y;
  1407. result.m[5] = (temp2 * y) + 1;
  1408. result.m[6] = temp3 * y;
  1409. result.m[7] = 0.0;
  1410. result.m[8] = temp * z;
  1411. result.m[9] = temp2 * z;
  1412. result.m[10] = (temp3 * z) + 1;
  1413. result.m[11] = 0.0;
  1414. result.m[12] = temp * plane.d;
  1415. result.m[13] = temp2 * plane.d;
  1416. result.m[14] = temp3 * plane.d;
  1417. result.m[15] = 1.0;
  1418. };
  1419. Matrix._tempQuaternion = new Quaternion();
  1420. Matrix._xAxis = Vector3.Zero();
  1421. Matrix._yAxis = Vector3.Zero();
  1422. Matrix._zAxis = Vector3.Zero();
  1423. return Matrix;
  1424. })();
  1425. BABYLON.Matrix = Matrix;
  1426. var Plane = (function () {
  1427. function Plane(a, b, c, d) {
  1428. this.normal = new Vector3(a, b, c);
  1429. this.d = d;
  1430. }
  1431. Plane.prototype.asArray = function () {
  1432. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  1433. };
  1434. // Methods
  1435. Plane.prototype.clone = function () {
  1436. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  1437. };
  1438. Plane.prototype.normalize = function () {
  1439. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  1440. var magnitude = 0;
  1441. if (norm != 0) {
  1442. magnitude = 1.0 / norm;
  1443. }
  1444. this.normal.x *= magnitude;
  1445. this.normal.y *= magnitude;
  1446. this.normal.z *= magnitude;
  1447. this.d *= magnitude;
  1448. };
  1449. Plane.prototype.transform = function (transformation) {
  1450. var transposedMatrix = BABYLON.Matrix.Transpose(transformation);
  1451. var x = this.normal.x;
  1452. var y = this.normal.y;
  1453. var z = this.normal.z;
  1454. var d = this.d;
  1455. var normalX = (((x * transposedMatrix.m[0]) + (y * transposedMatrix.m[1])) + (z * transposedMatrix.m[2])) + (d * transposedMatrix.m[3]);
  1456. var normalY = (((x * transposedMatrix.m[4]) + (y * transposedMatrix.m[5])) + (z * transposedMatrix.m[6])) + (d * transposedMatrix.m[7]);
  1457. var normalZ = (((x * transposedMatrix.m[8]) + (y * transposedMatrix.m[9])) + (z * transposedMatrix.m[10])) + (d * transposedMatrix.m[11]);
  1458. var finalD = (((x * transposedMatrix.m[12]) + (y * transposedMatrix.m[13])) + (z * transposedMatrix.m[14])) + (d * transposedMatrix.m[15]);
  1459. return new BABYLON.Plane(normalX, normalY, normalZ, finalD);
  1460. };
  1461. Plane.prototype.dotCoordinate = function (point) {
  1462. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  1463. };
  1464. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  1465. var x1 = point2.x - point1.x;
  1466. var y1 = point2.y - point1.y;
  1467. var z1 = point2.z - point1.z;
  1468. var x2 = point3.x - point1.x;
  1469. var y2 = point3.y - point1.y;
  1470. var z2 = point3.z - point1.z;
  1471. var yz = (y1 * z2) - (z1 * y2);
  1472. var xz = (z1 * x2) - (x1 * z2);
  1473. var xy = (x1 * y2) - (y1 * x2);
  1474. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  1475. var invPyth;
  1476. if (pyth != 0) {
  1477. invPyth = 1.0 / pyth;
  1478. } else {
  1479. invPyth = 0;
  1480. }
  1481. this.normal.x = yz * invPyth;
  1482. this.normal.y = xz * invPyth;
  1483. this.normal.z = xy * invPyth;
  1484. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  1485. };
  1486. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  1487. var dot = Vector3.Dot(this.normal, direction);
  1488. return (dot <= epsilon);
  1489. };
  1490. Plane.prototype.signedDistanceTo = function (point) {
  1491. return Vector3.Dot(point, this.normal) + this.d;
  1492. };
  1493. // Statics
  1494. Plane.FromArray = function (array) {
  1495. return new BABYLON.Plane(array[0], array[1], array[2], array[3]);
  1496. };
  1497. Plane.FromPoints = function (point1, point2, point3) {
  1498. var result = new BABYLON.Plane(0, 0, 0, 0);
  1499. result.copyFromPoints(point1, point2, point3);
  1500. return result;
  1501. };
  1502. Plane.FromPositionAndNormal = function (origin, normal) {
  1503. var result = new BABYLON.Plane(0, 0, 0, 0);
  1504. normal.normalize();
  1505. result.normal = normal;
  1506. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  1507. return result;
  1508. };
  1509. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  1510. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  1511. return Vector3.Dot(point, normal) + d;
  1512. };
  1513. return Plane;
  1514. })();
  1515. BABYLON.Plane = Plane;
  1516. var Viewport = (function () {
  1517. function Viewport(x, y, width, height) {
  1518. this.x = x;
  1519. this.y = y;
  1520. this.width = width;
  1521. this.height = height;
  1522. }
  1523. Viewport.prototype.toGlobal = function (engine) {
  1524. var width = engine.getRenderWidth();
  1525. var height = engine.getRenderHeight();
  1526. return new Viewport(this.x * width, this.y * height, this.width * width, this.height * height);
  1527. };
  1528. return Viewport;
  1529. })();
  1530. BABYLON.Viewport = Viewport;
  1531. var Frustum = (function () {
  1532. function Frustum() {
  1533. }
  1534. Frustum.GetPlanes = function (transform) {
  1535. var frustumPlanes = [];
  1536. for (var index = 0; index < 6; index++) {
  1537. frustumPlanes.push(new Plane(0, 0, 0, 0));
  1538. }
  1539. Frustum.GetPlanesToRef(transform, frustumPlanes);
  1540. return frustumPlanes;
  1541. };
  1542. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  1543. // Near
  1544. frustumPlanes[0].normal.x = transform.m[3] + transform.m[2];
  1545. frustumPlanes[0].normal.y = transform.m[7] + transform.m[6];
  1546. frustumPlanes[0].normal.z = transform.m[10] + transform.m[10];
  1547. frustumPlanes[0].d = transform.m[15] + transform.m[14];
  1548. frustumPlanes[0].normalize();
  1549. // Far
  1550. frustumPlanes[1].normal.x = transform.m[3] - transform.m[2];
  1551. frustumPlanes[1].normal.y = transform.m[7] - transform.m[6];
  1552. frustumPlanes[1].normal.z = transform.m[11] - transform.m[10];
  1553. frustumPlanes[1].d = transform.m[15] - transform.m[14];
  1554. frustumPlanes[1].normalize();
  1555. // Left
  1556. frustumPlanes[2].normal.x = transform.m[3] + transform.m[0];
  1557. frustumPlanes[2].normal.y = transform.m[7] + transform.m[4];
  1558. frustumPlanes[2].normal.z = transform.m[11] + transform.m[8];
  1559. frustumPlanes[2].d = transform.m[15] + transform.m[12];
  1560. frustumPlanes[2].normalize();
  1561. // Right
  1562. frustumPlanes[3].normal.x = transform.m[3] - transform.m[0];
  1563. frustumPlanes[3].normal.y = transform.m[7] - transform.m[4];
  1564. frustumPlanes[3].normal.z = transform.m[11] - transform.m[8];
  1565. frustumPlanes[3].d = transform.m[15] - transform.m[12];
  1566. frustumPlanes[3].normalize();
  1567. // Top
  1568. frustumPlanes[4].normal.x = transform.m[3] - transform.m[1];
  1569. frustumPlanes[4].normal.y = transform.m[7] - transform.m[5];
  1570. frustumPlanes[4].normal.z = transform.m[11] - transform.m[9];
  1571. frustumPlanes[4].d = transform.m[15] - transform.m[13];
  1572. frustumPlanes[4].normalize();
  1573. // Bottom
  1574. frustumPlanes[5].normal.x = transform.m[3] + transform.m[1];
  1575. frustumPlanes[5].normal.y = transform.m[7] + transform.m[5];
  1576. frustumPlanes[5].normal.z = transform.m[11] + transform.m[9];
  1577. frustumPlanes[5].d = transform.m[15] + transform.m[13];
  1578. frustumPlanes[5].normalize();
  1579. };
  1580. return Frustum;
  1581. })();
  1582. BABYLON.Frustum = Frustum;
  1583. var Ray = (function () {
  1584. function Ray(origin, direction) {
  1585. this.origin = origin;
  1586. this.direction = direction;
  1587. }
  1588. // Methods
  1589. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum) {
  1590. var d = 0.0;
  1591. var maxValue = Number.MAX_VALUE;
  1592. if (Math.abs(this.direction.x) < 0.0000001) {
  1593. if (this.origin.x < minimum.x || this.origin.x > maximum.x) {
  1594. return false;
  1595. }
  1596. } else {
  1597. var inv = 1.0 / this.direction.x;
  1598. var min = (minimum.x - this.origin.x) * inv;
  1599. var max = (maximum.x - this.origin.x) * inv;
  1600. if (min > max) {
  1601. var temp = min;
  1602. min = max;
  1603. max = temp;
  1604. }
  1605. d = Math.max(min, d);
  1606. maxValue = Math.min(max, maxValue);
  1607. if (d > maxValue) {
  1608. return false;
  1609. }
  1610. }
  1611. if (Math.abs(this.direction.y) < 0.0000001) {
  1612. if (this.origin.y < minimum.y || this.origin.y > maximum.y) {
  1613. return false;
  1614. }
  1615. } else {
  1616. inv = 1.0 / this.direction.y;
  1617. min = (minimum.y - this.origin.y) * inv;
  1618. max = (maximum.y - this.origin.y) * inv;
  1619. if (min > max) {
  1620. temp = min;
  1621. min = max;
  1622. max = temp;
  1623. }
  1624. d = Math.max(min, d);
  1625. maxValue = Math.min(max, maxValue);
  1626. if (d > maxValue) {
  1627. return false;
  1628. }
  1629. }
  1630. if (Math.abs(this.direction.z) < 0.0000001) {
  1631. if (this.origin.z < minimum.z || this.origin.z > maximum.z) {
  1632. return false;
  1633. }
  1634. } else {
  1635. inv = 1.0 / this.direction.z;
  1636. min = (minimum.z - this.origin.z) * inv;
  1637. max = (maximum.z - this.origin.z) * inv;
  1638. if (min > max) {
  1639. temp = min;
  1640. min = max;
  1641. max = temp;
  1642. }
  1643. d = Math.max(min, d);
  1644. maxValue = Math.min(max, maxValue);
  1645. if (d > maxValue) {
  1646. return false;
  1647. }
  1648. }
  1649. return true;
  1650. };
  1651. Ray.prototype.intersectsBox = function (box) {
  1652. return this.intersectsBoxMinMax(box.minimum, box.maximum);
  1653. };
  1654. Ray.prototype.intersectsSphere = function (sphere) {
  1655. var x = sphere.center.x - this.origin.x;
  1656. var y = sphere.center.y - this.origin.y;
  1657. var z = sphere.center.z - this.origin.z;
  1658. var pyth = (x * x) + (y * y) + (z * z);
  1659. var rr = sphere.radius * sphere.radius;
  1660. if (pyth <= rr) {
  1661. return true;
  1662. }
  1663. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  1664. if (dot < 0.0) {
  1665. return false;
  1666. }
  1667. var temp = pyth - (dot * dot);
  1668. return temp <= rr;
  1669. };
  1670. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  1671. if (!this._edge1) {
  1672. this._edge1 = BABYLON.Vector3.Zero();
  1673. this._edge2 = BABYLON.Vector3.Zero();
  1674. this._pvec = BABYLON.Vector3.Zero();
  1675. this._tvec = BABYLON.Vector3.Zero();
  1676. this._qvec = BABYLON.Vector3.Zero();
  1677. }
  1678. vertex1.subtractToRef(vertex0, this._edge1);
  1679. vertex2.subtractToRef(vertex0, this._edge2);
  1680. BABYLON.Vector3.CrossToRef(this.direction, this._edge2, this._pvec);
  1681. var det = Vector3.Dot(this._edge1, this._pvec);
  1682. if (det === 0) {
  1683. return null;
  1684. }
  1685. var invdet = 1 / det;
  1686. this.origin.subtractToRef(vertex0, this._tvec);
  1687. var bu = Vector3.Dot(this._tvec, this._pvec) * invdet;
  1688. if (bu < 0 || bu > 1.0) {
  1689. return null;
  1690. }
  1691. Vector3.CrossToRef(this._tvec, this._edge1, this._qvec);
  1692. var bv = Vector3.Dot(this.direction, this._qvec) * invdet;
  1693. if (bv < 0 || bu + bv > 1.0) {
  1694. return null;
  1695. }
  1696. return new BABYLON.IntersectionInfo(bu, bv, Vector3.Dot(this._edge2, this._qvec) * invdet);
  1697. };
  1698. // Statics
  1699. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  1700. var start = BABYLON.Vector3.Unproject(new BABYLON.Vector3(x, y, 0), viewportWidth, viewportHeight, world, view, projection);
  1701. var end = BABYLON.Vector3.Unproject(new BABYLON.Vector3(x, y, 1), viewportWidth, viewportHeight, world, view, projection);
  1702. var direction = end.subtract(start);
  1703. direction.normalize();
  1704. return new Ray(start, direction);
  1705. };
  1706. Ray.Transform = function (ray, matrix) {
  1707. var newOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, matrix);
  1708. var newDirection = BABYLON.Vector3.TransformNormal(ray.direction, matrix);
  1709. return new Ray(newOrigin, newDirection);
  1710. };
  1711. return Ray;
  1712. })();
  1713. BABYLON.Ray = Ray;
  1714. (function (Space) {
  1715. Space[Space["LOCAL"] = 0] = "LOCAL";
  1716. Space[Space["WORLD"] = 1] = "WORLD";
  1717. })(BABYLON.Space || (BABYLON.Space = {}));
  1718. var Space = BABYLON.Space;
  1719. var Axis = (function () {
  1720. function Axis() {
  1721. }
  1722. Axis.X = new BABYLON.Vector3(1, 0, 0);
  1723. Axis.Y = new BABYLON.Vector3(0, 1, 0);
  1724. Axis.Z = new BABYLON.Vector3(0, 0, 1);
  1725. return Axis;
  1726. })();
  1727. BABYLON.Axis = Axis;
  1728. ;
  1729. })(BABYLON || (BABYLON = {}));
  1730. //# sourceMappingURL=babylon.math.js.map